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15
.gitignore vendored
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# Build artifacts
build/
goonscape
goonscape.exe
# IDE files
.vscode/
.idea/
*.swp
# OS files
.DS_Store
Thumbs.db
resources/models/old_and_test/

3
.gitmodules vendored
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[submodule "goonserver"]
path = goonserver
url = https://gitea.boner.be/bdnugget/goonserver

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

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

24
LICENSE
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@ -1,21 +1,11 @@
MIT License
“Commons Clause” License Condition v1.0
Copyright (c) 2025 bdnugget
The Software is provided to you by the Licensor under the License, as defined below, subject to the following condition.
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:
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.
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
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 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.
Software: GoonScape
License: Commons Clause v1.0
Licensor: bdnugget

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

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

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package assets
import (
"fmt"
"os"
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
// ModelLoader handles loading and fallback for 3D models
type ModelLoader struct {
safeMode bool
}
// NewModelLoader creates a new model loader instance
func NewModelLoader() *ModelLoader {
return &ModelLoader{
safeMode: os.Getenv("GOONSCAPE_SAFE_MODE") == "1",
}
}
// IsSafeMode returns if we should avoid loading external models
func (ml *ModelLoader) IsSafeMode() bool {
return ml.safeMode || os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
}
// LoadModel attempts to load a model, returning a placeholder if it fails
func (ml *ModelLoader) LoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
// Don't even try to load external models in safe mode
if ml.IsSafeMode() {
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
}
defer func() {
// Recover from any panics during model loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in LoadModel: %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 ml.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 (ml *ModelLoader) 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
}
// 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) {
loader := NewModelLoader()
return loader.LoadModel(fileName, fallbackShape, fallbackColor)
}
func LoadModels() ([]types.ModelAsset, error) {
// Force safe mode for now until we fix the segfault
os.Setenv("GOONSCAPE_SAFE_MODE", "1")
models := make([]types.ModelAsset, 0, 3)
modelLoader := NewModelLoader()
// 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 modelLoader.IsSafeMode() {
// Gooner model (cube)
cube := modelLoader.createPrimitiveShape(0)
models = append(models, types.ModelAsset{
Model: cube,
YOffset: 0.0,
PlaceholderColor: goonerColor,
})
// Coomer model (sphere)
sphere := modelLoader.createPrimitiveShape(1)
models = append(models, types.ModelAsset{
Model: sphere,
YOffset: -4.0,
PlaceholderColor: coomerColor,
})
// Shreke model (cylinder)
cylinder := modelLoader.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 = modelLoader.LoadModel("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 = modelLoader.LoadModel("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 = modelLoader.LoadModel("resources/models/shreke.obj", 2, shrekeColor)
if success {
// Only proceed with texture if model loaded
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)
models = append(models, types.ModelAsset{
Model: shrekeModel,
Texture: shrekeTexture,
YOffset: 0.0,
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) {
defer func() {
// Recover from any panics during music loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in LoadMusic: %v", r)
}
}()
// Skip loading music if environment variable is set
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
}

54
camera.go Normal file
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@ -0,0 +1,54 @@
package main
import (
"math"
rl "github.com/gen2brain/raylib-go/raylib"
)
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
// Update camera based on mouse wheel
wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 {
cameraDistance += -wheelMove * 5
if cameraDistance < 10 {
cameraDistance = 10
}
if cameraDistance > 250 {
cameraDistance = 250
}
}
// Orbit camera around the player using arrow keys
if rl.IsKeyDown(rl.KeyRight) {
cameraYaw += 100 * deltaTime
}
if rl.IsKeyDown(rl.KeyLeft) {
cameraYaw -= 100 * deltaTime
}
if rl.IsKeyDown(rl.KeyUp) {
cameraPitch -= 50 * deltaTime
if cameraPitch < 20 {
cameraPitch = 20
}
}
if rl.IsKeyDown(rl.KeyDown) {
cameraPitch += 50 * deltaTime
if cameraPitch > 85 {
cameraPitch = 85
}
}
// Calculate the new camera position using spherical coordinates
cameraYawRad := float64(cameraYaw) * rl.Deg2rad
cameraPitchRad := float64(cameraPitch) * rl.Deg2rad
cameraPos := rl.Vector3{
X: player.X + cameraDistance*float32(math.Cos(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
Y: player.Y + cameraDistance*float32(math.Sin(cameraPitchRad)),
Z: player.Z + cameraDistance*float32(math.Sin(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
}
// Update the camera's position and target
camera.Position = cameraPos
camera.Target = rl.NewVector3(player.X, player.Y, player.Z)
}

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@ -2,33 +2,11 @@ package main
import "time"
// Game world constants
const (
// Server-related constants
ServerTickRate = 600 * time.Millisecond // RuneScape-style tick rate
ClientTickRate = 50 * time.Millisecond // Client runs at higher rate for smooth rendering
MaxTickDesync = 5 // Max ticks behind before forcing resync
DefaultPort = "6969" // Default server port
// Map constants
MapWidth = 50
MapHeight = 50
TileSize = 32
TileHeight = 2.0
)
// UI constants
const (
ChatMargin = 10
ChatHeight = 200
MessageHeight = 20
InputHeight = 30
MaxMessages = 50
)
// Environment variable names
const (
EnvSafeMode = "GOONSCAPE_SAFE_MODE"
EnvDisableAnimations = "GOONSCAPE_DISABLE_ANIMATIONS"
EnvDisableAudio = "GOONSCAPE_DISABLE_AUDIO"
TickRate = 2600 * time.Millisecond // Server tick rate (600ms)
serverAddr = "localhost:6969"
)

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@ -1,92 +0,0 @@
package game
import (
"math"
rl "github.com/gen2brain/raylib-go/raylib"
)
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) {
// Adjust target position to be at character's torso height (about half character height)
characterHeight := float32(32.0) // Assuming character is roughly 32 units tall
targetPos := rl.Vector3{
X: player.X,
Y: player.Y + characterHeight*0.5, // Focus on middle of character
Z: player.Z,
}
wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 {
cameraDistance += -wheelMove * 5
if cameraDistance < 10 {
cameraDistance = 10
}
if cameraDistance > 250 {
cameraDistance = 250
}
}
// 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
}
if rl.IsKeyDown(rl.KeyLeft) {
cameraYaw -= 100 * deltaTime
}
if rl.IsKeyDown(rl.KeyUp) {
cameraPitch -= 50 * deltaTime
if cameraPitch < 20 {
cameraPitch = 20
}
}
if rl.IsKeyDown(rl.KeyDown) {
cameraPitch += 50 * deltaTime
if cameraPitch > 85 {
cameraPitch = 85
}
}
cameraYawRad := float64(cameraYaw) * rl.Deg2rad
cameraPitchRad := float64(cameraPitch) * rl.Deg2rad
camera.Position = rl.Vector3{
X: targetPos.X + cameraDistance*float32(math.Cos(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
Y: targetPos.Y + cameraDistance*float32(math.Sin(cameraPitchRad)),
Z: targetPos.Z + cameraDistance*float32(math.Sin(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
}
camera.Target = targetPos
}

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@ -1,265 +0,0 @@
package game
import (
"fmt"
"log"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
// Local UI constants (these could be moved to a centralized constants package later)
const (
runeLimit = 256
)
type Chat struct {
messages []types.ChatMessage
inputBuffer []rune
isTyping bool
cursorPos int
scrollOffset int
userData interface{}
mutex sync.RWMutex
}
func NewChat() *Chat {
return &Chat{
messages: make([]types.ChatMessage, 0, types.MaxChatMessages),
inputBuffer: make([]rune, 0, runeLimit),
}
}
func (c *Chat) AddMessage(playerID int32, content string) {
msg := types.ChatMessage{
PlayerID: playerID,
Content: content,
Time: time.Now(),
}
if len(c.messages) >= types.MaxChatMessages {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, msg)
c.scrollOffset = 0 // Reset scroll position for new messages
}
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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
for _, msg := range messages {
// Skip invalid messages
if msg == nil {
log.Printf("Warning: Received nil chat message")
continue
}
localMsg := types.ChatMessage{
PlayerID: msg.PlayerId,
Username: msg.Username,
Content: msg.Content,
Time: time.Unix(0, msg.Timestamp),
}
// Only add if it's not already in our history
if len(c.messages) == 0 || c.messages[len(c.messages)-1].Time.UnixNano() < msg.Timestamp {
if len(c.messages) >= types.MaxChatMessages {
c.messages = c.messages[1:]
}
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
visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
if len(c.messages) > visibleMessages {
c.scrollOffset = len(c.messages) - visibleMessages
}
// Add floating message to the player
if game, ok := c.userData.(*Game); ok && game != nil {
// Make sure each game component exists before using it
if game.PlayerManager == nil {
log.Printf("Warning: PlayerManager is nil when processing chat message")
continue
}
if msg.PlayerId == game.PlayerManager.LocalPlayer.ID {
// Check if local player exists
if game.PlayerManager.LocalPlayer == nil {
log.Printf("Warning: Local player is nil when trying to add floating message")
continue
}
game.PlayerManager.LocalPlayer.Lock()
game.PlayerManager.LocalPlayer.FloatingMessage = &types.FloatingMessage{
Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second),
}
game.PlayerManager.LocalPlayer.Unlock()
} else {
// The other player might not be in our list yet, handle safely
player := game.PlayerManager.GetPlayer(msg.PlayerId)
if player == nil {
log.Printf("Could not find other player %d to add floating message (player not in game yet)", msg.PlayerId)
continue
}
player.Lock()
player.FloatingMessage = &types.FloatingMessage{
Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second),
}
player.Unlock()
log.Printf("Added floating message to other player %d", msg.PlayerId)
}
}
}
}
}
func (c *Chat) Draw(screenWidth, screenHeight int32) {
c.mutex.RLock()
defer c.mutex.RUnlock()
// Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (types.ChatMargin * 2)
// Draw chat window background
chatX := float32(types.ChatMargin)
chatY := float32(screenHeight - types.ChatHeight - types.ChatMargin)
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, types.ChatHeight, rl.ColorAlpha(rl.Black, 0.5))
// Draw messages from oldest to newest
messageY := chatY + 5
visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
// Auto-scroll to bottom if no manual scrolling has occurred
if c.scrollOffset == 0 {
if len(c.messages) > visibleMessages {
c.scrollOffset = len(c.messages) - visibleMessages
}
}
startIdx := max(0, c.scrollOffset)
endIdx := min(len(c.messages), startIdx+visibleMessages)
for i := startIdx; i < endIdx; i++ {
msg := c.messages[i]
var color rl.Color
if msg.PlayerID == 0 { // System message
color = rl.Gold
} else {
color = rl.White
}
text := fmt.Sprintf("%s: %s", msg.Username, msg.Content)
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, color)
messageY += types.MessageHeight
}
// Draw input field
inputY := chatY + float32(types.ChatHeight-types.InputHeight)
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, types.InputHeight, rl.ColorAlpha(rl.White, 0.3))
if c.isTyping {
inputText := string(c.inputBuffer)
rl.DrawText(inputText, int32(chatX)+5, int32(inputY)+5, 20, rl.White)
// Draw cursor
cursorX := rl.MeasureText(inputText[:c.cursorPos], 20)
rl.DrawRectangle(int32(chatX)+5+cursorX, int32(inputY)+5, 2, 20, rl.White)
} else {
rl.DrawText("Press T to chat", int32(chatX)+5, int32(inputY)+5, 20, rl.Gray)
}
}
func (c *Chat) Update() (string, bool) {
// Handle scrolling with mouse wheel when not typing
if !c.isTyping {
wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 {
maxScroll := max(0, len(c.messages)-int((types.ChatHeight-types.InputHeight)/types.MessageHeight))
c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
}
if rl.IsKeyPressed(rl.KeyT) {
c.isTyping = true
return "", false
}
return "", false
}
key := rl.GetCharPressed()
for key > 0 {
if len(c.inputBuffer) < runeLimit {
c.inputBuffer = append(c.inputBuffer[:c.cursorPos], append([]rune{key}, c.inputBuffer[c.cursorPos:]...)...)
c.cursorPos++
}
key = rl.GetCharPressed()
}
if rl.IsKeyPressed(rl.KeyEnter) || rl.IsKeyPressed(rl.KeyKpEnter) {
if len(c.inputBuffer) > 0 {
message := string(c.inputBuffer)
c.inputBuffer = c.inputBuffer[:0]
c.cursorPos = 0
c.isTyping = false
return message, true
}
c.isTyping = false
}
if rl.IsKeyPressed(rl.KeyEscape) && c.isTyping {
c.inputBuffer = c.inputBuffer[:0]
c.cursorPos = 0
c.isTyping = false
}
if rl.IsKeyPressed(rl.KeyBackspace) && c.cursorPos > 0 {
c.inputBuffer = append(c.inputBuffer[:c.cursorPos-1], c.inputBuffer[c.cursorPos:]...)
c.cursorPos--
}
if rl.IsKeyPressed(rl.KeyLeft) && c.cursorPos > 0 {
c.cursorPos--
}
if rl.IsKeyPressed(rl.KeyRight) && c.cursorPos < len(c.inputBuffer) {
c.cursorPos++
}
return "", false
}
// Add helper functions
func max(a, b int) int {
if a > b {
return a
}
return b
}
func min(a, b int) int {
if a < b {
return a
}
return b
}
func clamp(value, min, max int) int {
if value < min {
return min
}
if value > max {
return max
}
return value
}

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@ -1,107 +0,0 @@
package game
import (
"sync"
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
// PlayerManager handles all player-related operations
type PlayerManager struct {
LocalPlayer *types.Player
OtherPlayers map[int32]*types.Player
mutex sync.RWMutex
}
// NewPlayerManager creates a new player manager
func NewPlayerManager() *PlayerManager {
return &PlayerManager{
OtherPlayers: make(map[int32]*types.Player),
}
}
// GetPlayer returns the player with the given ID, or the local player if ID matches
func (pm *PlayerManager) GetPlayer(id int32) *types.Player {
pm.mutex.RLock()
defer pm.mutex.RUnlock()
if pm.LocalPlayer != nil && pm.LocalPlayer.ID == id {
return pm.LocalPlayer
}
return pm.OtherPlayers[id]
}
// AddPlayer adds a player to the manager
func (pm *PlayerManager) AddPlayer(player *types.Player) {
pm.mutex.Lock()
defer pm.mutex.Unlock()
pm.OtherPlayers[player.ID] = player
}
// RemovePlayer removes a player from the manager
func (pm *PlayerManager) RemovePlayer(id int32) {
pm.mutex.Lock()
defer pm.mutex.Unlock()
delete(pm.OtherPlayers, id)
}
// AssetManager handles all game assets
type AssetManager struct {
Models []types.ModelAsset
Music rl.Music
}
// NewAssetManager creates a new asset manager
func NewAssetManager() *AssetManager {
return &AssetManager{}
}
// GetModelForPlayer returns the appropriate model for a player
func (am *AssetManager) GetModelForPlayer(playerID int32) (types.ModelAsset, bool) {
if len(am.Models) == 0 {
return types.ModelAsset{}, false
}
// Simple model assignment based on player ID
modelIndex := int(playerID) % len(am.Models)
return am.Models[modelIndex], true
}
// UIManager manages all user interface components
type UIManager struct {
Chat *Chat
LoginScreen *LoginScreen
IsLoggedIn bool
MenuOpen bool
}
// NewUIManager creates a new UI manager
func NewUIManager() *UIManager {
return &UIManager{
Chat: NewChat(),
LoginScreen: NewLoginScreen(),
}
}
// HandleChatInput processes chat input and returns messages to send
func (ui *UIManager) HandleChatInput() (string, bool) {
return ui.Chat.Update()
}
// DrawUI renders all UI components
func (ui *UIManager) DrawUI(screenWidth, screenHeight int32) {
if !ui.IsLoggedIn {
ui.LoginScreen.Draw()
} else {
if ui.MenuOpen {
// Draw menu
}
// Draw chat always when logged in
ui.Chat.Draw(screenWidth, screenHeight)
}
}

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@ -1,467 +0,0 @@
package game
import (
"log"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/assets"
"gitea.boner.be/bdnugget/goonscape/network"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
type Game struct {
// Component-based architecture
PlayerManager *PlayerManager
AssetManager *AssetManager
UIManager *UIManager
// Core game state
Camera rl.Camera3D
quitChan chan struct{}
cleanupOnce sync.Once
frameCounter int // For periodic logging
}
func New() *Game {
// Create managers
playerManager := NewPlayerManager()
assetManager := NewAssetManager()
uiManager := NewUIManager()
g := &Game{
PlayerManager: playerManager,
AssetManager: assetManager,
UIManager: uiManager,
Camera: rl.Camera3D{
Position: rl.NewVector3(0.0, 20.0, 0.0),
Target: rl.NewVector3(0.0, 0.0, 0.0),
Up: rl.NewVector3(0.0, 1.0, 0.0),
Fovy: 45.0,
Projection: rl.CameraPerspective,
},
quitChan: make(chan struct{}),
}
// Set up inter-component references
g.UIManager.Chat.userData = g // Pass game instance to chat for callbacks
// Initialize world
InitWorld()
return g
}
func (g *Game) LoadAssets() error {
return SafeExecute(func() error {
// Load models
var err error
models, err := assets.LoadModels()
if err != nil {
log.Printf("Warning: Failed to load models: %v", err)
}
g.AssetManager.Models = models
// Try to load music
music, err := assets.LoadMusic("resources/audio/GoonScape1.mp3")
if err != nil {
log.Printf("Warning: Failed to load music: %v", err)
} else {
g.AssetManager.Music = music
}
return nil
})
}
func (g *Game) Update(deltaTime float32) {
// Handle login screen if not logged in
if !g.UIManager.IsLoggedIn {
// Handle login
username, password, isRegistering, doAuth := g.UIManager.LoginScreen.Update()
if doAuth {
conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
if err != nil {
g.UIManager.LoginScreen.SetError(err.Error())
return
}
g.PlayerManager.LocalPlayer = &types.Player{
Speed: 50.0,
TargetPath: []types.Tile{},
ActionQueue: []*pb.Action{},
QuitDone: make(chan struct{}),
ID: playerID,
}
g.AssignModelToPlayer(g.PlayerManager.LocalPlayer)
// Set user data to allow chat message handling
g.PlayerManager.LocalPlayer.UserData = g
go network.HandleServerCommunication(conn, playerID, g.PlayerManager.LocalPlayer, g.PlayerManager.OtherPlayers, g.quitChan)
g.UIManager.IsLoggedIn = true
}
return
}
// Skip update logic if player is not initialized yet
if g.PlayerManager.LocalPlayer == nil {
log.Printf("Warning: LocalPlayer is nil during update, skipping")
return
}
// Handle ESC for menu
if rl.IsKeyPressed(rl.KeyEscape) {
g.UIManager.MenuOpen = !g.UIManager.MenuOpen
return
}
// Don't process other inputs if menu is open
if g.UIManager.MenuOpen {
return
}
// Handle chat updates
if message, sent := g.UIManager.Chat.Update(); sent {
g.PlayerManager.LocalPlayer.Lock()
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
Type: pb.Action_CHAT,
ChatMessage: message,
PlayerId: g.PlayerManager.LocalPlayer.ID,
})
g.PlayerManager.LocalPlayer.Unlock()
}
// Process player input
g.HandleInput()
// Update local player movement
if g.PlayerManager.LocalPlayer.TargetPath != nil && len(g.PlayerManager.LocalPlayer.TargetPath) > 0 {
g.PlayerManager.LocalPlayer.MoveTowards(g.PlayerManager.LocalPlayer.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.PlayerManager.OtherPlayers))
for id, other := range g.PlayerManager.OtherPlayers {
if other != nil {
// Calculate tile coordinates from absolute position
tileX := int(other.PosActual.X / float32(types.TileSize))
tileY := int(other.PosActual.Z / float32(types.TileSize))
rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Tile: (%d, %d), Has model: %v",
id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z,
tileX, tileY, other.Model.Meshes != nil)
} else {
rl.TraceLog(rl.LogInfo, "Other player ID: %d is nil", id)
}
}
}
// Process other players
for _, other := range g.PlayerManager.OtherPlayers {
if other == nil {
continue
}
if other.TargetPath != nil && len(other.TargetPath) > 0 {
target := other.TargetPath[0]
other.MoveTowards(target, deltaTime, GetMapGrid())
}
// Assign model if needed
if other.Model.Meshes == nil {
g.AssignModelToPlayer(other)
}
}
// Update camera position
UpdateCamera(&g.Camera, g.PlayerManager.LocalPlayer.PosActual, deltaTime)
// Update music if available
if g.AssetManager.Music.Stream.Buffer != nil {
rl.UpdateMusicStream(g.AssetManager.Music)
}
}
func (g *Game) DrawMap() {
for x := 0; x < types.MapWidth; x++ {
for y := 0; y < types.MapHeight; y++ {
height := GetTileHeight(x, y)
// Interpolate height for smoother landscape
if x > 0 {
height += GetTileHeight(x-1, y)
}
if y > 0 {
height += GetTileHeight(x, y-1)
}
if x > 0 && y > 0 {
height += GetTileHeight(x-1, y-1)
}
height /= 4.0
tilePos := rl.Vector3{
X: float32(x * types.TileSize),
Y: height * types.TileHeight,
Z: float32(y * types.TileSize),
}
color := rl.Color{R: uint8(height * 25), G: 100, B: 100, A: 64}
rl.DrawCube(tilePos, types.TileSize, types.TileHeight, types.TileSize, color)
}
}
}
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
if player == nil {
return
}
// Get necessary data
modelIndex := int(player.ID) % len(g.AssetManager.Models)
if modelIndex < 0 || modelIndex >= len(g.AssetManager.Models) {
modelIndex = 0
}
modelAsset := g.AssetManager.Models[modelIndex]
// Calculate position
const defaultHeight = 8.0
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: player.PosActual.Y + defaultHeight + modelAsset.YOffset,
Z: player.PosActual.Z,
}
// Simple drawing with scale parameter
var drawColor rl.Color = rl.White
if player.PlaceholderColor.A > 0 {
drawColor = player.PlaceholderColor
}
// Draw the model at normal scale (16.0)
rl.DrawModel(model, playerPos, 16.0, drawColor)
// Update floating message position
if player.FloatingMessage != nil {
worldPos := rl.Vector3{
X: playerPos.X,
Y: playerPos.Y + 24.0, // Position above head
Z: playerPos.Z,
}
player.FloatingMessage.ScreenPos = rl.GetWorldToScreen(worldPos, g.Camera)
}
}
func (g *Game) DrawFloatingMessages() {
var drawFloatingMessage = func(msg *types.FloatingMessage) {
if msg == nil || time.Now().After(msg.ExpireTime) {
return
}
// Draw the message with RuneScape-style coloring (black outline with yellow text)
text := msg.Content
textWidth := rl.MeasureText(text, 20)
// Draw black outline by offsetting the text slightly in all directions
for offsetX := -2; offsetX <= 2; offsetX++ {
for offsetY := -2; offsetY <= 2; offsetY++ {
rl.DrawText(text,
int32(msg.ScreenPos.X)-textWidth/2+int32(offsetX),
int32(msg.ScreenPos.Y)+int32(offsetY),
20,
rl.Black)
}
}
// Draw the yellow text on top
rl.DrawText(text, int32(msg.ScreenPos.X)-textWidth/2, int32(msg.ScreenPos.Y), 20, rl.Yellow)
}
if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.FloatingMessage != nil {
drawFloatingMessage(g.PlayerManager.LocalPlayer.FloatingMessage)
}
for _, other := range g.PlayerManager.OtherPlayers {
if other != nil && other.FloatingMessage != nil {
drawFloatingMessage(other.FloatingMessage)
}
}
}
func (g *Game) Render() {
rl.BeginDrawing()
defer rl.EndDrawing()
rl.ClearBackground(rl.RayWhite)
if !g.UIManager.IsLoggedIn {
g.UIManager.LoginScreen.Draw()
return
}
// Draw 3D elements
rl.BeginMode3D(g.Camera)
g.DrawMap()
// Draw player only if valid
if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.Model.Meshes != nil {
g.DrawPlayer(g.PlayerManager.LocalPlayer, g.PlayerManager.LocalPlayer.Model)
}
// Draw other players with defensive checks
for _, other := range g.PlayerManager.OtherPlayers {
if other == nil {
continue
}
if other.Model.Meshes != nil {
g.DrawPlayer(other, other.Model)
}
}
rl.EndMode3D()
// Draw floating messages with RuneScape style
g.DrawFloatingMessages()
// Draw menu if open
if g.UIManager.MenuOpen {
g.DrawMenu()
}
// Only draw chat if menu is not open
if !g.UIManager.MenuOpen && g.UIManager.Chat != nil {
g.UIManager.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
}
// Draw FPS counter
rl.DrawFPS(10, 10)
}
func (g *Game) Cleanup() {
g.cleanupOnce.Do(func() {
// Cleanup models
for _, model := range g.AssetManager.Models {
rl.UnloadModel(model.Model)
if model.Texture.ID > 0 {
rl.UnloadTexture(model.Texture)
}
}
// Unload music
if g.AssetManager.Music.Stream.Buffer != nil {
rl.UnloadMusicStream(g.AssetManager.Music)
}
// Only close the channel if it hasn't been closed yet
select {
case <-g.quitChan:
// Channel already closed, do nothing
default:
close(g.quitChan)
}
})
}
func (g *Game) HandleInput() {
clickedTile, clicked := g.GetTileAtMouse()
if clicked {
path := FindPath(GetTile(g.PlayerManager.LocalPlayer.PosTile.X, g.PlayerManager.LocalPlayer.PosTile.Y), clickedTile)
if len(path) > 1 {
g.PlayerManager.LocalPlayer.Lock()
g.PlayerManager.LocalPlayer.TargetPath = path[1:]
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
Type: pb.Action_MOVE,
X: int32(clickedTile.X),
Y: int32(clickedTile.Y),
PlayerId: g.PlayerManager.LocalPlayer.ID,
})
g.PlayerManager.LocalPlayer.Unlock()
}
}
}
func (g *Game) DrawMenu() {
screenWidth := float32(rl.GetScreenWidth())
screenHeight := float32(rl.GetScreenHeight())
// Draw semi-transparent background
rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.ColorAlpha(rl.Black, 0.7))
// Draw menu items
menuItems := []string{"Resume", "Settings", "Quit"}
menuY := screenHeight/2 - float32(len(menuItems)*40)/2
for i, item := range menuItems {
itemY := menuY + float32(i*40)
mousePoint := rl.GetMousePosition()
itemRect := rl.Rectangle{X: screenWidth/2 - 100, Y: itemY, Width: 200, Height: 36}
// Check for hover
isHover := rl.CheckCollisionPointRec(mousePoint, itemRect)
// Draw button background
if isHover {
rl.DrawRectangleRec(itemRect, rl.ColorAlpha(rl.White, 0.3))
} else {
rl.DrawRectangleRec(itemRect, rl.ColorAlpha(rl.White, 0.1))
}
// Draw button text
textWidth := rl.MeasureText(item, 20)
rl.DrawText(item, int32(itemRect.X+(itemRect.Width-float32(textWidth))/2), int32(itemRect.Y+8), 20, rl.White)
// Handle click
if isHover && rl.IsMouseButtonReleased(rl.MouseLeftButton) {
switch item {
case "Resume":
g.UIManager.MenuOpen = false
case "Settings":
// TODO: Implement settings
case "Quit":
g.Shutdown()
rl.CloseWindow()
}
}
}
}
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
// Check if Chat is properly initialized
if g.UIManager != nil && g.UIManager.Chat != nil {
g.UIManager.Chat.HandleServerMessages(messages)
} else {
log.Printf("Warning: Cannot handle server messages, Chat is not initialized")
}
}
func (g *Game) QuitChan() <-chan struct{} {
return g.quitChan
}
func (g *Game) Shutdown() {
// Use the cleanup method which has channel-closing safety
g.Cleanup()
}
func (g *Game) AssignModelToPlayer(player *types.Player) {
if player == nil {
return
}
modelAsset, found := g.AssetManager.GetModelForPlayer(player.ID)
if !found {
return
}
player.Model = modelAsset.Model
player.PlaceholderColor = modelAsset.PlaceholderColor
// Initialize animations if available
if len(modelAsset.Animations.Idle) > 0 || len(modelAsset.Animations.Walk) > 0 {
player.InitializeAnimations(modelAsset.Animations)
}
}

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

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

View File

@ -1,179 +0,0 @@
package game
import (
"container/heap"
"fmt"
"gitea.boner.be/bdnugget/goonscape/types"
)
// Node represents a node in the A* pathfinding algorithm
type Node struct {
Tile types.Tile
Parent *Node
G, H, F float32 // G = cost from start, H = heuristic to goal, F = G + H
}
// PriorityQueue implements a min-heap for nodes ordered by F value
type PriorityQueue []*Node
// Implement the heap.Interface for PriorityQueue
func (pq PriorityQueue) Len() int { return len(pq) }
func (pq PriorityQueue) Less(i, j int) bool {
return pq[i].F < pq[j].F
}
func (pq PriorityQueue) Swap(i, j int) {
pq[i], pq[j] = pq[j], pq[i]
}
func (pq *PriorityQueue) Push(x interface{}) {
item := x.(*Node)
*pq = append(*pq, item)
}
func (pq *PriorityQueue) Pop() interface{} {
old := *pq
n := len(old)
item := old[n-1]
*pq = old[0 : n-1]
return item
}
// Helper to check if tile is in priority queue
func isInQueue(queue *PriorityQueue, tile types.Tile) (bool, *Node) {
for _, node := range *queue {
if node.Tile.X == tile.X && node.Tile.Y == tile.Y {
return true, node
}
}
return false, nil
}
// FindPath implements A* pathfinding algorithm with a priority queue
func FindPath(start, end types.Tile) []types.Tile {
// Initialize open and closed sets
openSet := &PriorityQueue{}
heap.Init(openSet)
closedSet := make(map[[2]int]bool)
// Create start node and add to open set
startNode := &Node{
Tile: start,
Parent: nil,
G: 0,
H: heuristic(start, end),
}
startNode.F = startNode.G + startNode.H
heap.Push(openSet, startNode)
// Main search loop
for openSet.Len() > 0 {
// Get node with lowest F score
current := heap.Pop(openSet).(*Node)
// If we reached the goal, reconstruct and return the path
if current.Tile.X == end.X && current.Tile.Y == end.Y {
return reconstructPath(current)
}
// Add current to closed set
closedSet[[2]int{current.Tile.X, current.Tile.Y}] = true
// Check all neighbors
for _, neighbor := range GetNeighbors(current.Tile) {
// Skip if in closed set or not walkable
if !neighbor.Walkable || closedSet[[2]int{neighbor.X, neighbor.Y}] {
continue
}
// Calculate tentative G score
tentativeG := current.G + distance(current.Tile, neighbor)
// Check if in open set
inOpen, existingNode := isInQueue(openSet, neighbor)
// If not in open set or better path found
if !inOpen || tentativeG < existingNode.G {
// Create or update the node
var neighborNode *Node
if inOpen {
neighborNode = existingNode
} else {
neighborNode = &Node{
Tile: neighbor,
Parent: current,
}
}
// Update scores
neighborNode.G = tentativeG
neighborNode.H = heuristic(neighbor, end)
neighborNode.F = neighborNode.G + neighborNode.H
neighborNode.Parent = current
// Add to open set if not already there
if !inOpen {
heap.Push(openSet, neighborNode)
}
}
}
}
// No path found
return nil
}
// reconstructPath builds the path from goal node to start
func reconstructPath(node *Node) []types.Tile {
path := []types.Tile{}
current := node
// Follow parent pointers back to start
for current != nil {
path = append([]types.Tile{current.Tile}, path...)
current = current.Parent
}
fmt.Printf("Path found: %v\n", path)
return path
}
// heuristic estimates cost from current to goal (Manhattan distance)
func heuristic(a, b types.Tile) float32 {
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
}
// distance calculates cost between adjacent tiles
func distance(a, b types.Tile) float32 {
return 1.0 // uniform cost for now
}
// GetNeighbors returns walkable tiles adjacent to the given tile
func GetNeighbors(tile types.Tile) []types.Tile {
directions := [][2]int{
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, -1}, {1, -1}, {-1, 1},
}
neighbors := []types.Tile{}
grid := GetMapGrid()
for _, dir := range directions {
nx, ny := tile.X+dir[0], tile.Y+dir[1]
if nx >= 0 && nx < types.MapWidth && ny >= 0 && ny < types.MapHeight {
if grid[nx][ny].Walkable {
neighbors = append(neighbors, grid[nx][ny])
}
}
}
return neighbors
}
// abs returns the absolute value of x
func abs(x int) int {
if x < 0 {
return -x
}
return x
}

View File

@ -1,72 +0,0 @@
package game
import (
"fmt"
"log"
"runtime/debug"
rl "github.com/gen2brain/raylib-go/raylib"
)
// SafeExecute runs a function and recovers from panics
func SafeExecute(action func() error) (err error) {
defer func() {
if r := recover(); r != nil {
stack := debug.Stack()
log.Printf("Recovered from panic: %v\nStack trace:\n%s", r, stack)
err = fmt.Errorf("recovered from panic: %v", r)
}
}()
return action()
}
// SafeExecuteVoid runs a void function and recovers from panics
func SafeExecuteVoid(action func()) {
defer func() {
if r := recover(); r != nil {
stack := debug.Stack()
log.Printf("Recovered from panic: %v\nStack trace:\n%s", r, stack)
}
}()
action()
}
func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
if tmin > tmax {
tmin, tmax = tmax, tmin
}
tymin := (boxMin.Z - ray.Position.Z) / ray.Direction.Z
tymax := (boxMax.Z - ray.Position.Z) / ray.Direction.Z
if tymin > tymax {
tymin, tymax = tymax, tymin
}
if (tmin > tymax) || (tymin > tmax) {
return false
}
if tymin > tmin {
tmin = tymin
}
if tymax < tmax {
tmax = tymax
}
tzmin := (boxMin.Y - ray.Position.Y) / ray.Direction.Y
tzmax := (boxMax.Y - ray.Position.Y) / ray.Direction.Y
if tzmin > tzmax {
tzmin, tzmax = tzmax, tzmin
}
if (tmin > tzmax) || (tzmin > tmax) {
return false
}
return true
}

View File

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

16
go.mod
View File

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

22
go.sum
View File

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

@ -1 +0,0 @@
Subproject commit 00aa3022292b8f4eec6c01522b6a91cf6769155b

88
input.go Normal file
View File

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

243
main.go
View File

@ -1,153 +1,150 @@
package main
import (
"flag"
"log"
"os"
"os/signal"
"strings"
"syscall"
"time"
"gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/network"
rl "github.com/gen2brain/raylib-go/raylib"
)
var (
cameraDistance = float32(20.0)
cameraYaw = float32(145.0)
cameraPitch = float32(45.0) // Adjusted for a more overhead view
mapGrid = InitMap()
)
func main() {
// 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
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 != "" {
log.Fatal("Cannot use -local and -addr together")
}
network.SetServerAddr("localhost:6969")
} else if *addr != "" {
// If port is not specified, append default port
if !strings.Contains(*addr, ":") {
*addr += ":6969"
}
network.SetServerAddr(*addr)
}
// Initialize window with error handling
rl.SetConfigFlags(rl.FlagMsaa4xHint | rl.FlagWindowResizable) // Enable MSAA and make window resizable
rl.InitWindow(1024, 768, "GoonScape")
defer rl.CloseWindow()
rl.InitAudioDevice()
defer rl.CloseAudioDevice()
rl.SetExitKey(0)
// Initialize audio with error handling
if !rl.IsAudioDeviceReady() {
rl.InitAudioDevice()
if !rl.IsAudioDeviceReady() {
log.Println("Warning: Failed to initialize audio device, continuing without audio")
}
player := Player{
PosActual: rl.NewVector3(5*TileSize, 0, 5*TileSize),
PosTile: mapGrid[5][5],
Speed: 50.0,
TargetPath: []Tile{},
}
// 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)
}
camera := rl.Camera3D{
Position: rl.NewVector3(0, 10, 10), // Will be updated every frame
Target: player.PosActual,
Up: rl.NewVector3(0, 1, 0), // Y is up in 3D
Fovy: 45.0,
Projection: rl.CameraPerspective,
}
if loadErr != nil {
log.Printf("Failed to load assets after %d attempts. Starting with default assets.", maxAttempts)
conn, playerID, err := ConnectToServer()
if err != nil {
log.Fatalf("Failed to connect to server: %v", err)
}
log.Printf("Player ID: %d", playerID)
player.ID = playerID
defer conn.Close()
defer func() {
if gameInstance != nil {
gameInstance.Cleanup()
}
rl.CloseWindow()
if rl.IsAudioDeviceReady() {
rl.CloseAudioDevice()
}
}()
otherPlayers := make(map[int32]*Player)
go HandleServerCommunication(conn, playerID, &player, otherPlayers)
models, err := LoadModels()
if err != nil {
log.Fatalf("Failed to load models: %v", err)
}
defer UnloadModels(models)
modelIndex := int(playerID) % len(models)
player.Model = models[modelIndex].Model
player.Texture = models[modelIndex].Texture
music, err := LoadMusic("resources/audio/GoonScape2.mp3")
if err != nil {
log.Fatalf("Failed to load music: %v", err)
}
defer UnloadMusic(music)
rl.PlayMusicStream(music)
rl.SetMusicVolume(music, 0.5)
rl.SetTargetFPS(60)
// Play music if available
if gameInstance.AssetManager.Music.Stream.Buffer != nil {
rl.PlayMusicStream(gameInstance.AssetManager.Music)
rl.SetMusicVolume(gameInstance.AssetManager.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() {
rl.UpdateMusicStream(music)
// Time management
deltaTime := rl.GetFrameTime()
// Update music if available
if gameInstance.AssetManager.Music.Stream.Buffer != nil {
rl.UpdateMusicStream(gameInstance.AssetManager.Music)
// Handle input
HandleInput(&player, &camera)
// Update player
if len(player.TargetPath) > 0 {
player.MoveTowards(player.TargetPath[0], deltaTime)
}
func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in game update: %v", r)
}
}()
gameInstance.Update(deltaTime)
}()
// Update camera
UpdateCamera(&camera, player.PosActual, deltaTime)
func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in game render: %v", r)
}
}()
gameInstance.Render()
}()
// Rendering
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
DrawMap()
DrawPlayer(player, player.Model)
// Check if game requested shutdown
select {
case <-gameInstance.QuitChan():
return
default:
for id, other := range otherPlayers {
if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime)
}
DrawPlayer(*other, models[int(id)%len(models)].Model)
}
rl.EndMode3D()
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
}
func LoadModels() ([]struct {
Model rl.Model
Texture rl.Texture2D
}, error) {
goonerModel := rl.LoadModel("resources/models/goonion.obj")
goonerTexture := rl.LoadTexture("resources/models/goonion.png")
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
coomerModel := rl.LoadModel("resources/models/coomer.obj")
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
return []struct {
Model rl.Model
Texture rl.Texture2D
}{
{Model: goonerModel, Texture: goonerTexture},
{Model: coomerModel, Texture: coomerTexture},
{Model: shrekeModel, Texture: shrekeTexture},
}, nil
}
func UnloadModels(models []struct {
Model rl.Model
Texture rl.Texture2D
}) {
for _, model := range models {
rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture)
}
}
func LoadMusic(filename string) (rl.Music, error) {
music := rl.LoadMusicStream(filename)
return music, nil
}
func UnloadMusic(music rl.Music) {
rl.UnloadMusicStream(music)
}

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

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

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@ -1,539 +0,0 @@
package network
import (
"bufio"
"encoding/binary"
"fmt"
"io"
"log"
"net"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
"google.golang.org/protobuf/proto"
)
const protoVersion = 1
var serverAddr = "boner.be:6969" // Default server address
var lastSeenMessageTimestamp int64 = 0 // Track the last message timestamp seen by this client
func SetServerAddr(addr string) {
serverAddr = addr
log.Printf("Server address set to: %s", serverAddr)
}
// MessageHandler handles reading and writing protobuf messages
type MessageHandler struct {
conn net.Conn
reader *bufio.Reader
}
// NewMessageHandler creates a new message handler
func NewMessageHandler(conn net.Conn) *MessageHandler {
return &MessageHandler{
conn: conn,
reader: bufio.NewReader(conn),
}
}
// ReadMessage reads a single message from the network
func (mh *MessageHandler) ReadMessage() (*pb.ServerMessage, error) {
// Read message length
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(mh.reader, lengthBuf); err != nil {
return nil, fmt.Errorf("failed to read message length: %v", err)
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Sanity check message size
if messageLength > 1024*1024 { // 1MB max message size
return nil, fmt.Errorf("message size too large: %d bytes", messageLength)
}
// Read message body
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(mh.reader, messageBuf); err != nil {
return nil, fmt.Errorf("failed to read message body: %v", err)
}
// Unmarshal the message
var message pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &message); err != nil {
return nil, fmt.Errorf("failed to unmarshal message: %v", err)
}
return &message, nil
}
// WriteMessage writes a protobuf message to the network
func (mh *MessageHandler) WriteMessage(msg proto.Message) error {
data, err := proto.Marshal(msg)
if err != nil {
return err
}
// Write length prefix
lengthBuf := make([]byte, 4)
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
if _, err := mh.conn.Write(lengthBuf); err != nil {
return err
}
// Write message body
_, err = mh.conn.Write(data)
return err
}
// UpdateGameState processes a server message and updates game state
func UpdateGameState(serverMessage *pb.ServerMessage, player *types.Player, otherPlayers map[int32]*types.Player) {
// Safety check for nil inputs
if serverMessage == nil {
log.Printf("Warning: Received nil server message")
return
}
if player == nil {
log.Printf("Warning: Local player is nil when updating game state")
return
}
if otherPlayers == nil {
log.Printf("Warning: otherPlayers map is nil when updating game state")
return
}
playerID := player.ID
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state != nil && state.PlayerId == playerID {
player.ForceResync(state)
break
}
}
}
player.Unlock()
// Process player states
validPlayerIds := make(map[int32]bool)
for _, state := range serverMessage.Players {
// Skip invalid player states
if state == nil {
log.Printf("Warning: Received nil player state")
continue
}
validPlayerIds[state.PlayerId] = true
if state.PlayerId == playerID {
player.Lock()
// Update initial position if not set
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
player.PosActual = rl.Vector3{
X: float32(state.X * types.TileSize),
Y: 0,
Z: float32(state.Y * types.TileSize),
}
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
}
player.Unlock()
continue
}
// Update or create other players
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
if otherPlayer != nil {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
// Replace nil player with a new one
log.Printf("Replacing nil player with ID: %d", state.PlayerId)
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
} else {
log.Printf("Creating new player with ID: %d", state.PlayerId)
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
// Remove players no longer in the server state
for id := range otherPlayers {
if id != playerID && !validPlayerIds[id] {
log.Printf("Removing player with ID: %d", id)
delete(otherPlayers, id)
}
}
// Handle chat messages with safety checks
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && handler != nil && len(serverMessage.ChatMessages) > 0 {
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
// Make sure we have valid chat messages
validMessages := make([]*pb.ChatMessage, 0, len(serverMessage.ChatMessages))
for _, msg := range serverMessage.ChatMessages {
if msg != nil {
validMessages = append(validMessages, msg)
}
}
if len(validMessages) > 0 {
// Use a separate goroutine to handle messages to prevent blocking
// network handling if there's an issue with chat processing
go func(msgs []*pb.ChatMessage) {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in chat message handler: %v", r)
}
}()
handler.HandleServerMessages(msgs)
}(validMessages)
// Update the last seen message timestamp to the most recent message
lastMsg := validMessages[len(validMessages)-1]
lastSeenMessageTimestamp = lastMsg.Timestamp
log.Printf("Updated last seen message timestamp to %d", lastSeenMessageTimestamp)
}
}
}
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
log.Printf("Connecting to server at %s...", serverAddr)
var err error
var conn net.Conn
// Try connecting with a timeout
connChan := make(chan net.Conn, 1)
errChan := make(chan error, 1)
go func() {
c, e := net.Dial("tcp", serverAddr)
if e != nil {
errChan <- e
return
}
connChan <- c
}()
// Wait for connection with timeout
select {
case conn = <-connChan:
// Connection successful, continue
case err = <-errChan:
return nil, 0, fmt.Errorf("failed to dial server: %v", err)
case <-time.After(5 * time.Second):
return nil, 0, fmt.Errorf("connection timeout after 5 seconds")
}
log.Println("Connected to server. Authenticating...")
// Create a message handler
msgHandler := NewMessageHandler(conn)
// Send auth message
authAction := &pb.Action{
Type: pb.Action_LOGIN,
Username: username,
Password: password,
}
if isRegistering {
authAction.Type = pb.Action_REGISTER
}
authBatch := &pb.ActionBatch{
Actions: []*pb.Action{authAction},
ProtocolVersion: protoVersion,
}
if err := msgHandler.WriteMessage(authBatch); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to send auth: %v", err)
}
// Set a read deadline for authentication
conn.SetReadDeadline(time.Now().Add(10 * time.Second))
// Read server response
response, err := msgHandler.ReadMessage()
if err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to read auth response: %v", err)
}
// Clear read deadline after authentication
conn.SetReadDeadline(time.Time{})
if response.ProtocolVersion > protoVersion {
conn.Close()
return nil, 0, fmt.Errorf("server requires newer protocol version (server: %d, client: %d)",
response.ProtocolVersion, protoVersion)
}
if !response.AuthSuccess {
conn.Close()
return nil, 0, fmt.Errorf(response.ErrorMessage)
}
playerID := response.GetPlayerId()
log.Printf("Successfully authenticated with player ID: %d", playerID)
// Reset the lastSeenMessageTimestamp when reconnecting
lastSeenMessageTimestamp = 0
return conn, playerID, nil
}
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
msgHandler := NewMessageHandler(conn)
// Create channels for coordinating goroutines
errChan := make(chan error, 1)
done := make(chan struct{})
// Create a WaitGroup to track both sender and receiver goroutines
var wg sync.WaitGroup
wg.Add(2) // One for sender, one for receiver
// Set up a deferred cleanup function
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in HandleServerCommunication: %v", r)
}
// Close the done channel to signal both goroutines to exit
close(done)
// Wait for both goroutines to finish
wg.Wait()
// Close the connection
conn.Close()
// Close the player's QuitDone channel if it exists
if player.QuitDone != nil {
select {
case <-player.QuitDone: // Check if it's already closed
// Already closed, do nothing
default:
close(player.QuitDone)
}
}
}()
actionTicker := time.NewTicker(types.ClientTickRate)
defer actionTicker.Stop()
// Add a heartbeat ticker to detect connection issues
heartbeatTicker := time.NewTicker(5 * time.Second)
defer heartbeatTicker.Stop()
lastMessageTime := time.Now()
// Start message sending goroutine
go func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in message sender: %v", r)
select {
case errChan <- fmt.Errorf("message sender panic: %v", r):
default:
// Channel already closed or full, just log
log.Printf("Unable to send error: %v", r)
}
}
wg.Done() // Mark this goroutine as done
}()
for {
select {
case <-quitChan:
// Send disconnect message to server
disconnectMsg := &pb.ActionBatch{
PlayerId: playerID,
Actions: []*pb.Action{{
Type: pb.Action_DISCONNECT,
PlayerId: playerID,
}},
}
// Try to send disconnect message, ignoring errors
_ = msgHandler.WriteMessage(disconnectMsg)
// No need to signal done channel here, the main goroutine handles this
return
case <-done:
return
case <-heartbeatTicker.C:
// If no message has been sent for a while, send a heartbeat
timeSinceLastMessage := time.Since(lastMessageTime)
if timeSinceLastMessage > 5*time.Second {
// Send an empty batch as a heartbeat
emptyBatch := &pb.ActionBatch{
PlayerId: playerID,
LastSeenMessageTimestamp: lastSeenMessageTimestamp,
}
if err := msgHandler.WriteMessage(emptyBatch); err != nil {
log.Printf("Failed to send heartbeat: %v", err)
select {
case errChan <- err:
case <-done:
return
}
}
lastMessageTime = time.Now()
}
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,
LastSeenMessageTimestamp: lastSeenMessageTimestamp,
}
player.ActionQueue = player.ActionQueue[:0]
player.Unlock()
if err := msgHandler.WriteMessage(batch); err != nil {
select {
case errChan <- err:
case <-done:
return
}
}
lastMessageTime = time.Now()
} else {
player.Unlock()
}
}
}
}()
// Main message receiving loop
go func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in message receiver: %v", r)
select {
case errChan <- fmt.Errorf("message receiver panic: %v", r):
default:
// Channel already closed or full, just log
log.Printf("Unable to send error: %v", r)
}
}
wg.Done() // Mark this goroutine as done
}()
for {
select {
case <-quitChan:
return
case <-done:
return
default:
serverMessage, err := msgHandler.ReadMessage()
if err != nil {
if err, ok := err.(net.Error); ok && err.Timeout() {
log.Printf("Network timeout: %v", err)
} else if err != io.EOF {
log.Printf("Network read error: %v", err)
select {
case errChan <- err:
case <-done:
return
}
} else {
log.Printf("Connection closed by server")
}
return
}
// Process the server message
UpdateGameState(serverMessage, player, otherPlayers)
}
}
}()
// Wait for error or quit signal
select {
case <-quitChan:
log.Printf("Received quit signal, sending disconnect message")
// The cleanup will happen in the deferred function
return
case err := <-errChan:
log.Printf("Network error: %v", err)
// The cleanup will happen in the deferred function
return
}
}
// Helper function to write length-prefixed messages
func writeMessage(conn net.Conn, msg proto.Message) error {
msgHandler := NewMessageHandler(conn)
return msgHandler.WriteMessage(msg)
}
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() {
select {
case <-c.quitChan: // Check if it's already closed
// Already closed, do nothing
default:
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")
}
// Make sure the connection is closed
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
}

114
pathfinding.go Normal file
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package main
import "fmt"
type Node struct {
Tile Tile
Parent *Node
G, H, F float32
}
func FindPath(start, end Tile) []Tile {
openList := []*Node{}
closedList := make(map[[2]int]bool)
startNode := &Node{Tile: start, G: 0, H: heuristic(start, end)}
startNode.F = startNode.G + startNode.H
openList = append(openList, startNode)
for len(openList) > 0 {
// Find node with lowest F
current := openList[0]
currentIndex := 0
for i, node := range openList {
if node.F < current.F {
current = node
currentIndex = i
}
}
// Move current to closed list
openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
// Check if reached the end
if current.Tile.X == end.X && current.Tile.Y == end.Y {
path := []Tile{}
node := current
for node != nil {
path = append([]Tile{node.Tile}, path...)
node = node.Parent
}
fmt.Printf("Path found: %v\n", path)
return path
}
// Generate neighbors
neighbors := GetNeighbors(current.Tile)
for _, neighbor := range neighbors {
if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
continue
}
tentativeG := current.G + distance(current.Tile, neighbor)
inOpen := false
var existingNode *Node
for _, node := range openList {
if node.Tile.X == neighbor.X && node.Tile.Y == neighbor.Y {
existingNode = node
inOpen = true
break
}
}
if !inOpen || tentativeG < existingNode.G {
newNode := &Node{
Tile: neighbor,
Parent: current,
G: tentativeG,
H: heuristic(neighbor, end),
}
newNode.F = newNode.G + newNode.H
if !inOpen {
openList = append(openList, newNode)
}
}
}
}
// No path found
fmt.Println("No path found")
return nil
}
func heuristic(a, b Tile) float32 {
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
}
func distance(a, b Tile) float32 {
_ = a
_ = b
return 1.0 //uniform cost for now
}
func GetNeighbors(tile Tile) []Tile {
directions := [][2]int{
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, -1}, {1, -1}, {-1, 1},
}
neighbors := []Tile{}
for _, dir := range directions {
nx, ny := tile.X+dir[0], tile.Y+dir[1]
if nx >= 0 && nx < MapWidth && ny >= 0 && ny < MapHeight {
neighbors = append(neighbors, mapGrid[nx][ny])
}
}
return neighbors
}
func abs(x int) int {
if x < 0 {
return -x
}
return x
}

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

1
render.go Normal file
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package main

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

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PLATFORMS=windows/amd64 linux/amd64

31
types.go Normal file
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package main
import rl "github.com/gen2brain/raylib-go/raylib"
type Tile struct {
X, Y int
Height float32
Walkable bool
}
type ActionType int
const (
MoveAction ActionType = iota
)
type Action struct {
Type ActionType
X, Y int // Target position for movement
}
type Player struct {
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
Speed float32
ActionQueue []Action // Queue for player actions
Model rl.Model
Texture rl.Texture2D
ID int32
}

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package types
import (
"sync"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
// AnimationController manages animation state and updates
type AnimationController struct {
animations AnimationSet
currentAnimation string // "idle" or "walk"
frame int32
lastUpdate time.Time
frameCount int32
}
// NewAnimationController creates a new animation controller
func NewAnimationController(animations AnimationSet) *AnimationController {
return &AnimationController{
animations: animations,
currentAnimation: "idle",
frame: 0,
lastUpdate: time.Now(),
}
}
// Update updates the animation state based on movement
func (ac *AnimationController) Update(deltaTime float32, isMoving bool) {
// Set the current animation based on movement
newAnimation := "idle"
if isMoving {
newAnimation = "walk"
}
// Reset frame counter when animation changes
if ac.currentAnimation != newAnimation {
ac.frame = 0
ac.currentAnimation = newAnimation
}
// Update the frame
ac.frame += int32(deltaTime * 60)
// Determine which animation set to use
var frames []rl.ModelAnimation
if ac.currentAnimation == "walk" && len(ac.animations.Walk) > 0 {
frames = ac.animations.Walk
} else if len(ac.animations.Idle) > 0 {
frames = ac.animations.Idle
}
// If we have frames, ensure we loop properly
if len(frames) > 0 && frames[0].FrameCount > 0 {
ac.frame = ac.frame % frames[0].FrameCount
}
}
// GetAnimFrame returns the current animation frame
func (ac *AnimationController) GetAnimFrame() int32 {
return ac.frame
}
// GetCurrentAnimation returns the current animation type
func (ac *AnimationController) GetCurrentAnimation() string {
return ac.currentAnimation
}
type Player struct {
sync.RWMutex // Keep this for network operations
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
AnimController *AnimationController
}
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{
X: float32(target.X * TileSize),
Y: mapGrid[target.X][target.Y].Height * TileHeight,
Z: float32(target.Y * TileSize),
}
direction := rl.Vector3Subtract(targetPos, p.PosActual)
distance := rl.Vector3Length(direction)
if distance > 1.0 {
p.IsMoving = true
} else {
p.IsMoving = false
}
// Update animation if controller exists
if p.AnimController != nil {
p.AnimController.Update(deltaTime, p.IsMoving)
p.AnimationFrame = p.AnimController.GetAnimFrame()
} else {
// Legacy animation update for backward compatibility
if p.IsMoving {
if !p.IsMoving {
p.AnimationFrame = 0
}
p.AnimationFrame += int32(deltaTime * 60)
} else {
wasMoving := p.IsMoving
if wasMoving {
p.AnimationFrame = 0
}
p.AnimationFrame += int32(deltaTime * 60)
}
}
if distance > 0 {
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
}
if distance > 1.0 {
p.PosActual = rl.Vector3Add(p.PosActual, direction)
} else {
p.PosActual = targetPos
p.PosTile = target
if len(p.TargetPath) > 1 {
p.TargetPath = p.TargetPath[1:]
}
}
}
func NewPlayer(state *pb.PlayerState) *Player {
return &Player{
PosActual: rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
},
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0,
ID: state.PlayerId,
IsMoving: false,
AnimationFrame: 0,
LastAnimUpdate: time.Now(),
LastUpdateTime: time.Now(),
InterpolationProgress: 1.0,
}
}
// InitializeAnimations sets up the animation controller for the player
func (p *Player) InitializeAnimations(animations AnimationSet) {
p.AnimController = NewAnimationController(animations)
}
func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
p.Lock()
defer p.Unlock()
targetTile := Tile{X: int(state.X), Y: int(state.Y)}
if p.PosTile != targetTile {
p.PosTile = targetTile
p.LastUpdateTime = time.Now()
p.InterpolationProgress = 0
p.TargetPath = []Tile{targetTile}
}
}
func (p *Player) ForceResync(state *pb.PlayerState) {
// Keep this lock since it's called from the network goroutine
p.Lock()
defer p.Unlock()
p.PosTile = Tile{X: int(state.X), Y: int(state.Y)}
p.PosActual = rl.Vector3{
X: float32(state.X * TileSize),
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
}
p.TargetPath = nil
p.ActionQueue = nil
p.InterpolationProgress = 1.0
}

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package types
import (
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
type Tile struct {
X, Y int
Height float32
Walkable bool
}
type 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
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 {
PlayerID int32
Username string
Content string
Time time.Time
}
type FloatingMessage struct {
Content string
ExpireTime time.Time
ScreenPos rl.Vector2 // Store the screen position for 2D rendering
}
type ChatMessageHandler interface {
HandleServerMessages([]*pb.ChatMessage)
}
const (
MapWidth = 50
MapHeight = 50
TileSize = 32
TileHeight = 2.0
// RuneScape-style tick rate (600ms)
ServerTickRate = 600 * time.Millisecond
ClientTickRate = 50 * time.Millisecond
MaxTickDesync = 5
)
// UI constants
const (
ChatMargin = 10
ChatHeight = 200
MessageHeight = 20
InputHeight = 30
MaxChatMessages = 50
)