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game.go
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package main
import (
"errors"
"fmt"
"sync"
"time"
tcp "github.com/antosmichael07/Go-TCP-Connection"
rl "github.com/gen2brain/raylib-go/raylib"
)
func init_game() ([]Player, []CollisionRect, []SideLauncher, []Launcher, rl.Camera2D, []Object) {
players := []Player{}
collision_rects := []CollisionRect{}
side_launchers := []SideLauncher{
NewSideLauncher(400, 350, -8, &collision_rects),
}
launchers := []Launcher{
NewLauncher(300, 110, 8, &collision_rects),
}
objects := []Object{
NewObject(200, 100, OBJECT_CONTAINER_RED, &collision_rects),
NewObject(0, 50, OBJECT_SCAFFOLDING_HOLE, &collision_rects),
NewObject(-100, 50, OBJECT_SCAFFOLDING, &collision_rects),
NewObject(-200, 50, OBJECT_SCAFFOLDING_LADDER_LEFT, &collision_rects),
NewObject(-300, 50, OBJECT_SCAFFOLDING_LADDER_RIGHT, &collision_rects),
NewObject(-200, 100, OBJECT_SCAFFOLDING_LADDER_RIGHT, &collision_rects),
NewObject(600, 450, OBJECT_SHIP, &collision_rects),
NewObject(550, 150, OBJECT_METAL_SUPPORT, &collision_rects),
}
camera := rl.NewCamera2D(rl.NewVector2(float32(rl.GetScreenWidth()/2), float32(rl.GetScreenHeight()/2)), rl.NewVector2(225, 0), 0, 4)
return players, collision_rects, side_launchers, launchers, camera, objects
}
func game_loop(should_close_connection *bool, client *tcp.Client, player_textures *[][3]rl.Texture2D, arrow *rl.Texture2D, buttons *Buttons, is_game_menu_open *bool, side_launcher_textures *[2][4]rl.Texture2D, err *error, settings *Settings, launcher_texture *rl.Texture2D, background_texture *rl.Texture2D) {
players, collision_rects, side_launchers, launchers, camera, objects := init_game()
player_num := byte(255)
remove_player := byte(255)
player_loc := rl.Vector2{}
var meters int32
var wg_disconnect sync.WaitGroup
wg_disconnect.Add(2)
var wait_player_num_wg sync.WaitGroup
wait_player_num_wg.Add(1)
var wg sync.WaitGroup
wg.Add(1)
go connection(&players, &wg, &player_num, &remove_player, should_close_connection, &wg_disconnect, client, &wait_player_num_wg, &side_launchers, &player_loc)
go func() {
time.Sleep(5 * time.Second)
if player_num == 255 {
*err = errors.New("starter data wasn't received correctly, please try again")
*should_close_connection = true
wg.Done()
}
}()
wg.Wait()
for !*should_close_connection {
window_manager()
rl.BeginDrawing()
rl.ClearBackground(rl.SkyBlue)
meters = int32((players)[player_num].Position.Y/50) * -1
draw_meters(&meters)
rl.BeginMode2D(camera)
update_camera(&players, &camera, &player_num)
for i := 0; i < len(players); i++ {
players[i].Update(&collision_rects, &side_launchers, &launchers, &players, client)
}
for i := 0; i < len(objects); i++ {
objects[i].Draw()
}
for i := 0; i < len(side_launchers); i++ {
side_launchers[i].Update(side_launcher_textures)
}
for i := 0; i < len(launchers); i++ {
launchers[i].Update(launcher_texture)
}
players[player_num].Drawing(player_textures)
rl.DrawTexture(*background_texture, int32(players[player_num].Position.X)/40*40-int32(rl.GetScreenWidth())/2, -10, rl.White)
players[player_num].DrawArrow(arrow)
rl.EndMode2D()
if *is_game_menu_open {
rl.DrawRectangle(0, 0, int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight())+300, rl.Fade(rl.Black, 0.6))
buttons.Draw(5)
} else {
players[player_num].Input(settings)
players[player_num].Kick(&players, &player_num, client, settings)
}
if rl.IsKeyPressed(rl.KeyEscape) {
*is_game_menu_open = !*is_game_menu_open
}
rl.EndDrawing()
if remove_player != 255 {
players = append(players[:remove_player], players[remove_player+1:]...)
if player_num > remove_player {
player_num--
}
remove_player = 255
}
}
wg_disconnect.Done()
wg_disconnect.Wait()
}
func update_camera(players *[]Player, camera *rl.Camera2D, player_num *byte) {
camera.Target.X = rl.Lerp(camera.Target.X, (*players)[*player_num].Position.X+12.5, 0.05*(*players)[*player_num].FrameTime)
camera.Target.Y = rl.Lerp(camera.Target.Y, (*players)[*player_num].Position.Y, 0.1*(*players)[*player_num].FrameTime)
}
func draw_meters(meters *int32) {
rl.DrawText(fmt.Sprintf("%d", *meters), 20, 20, 100, rl.Black)
}