package main import ( "github.com/veandco/go-sdl2/sdl" "image/color" ) type KeyMap struct { exit int shoot int super int up int down int left int right int } var keyMaps = []KeyMap{ { exit: sdl.SCANCODE_ESCAPE, shoot: sdl.SCANCODE_SPACE, super: sdl.SCANCODE_LCTRL, up: sdl.SCANCODE_W, down: sdl.SCANCODE_S, left: sdl.SCANCODE_A, right: sdl.SCANCODE_D, }, { exit: sdl.SCANCODE_END, shoot: sdl.SCANCODE_RETURN, super: sdl.SCANCODE_RCTRL, up: sdl.SCANCODE_UP, down: sdl.SCANCODE_DOWN, left: sdl.SCANCODE_LEFT, right: sdl.SCANCODE_RIGHT, }, } type JoyMap struct { xAxis int yAxis int exitButton int shootButton int superButton int upButton int downButton int leftButton int rightButton int } var joyMaps = []JoyMap{ { xAxis: 0, yAxis: 1, exitButton: 0, shootButton: 1, superButton: 2, upButton: 3, downButton: 4, leftButton: 5, rightButton: 6, }, } type PlayerColors struct { tracks color.Color body color.Color cannon color.Color } func getNeededPlayers() (neededPlayers uint8) { neededPlayers = 0 if config.DoAllKeymapsPlayers { neededPlayers += uint8(len(keyMaps)) } else if config.DoKeymapPlayer && len(keyMaps) > 0 { neededPlayers++ } if config.DoJoyStickPlayers { neededPlayers += uint8(sdl.NumJoysticks()) } if neededPlayers < 2 && !config.Server { neededPlayers = 2 } return neededPlayers } var playerColors []PlayerColors func initPlayerColors() { playerColors = []PlayerColors{ { tracks: color.RGBA{B: 182, A: 255}, body: color.RGBA{R: 44, G: 44, B: 255, A: 255}, cannon: color.RGBA{R: 243, G: 235, B: 28, A: 255}, }, { tracks: color.RGBA{R: 44, G: 184, B: 44, A: 255}, body: color.RGBA{G: 249, A: 255}, cannon: color.RGBA{R: 243, G: 235, B: 28, A: 255}, }, // Set 3 { tracks: color.RGBA{R: 255, A: 255}, // Bright Red body: color.RGBA{G: 255, B: 255, A: 255}, // Cyan cannon: color.RGBA{R: 255, G: 165, A: 255}, // Orange }, // Set 4 { tracks: color.RGBA{R: 75, B: 130, A: 255}, // Indigo body: color.RGBA{R: 255, G: 20, B: 147, A: 255}, // Deep Pink cannon: color.RGBA{G: 128, B: 128, A: 255}, // Teal }, // Set 5 { tracks: color.RGBA{R: 255, G: 105, B: 180, A: 255}, // Hot Pink body: color.RGBA{R: 34, G: 139, B: 34, A: 255}, // Forest Green cannon: color.RGBA{A: 255}, // Black }, // Set 6 { tracks: color.RGBA{R: 128, A: 255}, // Maroon body: color.RGBA{R: 255, G: 255, A: 255}, // Yellow cannon: color.RGBA{B: 128, A: 255}, // Navy Blue }, // Set 7 { tracks: color.RGBA{R: 255, G: 69, A: 255}, // Red-Orange body: color.RGBA{G: 206, B: 209, A: 255}, // Dark Turquoise cannon: color.RGBA{R: 50, G: 205, B: 50, A: 255}, // Lime Green }, // Set 8 { tracks: color.RGBA{R: 128, G: 128, A: 255}, // Olive body: color.RGBA{R: 255, G: 105, B: 180, A: 255}, // Hot Pink cannon: color.RGBA{G: 191, B: 255, A: 255}, // Deep Sky Blue }, // Set 9 { tracks: color.RGBA{R: 255, G: 20, B: 20, A: 255}, // Bright Red body: color.RGBA{G: 255, B: 127, A: 255}, // Spring Green cannon: color.RGBA{R: 186, G: 85, B: 211, A: 255}, // Medium Orchid }, // Set 10 { tracks: color.RGBA{R: 255, G: 215, A: 255}, // Gold body: color.RGBA{B: 139, A: 255}, // Dark Blue cannon: color.RGBA{R: 238, G: 130, B: 238, A: 255}, // Violet }, // Set 11 { tracks: color.RGBA{R: 210, G: 105, B: 30, A: 255}, // Chocolate body: color.RGBA{R: 72, G: 61, B: 139, A: 255}, // Dark Slate Blue cannon: color.RGBA{R: 152, G: 251, B: 152, A: 255}, // Pale Green }, // Set 12 { tracks: color.RGBA{R: 220, G: 20, B: 60, A: 255}, // Crimson body: color.RGBA{R: 255, G: 250, B: 205, A: 255}, // Lemon Chiffon cannon: color.RGBA{G: 128, A: 255}, // Green }, // Set 13 { tracks: color.RGBA{R: 139, B: 139, A: 255}, // Dark Magenta body: color.RGBA{R: 144, G: 238, B: 144, A: 255}, // Light Green cannon: color.RGBA{R: 255, G: 69, A: 255}, // Orange Red }, // Set 14 { tracks: color.RGBA{B: 255, A: 255}, // Blue body: color.RGBA{R: 240, G: 128, B: 128, A: 255}, // Light Coral cannon: color.RGBA{R: 218, G: 165, B: 32, A: 255}, // Goldenrod }, // Set 15 { tracks: color.RGBA{R: 65, G: 105, B: 225, A: 255}, // Royal Blue body: color.RGBA{R: 255, G: 222, B: 173, A: 255}, // Navajo White cannon: color.RGBA{R: 255, B: 255, A: 255}, // Magenta }, // Set 16 { tracks: color.RGBA{R: 147, G: 112, B: 219, A: 255}, // Medium Purple body: color.RGBA{G: 255, B: 127, A: 255}, // Spring Green cannon: color.RGBA{R: 255, G: 255, A: 255}, // Yellow }, // Set 17 { tracks: color.RGBA{R: 255, G: 140, A: 255}, // Dark Orange body: color.RGBA{R: 127, G: 255, A: 255}, // Chartreuse cannon: color.RGBA{R: 25, G: 25, B: 112, A: 255}, // Midnight Blue }, // Set 18 { tracks: color.RGBA{R: 240, G: 230, B: 140, A: 255}, // Khaki body: color.RGBA{R: 173, G: 216, B: 230, A: 255}, // Light Blue cannon: color.RGBA{R: 128, B: 128, A: 255}, // Purple }, // Set 19 { tracks: color.RGBA{R: 70, G: 130, B: 180, A: 255}, // Steel Blue body: color.RGBA{R: 255, G: 99, B: 71, A: 255}, // Tomato cannon: color.RGBA{R: 154, G: 205, B: 50, A: 255}, // Yellow Green }, // Set 20 { tracks: color.RGBA{R: 106, G: 90, B: 205, A: 255}, // Slate Blue body: color.RGBA{R: 255, G: 182, B: 193, A: 255}, // Light Pink cannon: color.RGBA{R: 46, G: 139, B: 87, A: 255}, // Sea Green }, // Set 21 { tracks: color.RGBA{R: 199, G: 21, B: 133, A: 255}, // Medium Violet Red body: color.RGBA{G: 255, B: 255, A: 255}, // Aqua cannon: color.RGBA{R: 255, G: 160, B: 122, A: 255}, // Light Salmon }, // Set 22 { tracks: color.RGBA{B: 139, A: 255}, // Dark Blue body: color.RGBA{R: 173, G: 255, B: 47, A: 255}, // Green Yellow cannon: color.RGBA{R: 255, G: 228, B: 181, A: 255}, }, // Set 23 { tracks: color.RGBA{R: 205, G: 92, B: 92, A: 255}, // Indian Red body: color.RGBA{G: 191, B: 255, A: 255}, // Deep Sky Blue cannon: color.RGBA{R: 255, G: 255, B: 224, A: 255}, // Light Yellow }, // Set 24 { tracks: color.RGBA{R: 139, G: 69, B: 19, A: 255}, // Saddle Brown body: color.RGBA{R: 255, G: 99, B: 71, A: 255}, // Tomato cannon: color.RGBA{R: 70, G: 130, B: 180, A: 255}, // Steel Blue }, // Set 25 { tracks: color.RGBA{R: 135, G: 206, B: 250, A: 255}, // Light Sky Blue body: color.RGBA{R: 255, G: 105, B: 180, A: 255}, // Hot Pink cannon: color.RGBA{R: 184, G: 134, B: 11, A: 255}, // Dark Goldenrod }, // Set 26 { tracks: color.RGBA{G: 255, A: 255}, // Lime body: color.RGBA{R: 255, G: 228, B: 225, A: 255}, // Misty Rose cannon: color.RGBA{R: 128, A: 255}, // Maroon }, // Set 27 { tracks: color.RGBA{R: 255, B: 255, A: 255}, // Magenta body: color.RGBA{G: 100, A: 255}, // Dark Green cannon: color.RGBA{R: 255, G: 222, B: 173, A: 255}, // Navajo White }, // Set 28 { tracks: color.RGBA{R: 138, G: 43, B: 226, A: 255}, // Blue Violet body: color.RGBA{R: 255, G: 228, B: 181, A: 255}, // Moccasin cannon: color.RGBA{R: 47, G: 79, B: 79, A: 255}, // Dark Slate Gray }, // Set 29 { tracks: color.RGBA{R: 255, G: 182, B: 193, A: 255}, // Light Pink body: color.RGBA{G: 128, B: 128, A: 255}, // Teal cannon: color.RGBA{R: 255, G: 255, B: 240, A: 255}, // Ivory }, // Set 30 { tracks: color.RGBA{R: 255, G: 127, B: 80, A: 255}, // Coral body: color.RGBA{R: 25, G: 25, B: 112, A: 255}, // Midnight Blue cannon: color.RGBA{R: 173, G: 255, B: 47, A: 255}, // Green Yellow }, // Set 31 { tracks: color.RGBA{R: 218, G: 112, B: 214, A: 255}, // Orchid body: color.RGBA{R: 244, G: 164, B: 96, A: 255}, // Sandy Brown cannon: color.RGBA{R: 255, G: 239, B: 213, A: 255}, // Papaya Whip }, // Set 32 { tracks: color.RGBA{G: 250, B: 154, A: 255}, // Medium Spring Green body: color.RGBA{R: 138, G: 43, B: 226, A: 255}, // Blue Violet cannon: color.RGBA{R: 255, G: 69, A: 255}, // Orange Red }, } } func handleInput(keyboard []uint8, bullets map[uint32]*Bullet, player *Player, gameMap *GameMap, players map[uint32]*Player) bool { if !player.local || player.shields <= 0 || player.shields > serverConfig.MaxShields { return true } shoot := false super := false // Flags to track movement in each direction moveUp := false moveDown := false moveLeft := false moveRight := false if player.keyMap.exit != player.keyMap.shoot { // Process keyboard input for key, value := range keyboard { if value == 0 { continue } if key == player.keyMap.exit { return false } else if key == player.keyMap.shoot { shoot = true } else if key == player.keyMap.super { super = true } else if key == player.keyMap.up { moveUp = true } else if key == player.keyMap.down { moveDown = true } else if key == player.keyMap.left { moveLeft = true } else if key == player.keyMap.right { moveRight = true } } } else if player.joyStick != nil { if player.joyStick.NumAxes() > player.joyMap.xAxis+1 && player.joyStick.NumAxes() > player.joyMap.yAxis+1 && player.joyMap.exitButton != player.joyMap.shootButton { xAxis := player.joyStick.Axis(player.joyMap.xAxis) yAxis := player.joyStick.Axis(player.joyMap.yAxis) moveRight = xAxis > config.JoyStickDeadZone moveLeft = xAxis < -config.JoyStickDeadZone moveUp = yAxis > config.JoyStickDeadZone moveDown = yAxis < -config.JoyStickDeadZone } else { moveUp = player.joyStick.Button(player.joyMap.upButton) == sdl.PRESSED moveDown = player.joyStick.Button(player.joyMap.downButton) == sdl.PRESSED moveLeft = player.joyStick.Button(player.joyMap.leftButton) == sdl.PRESSED moveRight = player.joyStick.Button(player.joyMap.rightButton) == sdl.PRESSED } if player.joyStick.Button(player.joyMap.exitButton) == sdl.PRESSED { return false } if player.joyStick.Button(player.joyMap.shootButton) == sdl.PRESSED { shoot = true } if player.joyStick.Button(player.joyMap.superButton) == sdl.PRESSED { super = true } } // Handle shooting after the loop if shoot { player.shoot(super, bullets) } // Determine player orientation for diagonal movement if moveUp && moveRight { player.gameObject.orientation = 4 // Up-Right } else if moveUp && moveLeft { player.gameObject.orientation = 5 // Up-Left } else if moveDown && moveRight { player.gameObject.orientation = 6 // Down-Right } else if moveDown && moveLeft { player.gameObject.orientation = 7 // Down-Left } else if moveUp { player.gameObject.orientation = 0 // Up } else if moveRight { player.gameObject.orientation = 1 // Right } else if moveDown { player.gameObject.orientation = 2 // Down } else if moveLeft { player.gameObject.orientation = 3 // Left } // Handle movement after the loop if moveUp || moveDown || moveLeft || moveRight { if player.tryMove(gameMap, shoot, players) { if player.energy > serverConfig.MovementCost { player.energy -= serverConfig.MovementCost } } } return true }