42 Commits

Author SHA1 Message Date
944c33ce3b Update License 2025-01-20 01:17:13 +01:00
d5bb464d9f Add system messages to chat 2025-01-20 00:03:50 +01:00
4549ee7517 Fix cgo bullshit in build 2025-01-19 23:28:04 +01:00
31ae9c525f mod 2025-01-19 23:22:09 +01:00
06913a5217 Update buildscript and readme 2025-01-19 22:50:50 +01:00
49663c9094 rm build artefacts from git tracking 2025-01-19 22:25:48 +01:00
a843680b09 Prepare v1.1.0 release with auth and db functionality 2025-01-19 22:20:17 +01:00
7183df4a8b Merge pull request 'feature/db' (#4) from feature/db into master
Reviewed-on: #4
2025-01-19 21:07:43 +00:00
33e355200d Update goonserver 2025-01-19 22:07:04 +01:00
e45066b2a8 Based db and accounts and log in where you logged out 2025-01-19 21:52:56 +01:00
bb01dccf2b Getting somewhere lol 2025-01-19 21:23:47 +01:00
0f56916295 Add build instructions 2025-01-19 01:33:01 +01:00
a1ddbadea0 Build system + release win64 + linux64 2025-01-19 01:31:05 +01:00
e4d0b98945 actually close instead of continuing with uninitialized GLFW crap 2025-01-19 00:56:17 +01:00
509bc8b20b fix racism condition / deadlock 2025-01-19 00:51:49 +01:00
c40e4ae7ac Merge branch 'feature/menu' 2025-01-18 23:37:21 +01:00
863f5a939c server 2025-01-18 23:36:21 +01:00
cd68581429 Merge pull request 'feature/menu' (#3) from feature/menu into master
Reviewed-on: #3
2025-01-18 22:26:19 +00:00
b9d0d46bd6 Merge branch 'master' into feature/menu 2025-01-18 22:26:10 +00:00
b96c7ada7a Menu with broken exit and settings 2025-01-18 23:23:03 +01:00
d86cbe15a3 add quit channel to clean up after self 2025-01-18 22:27:22 +01:00
fb018e2a7d Add menu on esc and don't close on esc 2025-01-18 22:23:08 +01:00
5ca973fdf1 Update README.md 2025-01-18 20:18:45 +00:00
2a0f9348e9 Update README.md with addr and local flags 2025-01-18 20:41:02 +01:00
d6d0f36cee add addr flag 2025-01-18 20:38:35 +01:00
e8d062c4b7 Add -local flag to connect to local server 2025-01-18 14:23:48 +01:00
0cd3145d28 try to handle tcp fragmentation 2025-01-15 10:58:11 +01:00
0b6ab17ad5 try to handle tcp fragmentation 2025-01-15 10:50:51 +01:00
50952309f4 zoom towards testicles instead of feet 2025-01-14 13:53:12 +01:00
afc44710f2 Chat QoL updates 2025-01-13 21:29:06 +01:00
1a7b0eff42 Update README.md 2025-01-13 14:26:56 +00:00
bf7bf12a53 Readme 2025-01-13 15:13:17 +01:00
e661320508 Remove local dep on goonserver 2025-01-13 14:41:19 +01:00
567ec40c3d Merge pull request 'feature/chat' (#2) from feature/chat into master
Reviewed-on: #2
2025-01-13 13:24:33 +00:00
c01b8d1c59 Floating chat messages and remote server 2025-01-13 14:22:24 +01:00
d301d597e8 Add chat 2025-01-13 13:23:52 +01:00
91cdbab54a Reorganize code 2025-01-13 11:10:48 +01:00
0a58e0453a Fix tickrate and action queue stuff 2025-01-13 10:00:23 +01:00
8d70129c73 Update goonserver submodule 2025-01-13 00:40:28 +01:00
4012a2ed92 Protobuf changes 2025-01-13 00:31:15 +01:00
4f36c2ee1f submodule 2025-01-13 00:02:21 +01:00
63e3837441 Fix movement on other player 2025-01-12 23:57:18 +01:00
33 changed files with 1700 additions and 543 deletions

13
.gitignore vendored Normal file
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@ -0,0 +1,13 @@
# Build artifacts
build/
goonscape
goonscape.exe
# IDE files
.vscode/
.idea/
*.swp
# OS files
.DS_Store
Thumbs.db

3
.gitmodules vendored Normal file
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@ -0,0 +1,3 @@
[submodule "goonserver"]
path = goonserver
url = https://gitea.boner.be/bdnugget/goonserver

25
.woodpecker.yml Normal file
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@ -0,0 +1,25 @@
pipeline:
build:
image: golang:1.23
commands:
# Install build dependencies
- apt-get update && apt-get install -y gcc-mingw-w64 cmake zip libasound2-dev mesa-common-dev libx11-dev libxrandr-dev libxi-dev xorg-dev libgl1-mesa-dev libglu1-mesa-dev libwayland-dev wayland-protocols libxkbcommon-dev
# Build for all platforms
- make all
when:
event: tag
tag: v*
# Optional: Create Gitea release with built artifacts
release:
image: plugins/gitea-release
settings:
api_key:
from_secret: gitea_token
base_url: https://gitea.boner.be
files: build/*.zip
when:
event: tag
tag: v*

30
Dockerfile.build Normal file
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@ -0,0 +1,30 @@
FROM golang:1.23
# Install build dependencies
RUN apt-get update && apt-get install -y \
gcc-mingw-w64 \
cmake \
zip \
libasound2-dev \
mesa-common-dev \
libx11-dev \
libxrandr-dev \
libxi-dev \
xorg-dev \
libgl1-mesa-dev \
libglu1-mesa-dev \
libwayland-dev \
wayland-protocols \
libxkbcommon-dev \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /build
# Copy build scripts
COPY . /build/
# Set execute permissions
RUN chmod +x /build/scripts/build.sh
# Build command
CMD ["make", "all"]

24
LICENSE
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@ -1,11 +1,21 @@
“Commons Clause” License Condition v1.0 MIT License
The Software is provided to you by the Licensor under the License, as defined below, subject to the following condition. Copyright (c) 2025 bdnugget
Without limiting other conditions in the License, the grant of rights under the License will not include, and the License does not grant to you, right to Sell the Software. Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
For purposes of the foregoing, “Sell” means practicing any or all of the rights granted to you under the License to provide to third parties, for a fee or other consideration (including without limitation fees for hosting or consulting/ support services related to the Software), a product or service whose value derives, entirely or substantially, from the functionality of the Software. Any license notice or attribution required by the License must also include this Commons Cause License Condition notice. The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
Software: GoonScape THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
License: Commons Clause v1.0 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
Licensor: bdnugget FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

30
Makefile Normal file
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@ -0,0 +1,30 @@
.PHONY: all clean windows linux darwin
include scripts/platforms.mk
BINARY_NAME=goonscape
VERSION=1.1.0
BUILD_DIR=build
ASSETS_DIR=resources
all: clean $(PLATFORMS)
$(PLATFORMS):
@echo "Building for $@..."
@mkdir -p $(BUILD_DIR)/$@
@scripts/build.sh $(word 1,$(subst /, ,$@)) $(word 2,$(subst /, ,$@)) \
$(BUILD_DIR)/$@/$(BINARY_NAME)$(if $(findstring windows,$@),.exe,)
@cp -r $(ASSETS_DIR) $(BUILD_DIR)/$@/
@cd $(BUILD_DIR) && zip -r $(BINARY_NAME)-$(word 1,$(subst /, ,$@))-$(word 2,$(subst /, ,$@))-v$(VERSION).zip $@
@echo "Done building for $@"
clean:
rm -rf $(BUILD_DIR)
# Development build for current platform
dev:
go build -o $(BINARY_NAME)
# Run tests
test:
go test ./...

124
README.md Normal file
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@ -0,0 +1,124 @@
# GoonScape
A multiplayer isometric game inspired by Oldschool RuneScape, built with Go and Raylib.
![GoonScape Screenshot](resources/screenshot.png)
## Features
- 3D isometric world with height-mapped terrain
- Multiplayer support with client-server architecture
- Pathfinding and click-to-move navigation
- Global chat system with floating messages
- Multiple character models
- Background music
## Prerequisites
- Go 1.23 or higher
- GCC (for CGO/SQLite support)
- OpenGL development libraries
- Raylib dependencies (see [raylib-go](https://github.com/gen2brain/raylib-go#requirements))
## Installation
### Pre-built Binaries
The easiest way to get started is to download the latest release from:
```
https://gitea.boner.be/bdnugget/goonscape/releases
```
Choose the appropriate zip file for your platform:
- Windows: `goonscape-windows-amd64-v1.1.0.zip`
- Linux: `goonscape-linux-amd64-v1.1.0.zip`
Extract the zip and run the executable.
### Quick Start
For development:
```bash
# Run directly (recommended for development)
go run main.go
# Run with local server
go run main.go -local
```
### Server Setup
The server requires CGO for SQLite support:
```bash
# Enable CGO
go env -w CGO_ENABLED=1
# Clone and build server
git clone https://gitea.boner.be/bdnugget/goonserver.git
cd goonserver
go build
```
### Client Installation
Then install or build:
```bash
# Install the client
go install gitea.boner.be/bdnugget/goonscape@latest
```
Or build from source:
```bash
git clone https://gitea.boner.be/bdnugget/goonscape.git
cd goonscape
go build
```
## Controls
- **Mouse Click**: Move to location
- **T**: Open chat
- **Enter**: Send chat message
- **Escape**: Cancel chat/Close game (it does both of these at the same time so gg)
- **Arrow Keys**: Rotate camera
- **Mouse Wheel**: Zoom in/out
## Configuration
Server connection can be configured using command-line flags:
```bash
# Connect to default server (boner.be:6969)
go run main.go
# Connect to local server
go run main.go -local
# Connect to specific server
go run main.go -addr somehost # Uses somehost:6969
go run main.go -addr somehost:6970 # Uses somehost:6970
```
Note: The `-local` flag is a shorthand for `-addr localhost:6969` and cannot be used together with `-addr`.
## Building Release Binaries
The project uses Docker to create consistent builds across platforms. To build release binaries:
1. Build the Docker image (only needed once):
```bash
sudo docker build -t goonscape-builder -f Dockerfile.build .
```
2. Create release builds:
```bash
sudo docker run -v $(pwd):/build goonscape-builder
```
This will create zip files in the `build` directory for:
- Windows (64-bit): `goonscape-windows-amd64-v1.0.0.zip`
- Linux (64-bit): `goonscape-linux-amd64-v1.0.0.zip`
Each zip contains the binary and all required assets.
## Development
The project uses Protocol Buffers for network communication. If you modify the `.proto` files, regenerate the Go code with:
```bash
protoc --go_out=. goonserver/actions/actions.proto
```

41
assets/assets.go Normal file
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@ -0,0 +1,41 @@
package assets
import (
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
func LoadModels() ([]types.ModelAsset, error) {
goonerModel := rl.LoadModel("resources/models/goonion.obj")
goonerTexture := rl.LoadTexture("resources/models/goonion.png")
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
coomerModel := rl.LoadModel("resources/models/coomer.obj")
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
return []types.ModelAsset{
{Model: goonerModel, Texture: goonerTexture},
{Model: coomerModel, Texture: coomerTexture},
{Model: shrekeModel, Texture: shrekeTexture},
}, nil
}
func LoadMusic(filename string) (rl.Music, error) {
return rl.LoadMusicStream(filename), nil
}
func UnloadModels(models []types.ModelAsset) {
for _, model := range models {
rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture)
}
}
func UnloadMusic(music rl.Music) {
rl.UnloadMusicStream(music)
}

View File

@ -7,6 +7,15 @@ const (
MapHeight = 50 MapHeight = 50
TileSize = 32 TileSize = 32
TileHeight = 2.0 TileHeight = 2.0
TickRate = 2600 * time.Millisecond // Server tick rate (600ms) TickRate = 600 * time.Millisecond // Server tick rate (600ms)
serverAddr = "localhost:6969" serverAddr = "localhost:6969"
// RuneScape-style tick rate (600ms)
ServerTickRate = 600 * time.Millisecond
// Client might run at a higher tick rate for smooth rendering
ClientTickRate = 50 * time.Millisecond
// Maximum number of ticks we can get behind before forcing a resync
MaxTickDesync = 5
) )

View File

@ -1,4 +1,4 @@
package main package game
import ( import (
"math" "math"
@ -6,8 +6,21 @@ import (
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
var (
cameraDistance = float32(20.0)
cameraYaw = float32(145.0)
cameraPitch = float32(45.0)
)
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) { func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
// Update camera based on mouse wheel // Adjust target position to be at character's torso height (about half character height)
characterHeight := float32(32.0) // Assuming character is roughly 32 units tall
targetPos := rl.Vector3{
X: player.X,
Y: player.Y + characterHeight*0.5, // Focus on middle of character
Z: player.Z,
}
wheelMove := rl.GetMouseWheelMove() wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 { if wheelMove != 0 {
cameraDistance += -wheelMove * 5 cameraDistance += -wheelMove * 5
@ -19,7 +32,6 @@ func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
} }
} }
// Orbit camera around the player using arrow keys
if rl.IsKeyDown(rl.KeyRight) { if rl.IsKeyDown(rl.KeyRight) {
cameraYaw += 100 * deltaTime cameraYaw += 100 * deltaTime
} }
@ -39,16 +51,13 @@ func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
} }
} }
// Calculate the new camera position using spherical coordinates
cameraYawRad := float64(cameraYaw) * rl.Deg2rad cameraYawRad := float64(cameraYaw) * rl.Deg2rad
cameraPitchRad := float64(cameraPitch) * rl.Deg2rad cameraPitchRad := float64(cameraPitch) * rl.Deg2rad
cameraPos := rl.Vector3{
X: player.X + cameraDistance*float32(math.Cos(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
Y: player.Y + cameraDistance*float32(math.Sin(cameraPitchRad)),
Z: player.Z + cameraDistance*float32(math.Sin(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
}
// Update the camera's position and target camera.Position = rl.Vector3{
camera.Position = cameraPos X: targetPos.X + cameraDistance*float32(math.Cos(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
camera.Target = rl.NewVector3(player.X, player.Y, player.Z) Y: targetPos.Y + cameraDistance*float32(math.Sin(cameraPitchRad)),
Z: targetPos.Z + cameraDistance*float32(math.Sin(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
}
camera.Target = targetPos
} }

227
game/chat.go Normal file
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@ -0,0 +1,227 @@
package game
import (
"fmt"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
maxMessages = 50
chatMargin = 10 // Margin from screen edges
chatHeight = 200
messageHeight = 20
inputHeight = 30
runeLimit = 256
)
type Chat struct {
messages []types.ChatMessage
inputBuffer []rune
isTyping bool
cursorPos int
scrollOffset int
userData interface{}
}
func NewChat() *Chat {
return &Chat{
messages: make([]types.ChatMessage, 0, maxMessages),
inputBuffer: make([]rune, 0, runeLimit),
}
}
func (c *Chat) AddMessage(playerID int32, content string) {
msg := types.ChatMessage{
PlayerID: playerID,
Content: content,
Time: time.Now(),
}
if len(c.messages) >= maxMessages {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, msg)
c.scrollOffset = 0 // Reset scroll position for new messages
}
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
// Convert protobuf messages to our local type
for _, msg := range messages {
localMsg := types.ChatMessage{
PlayerID: msg.PlayerId,
Username: msg.Username,
Content: msg.Content,
Time: time.Unix(0, msg.Timestamp),
}
// Only add if it's not already in our history
if len(c.messages) == 0 || c.messages[len(c.messages)-1].Time.UnixNano() < msg.Timestamp {
if len(c.messages) >= maxMessages {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, localMsg)
// Scroll to latest message if it's not already visible
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
if len(c.messages) > visibleMessages {
c.scrollOffset = len(c.messages) - visibleMessages
}
// Add floating message to the player
if game, ok := c.userData.(*Game); ok {
if msg.PlayerId == game.Player.ID {
game.Player.Lock()
game.Player.FloatingMessage = &types.FloatingMessage{
Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second),
}
game.Player.Unlock()
} else if otherPlayer, exists := game.OtherPlayers[msg.PlayerId]; exists {
otherPlayer.Lock()
otherPlayer.FloatingMessage = &types.FloatingMessage{
Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second),
}
otherPlayer.Unlock()
}
}
}
}
}
func (c *Chat) Draw(screenWidth, screenHeight int32) {
// Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2)
// Draw chat window background
chatX := float32(chatMargin)
chatY := float32(screenHeight - chatHeight - chatMargin)
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, chatHeight, rl.ColorAlpha(rl.Black, 0.5))
// Draw messages from oldest to newest
messageY := chatY + 5
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
// Auto-scroll to bottom if no manual scrolling has occurred
if c.scrollOffset == 0 {
if len(c.messages) > visibleMessages {
c.scrollOffset = len(c.messages) - visibleMessages
}
}
startIdx := max(0, c.scrollOffset)
endIdx := min(len(c.messages), startIdx+visibleMessages)
for i := startIdx; i < endIdx; i++ {
msg := c.messages[i]
var color rl.Color
if msg.PlayerID == 0 { // System message
color = rl.Gold
} else {
color = rl.White
}
text := fmt.Sprintf("%s: %s", msg.Username, msg.Content)
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, color)
messageY += messageHeight
}
// Draw input field
inputY := chatY + float32(chatHeight-inputHeight)
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, inputHeight, rl.ColorAlpha(rl.White, 0.3))
if c.isTyping {
inputText := string(c.inputBuffer)
rl.DrawText(inputText, int32(chatX)+5, int32(inputY)+5, 20, rl.White)
// Draw cursor
cursorX := rl.MeasureText(inputText[:c.cursorPos], 20)
rl.DrawRectangle(int32(chatX)+5+cursorX, int32(inputY)+5, 2, 20, rl.White)
} else {
rl.DrawText("Press T to chat", int32(chatX)+5, int32(inputY)+5, 20, rl.Gray)
}
}
func (c *Chat) Update() (string, bool) {
// Handle scrolling with mouse wheel when not typing
if !c.isTyping {
wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 {
maxScroll := max(0, len(c.messages)-int((chatHeight-inputHeight)/messageHeight))
c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
}
if rl.IsKeyPressed(rl.KeyT) {
c.isTyping = true
return "", false
}
return "", false
}
key := rl.GetCharPressed()
for key > 0 {
if len(c.inputBuffer) < runeLimit {
c.inputBuffer = append(c.inputBuffer[:c.cursorPos], append([]rune{key}, c.inputBuffer[c.cursorPos:]...)...)
c.cursorPos++
}
key = rl.GetCharPressed()
}
if rl.IsKeyPressed(rl.KeyEnter) || rl.IsKeyPressed(rl.KeyKpEnter) {
if len(c.inputBuffer) > 0 {
message := string(c.inputBuffer)
c.inputBuffer = c.inputBuffer[:0]
c.cursorPos = 0
c.isTyping = false
return message, true
}
c.isTyping = false
}
if rl.IsKeyPressed(rl.KeyEscape) && c.isTyping {
c.inputBuffer = c.inputBuffer[:0]
c.cursorPos = 0
c.isTyping = false
}
if rl.IsKeyPressed(rl.KeyBackspace) && c.cursorPos > 0 {
c.inputBuffer = append(c.inputBuffer[:c.cursorPos-1], c.inputBuffer[c.cursorPos:]...)
c.cursorPos--
}
if rl.IsKeyPressed(rl.KeyLeft) && c.cursorPos > 0 {
c.cursorPos--
}
if rl.IsKeyPressed(rl.KeyRight) && c.cursorPos < len(c.inputBuffer) {
c.cursorPos++
}
return "", false
}
// Add helper functions
func max(a, b int) int {
if a > b {
return a
}
return b
}
func min(a, b int) int {
if a < b {
return a
}
return b
}
func clamp(value, min, max int) int {
if value < min {
return min
}
if value > max {
return max
}
return value
}

354
game/game.go Normal file
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@ -0,0 +1,354 @@
package game
import (
"os"
"time"
"gitea.boner.be/bdnugget/goonscape/assets"
"gitea.boner.be/bdnugget/goonscape/network"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
type Game struct {
Player *types.Player
OtherPlayers map[int32]*types.Player
Camera rl.Camera3D
Models []types.ModelAsset
Music rl.Music
Chat *Chat
MenuOpen bool
QuitChan chan struct{} // Channel to signal shutdown
loginScreen *LoginScreen
isLoggedIn bool
}
func New() *Game {
InitWorld()
game := &Game{
OtherPlayers: make(map[int32]*types.Player),
Camera: rl.Camera3D{
Position: rl.NewVector3(0, 10, 10),
Target: rl.NewVector3(0, 0, 0),
Up: rl.NewVector3(0, 1, 0),
Fovy: 45.0,
Projection: rl.CameraPerspective,
},
Chat: NewChat(),
QuitChan: make(chan struct{}),
loginScreen: NewLoginScreen(),
}
game.Chat.userData = game
return game
}
func (g *Game) LoadAssets() error {
var err error
g.Models, err = assets.LoadModels()
if err != nil {
return err
}
g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3")
if err != nil {
return err
}
return nil
}
func (g *Game) Update(deltaTime float32) {
if !g.isLoggedIn {
username, password, isRegistering, submitted := g.loginScreen.Update()
if submitted {
conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
if err != nil {
g.loginScreen.SetError(err.Error())
return
}
// Assign model based on player ID
modelIndex := int(playerID) % len(g.Models)
g.Player = &types.Player{
Speed: 50.0,
TargetPath: []types.Tile{},
UserData: g,
QuitDone: make(chan struct{}),
ID: playerID,
Model: g.Models[modelIndex].Model,
Texture: g.Models[modelIndex].Texture,
}
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
g.isLoggedIn = true
return
}
g.loginScreen.Draw()
return
}
// Handle ESC for menu
if rl.IsKeyPressed(rl.KeyEscape) {
g.MenuOpen = !g.MenuOpen
return
}
// Don't process other inputs if menu is open
if g.MenuOpen {
return
}
if message, sent := g.Chat.Update(); sent {
g.Player.Lock()
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
Type: pb.Action_CHAT,
ChatMessage: message,
PlayerId: g.Player.ID,
})
g.Player.Unlock()
}
g.HandleInput()
if len(g.Player.TargetPath) > 0 {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
}
for _, other := range g.OtherPlayers {
if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
}
}
UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
}
func (g *Game) DrawMap() {
for x := 0; x < types.MapWidth; x++ {
for y := 0; y < types.MapHeight; y++ {
height := GetTileHeight(x, y)
// Interpolate height for smoother landscape
if x > 0 {
height += GetTileHeight(x-1, y)
}
if y > 0 {
height += GetTileHeight(x, y-1)
}
if x > 0 && y > 0 {
height += GetTileHeight(x-1, y-1)
}
height /= 4.0
tilePos := rl.Vector3{
X: float32(x * types.TileSize),
Y: height * types.TileHeight,
Z: float32(y * types.TileSize),
}
color := rl.Color{R: uint8(height * 25), G: 100, B: 100, A: 64}
rl.DrawCube(tilePos, types.TileSize, types.TileHeight, types.TileSize, color)
}
}
}
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
player.Lock()
defer player.Unlock()
grid := GetMapGrid()
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + 16.0,
Z: player.PosActual.Z,
}
rl.DrawModel(model, playerPos, 16, rl.White)
if player.FloatingMessage != nil {
screenPos := rl.GetWorldToScreen(rl.Vector3{
X: playerPos.X,
Y: playerPos.Y + 24.0,
Z: playerPos.Z,
}, g.Camera)
player.FloatingMessage.ScreenPos = screenPos
}
if len(player.TargetPath) > 0 {
targetTile := player.TargetPath[len(player.TargetPath)-1]
targetPos := rl.Vector3{
X: float32(targetTile.X * types.TileSize),
Y: grid[targetTile.X][targetTile.Y].Height * types.TileHeight,
Z: float32(targetTile.Y * types.TileSize),
}
rl.DrawCubeWires(targetPos, types.TileSize, types.TileHeight, types.TileSize, rl.Green)
nextTile := player.TargetPath[0]
nextPos := rl.Vector3{
X: float32(nextTile.X * types.TileSize),
Y: grid[nextTile.X][nextTile.Y].Height * types.TileHeight,
Z: float32(nextTile.Y * types.TileSize),
}
rl.DrawCubeWires(nextPos, types.TileSize, types.TileHeight, types.TileSize, rl.Yellow)
}
}
func (g *Game) Render() {
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
if !g.isLoggedIn {
g.loginScreen.Draw()
rl.EndDrawing()
return
}
rl.BeginMode3D(g.Camera)
g.DrawMap()
g.DrawPlayer(g.Player, g.Player.Model)
for id, other := range g.OtherPlayers {
if other.Model.Meshes == nil {
// Assign model based on player ID for consistency
modelIndex := int(id) % len(g.Models)
other.Model = g.Models[modelIndex].Model
other.Texture = g.Models[modelIndex].Texture
}
g.DrawPlayer(other, other.Model)
}
rl.EndMode3D()
// Draw floating messages
drawFloatingMessage := func(msg *types.FloatingMessage) {
if msg == nil || time.Now().After(msg.ExpireTime) {
return
}
pos := msg.ScreenPos
text := msg.Content
textWidth := rl.MeasureText(text, 20)
for offsetX := -2; offsetX <= 2; offsetX++ {
for offsetY := -2; offsetY <= 2; offsetY++ {
rl.DrawText(text,
int32(pos.X)-textWidth/2+int32(offsetX),
int32(pos.Y)+int32(offsetY),
20,
rl.Black)
}
}
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
}
if g.Player.FloatingMessage != nil {
drawFloatingMessage(g.Player.FloatingMessage)
}
for _, other := range g.OtherPlayers {
drawFloatingMessage(other.FloatingMessage)
}
// Draw menu if open
if g.MenuOpen {
g.DrawMenu()
}
// Only draw chat if menu is not open
if !g.MenuOpen {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
}
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
func (g *Game) Cleanup() {
assets.UnloadModels(g.Models)
assets.UnloadMusic(g.Music)
}
func (g *Game) HandleInput() {
clickedTile, clicked := g.GetTileAtMouse()
if clicked {
path := FindPath(GetTile(g.Player.PosTile.X, g.Player.PosTile.Y), clickedTile)
if len(path) > 1 {
g.Player.Lock()
g.Player.TargetPath = path[1:]
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
Type: pb.Action_MOVE,
X: int32(clickedTile.X),
Y: int32(clickedTile.Y),
PlayerId: g.Player.ID,
})
g.Player.Unlock()
}
}
}
func (g *Game) DrawMenu() {
screenWidth := float32(rl.GetScreenWidth())
screenHeight := float32(rl.GetScreenHeight())
// Semi-transparent background
rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.ColorAlpha(rl.Black, 0.7))
// Menu title
title := "Menu"
titleSize := int32(40)
titleWidth := rl.MeasureText(title, titleSize)
rl.DrawText(title, int32(screenWidth/2)-titleWidth/2, 100, titleSize, rl.White)
// Menu buttons
buttonWidth := float32(200)
buttonHeight := float32(40)
buttonY := float32(200)
buttonSpacing := float32(60)
menuItems := []string{"Resume", "Settings", "Exit Game"}
for _, item := range menuItems {
buttonRect := rl.Rectangle{
X: screenWidth/2 - buttonWidth/2,
Y: buttonY,
Width: buttonWidth,
Height: buttonHeight,
}
// Check mouse hover
mousePoint := rl.GetMousePosition()
mouseHover := rl.CheckCollisionPointRec(mousePoint, buttonRect)
// Draw button
if mouseHover {
rl.DrawRectangleRec(buttonRect, rl.ColorAlpha(rl.White, 0.3))
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
switch item {
case "Resume":
g.MenuOpen = false
case "Settings":
// TODO: Implement settings
case "Exit Game":
g.Shutdown()
}
}
}
// Draw button text
textSize := int32(20)
textWidth := rl.MeasureText(item, textSize)
textX := int32(buttonRect.X+buttonRect.Width/2) - textWidth/2
textY := int32(buttonRect.Y + buttonRect.Height/2 - float32(textSize)/2)
rl.DrawText(item, textX, textY, textSize, rl.White)
buttonY += buttonSpacing
}
}
func (g *Game) Shutdown() {
close(g.QuitChan)
<-g.Player.QuitDone
rl.CloseWindow()
os.Exit(0)
}
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
g.Chat.HandleServerMessages(messages)
}

31
game/input.go Normal file
View File

@ -0,0 +1,31 @@
package game
import (
"fmt"
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
func (g *Game) GetTileAtMouse() (types.Tile, bool) {
if !rl.IsMouseButtonPressed(rl.MouseLeftButton) {
return types.Tile{}, false
}
mouse := rl.GetMousePosition()
ray := rl.GetMouseRay(mouse, g.Camera)
for x := 0; x < types.MapWidth; x++ {
for y := 0; y < types.MapHeight; y++ {
tile := GetTile(x, y)
tilePos := rl.NewVector3(float32(x*types.TileSize), tile.Height*types.TileHeight, float32(y*types.TileSize))
boxMin := rl.Vector3Subtract(tilePos, rl.NewVector3(types.TileSize/2, types.TileHeight/2, types.TileSize/2))
boxMax := rl.Vector3Add(tilePos, rl.NewVector3(types.TileSize/2, types.TileHeight/2, types.TileSize/2))
if RayIntersectsBox(ray, boxMin, boxMax) {
fmt.Printf("Clicked: %d, %d\n", tile.X, tile.Y)
return tile, true
}
}
}
return types.Tile{}, false
}

185
game/login.go Normal file
View File

@ -0,0 +1,185 @@
package game
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
type LoginScreen struct {
username string
password string
errorMessage string
isRegistering bool
focusedField int // 0 = username, 1 = password
}
func NewLoginScreen() *LoginScreen {
return &LoginScreen{}
}
func (l *LoginScreen) Draw() {
screenWidth := float32(rl.GetScreenWidth())
screenHeight := float32(rl.GetScreenHeight())
// Draw background
rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.RayWhite)
// Draw title
title := "GoonScape"
if l.isRegistering {
title += " - Register"
} else {
title += " - Login"
}
titleSize := int32(40)
titleWidth := rl.MeasureText(title, titleSize)
rl.DrawText(title, int32(screenWidth/2)-titleWidth/2, 100, titleSize, rl.Black)
// Draw input fields
inputWidth := float32(200)
inputHeight := float32(30)
inputX := screenWidth/2 - inputWidth/2
// Username field
rl.DrawRectangleRec(rl.Rectangle{
X: inputX, Y: 200,
Width: inputWidth, Height: inputHeight,
}, rl.LightGray)
rl.DrawText(l.username, int32(inputX)+5, 205, 20, rl.Black)
if l.focusedField == 0 {
rl.DrawRectangleLinesEx(rl.Rectangle{
X: inputX - 2, Y: 198,
Width: inputWidth + 4, Height: inputHeight + 4,
}, 2, rl.Blue)
}
// Password field
rl.DrawRectangleRec(rl.Rectangle{
X: inputX, Y: 250,
Width: inputWidth, Height: inputHeight,
}, rl.LightGray)
masked := ""
for range l.password {
masked += "*"
}
rl.DrawText(masked, int32(inputX)+5, 255, 20, rl.Black)
if l.focusedField == 1 {
rl.DrawRectangleLinesEx(rl.Rectangle{
X: inputX - 2, Y: 248,
Width: inputWidth + 4, Height: inputHeight + 4,
}, 2, rl.Blue)
}
// Draw error message
if l.errorMessage != "" {
msgWidth := rl.MeasureText(l.errorMessage, 20)
rl.DrawText(l.errorMessage, int32(screenWidth/2)-msgWidth/2, 300, 20, rl.Red)
}
// Draw buttons
buttonWidth := float32(100)
buttonHeight := float32(30)
buttonY := float32(350)
// Login/Register button
actionBtn := rl.Rectangle{
X: screenWidth/2 - buttonWidth - 10,
Y: buttonY,
Width: buttonWidth,
Height: buttonHeight,
}
rl.DrawRectangleRec(actionBtn, rl.Blue)
actionText := "Login"
if l.isRegistering {
actionText = "Register"
}
actionWidth := rl.MeasureText(actionText, 20)
rl.DrawText(actionText,
int32(actionBtn.X+actionBtn.Width/2)-actionWidth/2,
int32(actionBtn.Y+5),
20, rl.White)
// Switch mode button
switchBtn := rl.Rectangle{
X: screenWidth/2 + 10,
Y: buttonY,
Width: buttonWidth,
Height: buttonHeight,
}
rl.DrawRectangleRec(switchBtn, rl.DarkGray)
switchText := "Register"
if l.isRegistering {
switchText = "Login"
}
switchWidth := rl.MeasureText(switchText, 20)
rl.DrawText(switchText,
int32(switchBtn.X+switchBtn.Width/2)-switchWidth/2,
int32(switchBtn.Y+5),
20, rl.White)
}
func (l *LoginScreen) Update() (string, string, bool, bool) {
// Handle input field focus
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
mousePos := rl.GetMousePosition()
screenWidth := float32(rl.GetScreenWidth())
inputWidth := float32(200)
inputX := screenWidth/2 - inputWidth/2
// Check username field
if mousePos.X >= inputX && mousePos.X <= inputX+inputWidth &&
mousePos.Y >= 200 && mousePos.Y <= 230 {
l.focusedField = 0
}
// Check password field
if mousePos.X >= inputX && mousePos.X <= inputX+inputWidth &&
mousePos.Y >= 250 && mousePos.Y <= 280 {
l.focusedField = 1
}
// Check buttons
buttonWidth := float32(100)
if mousePos.Y >= 350 && mousePos.Y <= 380 {
// Action button
if mousePos.X >= screenWidth/2-buttonWidth-10 &&
mousePos.X <= screenWidth/2-10 {
return l.username, l.password, l.isRegistering, true
}
// Switch mode button
if mousePos.X >= screenWidth/2+10 &&
mousePos.X <= screenWidth/2+buttonWidth+10 {
l.isRegistering = !l.isRegistering
}
}
}
// Handle text input
key := rl.GetCharPressed()
for key > 0 {
if l.focusedField == 0 && len(l.username) < 12 {
l.username += string(key)
} else if l.focusedField == 1 && len(l.password) < 20 {
l.password += string(key)
}
key = rl.GetCharPressed()
}
// Handle backspace
if rl.IsKeyPressed(rl.KeyBackspace) {
if l.focusedField == 0 && len(l.username) > 0 {
l.username = l.username[:len(l.username)-1]
} else if l.focusedField == 1 && len(l.password) > 0 {
l.password = l.password[:len(l.password)-1]
}
}
// Handle tab to switch fields
if rl.IsKeyPressed(rl.KeyTab) {
l.focusedField = (l.focusedField + 1) % 2
}
return "", "", false, false
}
func (l *LoginScreen) SetError(msg string) {
l.errorMessage = msg
}

View File

@ -1,14 +1,18 @@
package main package game
import "fmt" import (
"fmt"
"gitea.boner.be/bdnugget/goonscape/types"
)
type Node struct { type Node struct {
Tile Tile Tile types.Tile
Parent *Node Parent *Node
G, H, F float32 G, H, F float32
} }
func FindPath(start, end Tile) []Tile { func FindPath(start, end types.Tile) []types.Tile {
openList := []*Node{} openList := []*Node{}
closedList := make(map[[2]int]bool) closedList := make(map[[2]int]bool)
@ -17,7 +21,6 @@ func FindPath(start, end Tile) []Tile {
openList = append(openList, startNode) openList = append(openList, startNode)
for len(openList) > 0 { for len(openList) > 0 {
// Find node with lowest F
current := openList[0] current := openList[0]
currentIndex := 0 currentIndex := 0
for i, node := range openList { for i, node := range openList {
@ -27,23 +30,20 @@ func FindPath(start, end Tile) []Tile {
} }
} }
// Move current to closed list
openList = append(openList[:currentIndex], openList[currentIndex+1:]...) openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
closedList[[2]int{current.Tile.X, current.Tile.Y}] = true closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
// Check if reached the end
if current.Tile.X == end.X && current.Tile.Y == end.Y { if current.Tile.X == end.X && current.Tile.Y == end.Y {
path := []Tile{} path := []types.Tile{}
node := current node := current
for node != nil { for node != nil {
path = append([]Tile{node.Tile}, path...) path = append([]types.Tile{node.Tile}, path...)
node = node.Parent node = node.Parent
} }
fmt.Printf("Path found: %v\n", path) fmt.Printf("Path found: %v\n", path)
return path return path
} }
// Generate neighbors
neighbors := GetNeighbors(current.Tile) neighbors := GetNeighbors(current.Tile)
for _, neighbor := range neighbors { for _, neighbor := range neighbors {
if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] { if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
@ -75,32 +75,30 @@ func FindPath(start, end Tile) []Tile {
} }
} }
} }
// No path found
fmt.Println("No path found")
return nil return nil
} }
func heuristic(a, b Tile) float32 { func heuristic(a, b types.Tile) float32 {
return float32(abs(a.X-b.X) + abs(a.Y-b.Y)) return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
} }
func distance(a, b Tile) float32 { func distance(a, b types.Tile) float32 {
_ = a return 1.0 // uniform cost for now
_ = b
return 1.0 //uniform cost for now
} }
func GetNeighbors(tile Tile) []Tile { func GetNeighbors(tile types.Tile) []types.Tile {
directions := [][2]int{ directions := [][2]int{
{1, 0}, {-1, 0}, {0, 1}, {0, -1}, {1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, -1}, {1, -1}, {-1, 1}, {1, 1}, {-1, -1}, {1, -1}, {-1, 1},
} }
neighbors := []Tile{} neighbors := []types.Tile{}
grid := GetMapGrid()
for _, dir := range directions { for _, dir := range directions {
nx, ny := tile.X+dir[0], tile.Y+dir[1] nx, ny := tile.X+dir[0], tile.Y+dir[1]
if nx >= 0 && nx < MapWidth && ny >= 0 && ny < MapHeight { if nx >= 0 && nx < types.MapWidth && ny >= 0 && ny < types.MapHeight {
neighbors = append(neighbors, mapGrid[nx][ny]) if grid[nx][ny].Walkable {
neighbors = append(neighbors, grid[nx][ny])
}
} }
} }
return neighbors return neighbors

45
game/utils.go Normal file
View File

@ -0,0 +1,45 @@
package game
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
if tmin > tmax {
tmin, tmax = tmax, tmin
}
tymin := (boxMin.Z - ray.Position.Z) / ray.Direction.Z
tymax := (boxMax.Z - ray.Position.Z) / ray.Direction.Z
if tymin > tymax {
tymin, tymax = tymax, tymin
}
if (tmin > tymax) || (tymin > tmax) {
return false
}
if tymin > tmin {
tmin = tymin
}
if tymax < tmax {
tmax = tymax
}
tzmin := (boxMin.Y - ray.Position.Y) / ray.Direction.Y
tzmax := (boxMax.Y - ray.Position.Y) / ray.Direction.Y
if tzmin > tzmax {
tzmin, tzmax = tzmax, tzmin
}
if (tmin > tzmax) || (tzmin > tmax) {
return false
}
return true
}

39
game/world.go Normal file
View File

@ -0,0 +1,39 @@
package game
import (
"gitea.boner.be/bdnugget/goonscape/types"
)
var (
mapGrid [][]types.Tile
)
func GetMapGrid() [][]types.Tile {
return mapGrid
}
func InitWorld() {
mapGrid = make([][]types.Tile, types.MapWidth)
for x := 0; x < types.MapWidth; x++ {
mapGrid[x] = make([]types.Tile, types.MapHeight)
for y := 0; y < types.MapHeight; y++ {
mapGrid[x][y] = types.Tile{
X: x,
Y: y,
Height: 1.0 + float32(x%5),
Walkable: true,
}
}
}
}
func GetTile(x, y int) types.Tile {
if x >= 0 && x < types.MapWidth && y >= 0 && y < types.MapHeight {
return mapGrid[x][y]
}
return types.Tile{}
}
func GetTileHeight(x, y int) float32 {
return mapGrid[x][y].Height
}

16
go.mod
View File

@ -1,15 +1,17 @@
module goonscape module gitea.boner.be/bdnugget/goonscape
go 1.23.0 go 1.23.0
require ( require (
gitea.boner.be/bdnugget/goonserver v0.0.0-20241011195320-f16e8647dc6b gitea.boner.be/bdnugget/goonserver v1.1.0
github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b
google.golang.org/protobuf v1.35.1 google.golang.org/protobuf v1.36.3
) )
require ( require (
github.com/ebitengine/purego v0.8.0 // indirect github.com/ebitengine/purego v0.8.2 // indirect
golang.org/x/exp v0.0.0-20241009180824-f66d83c29e7c // indirect golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 // indirect
golang.org/x/sys v0.26.0 // indirect golang.org/x/sys v0.29.0 // indirect
) )
replace gitea.boner.be/bdnugget/goonserver => ./goonserver

22
go.sum
View File

@ -1,14 +1,12 @@
gitea.boner.be/bdnugget/goonserver v0.0.0-20241011195320-f16e8647dc6b h1:hdhCZH0YGqCsnSl6ru+8I7rxvCyOj5pCtf92urwyruA= github.com/ebitengine/purego v0.8.2 h1:jPPGWs2sZ1UgOSgD2bClL0MJIqu58nOmIcBuXr62z1I=
gitea.boner.be/bdnugget/goonserver v0.0.0-20241011195320-f16e8647dc6b/go.mod h1:inR1bKrr/vcTba+G1KzmmY6vssMq9oGNOk836VwPa4c= github.com/ebitengine/purego v0.8.2/go.mod h1:iIjxzd6CiRiOG0UyXP+V1+jWqUXVjPKLAI0mRfJZTmQ=
github.com/ebitengine/purego v0.8.0 h1:JbqvnEzRvPpxhCJzJJ2y0RbiZ8nyjccVUrSM3q+GvvE= github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b h1:JJfspevP3YOXcSKVABizYOv++yMpTJIdPUtoDzF/RWw=
github.com/ebitengine/purego v0.8.0/go.mod h1:iIjxzd6CiRiOG0UyXP+V1+jWqUXVjPKLAI0mRfJZTmQ= github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b/go.mod h1:BaY76bZk7nw1/kVOSQObPY1v1iwVE1KHAGMfvI6oK1Q=
github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe h1:mInjrbJkUglTM7tBmXG+epnPCE744aj15J7vjJwM4gs=
github.com/gen2brain/raylib-go/raylib v0.0.0-20240930075631-c66f9e2942fe/go.mod h1:BaY76bZk7nw1/kVOSQObPY1v1iwVE1KHAGMfvI6oK1Q=
github.com/google/go-cmp v0.6.0 h1:ofyhxvXcZhMsU5ulbFiLKl/XBFqE1GSq7atu8tAmTRI= github.com/google/go-cmp v0.6.0 h1:ofyhxvXcZhMsU5ulbFiLKl/XBFqE1GSq7atu8tAmTRI=
github.com/google/go-cmp v0.6.0/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY= github.com/google/go-cmp v0.6.0/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY=
golang.org/x/exp v0.0.0-20241009180824-f66d83c29e7c h1:7dEasQXItcW1xKJ2+gg5VOiBnqWrJc+rq0DPKyvvdbY= golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 h1:yqrTHse8TCMW1M1ZCP+VAR/l0kKxwaAIqN/il7x4voA=
golang.org/x/exp v0.0.0-20241009180824-f66d83c29e7c/go.mod h1:NQtJDoLvd6faHhE7m4T/1IY708gDefGGjR/iUW8yQQ8= golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8/go.mod h1:tujkw807nyEEAamNbDrEGzRav+ilXA7PCRAd6xsmwiU=
golang.org/x/sys v0.26.0 h1:KHjCJyddX0LoSTb3J+vWpupP9p0oznkqVk/IfjymZbo= golang.org/x/sys v0.29.0 h1:TPYlXGxvx1MGTn2GiZDhnjPA9wZzZeGKHHmKhHYvgaU=
golang.org/x/sys v0.26.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA= golang.org/x/sys v0.29.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
google.golang.org/protobuf v1.35.1 h1:m3LfL6/Ca+fqnjnlqQXNpFPABW1UD7mjh8KO2mKFytA= google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU=
google.golang.org/protobuf v1.35.1/go.mod h1:9fA7Ob0pmnwhb644+1+CVWFRbNajQ6iRojtC/QF5bRE= google.golang.org/protobuf v1.36.3/go.mod h1:9fA7Ob0pmnwhb644+1+CVWFRbNajQ6iRojtC/QF5bRE=

1
goonserver Submodule

Submodule goonserver added at f9ec811b10

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@ -1,88 +0,0 @@
package main
import (
"fmt"
rl "github.com/gen2brain/raylib-go/raylib"
)
func GetTileAtMouse(camera *rl.Camera3D) (Tile, bool) {
if !rl.IsMouseButtonPressed(rl.MouseLeftButton) {
return Tile{}, false
}
mouse := rl.GetMousePosition()
ray := rl.GetMouseRay(mouse, *camera)
for x := 0; x < MapWidth; x++ {
for y := 0; y < MapHeight; y++ {
tile := mapGrid[x][y]
// Define the bounding box for each tile based on its position and height
tilePos := rl.NewVector3(float32(x*TileSize), tile.Height*TileHeight, float32(y*TileSize))
boxMin := rl.Vector3Subtract(tilePos, rl.NewVector3(TileSize/2, TileHeight/2, TileSize/2))
boxMax := rl.Vector3Add(tilePos, rl.NewVector3(TileSize/2, TileHeight/2, TileSize/2))
// Check if the ray intersects the bounding box
if RayIntersectsBox(ray, boxMin, boxMax) {
fmt.Println("Clicked:", tile.X, tile.Y)
return tile, true
}
}
}
return Tile{}, false
}
func HandleInput(player *Player, camera *rl.Camera) {
clickedTile, clicked := GetTileAtMouse(camera)
if clicked {
path := FindPath(mapGrid[player.PosTile.X][player.PosTile.Y], clickedTile)
if path != nil {
// Exclude the first tile (current position)
if len(path) > 1 {
player.TargetPath = path[1:]
player.ActionQueue = append(player.ActionQueue, Action{Type: MoveAction, X: clickedTile.X, Y: clickedTile.Y})
}
}
}
}
// Helper function to test ray-box intersection (slab method)
func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
if tmin > tmax {
tmin, tmax = tmax, tmin
}
tymin := (boxMin.Z - ray.Position.Z) / ray.Direction.Z
tymax := (boxMax.Z - ray.Position.Z) / ray.Direction.Z
if tymin > tymax {
tymin, tymax = tymax, tymin
}
if (tmin > tymax) || (tymin > tmax) {
return false
}
if tymin > tmin {
tmin = tymin
}
if tymax < tmax {
tmax = tymax
}
tzmin := (boxMin.Y - ray.Position.Y) / ray.Direction.Y
tzmax := (boxMax.Y - ray.Position.Y) / ray.Direction.Y
if tzmin > tzmax {
tzmin, tzmax = tzmax, tzmin
}
if (tmin > tzmax) || (tzmin > tmax) {
return false
}
return true
}

168
main.go
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@ -1,150 +1,60 @@
package main package main
import ( import (
"flag"
"log" "log"
"strings"
"gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/network"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
var (
cameraDistance = float32(20.0)
cameraYaw = float32(145.0)
cameraPitch = float32(45.0) // Adjusted for a more overhead view
mapGrid = InitMap()
)
func main() { func main() {
// Parse command line flags
local := flag.Bool("local", false, "Connect to local server")
addr := flag.String("addr", "", "Server address (host or host:port)")
flag.Parse()
// Set server address based on flags
if *local {
if *addr != "" {
log.Fatal("Cannot use -local and -addr together")
}
network.SetServerAddr("localhost:6969")
} else if *addr != "" {
// If port is not specified, append default port
if !strings.Contains(*addr, ":") {
*addr += ":6969"
}
network.SetServerAddr(*addr)
}
rl.InitWindow(1024, 768, "GoonScape") rl.InitWindow(1024, 768, "GoonScape")
rl.SetExitKey(0)
defer rl.CloseWindow() defer rl.CloseWindow()
rl.InitAudioDevice() rl.InitAudioDevice()
defer rl.CloseAudioDevice() defer rl.CloseAudioDevice()
player := Player{
PosActual: rl.NewVector3(5*TileSize, 0, 5*TileSize),
PosTile: mapGrid[5][5],
Speed: 50.0,
TargetPath: []Tile{},
}
camera := rl.Camera3D{
Position: rl.NewVector3(0, 10, 10), // Will be updated every frame
Target: player.PosActual,
Up: rl.NewVector3(0, 1, 0), // Y is up in 3D
Fovy: 45.0,
Projection: rl.CameraPerspective,
}
conn, playerID, err := ConnectToServer()
if err != nil {
log.Fatalf("Failed to connect to server: %v", err)
}
log.Printf("Player ID: %d", playerID)
player.ID = playerID
defer conn.Close()
otherPlayers := make(map[int32]*Player)
go HandleServerCommunication(conn, playerID, &player, otherPlayers)
models, err := LoadModels()
if err != nil {
log.Fatalf("Failed to load models: %v", err)
}
defer UnloadModels(models)
modelIndex := int(playerID) % len(models)
player.Model = models[modelIndex].Model
player.Texture = models[modelIndex].Texture
music, err := LoadMusic("resources/audio/GoonScape2.mp3")
if err != nil {
log.Fatalf("Failed to load music: %v", err)
}
defer UnloadMusic(music)
rl.PlayMusicStream(music)
rl.SetMusicVolume(music, 0.5)
rl.SetTargetFPS(60) rl.SetTargetFPS(60)
game := game.New()
if err := game.LoadAssets(); err != nil {
log.Fatalf("Failed to load assets: %v", err)
}
defer game.Cleanup()
rl.PlayMusicStream(game.Music)
rl.SetMusicVolume(game.Music, 0.5)
for !rl.WindowShouldClose() { for !rl.WindowShouldClose() {
rl.UpdateMusicStream(music)
// Time management
deltaTime := rl.GetFrameTime() deltaTime := rl.GetFrameTime()
rl.UpdateMusicStream(game.Music)
// Handle input game.Update(deltaTime)
HandleInput(&player, &camera) game.Render()
// Update player
if len(player.TargetPath) > 0 {
player.MoveTowards(player.TargetPath[0], deltaTime)
} }
// Update camera // Wait for clean shutdown
UpdateCamera(&camera, player.PosActual, deltaTime) <-game.QuitChan
// Rendering
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
DrawMap()
DrawPlayer(player, player.Model)
for id, other := range otherPlayers {
if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime)
}
DrawPlayer(*other, models[int(id)%len(models)].Model)
}
rl.EndMode3D()
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
}
func LoadModels() ([]struct {
Model rl.Model
Texture rl.Texture2D
}, error) {
goonerModel := rl.LoadModel("resources/models/goonion.obj")
goonerTexture := rl.LoadTexture("resources/models/goonion.png")
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
coomerModel := rl.LoadModel("resources/models/coomer.obj")
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
return []struct {
Model rl.Model
Texture rl.Texture2D
}{
{Model: goonerModel, Texture: goonerTexture},
{Model: coomerModel, Texture: coomerTexture},
{Model: shrekeModel, Texture: shrekeTexture},
}, nil
}
func UnloadModels(models []struct {
Model rl.Model
Texture rl.Texture2D
}) {
for _, model := range models {
rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture)
}
}
func LoadMusic(filename string) (rl.Music, error) {
music := rl.LoadMusicStream(filename)
return music, nil
}
func UnloadMusic(music rl.Music) {
rl.UnloadMusicStream(music)
} }

48
map.go
View File

@ -1,48 +0,0 @@
package main
import rl "github.com/gen2brain/raylib-go/raylib"
// Initialize the map with some height data
func InitMap() [][]Tile {
mapGrid := make([][]Tile, MapWidth)
for x := 0; x < MapWidth; x++ {
mapGrid[x] = make([]Tile, MapHeight)
for y := 0; y < MapHeight; y++ {
mapGrid[x][y] = Tile{
X: x,
Y: y,
Height: 1.0 + float32(x%5), // Example height
Walkable: true, // Set to false for obstacles
}
}
}
return mapGrid
}
func DrawMap() {
for x := 0; x < MapWidth; x++ {
for y := 0; y < MapHeight; y++ {
tile := mapGrid[x][y]
// Interpolate height between adjacent tiles for a smoother landscape
height := tile.Height
if x > 0 {
height += mapGrid[x-1][y].Height
}
if y > 0 {
height += mapGrid[x][y-1].Height
}
if x > 0 && y > 0 {
height += mapGrid[x-1][y-1].Height
}
height /= 4.0
// Draw each tile as a 3D cube based on its height
tilePos := rl.Vector3{
X: float32(x * TileSize), // X-axis for horizontal position
Y: height * TileHeight, // Y-axis for height (Z in 3D is Y here)
Z: float32(y * TileSize), // Z-axis for depth (Y in 3D is Z here)
}
color := rl.Color{R: uint8(height * 25), G: 100, B: 100, A: 64}
rl.DrawCube(tilePos, TileSize, TileHeight, TileSize, color) // Draw a cube representing the tile
}
}
}

View File

@ -1,121 +0,0 @@
package main
import (
"log"
"net"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
"google.golang.org/protobuf/proto"
)
func ConnectToServer() (net.Conn, int32, error) {
// Attempt to connect to the server
conn, err := net.Dial("tcp", serverAddr)
if err != nil {
log.Printf("Failed to dial server: %v", err)
return nil, 0, err
}
log.Println("Connected to server. Waiting for player ID...")
// Buffer for incoming server message
buf := make([]byte, 1024)
n, err := conn.Read(buf)
if err != nil {
log.Printf("Error reading player ID from server: %v", err)
return nil, 0, err
}
log.Printf("Received data: %x", buf[:n])
// Unmarshal server message to extract the player ID
var response pb.ServerMessage
if err := proto.Unmarshal(buf[:n], &response); err != nil {
log.Printf("Failed to unmarshal server response: %v", err)
return nil, 0, err
}
playerID := response.GetPlayerId()
log.Printf("Successfully connected with player ID: %d", playerID)
return conn, playerID, nil
}
func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, otherPlayers map[int32]*Player) {
// Goroutine to handle sending player's actions to the server
go func() {
for {
if len(player.ActionQueue) > 0 {
// Process the first action in the queue
actionData := player.ActionQueue[0]
action := &pb.Action{
PlayerId: playerID,
Type: pb.Action_MOVE,
X: int32(actionData.X),
Y: int32(actionData.Y),
}
// Serialize the action
data, err := proto.Marshal(action)
if err != nil {
log.Printf("Failed to marshal action: %v", err)
continue
}
// Send action to server
_, err = conn.Write(data)
if err != nil {
log.Printf("Failed to send action to server: %v", err)
return
}
// Remove the action from the queue once it's sent
player.ActionQueue = player.ActionQueue[1:]
}
// Add a delay to match the server's tick rate
time.Sleep(TickRate)
}
}()
// Main loop to handle receiving updates from the server
for {
buf := make([]byte, 4096)
n, err := conn.Read(buf)
if err != nil {
log.Printf("Failed to read from server: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(buf[:n], &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue
}
// Update other players' states
for _, state := range serverMessage.Players {
if state.PlayerId != playerID {
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.PosTile = Tile{X: int(state.X), Y: int(state.Y)}
otherPlayer.PosActual = rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
}
otherPlayer.MoveTowards(Tile{X: int(state.X), Y: int(state.Y)}, 0)
} else {
otherPlayers[state.PlayerId] = &Player{
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
PosActual: rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
},
ID: state.PlayerId,
}
}
}
}
}
}

254
network/network.go Normal file
View File

@ -0,0 +1,254 @@
package network
import (
"bufio"
"encoding/binary"
"fmt"
"io"
"log"
"net"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
"google.golang.org/protobuf/proto"
)
const protoVersion = 1
var serverAddr = "boner.be:6969"
func SetServerAddr(addr string) {
serverAddr = addr
}
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
conn, err := net.Dial("tcp", serverAddr)
if err != nil {
log.Printf("Failed to dial server: %v", err)
return nil, 0, err
}
log.Println("Connected to server. Authenticating...")
// Send auth message
authAction := &pb.Action{
Type: pb.Action_LOGIN,
Username: username,
Password: password,
}
if isRegistering {
authAction.Type = pb.Action_REGISTER
}
authBatch := &pb.ActionBatch{
Actions: []*pb.Action{authAction},
ProtocolVersion: protoVersion,
}
if err := writeMessage(conn, authBatch); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to send auth: %v", err)
}
// Read server response
reader := bufio.NewReader(conn)
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to read auth response: %v", err)
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to read auth response body: %v", err)
}
var response pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &response); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to unmarshal auth response: %v", err)
}
if response.ProtocolVersion > protoVersion {
conn.Close()
return nil, 0, fmt.Errorf("server requires newer protocol version (server: %d, client: %d)",
response.ProtocolVersion, protoVersion)
}
if !response.AuthSuccess {
conn.Close()
return nil, 0, fmt.Errorf(response.ErrorMessage)
}
playerID := response.GetPlayerId()
log.Printf("Successfully authenticated with player ID: %d", playerID)
return conn, playerID, nil
}
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
reader := bufio.NewReader(conn)
actionTicker := time.NewTicker(types.ClientTickRate)
defer actionTicker.Stop()
defer conn.Close()
defer close(player.QuitDone)
// Create a channel to signal when goroutines are done
done := make(chan struct{})
// Create a set of current players to track disconnects
currentPlayers := make(map[int32]bool)
go func() {
for {
select {
case <-quitChan:
// Send disconnect message to server
disconnectMsg := &pb.ActionBatch{
PlayerId: playerID,
Actions: []*pb.Action{{
Type: pb.Action_DISCONNECT,
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
done <- struct{}{}
return
case <-actionTicker.C:
player.Lock()
if len(player.ActionQueue) > 0 {
actions := make([]*pb.Action, len(player.ActionQueue))
copy(actions, player.ActionQueue)
batch := &pb.ActionBatch{
PlayerId: playerID,
Actions: actions,
Tick: player.CurrentTick,
}
player.ActionQueue = player.ActionQueue[:0]
player.Unlock()
if err := writeMessage(conn, batch); err != nil {
log.Printf("Failed to send actions to server: %v", err)
return
}
} else {
player.Unlock()
}
}
}
}()
for {
select {
case <-quitChan:
done := make(chan struct{})
go func() {
<-done
close(player.QuitDone)
}()
select {
case <-done:
time.Sleep(100 * time.Millisecond)
case <-time.After(1 * time.Second):
log.Println("Shutdown timed out")
}
return
default:
// Read message length (4 bytes)
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Failed to read message length: %v", err)
return
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Read the full message
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue
}
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
}
}
}
player.Unlock()
for _, state := range serverMessage.Players {
currentPlayers[state.PlayerId] = true
if state.PlayerId == playerID {
player.Lock()
// Update initial position if not set
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
player.PosActual = rl.Vector3{
X: float32(state.X * types.TileSize),
Y: 0,
Z: float32(state.Y * types.TileSize),
}
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
}
player.Unlock()
continue
}
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
// Remove players that are no longer in the server state
for id := range otherPlayers {
if !currentPlayers[id] {
delete(otherPlayers, id)
}
}
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
handler.HandleServerMessages(serverMessage.ChatMessages)
}
}
}
}
// Helper function to write length-prefixed messages
func writeMessage(conn net.Conn, msg proto.Message) error {
data, err := proto.Marshal(msg)
if err != nil {
return err
}
// Write length prefix
lengthBuf := make([]byte, 4)
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
if _, err := conn.Write(lengthBuf); err != nil {
return err
}
// Write message body
_, err = conn.Write(data)
return err
}

View File

@ -1,63 +0,0 @@
package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func DrawPlayer(player Player, model rl.Model) {
// Draw the player based on its actual position (PosActual) and current tile height
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: mapGrid[player.PosTile.X][player.PosTile.Y].Height*TileHeight + 16.0,
Z: player.PosActual.Z,
}
rl.DrawModel(model, playerPos, 16, rl.White)
// Draw highlight around target tile
if len(player.TargetPath) > 0 {
targetTile := player.TargetPath[len(player.TargetPath)-1] // last tile in the slice
targetPos := rl.Vector3{
X: float32(targetTile.X * TileSize),
Y: mapGrid[targetTile.X][targetTile.Y].Height * TileHeight,
Z: float32(targetTile.Y * TileSize),
}
rl.DrawCubeWires(targetPos, TileSize, TileHeight, TileSize, rl.Green)
nextTile := player.TargetPath[0] // first tile in the slice
nextPos := rl.Vector3{
X: float32(nextTile.X * TileSize),
Y: mapGrid[nextTile.X][nextTile.Y].Height * TileHeight,
Z: float32(nextTile.Y * TileSize),
}
rl.DrawCubeWires(nextPos, TileSize, TileHeight, TileSize, rl.Yellow)
}
}
func (player *Player) MoveTowards(target Tile, deltaTime float32) {
// Calculate the direction vector to the target tile
targetPos := rl.Vector3{
X: float32(target.X * TileSize),
Y: mapGrid[target.X][target.Y].Height * TileHeight,
Z: float32(target.Y * TileSize),
}
// Calculate direction and normalize it for smooth movement
direction := rl.Vector3Subtract(targetPos, player.PosActual)
distance := rl.Vector3Length(direction)
if distance > 0 {
direction = rl.Vector3Scale(direction, player.Speed*deltaTime/distance)
}
// Move the player towards the target tile
if distance > 1.0 {
player.PosActual = rl.Vector3Add(player.PosActual, direction)
} else {
// Snap to the target tile when close enough
player.PosActual = targetPos
player.PosTile = target // Update player's tile
if len(player.TargetPath) > 1 {
player.TargetPath = player.TargetPath[1:] // Move to next tile in path if any
}
}
}

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@ -1 +0,0 @@
package main

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27
scripts/build.sh Executable file
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#!/bin/bash
# Main build process
build() {
local os=$1
local arch=$2
local output=$3
# Set GOOS and GOARCH for cross-compilation
export GOOS=$os
export GOARCH=$arch
# Disable CGO only for cross-compilation
if [ "$os" != "$(go env GOOS)" ] || [ "$arch" != "$(go env GOARCH)" ]; then
export CGO_ENABLED=0
fi
if [ "$os" = "windows" ]; then
export CC=x86_64-w64-mingw32-gcc
export CXX=x86_64-w64-mingw32-g++
fi
go build -buildvcs=false -ldflags="-s -w" -o $output
}
# Call build with provided arguments
build "$1" "$2" "$3"

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scripts/platforms.mk Normal file
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PLATFORMS=windows/amd64 linux/amd64

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package main
import rl "github.com/gen2brain/raylib-go/raylib"
type Tile struct {
X, Y int
Height float32
Walkable bool
}
type ActionType int
const (
MoveAction ActionType = iota
)
type Action struct {
Type ActionType
X, Y int // Target position for movement
}
type Player struct {
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
Speed float32
ActionQueue []Action // Queue for player actions
Model rl.Model
Texture rl.Texture2D
ID int32
}

76
types/player.go Normal file
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package types
import (
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
p.Lock()
defer p.Unlock()
targetPos := rl.Vector3{
X: float32(target.X * TileSize),
Y: mapGrid[target.X][target.Y].Height * TileHeight,
Z: float32(target.Y * TileSize),
}
direction := rl.Vector3Subtract(targetPos, p.PosActual)
distance := rl.Vector3Length(direction)
if distance > 0 {
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
}
if distance > 1.0 {
p.PosActual = rl.Vector3Add(p.PosActual, direction)
} else {
p.PosActual = targetPos
p.PosTile = target
if len(p.TargetPath) > 1 {
p.TargetPath = p.TargetPath[1:]
}
}
}
func NewPlayer(state *pb.PlayerState) *Player {
return &Player{
PosActual: rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
},
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0,
ID: state.PlayerId,
}
}
func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
p.Lock()
defer p.Unlock()
targetTile := Tile{X: int(state.X), Y: int(state.Y)}
if p.PosTile != targetTile {
p.PosTile = targetTile
p.LastUpdateTime = time.Now()
p.InterpolationProgress = 0
p.TargetPath = []Tile{targetTile}
}
}
func (p *Player) ForceResync(state *pb.PlayerState) {
p.Lock()
defer p.Unlock()
p.PosTile = Tile{X: int(state.X), Y: int(state.Y)}
p.PosActual = rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
}
p.TargetPath = nil
p.ActionQueue = nil
p.InterpolationProgress = 1.0
}

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types/types.go Normal file
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package types
import (
"sync"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
type Tile struct {
X, Y int
Height float32
Walkable bool
}
type Player struct {
sync.Mutex
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
ActionQueue []*pb.Action
Speed float32
Model rl.Model
Texture rl.Texture2D
ID int32
CurrentTick int64
LastUpdateTime time.Time
InterpolationProgress float32
UserData interface{}
FloatingMessage *FloatingMessage
QuitDone chan struct{}
}
type ModelAsset struct {
Model rl.Model
Texture rl.Texture2D
}
type ChatMessage struct {
PlayerID int32
Username string
Content string
Time time.Time
}
type FloatingMessage struct {
Content string
ExpireTime time.Time
ScreenPos rl.Vector2 // Store the screen position for 2D rendering
}
type ChatMessageHandler interface {
HandleServerMessages([]*pb.ChatMessage)
}
const (
MapWidth = 50
MapHeight = 50
TileSize = 32
TileHeight = 2.0
// RuneScape-style tick rate (600ms)
ServerTickRate = 600 * time.Millisecond
ClientTickRate = 50 * time.Millisecond
MaxTickDesync = 5
)