530 lines
14 KiB
Go
530 lines
14 KiB
Go
package game
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import (
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"log"
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"sync"
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"time"
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"gitea.boner.be/bdnugget/goonscape/assets"
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"gitea.boner.be/bdnugget/goonscape/network"
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"gitea.boner.be/bdnugget/goonscape/types"
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pb "gitea.boner.be/bdnugget/goonserver/actions"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type Game struct {
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// Component-based architecture
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PlayerManager *PlayerManager
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AssetManager *AssetManager
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UIManager *UIManager
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// Core game state
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Camera rl.Camera3D
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quitChan chan struct{}
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cleanupOnce sync.Once
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frameCounter int // For periodic logging
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// Legacy fields for backward compatibility
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Player *types.Player // Use PlayerManager.LocalPlayer instead
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OtherPlayers map[int32]*types.Player // Use PlayerManager.OtherPlayers instead
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Models []types.ModelAsset // Use AssetManager.Models instead
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Music rl.Music // Use AssetManager.Music instead
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Chat *Chat // Use UIManager.Chat instead
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MenuOpen bool // Use UIManager.MenuOpen instead
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loginScreen *LoginScreen // Use UIManager.LoginScreen instead
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isLoggedIn bool // Use UIManager.IsLoggedIn instead
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}
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func New() *Game {
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// Create managers
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playerManager := NewPlayerManager()
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assetManager := NewAssetManager()
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uiManager := NewUIManager()
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g := &Game{
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PlayerManager: playerManager,
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AssetManager: assetManager,
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UIManager: uiManager,
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Camera: rl.Camera3D{
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Position: rl.NewVector3(0.0, 20.0, 0.0),
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Target: rl.NewVector3(0.0, 0.0, 0.0),
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Up: rl.NewVector3(0.0, 1.0, 0.0),
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Fovy: 45.0,
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Projection: rl.CameraPerspective,
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},
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quitChan: make(chan struct{}),
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}
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// Initialize legacy fields (for backward compatibility)
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g.Player = g.PlayerManager.LocalPlayer
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g.OtherPlayers = g.PlayerManager.OtherPlayers
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g.Models = g.AssetManager.Models
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g.Music = g.AssetManager.Music
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g.Chat = g.UIManager.Chat
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g.MenuOpen = g.UIManager.MenuOpen
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g.loginScreen = g.UIManager.LoginScreen
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g.isLoggedIn = g.UIManager.IsLoggedIn
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// Set up inter-component references
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g.Chat.userData = g // Pass game instance to chat for callbacks
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// Initialize world
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InitWorld()
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return g
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}
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func (g *Game) LoadAssets() error {
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return SafeExecute(func() error {
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// Load models
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var err error
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models, err := assets.LoadModels()
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if err != nil {
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log.Printf("Warning: Failed to load models: %v", err)
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}
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g.AssetManager.Models = models
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// Update legacy field
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g.Models = models
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// Try to load music
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music, err := assets.LoadMusic("resources/audio/music.mp3")
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if err != nil {
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log.Printf("Warning: Failed to load music: %v", err)
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} else {
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g.AssetManager.Music = music
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// Update legacy field
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g.Music = music
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}
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return nil
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})
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}
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func (g *Game) Update(deltaTime float32) {
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// Legacy code to maintain compatibility
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if !g.UIManager.IsLoggedIn {
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// Handle login
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username, password, isRegistering, doAuth := g.UIManager.LoginScreen.Update()
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// Update legacy fields
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g.isLoggedIn = g.UIManager.IsLoggedIn
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if doAuth {
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conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
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if err != nil {
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g.UIManager.LoginScreen.SetError(err.Error())
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return
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}
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g.PlayerManager.LocalPlayer = &types.Player{
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Speed: 50.0,
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TargetPath: []types.Tile{},
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UserData: g,
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QuitDone: make(chan struct{}),
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ID: playerID,
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}
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g.AssignModelToPlayer(g.PlayerManager.LocalPlayer)
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go network.HandleServerCommunication(conn, playerID, g.PlayerManager.LocalPlayer, g.PlayerManager.OtherPlayers, g.quitChan)
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g.UIManager.IsLoggedIn = true
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}
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return
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}
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// Handle ESC for menu
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if rl.IsKeyPressed(rl.KeyEscape) {
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g.UIManager.MenuOpen = !g.UIManager.MenuOpen
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return
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}
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// Don't process other inputs if menu is open
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if g.UIManager.MenuOpen {
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return
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}
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if message, sent := g.UIManager.Chat.Update(); sent {
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g.PlayerManager.LocalPlayer.Lock()
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g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
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Type: pb.Action_CHAT,
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ChatMessage: message,
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PlayerId: g.PlayerManager.LocalPlayer.ID,
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})
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g.PlayerManager.LocalPlayer.Unlock()
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}
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g.HandleInput()
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if len(g.PlayerManager.LocalPlayer.TargetPath) > 0 {
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g.PlayerManager.LocalPlayer.MoveTowards(g.PlayerManager.LocalPlayer.TargetPath[0], deltaTime, GetMapGrid())
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}
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// Periodically log information about other players
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g.frameCounter++
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if g.frameCounter%300 == 0 {
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rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.PlayerManager.OtherPlayers))
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for id, other := range g.PlayerManager.OtherPlayers {
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rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Has model: %v",
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id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z, other.Model.Meshes != nil)
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}
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}
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// Process other players
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for _, other := range g.PlayerManager.OtherPlayers {
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if other == nil {
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continue
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}
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// Make sure other players have models assigned
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if other.Model.Meshes == nil {
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g.AssignModelToPlayer(other)
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}
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// Update other player movement
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if len(other.TargetPath) > 0 {
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other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
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}
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}
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UpdateCamera(&g.Camera, g.PlayerManager.LocalPlayer.PosActual, deltaTime)
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// Update music if available
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if g.AssetManager.Music.Stream.Buffer != nil {
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rl.UpdateMusicStream(g.AssetManager.Music)
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}
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// Update legacy fields
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g.Player = g.PlayerManager.LocalPlayer
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g.OtherPlayers = g.PlayerManager.OtherPlayers
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g.Models = g.AssetManager.Models
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g.Music = g.AssetManager.Music
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g.MenuOpen = g.UIManager.MenuOpen
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}
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func (g *Game) DrawMap() {
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for x := 0; x < types.MapWidth; x++ {
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for y := 0; y < types.MapHeight; y++ {
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height := GetTileHeight(x, y)
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// Interpolate height for smoother landscape
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if x > 0 {
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height += GetTileHeight(x-1, y)
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}
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if y > 0 {
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height += GetTileHeight(x, y-1)
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}
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if x > 0 && y > 0 {
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height += GetTileHeight(x-1, y-1)
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}
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height /= 4.0
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tilePos := rl.Vector3{
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X: float32(x * types.TileSize),
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Y: height * types.TileHeight,
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Z: float32(y * types.TileSize),
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}
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color := rl.Color{R: uint8(height * 25), G: 100, B: 100, A: 64}
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rl.DrawCube(tilePos, types.TileSize, types.TileHeight, types.TileSize, color)
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}
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}
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}
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func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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// No need for lock in rendering, we'll use a "take snapshot" approach
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// This avoids potential deadlocks and makes the rendering more consistent
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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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playerPos := rl.Vector3{
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X: player.PosActual.X,
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Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + defaultHeight + modelAsset.YOffset,
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Z: player.PosActual.Z,
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}
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// Check if model has animations
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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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if anim.FrameCount > 0 {
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currentFrame := player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, currentFrame)
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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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if anim.FrameCount > 0 {
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currentFrame := player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, currentFrame)
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}
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}
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}
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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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screenPos := rl.GetWorldToScreen(rl.Vector3{
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X: playerPos.X,
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Y: playerPos.Y + 24.0,
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Z: playerPos.Z,
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}, g.Camera)
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player.FloatingMessage.ScreenPos = screenPos
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}
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if len(player.TargetPath) > 0 {
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targetTile := player.TargetPath[len(player.TargetPath)-1]
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targetPos := rl.Vector3{
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X: float32(targetTile.X * types.TileSize),
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Y: grid[targetTile.X][targetTile.Y].Height * types.TileHeight,
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Z: float32(targetTile.Y * types.TileSize),
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}
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rl.DrawCubeWires(targetPos, types.TileSize, types.TileHeight, types.TileSize, rl.Green)
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nextTile := player.TargetPath[0]
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nextPos := rl.Vector3{
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X: float32(nextTile.X * types.TileSize),
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Y: grid[nextTile.X][nextTile.Y].Height * types.TileHeight,
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Z: float32(nextTile.Y * types.TileSize),
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}
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rl.DrawCubeWires(nextPos, types.TileSize, types.TileHeight, types.TileSize, rl.Yellow)
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}
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}
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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.UIManager.IsLoggedIn {
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g.UIManager.LoginScreen.Draw()
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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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// Draw player only if valid
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if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.Model.Meshes != nil {
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g.DrawPlayer(g.PlayerManager.LocalPlayer, g.PlayerManager.LocalPlayer.Model)
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}
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// Draw other players with defensive checks
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for _, other := range g.PlayerManager.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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rl.EndMode3D()
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// Draw floating messages
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drawFloatingMessage := func(msg *types.FloatingMessage) {
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if msg == nil || time.Now().After(msg.ExpireTime) {
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return
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}
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pos := msg.ScreenPos
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text := msg.Content
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textWidth := rl.MeasureText(text, 20)
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for offsetX := -2; offsetX <= 2; offsetX++ {
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for offsetY := -2; offsetY <= 2; offsetY++ {
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rl.DrawText(text,
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int32(pos.X)-textWidth/2+int32(offsetX),
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int32(pos.Y)+int32(offsetY),
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20,
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rl.Black)
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}
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}
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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.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.FloatingMessage != nil {
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drawFloatingMessage(g.PlayerManager.LocalPlayer.FloatingMessage)
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}
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for _, other := range g.PlayerManager.OtherPlayers {
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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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if g.UIManager.MenuOpen {
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g.DrawMenu()
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}
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// Only draw chat if menu is not open
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if !g.UIManager.MenuOpen && g.UIManager.Chat != nil {
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g.UIManager.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
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}
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rl.DrawFPS(10, 10)
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}
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func (g *Game) Cleanup() {
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g.cleanupOnce.Do(func() {
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// Cleanup models
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for _, model := range g.AssetManager.Models {
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rl.UnloadModel(model.Model)
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if model.Texture.ID > 0 {
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rl.UnloadTexture(model.Texture)
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}
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}
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// Unload music
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if g.AssetManager.Music.Stream.Buffer != nil {
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rl.UnloadMusicStream(g.AssetManager.Music)
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}
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// Only close the channel if it hasn't been closed yet
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select {
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case <-g.quitChan:
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// Channel already closed, do nothing
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default:
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close(g.quitChan)
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}
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})
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}
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func (g *Game) HandleInput() {
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clickedTile, clicked := g.GetTileAtMouse()
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if clicked {
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path := FindPath(GetTile(g.PlayerManager.LocalPlayer.PosTile.X, g.PlayerManager.LocalPlayer.PosTile.Y), clickedTile)
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if len(path) > 1 {
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g.PlayerManager.LocalPlayer.Lock()
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g.PlayerManager.LocalPlayer.TargetPath = path[1:]
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g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
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Type: pb.Action_MOVE,
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X: int32(clickedTile.X),
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Y: int32(clickedTile.Y),
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PlayerId: g.PlayerManager.LocalPlayer.ID,
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})
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g.PlayerManager.LocalPlayer.Unlock()
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}
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}
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}
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func (g *Game) DrawMenu() {
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screenWidth := float32(rl.GetScreenWidth())
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screenHeight := float32(rl.GetScreenHeight())
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// Semi-transparent background
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rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.ColorAlpha(rl.Black, 0.7))
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// Menu title
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title := "Menu"
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titleSize := int32(40)
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titleWidth := rl.MeasureText(title, titleSize)
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rl.DrawText(title, int32(screenWidth/2)-titleWidth/2, 100, titleSize, rl.White)
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// Menu buttons
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buttonWidth := float32(200)
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buttonHeight := float32(40)
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buttonY := float32(200)
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buttonSpacing := float32(60)
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menuItems := []string{"Resume", "Settings", "Exit Game"}
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for _, item := range menuItems {
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buttonRect := rl.Rectangle{
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X: screenWidth/2 - buttonWidth/2,
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Y: buttonY,
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Width: buttonWidth,
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Height: buttonHeight,
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}
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// Check mouse hover
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mousePoint := rl.GetMousePosition()
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mouseHover := rl.CheckCollisionPointRec(mousePoint, buttonRect)
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// Draw button
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if mouseHover {
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rl.DrawRectangleRec(buttonRect, rl.ColorAlpha(rl.White, 0.3))
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if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
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switch item {
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case "Resume":
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g.UIManager.MenuOpen = false
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case "Settings":
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// TODO: Implement settings
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case "Exit Game":
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g.Shutdown()
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}
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}
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}
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// Draw button text
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textSize := int32(20)
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textWidth := rl.MeasureText(item, textSize)
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textX := int32(buttonRect.X+buttonRect.Width/2) - textWidth/2
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textY := int32(buttonRect.Y + buttonRect.Height/2 - float32(textSize)/2)
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rl.DrawText(item, textX, textY, textSize, rl.White)
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buttonY += buttonSpacing
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}
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}
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func (g *Game) Shutdown() {
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// Use the cleanup method which has channel-closing safety
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g.Cleanup()
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}
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func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
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g.UIManager.Chat.HandleServerMessages(messages)
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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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modelAsset, found := g.AssetManager.GetModelForPlayer(player.ID)
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if !found {
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return
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}
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player.Model = modelAsset.Model
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player.PlaceholderColor = modelAsset.PlaceholderColor
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// Initialize animations if available
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if len(modelAsset.Animations.Idle) > 0 || len(modelAsset.Animations.Walk) > 0 {
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player.InitializeAnimations(modelAsset.Animations)
|
|
}
|
|
}
|
|
|
|
func (g *Game) QuitChan() <-chan struct{} {
|
|
return g.quitChan
|
|
}
|