goonscape/game/game.go
2025-02-14 13:35:09 +01:00

470 lines
11 KiB
Go

package game
import (
"fmt"
"os"
"sync"
"time"
"sync/atomic"
"gitea.boner.be/bdnugget/goonscape/assets"
"gitea.boner.be/bdnugget/goonscape/config"
"gitea.boner.be/bdnugget/goonscape/logging"
"gitea.boner.be/bdnugget/goonscape/network"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
var audioMutex sync.Mutex
var audioInitOnce sync.Once
type Game struct {
ctx *GameContext
Player *types.Player
OtherPlayers sync.Map // Using sync.Map for concurrent access
Camera rl.Camera3D
Models []types.ModelAsset
Music rl.Music
Chat *Chat
MenuOpen atomic.Bool
QuitChan chan struct{} // Channel to signal shutdown
loginScreen *LoginScreen
isLoggedIn atomic.Bool
}
func New() *Game {
InitWorld()
game := &Game{
ctx: NewGameContext(),
OtherPlayers: sync.Map{},
Camera: rl.Camera3D{
Position: rl.NewVector3(0, 10, 10),
Target: rl.NewVector3(0, 0, 0),
Up: rl.NewVector3(0, 1, 0),
Fovy: 45.0,
Projection: rl.CameraPerspective,
},
Chat: NewChat(),
QuitChan: make(chan struct{}),
loginScreen: NewLoginScreen(),
}
game.Chat.userData = game
return game
}
func (g *Game) LoadAssets() error {
audioMutex.Lock()
defer audioMutex.Unlock()
logging.Info.Println("Loading game assets")
var err error
// Load models first
g.Models, err = assets.LoadModels()
if err != nil {
logging.Error.Printf("Failed to load models: %v", err)
return err
}
// Load music only if enabled
if config.Current.PlayMusic {
logging.Info.Println("Loading music stream")
g.Music = rl.LoadMusicStream("resources/audio/GoonScape2.mp3")
if g.Music.CtxType == 0 {
logging.Error.Println("Failed to load music stream")
return fmt.Errorf("failed to load music stream")
}
logging.Info.Println("Music stream loaded successfully")
} else {
logging.Info.Println("Music disabled by config")
}
logging.Info.Println("Assets loaded successfully")
return nil
}
func (g *Game) Update(deltaTime float32) {
if !g.isLoggedIn.Load() {
username, password, isRegistering, submitted := g.loginScreen.Update()
if submitted {
conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
if err != nil {
g.loginScreen.SetError(err.Error())
return
}
g.Player = &types.Player{
Speed: 50.0,
TargetPath: []types.Tile{},
UserData: g,
QuitDone: make(chan struct{}),
ID: playerID,
}
g.AssignModelToPlayer(g.Player)
go network.HandleServerCommunication(conn, playerID, g.Player, &g.OtherPlayers, g.QuitChan)
g.isLoggedIn.Store(true)
return
}
g.loginScreen.Draw()
return
}
// Handle ESC for menu
if rl.IsKeyPressed(rl.KeyEscape) {
g.MenuOpen.Store(!g.MenuOpen.Load())
return
}
// Don't process other inputs if menu is open
if g.MenuOpen.Load() {
return
}
if message, sent := g.Chat.Update(); sent {
g.Player.Lock()
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
Type: pb.Action_CHAT,
ChatMessage: message,
PlayerId: g.Player.ID,
})
g.Player.Unlock()
}
g.HandleInput()
if len(g.Player.TargetPath) > 0 {
g.Player.Lock()
if len(g.Player.TargetPath) > 0 {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
}
g.Player.Unlock()
}
g.OtherPlayers.Range(func(key, value any) bool {
other := value.(*types.Player)
if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
}
return true
})
UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
}
func (g *Game) DrawMap() {
for x := 0; x < types.MapWidth; x++ {
for y := 0; y < types.MapHeight; y++ {
height := GetTileHeight(x, y)
// Interpolate height for smoother landscape
if x > 0 {
height += GetTileHeight(x-1, y)
}
if y > 0 {
height += GetTileHeight(x, y-1)
}
if x > 0 && y > 0 {
height += GetTileHeight(x-1, y-1)
}
height /= 4.0
tilePos := rl.Vector3{
X: float32(x * types.TileSize),
Y: height * types.TileHeight,
Z: float32(y * types.TileSize),
}
color := rl.Color{R: uint8(height * 25), G: 100, B: 100, A: 64}
rl.DrawCube(tilePos, types.TileSize, types.TileHeight, types.TileSize, color)
}
}
}
func (g *Game) DrawPlayer(player *types.Player) {
player.Lock()
defer player.Unlock()
if player.Model.Meshes == nil {
logging.Error.Println("Player model not initialized")
return
}
grid := GetMapGrid()
modelIndex := int(player.ID) % len(g.Models)
modelAsset := g.Models[modelIndex]
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + defaultHeight + modelAsset.YOffset,
Z: player.PosActual.Z,
}
// Check if model has animations
if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
anim := modelAsset.Animations.Walk[0] // Use first walk animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(player.Model, anim, player.AnimationFrame)
} else if len(modelAsset.Animations.Idle) > 0 {
anim := modelAsset.Animations.Idle[0] // Use first idle animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(player.Model, anim, player.AnimationFrame)
}
}
rl.DrawModel(player.Model, playerPos, 16, rl.White)
// Draw floating messages and path indicators
if player.FloatingMessage != nil {
screenPos := rl.GetWorldToScreen(rl.Vector3{
X: playerPos.X,
Y: playerPos.Y + 24.0,
Z: playerPos.Z,
}, g.Camera)
player.FloatingMessage.ScreenPos = screenPos
}
if len(player.TargetPath) > 0 {
targetTile := player.TargetPath[len(player.TargetPath)-1]
targetPos := rl.Vector3{
X: float32(targetTile.X * types.TileSize),
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]
nextPos := rl.Vector3{
X: float32(nextTile.X * types.TileSize),
Y: grid[nextTile.X][nextTile.Y].Height * types.TileHeight,
Z: float32(nextTile.Y * types.TileSize),
}
rl.DrawCubeWires(nextPos, types.TileSize, types.TileHeight, types.TileSize, rl.Yellow)
}
}
func (g *Game) Render() {
if !rl.IsWindowReady() {
logging.Error.Println("Window not ready for rendering")
return
}
rl.BeginDrawing()
defer func() {
if rl.IsWindowReady() {
rl.EndDrawing()
}
}()
if !g.isLoggedIn.Load() {
g.loginScreen.Draw()
return
}
rl.BeginMode3D(g.Camera)
g.DrawMap()
g.DrawPlayer(g.Player)
g.OtherPlayers.Range(func(key, value any) bool {
other := value.(*types.Player)
if other.Model.Meshes == nil {
g.AssignModelToPlayer(other)
}
g.DrawPlayer(other)
return true
})
rl.EndMode3D()
// Draw floating messages
drawFloatingMessage := func(msg *types.FloatingMessage) {
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)
}
g.OtherPlayers.Range(func(key, value any) bool {
other := value.(*types.Player)
drawFloatingMessage(other.FloatingMessage)
return true
})
// Draw menu if open
if g.MenuOpen.Load() {
g.DrawMenu()
}
// Only draw chat if menu is not open
if !g.MenuOpen.Load() {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
}
rl.DrawFPS(10, 10)
}
func (g *Game) Cleanup() {
// Unload models
if g.Models != nil {
assets.UnloadModels(g.Models)
}
// Stop and unload music if enabled
if config.Current.PlayMusic && g.Music.CtxType != 0 {
rl.StopMusicStream(g.Music)
rl.UnloadMusicStream(g.Music)
}
// Close audio device if it's ready
if rl.IsAudioDeviceReady() {
rl.CloseAudioDevice()
}
}
func (g *Game) HandleInput() {
clickedTile, clicked := g.GetTileAtMouse()
if clicked {
path := FindPath(GetTile(g.Player.PosTile.X, g.Player.PosTile.Y), clickedTile)
if len(path) > 1 {
g.Player.Lock()
g.Player.TargetPath = path[1:]
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
Type: pb.Action_MOVE,
X: int32(clickedTile.X),
Y: int32(clickedTile.Y),
PlayerId: g.Player.ID,
})
g.Player.Unlock()
}
}
}
func (g *Game) DrawMenu() {
screenWidth := float32(rl.GetScreenWidth())
screenHeight := float32(rl.GetScreenHeight())
// Semi-transparent background
rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.ColorAlpha(rl.Black, 0.7))
// Menu title
title := "Menu"
titleSize := int32(40)
titleWidth := rl.MeasureText(title, titleSize)
rl.DrawText(title, int32(screenWidth/2)-titleWidth/2, 100, titleSize, rl.White)
// Menu buttons
buttonWidth := float32(200)
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()
mouseHover := rl.CheckCollisionPointRec(mousePoint, buttonRect)
// Draw button
if mouseHover {
rl.DrawRectangleRec(buttonRect, rl.ColorAlpha(rl.White, 0.3))
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
switch item {
case "Resume":
g.MenuOpen.Store(false)
case "Settings":
// TODO: Implement settings
case "Exit Game":
g.Shutdown()
}
}
}
// Draw button text
textSize := int32(20)
textWidth := rl.MeasureText(item, textSize)
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
}
}
func (g *Game) Shutdown() {
close(g.QuitChan)
<-g.Player.QuitDone
rl.CloseWindow()
os.Exit(0)
}
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
g.Chat.HandleServerMessages(messages)
}
func (g *Game) AssignModelToPlayer(player *types.Player) {
modelIndex := int(player.ID) % len(g.Models)
modelAsset := g.Models[modelIndex]
player.Model = modelAsset.Model
player.Texture = modelAsset.Texture
player.AnimationFrame = 0
}
func (g *Game) Run() {
if config.Current.PlayMusic {
audioInitOnce.Do(func() {
logging.Info.Println("Initializing audio device")
rl.InitAudioDevice()
if !rl.IsAudioDeviceReady() {
logging.Error.Println("Failed to initialize audio device")
}
})
defer func() {
logging.Info.Println("Closing audio device")
rl.CloseAudioDevice()
}()
}
logging.Info.Println("Starting game loop")
for !rl.WindowShouldClose() {
deltaTime := rl.GetFrameTime()
if config.Current.PlayMusic {
rl.UpdateMusicStream(g.Music)
}
g.Update(deltaTime)
g.Render()
}
logging.Info.Println("Game loop ended")
logging.Info.Println("Closing quit channel")
close(g.QuitChan)
}