refactor/less-complexity #5
275
assets/assets.go
275
assets/assets.go
@ -1,6 +1,9 @@
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package assets
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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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rl "github.com/gen2brain/raylib-go/raylib"
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)
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@ -9,6 +12,11 @@ import (
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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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// 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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// Load idle animations if specified
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if idlePath, ok := animPaths["idle"]; ok {
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idleAnims := rl.LoadModelAnimations(idlePath)
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@ -32,56 +40,235 @@ func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error
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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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}
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if model.Meshes.VertexCount <= 0 {
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return fmt.Errorf("model has invalid vertex count")
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}
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return nil
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}
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// CompletelyAvoidExternalModels determines if we should avoid loading external models
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func CompletelyAvoidExternalModels() bool {
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return os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
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}
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// SafeLoadModel attempts to load a model, returning a placeholder if it fails
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func SafeLoadModel(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 CompletelyAvoidExternalModels() {
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rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
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return 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 SafeLoadModel: %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 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 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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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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func LoadModels() ([]types.ModelAsset, error) {
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// Goonion model and animations
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goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb")
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goonerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/gooner/idle_no_y_transform.glb", "walk": "resources/models/gooner/walk_no_y_transform.glb"})
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// Force safe mode for now until we fix the segfault
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os.Setenv("GOONSCAPE_SAFE_MODE", "1")
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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goonerModel.Transform = transform
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models := make([]types.ModelAsset, 0, 3)
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// Coomer model (ready for animations)
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coomerModel := rl.LoadModel("resources/models/coomer/idle_notransy.glb")
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// coomerTexture := rl.LoadTexture("resources/models/coomer.png")
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// rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
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// When you have animations, add them like:
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coomerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/coomer/idle_notransy.glb", "walk": "resources/models/coomer/unsteadywalk_notransy.glb"})
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coomerModel.Transform = transform
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// Use environment variable to completely disable model loading
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safeMode := CompletelyAvoidExternalModels()
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// Shreke model (ready for animations)
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shrekeModel := rl.LoadModel("resources/models/shreke.obj")
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shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
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rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
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// When you have animations, add them like:
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// shrekeAnims, _ := loadModelAnimations("resources/models/shreke.glb",
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// map[string]string{
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// "idle": "resources/models/shreke_idle.glb",
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// "walk": "resources/models/shreke_walk.glb",
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// })
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// 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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return []types.ModelAsset{
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{
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Model: goonerModel,
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Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
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AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
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Animations: goonerAnims,
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YOffset: 0.0,
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},
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{
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Model: coomerModel,
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Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
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AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
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Animations: coomerAnims,
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YOffset: -4.0,
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},
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{Model: shrekeModel, Texture: shrekeTexture},
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}, nil
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// If in safe mode, create all models directly without loading
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if safeMode {
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// Gooner model (cube)
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cube := createPrimitiveShape(0)
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models = append(models, types.ModelAsset{
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Model: cube,
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YOffset: 0.0,
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PlaceholderColor: goonerColor,
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})
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// Coomer model (sphere)
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sphere := createPrimitiveShape(1)
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models = append(models, types.ModelAsset{
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Model: sphere,
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YOffset: -4.0,
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PlaceholderColor: coomerColor,
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})
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// Shreke model (cylinder)
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cylinder := createPrimitiveShape(2)
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models = append(models, types.ModelAsset{
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Model: cylinder,
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YOffset: 0.0,
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PlaceholderColor: shrekeColor,
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})
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return models, nil
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}
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// The rest of the function with normal model loading
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// Load Goonion model with error handling
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var goonerModel rl.Model
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var success bool
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var modelColor rl.Color
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goonerModel, success, modelColor = SafeLoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
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// Create animations only if model was loaded successfully
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var goonerAnims types.AnimationSet
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if success {
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goonerAnims, _ = loadModelAnimations(map[string]string{
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"idle": "resources/models/gooner/idle_no_y_transform.glb",
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"walk": "resources/models/gooner/walk_no_y_transform.glb",
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})
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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goonerModel.Transform = transform
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}
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// Always add a model (real or placeholder)
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models = append(models, types.ModelAsset{
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Model: goonerModel,
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Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
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AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
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Animations: goonerAnims,
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YOffset: 0.0,
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PlaceholderColor: modelColor,
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})
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// Coomer model with safe loading - using a sphere shape
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var coomerModel rl.Model
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coomerModel, success, modelColor = SafeLoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
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if success {
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// Only load animations if the model loaded successfully
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coomerAnims, _ := loadModelAnimations(map[string]string{
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"idle": "resources/models/coomer/idle_notransy.glb",
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"walk": "resources/models/coomer/unsteadywalk_notransy.glb",
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})
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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coomerModel.Transform = transform
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models = append(models, types.ModelAsset{
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Model: coomerModel,
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Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
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AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
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Animations: coomerAnims,
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YOffset: -4.0,
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PlaceholderColor: rl.Color{}, // Not a placeholder
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})
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} else {
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// Add a placeholder with different shape/color
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models = append(models, types.ModelAsset{
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Model: coomerModel,
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YOffset: -4.0,
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PlaceholderColor: modelColor,
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})
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}
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// Shreke model with safe loading - using a cylinder shape
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var shrekeModel rl.Model
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shrekeModel, success, modelColor = SafeLoadModel("resources/models/shreke.obj", 2, shrekeColor)
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if success {
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// Only proceed with texture if model loaded
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shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
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if shrekeTexture.ID <= 0 {
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rl.TraceLog(rl.LogWarning, "Failed to load shreke texture")
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} else {
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rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
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models = append(models, types.ModelAsset{
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Model: shrekeModel,
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Texture: shrekeTexture,
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YOffset: 0.0,
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PlaceholderColor: rl.Color{}, // Not a placeholder
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})
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}
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} else {
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// Add another placeholder with different shape/color
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models = append(models, types.ModelAsset{
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Model: shrekeModel,
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YOffset: 0.0,
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PlaceholderColor: modelColor,
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})
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}
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if len(models) == 0 {
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return nil, fmt.Errorf("failed to load any models")
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}
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return models, nil
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}
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func LoadMusic(filename string) (rl.Music, error) {
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return rl.LoadMusicStream(filename), nil
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defer func() {
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// Recover from any panics during music loading
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if r := recover(); r != nil {
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rl.TraceLog(rl.LogError, "Panic in LoadMusic: %v", r)
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}
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}()
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// Skip loading music if environment variable is set
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if os.Getenv("GOONSCAPE_DISABLE_AUDIO") == "1" {
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rl.TraceLog(rl.LogInfo, "Audio disabled, skipping music loading")
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return rl.Music{}, fmt.Errorf("audio disabled")
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}
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music := rl.LoadMusicStream(filename)
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if music.Stream.Buffer == nil {
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return music, fmt.Errorf("failed to load music: %s", filename)
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}
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return music, nil
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}
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88
game/game.go
88
game/game.go
@ -170,8 +170,18 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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player.Lock()
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defer player.Unlock()
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// Check for invalid model
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if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
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// Don't try to draw invalid models
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return
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}
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grid := GetMapGrid()
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modelIndex := int(player.ID) % len(g.Models)
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if modelIndex < 0 || modelIndex >= len(g.Models) {
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// Prevent out of bounds access
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modelIndex = 0
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}
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modelAsset := g.Models[modelIndex]
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const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
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@ -185,16 +195,25 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
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if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
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anim := modelAsset.Animations.Walk[0] // Use first walk animation
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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if anim.FrameCount > 0 {
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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}
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} else if len(modelAsset.Animations.Idle) > 0 {
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anim := modelAsset.Animations.Idle[0] // Use first idle animation
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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if anim.FrameCount > 0 {
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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}
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}
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}
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rl.DrawModel(model, playerPos, 16, rl.White)
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// Use placeholder color if it's set, otherwise use white
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var drawColor rl.Color = rl.White
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if player.PlaceholderColor.A > 0 {
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drawColor = player.PlaceholderColor
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}
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rl.DrawModel(model, playerPos, 16, drawColor)
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// Draw floating messages and path indicators
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if player.FloatingMessage != nil {
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@ -228,20 +247,43 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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func (g *Game) Render() {
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rl.BeginDrawing()
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defer func() {
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// This defer will catch any panics that might occur during rendering
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// and ensure EndDrawing gets called to maintain proper graphics state
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if r := recover(); r != nil {
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rl.TraceLog(rl.LogError, "Panic during rendering: %v", r)
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}
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rl.EndDrawing()
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}()
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rl.ClearBackground(rl.RayWhite)
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if !g.isLoggedIn {
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g.loginScreen.Draw()
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rl.EndDrawing()
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return
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}
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rl.BeginMode3D(g.Camera)
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g.DrawMap()
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g.DrawPlayer(g.Player, g.Player.Model)
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// Draw player only if valid
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if g.Player != nil && g.Player.Model.Meshes != nil {
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g.DrawPlayer(g.Player, g.Player.Model)
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}
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// Draw other players with defensive checks
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for _, other := range g.OtherPlayers {
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if other == nil {
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continue
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}
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// Make sure model is assigned
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if other.Model.Meshes == nil {
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g.AssignModelToPlayer(other)
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// Skip this frame if assignment failed
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if other.Model.Meshes == nil {
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continue
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}
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}
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g.DrawPlayer(other, other.Model)
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}
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@ -268,12 +310,14 @@ func (g *Game) Render() {
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rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
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}
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if g.Player.FloatingMessage != nil {
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if g.Player != nil && g.Player.FloatingMessage != nil {
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drawFloatingMessage(g.Player.FloatingMessage)
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}
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for _, other := range g.OtherPlayers {
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drawFloatingMessage(other.FloatingMessage)
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if other != nil && other.FloatingMessage != nil {
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drawFloatingMessage(other.FloatingMessage)
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}
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}
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// Draw menu if open
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@ -282,12 +326,11 @@ func (g *Game) Render() {
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}
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// Only draw chat if menu is not open
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if !g.MenuOpen {
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if !g.MenuOpen && g.Chat != nil {
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g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
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}
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rl.DrawFPS(10, 10)
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rl.EndDrawing()
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}
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func (g *Game) Cleanup() {
|
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@ -392,12 +435,33 @@ func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
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}
|
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|
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func (g *Game) AssignModelToPlayer(player *types.Player) {
|
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if player == nil {
|
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return
|
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}
|
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|
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// Defensive check for empty models array
|
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if len(g.Models) == 0 {
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rl.TraceLog(rl.LogWarning, "No models available to assign to player")
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return
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}
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|
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modelIndex := int(player.ID) % len(g.Models)
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if modelIndex < 0 || modelIndex >= len(g.Models) {
|
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// Prevent out of bounds access
|
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modelIndex = 0
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}
|
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|
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modelAsset := g.Models[modelIndex]
|
||||
|
||||
// Just use the original model - don't try to copy it
|
||||
// Validate model before assigning
|
||||
if modelAsset.Model.Meshes == nil {
|
||||
rl.TraceLog(rl.LogWarning, "Trying to assign invalid model to player %d", player.ID)
|
||||
return
|
||||
}
|
||||
|
||||
player.Model = modelAsset.Model
|
||||
player.Texture = modelAsset.Texture
|
||||
player.PlaceholderColor = modelAsset.PlaceholderColor
|
||||
}
|
||||
|
||||
func (g *Game) QuitChan() <-chan struct{} {
|
||||
|
67
main.go
67
main.go
@ -7,6 +7,7 @@ import (
|
||||
"os/signal"
|
||||
"strings"
|
||||
"syscall"
|
||||
"time"
|
||||
|
||||
"gitea.boner.be/bdnugget/goonscape/game"
|
||||
"gitea.boner.be/bdnugget/goonscape/network"
|
||||
@ -14,9 +15,12 @@ import (
|
||||
)
|
||||
|
||||
func main() {
|
||||
// Set up panic recovery at the top level
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
log.Printf("Recovered from panic in main: %v", r)
|
||||
log.Printf("Recovered from fatal panic in main: %v", r)
|
||||
// Give the user a chance to see the error
|
||||
time.Sleep(5 * time.Second)
|
||||
}
|
||||
}()
|
||||
|
||||
@ -46,26 +50,61 @@ func main() {
|
||||
network.SetServerAddr(*addr)
|
||||
}
|
||||
|
||||
// Initialize window with error handling
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable MSAA for smoother rendering
|
||||
rl.InitWindow(1024, 768, "GoonScape")
|
||||
rl.SetExitKey(0)
|
||||
rl.InitAudioDevice()
|
||||
|
||||
gameInstance := game.New()
|
||||
if err := gameInstance.LoadAssets(); err != nil {
|
||||
log.Printf("Failed to load assets: %v", err)
|
||||
return
|
||||
rl.SetExitKey(0)
|
||||
|
||||
// Initialize audio with error handling
|
||||
if !rl.IsAudioDeviceReady() {
|
||||
rl.InitAudioDevice()
|
||||
if !rl.IsAudioDeviceReady() {
|
||||
log.Println("Warning: Failed to initialize audio device, continuing without audio")
|
||||
}
|
||||
}
|
||||
|
||||
// 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() {
|
||||
gameInstance.Cleanup()
|
||||
if gameInstance != nil {
|
||||
gameInstance.Cleanup()
|
||||
}
|
||||
rl.CloseWindow()
|
||||
rl.CloseAudioDevice()
|
||||
if rl.IsAudioDeviceReady() {
|
||||
rl.CloseAudioDevice()
|
||||
}
|
||||
}()
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
rl.PlayMusicStream(gameInstance.Music)
|
||||
rl.SetMusicVolume(gameInstance.Music, 0.5)
|
||||
// Play music if available
|
||||
if gameInstance.Music.Stream.Buffer != nil {
|
||||
rl.PlayMusicStream(gameInstance.Music)
|
||||
rl.SetMusicVolume(gameInstance.Music, 0.5)
|
||||
}
|
||||
|
||||
// Handle OS signals for clean shutdown
|
||||
sigChan := make(chan os.Signal, 1)
|
||||
@ -80,7 +119,11 @@ func main() {
|
||||
// Keep game loop in main thread for Raylib
|
||||
for !rl.WindowShouldClose() {
|
||||
deltaTime := rl.GetFrameTime()
|
||||
rl.UpdateMusicStream(gameInstance.Music)
|
||||
|
||||
// Update music if available
|
||||
if gameInstance.Music.Stream.Buffer != nil {
|
||||
rl.UpdateMusicStream(gameInstance.Music)
|
||||
}
|
||||
|
||||
func() {
|
||||
defer func() {
|
||||
|
@ -27,6 +27,7 @@ type Player struct {
|
||||
LastAnimUpdate time.Time
|
||||
LastUpdateTime time.Time
|
||||
InterpolationProgress float32
|
||||
PlaceholderColor rl.Color
|
||||
}
|
||||
|
||||
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
||||
|
@ -22,12 +22,13 @@ type AnimationSet struct {
|
||||
}
|
||||
|
||||
type ModelAsset struct {
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
Animation []rl.ModelAnimation // Keep this for compatibility
|
||||
AnimFrames int32 // Keep this for compatibility
|
||||
Animations AnimationSet // New field for organized animations
|
||||
YOffset float32 // Additional height offset (added to default 8.0)
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
Animation []rl.ModelAnimation // Keep this for compatibility
|
||||
AnimFrames int32 // Keep this for compatibility
|
||||
Animations AnimationSet // New field for organized animations
|
||||
YOffset float32 // Additional height offset (added to default 8.0)
|
||||
PlaceholderColor rl.Color
|
||||
}
|
||||
|
||||
type ChatMessage struct {
|
||||
|
Loading…
x
Reference in New Issue
Block a user