Files
networkzero/client/game/game.go

342 lines
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package game
import (
"client/client"
"client/elements"
"client/fonts"
"client/gamedata"
"client/pb"
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"fmt"
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"image/color"
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"maps"
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"math"
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"sync"
"time"
"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/text/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"golang.org/x/exp/rand"
)
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const (
screenWidth = 640
screenHeight = 480
movementLimit = 5
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stageRadius = 200
)
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var (
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namelist = []string{"slappy", "mick", "rodney", "george", "ringo",
"robin", "temitry", "evangeline", "ron", "abigail", "lester",
"maynard", "agnes", "stacey", "wendell", "susanne", "myrtle",
"teresa", "kristi", "genos", "felton", "lawrence", "rosie",
"nigel", "constance", "maryellen", "dollie", "markus",
"dorthy", "lazaro", "willa", "dino", "gustavo", "conrad",
"georgia", "lucinda", "saitama"}
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)
func init() {
rand.Seed(uint64(time.Now().UnixNano()))
}
type ClientData struct {
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Id int
Address string
Name string
Position gamedata.Coordinates
Hit bool
Eliminated bool
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}
type Game struct {
name string
blocky *elements.Block
hitblocky *elements.Block
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elimblocky *elements.Block
gameId int
realclients map[int]ClientData
gameclient *client.Client
cycle int
mu sync.Mutex
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//similar fields that we see in the client list, but for us
eliminated bool
hit bool
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dino *elements.Dino
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}
func NewGame() *Game {
g := &Game{
gameclient: client.NewClient(),
blocky: elements.NewBlock(),
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hitblocky: elements.NewBlock(),
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elimblocky: elements.NewBlock(),
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cycle: 0,
name: namelist[rand.Intn(len(namelist))],
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dino: elements.NewDino(gamedata.DinoTypeGreen),
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}
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g.blocky.SetColor(color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff})
g.hitblocky.SetColor(color.RGBA{R: 0x00, G: 0xff, B: 0xff, A: 0xff})
g.elimblocky.SetColor(color.RGBA{R: 0x00, G: 0x00, B: 0xff, A: 0xff})
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g.blocky.SetPosition(gamedata.Coordinates{X: float64(screenWidth) / 2, Y: float64(screenHeight) / 2})
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g.blocky.SetTargetPosition(gamedata.Coordinates{X: float64(screenWidth) / 2, Y: float64(screenHeight) / 2})
g.realclients = make(map[int]ClientData)
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//g.gameId = g.gameclient.GetIdentity()
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go g.gameclient.ReadData(g.HandleServerData)
return g
}
func (g *Game) Update() error {
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g.blocky.Update()
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g.dino.Update()
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//g.hitblocky.Update()
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g.HandleInput()
g.SendPosition()
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g.cycle++
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
screen.Clear()
g.blocky.Draw()
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g.hitblocky.Draw()
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g.elimblocky.Draw()
vector.StrokeCircle(screen, float32(screenWidth)/2, float32(screenHeight)/2, stageRadius, 3, color.White, true)
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op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-float64(g.blocky.Sprite.Bounds().Dx())/2, -float64(g.blocky.Sprite.Bounds().Dy())/2)
op.GeoM.Translate(g.blocky.GetPosition().X, g.blocky.GetPosition().Y)
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if !g.eliminated {
if !g.hit {
screen.DrawImage(g.blocky.Sprite, op)
} else {
screen.DrawImage(g.hitblocky.Sprite, op)
}
} else {
screen.DrawImage(g.elimblocky.Sprite, op)
}
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f2 := &text.GoTextFace{
Source: fonts.LaunchyFont.New,
Size: 12,
}
top := &text.DrawOptions{}
top.GeoM.Translate(g.blocky.GetPosition().X-50, g.blocky.GetPosition().Y+15)
text.Draw(screen, "you ("+g.name+")", f2, top)
g.mu.Lock()
clientcopy := maps.Clone(g.realclients)
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g.mu.Unlock()
for _, client := range clientcopy {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-float64(g.blocky.Sprite.Bounds().Dx())/2, -float64(g.blocky.Sprite.Bounds().Dy())/2)
op.GeoM.Translate(client.Position.X, client.Position.Y)
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if client.Eliminated {
screen.DrawImage(g.elimblocky.Sprite, op)
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} else {
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if !client.Hit {
screen.DrawImage(g.blocky.Sprite, op)
} else {
screen.DrawImage(g.hitblocky.Sprite, op)
}
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}
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f2 := &text.GoTextFace{
Source: fonts.LaunchyFont.New,
Size: 12,
}
top := &text.DrawOptions{}
top.GeoM.Translate(client.Position.X, client.Position.Y)
text.Draw(screen, client.Name, f2, top)
}
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g.dino.Draw()
dop := &ebiten.DrawImageOptions{}
dop.GeoM.Translate(-float64(g.dino.Sprite.Bounds().Dx())/2, -float64(g.dino.Sprite.Bounds().Dy())/2)
dop.GeoM.Translate(g.blocky.GetPosition().X, g.blocky.GetPosition().Y)
screen.DrawImage(g.dino.Sprite, dop)
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}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenwidth, screenheight int) {
return screenWidth, screenHeight
}
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func (g *Game) HandleServerData(envelope *pb.ServerEnvelope) {
switch payload := envelope.Payload.(type) {
case *pb.ServerEnvelope_Broadcast:
//fmt.Println("Here comes the broadcast!")
for _, client := range payload.Broadcast.Clients {
if client.Id != int32(g.gameId) {
update := ClientData{
Id: int(client.Id),
Address: client.Address,
Name: client.Name,
Position: gamedata.Coordinates{
X: client.Coordinates.X,
Y: client.Coordinates.Y,
},
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Hit: client.Hit,
Eliminated: client.Eliminated,
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}
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g.mu.Lock()
g.realclients[int(client.Id)] = update
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g.mu.Unlock()
} else {
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g.eliminated = client.Eliminated
g.hit = client.Hit
//this is us
//g.blocky.SetHit(client.Hit)
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}
}
case *pb.ServerEnvelope_Event:
//add or remove client from client list
if payload.Event.Connected && payload.Event.Id != int32(g.gameId) {
realclient := ClientData{
Id: int(payload.Event.Id),
}
g.realclients[int(payload.Event.Id)] = realclient
} else {
delete(g.realclients, int(payload.Event.Id))
}
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case *pb.ServerEnvelope_Identity:
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fmt.Println("Server is trying to give us our id: ", payload.Identity.Id)
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g.gameId = int(payload.Identity.Id)
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case *pb.ServerEnvelope_Gameevent:
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//fmt.Printf("someone slapping! target:%d, instigator:%d isSlap:%d", payload.Gameevent.Target, payload.Gameevent.Instigator, payload.Gameevent.Slap)
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switch payload.Gameevent.Event.(type) {
case *pb.GameEvent_Slap:
if payload.Gameevent.Target == int32(g.gameId) {
g.mu.Lock()
dx := g.blocky.GetPosition().X - g.realclients[int(payload.Gameevent.Instigator)].Position.X
dy := g.blocky.GetPosition().Y - g.realclients[int(payload.Gameevent.Instigator)].Position.Y
g.mu.Unlock()
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if dx != 0 {
dx = (dx / math.Abs(dx)) * 100
}
if dy != 0 {
dy = (dy / math.Abs(dy)) * 100
}
if dx == 0 && dy == 0 {
b := rand.Intn(2)
if b == 0 {
dx = 100
dy = 100
} else {
dx = -100
dy = -100
}
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}
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cpos := gamedata.Coordinates{}
cpos.X = g.blocky.GetPosition().X + dx
cpos.Y = g.blocky.GetPosition().Y + dy
g.blocky.SetTargetPosition(cpos)
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}
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case *pb.GameEvent_Eliminated:
fmt.Println("someone eliminated...", payload.Gameevent.Target)
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/*
g.mu.Lock()
client := g.realclients[int(payload.Gameevent.Target)]
client.Eliminated = true
g.realclients[int(payload.Gameevent.Target)] = client
g.mu.Unlock()
*/
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}
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}
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}
func (g *Game) HandleInput() {
dx := 0
dy := 0
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if ebiten.IsKeyPressed(ebiten.KeyW) {
dy = -movementLimit
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}
if ebiten.IsKeyPressed(ebiten.KeyS) {
dy = +movementLimit
}
if ebiten.IsKeyPressed(ebiten.KeyA) {
dx = -movementLimit
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g.dino.SetLeft(true)
}
if ebiten.IsKeyPressed(ebiten.KeyD) {
dx = +movementLimit
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g.dino.SetLeft(false)
}
if math.Abs(float64(dx)) > 0 || math.Abs(float64(dy)) > 0 {
g.dino.SetAction(gamedata.DinoActionWalk)
} else {
g.dino.SetAction(gamedata.DinoActionIdle)
}
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cpos := g.blocky.GetPosition()
cpos.X += float64(dx)
cpos.Y += float64(dy)
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g.blocky.SetTargetPosition(cpos)
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
g.SendSlap()
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g.dino.SetAction(gamedata.DinoActionSlap)
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}
}
func (g *Game) SendPosition() {
//broadcast our position
if g.gameclient.IsConnected() {
cd := &pb.ClientCoordinates{
Name: g.name,
Coordinates: &pb.Coordinates{
X: g.blocky.GetPosition().X, //g.position.X,
Y: g.blocky.GetPosition().Y, //g.position.Y,
},
}
envelope := &pb.ClientEnvelope{
Payload: &pb.ClientEnvelope_Coordinates{
Coordinates: cd,
},
}
g.gameclient.SendMessage(envelope)
}
}
func (g *Game) SendSlap() {
if g.gameclient.IsConnected() {
slap := &pb.SlapEvent{
Slap: true,
}
envelope := &pb.ClientEnvelope{
Payload: &pb.ClientEnvelope_Slap{
Slap: slap,
},
}
g.gameclient.SendMessage(envelope)
}
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}