func main() { server := len(os.Args) > 1 && os.Args[1] == "server" var gameEngine engine.Engine var glRenderer *opengl.OpenglRenderer network := networking.NewNetwork() // Start server or connect to server if server { gameEngine = engine.NewHeadlessEngine() network.StartServer(serverPort) } else { glRenderer = opengl.NewOpenglRenderer("Networking example", 800, 800, false) gameEngine = engine.NewEngine(glRenderer) network.ConnectClient(fmt.Sprintf("%v:%v", serverAddr, serverPort)) } gameEngine.AddUpdatable(network) // map containing each player's entity players := make(map[string]*Player) //Networked Game events network.ClientJoinedEvent(func(clientId string) { fmt.Println("client joined, clientId: ", clientId) network.TriggerOnServerAndClients("spawn", util.SerializeArgs(clientId, startingPosition)) for _, player := range players { network.TriggerEvent("spawn", clientId, util.SerializeArgs(player.clientId, player.position)) } }) network.RegisterEvent("spawn", func(clientId string, data []byte) { buf := bytes.NewBuffer(data) playerID := util.Stringfrombytes(buf) position := util.Vector2frombytes(buf) if _, ok := players[playerID]; !ok { player := &Player{clientId: playerID} players[player.clientId] = player player.node = renderer.NewNode() player.position = position gameEngine.AddUpdatable(player) if network.IsClient() { boxGeometry := renderer.CreateBox(30, 30) boxGeometry.SetColor(color.NRGBA{254, 0, 0, 254}) player.node.Add(boxGeometry) gameEngine.AddOrtho(player.node) } } }) network.RegisterEvent("move", func(clientId string, data []byte) { buf := bytes.NewBuffer(data) playerID := util.Stringfrombytes(buf) velocity := util.Vector2frombytes(buf) if network.IsServer() && clientId != playerID { return // client is only allowed to control the player assigned to them. } if player, ok := players[playerID]; ok { player.velocity = velocity if network.IsServer() { network.BroadcastEvent("updatePlayer", util.SerializeArgs(playerID, player.position, player.velocity)) network.FlushAllWriteBuffers() } } }) network.RegisterEvent("updatePlayer", func(clientId string, data []byte) { if network.IsClient() { // This is a server to client update only buf := bytes.NewBuffer(data) playerID := util.Stringfrombytes(buf) position := util.Vector2frombytes(buf) velocity := util.Vector2frombytes(buf) if player, ok := players[playerID]; ok { player.position = position player.velocity = velocity } } }) // client setup gameEngine.Start(func() { if network.IsClient() { gameEngine.InitFpsDial() if shader, err := assets.ImportShader("shaders/build/basic.vert", "shaders/build/basic.frag"); err == nil { gameEngine.DefaultShader(shader) } glRenderer.BackGroundColor(0, 0.4, 0, 0) // input/controller manager controllerManager := glfwController.NewControllerManager(glRenderer.Window) // networked movement controls move := func(velocity mgl32.Vec2) { network.TriggerOnServerAndClients("move", util.SerializeArgs(network.ClientToken(), velocity)) } customController := controller.CreateController() controllerManager.AddController(customController.(glfwController.Controller)) customController.BindKeyAction(func() { move(mgl32.Vec2{0, -100}) }, controller.KeyW, controller.Press) customController.BindKeyAction(func() { move(mgl32.Vec2{-100, 0}) }, controller.KeyA, controller.Press) customController.BindKeyAction(func() { move(mgl32.Vec2{0, 100}) }, controller.KeyS, controller.Press) customController.BindKeyAction(func() { move(mgl32.Vec2{100, 0}) }, controller.KeyD, controller.Press) customController.BindKeyAction(func() { move(mgl32.Vec2{}) }, controller.KeyW, controller.Release) customController.BindKeyAction(func() { move(mgl32.Vec2{}) }, controller.KeyA, controller.Release) customController.BindKeyAction(func() { move(mgl32.Vec2{}) }, controller.KeyS, controller.Release) customController.BindKeyAction(func() { move(mgl32.Vec2{}) }, controller.KeyD, controller.Release) } }) }