676 lines
18 KiB
Go
676 lines
18 KiB
Go
package main
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import (
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"github.com/veandco/go-sdl2/sdl"
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"image/color"
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"math/rand"
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"net"
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"sync"
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)
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var playerUpdateMutex sync.Mutex
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var lastPlayerID = uint32(0)
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var playersMutex sync.RWMutex
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type Player struct {
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local bool
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connection *net.TCPConn
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playerColors PlayerColors
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playerColorID uint32
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keyMap KeyMap
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joyMap JoyMap
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joyStick *sdl.Joystick
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camera *sdl.Rect
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energy uint32
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ammunition uint32
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shields uint32
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digCooldown uint32
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shootCooldown uint32
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repairCooldown uint32
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rechargeCooldown uint32
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movementCooldown uint32
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reloadCooldown uint32
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reloadWait uint32
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gameObject *GameObject
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playerID uint32
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knownGameMap *GameMap
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knownBullets map[uint32]*Bullet
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knownBulletParticles map[uint32]*BulletParticle
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knownBases map[uint32]*Base
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knownPlayers map[uint32]*Player
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previousEnergy uint32
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previousAmmunition uint32
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previousShields uint32
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window *sdl.Window
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logicalSurface *sdl.Surface
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playSurface *sdl.Surface
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HUDSurface *sdl.Surface
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playSurfaceRect *sdl.Rect
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HUDSurfaceRect *sdl.Rect
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playSurfaceTargetRect *sdl.Rect
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HUDSurfaceTargetRect *sdl.Rect
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totalHandleEventsTime uint64
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totalRenderTime uint64
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totalFrameTime uint64
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totalScalingTime uint64
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frameCount uint64
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initialized bool
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}
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func (player *Player) track(camera *sdl.Rect) {
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camera.X = player.gameObject.baseRect.X - 37
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camera.Y = player.gameObject.baseRect.Y - 38
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}
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func (player *Player) render(camera *sdl.Rect, surface *sdl.Surface, players map[uint32]*Player) {
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if player.shields > 0 &&
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player.shields <= serverConfig.MaxShields &&
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player.gameObject.baseRect.X >= 0 &&
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player.gameObject.baseRect.Y >= 0 {
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player.gameObject.render(camera, surface)
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if !player.gameObject.inView && !config.Server {
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delete(players, player.playerID)
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}
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}
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}
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func (player *Player) tick(bullets map[uint32]*Bullet) {
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if player.digCooldown > 0 {
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player.digCooldown--
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}
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if player.shootCooldown > 0 {
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player.shootCooldown--
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}
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if player.repairCooldown > 0 {
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player.repairCooldown--
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}
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if player.rechargeCooldown > 0 {
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player.rechargeCooldown--
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}
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if player.movementCooldown > 0 {
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player.movementCooldown--
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}
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if player.reloadCooldown > 0 {
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player.reloadCooldown--
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} else if player.ammunition < serverConfig.MaxAmmunition && player.shootCooldown == 0 && player.reloadWait == 0 && player.energy > serverConfig.ReloadCost {
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player.ammunition++
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player.reloadCooldown = serverConfig.ReloadCooldown
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player.energy -= serverConfig.ReloadCost
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}
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if player.shields <= 0 {
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player.shields = serverConfig.MaxShields + 1
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player.explode(bullets)
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}
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if player.reloadWait > 0 {
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player.reloadWait--
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}
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}
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func (player *Player) digBlock(posX, posY uint32, gameMap *GameMap, isShooting bool) uint8 {
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collisionAtDigSite := gameMap.checkCollision(int32(posX), int32(posY))
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if collisionAtDigSite == 0 {
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return 0
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} else if collisionAtDigSite == 1 && (player.digCooldown == 0 || isShooting) {
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if player.energy > serverConfig.DiggingCost {
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if isShooting && player.energy > serverConfig.ShootDiggingCostBonus {
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player.energy -= serverConfig.ShootDiggingCostBonus
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}
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player.digCooldown = serverConfig.DiggingCooldown
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} else {
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player.digCooldown = serverConfig.DiggingCooldownNoEnergy
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}
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if isShooting && player.ammunition < serverConfig.MaxAmmunition && rand.Intn(2) == 0 {
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player.ammunition++
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}
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if config.Client {
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player.sendDigToServer(posX, posY, isShooting)
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}
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gameMap.tiles[posX][posY] = 0
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return 1
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}
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return 2
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}
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func (player *Player) tryMove(gameMap *GameMap, isShooting bool, players map[uint32]*Player) (moved bool) {
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if config.Client {
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defer player.sendPositionToServer()
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}
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player.gameObject.adjustBaseRect()
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if player.movementCooldown > 0 {
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return false
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}
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ranOutOfEnergy := (isShooting && player.energy <= serverConfig.DiggingCost+serverConfig.ShootDiggingCostBonus) || player.energy <= serverConfig.DiggingCost
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if ranOutOfEnergy {
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isShooting = false
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}
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// Define movement deltas based on orientation
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movementDeltas := []struct {
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dx, dy int32
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}{
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{0, -1}, {1, 0}, {0, 1}, {-1, 0}, // Up, Right, Down, Left
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{1, -1}, {-1, -1}, {1, 1}, {-1, 1}, // Up-Right, Up-Left, Down-Right, Down-Left
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}
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dx, dy := movementDeltas[player.gameObject.orientation].dx, movementDeltas[player.gameObject.orientation].dy
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// Set collision rectangle
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player.gameObject.collisionRect = &sdl.Rect{
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X: player.gameObject.baseRect.X + oNeg(dx),
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Y: player.gameObject.baseRect.Y + oNeg(dy),
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W: player.gameObject.baseRect.W + abs(dx),
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H: player.gameObject.baseRect.H + abs(dy),
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}
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// Check for player collision
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playersMutex.RLock()
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for _, opponent := range players {
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if opponent != player && opponent.gameObject.baseRect.HasIntersection(player.gameObject.collisionRect) {
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playersMutex.RUnlock()
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return false
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}
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}
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playersMutex.RUnlock()
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// Initialize flags for movement and digging status
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stopped := false
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// Check collision and dig at the target position
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for x := player.gameObject.baseRect.X + oNeg(dx); x < player.gameObject.baseRect.X+dx+player.gameObject.baseRect.W; x++ {
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for y := player.gameObject.baseRect.Y + oNeg(dy); y < player.gameObject.baseRect.Y+dy+player.gameObject.baseRect.H; y++ {
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digResult := player.digBlock(uint32(x), uint32(y), gameMap, isShooting)
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if digResult == 1 { // Successfully dug a block
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if !isShooting {
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stopped = true // Stop movement if not shooting
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}
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} else if digResult == 2 { // Block could not be dug (e.g., solid block)
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stopped = true
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}
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if stopped || !(digResult == 0 || (digResult == 1 && isShooting)) {
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stopped = true
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break
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}
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}
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if stopped {
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break
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}
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}
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// Move player if there was no obstruction
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if !stopped {
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var dxT, dyT int32
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if dx > 1 {
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dxT = 1
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} else if dx < -1 {
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dxT = -1
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} else {
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dxT = dx
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}
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if dy > 1 {
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dyT = 1
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} else if dy < -1 {
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dyT = -1
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} else {
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dyT = dy
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}
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player.gameObject.baseRect.X += dxT
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player.gameObject.baseRect.Y += dyT
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moved = true
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}
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// Send the updated position to the server
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// Apply movement cooldown
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if moved {
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if ranOutOfEnergy {
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player.movementCooldown = serverConfig.MovementCooldownNoEnergy
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} else {
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player.movementCooldown = serverConfig.MovementCooldown
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}
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}
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return
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}
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func abs(dx int32) int32 {
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if dx < 0 {
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return -dx
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} else {
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return dx
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}
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}
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func oNeg(dx int32) int32 {
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if dx < 0 {
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return dx
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} else {
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return 0
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}
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}
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func (player *Player) getRGBAColor(colorIndex uint8, format *sdl.PixelFormat) uint32 {
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var selectedColor color.Color
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switch colorIndex {
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case 0:
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selectedColor = player.playerColors.tracks
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case 1:
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selectedColor = player.playerColors.body
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case 2:
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selectedColor = player.playerColors.cannon
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}
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var r, g, b, a uint8
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if selectedColor != nil {
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rt, gt, bt, at := selectedColor.RGBA()
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r, g, b, a = uint8(rt), uint8(gt), uint8(bt), uint8(at)
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}
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return sdl.MapRGBA(format, r, g, b, a)
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}
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type Point struct {
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X int32
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Y int32
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}
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func (player *Player) shoot(super bool, bullets map[uint32]*Bullet) {
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if (super && (player.energy <= serverConfig.SuperShotCost || player.ammunition < serverConfig.MaxAmmunition)) || (!super && (player.energy <= serverConfig.NormalShotCost || player.ammunition < 1)) {
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return
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}
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if player.shootCooldown == 0 {
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var shootX, shootY int32
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offsets := []Point{
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{X: 2, Y: 0}, // 0: Up
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{X: 6, Y: 2}, // 1: Right
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{X: 2, Y: 6}, // 2: Down
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{X: 0, Y: 2}, // 3: Left
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{X: 6, Y: 0}, // 4: Up-Right
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{X: 0, Y: 0}, // 5: Up-Left
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{X: 5, Y: 5}, // 6: Down-Right
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{X: 0, Y: 6}, // 7: Down-Left
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}
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// Access the offset based on the player's orientation
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shootX = player.gameObject.baseRect.X + offsets[player.gameObject.orientation].X
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shootY = player.gameObject.baseRect.Y + offsets[player.gameObject.orientation].Y
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player.shootCooldown = serverConfig.ShootCooldown
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// Set cooldown and decrease energy
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if super {
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player.energy -= serverConfig.SuperShotCost
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player.ammunition = 0
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} else {
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player.energy -= serverConfig.NormalShotCost
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player.ammunition--
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}
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player.reloadWait = serverConfig.ReloadWait
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if config.Client {
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player.sendShootToServer(super)
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} else {
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// Set bullet color
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bulletColor := player.playerColors.body
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bulletMutex.Lock()
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// Create and add the bullet
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bullets[bulletLastID] = &Bullet{
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posX: shootX,
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posY: shootY,
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direction: player.gameObject.orientation,
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color: bulletColor,
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super: super,
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id: bulletLastID,
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ownerID: player.playerID,
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}
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bulletMutex.Unlock()
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bulletLastID++
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}
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}
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}
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func (player *Player) explode(bullets map[uint32]*Bullet) {
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// Set bullet color
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bulletColor := player.playerColors.body
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for x := player.gameObject.baseRect.X - int32(serverConfig.BlastRadius); x < int32(serverConfig.BlastRadius)*2+1; x++ {
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for y := player.gameObject.baseRect.Y - int32(serverConfig.BlastRadius); y < int32(serverConfig.BlastRadius)*2+1; y++ {
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// Create and add the bullet
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bulletMutex.Lock()
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bullets[bulletLastID] = &Bullet{
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posX: x,
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posY: y,
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direction: uint8(rand.Intn(8)),
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color: bulletColor,
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super: true,
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id: bulletLastID,
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ownerID: player.playerID,
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}
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bulletMutex.Unlock()
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bulletLastID++
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}
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}
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}
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func (player *Player) updateRemotePlayerMap(wgX *sync.WaitGroup) {
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defer wgX.Done()
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fromX := player.gameObject.baseRect.X - (config.CameraW / 2) - 1
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fromY := player.gameObject.baseRect.Y - (config.CameraH / 2) - 1
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toX := player.gameObject.baseRect.X + (config.CameraW / 2) + 2
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toY := player.gameObject.baseRect.Y + (config.CameraH / 2) + 1
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if uint32(toX) > serverConfig.MapWidth {
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toX = int32(serverConfig.MapWidth)
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}
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if uint32(toY) > serverConfig.MapHeight {
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toY = int32(serverConfig.MapHeight)
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}
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if fromX < 0 {
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fromX = 0
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}
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if fromY < 0 {
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fromY = 0
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}
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// Create a WaitGroup to wait for all goroutines to finish
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var wg sync.WaitGroup
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var lck sync.Mutex
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// Process columns instead of individual pixels
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for x := fromX; x < toX; x++ {
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// Increment the WaitGroup counter
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wg.Add(1)
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// Launch a goroutine for each column
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go func(x int32) {
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defer wg.Done() // Decrement the counter when the goroutine completes
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for y := fromY; y < toY; y++ {
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if player.knownGameMap.tiles[x][y] != gameMap.tiles[x][y] {
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lck.Lock()
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kind := gameMap.tiles[x][y]
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err := sendTileUpdate(
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uint32(x),
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uint32(y),
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kind,
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player.connection)
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if err == nil {
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player.knownGameMap.tiles[x][y] = gameMap.tiles[x][y]
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}
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lck.Unlock()
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}
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}
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}(x)
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}
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// Wait for all goroutines to finish
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wg.Wait()
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}
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func (player *Player) updateRemotePlayerPlayers(players map[uint32]*Player, wgX *sync.WaitGroup) {
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defer wgX.Done()
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player.knownPlayers = make(map[uint32]*Player)
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playersMutex.RLock()
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for _, playerLoop := range players {
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player.camera = &sdl.Rect{
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X: player.gameObject.baseRect.X - (config.CameraW / 2),
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Y: player.gameObject.baseRect.Y - (config.CameraH / 2),
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W: config.CameraW,
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H: config.CameraH,
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}
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for _, playerLoopRect := range playerLoop.gameObject.getCurrentRects() {
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if player.camera.HasIntersection(playerLoop.gameObject.adjustRectWorld(playerLoopRect.rect)) && playerLoop.shields <= serverConfig.MaxShields {
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if player.knownPlayers[playerLoop.playerID] == nil {
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_ = sendOtherPlayer(
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playerLoop.playerID,
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uint32(player.gameObject.baseRect.X),
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uint32(player.gameObject.baseRect.Y),
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player.gameObject.orientation,
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player.connection)
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player.knownPlayers[playerLoop.playerID] = playerLoop
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}
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break
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}
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}
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}
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playersMutex.RUnlock()
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}
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func (player *Player) updateRemotePlayerBullets(bullets map[uint32]*Bullet, wgX *sync.WaitGroup) {
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defer wgX.Done()
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player.knownBullets = make(map[uint32]*Bullet)
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bulletMutex.RLock()
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for _, bullet := range bullets {
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bulletRect := &sdl.Rect{
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X: bullet.posX,
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Y: bullet.posY,
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W: 1,
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H: 1,
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}
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player.camera = &sdl.Rect{
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X: player.gameObject.baseRect.X - (config.CameraW / 2),
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Y: player.gameObject.baseRect.Y - (config.CameraH / 2),
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W: config.CameraW,
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H: config.CameraH,
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}
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if player.camera.HasIntersection(bulletRect) {
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if player.knownBullets[bullet.id] == nil {
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r, g, b, a := bullet.color.RGBA()
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_ = sendBullet(
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uint32(bullet.posX),
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uint32(bullet.posY),
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bullet.direction,
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uint8(r),
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uint8(g),
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uint8(b),
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uint8(a),
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bullet.id,
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bullet.super,
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bullet.ownerID,
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player.connection)
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player.knownBullets[bullet.id] = bullet
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}
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}
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}
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bulletMutex.RUnlock()
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}
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func (player *Player) updateRemotePlayerBulletParticles(bulletParticles map[uint32]*BulletParticle, wgX *sync.WaitGroup) {
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defer wgX.Done()
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player.knownBulletParticles = make(map[uint32]*BulletParticle)
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bulletParticleMutex.RLock()
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for _, bulletParticle := range bulletParticles {
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bulletRect := &sdl.Rect{
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X: bulletParticle.posX,
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Y: bulletParticle.posY,
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W: 1,
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H: 1,
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}
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player.camera = &sdl.Rect{
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X: player.gameObject.baseRect.X - (config.CameraW / 2),
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Y: player.gameObject.baseRect.Y - (config.CameraH / 2),
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W: config.CameraW,
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H: config.CameraH,
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}
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if player.camera.HasIntersection(bulletRect) {
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if player.knownBullets[bulletParticle.id] == nil {
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r, g, b, a := bulletParticle.color.RGBA()
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_ = sendBulletParticle(
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uint32(bulletParticle.posX),
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uint32(bulletParticle.posY),
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bulletParticle.expirationTimer,
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uint8(r),
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uint8(g),
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uint8(b),
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uint8(a),
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bulletParticle.id,
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player.connection)
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player.knownBulletParticles[bulletParticle.id] = bulletParticle
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}
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}
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}
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bulletParticleMutex.RUnlock()
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}
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func (player *Player) updateRemotePlayerBases(bases map[uint32]*Base, players map[uint32]*Player, wgX *sync.WaitGroup) {
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defer wgX.Done()
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player.knownBases = make(map[uint32]*Base)
|
|
if player.connection == nil || !config.Server {
|
|
return
|
|
}
|
|
baseMutex.RLock()
|
|
for _, base := range bases {
|
|
player.camera = &sdl.Rect{
|
|
X: player.gameObject.baseRect.X - (config.CameraW / 2),
|
|
Y: player.gameObject.baseRect.Y - (config.CameraH / 2),
|
|
W: config.CameraW,
|
|
H: config.CameraH,
|
|
}
|
|
for _, baseRect := range base.gameObject.getCurrentRects() {
|
|
if player.camera.HasIntersection(base.gameObject.adjustRectWorld(baseRect.rect)) {
|
|
if player.knownPlayers[base.ownerID] == nil {
|
|
_ = sendBaseLocation(
|
|
uint32(base.gameObject.baseRect.X),
|
|
uint32(base.gameObject.baseRect.Y),
|
|
base.ownerID,
|
|
players[base.ownerID].playerColorID,
|
|
player.connection)
|
|
player.knownBases[base.ownerID] = base
|
|
}
|
|
break
|
|
}
|
|
}
|
|
}
|
|
baseMutex.RUnlock()
|
|
}
|
|
|
|
func (player *Player) sendPlayerUpdate(wgX *sync.WaitGroup) bool {
|
|
defer wgX.Done()
|
|
if player.connection != nil && config.Server {
|
|
if player.previousEnergy != player.energy ||
|
|
player.previousShields != player.shields ||
|
|
player.previousAmmunition != player.ammunition {
|
|
err := sendPlayerUpdate(player.energy, player.ammunition, player.shields, player.connection)
|
|
player.previousEnergy = player.energy
|
|
player.previousShields = player.shields
|
|
player.previousAmmunition = player.ammunition
|
|
return err == nil
|
|
} else {
|
|
return true
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
func (player *Player) sendServerInfoToPlayer() bool {
|
|
if player.connection != nil && config.Server {
|
|
err := sendServerInfo(
|
|
player.playerID,
|
|
player.playerColorID,
|
|
serverConfig.MaxEnergy,
|
|
serverConfig.MaxAmmunition,
|
|
serverConfig.MaxShields,
|
|
serverConfig.MapWidth,
|
|
serverConfig.MapHeight,
|
|
serverConfig.NormalShotCost,
|
|
serverConfig.SuperShotCost,
|
|
serverConfig.ReloadCost,
|
|
serverConfig.MovementCost,
|
|
serverConfig.DiggingCost,
|
|
serverConfig.ShootDiggingCostBonus,
|
|
serverConfig.ShootCooldown,
|
|
serverConfig.RechargeCooldownOwn,
|
|
serverConfig.RechargeCooldownOpponent,
|
|
serverConfig.RepairCooldown,
|
|
serverConfig.DiggingCooldown,
|
|
serverConfig.MovementCooldown,
|
|
serverConfig.MovementCooldownNoEnergy,
|
|
serverConfig.DiggingCooldownNoEnergy,
|
|
serverConfig.ReloadCooldown,
|
|
serverConfig.BlastRadius,
|
|
serverConfig.ReloadWait,
|
|
player.connection)
|
|
return err == nil
|
|
}
|
|
return false
|
|
}
|
|
|
|
func (player *Player) sendVersionBackToPlayer() bool {
|
|
if player.connection != nil && config.Server {
|
|
|
|
versionArray := getCurrentVersion()
|
|
err := sendPlayerStartResponse(
|
|
versionArray[0],
|
|
versionArray[1],
|
|
versionArray[2],
|
|
player.connection)
|
|
return err == nil
|
|
}
|
|
return false
|
|
}
|
|
|
|
func (player *Player) sendLocationToPlayer() bool {
|
|
if player.connection != nil && config.Server {
|
|
err := sendPositionUpdate(
|
|
uint32(player.gameObject.baseRect.X),
|
|
uint32(player.gameObject.baseRect.Y),
|
|
player.gameObject.orientation,
|
|
player.connection)
|
|
return err == nil
|
|
}
|
|
return false
|
|
}
|
|
|
|
func (player *Player) sendPositionToServer() bool {
|
|
if player.connection != nil && config.Client {
|
|
err := sendPlayerLocation(
|
|
uint32(player.gameObject.baseRect.X),
|
|
uint32(player.gameObject.baseRect.Y),
|
|
player.gameObject.orientation,
|
|
player.connection)
|
|
return err == nil
|
|
}
|
|
return false
|
|
}
|
|
|
|
func sendVersionToServer(connection *net.TCPConn) {
|
|
if connection != nil && config.Client {
|
|
versionArray := getCurrentVersion()
|
|
_ = sendPlayerStartRequest(
|
|
versionArray[0],
|
|
versionArray[1],
|
|
versionArray[2],
|
|
connection)
|
|
|
|
return
|
|
}
|
|
}
|
|
|
|
func (player *Player) sendDigToServer(posX, posY uint32, isShooting bool) {
|
|
if player.connection != nil && config.Client {
|
|
_ = sendDigBlock(
|
|
posX,
|
|
posY,
|
|
isShooting,
|
|
player.connection)
|
|
}
|
|
}
|
|
|
|
func (player *Player) sendShootToServer(isSuper bool) {
|
|
if player.connection != nil && config.Client {
|
|
_ = sendShoot(
|
|
isSuper,
|
|
player.connection)
|
|
}
|
|
}
|