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feature/ma
...
7be859d58f
Author | SHA1 | Date | |
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7be859d58f | |||
fde07e3e48 | |||
f966d538d3 | |||
220a451475 | |||
417bf4ea63 | |||
84d63ba4c1 | |||
49b84c8540 | |||
0e509ad752 | |||
bcd63efd7b | |||
944c33ce3b |
4
.gitignore
vendored
4
.gitignore
vendored
@ -10,4 +10,6 @@ goonscape.exe
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# OS files
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.DS_Store
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Thumbs.db
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Thumbs.db
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resources/models/old_and_test/
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24
LICENSE
24
LICENSE
@ -1,11 +1,21 @@
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“Commons Clause” License Condition v1.0
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MIT License
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The Software is provided to you by the Licensor under the License, as defined below, subject to the following condition.
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Copyright (c) 2025 bdnugget
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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.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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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.
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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Software: GoonScape
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License: Commons Clause v1.0
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Licensor: bdnugget
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -5,22 +5,79 @@ import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// Helper function to load animations for a model
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func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
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var animSet types.AnimationSet
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// Load idle animations if specified
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if idlePath, ok := animPaths["idle"]; ok {
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idleAnims := rl.LoadModelAnimations(idlePath)
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if len(idleAnims) > 0 {
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animSet.Idle = idleAnims
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rl.TraceLog(rl.LogInfo, "Loaded idle animation: %s (%d frames, %f seconds)",
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idlePath, idleAnims[0].FrameCount, float32(idleAnims[0].FrameCount)/60.0)
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}
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}
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// Load walk animations if specified
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if walkPath, ok := animPaths["walk"]; ok {
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walkAnims := rl.LoadModelAnimations(walkPath)
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if len(walkAnims) > 0 {
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animSet.Walk = walkAnims
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rl.TraceLog(rl.LogInfo, "Loaded walk animation: %s (%d frames, %f seconds)",
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walkPath, walkAnims[0].FrameCount, float32(walkAnims[0].FrameCount)/60.0)
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}
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}
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return animSet, nil
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}
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func LoadModels() ([]types.ModelAsset, error) {
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goonerModel := rl.LoadModel("resources/models/goonion.obj")
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goonerTexture := rl.LoadTexture("resources/models/goonion.png")
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rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
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// Goonion model and animations
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goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb")
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goonerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/gooner/idle_no_y_transform.glb", "walk": "resources/models/gooner/walk_no_y_transform.glb"})
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coomerModel := rl.LoadModel("resources/models/coomer.obj")
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coomerTexture := rl.LoadTexture("resources/models/coomer.png")
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rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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goonerModel.Transform = transform
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// Coomer model (ready for animations)
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coomerModel := rl.LoadModel("resources/models/coomer/idle_notransy.glb")
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// coomerTexture := rl.LoadTexture("resources/models/coomer.png")
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// rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
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// When you have animations, add them like:
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coomerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/coomer/idle_notransy.glb", "walk": "resources/models/coomer/unsteadywalk_notransy.glb"})
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coomerModel.Transform = transform
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// Shreke model (ready for animations)
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shrekeModel := rl.LoadModel("resources/models/shreke.obj")
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shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
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rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
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// When you have animations, add them like:
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// shrekeAnims, _ := loadModelAnimations("resources/models/shreke.glb",
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// map[string]string{
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// "idle": "resources/models/shreke_idle.glb",
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// "walk": "resources/models/shreke_walk.glb",
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// })
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return []types.ModelAsset{
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{Model: goonerModel, Texture: goonerTexture},
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{Model: coomerModel, Texture: coomerTexture},
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{
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Model: goonerModel,
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Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
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AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
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Animations: goonerAnims,
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YOffset: 0.0,
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},
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{
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Model: coomerModel,
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Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
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AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
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Animations: coomerAnims,
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YOffset: -4.0,
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},
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{Model: shrekeModel, Texture: shrekeTexture},
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}, nil
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}
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@ -31,6 +88,11 @@ func LoadMusic(filename string) (rl.Music, error) {
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func UnloadModels(models []types.ModelAsset) {
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for _, model := range models {
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if model.Animation != nil {
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for i := int32(0); i < model.AnimFrames; i++ {
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rl.UnloadModelAnimation(model.Animation[i])
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}
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}
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rl.UnloadModel(model.Model)
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rl.UnloadTexture(model.Texture)
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}
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@ -10,6 +10,7 @@ var (
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cameraDistance = float32(20.0)
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cameraYaw = float32(145.0)
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cameraPitch = float32(45.0)
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lastMousePos rl.Vector2 // Add this to track mouse movement
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)
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func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
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@ -32,6 +33,34 @@ func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
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}
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}
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// Handle middle mouse camera rotation
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if rl.IsMouseButtonDown(rl.MouseMiddleButton) {
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currentMousePos := rl.GetMousePosition()
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// If we just started holding the button, initialize last position
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if !rl.IsMouseButtonPressed(rl.MouseMiddleButton) {
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mouseDelta := rl.Vector2{
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X: currentMousePos.X - lastMousePos.X,
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Y: currentMousePos.Y - lastMousePos.Y,
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}
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// Adjust rotation speed as needed
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cameraYaw += mouseDelta.X * 0.5 * deltaTime * 60
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cameraPitch += mouseDelta.Y * 0.5 * deltaTime * 60
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// Clamp pitch to prevent camera flipping
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if cameraPitch < 20 {
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cameraPitch = 20
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}
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if cameraPitch > 85 {
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cameraPitch = 85
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}
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}
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lastMousePos = currentMousePos
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}
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// Keep the keyboard controls too
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if rl.IsKeyDown(rl.KeyRight) {
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cameraYaw += 100 * deltaTime
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}
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41
game/game.go
41
game/game.go
@ -68,17 +68,14 @@ func (g *Game) Update(deltaTime float32) {
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return
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}
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// Assign model based on player ID
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modelIndex := int(playerID) % len(g.Models)
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g.Player = &types.Player{
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Speed: 50.0,
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TargetPath: []types.Tile{},
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UserData: g,
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QuitDone: make(chan struct{}),
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ID: playerID,
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Model: g.Models[modelIndex].Model,
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Texture: g.Models[modelIndex].Texture,
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}
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g.AssignModelToPlayer(g.Player)
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go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
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g.isLoggedIn = true
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@ -157,14 +154,32 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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defer player.Unlock()
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grid := GetMapGrid()
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modelIndex := int(player.ID) % len(g.Models)
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modelAsset := g.Models[modelIndex]
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const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
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playerPos := rl.Vector3{
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X: player.PosActual.X,
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Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + 16.0,
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Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + defaultHeight + modelAsset.YOffset,
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Z: player.PosActual.Z,
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}
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// Check if model has animations
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if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
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if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
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anim := modelAsset.Animations.Walk[0] // Use first walk animation
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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} else if len(modelAsset.Animations.Idle) > 0 {
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anim := modelAsset.Animations.Idle[0] // Use first idle animation
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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}
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}
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rl.DrawModel(model, playerPos, 16, rl.White)
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// Draw floating messages and path indicators
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if player.FloatingMessage != nil {
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screenPos := rl.GetWorldToScreen(rl.Vector3{
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X: playerPos.X,
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@ -207,12 +222,9 @@ func (g *Game) Render() {
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rl.BeginMode3D(g.Camera)
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g.DrawMap()
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g.DrawPlayer(g.Player, g.Player.Model)
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for id, other := range g.OtherPlayers {
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for _, other := range g.OtherPlayers {
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if other.Model.Meshes == nil {
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// Assign model based on player ID for consistency
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modelIndex := int(id) % len(g.Models)
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other.Model = g.Models[modelIndex].Model
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other.Texture = g.Models[modelIndex].Texture
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g.AssignModelToPlayer(other)
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}
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g.DrawPlayer(other, other.Model)
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}
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@ -352,3 +364,12 @@ func (g *Game) Shutdown() {
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func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
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g.Chat.HandleServerMessages(messages)
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}
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func (g *Game) AssignModelToPlayer(player *types.Player) {
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modelIndex := int(player.ID) % len(g.Models)
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modelAsset := g.Models[modelIndex]
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// Just use the original model - don't try to copy it
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player.Model = modelAsset.Model
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player.Texture = modelAsset.Texture
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}
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Submodule goonserver updated: d25ee09155...f9ec811b10
BIN
resources/models/coomer/Animation_Confused_Scratch_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Confused_Scratch_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Idle_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Idle_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Running_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Running_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Unsteady_Walk_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Unsteady_Walk_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Walking_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Walking_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/idle_notransy.glb
Normal file
BIN
resources/models/coomer/idle_notransy.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/unsteadywalk_notransy.glb
Normal file
BIN
resources/models/coomer/unsteadywalk_notransy.glb
Normal file
Binary file not shown.
BIN
resources/models/coomerAnim.zip
Normal file
BIN
resources/models/coomerAnim.zip
Normal file
Binary file not shown.
BIN
resources/models/gooner/idle_no_y_transform.glb
Normal file
BIN
resources/models/gooner/idle_no_y_transform.glb
Normal file
Binary file not shown.
BIN
resources/models/gooner/walk_no_y_transform.glb
Normal file
BIN
resources/models/gooner/walk_no_y_transform.glb
Normal file
Binary file not shown.
@ -19,6 +19,33 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
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direction := rl.Vector3Subtract(targetPos, p.PosActual)
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distance := rl.Vector3Length(direction)
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if distance > 1.0 {
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wasMoving := p.IsMoving
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p.IsMoving = true
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if !wasMoving {
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p.AnimationFrame = 0
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}
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oldFrame := p.AnimationFrame
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p.AnimationFrame += int32(deltaTime * 60)
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rl.TraceLog(rl.LogInfo, "Walk frame update: %d -> %d (delta: %f)",
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oldFrame, p.AnimationFrame, deltaTime)
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} else {
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wasMoving := p.IsMoving
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p.IsMoving = false
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if wasMoving {
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p.AnimationFrame = 0
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}
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oldFrame := p.AnimationFrame
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p.AnimationFrame += int32(deltaTime * 60)
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rl.TraceLog(rl.LogInfo, "Idle frame update: %d -> %d (delta: %f)",
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oldFrame, p.AnimationFrame, deltaTime)
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}
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if distance > 0 {
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direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
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}
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@ -41,9 +68,12 @@ func NewPlayer(state *pb.PlayerState) *Player {
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Y: float32(state.Y * TileHeight),
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Z: float32(state.Y * TileSize),
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},
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PosTile: Tile{X: int(state.X), Y: int(state.Y)},
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Speed: 50.0,
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ID: state.PlayerId,
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PosTile: Tile{X: int(state.X), Y: int(state.Y)},
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Speed: 50.0,
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ID: state.PlayerId,
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IsMoving: false,
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AnimationFrame: 0,
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LastAnimUpdate: time.Now(),
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}
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}
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@ -26,15 +26,30 @@ type Player struct {
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ID int32
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CurrentTick int64
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LastUpdateTime time.Time
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LastAnimUpdate time.Time
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InterpolationProgress float32
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UserData interface{}
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FloatingMessage *FloatingMessage
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QuitDone chan struct{}
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AnimationFrame int32
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IsMoving bool
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}
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type AnimationSet struct {
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Idle []rl.ModelAnimation
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Walk []rl.ModelAnimation
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// Can add more animation types later like:
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// Attack []ModelAnimation
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// Jump []ModelAnimation
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}
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type ModelAsset struct {
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Model rl.Model
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Texture rl.Texture2D
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Model rl.Model
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Texture rl.Texture2D
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Animation []rl.ModelAnimation // Keep this for compatibility
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AnimFrames int32 // Keep this for compatibility
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Animations AnimationSet // New field for organized animations
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YOffset float32 // Additional height offset (added to default 8.0)
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}
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type ChatMessage struct {
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|
Reference in New Issue
Block a user