9 Commits

22 changed files with 868 additions and 208 deletions

2
.gitignore vendored
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@ -11,3 +11,5 @@ goonscape.exe
# OS files # OS files
.DS_Store .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 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.

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@ -1,41 +1,274 @@
package assets package assets
import ( import (
"fmt"
"os"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib" 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
// Only try to load animations if environment variable isn't set
if os.Getenv("GOONSCAPE_DISABLE_ANIMATIONS") == "1" {
return animSet, nil
}
// 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
}
// ValidateModel checks if a model is valid and properly loaded
func ValidateModel(model rl.Model) error {
if model.Meshes == nil {
return fmt.Errorf("model has nil meshes")
}
if model.Meshes.VertexCount <= 0 {
return fmt.Errorf("model has invalid vertex count")
}
return nil
}
// CompletelyAvoidExternalModels determines if we should avoid loading external models
func CompletelyAvoidExternalModels() bool {
return os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
}
// SafeLoadModel attempts to load a model, returning a placeholder if it fails
func SafeLoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
// Don't even try to load external models in safe mode
if CompletelyAvoidExternalModels() {
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
defer func() {
// Recover from any panics during model loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in SafeLoadModel: %v", r)
}
}()
// Try to load the model
model := rl.LoadModel(fileName)
// Check if the model is valid
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
// For real models, return zero color since we don't need it
return model, true, rl.Color{}
}
// createPrimitiveShape creates a simple shape without loading external models
func createPrimitiveShape(shapeType int) rl.Model {
var mesh rl.Mesh
switch shapeType {
case 0: // Cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
case 1: // Sphere
mesh = rl.GenMeshSphere(1.0, 8, 8)
case 2: // Cylinder
mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
case 3: // Cone
mesh = rl.GenMeshCone(1.0, 2.0, 8)
default: // Default to cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
}
model := rl.LoadModelFromMesh(mesh)
return model
}
func LoadModels() ([]types.ModelAsset, error) { func LoadModels() ([]types.ModelAsset, error) {
goonerModel := rl.LoadModel("resources/models/goonion.obj") // Force safe mode for now until we fix the segfault
goonerTexture := rl.LoadTexture("resources/models/goonion.png") os.Setenv("GOONSCAPE_SAFE_MODE", "1")
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
coomerModel := rl.LoadModel("resources/models/coomer.obj") models := make([]types.ModelAsset, 0, 3)
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
shrekeModel := rl.LoadModel("resources/models/shreke.obj") // Use environment variable to completely disable model loading
safeMode := CompletelyAvoidExternalModels()
// Colors for the different models
goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
coomerColor := rl.Color{R: 200, G: 230, B: 255, A: 255} // Light blue
shrekeColor := rl.Color{R: 180, G: 255, B: 180, A: 255} // Light green
// If in safe mode, create all models directly without loading
if safeMode {
// Gooner model (cube)
cube := createPrimitiveShape(0)
models = append(models, types.ModelAsset{
Model: cube,
YOffset: 0.0,
PlaceholderColor: goonerColor,
})
// Coomer model (sphere)
sphere := createPrimitiveShape(1)
models = append(models, types.ModelAsset{
Model: sphere,
YOffset: -4.0,
PlaceholderColor: coomerColor,
})
// Shreke model (cylinder)
cylinder := createPrimitiveShape(2)
models = append(models, types.ModelAsset{
Model: cylinder,
YOffset: 0.0,
PlaceholderColor: shrekeColor,
})
return models, nil
}
// The rest of the function with normal model loading
// Load Goonion model with error handling
var goonerModel rl.Model
var success bool
var modelColor rl.Color
goonerModel, success, modelColor = SafeLoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
// Create animations only if model was loaded successfully
var goonerAnims types.AnimationSet
if success {
goonerAnims, _ = loadModelAnimations(map[string]string{
"idle": "resources/models/gooner/idle_no_y_transform.glb",
"walk": "resources/models/gooner/walk_no_y_transform.glb",
})
// 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
}
// Always add a model (real or placeholder)
models = append(models, types.ModelAsset{
Model: goonerModel,
Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
Animations: goonerAnims,
YOffset: 0.0,
PlaceholderColor: modelColor,
})
// Coomer model with safe loading - using a sphere shape
var coomerModel rl.Model
coomerModel, success, modelColor = SafeLoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
if success {
// Only load animations if the model loaded successfully
coomerAnims, _ := loadModelAnimations(map[string]string{
"idle": "resources/models/coomer/idle_notransy.glb",
"walk": "resources/models/coomer/unsteadywalk_notransy.glb",
})
// 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))
coomerModel.Transform = transform
models = append(models, types.ModelAsset{
Model: coomerModel,
Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
Animations: coomerAnims,
YOffset: -4.0,
PlaceholderColor: rl.Color{}, // Not a placeholder
})
} else {
// Add a placeholder with different shape/color
models = append(models, types.ModelAsset{
Model: coomerModel,
YOffset: -4.0,
PlaceholderColor: modelColor,
})
}
// Shreke model with safe loading - using a cylinder shape
var shrekeModel rl.Model
shrekeModel, success, modelColor = SafeLoadModel("resources/models/shreke.obj", 2, shrekeColor)
if success {
// Only proceed with texture if model loaded
shrekeTexture := rl.LoadTexture("resources/models/shreke.png") shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
if shrekeTexture.ID <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load shreke texture")
} else {
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture) rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
return []types.ModelAsset{ models = append(models, types.ModelAsset{
{Model: goonerModel, Texture: goonerTexture}, Model: shrekeModel,
{Model: coomerModel, Texture: coomerTexture}, Texture: shrekeTexture,
{Model: shrekeModel, Texture: shrekeTexture}, YOffset: 0.0,
}, nil PlaceholderColor: rl.Color{}, // Not a placeholder
})
}
} else {
// Add another placeholder with different shape/color
models = append(models, types.ModelAsset{
Model: shrekeModel,
YOffset: 0.0,
PlaceholderColor: modelColor,
})
}
if len(models) == 0 {
return nil, fmt.Errorf("failed to load any models")
}
return models, nil
} }
func LoadMusic(filename string) (rl.Music, error) { func LoadMusic(filename string) (rl.Music, error) {
return rl.LoadMusicStream(filename), nil defer func() {
} // Recover from any panics during music loading
if r := recover(); r != nil {
func UnloadModels(models []types.ModelAsset) { rl.TraceLog(rl.LogError, "Panic in LoadMusic: %v", r)
for _, model := range models {
rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture)
} }
} }()
func UnloadMusic(music rl.Music) { // Skip loading music if environment variable is set
rl.UnloadMusicStream(music) if os.Getenv("GOONSCAPE_DISABLE_AUDIO") == "1" {
rl.TraceLog(rl.LogInfo, "Audio disabled, skipping music loading")
return rl.Music{}, fmt.Errorf("audio disabled")
}
music := rl.LoadMusicStream(filename)
if music.Stream.Buffer == nil {
return music, fmt.Errorf("failed to load music: %s", filename)
}
return music, nil
} }

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@ -2,20 +2,11 @@ package main
import "time" import "time"
// Game world constants
const ( const (
MapWidth = 50 // Server-related constants
MapHeight = 50 ServerTickRate = 600 * time.Millisecond // RuneScape-style tick rate
TileSize = 32 ClientTickRate = 50 * time.Millisecond // Client runs at higher rate for smooth rendering
TileHeight = 2.0 MaxTickDesync = 5 // Max ticks behind before forcing resync
TickRate = 600 * time.Millisecond // Server tick rate (600ms) DefaultPort = "6969" // Default server port
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
) )

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@ -10,6 +10,7 @@ var (
cameraDistance = float32(20.0) cameraDistance = float32(20.0)
cameraYaw = float32(145.0) cameraYaw = float32(145.0)
cameraPitch = float32(45.0) cameraPitch = float32(45.0)
lastMousePos rl.Vector2 // Add this to track mouse movement
) )
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) { 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) { if rl.IsKeyDown(rl.KeyRight) {
cameraYaw += 100 * deltaTime cameraYaw += 100 * deltaTime
} }

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@ -2,6 +2,8 @@ package game
import ( import (
"fmt" "fmt"
"log"
"sync"
"time" "time"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
@ -25,6 +27,7 @@ type Chat struct {
cursorPos int cursorPos int
scrollOffset int scrollOffset int
userData interface{} userData interface{}
mutex sync.RWMutex
} }
func NewChat() *Chat { func NewChat() *Chat {
@ -49,6 +52,15 @@ func (c *Chat) AddMessage(playerID int32, content string) {
} }
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) { func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
c.mutex.Lock()
defer c.mutex.Unlock()
if len(messages) == 0 {
return
}
log.Printf("Processing %d chat messages", len(messages))
// Convert protobuf messages to our local type // Convert protobuf messages to our local type
for _, msg := range messages { for _, msg := range messages {
localMsg := types.ChatMessage{ localMsg := types.ChatMessage{
@ -64,6 +76,7 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
c.messages = c.messages[1:] c.messages = c.messages[1:]
} }
c.messages = append(c.messages, localMsg) c.messages = append(c.messages, localMsg)
log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
// Scroll to latest message if it's not already visible // Scroll to latest message if it's not already visible
visibleMessages := int((chatHeight - inputHeight) / messageHeight) visibleMessages := int((chatHeight - inputHeight) / messageHeight)
@ -87,6 +100,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
ExpireTime: time.Now().Add(6 * time.Second), ExpireTime: time.Now().Add(6 * time.Second),
} }
otherPlayer.Unlock() otherPlayer.Unlock()
log.Printf("Added floating message to other player %d", msg.PlayerId)
} else {
log.Printf("Could not find other player %d to add floating message", msg.PlayerId)
} }
} }
} }
@ -94,6 +110,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
} }
func (c *Chat) Draw(screenWidth, screenHeight int32) { func (c *Chat) Draw(screenWidth, screenHeight int32) {
c.mutex.RLock()
defer c.mutex.RUnlock()
// Calculate chat window width based on screen width // Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2) chatWindowWidth := screenWidth - (chatMargin * 2)

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@ -1,7 +1,8 @@
package game package game
import ( import (
"os" "fmt"
"sync"
"time" "time"
"gitea.boner.be/bdnugget/goonscape/assets" "gitea.boner.be/bdnugget/goonscape/assets"
@ -19,9 +20,11 @@ type Game struct {
Music rl.Music Music rl.Music
Chat *Chat Chat *Chat
MenuOpen bool MenuOpen bool
QuitChan chan struct{} // Channel to signal shutdown quitChan chan struct{}
loginScreen *LoginScreen loginScreen *LoginScreen
isLoggedIn bool isLoggedIn bool
cleanupOnce sync.Once
frameCounter int // For periodic logging
} }
func New() *Game { func New() *Game {
@ -36,7 +39,7 @@ func New() *Game {
Projection: rl.CameraPerspective, Projection: rl.CameraPerspective,
}, },
Chat: NewChat(), Chat: NewChat(),
QuitChan: make(chan struct{}), quitChan: make(chan struct{}),
loginScreen: NewLoginScreen(), loginScreen: NewLoginScreen(),
} }
game.Chat.userData = game game.Chat.userData = game
@ -44,15 +47,32 @@ func New() *Game {
} }
func (g *Game) LoadAssets() error { func (g *Game) LoadAssets() error {
var err error var loadErr error
g.Models, err = assets.LoadModels() defer func() {
if err != nil { if r := recover(); r != nil {
return err 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") // Verify model loading
if err != nil { for i, model := range g.Models {
return err 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 return nil
@ -68,23 +88,18 @@ func (g *Game) Update(deltaTime float32) {
return return
} }
// Assign model based on player ID
modelIndex := int(playerID) % len(g.Models)
g.Player = &types.Player{ g.Player = &types.Player{
Speed: 50.0, Speed: 50.0,
TargetPath: []types.Tile{}, TargetPath: []types.Tile{},
UserData: g, UserData: g,
QuitDone: make(chan struct{}), QuitDone: make(chan struct{}),
ID: playerID, 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 g.isLoggedIn = true
return
} }
g.loginScreen.Draw()
return return
} }
@ -115,7 +130,28 @@ func (g *Game) Update(deltaTime float32) {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid()) g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
} }
// Periodically log information about other players
g.frameCounter++
if g.frameCounter%300 == 0 {
rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.OtherPlayers))
for id, other := range g.OtherPlayers {
rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Has model: %v",
id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z, other.Model.Meshes != nil)
}
}
// Process other players
for _, other := range g.OtherPlayers { for _, other := range g.OtherPlayers {
if other == nil {
continue
}
// Make sure other players have models assigned
if other.Model.Meshes == nil {
g.AssignModelToPlayer(other)
}
// Update other player movement
if len(other.TargetPath) > 0 { if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid()) other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
} }
@ -153,18 +189,55 @@ func (g *Game) DrawMap() {
} }
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) { func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
player.Lock() // No need for lock in rendering, we'll use a "take snapshot" approach
defer player.Unlock() // This avoids potential deadlocks and makes the rendering more consistent
// Check for invalid model
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
// Don't try to draw invalid models
return
}
grid := GetMapGrid() grid := GetMapGrid()
modelIndex := int(player.ID) % len(g.Models)
if modelIndex < 0 || modelIndex >= len(g.Models) {
// Prevent out of bounds access
modelIndex = 0
}
modelAsset := g.Models[modelIndex]
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
playerPos := rl.Vector3{ playerPos := rl.Vector3{
X: player.PosActual.X, 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, Z: player.PosActual.Z,
} }
rl.DrawModel(model, playerPos, 16, rl.White) // 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
if anim.FrameCount > 0 {
currentFrame := player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, currentFrame)
}
} else if len(modelAsset.Animations.Idle) > 0 {
anim := modelAsset.Animations.Idle[0] // Use first idle animation
if anim.FrameCount > 0 {
currentFrame := player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, currentFrame)
}
}
}
// Use placeholder color if it's set, otherwise use white
var drawColor rl.Color = rl.White
if player.PlaceholderColor.A > 0 {
drawColor = player.PlaceholderColor
}
rl.DrawModel(model, playerPos, 16, drawColor)
// Draw floating messages and path indicators
if player.FloatingMessage != nil { if player.FloatingMessage != nil {
screenPos := rl.GetWorldToScreen(rl.Vector3{ screenPos := rl.GetWorldToScreen(rl.Vector3{
X: playerPos.X, X: playerPos.X,
@ -196,23 +269,43 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
func (g *Game) Render() { func (g *Game) Render() {
rl.BeginDrawing() rl.BeginDrawing()
defer func() {
// This defer will catch any panics that might occur during rendering
// and ensure EndDrawing gets called to maintain proper graphics state
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic during rendering: %v", r)
}
rl.EndDrawing()
}()
rl.ClearBackground(rl.RayWhite) rl.ClearBackground(rl.RayWhite)
if !g.isLoggedIn { if !g.isLoggedIn {
g.loginScreen.Draw() g.loginScreen.Draw()
rl.EndDrawing()
return return
} }
rl.BeginMode3D(g.Camera) rl.BeginMode3D(g.Camera)
g.DrawMap() g.DrawMap()
// Draw player only if valid
if g.Player != nil && g.Player.Model.Meshes != nil {
g.DrawPlayer(g.Player, g.Player.Model) g.DrawPlayer(g.Player, g.Player.Model)
for id, other := range g.OtherPlayers { }
// Draw other players with defensive checks
for _, other := range g.OtherPlayers {
if other == nil {
continue
}
// Make sure model is assigned
if other.Model.Meshes == nil { if other.Model.Meshes == nil {
// Assign model based on player ID for consistency g.AssignModelToPlayer(other)
modelIndex := int(id) % len(g.Models) // Skip this frame if assignment failed
other.Model = g.Models[modelIndex].Model if other.Model.Meshes == nil {
other.Texture = g.Models[modelIndex].Texture continue
}
} }
g.DrawPlayer(other, other.Model) g.DrawPlayer(other, other.Model)
} }
@ -239,13 +332,15 @@ func (g *Game) Render() {
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow) rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
} }
if g.Player.FloatingMessage != nil { if g.Player != nil && g.Player.FloatingMessage != nil {
drawFloatingMessage(g.Player.FloatingMessage) drawFloatingMessage(g.Player.FloatingMessage)
} }
for _, other := range g.OtherPlayers { for _, other := range g.OtherPlayers {
if other != nil && other.FloatingMessage != nil {
drawFloatingMessage(other.FloatingMessage) drawFloatingMessage(other.FloatingMessage)
} }
}
// Draw menu if open // Draw menu if open
if g.MenuOpen { if g.MenuOpen {
@ -253,17 +348,28 @@ func (g *Game) Render() {
} }
// Only draw chat if menu is not open // Only draw chat if menu is not open
if !g.MenuOpen { if !g.MenuOpen && g.Chat != nil {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight())) g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
} }
rl.DrawFPS(10, 10) rl.DrawFPS(10, 10)
rl.EndDrawing()
} }
func (g *Game) Cleanup() { func (g *Game) Cleanup() {
assets.UnloadModels(g.Models) g.cleanupOnce.Do(func() {
assets.UnloadMusic(g.Music) // 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() { func (g *Game) HandleInput() {
@ -343,12 +449,46 @@ func (g *Game) DrawMenu() {
} }
func (g *Game) Shutdown() { func (g *Game) Shutdown() {
close(g.QuitChan) close(g.quitChan)
<-g.Player.QuitDone
rl.CloseWindow()
os.Exit(0)
} }
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) { func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
g.Chat.HandleServerMessages(messages) g.Chat.HandleServerMessages(messages)
} }
func (g *Game) AssignModelToPlayer(player *types.Player) {
if player == nil {
return
}
// Defensive check for empty models array
if len(g.Models) == 0 {
rl.TraceLog(rl.LogWarning, "No models available to assign to player")
return
}
// Make sure model index is positive for consistent player appearances
// Use abs value of ID to ensure consistent appearance for negative IDs
modelIndex := abs(int(player.ID)) % len(g.Models)
if modelIndex < 0 || modelIndex >= len(g.Models) {
// Prevent out of bounds access
modelIndex = 0
}
rl.TraceLog(rl.LogInfo, "Assigning model %d to player %d", modelIndex, player.ID)
modelAsset := g.Models[modelIndex]
// Validate model before assigning
if modelAsset.Model.Meshes == nil {
rl.TraceLog(rl.LogWarning, "Trying to assign invalid model to player %d", player.ID)
return
}
player.Model = modelAsset.Model
player.Texture = modelAsset.Texture
player.PlaceholderColor = modelAsset.PlaceholderColor
}
func (g *Game) QuitChan() <-chan struct{} {
return g.quitChan
}

121
main.go
View File

@ -3,7 +3,11 @@ package main
import ( import (
"flag" "flag"
"log" "log"
"os"
"os/signal"
"strings" "strings"
"syscall"
"time"
"gitea.boner.be/bdnugget/goonscape/game" "gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/network" "gitea.boner.be/bdnugget/goonscape/network"
@ -11,11 +15,27 @@ import (
) )
func main() { func main() {
// Set up panic recovery at the top level
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from fatal panic in main: %v", r)
// Give the user a chance to see the error
time.Sleep(5 * time.Second)
}
}()
// Parse command line flags // Parse command line flags
verbose := flag.Bool("v", false, "Also show info logs (spammy)")
local := flag.Bool("local", false, "Connect to local server") local := flag.Bool("local", false, "Connect to local server")
addr := flag.String("addr", "", "Server address (host or host:port)") addr := flag.String("addr", "", "Server address (host or host:port)")
flag.Parse() flag.Parse()
if *verbose {
rl.SetTraceLogLevel(rl.LogTrace)
} else {
rl.SetTraceLogLevel(rl.LogWarning)
}
// Set server address based on flags // Set server address based on flags
if *local { if *local {
if *addr != "" { if *addr != "" {
@ -30,31 +50,104 @@ func main() {
network.SetServerAddr(*addr) network.SetServerAddr(*addr)
} }
// Initialize window with error handling
rl.SetConfigFlags(rl.FlagMsaa4xHint | rl.FlagWindowResizable) // Enable MSAA and make window resizable
rl.InitWindow(1024, 768, "GoonScape") rl.InitWindow(1024, 768, "GoonScape")
rl.SetExitKey(0)
defer rl.CloseWindow()
rl.SetExitKey(0)
// Initialize audio with error handling
if !rl.IsAudioDeviceReady() {
rl.InitAudioDevice() rl.InitAudioDevice()
defer rl.CloseAudioDevice() if !rl.IsAudioDeviceReady() {
log.Println("Warning: Failed to initialize audio device, continuing without audio")
}
}
// Use a maximum of 3 attempts to load assets
var gameInstance *game.Game
var loadErr error
maxAttempts := 3
for attempt := 1; attempt <= maxAttempts; attempt++ {
gameInstance = game.New()
loadErr = gameInstance.LoadAssets()
if loadErr == nil {
break
}
log.Printf("Attempt %d/%d: Failed to load assets: %v", attempt, maxAttempts, loadErr)
if attempt < maxAttempts {
log.Println("Retrying...")
gameInstance.Cleanup() // Cleanup before retrying
time.Sleep(500 * time.Millisecond)
}
}
if loadErr != nil {
log.Printf("Failed to load assets after %d attempts. Starting with default assets.", maxAttempts)
}
defer func() {
if gameInstance != nil {
gameInstance.Cleanup()
}
rl.CloseWindow()
if rl.IsAudioDeviceReady() {
rl.CloseAudioDevice()
}
}()
rl.SetTargetFPS(60) rl.SetTargetFPS(60)
game := game.New() // Play music if available
if err := game.LoadAssets(); err != nil { if gameInstance.Music.Stream.Buffer != nil {
log.Fatalf("Failed to load assets: %v", err) rl.PlayMusicStream(gameInstance.Music)
rl.SetMusicVolume(gameInstance.Music, 0.5)
} }
defer game.Cleanup()
rl.PlayMusicStream(game.Music) // Handle OS signals for clean shutdown
rl.SetMusicVolume(game.Music, 0.5) 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() { for !rl.WindowShouldClose() {
deltaTime := rl.GetFrameTime() deltaTime := rl.GetFrameTime()
rl.UpdateMusicStream(game.Music)
game.Update(deltaTime) // Update music if available
game.Render() if gameInstance.Music.Stream.Buffer != nil {
rl.UpdateMusicStream(gameInstance.Music)
} }
// Wait for clean shutdown func() {
<-game.QuitChan 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" "io"
"log" "log"
"net" "net"
"sync"
"time" "time"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
@ -17,10 +18,11 @@ import (
const protoVersion = 1 const protoVersion = 1
var serverAddr = "boner.be:6969" var serverAddr = "boner.be:6969" // Default server address
func SetServerAddr(addr string) { func SetServerAddr(addr string) {
serverAddr = addr serverAddr = addr
log.Printf("Server address set to: %s", serverAddr)
} }
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) { func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
@ -91,19 +93,32 @@ 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{}) { func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
reader := bufio.NewReader(conn) 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) actionTicker := time.NewTicker(types.ClientTickRate)
defer actionTicker.Stop() 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{}) done := make(chan struct{})
// Create a set of current players to track disconnects // Start message sending goroutine
currentPlayers := make(map[int32]bool)
go func() { 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 { for {
select { select {
case <-quitChan: case <-quitChan:
@ -118,23 +133,23 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
writeMessage(conn, disconnectMsg) writeMessage(conn, disconnectMsg)
done <- struct{}{} done <- struct{}{}
return return
case <-done:
return
case <-actionTicker.C: case <-actionTicker.C:
player.Lock() player.Lock()
if len(player.ActionQueue) > 0 { if len(player.ActionQueue) > 0 {
actions := make([]*pb.Action, len(player.ActionQueue)) actions := make([]*pb.Action, len(player.ActionQueue))
copy(actions, player.ActionQueue) copy(actions, player.ActionQueue)
batch := &pb.ActionBatch{ batch := &pb.ActionBatch{
PlayerId: playerID, PlayerId: playerID,
Actions: actions, Actions: actions,
Tick: player.CurrentTick, Tick: player.CurrentTick,
} }
player.ActionQueue = player.ActionQueue[:0] player.ActionQueue = player.ActionQueue[:0]
player.Unlock() player.Unlock()
if err := writeMessage(conn, batch); err != nil { if err := writeMessage(conn, batch); err != nil {
log.Printf("Failed to send actions to server: %v", err) errChan <- err
return return
} }
} else { } else {
@ -144,42 +159,50 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
} }
}() }()
// 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 { for {
select { select {
case <-quitChan: 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 return
default: default:
// Read message length (4 bytes)
lengthBuf := make([]byte, 4) lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil { if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Failed to read message length: %v", err) if err != io.EOF {
log.Printf("Network read error: %v", err)
errChan <- fmt.Errorf("failed to read message length: %v", err)
} else {
log.Printf("Connection closed by server")
}
return return
} }
messageLength := binary.BigEndian.Uint32(lengthBuf) messageLength := binary.BigEndian.Uint32(lengthBuf)
// Read the full message // Sanity check message size to prevent potential memory issues
if messageLength > 1024*1024 { // 1MB max message size
log.Printf("Message size too large: %d bytes", messageLength)
errChan <- fmt.Errorf("message size too large: %d bytes", messageLength)
return
}
messageBuf := make([]byte, messageLength) messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil { if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err) log.Printf("Failed to read message body: %v", err)
errChan <- fmt.Errorf("failed to read message body: %v", err)
return return
} }
var serverMessage pb.ServerMessage var serverMessage pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil { if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err) log.Printf("Failed to unmarshal server message: %v", err)
continue continue // Skip this message but don't quit
} }
player.Lock() player.Lock()
@ -196,8 +219,11 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
} }
player.Unlock() player.Unlock()
// Process player states
validPlayerIds := make(map[int32]bool)
for _, state := range serverMessage.Players { for _, state := range serverMessage.Players {
currentPlayers[state.PlayerId] = true validPlayerIds[state.PlayerId] = true
if state.PlayerId == playerID { if state.PlayerId == playerID {
player.Lock() player.Lock()
// Update initial position if not set // Update initial position if not set
@ -213,25 +239,47 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
continue continue
} }
// Update or create other players
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists { if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate) otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else { } else {
log.Printf("Creating new player with ID: %d", state.PlayerId)
otherPlayers[state.PlayerId] = types.NewPlayer(state) otherPlayers[state.PlayerId] = types.NewPlayer(state)
} }
} }
// Remove players that are no longer in the server state // Remove players no longer in the server state
for id := range otherPlayers { for id := range otherPlayers {
if !currentPlayers[id] { if id != playerID && !validPlayerIds[id] {
log.Printf("Removing player with ID: %d", id)
delete(otherPlayers, id) delete(otherPlayers, id)
} }
} }
// Handle chat messages
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 { if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
handler.HandleServerMessages(serverMessage.ChatMessages) 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)
}
} }
// Helper function to write length-prefixed messages // Helper function to write length-prefixed messages
@ -252,3 +300,50 @@ func writeMessage(conn net.Conn, msg proto.Message) error {
_, err = conn.Write(data) _, err = conn.Write(data)
return err 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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@ -1,16 +1,37 @@
package types package types
import ( import (
"sync"
"time" "time"
pb "gitea.boner.be/bdnugget/goonserver/actions" pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) { type Player struct {
p.Lock() sync.RWMutex // Keep this for network operations
defer p.Unlock() 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
PlaceholderColor rl.Color
}
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
// No need for lock here as this is called from a single thread (game loop)
targetPos := rl.Vector3{ targetPos := rl.Vector3{
X: float32(target.X * TileSize), X: float32(target.X * TileSize),
Y: mapGrid[target.X][target.Y].Height * TileHeight, Y: mapGrid[target.X][target.Y].Height * TileHeight,
@ -19,6 +40,33 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
direction := rl.Vector3Subtract(targetPos, p.PosActual) direction := rl.Vector3Subtract(targetPos, p.PosActual)
distance := rl.Vector3Length(direction) 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.LogDebug, "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.LogDebug, "Idle frame update: %d -> %d (delta: %f)",
oldFrame, p.AnimationFrame, deltaTime)
}
if distance > 0 { if distance > 0 {
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance) direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
} }
@ -44,6 +92,11 @@ func NewPlayer(state *pb.PlayerState) *Player {
PosTile: Tile{X: int(state.X), Y: int(state.Y)}, PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0, Speed: 50.0,
ID: state.PlayerId, ID: state.PlayerId,
IsMoving: false,
AnimationFrame: 0,
LastAnimUpdate: time.Now(),
LastUpdateTime: time.Now(),
InterpolationProgress: 1.0,
} }
} }
@ -61,6 +114,7 @@ func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
} }
func (p *Player) ForceResync(state *pb.PlayerState) { func (p *Player) ForceResync(state *pb.PlayerState) {
// Keep this lock since it's called from the network goroutine
p.Lock() p.Lock()
defer p.Unlock() defer p.Unlock()

View File

@ -1,7 +1,6 @@
package types package types
import ( import (
"sync"
"time" "time"
pb "gitea.boner.be/bdnugget/goonserver/actions" pb "gitea.boner.be/bdnugget/goonserver/actions"
@ -14,27 +13,22 @@ type Tile struct {
Walkable bool Walkable bool
} }
type Player struct { type AnimationSet struct {
sync.Mutex Idle []rl.ModelAnimation
PosActual rl.Vector3 Walk []rl.ModelAnimation
PosTile Tile // Can add more animation types later like:
TargetPath []Tile // Attack []ModelAnimation
ActionQueue []*pb.Action // Jump []ModelAnimation
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 { type ModelAsset struct {
Model rl.Model Model rl.Model
Texture rl.Texture2D 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)
PlaceholderColor rl.Color
} }
type ChatMessage struct { type ChatMessage struct {