Compare commits
14 Commits
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62a6bb2926 | |||
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0e509ad752 | |||
bcd63efd7b |
2
.gitignore
vendored
2
.gitignore
vendored
@ -11,3 +11,5 @@ goonscape.exe
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|||||||
# OS files
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# OS files
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||||||
.DS_Store
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.DS_Store
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Thumbs.db
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Thumbs.db
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resources/models/old_and_test/
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296
assets/assets.go
296
assets/assets.go
@ -1,41 +1,295 @@
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package assets
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package assets
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import (
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import (
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"fmt"
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"os"
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"gitea.boner.be/bdnugget/goonscape/types"
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"gitea.boner.be/bdnugget/goonscape/types"
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rl "github.com/gen2brain/raylib-go/raylib"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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)
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// ModelLoader handles loading and fallback for 3D models
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type ModelLoader struct {
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safeMode bool
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}
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// NewModelLoader creates a new model loader instance
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func NewModelLoader() *ModelLoader {
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return &ModelLoader{
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safeMode: os.Getenv("GOONSCAPE_SAFE_MODE") == "1",
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}
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}
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// IsSafeMode returns if we should avoid loading external models
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func (ml *ModelLoader) IsSafeMode() bool {
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return ml.safeMode || os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
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}
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// LoadModel attempts to load a model, returning a placeholder if it fails
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func (ml *ModelLoader) LoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
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// Don't even try to load external models in safe mode
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if ml.IsSafeMode() {
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rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
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return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
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}
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defer func() {
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// Recover from any panics during model loading
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if r := recover(); r != nil {
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rl.TraceLog(rl.LogError, "Panic in LoadModel: %v", r)
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}
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}()
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// Try to load the model
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model := rl.LoadModel(fileName)
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// Check if the model is valid
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if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
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rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
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return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
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}
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// For real models, return zero color since we don't need it
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return model, true, rl.Color{}
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}
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// createPrimitiveShape creates a simple shape without loading external models
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func (ml *ModelLoader) createPrimitiveShape(shapeType int) rl.Model {
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var mesh rl.Mesh
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switch shapeType {
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case 0: // Cube
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mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
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case 1: // Sphere
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mesh = rl.GenMeshSphere(1.0, 8, 8)
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case 2: // Cylinder
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mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
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case 3: // Cone
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mesh = rl.GenMeshCone(1.0, 2.0, 8)
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||||||
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default: // Default to cube
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mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
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|
}
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model := rl.LoadModelFromMesh(mesh)
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return model
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}
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// Helper function to load animations for a model
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func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
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|
var animSet types.AnimationSet
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||||||
|
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||||||
|
// Only try to load animations if environment variable isn't set
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||||||
|
if os.Getenv("GOONSCAPE_DISABLE_ANIMATIONS") == "1" {
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|
return animSet, nil
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||||||
|
}
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||||||
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||||||
|
// Load idle animations if specified
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||||||
|
if idlePath, ok := animPaths["idle"]; ok {
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||||||
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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)
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||||||
|
}
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||||||
|
}
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// Load walk animations if specified
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||||||
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if walkPath, ok := animPaths["walk"]; ok {
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walkAnims := rl.LoadModelAnimations(walkPath)
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||||||
|
if len(walkAnims) > 0 {
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animSet.Walk = walkAnims
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rl.TraceLog(rl.LogInfo, "Loaded walk animation: %s (%d frames, %f seconds)",
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walkPath, walkAnims[0].FrameCount, float32(walkAnims[0].FrameCount)/60.0)
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||||||
|
}
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||||||
|
}
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return animSet, nil
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|
}
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// ValidateModel checks if a model is valid and properly loaded
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func ValidateModel(model rl.Model) error {
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if model.Meshes == nil {
|
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|
return fmt.Errorf("model has nil meshes")
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||||||
|
}
|
||||||
|
if model.Meshes.VertexCount <= 0 {
|
||||||
|
return fmt.Errorf("model has invalid vertex count")
|
||||||
|
}
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
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||||||
|
// 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()
|
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|
return loader.LoadModel(fileName, fallbackShape, fallbackColor)
|
||||||
|
}
|
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|
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||||||
func LoadModels() ([]types.ModelAsset, error) {
|
func LoadModels() ([]types.ModelAsset, error) {
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goonerModel := rl.LoadModel("resources/models/goonion.obj")
|
// Force safe mode for now until we fix the segfault
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goonerTexture := rl.LoadTexture("resources/models/goonion.png")
|
os.Setenv("GOONSCAPE_SAFE_MODE", "1")
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||||||
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
|
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||||||
|
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||||||
coomerModel := rl.LoadModel("resources/models/coomer.obj")
|
models := make([]types.ModelAsset, 0, 3)
|
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coomerTexture := rl.LoadTexture("resources/models/coomer.png")
|
modelLoader := NewModelLoader()
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rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
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shrekeModel := rl.LoadModel("resources/models/shreke.obj")
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// Colors for the different models
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goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
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coomerColor := rl.Color{R: 200, G: 230, B: 255, A: 255} // Light blue
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shrekeColor := rl.Color{R: 180, G: 255, B: 180, A: 255} // Light green
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||||||
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||||||
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// If in safe mode, create all models directly without loading
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if modelLoader.IsSafeMode() {
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// Gooner model (cube)
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||||||
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cube := modelLoader.createPrimitiveShape(0)
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||||||
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models = append(models, types.ModelAsset{
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||||||
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Model: cube,
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||||||
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YOffset: 0.0,
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||||||
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PlaceholderColor: goonerColor,
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||||||
|
})
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||||||
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||||||
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// Coomer model (sphere)
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||||||
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sphere := modelLoader.createPrimitiveShape(1)
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||||||
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models = append(models, types.ModelAsset{
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||||||
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Model: sphere,
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||||||
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YOffset: -4.0,
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||||||
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PlaceholderColor: coomerColor,
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||||||
|
})
|
||||||
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||||||
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// Shreke model (cylinder)
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||||||
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cylinder := modelLoader.createPrimitiveShape(2)
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||||||
|
models = append(models, types.ModelAsset{
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||||||
|
Model: cylinder,
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||||||
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YOffset: 0.0,
|
||||||
|
PlaceholderColor: shrekeColor,
|
||||||
|
})
|
||||||
|
|
||||||
|
return models, nil
|
||||||
|
}
|
||||||
|
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||||||
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// 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")
|
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
|
||||||
|
if shrekeTexture.ID <= 0 {
|
||||||
|
rl.TraceLog(rl.LogWarning, "Failed to load shreke texture")
|
||||||
|
} else {
|
||||||
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
|
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
|
||||||
|
|
||||||
return []types.ModelAsset{
|
models = append(models, types.ModelAsset{
|
||||||
{Model: goonerModel, Texture: goonerTexture},
|
Model: shrekeModel,
|
||||||
{Model: coomerModel, Texture: coomerTexture},
|
Texture: shrekeTexture,
|
||||||
{Model: shrekeModel, Texture: shrekeTexture},
|
YOffset: 0.0,
|
||||||
}, nil
|
PlaceholderColor: rl.Color{}, // Not a placeholder
|
||||||
|
})
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Add another placeholder with different shape/color
|
||||||
|
models = append(models, types.ModelAsset{
|
||||||
|
Model: shrekeModel,
|
||||||
|
YOffset: 0.0,
|
||||||
|
PlaceholderColor: modelColor,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
if len(models) == 0 {
|
||||||
|
return nil, fmt.Errorf("failed to load any models")
|
||||||
|
}
|
||||||
|
|
||||||
|
return models, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func LoadMusic(filename string) (rl.Music, error) {
|
func LoadMusic(filename string) (rl.Music, error) {
|
||||||
return rl.LoadMusicStream(filename), nil
|
defer func() {
|
||||||
|
// Recover from any panics during music loading
|
||||||
|
if r := recover(); r != nil {
|
||||||
|
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")
|
||||||
}
|
}
|
||||||
|
|
||||||
func UnloadModels(models []types.ModelAsset) {
|
music := rl.LoadMusicStream(filename)
|
||||||
for _, model := range models {
|
if music.Stream.Buffer == nil {
|
||||||
rl.UnloadModel(model.Model)
|
return music, fmt.Errorf("failed to load music: %s", filename)
|
||||||
rl.UnloadTexture(model.Texture)
|
|
||||||
}
|
}
|
||||||
}
|
return music, nil
|
||||||
|
|
||||||
func UnloadMusic(music rl.Music) {
|
|
||||||
rl.UnloadMusicStream(music)
|
|
||||||
}
|
}
|
||||||
|
35
constants.go
35
constants.go
@ -2,20 +2,33 @@ package main
|
|||||||
|
|
||||||
import "time"
|
import "time"
|
||||||
|
|
||||||
|
// Game world constants
|
||||||
const (
|
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
|
MapWidth = 50
|
||||||
MapHeight = 50
|
MapHeight = 50
|
||||||
TileSize = 32
|
TileSize = 32
|
||||||
TileHeight = 2.0
|
TileHeight = 2.0
|
||||||
TickRate = 600 * time.Millisecond // Server tick rate (600ms)
|
)
|
||||||
serverAddr = "localhost:6969"
|
|
||||||
|
// UI constants
|
||||||
// RuneScape-style tick rate (600ms)
|
const (
|
||||||
ServerTickRate = 600 * time.Millisecond
|
ChatMargin = 10
|
||||||
|
ChatHeight = 200
|
||||||
// Client might run at a higher tick rate for smooth rendering
|
MessageHeight = 20
|
||||||
ClientTickRate = 50 * time.Millisecond
|
InputHeight = 30
|
||||||
|
MaxMessages = 50
|
||||||
// Maximum number of ticks we can get behind before forcing a resync
|
)
|
||||||
MaxTickDesync = 5
|
|
||||||
|
// Environment variable names
|
||||||
|
const (
|
||||||
|
EnvSafeMode = "GOONSCAPE_SAFE_MODE"
|
||||||
|
EnvDisableAnimations = "GOONSCAPE_DISABLE_ANIMATIONS"
|
||||||
|
EnvDisableAudio = "GOONSCAPE_DISABLE_AUDIO"
|
||||||
)
|
)
|
||||||
|
@ -10,6 +10,7 @@ var (
|
|||||||
cameraDistance = float32(20.0)
|
cameraDistance = float32(20.0)
|
||||||
cameraYaw = float32(145.0)
|
cameraYaw = float32(145.0)
|
||||||
cameraPitch = float32(45.0)
|
cameraPitch = float32(45.0)
|
||||||
|
lastMousePos rl.Vector2 // Add this to track mouse movement
|
||||||
)
|
)
|
||||||
|
|
||||||
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
|
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
|
||||||
@ -32,6 +33,34 @@ func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Handle middle mouse camera rotation
|
||||||
|
if rl.IsMouseButtonDown(rl.MouseMiddleButton) {
|
||||||
|
currentMousePos := rl.GetMousePosition()
|
||||||
|
|
||||||
|
// If we just started holding the button, initialize last position
|
||||||
|
if !rl.IsMouseButtonPressed(rl.MouseMiddleButton) {
|
||||||
|
mouseDelta := rl.Vector2{
|
||||||
|
X: currentMousePos.X - lastMousePos.X,
|
||||||
|
Y: currentMousePos.Y - lastMousePos.Y,
|
||||||
|
}
|
||||||
|
|
||||||
|
// Adjust rotation speed as needed
|
||||||
|
cameraYaw += mouseDelta.X * 0.5 * deltaTime * 60
|
||||||
|
cameraPitch += mouseDelta.Y * 0.5 * deltaTime * 60
|
||||||
|
|
||||||
|
// Clamp pitch to prevent camera flipping
|
||||||
|
if cameraPitch < 20 {
|
||||||
|
cameraPitch = 20
|
||||||
|
}
|
||||||
|
if cameraPitch > 85 {
|
||||||
|
cameraPitch = 85
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
lastMousePos = currentMousePos
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keep the keyboard controls too
|
||||||
if rl.IsKeyDown(rl.KeyRight) {
|
if rl.IsKeyDown(rl.KeyRight) {
|
||||||
cameraYaw += 100 * deltaTime
|
cameraYaw += 100 * deltaTime
|
||||||
}
|
}
|
||||||
|
92
game/chat.go
92
game/chat.go
@ -2,6 +2,8 @@ package game
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
"fmt"
|
||||||
|
"log"
|
||||||
|
"sync"
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
"gitea.boner.be/bdnugget/goonscape/types"
|
"gitea.boner.be/bdnugget/goonscape/types"
|
||||||
@ -9,12 +11,8 @@ import (
|
|||||||
rl "github.com/gen2brain/raylib-go/raylib"
|
rl "github.com/gen2brain/raylib-go/raylib"
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// Local UI constants (these could be moved to a centralized constants package later)
|
||||||
const (
|
const (
|
||||||
maxMessages = 50
|
|
||||||
chatMargin = 10 // Margin from screen edges
|
|
||||||
chatHeight = 200
|
|
||||||
messageHeight = 20
|
|
||||||
inputHeight = 30
|
|
||||||
runeLimit = 256
|
runeLimit = 256
|
||||||
)
|
)
|
||||||
|
|
||||||
@ -25,11 +23,12 @@ type Chat struct {
|
|||||||
cursorPos int
|
cursorPos int
|
||||||
scrollOffset int
|
scrollOffset int
|
||||||
userData interface{}
|
userData interface{}
|
||||||
|
mutex sync.RWMutex
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewChat() *Chat {
|
func NewChat() *Chat {
|
||||||
return &Chat{
|
return &Chat{
|
||||||
messages: make([]types.ChatMessage, 0, maxMessages),
|
messages: make([]types.ChatMessage, 0, types.MaxChatMessages),
|
||||||
inputBuffer: make([]rune, 0, runeLimit),
|
inputBuffer: make([]rune, 0, runeLimit),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -41,7 +40,7 @@ func (c *Chat) AddMessage(playerID int32, content string) {
|
|||||||
Time: time.Now(),
|
Time: time.Now(),
|
||||||
}
|
}
|
||||||
|
|
||||||
if len(c.messages) >= maxMessages {
|
if len(c.messages) >= types.MaxChatMessages {
|
||||||
c.messages = c.messages[1:]
|
c.messages = c.messages[1:]
|
||||||
}
|
}
|
||||||
c.messages = append(c.messages, msg)
|
c.messages = append(c.messages, msg)
|
||||||
@ -49,8 +48,23 @@ func (c *Chat) AddMessage(playerID int32, content string) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
|
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
|
||||||
|
c.mutex.Lock()
|
||||||
|
defer c.mutex.Unlock()
|
||||||
|
|
||||||
|
if len(messages) == 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
log.Printf("Processing %d chat messages", len(messages))
|
||||||
|
|
||||||
// Convert protobuf messages to our local type
|
// Convert protobuf messages to our local type
|
||||||
for _, msg := range messages {
|
for _, msg := range messages {
|
||||||
|
// Skip invalid messages
|
||||||
|
if msg == nil {
|
||||||
|
log.Printf("Warning: Received nil chat message")
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
localMsg := types.ChatMessage{
|
localMsg := types.ChatMessage{
|
||||||
PlayerID: msg.PlayerId,
|
PlayerID: msg.PlayerId,
|
||||||
Username: msg.Username,
|
Username: msg.Username,
|
||||||
@ -60,33 +74,54 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
|
|||||||
|
|
||||||
// Only add if it's not already in our history
|
// 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) == 0 || c.messages[len(c.messages)-1].Time.UnixNano() < msg.Timestamp {
|
||||||
if len(c.messages) >= maxMessages {
|
if len(c.messages) >= types.MaxChatMessages {
|
||||||
c.messages = c.messages[1:]
|
c.messages = c.messages[1:]
|
||||||
}
|
}
|
||||||
c.messages = append(c.messages, localMsg)
|
c.messages = append(c.messages, localMsg)
|
||||||
|
log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
|
||||||
|
|
||||||
// Scroll to latest message if it's not already visible
|
// Scroll to latest message if it's not already visible
|
||||||
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
|
visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
|
||||||
if len(c.messages) > visibleMessages {
|
if len(c.messages) > visibleMessages {
|
||||||
c.scrollOffset = len(c.messages) - visibleMessages
|
c.scrollOffset = len(c.messages) - visibleMessages
|
||||||
}
|
}
|
||||||
|
|
||||||
// Add floating message to the player
|
// Add floating message to the player
|
||||||
if game, ok := c.userData.(*Game); ok {
|
if game, ok := c.userData.(*Game); ok && game != nil {
|
||||||
if msg.PlayerId == game.Player.ID {
|
// Make sure each game component exists before using it
|
||||||
game.Player.Lock()
|
if game.PlayerManager == nil {
|
||||||
game.Player.FloatingMessage = &types.FloatingMessage{
|
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,
|
Content: msg.Content,
|
||||||
ExpireTime: time.Now().Add(6 * time.Second),
|
ExpireTime: time.Now().Add(6 * time.Second),
|
||||||
}
|
}
|
||||||
game.Player.Unlock()
|
game.PlayerManager.LocalPlayer.Unlock()
|
||||||
} else if otherPlayer, exists := game.OtherPlayers[msg.PlayerId]; exists {
|
} else {
|
||||||
otherPlayer.Lock()
|
// The other player might not be in our list yet, handle safely
|
||||||
otherPlayer.FloatingMessage = &types.FloatingMessage{
|
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,
|
Content: msg.Content,
|
||||||
ExpireTime: time.Now().Add(6 * time.Second),
|
ExpireTime: time.Now().Add(6 * time.Second),
|
||||||
}
|
}
|
||||||
otherPlayer.Unlock()
|
player.Unlock()
|
||||||
|
log.Printf("Added floating message to other player %d", msg.PlayerId)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -94,17 +129,20 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (c *Chat) Draw(screenWidth, screenHeight int32) {
|
func (c *Chat) Draw(screenWidth, screenHeight int32) {
|
||||||
|
c.mutex.RLock()
|
||||||
|
defer c.mutex.RUnlock()
|
||||||
|
|
||||||
// Calculate chat window width based on screen width
|
// Calculate chat window width based on screen width
|
||||||
chatWindowWidth := screenWidth - (chatMargin * 2)
|
chatWindowWidth := screenWidth - (types.ChatMargin * 2)
|
||||||
|
|
||||||
// Draw chat window background
|
// Draw chat window background
|
||||||
chatX := float32(chatMargin)
|
chatX := float32(types.ChatMargin)
|
||||||
chatY := float32(screenHeight - chatHeight - chatMargin)
|
chatY := float32(screenHeight - types.ChatHeight - types.ChatMargin)
|
||||||
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, chatHeight, rl.ColorAlpha(rl.Black, 0.5))
|
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, types.ChatHeight, rl.ColorAlpha(rl.Black, 0.5))
|
||||||
|
|
||||||
// Draw messages from oldest to newest
|
// Draw messages from oldest to newest
|
||||||
messageY := chatY + 5
|
messageY := chatY + 5
|
||||||
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
|
visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
|
||||||
|
|
||||||
// Auto-scroll to bottom if no manual scrolling has occurred
|
// Auto-scroll to bottom if no manual scrolling has occurred
|
||||||
if c.scrollOffset == 0 {
|
if c.scrollOffset == 0 {
|
||||||
@ -126,12 +164,12 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
|
|||||||
}
|
}
|
||||||
text := fmt.Sprintf("%s: %s", msg.Username, msg.Content)
|
text := fmt.Sprintf("%s: %s", msg.Username, msg.Content)
|
||||||
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, color)
|
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, color)
|
||||||
messageY += messageHeight
|
messageY += types.MessageHeight
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw input field
|
// Draw input field
|
||||||
inputY := chatY + float32(chatHeight-inputHeight)
|
inputY := chatY + float32(types.ChatHeight-types.InputHeight)
|
||||||
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, inputHeight, rl.ColorAlpha(rl.White, 0.3))
|
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, types.InputHeight, rl.ColorAlpha(rl.White, 0.3))
|
||||||
if c.isTyping {
|
if c.isTyping {
|
||||||
inputText := string(c.inputBuffer)
|
inputText := string(c.inputBuffer)
|
||||||
rl.DrawText(inputText, int32(chatX)+5, int32(inputY)+5, 20, rl.White)
|
rl.DrawText(inputText, int32(chatX)+5, int32(inputY)+5, 20, rl.White)
|
||||||
@ -149,7 +187,7 @@ func (c *Chat) Update() (string, bool) {
|
|||||||
if !c.isTyping {
|
if !c.isTyping {
|
||||||
wheelMove := rl.GetMouseWheelMove()
|
wheelMove := rl.GetMouseWheelMove()
|
||||||
if wheelMove != 0 {
|
if wheelMove != 0 {
|
||||||
maxScroll := max(0, len(c.messages)-int((chatHeight-inputHeight)/messageHeight))
|
maxScroll := max(0, len(c.messages)-int((types.ChatHeight-types.InputHeight)/types.MessageHeight))
|
||||||
c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
|
c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
107
game/components.go
Normal file
107
game/components.go
Normal file
@ -0,0 +1,107 @@
|
|||||||
|
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)
|
||||||
|
}
|
||||||
|
}
|
461
game/game.go
461
game/game.go
@ -1,7 +1,8 @@
|
|||||||
package game
|
package game
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"os"
|
"log"
|
||||||
|
"sync"
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
"gitea.boner.be/bdnugget/goonscape/assets"
|
"gitea.boner.be/bdnugget/goonscape/assets"
|
||||||
@ -12,116 +13,179 @@ import (
|
|||||||
)
|
)
|
||||||
|
|
||||||
type Game struct {
|
type Game struct {
|
||||||
Player *types.Player
|
// Component-based architecture
|
||||||
OtherPlayers map[int32]*types.Player
|
PlayerManager *PlayerManager
|
||||||
|
AssetManager *AssetManager
|
||||||
|
UIManager *UIManager
|
||||||
|
|
||||||
|
// Core game state
|
||||||
Camera rl.Camera3D
|
Camera rl.Camera3D
|
||||||
Models []types.ModelAsset
|
quitChan chan struct{}
|
||||||
Music rl.Music
|
cleanupOnce sync.Once
|
||||||
Chat *Chat
|
frameCounter int // For periodic logging
|
||||||
MenuOpen bool
|
|
||||||
QuitChan chan struct{} // Channel to signal shutdown
|
|
||||||
loginScreen *LoginScreen
|
|
||||||
isLoggedIn bool
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func New() *Game {
|
func New() *Game {
|
||||||
InitWorld()
|
// Create managers
|
||||||
game := &Game{
|
playerManager := NewPlayerManager()
|
||||||
OtherPlayers: make(map[int32]*types.Player),
|
assetManager := NewAssetManager()
|
||||||
|
uiManager := NewUIManager()
|
||||||
|
|
||||||
|
g := &Game{
|
||||||
|
PlayerManager: playerManager,
|
||||||
|
AssetManager: assetManager,
|
||||||
|
UIManager: uiManager,
|
||||||
Camera: rl.Camera3D{
|
Camera: rl.Camera3D{
|
||||||
Position: rl.NewVector3(0, 10, 10),
|
Position: rl.NewVector3(0.0, 20.0, 0.0),
|
||||||
Target: rl.NewVector3(0, 0, 0),
|
Target: rl.NewVector3(0.0, 0.0, 0.0),
|
||||||
Up: rl.NewVector3(0, 1, 0),
|
Up: rl.NewVector3(0.0, 1.0, 0.0),
|
||||||
Fovy: 45.0,
|
Fovy: 45.0,
|
||||||
Projection: rl.CameraPerspective,
|
Projection: rl.CameraPerspective,
|
||||||
},
|
},
|
||||||
Chat: NewChat(),
|
quitChan: make(chan struct{}),
|
||||||
QuitChan: make(chan struct{}),
|
|
||||||
loginScreen: NewLoginScreen(),
|
|
||||||
}
|
}
|
||||||
game.Chat.userData = game
|
|
||||||
return game
|
// 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 {
|
func (g *Game) LoadAssets() error {
|
||||||
|
return SafeExecute(func() error {
|
||||||
|
// Load models
|
||||||
var err error
|
var err error
|
||||||
g.Models, err = assets.LoadModels()
|
models, err := assets.LoadModels()
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
log.Printf("Warning: Failed to load models: %v", err)
|
||||||
}
|
}
|
||||||
|
g.AssetManager.Models = models
|
||||||
|
|
||||||
g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3")
|
// Try to load music
|
||||||
|
music, err := assets.LoadMusic("resources/audio/GoonScape1.mp3")
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
log.Printf("Warning: Failed to load music: %v", err)
|
||||||
|
} else {
|
||||||
|
g.AssetManager.Music = music
|
||||||
}
|
}
|
||||||
|
|
||||||
return nil
|
return nil
|
||||||
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) Update(deltaTime float32) {
|
func (g *Game) Update(deltaTime float32) {
|
||||||
if !g.isLoggedIn {
|
// Handle login screen if not logged in
|
||||||
username, password, isRegistering, submitted := g.loginScreen.Update()
|
if !g.UIManager.IsLoggedIn {
|
||||||
if submitted {
|
// Handle login
|
||||||
|
username, password, isRegistering, doAuth := g.UIManager.LoginScreen.Update()
|
||||||
|
|
||||||
|
if doAuth {
|
||||||
conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
|
conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
g.loginScreen.SetError(err.Error())
|
g.UIManager.LoginScreen.SetError(err.Error())
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
// Assign model based on player ID
|
g.PlayerManager.LocalPlayer = &types.Player{
|
||||||
modelIndex := int(playerID) % len(g.Models)
|
|
||||||
g.Player = &types.Player{
|
|
||||||
Speed: 50.0,
|
Speed: 50.0,
|
||||||
TargetPath: []types.Tile{},
|
TargetPath: []types.Tile{},
|
||||||
UserData: g,
|
ActionQueue: []*pb.Action{},
|
||||||
QuitDone: make(chan struct{}),
|
QuitDone: make(chan struct{}),
|
||||||
ID: playerID,
|
ID: playerID,
|
||||||
Model: g.Models[modelIndex].Model,
|
|
||||||
Texture: g.Models[modelIndex].Texture,
|
|
||||||
}
|
}
|
||||||
|
g.AssignModelToPlayer(g.PlayerManager.LocalPlayer)
|
||||||
|
|
||||||
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
|
// Set user data to allow chat message handling
|
||||||
g.isLoggedIn = true
|
g.PlayerManager.LocalPlayer.UserData = g
|
||||||
|
|
||||||
|
go network.HandleServerCommunication(conn, playerID, g.PlayerManager.LocalPlayer, g.PlayerManager.OtherPlayers, g.quitChan)
|
||||||
|
g.UIManager.IsLoggedIn = true
|
||||||
|
}
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
g.loginScreen.Draw()
|
|
||||||
|
// Skip update logic if player is not initialized yet
|
||||||
|
if g.PlayerManager.LocalPlayer == nil {
|
||||||
|
log.Printf("Warning: LocalPlayer is nil during update, skipping")
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle ESC for menu
|
// Handle ESC for menu
|
||||||
if rl.IsKeyPressed(rl.KeyEscape) {
|
if rl.IsKeyPressed(rl.KeyEscape) {
|
||||||
g.MenuOpen = !g.MenuOpen
|
g.UIManager.MenuOpen = !g.UIManager.MenuOpen
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
// Don't process other inputs if menu is open
|
// Don't process other inputs if menu is open
|
||||||
if g.MenuOpen {
|
if g.UIManager.MenuOpen {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
if message, sent := g.Chat.Update(); sent {
|
// Handle chat updates
|
||||||
g.Player.Lock()
|
if message, sent := g.UIManager.Chat.Update(); sent {
|
||||||
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
|
g.PlayerManager.LocalPlayer.Lock()
|
||||||
|
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
|
||||||
Type: pb.Action_CHAT,
|
Type: pb.Action_CHAT,
|
||||||
ChatMessage: message,
|
ChatMessage: message,
|
||||||
PlayerId: g.Player.ID,
|
PlayerId: g.PlayerManager.LocalPlayer.ID,
|
||||||
})
|
})
|
||||||
g.Player.Unlock()
|
g.PlayerManager.LocalPlayer.Unlock()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Process player input
|
||||||
g.HandleInput()
|
g.HandleInput()
|
||||||
|
|
||||||
if len(g.Player.TargetPath) > 0 {
|
// Update local player movement
|
||||||
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
|
if g.PlayerManager.LocalPlayer.TargetPath != nil && len(g.PlayerManager.LocalPlayer.TargetPath) > 0 {
|
||||||
|
g.PlayerManager.LocalPlayer.MoveTowards(g.PlayerManager.LocalPlayer.TargetPath[0], deltaTime, GetMapGrid())
|
||||||
}
|
}
|
||||||
|
|
||||||
for _, other := range g.OtherPlayers {
|
// Periodically log information about other players
|
||||||
if len(other.TargetPath) > 0 {
|
g.frameCounter++
|
||||||
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
|
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)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
|
// 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() {
|
func (g *Game) DrawMap() {
|
||||||
@ -153,133 +217,169 @@ func (g *Game) DrawMap() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
|
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
|
||||||
player.Lock()
|
if player == nil {
|
||||||
defer player.Unlock()
|
return
|
||||||
|
}
|
||||||
|
|
||||||
grid := GetMapGrid()
|
// 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{
|
playerPos := rl.Vector3{
|
||||||
X: player.PosActual.X,
|
X: player.PosActual.X,
|
||||||
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + 16.0,
|
Y: player.PosActual.Y + defaultHeight + modelAsset.YOffset,
|
||||||
Z: player.PosActual.Z,
|
Z: player.PosActual.Z,
|
||||||
}
|
}
|
||||||
|
|
||||||
rl.DrawModel(model, playerPos, 16, rl.White)
|
// 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 {
|
if player.FloatingMessage != nil {
|
||||||
screenPos := rl.GetWorldToScreen(rl.Vector3{
|
worldPos := rl.Vector3{
|
||||||
X: playerPos.X,
|
X: playerPos.X,
|
||||||
Y: playerPos.Y + 24.0,
|
Y: playerPos.Y + 24.0, // Position above head
|
||||||
Z: playerPos.Z,
|
Z: playerPos.Z,
|
||||||
}, g.Camera)
|
}
|
||||||
|
player.FloatingMessage.ScreenPos = rl.GetWorldToScreen(worldPos, g.Camera)
|
||||||
player.FloatingMessage.ScreenPos = screenPos
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if len(player.TargetPath) > 0 {
|
func (g *Game) DrawFloatingMessages() {
|
||||||
targetTile := player.TargetPath[len(player.TargetPath)-1]
|
var drawFloatingMessage = func(msg *types.FloatingMessage) {
|
||||||
targetPos := rl.Vector3{
|
if msg == nil || time.Now().After(msg.ExpireTime) {
|
||||||
X: float32(targetTile.X * types.TileSize),
|
return
|
||||||
Y: grid[targetTile.X][targetTile.Y].Height * types.TileHeight,
|
|
||||||
Z: float32(targetTile.Y * types.TileSize),
|
|
||||||
}
|
}
|
||||||
rl.DrawCubeWires(targetPos, types.TileSize, types.TileHeight, types.TileSize, rl.Green)
|
|
||||||
|
|
||||||
nextTile := player.TargetPath[0]
|
// Draw the message with RuneScape-style coloring (black outline with yellow text)
|
||||||
nextPos := rl.Vector3{
|
text := msg.Content
|
||||||
X: float32(nextTile.X * types.TileSize),
|
textWidth := rl.MeasureText(text, 20)
|
||||||
Y: grid[nextTile.X][nextTile.Y].Height * types.TileHeight,
|
|
||||||
Z: float32(nextTile.Y * types.TileSize),
|
// 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)
|
||||||
}
|
}
|
||||||
rl.DrawCubeWires(nextPos, types.TileSize, types.TileHeight, types.TileSize, rl.Yellow)
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) Render() {
|
func (g *Game) Render() {
|
||||||
rl.BeginDrawing()
|
rl.BeginDrawing()
|
||||||
|
defer rl.EndDrawing()
|
||||||
|
|
||||||
rl.ClearBackground(rl.RayWhite)
|
rl.ClearBackground(rl.RayWhite)
|
||||||
|
|
||||||
if !g.isLoggedIn {
|
if !g.UIManager.IsLoggedIn {
|
||||||
g.loginScreen.Draw()
|
g.UIManager.LoginScreen.Draw()
|
||||||
rl.EndDrawing()
|
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw 3D elements
|
||||||
rl.BeginMode3D(g.Camera)
|
rl.BeginMode3D(g.Camera)
|
||||||
g.DrawMap()
|
g.DrawMap()
|
||||||
g.DrawPlayer(g.Player, g.Player.Model)
|
|
||||||
for id, other := range g.OtherPlayers {
|
// Draw player only if valid
|
||||||
if other.Model.Meshes == nil {
|
if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.Model.Meshes != nil {
|
||||||
// Assign model based on player ID for consistency
|
g.DrawPlayer(g.PlayerManager.LocalPlayer, g.PlayerManager.LocalPlayer.Model)
|
||||||
modelIndex := int(id) % len(g.Models)
|
|
||||||
other.Model = g.Models[modelIndex].Model
|
|
||||||
other.Texture = g.Models[modelIndex].Texture
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 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)
|
g.DrawPlayer(other, other.Model)
|
||||||
}
|
}
|
||||||
|
}
|
||||||
rl.EndMode3D()
|
rl.EndMode3D()
|
||||||
|
|
||||||
// Draw floating messages
|
// Draw floating messages with RuneScape style
|
||||||
drawFloatingMessage := func(msg *types.FloatingMessage) {
|
g.DrawFloatingMessages()
|
||||||
if msg == nil || time.Now().After(msg.ExpireTime) {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
pos := msg.ScreenPos
|
|
||||||
text := msg.Content
|
|
||||||
textWidth := rl.MeasureText(text, 20)
|
|
||||||
|
|
||||||
for offsetX := -2; offsetX <= 2; offsetX++ {
|
|
||||||
for offsetY := -2; offsetY <= 2; offsetY++ {
|
|
||||||
rl.DrawText(text,
|
|
||||||
int32(pos.X)-textWidth/2+int32(offsetX),
|
|
||||||
int32(pos.Y)+int32(offsetY),
|
|
||||||
20,
|
|
||||||
rl.Black)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
|
|
||||||
}
|
|
||||||
|
|
||||||
if g.Player.FloatingMessage != nil {
|
|
||||||
drawFloatingMessage(g.Player.FloatingMessage)
|
|
||||||
}
|
|
||||||
|
|
||||||
for _, other := range g.OtherPlayers {
|
|
||||||
drawFloatingMessage(other.FloatingMessage)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw menu if open
|
// Draw menu if open
|
||||||
if g.MenuOpen {
|
if g.UIManager.MenuOpen {
|
||||||
g.DrawMenu()
|
g.DrawMenu()
|
||||||
}
|
}
|
||||||
|
|
||||||
// Only draw chat if menu is not open
|
// Only draw chat if menu is not open
|
||||||
if !g.MenuOpen {
|
if !g.UIManager.MenuOpen && g.UIManager.Chat != nil {
|
||||||
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
|
g.UIManager.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw FPS counter
|
||||||
rl.DrawFPS(10, 10)
|
rl.DrawFPS(10, 10)
|
||||||
rl.EndDrawing()
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) Cleanup() {
|
func (g *Game) Cleanup() {
|
||||||
assets.UnloadModels(g.Models)
|
g.cleanupOnce.Do(func() {
|
||||||
assets.UnloadMusic(g.Music)
|
// 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() {
|
func (g *Game) HandleInput() {
|
||||||
clickedTile, clicked := g.GetTileAtMouse()
|
clickedTile, clicked := g.GetTileAtMouse()
|
||||||
if clicked {
|
if clicked {
|
||||||
path := FindPath(GetTile(g.Player.PosTile.X, g.Player.PosTile.Y), clickedTile)
|
path := FindPath(GetTile(g.PlayerManager.LocalPlayer.PosTile.X, g.PlayerManager.LocalPlayer.PosTile.Y), clickedTile)
|
||||||
if len(path) > 1 {
|
if len(path) > 1 {
|
||||||
g.Player.Lock()
|
g.PlayerManager.LocalPlayer.Lock()
|
||||||
g.Player.TargetPath = path[1:]
|
g.PlayerManager.LocalPlayer.TargetPath = path[1:]
|
||||||
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
|
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
|
||||||
Type: pb.Action_MOVE,
|
Type: pb.Action_MOVE,
|
||||||
X: int32(clickedTile.X),
|
X: int32(clickedTile.X),
|
||||||
Y: int32(clickedTile.Y),
|
Y: int32(clickedTile.Y),
|
||||||
PlayerId: g.Player.ID,
|
PlayerId: g.PlayerManager.LocalPlayer.ID,
|
||||||
})
|
})
|
||||||
g.Player.Unlock()
|
g.PlayerManager.LocalPlayer.Unlock()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -288,67 +388,80 @@ func (g *Game) DrawMenu() {
|
|||||||
screenWidth := float32(rl.GetScreenWidth())
|
screenWidth := float32(rl.GetScreenWidth())
|
||||||
screenHeight := float32(rl.GetScreenHeight())
|
screenHeight := float32(rl.GetScreenHeight())
|
||||||
|
|
||||||
// Semi-transparent background
|
// Draw semi-transparent background
|
||||||
rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.ColorAlpha(rl.Black, 0.7))
|
rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.ColorAlpha(rl.Black, 0.7))
|
||||||
|
|
||||||
// Menu title
|
// Draw menu items
|
||||||
title := "Menu"
|
menuItems := []string{"Resume", "Settings", "Quit"}
|
||||||
titleSize := int32(40)
|
menuY := screenHeight/2 - float32(len(menuItems)*40)/2
|
||||||
titleWidth := rl.MeasureText(title, titleSize)
|
|
||||||
rl.DrawText(title, int32(screenWidth/2)-titleWidth/2, 100, titleSize, rl.White)
|
|
||||||
|
|
||||||
// Menu buttons
|
for i, item := range menuItems {
|
||||||
buttonWidth := float32(200)
|
itemY := menuY + float32(i*40)
|
||||||
buttonHeight := float32(40)
|
|
||||||
buttonY := float32(200)
|
|
||||||
buttonSpacing := float32(60)
|
|
||||||
|
|
||||||
menuItems := []string{"Resume", "Settings", "Exit Game"}
|
|
||||||
for _, item := range menuItems {
|
|
||||||
buttonRect := rl.Rectangle{
|
|
||||||
X: screenWidth/2 - buttonWidth/2,
|
|
||||||
Y: buttonY,
|
|
||||||
Width: buttonWidth,
|
|
||||||
Height: buttonHeight,
|
|
||||||
}
|
|
||||||
|
|
||||||
// Check mouse hover
|
|
||||||
mousePoint := rl.GetMousePosition()
|
mousePoint := rl.GetMousePosition()
|
||||||
mouseHover := rl.CheckCollisionPointRec(mousePoint, buttonRect)
|
itemRect := rl.Rectangle{X: screenWidth/2 - 100, Y: itemY, Width: 200, Height: 36}
|
||||||
|
|
||||||
// Draw button
|
// Check for hover
|
||||||
if mouseHover {
|
isHover := rl.CheckCollisionPointRec(mousePoint, itemRect)
|
||||||
rl.DrawRectangleRec(buttonRect, rl.ColorAlpha(rl.White, 0.3))
|
|
||||||
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
|
// Draw button background
|
||||||
switch item {
|
if isHover {
|
||||||
case "Resume":
|
rl.DrawRectangleRec(itemRect, rl.ColorAlpha(rl.White, 0.3))
|
||||||
g.MenuOpen = false
|
} else {
|
||||||
case "Settings":
|
rl.DrawRectangleRec(itemRect, rl.ColorAlpha(rl.White, 0.1))
|
||||||
// TODO: Implement settings
|
|
||||||
case "Exit Game":
|
|
||||||
g.Shutdown()
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw button text
|
// Draw button text
|
||||||
textSize := int32(20)
|
textWidth := rl.MeasureText(item, 20)
|
||||||
textWidth := rl.MeasureText(item, textSize)
|
rl.DrawText(item, int32(itemRect.X+(itemRect.Width-float32(textWidth))/2), int32(itemRect.Y+8), 20, rl.White)
|
||||||
textX := int32(buttonRect.X+buttonRect.Width/2) - textWidth/2
|
|
||||||
textY := int32(buttonRect.Y + buttonRect.Height/2 - float32(textSize)/2)
|
|
||||||
rl.DrawText(item, textX, textY, textSize, rl.White)
|
|
||||||
|
|
||||||
buttonY += buttonSpacing
|
// Handle click
|
||||||
}
|
if isHover && rl.IsMouseButtonReleased(rl.MouseLeftButton) {
|
||||||
}
|
switch item {
|
||||||
|
case "Resume":
|
||||||
func (g *Game) Shutdown() {
|
g.UIManager.MenuOpen = false
|
||||||
close(g.QuitChan)
|
case "Settings":
|
||||||
<-g.Player.QuitDone
|
// TODO: Implement settings
|
||||||
|
case "Quit":
|
||||||
|
g.Shutdown()
|
||||||
rl.CloseWindow()
|
rl.CloseWindow()
|
||||||
os.Exit(0)
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
|
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
|
||||||
g.Chat.HandleServerMessages(messages)
|
// 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)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,91 +1,157 @@
|
|||||||
package game
|
package game
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"container/heap"
|
||||||
"fmt"
|
"fmt"
|
||||||
|
|
||||||
"gitea.boner.be/bdnugget/goonscape/types"
|
"gitea.boner.be/bdnugget/goonscape/types"
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// Node represents a node in the A* pathfinding algorithm
|
||||||
type Node struct {
|
type Node struct {
|
||||||
Tile types.Tile
|
Tile types.Tile
|
||||||
Parent *Node
|
Parent *Node
|
||||||
G, H, F float32
|
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 {
|
func FindPath(start, end types.Tile) []types.Tile {
|
||||||
openList := []*Node{}
|
// Initialize open and closed sets
|
||||||
closedList := make(map[[2]int]bool)
|
openSet := &PriorityQueue{}
|
||||||
|
heap.Init(openSet)
|
||||||
|
|
||||||
startNode := &Node{Tile: start, G: 0, H: heuristic(start, end)}
|
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
|
startNode.F = startNode.G + startNode.H
|
||||||
openList = append(openList, startNode)
|
heap.Push(openSet, startNode)
|
||||||
|
|
||||||
for len(openList) > 0 {
|
// Main search loop
|
||||||
current := openList[0]
|
for openSet.Len() > 0 {
|
||||||
currentIndex := 0
|
// Get node with lowest F score
|
||||||
for i, node := range openList {
|
current := heap.Pop(openSet).(*Node)
|
||||||
if node.F < current.F {
|
|
||||||
current = node
|
|
||||||
currentIndex = i
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
|
|
||||||
closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
|
|
||||||
|
|
||||||
|
// If we reached the goal, reconstruct and return the path
|
||||||
if current.Tile.X == end.X && current.Tile.Y == end.Y {
|
if current.Tile.X == end.X && current.Tile.Y == end.Y {
|
||||||
path := []types.Tile{}
|
return reconstructPath(current)
|
||||||
node := current
|
|
||||||
for node != nil {
|
|
||||||
path = append([]types.Tile{node.Tile}, path...)
|
|
||||||
node = node.Parent
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 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)
|
fmt.Printf("Path found: %v\n", path)
|
||||||
return path
|
return path
|
||||||
}
|
}
|
||||||
|
|
||||||
neighbors := GetNeighbors(current.Tile)
|
// heuristic estimates cost from current to goal (Manhattan distance)
|
||||||
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)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func heuristic(a, b types.Tile) float32 {
|
func heuristic(a, b types.Tile) float32 {
|
||||||
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
|
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// distance calculates cost between adjacent tiles
|
||||||
func distance(a, b types.Tile) float32 {
|
func distance(a, b types.Tile) float32 {
|
||||||
return 1.0 // uniform cost for now
|
return 1.0 // uniform cost for now
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// GetNeighbors returns walkable tiles adjacent to the given tile
|
||||||
func GetNeighbors(tile types.Tile) []types.Tile {
|
func GetNeighbors(tile types.Tile) []types.Tile {
|
||||||
directions := [][2]int{
|
directions := [][2]int{
|
||||||
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
|
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
|
||||||
@ -104,6 +170,7 @@ func GetNeighbors(tile types.Tile) []types.Tile {
|
|||||||
return neighbors
|
return neighbors
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// abs returns the absolute value of x
|
||||||
func abs(x int) int {
|
func abs(x int) int {
|
||||||
if x < 0 {
|
if x < 0 {
|
||||||
return -x
|
return -x
|
||||||
|
@ -1,9 +1,36 @@
|
|||||||
package game
|
package game
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"fmt"
|
||||||
|
"log"
|
||||||
|
"runtime/debug"
|
||||||
|
|
||||||
rl "github.com/gen2brain/raylib-go/raylib"
|
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 {
|
func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
|
||||||
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
|
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
|
||||||
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
|
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X
|
||||||
|
@ -1 +1 @@
|
|||||||
Subproject commit f9ec811b10bbab54e843199eb68156e9e7c143cc
|
Subproject commit 00aa3022292b8f4eec6c01522b6a91cf6769155b
|
121
main.go
121
main.go
@ -3,7 +3,11 @@ package main
|
|||||||
import (
|
import (
|
||||||
"flag"
|
"flag"
|
||||||
"log"
|
"log"
|
||||||
|
"os"
|
||||||
|
"os/signal"
|
||||||
"strings"
|
"strings"
|
||||||
|
"syscall"
|
||||||
|
"time"
|
||||||
|
|
||||||
"gitea.boner.be/bdnugget/goonscape/game"
|
"gitea.boner.be/bdnugget/goonscape/game"
|
||||||
"gitea.boner.be/bdnugget/goonscape/network"
|
"gitea.boner.be/bdnugget/goonscape/network"
|
||||||
@ -11,11 +15,27 @@ import (
|
|||||||
)
|
)
|
||||||
|
|
||||||
func main() {
|
func main() {
|
||||||
|
// Set up panic recovery at the top level
|
||||||
|
defer func() {
|
||||||
|
if r := recover(); r != nil {
|
||||||
|
log.Printf("Recovered from fatal panic in main: %v", r)
|
||||||
|
// Give the user a chance to see the error
|
||||||
|
time.Sleep(5 * time.Second)
|
||||||
|
}
|
||||||
|
}()
|
||||||
|
|
||||||
// Parse command line flags
|
// Parse command line flags
|
||||||
|
verbose := flag.Bool("v", false, "Also show info logs (spammy)")
|
||||||
local := flag.Bool("local", false, "Connect to local server")
|
local := flag.Bool("local", false, "Connect to local server")
|
||||||
addr := flag.String("addr", "", "Server address (host or host:port)")
|
addr := flag.String("addr", "", "Server address (host or host:port)")
|
||||||
flag.Parse()
|
flag.Parse()
|
||||||
|
|
||||||
|
if *verbose {
|
||||||
|
rl.SetTraceLogLevel(rl.LogTrace)
|
||||||
|
} else {
|
||||||
|
rl.SetTraceLogLevel(rl.LogWarning)
|
||||||
|
}
|
||||||
|
|
||||||
// Set server address based on flags
|
// Set server address based on flags
|
||||||
if *local {
|
if *local {
|
||||||
if *addr != "" {
|
if *addr != "" {
|
||||||
@ -30,31 +50,104 @@ func main() {
|
|||||||
network.SetServerAddr(*addr)
|
network.SetServerAddr(*addr)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Initialize window with error handling
|
||||||
|
rl.SetConfigFlags(rl.FlagMsaa4xHint | rl.FlagWindowResizable) // Enable MSAA and make window resizable
|
||||||
rl.InitWindow(1024, 768, "GoonScape")
|
rl.InitWindow(1024, 768, "GoonScape")
|
||||||
rl.SetExitKey(0)
|
|
||||||
defer rl.CloseWindow()
|
|
||||||
|
|
||||||
|
rl.SetExitKey(0)
|
||||||
|
|
||||||
|
// Initialize audio with error handling
|
||||||
|
if !rl.IsAudioDeviceReady() {
|
||||||
rl.InitAudioDevice()
|
rl.InitAudioDevice()
|
||||||
defer rl.CloseAudioDevice()
|
if !rl.IsAudioDeviceReady() {
|
||||||
|
log.Println("Warning: Failed to initialize audio device, continuing without audio")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use a maximum of 3 attempts to load assets
|
||||||
|
var gameInstance *game.Game
|
||||||
|
var loadErr error
|
||||||
|
maxAttempts := 3
|
||||||
|
|
||||||
|
for attempt := 1; attempt <= maxAttempts; attempt++ {
|
||||||
|
gameInstance = game.New()
|
||||||
|
loadErr = gameInstance.LoadAssets()
|
||||||
|
if loadErr == nil {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
|
||||||
|
log.Printf("Attempt %d/%d: Failed to load assets: %v", attempt, maxAttempts, loadErr)
|
||||||
|
if attempt < maxAttempts {
|
||||||
|
log.Println("Retrying...")
|
||||||
|
gameInstance.Cleanup() // Cleanup before retrying
|
||||||
|
time.Sleep(500 * time.Millisecond)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if loadErr != nil {
|
||||||
|
log.Printf("Failed to load assets after %d attempts. Starting with default assets.", maxAttempts)
|
||||||
|
}
|
||||||
|
|
||||||
|
defer func() {
|
||||||
|
if gameInstance != nil {
|
||||||
|
gameInstance.Cleanup()
|
||||||
|
}
|
||||||
|
rl.CloseWindow()
|
||||||
|
if rl.IsAudioDeviceReady() {
|
||||||
|
rl.CloseAudioDevice()
|
||||||
|
}
|
||||||
|
}()
|
||||||
|
|
||||||
rl.SetTargetFPS(60)
|
rl.SetTargetFPS(60)
|
||||||
|
|
||||||
game := game.New()
|
// Play music if available
|
||||||
if err := game.LoadAssets(); err != nil {
|
if gameInstance.AssetManager.Music.Stream.Buffer != nil {
|
||||||
log.Fatalf("Failed to load assets: %v", err)
|
rl.PlayMusicStream(gameInstance.AssetManager.Music)
|
||||||
|
rl.SetMusicVolume(gameInstance.AssetManager.Music, 0.5)
|
||||||
}
|
}
|
||||||
defer game.Cleanup()
|
|
||||||
|
|
||||||
rl.PlayMusicStream(game.Music)
|
// Handle OS signals for clean shutdown
|
||||||
rl.SetMusicVolume(game.Music, 0.5)
|
sigChan := make(chan os.Signal, 1)
|
||||||
|
signal.Notify(sigChan, os.Interrupt, syscall.SIGTERM)
|
||||||
|
go func() {
|
||||||
|
<-sigChan
|
||||||
|
if gameInstance != nil {
|
||||||
|
gameInstance.Shutdown()
|
||||||
|
}
|
||||||
|
}()
|
||||||
|
|
||||||
|
// Keep game loop in main thread for Raylib
|
||||||
for !rl.WindowShouldClose() {
|
for !rl.WindowShouldClose() {
|
||||||
deltaTime := rl.GetFrameTime()
|
deltaTime := rl.GetFrameTime()
|
||||||
rl.UpdateMusicStream(game.Music)
|
|
||||||
game.Update(deltaTime)
|
// Update music if available
|
||||||
game.Render()
|
if gameInstance.AssetManager.Music.Stream.Buffer != nil {
|
||||||
|
rl.UpdateMusicStream(gameInstance.AssetManager.Music)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Wait for clean shutdown
|
func() {
|
||||||
<-game.QuitChan
|
defer func() {
|
||||||
|
if r := recover(); r != nil {
|
||||||
|
log.Printf("Recovered from panic in game update: %v", r)
|
||||||
|
}
|
||||||
|
}()
|
||||||
|
gameInstance.Update(deltaTime)
|
||||||
|
}()
|
||||||
|
|
||||||
|
func() {
|
||||||
|
defer func() {
|
||||||
|
if r := recover(); r != nil {
|
||||||
|
log.Printf("Recovered from panic in game render: %v", r)
|
||||||
|
}
|
||||||
|
}()
|
||||||
|
gameInstance.Render()
|
||||||
|
}()
|
||||||
|
|
||||||
|
// Check if game requested shutdown
|
||||||
|
select {
|
||||||
|
case <-gameInstance.QuitChan():
|
||||||
|
return
|
||||||
|
default:
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -7,6 +7,7 @@ import (
|
|||||||
"io"
|
"io"
|
||||||
"log"
|
"log"
|
||||||
"net"
|
"net"
|
||||||
|
"sync"
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
"gitea.boner.be/bdnugget/goonscape/types"
|
"gitea.boner.be/bdnugget/goonscape/types"
|
||||||
@ -17,21 +18,226 @@ import (
|
|||||||
|
|
||||||
const protoVersion = 1
|
const protoVersion = 1
|
||||||
|
|
||||||
var serverAddr = "boner.be:6969"
|
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) {
|
func SetServerAddr(addr string) {
|
||||||
serverAddr = addr
|
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) {
|
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
|
||||||
conn, err := net.Dial("tcp", serverAddr)
|
log.Printf("Connecting to server at %s...", serverAddr)
|
||||||
if err != nil {
|
|
||||||
log.Printf("Failed to dial server: %v", err)
|
var err error
|
||||||
return nil, 0, err
|
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...")
|
log.Println("Connected to server. Authenticating...")
|
||||||
|
|
||||||
|
// Create a message handler
|
||||||
|
msgHandler := NewMessageHandler(conn)
|
||||||
|
|
||||||
// Send auth message
|
// Send auth message
|
||||||
authAction := &pb.Action{
|
authAction := &pb.Action{
|
||||||
Type: pb.Action_LOGIN,
|
Type: pb.Action_LOGIN,
|
||||||
@ -47,31 +253,23 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
|
|||||||
ProtocolVersion: protoVersion,
|
ProtocolVersion: protoVersion,
|
||||||
}
|
}
|
||||||
|
|
||||||
if err := writeMessage(conn, authBatch); err != nil {
|
if err := msgHandler.WriteMessage(authBatch); err != nil {
|
||||||
conn.Close()
|
conn.Close()
|
||||||
return nil, 0, fmt.Errorf("failed to send auth: %v", err)
|
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
|
// Read server response
|
||||||
reader := bufio.NewReader(conn)
|
response, err := msgHandler.ReadMessage()
|
||||||
lengthBuf := make([]byte, 4)
|
if err != nil {
|
||||||
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
|
|
||||||
conn.Close()
|
conn.Close()
|
||||||
return nil, 0, fmt.Errorf("failed to read auth response: %v", err)
|
return nil, 0, fmt.Errorf("failed to read auth response: %v", err)
|
||||||
}
|
}
|
||||||
messageLength := binary.BigEndian.Uint32(lengthBuf)
|
|
||||||
|
|
||||||
messageBuf := make([]byte, messageLength)
|
// Clear read deadline after authentication
|
||||||
if _, err := io.ReadFull(reader, messageBuf); err != nil {
|
conn.SetReadDeadline(time.Time{})
|
||||||
conn.Close()
|
|
||||||
return nil, 0, fmt.Errorf("failed to read auth response body: %v", err)
|
|
||||||
}
|
|
||||||
|
|
||||||
var response pb.ServerMessage
|
|
||||||
if err := proto.Unmarshal(messageBuf, &response); err != nil {
|
|
||||||
conn.Close()
|
|
||||||
return nil, 0, fmt.Errorf("failed to unmarshal auth response: %v", err)
|
|
||||||
}
|
|
||||||
|
|
||||||
if response.ProtocolVersion > protoVersion {
|
if response.ProtocolVersion > protoVersion {
|
||||||
conn.Close()
|
conn.Close()
|
||||||
@ -86,24 +284,74 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
|
|||||||
|
|
||||||
playerID := response.GetPlayerId()
|
playerID := response.GetPlayerId()
|
||||||
log.Printf("Successfully authenticated with player ID: %d", playerID)
|
log.Printf("Successfully authenticated with player ID: %d", playerID)
|
||||||
|
|
||||||
|
// Reset the lastSeenMessageTimestamp when reconnecting
|
||||||
|
lastSeenMessageTimestamp = 0
|
||||||
|
|
||||||
return conn, playerID, nil
|
return conn, playerID, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
|
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
|
||||||
reader := bufio.NewReader(conn)
|
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)
|
actionTicker := time.NewTicker(types.ClientTickRate)
|
||||||
defer actionTicker.Stop()
|
defer actionTicker.Stop()
|
||||||
defer conn.Close()
|
|
||||||
defer close(player.QuitDone)
|
|
||||||
|
|
||||||
// Create a channel to signal when goroutines are done
|
// Add a heartbeat ticker to detect connection issues
|
||||||
done := make(chan struct{})
|
heartbeatTicker := time.NewTicker(5 * time.Second)
|
||||||
|
defer heartbeatTicker.Stop()
|
||||||
|
|
||||||
// Create a set of current players to track disconnects
|
lastMessageTime := time.Now()
|
||||||
currentPlayers := make(map[int32]bool)
|
|
||||||
|
|
||||||
|
// Start message sending goroutine
|
||||||
go func() {
|
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 {
|
for {
|
||||||
select {
|
select {
|
||||||
case <-quitChan:
|
case <-quitChan:
|
||||||
@ -115,28 +363,55 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
|
|||||||
PlayerId: playerID,
|
PlayerId: playerID,
|
||||||
}},
|
}},
|
||||||
}
|
}
|
||||||
writeMessage(conn, disconnectMsg)
|
|
||||||
done <- struct{}{}
|
// Try to send disconnect message, ignoring errors
|
||||||
|
_ = msgHandler.WriteMessage(disconnectMsg)
|
||||||
|
|
||||||
|
// No need to signal done channel here, the main goroutine handles this
|
||||||
return
|
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:
|
case <-actionTicker.C:
|
||||||
player.Lock()
|
player.Lock()
|
||||||
if len(player.ActionQueue) > 0 {
|
if len(player.ActionQueue) > 0 {
|
||||||
actions := make([]*pb.Action, len(player.ActionQueue))
|
actions := make([]*pb.Action, len(player.ActionQueue))
|
||||||
copy(actions, player.ActionQueue)
|
copy(actions, player.ActionQueue)
|
||||||
|
|
||||||
batch := &pb.ActionBatch{
|
batch := &pb.ActionBatch{
|
||||||
PlayerId: playerID,
|
PlayerId: playerID,
|
||||||
Actions: actions,
|
Actions: actions,
|
||||||
Tick: player.CurrentTick,
|
Tick: player.CurrentTick,
|
||||||
|
LastSeenMessageTimestamp: lastSeenMessageTimestamp,
|
||||||
}
|
}
|
||||||
|
|
||||||
player.ActionQueue = player.ActionQueue[:0]
|
player.ActionQueue = player.ActionQueue[:0]
|
||||||
player.Unlock()
|
player.Unlock()
|
||||||
|
|
||||||
if err := writeMessage(conn, batch); err != nil {
|
if err := msgHandler.WriteMessage(batch); err != nil {
|
||||||
log.Printf("Failed to send actions to server: %v", err)
|
select {
|
||||||
|
case errChan <- err:
|
||||||
|
case <-done:
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
lastMessageTime = time.Now()
|
||||||
} else {
|
} else {
|
||||||
player.Unlock()
|
player.Unlock()
|
||||||
}
|
}
|
||||||
@ -144,111 +419,121 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
|
|||||||
}
|
}
|
||||||
}()
|
}()
|
||||||
|
|
||||||
|
// Main message receiving loop
|
||||||
|
go func() {
|
||||||
|
defer func() {
|
||||||
|
if r := recover(); r != nil {
|
||||||
|
log.Printf("Recovered from panic in message receiver: %v", r)
|
||||||
|
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 {
|
for {
|
||||||
select {
|
select {
|
||||||
case <-quitChan:
|
case <-quitChan:
|
||||||
done := make(chan struct{})
|
return
|
||||||
go func() {
|
|
||||||
<-done
|
|
||||||
close(player.QuitDone)
|
|
||||||
}()
|
|
||||||
|
|
||||||
select {
|
|
||||||
case <-done:
|
case <-done:
|
||||||
time.Sleep(100 * time.Millisecond)
|
|
||||||
case <-time.After(1 * time.Second):
|
|
||||||
log.Println("Shutdown timed out")
|
|
||||||
}
|
|
||||||
return
|
return
|
||||||
default:
|
default:
|
||||||
// Read message length (4 bytes)
|
serverMessage, err := msgHandler.ReadMessage()
|
||||||
lengthBuf := make([]byte, 4)
|
if err != nil {
|
||||||
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
|
if err, ok := err.(net.Error); ok && err.Timeout() {
|
||||||
log.Printf("Failed to read message length: %v", err)
|
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
|
return
|
||||||
}
|
}
|
||||||
messageLength := binary.BigEndian.Uint32(lengthBuf)
|
|
||||||
|
|
||||||
// Read the full message
|
|
||||||
messageBuf := make([]byte, messageLength)
|
|
||||||
if _, err := io.ReadFull(reader, messageBuf); err != nil {
|
|
||||||
log.Printf("Failed to read message body: %v", err)
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
var serverMessage pb.ServerMessage
|
|
||||||
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
|
|
||||||
log.Printf("Failed to unmarshal server message: %v", err)
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
|
|
||||||
player.Lock()
|
|
||||||
player.CurrentTick = serverMessage.CurrentTick
|
|
||||||
|
|
||||||
tickDiff := serverMessage.CurrentTick - player.CurrentTick
|
|
||||||
if tickDiff > types.MaxTickDesync {
|
|
||||||
for _, state := range serverMessage.Players {
|
|
||||||
if state.PlayerId == playerID {
|
|
||||||
player.ForceResync(state)
|
|
||||||
break
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
player.Unlock()
|
|
||||||
|
|
||||||
for _, state := range serverMessage.Players {
|
|
||||||
currentPlayers[state.PlayerId] = true
|
|
||||||
if state.PlayerId == playerID {
|
|
||||||
player.Lock()
|
|
||||||
// Update initial position if not set
|
|
||||||
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
|
|
||||||
player.PosActual = rl.Vector3{
|
|
||||||
X: float32(state.X * types.TileSize),
|
|
||||||
Y: 0,
|
|
||||||
Z: float32(state.Y * types.TileSize),
|
|
||||||
}
|
|
||||||
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
|
|
||||||
}
|
|
||||||
player.Unlock()
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
|
|
||||||
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
|
|
||||||
otherPlayer.UpdatePosition(state, types.ServerTickRate)
|
|
||||||
} else {
|
} else {
|
||||||
otherPlayers[state.PlayerId] = types.NewPlayer(state)
|
log.Printf("Connection closed by server")
|
||||||
}
|
}
|
||||||
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
// Remove players that are no longer in the server state
|
// Process the server message
|
||||||
for id := range otherPlayers {
|
UpdateGameState(serverMessage, player, otherPlayers)
|
||||||
if !currentPlayers[id] {
|
|
||||||
delete(otherPlayers, id)
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}()
|
||||||
|
|
||||||
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
|
// Wait for error or quit signal
|
||||||
handler.HandleServerMessages(serverMessage.ChatMessages)
|
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
|
// Helper function to write length-prefixed messages
|
||||||
func writeMessage(conn net.Conn, msg proto.Message) error {
|
func writeMessage(conn net.Conn, msg proto.Message) error {
|
||||||
data, err := proto.Marshal(msg)
|
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 {
|
if err != nil {
|
||||||
return err
|
return nil, err
|
||||||
|
}
|
||||||
|
return &Connection{
|
||||||
|
conn: conn,
|
||||||
|
playerID: playerID,
|
||||||
|
quitChan: make(chan struct{}),
|
||||||
|
quitDone: make(chan struct{}),
|
||||||
|
}, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
// Write length prefix
|
func (c *Connection) Close() {
|
||||||
lengthBuf := make([]byte, 4)
|
c.closeOnce.Do(func() {
|
||||||
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
|
select {
|
||||||
if _, err := conn.Write(lengthBuf); err != nil {
|
case <-c.quitChan: // Check if it's already closed
|
||||||
return err
|
// Already closed, do nothing
|
||||||
|
default:
|
||||||
|
close(c.quitChan)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Write message body
|
// Wait with timeout for network cleanup
|
||||||
_, err = conn.Write(data)
|
select {
|
||||||
return err
|
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
|
||||||
}
|
}
|
||||||
|
BIN
resources/models/coomer/Animation_Confused_Scratch_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Confused_Scratch_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Idle_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Idle_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Running_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Running_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Unsteady_Walk_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Unsteady_Walk_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Walking_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Walking_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/idle_notransy.glb
Normal file
BIN
resources/models/coomer/idle_notransy.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/unsteadywalk_notransy.glb
Normal file
BIN
resources/models/coomer/unsteadywalk_notransy.glb
Normal file
Binary file not shown.
BIN
resources/models/coomerAnim.zip
Normal file
BIN
resources/models/coomerAnim.zip
Normal file
Binary file not shown.
BIN
resources/models/gooner/idle_no_y_transform.glb
Normal file
BIN
resources/models/gooner/idle_no_y_transform.glb
Normal file
Binary file not shown.
BIN
resources/models/gooner/walk_no_y_transform.glb
Normal file
BIN
resources/models/gooner/walk_no_y_transform.glb
Normal file
Binary file not shown.
126
types/player.go
126
types/player.go
@ -1,16 +1,98 @@
|
|||||||
package types
|
package types
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"sync"
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
||||||
rl "github.com/gen2brain/raylib-go/raylib"
|
rl "github.com/gen2brain/raylib-go/raylib"
|
||||||
)
|
)
|
||||||
|
|
||||||
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
// AnimationController manages animation state and updates
|
||||||
p.Lock()
|
type AnimationController struct {
|
||||||
defer p.Unlock()
|
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{
|
targetPos := rl.Vector3{
|
||||||
X: float32(target.X * TileSize),
|
X: float32(target.X * TileSize),
|
||||||
Y: mapGrid[target.X][target.Y].Height * TileHeight,
|
Y: mapGrid[target.X][target.Y].Height * TileHeight,
|
||||||
@ -19,6 +101,33 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
|||||||
|
|
||||||
direction := rl.Vector3Subtract(targetPos, p.PosActual)
|
direction := rl.Vector3Subtract(targetPos, p.PosActual)
|
||||||
distance := rl.Vector3Length(direction)
|
distance := rl.Vector3Length(direction)
|
||||||
|
|
||||||
|
if distance > 1.0 {
|
||||||
|
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 {
|
if distance > 0 {
|
||||||
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
|
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
|
||||||
}
|
}
|
||||||
@ -44,9 +153,19 @@ func NewPlayer(state *pb.PlayerState) *Player {
|
|||||||
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
|
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
|
||||||
Speed: 50.0,
|
Speed: 50.0,
|
||||||
ID: state.PlayerId,
|
ID: state.PlayerId,
|
||||||
|
IsMoving: false,
|
||||||
|
AnimationFrame: 0,
|
||||||
|
LastAnimUpdate: time.Now(),
|
||||||
|
LastUpdateTime: time.Now(),
|
||||||
|
InterpolationProgress: 1.0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 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) {
|
func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
|
||||||
p.Lock()
|
p.Lock()
|
||||||
defer p.Unlock()
|
defer p.Unlock()
|
||||||
@ -61,6 +180,7 @@ func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (p *Player) ForceResync(state *pb.PlayerState) {
|
func (p *Player) ForceResync(state *pb.PlayerState) {
|
||||||
|
// Keep this lock since it's called from the network goroutine
|
||||||
p.Lock()
|
p.Lock()
|
||||||
defer p.Unlock()
|
defer p.Unlock()
|
||||||
|
|
||||||
|
@ -1,7 +1,6 @@
|
|||||||
package types
|
package types
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"sync"
|
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
||||||
@ -14,27 +13,22 @@ type Tile struct {
|
|||||||
Walkable bool
|
Walkable bool
|
||||||
}
|
}
|
||||||
|
|
||||||
type Player struct {
|
type AnimationSet struct {
|
||||||
sync.Mutex
|
Idle []rl.ModelAnimation
|
||||||
PosActual rl.Vector3
|
Walk []rl.ModelAnimation
|
||||||
PosTile Tile
|
// Can add more animation types later like:
|
||||||
TargetPath []Tile
|
// Attack []ModelAnimation
|
||||||
ActionQueue []*pb.Action
|
// Jump []ModelAnimation
|
||||||
Speed float32
|
|
||||||
Model rl.Model
|
|
||||||
Texture rl.Texture2D
|
|
||||||
ID int32
|
|
||||||
CurrentTick int64
|
|
||||||
LastUpdateTime time.Time
|
|
||||||
InterpolationProgress float32
|
|
||||||
UserData interface{}
|
|
||||||
FloatingMessage *FloatingMessage
|
|
||||||
QuitDone chan struct{}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type ModelAsset struct {
|
type ModelAsset struct {
|
||||||
Model rl.Model
|
Model rl.Model
|
||||||
Texture rl.Texture2D
|
Texture rl.Texture2D
|
||||||
|
Animation []rl.ModelAnimation // Keep this for compatibility
|
||||||
|
AnimFrames int32 // Keep this for compatibility
|
||||||
|
Animations AnimationSet // New field for organized animations
|
||||||
|
YOffset float32 // Additional height offset (added to default 8.0)
|
||||||
|
PlaceholderColor rl.Color
|
||||||
}
|
}
|
||||||
|
|
||||||
type ChatMessage struct {
|
type ChatMessage struct {
|
||||||
@ -65,3 +59,12 @@ const (
|
|||||||
ClientTickRate = 50 * time.Millisecond
|
ClientTickRate = 50 * time.Millisecond
|
||||||
MaxTickDesync = 5
|
MaxTickDesync = 5
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// UI constants
|
||||||
|
const (
|
||||||
|
ChatMargin = 10
|
||||||
|
ChatHeight = 200
|
||||||
|
MessageHeight = 20
|
||||||
|
InputHeight = 30
|
||||||
|
MaxChatMessages = 50
|
||||||
|
)
|
||||||
|
Loading…
x
Reference in New Issue
Block a user