package pong import ( "encoding/json" "fmt" "log" "log/slog" "net" "strings" "time" "golang.org/x/exp/rand" ) type GameClient struct { Username string Conn net.Conn } var player1 GameClient var player2 GameClient var ingress chan StateUpdate var egress chan StateUpdate const posXBound = 52 const negXBound = posXBound * -1 const posYBound = 50 const negYBound = posYBound * -1 func StartGame(conn1, conn2 net.Conn, username1, username2 string) { egress = make(chan StateUpdate) ingress = make(chan StateUpdate) player1 = GameClient{ Username: username1, Conn: conn1, } p1msg := StateUpdate{ FieldPath: "isPlayer1", Value: []byte{1}, } b, err := json.Marshal(p1msg) if err != nil { return } _, err = player1.Conn.Write(b) if err != nil { fmt.Println("Error writing player1 msg to player1") return } player2 = GameClient{ Username: username2, Conn: conn2, } p2msg := StateUpdate{ FieldPath: "isPlayer1", Value: []byte{0}, } b, err = json.Marshal(p2msg) if err != nil { return } _, err = player2.Conn.Write(b) if err != nil { fmt.Println("Error writing player1 msg to player2") return } time.Sleep(1 * time.Second) broadcastUpdate(StateUpdate{ FieldPath: "Message", Value: []byte("Ready..."), }) time.Sleep(1 * time.Second) broadcastUpdate(StateUpdate{ FieldPath: "Message", Value: []byte("Set..."), }) time.Sleep(1 * time.Second) broadcastUpdate(StateUpdate{ FieldPath: "Message", Value: []byte("Go!"), }) time.Sleep(1 * time.Second) bv := float32(rand.Intn(2)*2 - 1) state := GameState{ Score: map[string]int{player1.Username: 0, player2.Username: 0}, Player1: Player{ client: player1, Pos: Vector{ X: -50, Y: 0, }, Size: Vector{ X: 1, Y: 10, }, }, Player2: Player{ client: player2, Pos: Vector{ X: 50, Y: 0, }, Size: Vector{ X: 1, Y: 10, }, }, Ball: Ball{ Pos: Vector{ X: 0, Y: 0, }, Vel: Vector{ X: bv, Y: 0, }, }, } go gameLoop(&state) } func gameLoop(state *GameState) { // Player 1 read loop go func() { for { bytes := make([]byte, 512) n, err := state.Player1.client.Conn.Read(bytes) msg := StateUpdate{} err = json.Unmarshal(bytes[:n], &msg) if err != nil { log.Println("error reading player 1's update request:", err) return } ingress <- msg if msg.FieldPath == "Winner" { return } } }() // Player 2 read loop go func() { for { bytes := make([]byte, 512) n, err := state.Player2.client.Conn.Read(bytes) msg := StateUpdate{} err = json.Unmarshal(bytes[:n], &msg) if err != nil { log.Println("error reading player 2's update request:", err) return } ingress <- msg if msg.FieldPath == "Winner" { return } } }() go func() { for { msg := <-egress broadcastUpdate(msg) if msg.FieldPath == "Winner" { return } } }() ticker := time.NewTicker(time.Second / 64) for { select { case msg := <-ingress: err := handlePlayerRequest(msg, state) if err != nil { fmt.Println("FUCK!~", err) } if msg.FieldPath == "Winner" { slog.Debug("Closing game loop on winner message") return } case _ = <-ticker.C: update := process(state) egress <- update if update.FieldPath == "Winner" { slog.Debug("Closing game loop") return } } } } func process(state *GameState) StateUpdate { // Move players // Check if player edge is out of bounds // If out of bounds reset velocity to zero and position to edge if state.Player1.Pos.Y+state.Player1.Size.Y/2 > posYBound { state.Player1.Pos.Y = posYBound - state.Player1.Size.Y/2 - 1 } if state.Player1.Pos.Y-state.Player1.Size.Y/2 < negYBound { state.Player1.Pos.Y = negYBound + state.Player1.Size.Y/2 + 1 } if state.Player2.Pos.Y+state.Player2.Size.Y/2 > posYBound { state.Player2.Pos.Y = posYBound - state.Player2.Size.Y/2 - 1 } if state.Player2.Pos.Y-state.Player2.Size.Y/2 < negYBound { state.Player2.Pos.Y = negYBound + state.Player2.Size.Y/2 + 1 } // Move ball // Check if ball is out of bounds // if out of bounds y, // bounce by inverting y velocity and finding difference from bounds to out and reflect distance // if out of bounds x, // check if paddle is nearby, bounce by inverting and finding the remaining distance to the new position. // or adjust score and ball position state.Ball.Pos.X = state.Ball.Pos.X + state.Ball.Vel.X state.Ball.Pos.Y = state.Ball.Pos.Y + state.Ball.Vel.Y if state.Ball.Pos.Y >= posYBound-1 && state.Ball.Vel.Y > 0 { state.Ball.Pos.Y = (posYBound - 1) - (state.Ball.Pos.Y - (posYBound - 1)) state.Ball.Vel.Y = state.Ball.Vel.Y * -1 } if state.Ball.Pos.Y <= negYBound+1 && state.Ball.Vel.Y < 0 { state.Ball.Pos.Y = (negYBound + 1) - (state.Ball.Pos.Y - (negYBound + 1)) state.Ball.Vel.Y = state.Ball.Vel.Y * -1 } // If the ball is within 1 pixel of x bounds and heading to the left (Player 1) if state.Ball.Pos.X <= negXBound+1 && state.Ball.Vel.X < 0 { // Paddle hit! if state.Ball.Pos.Y <= state.Player1.Pos.Y+state.Player1.Size.Y && state.Ball.Pos.Y >= state.Player1.Pos.Y-state.Player1.Size.Y { slog.Debug("Player1 paddle hit!") state.Ball.Pos.X = (negXBound + 1) - (state.Ball.Pos.X - (negXBound + 1)) state.Ball.Vel.X = state.Ball.Vel.X * -1.001 angleTweak := (state.Ball.Pos.Y - state.Player1.Pos.Y) / (state.Player1.Size.Y / 2) state.Ball.Vel.Y = angleTweak / 10 } else { slog.Debug("Player1 paddle miss...") state.Ball.Pos.X = 0 state.Ball.Pos.Y = 0 state.Ball.Vel.X = 1 state.Ball.Vel.Y = 0 if state.Score[player2.Username] >= 9 { return StateUpdate{ FieldPath: "Winner", Value: []byte(player2.Username), } } state.Score[player2.Username] = state.Score[player2.Username] + 1 } } // If the ball is within 1 pixel of x bounds and heading towards player2 (to the right) if state.Ball.Pos.X > posXBound-1 && state.Ball.Vel.X > 0 { // Paddle hit! if state.Ball.Pos.Y <= state.Player2.Pos.Y+state.Player2.Size.Y && state.Ball.Pos.Y >= state.Player2.Pos.Y-state.Player2.Size.Y { slog.Debug("Player2 paddle hit!") state.Ball.Pos.X = (posXBound - 1) - (state.Ball.Pos.X - (posXBound - 1)) state.Ball.Vel.X = state.Ball.Vel.X * -1.001 angleTweak := (state.Ball.Pos.Y - state.Player2.Pos.Y) / (state.Player2.Size.Y / 2) state.Ball.Vel.Y = angleTweak / 10 } else { slog.Debug("Player2 paddle miss...") state.Ball.Pos.X = 0 state.Ball.Pos.Y = 0 state.Ball.Vel.X = -1 state.Ball.Vel.Y = 0 if state.Score[player1.Username] >= 9 { return StateUpdate{ FieldPath: "Winner", Value: []byte(player1.Username), } } state.Score[player1.Username] = state.Score[player1.Username] + 1 } } ns, err := json.Marshal(state) if err != nil { slog.Debug("error marshalling entire state update", slog.Any("error", err)) } return StateUpdate{ FieldPath: "All", Value: ns, } } func handlePlayerRequest(update StateUpdate, state *GameState) error { fields := strings.Split(update.FieldPath, ".") // type GameState struct { // Message string // Winner string // Score map[string]int // Player1 Player // Player2 Player // Ball Ball // } switch fields[0] { case "Message": state.Message = string(update.Value) case "Winner": state.Winner = string(update.Value) case "Player1": switch fields[1] { case "Pos": v1 := Vector{} err := json.Unmarshal(update.Value, &v1) if err != nil { slog.Debug("error unmarshalling player1 update") } state.Player1.Pos = v1 } case "Player2": switch fields[1] { case "Pos": v2 := Vector{} err := json.Unmarshal(update.Value, &v2) if err != nil { slog.Debug("error unmarshalling player2 update") } state.Player2.Pos = v2 } case "Ball": b := Ball{} err := json.Unmarshal(update.Value, &b) if err != nil { slog.Debug("error unmarshalling ball update") } state.Ball = b } return nil } func broadcastUpdate(update StateUpdate) error { msg, err := json.Marshal(update) if err != nil { return err } _, err = player1.Conn.Write(msg) if err != nil { return err } _, err = player2.Conn.Write(msg) if err != nil { return err } return nil }