Files
networkzero/client/game/game.go

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4.2 KiB
Go
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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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"maps"
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/text/v2"
"golang.org/x/exp/rand"
)
var (
screenWidth = 640
screenHeight = 480
namelist = []string{"slappy", "mick", "rodney", "george", "ringo", "robin", "temitry "}
)
func init() {
rand.Seed(uint64(time.Now().UnixNano()))
}
type ClientData struct {
Id int
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Address string
Name string
Position gamedata.Coordinates
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Hit bool
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}
type Game struct {
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name string
blocky *elements.Block
hitblocky *elements.Block
gameId int
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//players map[client.Identity]
clients map[string]ClientData
gameclient *client.Client
cycle int
position gamedata.Coordinates
mu sync.Mutex
}
func NewGame() *Game {
g := &Game{
gameclient: client.NewClient(),
blocky: elements.NewBlock(),
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hitblocky: elements.NewBlock(),
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cycle: 0,
name: namelist[rand.Intn(len(namelist))],
}
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g.hitblocky.SetHit(true)
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g.clients = make(map[string]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 {
x, y := ebiten.CursorPosition()
g.position.X = float64(x)
g.position.Y = float64(y)
g.blocky.SetPosition(g.position)
//broadcast our position
if g.cycle%2 == 0 {
if g.gameclient.IsConnected() {
//g.gameclient.SendData(fmt.Sprintf("%s,%.0f,%.0f\n", g.name, g.position.X, g.position.Y))
cd := &pb.ClientCoordinates{
Name: g.name,
Coordinates: &pb.Coordinates{
X: g.position.X,
Y: g.position.Y,
},
}
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envelope := &pb.ClientEnvelope{
Payload: &pb.ClientEnvelope_Coordinates{
Coordinates: cd,
},
}
g.gameclient.SendMessage(envelope)
//g.gameclient.SendProtoData(cd)
/*
cd := *client.ClientData{
Name: g.name,
Address: g.
}*/
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}
}
//cleanup client list every 2 seconds
if g.cycle%120 == 0 {
go g.CleanupClients()
}
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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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)
screen.DrawImage(g.blocky.Sprite, op)
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.clients)
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.Hit {
screen.DrawImage(g.blocky.Sprite, op)
} else {
screen.DrawImage(g.hitblocky.Sprite, op)
}
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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)
}
}
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,
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}
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g.mu.Lock()
g.clients[update.Address] = update
g.mu.Unlock()
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}
}
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case *pb.ServerEnvelope_Identity:
fmt.Println("Server is trying to give us our id.")
g.gameId = int(payload.Identity.Id)
}
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}
func (g *Game) CleanupClients() {
g.mu.Lock()
for k := range g.clients {
delete(g.clients, k)
}
g.mu.Unlock()
}