7 Commits

21 changed files with 494 additions and 177 deletions

4
.gitignore vendored
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@ -10,4 +10,6 @@ goonscape.exe
# OS files
.DS_Store
Thumbs.db
Thumbs.db
resources/models/old_and_test/

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
License: Commons Clause v1.0
Licensor: bdnugget
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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.

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@ -5,22 +5,79 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
// Helper function to load animations for a model
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
var animSet types.AnimationSet
// Load idle animations if specified
if idlePath, ok := animPaths["idle"]; ok {
idleAnims := rl.LoadModelAnimations(idlePath)
if len(idleAnims) > 0 {
animSet.Idle = idleAnims
rl.TraceLog(rl.LogInfo, "Loaded idle animation: %s (%d frames, %f seconds)",
idlePath, idleAnims[0].FrameCount, float32(idleAnims[0].FrameCount)/60.0)
}
}
// Load walk animations if specified
if walkPath, ok := animPaths["walk"]; ok {
walkAnims := rl.LoadModelAnimations(walkPath)
if len(walkAnims) > 0 {
animSet.Walk = walkAnims
rl.TraceLog(rl.LogInfo, "Loaded walk animation: %s (%d frames, %f seconds)",
walkPath, walkAnims[0].FrameCount, float32(walkAnims[0].FrameCount)/60.0)
}
}
return animSet, nil
}
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)
// Goonion model and animations
goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb")
goonerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/gooner/idle_no_y_transform.glb", "walk": "resources/models/gooner/walk_no_y_transform.glb"})
coomerModel := rl.LoadModel("resources/models/coomer.obj")
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
// Apply transformations
transform := rl.MatrixIdentity()
transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
goonerModel.Transform = transform
// Coomer model (ready for animations)
coomerModel := rl.LoadModel("resources/models/coomer/idle_notransy.glb")
// coomerTexture := rl.LoadTexture("resources/models/coomer.png")
// rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
// When you have animations, add them like:
coomerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/coomer/idle_notransy.glb", "walk": "resources/models/coomer/unsteadywalk_notransy.glb"})
coomerModel.Transform = transform
// Shreke model (ready for animations)
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
// When you have animations, add them like:
// shrekeAnims, _ := loadModelAnimations("resources/models/shreke.glb",
// map[string]string{
// "idle": "resources/models/shreke_idle.glb",
// "walk": "resources/models/shreke_walk.glb",
// })
return []types.ModelAsset{
{Model: goonerModel, Texture: goonerTexture},
{Model: coomerModel, Texture: coomerTexture},
{
Model: goonerModel,
Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
Animations: goonerAnims,
YOffset: 0.0,
},
{
Model: coomerModel,
Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
Animations: coomerAnims,
YOffset: -4.0,
},
{Model: shrekeModel, Texture: shrekeTexture},
}, nil
}
@ -28,14 +85,3 @@ func LoadModels() ([]types.ModelAsset, error) {
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

@ -10,6 +10,7 @@ var (
cameraDistance = float32(20.0)
cameraYaw = float32(145.0)
cameraPitch = float32(45.0)
lastMousePos rl.Vector2 // Add this to track mouse movement
)
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
@ -32,6 +33,34 @@ func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
}
}
// Handle middle mouse camera rotation
if rl.IsMouseButtonDown(rl.MouseMiddleButton) {
currentMousePos := rl.GetMousePosition()
// If we just started holding the button, initialize last position
if !rl.IsMouseButtonPressed(rl.MouseMiddleButton) {
mouseDelta := rl.Vector2{
X: currentMousePos.X - lastMousePos.X,
Y: currentMousePos.Y - lastMousePos.Y,
}
// Adjust rotation speed as needed
cameraYaw += mouseDelta.X * 0.5 * deltaTime * 60
cameraPitch += mouseDelta.Y * 0.5 * deltaTime * 60
// Clamp pitch to prevent camera flipping
if cameraPitch < 20 {
cameraPitch = 20
}
if cameraPitch > 85 {
cameraPitch = 85
}
}
lastMousePos = currentMousePos
}
// Keep the keyboard controls too
if rl.IsKeyDown(rl.KeyRight) {
cameraYaw += 100 * deltaTime
}

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@ -2,6 +2,7 @@ package game
import (
"fmt"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
@ -25,6 +26,7 @@ type Chat struct {
cursorPos int
scrollOffset int
userData interface{}
mutex sync.RWMutex
}
func NewChat() *Chat {
@ -49,6 +51,9 @@ func (c *Chat) AddMessage(playerID int32, content string) {
}
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
c.mutex.Lock()
defer c.mutex.Unlock()
// Convert protobuf messages to our local type
for _, msg := range messages {
localMsg := types.ChatMessage{
@ -94,6 +99,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
}
func (c *Chat) Draw(screenWidth, screenHeight int32) {
c.mutex.RLock()
defer c.mutex.RUnlock()
// Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2)

View File

@ -1,7 +1,8 @@
package game
import (
"os"
"fmt"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/assets"
@ -19,9 +20,10 @@ type Game struct {
Music rl.Music
Chat *Chat
MenuOpen bool
QuitChan chan struct{} // Channel to signal shutdown
quitChan chan struct{}
loginScreen *LoginScreen
isLoggedIn bool
cleanupOnce sync.Once
}
func New() *Game {
@ -36,7 +38,7 @@ func New() *Game {
Projection: rl.CameraPerspective,
},
Chat: NewChat(),
QuitChan: make(chan struct{}),
quitChan: make(chan struct{}),
loginScreen: NewLoginScreen(),
}
game.Chat.userData = game
@ -44,15 +46,32 @@ func New() *Game {
}
func (g *Game) LoadAssets() error {
var err error
g.Models, err = assets.LoadModels()
if err != nil {
return err
var loadErr error
defer func() {
if r := recover(); r != nil {
loadErr = fmt.Errorf("panic during asset loading: %v", r)
// Cleanup any partially loaded assets
g.Cleanup()
}
}()
// Load models with better error handling
g.Models, loadErr = assets.LoadModels()
if loadErr != nil {
return fmt.Errorf("failed to load models: %v", loadErr)
}
g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3")
if err != nil {
return err
// Verify model loading
for i, model := range g.Models {
if model.Model.Meshes == nil {
return fmt.Errorf("model %d failed to load properly", i)
}
}
// Load music with better error handling
g.Music, loadErr = assets.LoadMusic("resources/audio/GoonScape2.mp3")
if loadErr != nil {
return fmt.Errorf("failed to load music: %v", loadErr)
}
return nil
@ -68,23 +87,18 @@ func (g *Game) Update(deltaTime float32) {
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,
}
g.AssignModelToPlayer(g.Player)
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan)
g.isLoggedIn = true
return
}
g.loginScreen.Draw()
return
}
@ -157,14 +171,32 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
defer player.Unlock()
grid := GetMapGrid()
modelIndex := int(player.ID) % len(g.Models)
modelAsset := g.Models[modelIndex]
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + 16.0,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + defaultHeight + modelAsset.YOffset,
Z: player.PosActual.Z,
}
// Check if model has animations
if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
anim := modelAsset.Animations.Walk[0] // Use first walk animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
} else if len(modelAsset.Animations.Idle) > 0 {
anim := modelAsset.Animations.Idle[0] // Use first idle animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
}
}
rl.DrawModel(model, playerPos, 16, rl.White)
// Draw floating messages and path indicators
if player.FloatingMessage != nil {
screenPos := rl.GetWorldToScreen(rl.Vector3{
X: playerPos.X,
@ -207,12 +239,9 @@ func (g *Game) Render() {
rl.BeginMode3D(g.Camera)
g.DrawMap()
g.DrawPlayer(g.Player, g.Player.Model)
for id, other := range g.OtherPlayers {
for _, 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.AssignModelToPlayer(other)
}
g.DrawPlayer(other, other.Model)
}
@ -262,8 +291,20 @@ func (g *Game) Render() {
}
func (g *Game) Cleanup() {
assets.UnloadModels(g.Models)
assets.UnloadMusic(g.Music)
g.cleanupOnce.Do(func() {
// Stop music first
if g.Music.Stream.Buffer != nil {
rl.StopMusicStream(g.Music)
rl.UnloadMusicStream(g.Music)
}
// Unload textures
for _, model := range g.Models {
if model.Texture.ID > 0 {
rl.UnloadTexture(model.Texture)
}
}
})
}
func (g *Game) HandleInput() {
@ -343,12 +384,22 @@ func (g *Game) DrawMenu() {
}
func (g *Game) Shutdown() {
close(g.QuitChan)
<-g.Player.QuitDone
rl.CloseWindow()
os.Exit(0)
close(g.quitChan)
}
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
g.Chat.HandleServerMessages(messages)
}
func (g *Game) AssignModelToPlayer(player *types.Player) {
modelIndex := int(player.ID) % len(g.Models)
modelAsset := g.Models[modelIndex]
// Just use the original model - don't try to copy it
player.Model = modelAsset.Model
player.Texture = modelAsset.Texture
}
func (g *Game) QuitChan() <-chan struct{} {
return g.quitChan
}

82
main.go
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@ -3,7 +3,10 @@ package main
import (
"flag"
"log"
"os"
"os/signal"
"strings"
"syscall"
"gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/network"
@ -11,11 +14,24 @@ import (
)
func main() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in main: %v", r)
}
}()
// Parse command line flags
verbose := flag.Bool("v", false, "Also show info logs (spammy)")
local := flag.Bool("local", false, "Connect to local server")
addr := flag.String("addr", "", "Server address (host or host:port)")
flag.Parse()
if *verbose {
rl.SetTraceLogLevel(rl.LogTrace)
} else {
rl.SetTraceLogLevel(rl.LogWarning)
}
// Set server address based on flags
if *local {
if *addr != "" {
@ -32,29 +48,63 @@ func main() {
rl.InitWindow(1024, 768, "GoonScape")
rl.SetExitKey(0)
defer rl.CloseWindow()
rl.InitAudioDevice()
defer rl.CloseAudioDevice()
gameInstance := game.New()
if err := gameInstance.LoadAssets(); err != nil {
log.Printf("Failed to load assets: %v", err)
return
}
defer func() {
gameInstance.Cleanup()
rl.CloseWindow()
rl.CloseAudioDevice()
}()
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(gameInstance.Music)
rl.SetMusicVolume(gameInstance.Music, 0.5)
rl.PlayMusicStream(game.Music)
rl.SetMusicVolume(game.Music, 0.5)
// Handle OS signals for clean shutdown
sigChan := make(chan os.Signal, 1)
signal.Notify(sigChan, os.Interrupt, syscall.SIGTERM)
go func() {
<-sigChan
if gameInstance != nil {
gameInstance.Shutdown()
}
}()
// Keep game loop in main thread for Raylib
for !rl.WindowShouldClose() {
deltaTime := rl.GetFrameTime()
rl.UpdateMusicStream(game.Music)
game.Update(deltaTime)
game.Render()
}
rl.UpdateMusicStream(gameInstance.Music)
// Wait for clean shutdown
<-game.QuitChan
func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in game update: %v", r)
}
}()
gameInstance.Update(deltaTime)
}()
func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in game render: %v", r)
}
}()
gameInstance.Render()
}()
// Check if game requested shutdown
select {
case <-gameInstance.QuitChan():
return
default:
}
}
}

View File

@ -7,6 +7,7 @@ import (
"io"
"log"
"net"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
@ -91,19 +92,32 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
reader := bufio.NewReader(conn)
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in HandleServerCommunication: %v", r)
}
conn.Close()
if player.QuitDone != nil {
close(player.QuitDone)
}
}()
actionTicker := time.NewTicker(types.ClientTickRate)
defer actionTicker.Stop()
defer conn.Close()
defer close(player.QuitDone)
// Create a channel to signal when goroutines are done
// Create error channel for goroutine communication
errChan := make(chan error, 1)
done := make(chan struct{})
// Create a set of current players to track disconnects
currentPlayers := make(map[int32]bool)
// Start message sending goroutine
go func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in message sender: %v", r)
errChan <- fmt.Errorf("message sender panic: %v", r)
}
}()
for {
select {
case <-quitChan:
@ -118,23 +132,23 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
writeMessage(conn, disconnectMsg)
done <- struct{}{}
return
case <-done:
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)
errChan <- err
return
}
} else {
@ -144,93 +158,106 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
}
}()
for {
select {
case <-quitChan:
done := make(chan struct{})
go func() {
<-done
close(player.QuitDone)
}()
// Main message receiving loop
go func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in message receiver: %v", r)
errChan <- fmt.Errorf("message receiver panic: %v", r)
}
}()
for {
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)
case <-quitChan:
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
default:
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
if err != io.EOF {
errChan <- fmt.Errorf("failed to read message length: %v", err)
}
return
}
}
player.Unlock()
messageLength := binary.BigEndian.Uint32(lengthBuf)
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()
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
}
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
// Remove players that are no longer in the server state
for id := range otherPlayers {
if !currentPlayers[id] {
delete(otherPlayers, id)
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
}
}
}
}
player.Unlock()
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
handler.HandleServerMessages(serverMessage.ChatMessages)
for _, state := range serverMessage.Players {
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 id != playerID {
delete(otherPlayers, id)
}
}
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
handler.HandleServerMessages(serverMessage.ChatMessages)
}
}
}
}()
// Wait for error or quit signal
select {
case <-quitChan:
// Send disconnect message
disconnectMsg := &pb.ActionBatch{
PlayerId: playerID,
Actions: []*pb.Action{{
Type: pb.Action_DISCONNECT,
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
case err := <-errChan:
log.Printf("Network error: %v", err)
}
}
@ -252,3 +279,50 @@ func writeMessage(conn net.Conn, msg proto.Message) error {
_, err = conn.Write(data)
return err
}
type Connection struct {
conn net.Conn
playerID int32
quitChan chan struct{}
quitDone chan struct{}
closeOnce sync.Once
}
func NewConnection(username, password string, isRegistering bool) (*Connection, error) {
conn, playerID, err := ConnectToServer(username, password, isRegistering)
if err != nil {
return nil, err
}
return &Connection{
conn: conn,
playerID: playerID,
quitChan: make(chan struct{}),
quitDone: make(chan struct{}),
}, nil
}
func (c *Connection) Close() {
c.closeOnce.Do(func() {
close(c.quitChan)
// Wait with timeout for network cleanup
select {
case <-c.quitDone:
// Clean shutdown completed
case <-time.After(500 * time.Millisecond):
log.Println("Network cleanup timed out")
}
c.conn.Close()
})
}
func (c *Connection) PlayerID() int32 {
return c.playerID
}
func (c *Connection) Start(player *types.Player, otherPlayers map[int32]*types.Player) {
go HandleServerCommunication(c.conn, c.playerID, player, otherPlayers, c.quitChan)
}
func (c *Connection) QuitChan() <-chan struct{} {
return c.quitChan
}

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@ -1,12 +1,34 @@
package types
import (
"sync"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
type Player struct {
sync.RWMutex
Model rl.Model
Texture rl.Texture2D
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
Speed float32
ActionQueue []*pb.Action
ID int32
QuitDone chan struct{}
CurrentTick int64
UserData interface{}
FloatingMessage *FloatingMessage
IsMoving bool
AnimationFrame int32
LastAnimUpdate time.Time
LastUpdateTime time.Time
InterpolationProgress float32
}
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
p.Lock()
defer p.Unlock()
@ -19,6 +41,33 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
direction := rl.Vector3Subtract(targetPos, p.PosActual)
distance := rl.Vector3Length(direction)
if distance > 1.0 {
wasMoving := p.IsMoving
p.IsMoving = true
if !wasMoving {
p.AnimationFrame = 0
}
oldFrame := p.AnimationFrame
p.AnimationFrame += int32(deltaTime * 60)
rl.TraceLog(rl.LogInfo, "Walk frame update: %d -> %d (delta: %f)",
oldFrame, p.AnimationFrame, deltaTime)
} else {
wasMoving := p.IsMoving
p.IsMoving = false
if wasMoving {
p.AnimationFrame = 0
}
oldFrame := p.AnimationFrame
p.AnimationFrame += int32(deltaTime * 60)
rl.TraceLog(rl.LogInfo, "Idle frame update: %d -> %d (delta: %f)",
oldFrame, p.AnimationFrame, deltaTime)
}
if distance > 0 {
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
}
@ -41,9 +90,14 @@ func NewPlayer(state *pb.PlayerState) *Player {
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,
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0,
ID: state.PlayerId,
IsMoving: false,
AnimationFrame: 0,
LastAnimUpdate: time.Now(),
LastUpdateTime: time.Now(),
InterpolationProgress: 1.0,
}
}

View File

@ -1,7 +1,6 @@
package types
import (
"sync"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
@ -14,27 +13,21 @@ type Tile struct {
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 AnimationSet struct {
Idle []rl.ModelAnimation
Walk []rl.ModelAnimation
// Can add more animation types later like:
// Attack []ModelAnimation
// Jump []ModelAnimation
}
type ModelAsset struct {
Model rl.Model
Texture rl.Texture2D
Model rl.Model
Texture rl.Texture2D
Animation []rl.ModelAnimation // Keep this for compatibility
AnimFrames int32 // Keep this for compatibility
Animations AnimationSet // New field for organized animations
YOffset float32 // Additional height offset (added to default 8.0)
}
type ChatMessage struct {