Add networking
This commit is contained in:
+15
-15
@@ -74,15 +74,15 @@ type PlayerColors struct {
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func getNeededPlayers() (neededPlayers uint8) {
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neededPlayers = 0
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if DoAllKeymapsPlayers {
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if config.DoAllKeymapsPlayers {
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neededPlayers += uint8(len(keyMaps))
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} else if DoKeymapPlayer && len(keyMaps) > 0 {
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} else if config.DoKeymapPlayer && len(keyMaps) > 0 {
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neededPlayers++
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}
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if DoJoyStickPlayers {
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if config.DoJoyStickPlayers {
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neededPlayers += uint8(sdl.NumJoysticks())
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}
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if neededPlayers < 2 {
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if neededPlayers < 2 && !config.Server {
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neededPlayers = 2
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}
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return neededPlayers
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@@ -285,9 +285,9 @@ func initPlayerColors() {
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}
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}
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func handleInput(keyboard []uint8, bullets *[]*Bullet, player *Player, gameMap *GameMap, players *[]*Player) (bool, bool) {
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if !player.local || player.shields <= 0 || player.shields > MaxShields {
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return true, false
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func handleInput(keyboard []uint8, bullets map[uint32]*Bullet, player *Player, gameMap *GameMap, players map[uint32]*Player) bool {
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if !player.local || player.shields <= 0 || player.shields > serverConfig.MaxShields {
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return true
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}
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shoot := false
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super := false
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@@ -306,7 +306,7 @@ func handleInput(keyboard []uint8, bullets *[]*Bullet, player *Player, gameMap *
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}
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if key == player.keyMap.exit {
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return false, shoot
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return false
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} else if key == player.keyMap.shoot {
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shoot = true
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} else if key == player.keyMap.super {
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@@ -329,10 +329,10 @@ func handleInput(keyboard []uint8, bullets *[]*Bullet, player *Player, gameMap *
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xAxis := player.joyStick.Axis(player.joyMap.xAxis)
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yAxis := player.joyStick.Axis(player.joyMap.yAxis)
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moveRight = xAxis > JoyStickDeadZone
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moveLeft = xAxis < -JoyStickDeadZone
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moveUp = yAxis > JoyStickDeadZone
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moveDown = yAxis < -JoyStickDeadZone
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moveRight = xAxis > config.JoyStickDeadZone
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moveLeft = xAxis < -config.JoyStickDeadZone
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moveUp = yAxis > config.JoyStickDeadZone
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moveDown = yAxis < -config.JoyStickDeadZone
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} else {
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moveUp = player.joyStick.Button(player.joyMap.upButton) == sdl.PRESSED
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@@ -341,7 +341,7 @@ func handleInput(keyboard []uint8, bullets *[]*Bullet, player *Player, gameMap *
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moveRight = player.joyStick.Button(player.joyMap.rightButton) == sdl.PRESSED
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}
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if player.joyStick.Button(player.joyMap.exitButton) == sdl.PRESSED {
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return false, shoot
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return false
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}
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if player.joyStick.Button(player.joyMap.shootButton) == sdl.PRESSED {
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shoot = true
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@@ -379,9 +379,9 @@ func handleInput(keyboard []uint8, bullets *[]*Bullet, player *Player, gameMap *
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// Handle movement after the loop
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if moveUp || moveDown || moveLeft || moveRight {
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if player.tryMove(gameMap, shoot, players) {
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player.energy -= MovementCost
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player.energy -= serverConfig.MovementCost
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}
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}
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return true, shoot
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return true
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}
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