Integrate shared physics engine for player movement and collision handling, refine 20 TPS gameplay logic, and enhance client prediction with server-reconciliation updates.
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This commit is contained in:
@@ -88,9 +88,17 @@ func (g *Game) wsReadPump() {
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// Out-of-Order-Erkennung: Ignoriere alte Updates
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if state.Sequence > 0 && state.Sequence <= g.lastRecvSeq {
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// Alte Nachricht - ignorieren
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g.outOfOrderCount++
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continue
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}
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g.lastRecvSeq = state.Sequence
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g.totalUpdates++
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g.lastUpdateTime = time.Now()
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// Aktualisiere CurrentSpeed für Client-Prediction
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g.predictionMutex.Lock()
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g.currentSpeed = state.CurrentSpeed
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g.predictionMutex.Unlock()
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// Server Reconciliation für lokalen Spieler (VOR dem Lock)
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for _, p := range state.Players {
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@@ -75,9 +75,17 @@ func (g *Game) connectToServer() {
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// Out-of-Order-Erkennung: Ignoriere alte Updates
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if state.Sequence > 0 && state.Sequence <= g.lastRecvSeq {
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// Alte Nachricht - ignorieren
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g.outOfOrderCount++
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return nil
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}
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g.lastRecvSeq = state.Sequence
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g.totalUpdates++
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g.lastUpdateTime = time.Now()
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// Aktualisiere CurrentSpeed für Client-Prediction
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g.predictionMutex.Lock()
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g.currentSpeed = state.CurrentSpeed
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g.predictionMutex.Unlock()
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// Server Reconciliation für lokalen Spieler (VOR dem Lock)
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for _, p := range state.Players {
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@@ -5,6 +5,7 @@ import (
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"image/color"
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"log"
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"math"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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@@ -71,45 +72,18 @@ func (g *Game) UpdateGame() {
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}
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g.btnJumpActive = false
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// --- 4. CLIENT PREDICTION ---
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// --- 4. INPUT SENDEN (MIT CLIENT PREDICTION) ---
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if g.connected {
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g.predictionMutex.Lock()
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// Sequenznummer erhöhen
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g.inputSequence++
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input.Sequence = g.inputSequence
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// Input speichern für später Reconciliation
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g.pendingInputs[input.Sequence] = input
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// Lokale Physik sofort anwenden (Prediction)
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// Lokale Prediction ausführen für sofortiges Feedback
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g.ApplyInput(input)
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// Sanfte Korrektur anwenden (langsamer bei 20 TPS für weniger Jitter)
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const smoothingFactor = 0.15 // Reduziert für 20 TPS (war 0.4 bei 60 TPS)
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if g.correctionX != 0 || g.correctionY != 0 {
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g.predictedX += g.correctionX * smoothingFactor
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g.predictedY += g.correctionY * smoothingFactor
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g.correctionX *= (1.0 - smoothingFactor)
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g.correctionY *= (1.0 - smoothingFactor)
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// Korrektur beenden wenn sehr klein
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if g.correctionX*g.correctionX+g.correctionY*g.correctionY < 1.0 {
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g.correctionX = 0
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g.correctionY = 0
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}
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}
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// Landing Detection für Partikel
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if !g.lastGroundState && g.predictedGround {
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// Gerade gelandet! Partikel direkt unter dem Spieler (an den Füßen)
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// Füße sind bei: Y + DrawOffY + Hitbox.OffsetY + Hitbox.H
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// = Y - 231 + 42 + 184 = Y - 5
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feetY := g.predictedY - 231 + 42 + 184
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centerX := g.predictedX - 56 + 68 + 73/2
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g.SpawnLandingParticles(centerX, feetY)
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}
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g.lastGroundState = g.predictedGround
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// Input für History speichern (für Server-Reconciliation)
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g.pendingInputs[input.Sequence] = input
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g.predictionMutex.Unlock()
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@@ -231,7 +205,7 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
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// In WASM: HTML Game Over Screen anzeigen
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if !g.scoreSubmitted {
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g.submitScore() // submitScore() setzt g.scoreSubmitted intern
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g.submitScore() // submitScore() setzt g.scoreSubmitted intern
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g.sendGameOverToJS(myScore) // Zeigt HTML Game Over Screen
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}
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@@ -262,23 +236,26 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
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backgroundID = "background1"
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}
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// Hintergrundbild zeichnen (skaliert auf Bildschirmgröße)
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// Hintergrundbild zeichnen (skaliert auf tatsächliche Canvas-Größe)
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if bgImg, exists := g.assetsImages[backgroundID]; exists && bgImg != nil {
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op := &ebiten.DrawImageOptions{}
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// Skalierung berechnen, um Bildschirm zu füllen
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// Tatsächliche Canvas-Größe verwenden (nicht nur ScreenWidth/Height)
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canvasW, canvasH := screen.Size()
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bgW, bgH := bgImg.Size()
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scaleX := float64(ScreenWidth) / float64(bgW)
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scaleY := float64(ScreenHeight) / float64(bgH)
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// Skalierung berechnen, um Canvas komplett zu füllen
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scaleX := float64(canvasW) / float64(bgW)
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scaleY := float64(canvasH) / float64(bgH)
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scale := math.Max(scaleX, scaleY) // Größere Skalierung verwenden, um zu füllen
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op.GeoM.Scale(scale, scale)
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// Zentrieren
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// Zentrieren auf Canvas
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scaledW := float64(bgW) * scale
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scaledH := float64(bgH) * scale
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offsetX := (float64(ScreenWidth) - scaledW) / 2
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offsetY := (float64(ScreenHeight) - scaledH) / 2
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offsetX := (float64(canvasW) - scaledW) / 2
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offsetY := (float64(canvasH) - scaledH) / 2
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op.GeoM.Translate(offsetX, offsetY)
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screen.DrawImage(bgImg, op)
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@@ -336,26 +313,22 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
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g.DrawAsset(screen, mp.AssetID, mp.X, mp.Y)
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}
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// 3. Spieler
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// MyID ohne Lock holen (wir haben bereits den stateMutex)
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myID := ""
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for id, p := range g.gameState.Players {
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if p.Name == g.playerName {
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myID = id
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break
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}
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}
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// 2.6 DEBUG: Basis-Boden-Collider visualisieren (GRÜN) - UNTER dem Gras bis tief in die Erde
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vector.StrokeRect(screen, float32(-g.camX), float32(540), 10000, float32(5000), float32(2), color.RGBA{0, 255, 0, 255}, false)
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// 3. Spieler
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for id, p := range g.gameState.Players {
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// Für lokalen Spieler: Verwende vorhergesagte Position
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posX, posY := p.X, p.Y
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vy := p.VY
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onGround := p.OnGround
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if id == myID && g.connected {
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// Für lokalen Spieler: Verwende Client-Prediction Position
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// Die Reconciliation wird in ReconcileWithServer() (connection_*.go) gemacht
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if p.Name == g.playerName {
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g.predictionMutex.Lock()
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posX = g.predictedX
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posY = g.predictedY
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vy = g.predictedVY
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onGround = g.predictedGround
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g.predictionMutex.Unlock()
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}
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// Wähle Sprite basierend auf Sprung-Status
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@@ -385,82 +358,98 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
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}
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text.Draw(screen, name, basicfont.Face7x13, int(posX-g.camX), int(posY-25), ColText)
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// DEBUG: Rote Hitbox
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// HITBOX VISUALISIERUNG (IMMER SICHTBAR)
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if def, ok := g.world.Manifest.Assets["player"]; ok {
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// Spieler-Hitbox (ROT)
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hx := float32(posX + def.DrawOffX + def.Hitbox.OffsetX - g.camX)
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hy := float32(posY + def.DrawOffY + def.Hitbox.OffsetY)
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vector.StrokeRect(screen, hx, hy, float32(def.Hitbox.W), float32(def.Hitbox.H), 2, color.RGBA{255, 0, 0, 255}, false)
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vector.StrokeRect(screen, hx, hy, float32(def.Hitbox.W), float32(def.Hitbox.H), 3, color.RGBA{255, 0, 0, 255}, false)
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// Spieler-Position als Punkt (GELB)
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vector.DrawFilledCircle(screen, float32(posX-g.camX), float32(posY), 5, color.RGBA{255, 255, 0, 255}, false)
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}
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}
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// 4. UI Status
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// 4. UI Status (Canvas-relativ)
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canvasW, canvasH := screen.Size()
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if g.gameState.Status == "COUNTDOWN" {
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msg := fmt.Sprintf("GO IN: %d", g.gameState.TimeLeft)
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text.Draw(screen, msg, basicfont.Face7x13, ScreenWidth/2-40, ScreenHeight/2, color.RGBA{255, 255, 0, 255})
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text.Draw(screen, msg, basicfont.Face7x13, canvasW/2-40, canvasH/2, color.RGBA{255, 255, 0, 255})
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} else if g.gameState.Status == "RUNNING" {
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// Score/Distance Anzeige mit grauem Hintergrund (oben rechts)
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dist := fmt.Sprintf("Distance: %.0f m", g.camX/64.0)
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text.Draw(screen, dist, basicfont.Face7x13, ScreenWidth-150, 30, ColText)
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// Score anzeigen
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scoreStr := fmt.Sprintf("Score: %d", myScore)
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text.Draw(screen, scoreStr, basicfont.Face7x13, ScreenWidth-150, 50, ColText)
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// Berechne Textbreiten für dynamische Box-Größe
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distLen := len(dist) * 7 // ~7px pro Zeichen
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scoreLen := len(scoreStr) * 7
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maxWidth := distLen
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if scoreLen > maxWidth {
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maxWidth = scoreLen
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}
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boxWidth := float32(maxWidth + 20) // 10px Padding links/rechts
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boxHeight := float32(50)
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boxX := float32(canvasW) - boxWidth - 10 // 10px vom rechten Rand
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boxY := float32(10) // 10px vom oberen Rand
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// Grauer halbtransparenter Hintergrund
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vector.DrawFilledRect(screen, boxX, boxY, boxWidth, boxHeight, color.RGBA{60, 60, 60, 200}, false)
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vector.StrokeRect(screen, boxX, boxY, boxWidth, boxHeight, 2, color.RGBA{100, 100, 100, 255}, false)
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// Text (zentriert in Box)
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textX := int(boxX) + 10
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text.Draw(screen, dist, basicfont.Face7x13, textX, int(boxY)+22, color.RGBA{255, 255, 255, 255})
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text.Draw(screen, scoreStr, basicfont.Face7x13, textX, int(boxY)+40, color.RGBA{255, 215, 0, 255})
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// Spectator Overlay wenn tot
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if isDead {
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// Halbtransparenter roter Overlay
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vector.DrawFilledRect(screen, 0, 0, ScreenWidth, 80, color.RGBA{150, 0, 0, 180}, false)
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text.Draw(screen, "☠ DU BIST TOT - SPECTATOR MODE ☠", basicfont.Face7x13, ScreenWidth/2-140, 30, color.White)
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text.Draw(screen, fmt.Sprintf("Dein Final Score: %d", myScore), basicfont.Face7x13, ScreenWidth/2-90, 55, color.RGBA{255, 255, 0, 255})
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// Halbtransparenter roter Overlay (volle Canvas-Breite)
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vector.DrawFilledRect(screen, 0, 0, float32(canvasW), 80, color.RGBA{150, 0, 0, 180}, false)
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text.Draw(screen, "☠ DU BIST TOT - SPECTATOR MODE ☠", basicfont.Face7x13, canvasW/2-140, 30, color.White)
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text.Draw(screen, fmt.Sprintf("Dein Final Score: %d", myScore), basicfont.Face7x13, canvasW/2-90, 55, color.RGBA{255, 255, 0, 255})
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}
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}
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// 5. DEBUG: TODES-LINIE
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vector.StrokeLine(screen, 0, 0, 0, float32(ScreenHeight), 10, color.RGBA{255, 0, 0, 128}, false)
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text.Draw(screen, "! DEATH ZONE !", basicfont.Face7x13, 10, ScreenHeight/2, color.RGBA{255, 0, 0, 255})
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// 5. DEBUG: TODES-LINIE (volle Canvas-Höhe)
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vector.StrokeLine(screen, 0, 0, 0, float32(canvasH), 10, color.RGBA{255, 0, 0, 128}, false)
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text.Draw(screen, "! DEATH ZONE !", basicfont.Face7x13, 10, canvasH/2, color.RGBA{255, 0, 0, 255})
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// 6. PARTIKEL RENDERN (vor UI)
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g.RenderParticles(screen)
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// 7. TOUCH CONTROLS OVERLAY (nur wenn Tastatur nicht benutzt wurde)
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if !g.keyboardUsed {
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// A) Joystick Base (dunkelgrau und durchsichtig)
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baseCol := color.RGBA{80, 80, 80, 50} // Dunkelgrau und durchsichtig
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vector.DrawFilledCircle(screen, float32(g.joyBaseX), float32(g.joyBaseY), 60, baseCol, false)
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vector.StrokeCircle(screen, float32(g.joyBaseX), float32(g.joyBaseY), 60, 2, color.RGBA{100, 100, 100, 100}, false)
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// 7. DEBUG OVERLAY (F3 zum Umschalten)
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if g.showDebug {
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g.drawDebugOverlay(screen)
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}
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// B) Joystick Knob (dunkelgrau, außer wenn aktiv)
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knobCol := color.RGBA{100, 100, 100, 80} // Dunkelgrau und durchsichtig
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// 8. TOUCH CONTROLS OVERLAY (nur wenn Tastatur nicht benutzt wurde)
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if !g.keyboardUsed {
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canvasW, canvasH := screen.Size()
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// A) Joystick Base (unten links, relativ zu Canvas)
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joyX := 150.0
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joyY := float64(canvasH) - 150.0
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baseCol := color.RGBA{80, 80, 80, 50}
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vector.DrawFilledCircle(screen, float32(joyX), float32(joyY), 60, baseCol, false)
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vector.StrokeCircle(screen, float32(joyX), float32(joyY), 60, 2, color.RGBA{100, 100, 100, 100}, false)
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// B) Joystick Knob (relativ zu Base, nicht zu Canvas)
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knobCol := color.RGBA{100, 100, 100, 80}
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if g.joyActive {
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knobCol = color.RGBA{100, 255, 100, 120} // Grün wenn aktiv, aber auch durchsichtig
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knobCol = color.RGBA{100, 255, 100, 120}
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}
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vector.DrawFilledCircle(screen, float32(g.joyStickX), float32(g.joyStickY), 30, knobCol, false)
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// C) Jump Button (Rechts, ausgeblendet bei Tastatur-Nutzung)
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jumpX := float32(ScreenWidth - 150)
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jumpY := float32(ScreenHeight - 150)
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// C) Jump Button (unten rechts, relativ zu Canvas)
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jumpX := float32(canvasW) - 150
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jumpY := float32(canvasH) - 150
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vector.DrawFilledCircle(screen, jumpX, jumpY, 50, color.RGBA{255, 0, 0, 50}, false)
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vector.StrokeCircle(screen, jumpX, jumpY, 50, 2, color.RGBA{255, 0, 0, 100}, false)
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text.Draw(screen, "JUMP", basicfont.Face7x13, int(jumpX)-15, int(jumpY)+5, color.RGBA{255, 255, 255, 150})
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}
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// 8. DEBUG INFO (Oben Links)
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myPosStr := "N/A"
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for _, p := range g.gameState.Players {
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myPosStr = fmt.Sprintf("X:%.0f Y:%.0f", p.X, p.Y)
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break
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}
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debugMsg := fmt.Sprintf(
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"FPS: %.2f\nState: %s\nPlayers: %d\nCamX: %.0f\nPos: %s",
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ebiten.CurrentFPS(),
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g.gameState.Status,
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len(g.gameState.Players),
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g.camX,
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myPosStr,
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)
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vector.DrawFilledRect(screen, 10, 10, 200, 90, color.RGBA{0, 0, 0, 180}, false)
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text.Draw(screen, debugMsg, basicfont.Face7x13, 20, 30, color.White)
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}
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// --- ASSET HELPER ---
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@@ -476,8 +465,10 @@ func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY fl
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screenX := worldX - g.camX
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screenY := worldY
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// Optimierung: Nicht zeichnen, wenn komplett außerhalb
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if screenX < -200 || screenX > ScreenWidth+200 {
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// Optimierung: Nicht zeichnen, wenn komplett außerhalb (Canvas-Breite verwenden)
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// Großzügiger Culling-Bereich für früheres Spawning (800px statt 200px)
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canvasW, _ := screen.Size()
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if screenX < -800 || screenX > float64(canvasW)+800 {
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return
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}
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@@ -519,3 +510,90 @@ func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY fl
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}
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}
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// drawDebugOverlay zeigt Performance und Network Stats (F3 zum Umschalten)
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func (g *Game) drawDebugOverlay(screen *ebiten.Image) {
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// Hintergrund (halbtransparent)
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vector.DrawFilledRect(screen, 10, 80, 350, 170, color.RGBA{0, 0, 0, 180}, false)
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vector.StrokeRect(screen, 10, 80, 350, 170, 2, color.RGBA{255, 255, 0, 255}, false)
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y := 95
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lineHeight := 15
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// Titel
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text.Draw(screen, "=== DEBUG INFO (F3) ===", basicfont.Face7x13, 20, y, color.RGBA{255, 255, 0, 255})
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y += lineHeight + 5
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// FPS
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fpsColor := color.RGBA{0, 255, 0, 255}
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if g.currentFPS < 15 {
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fpsColor = color.RGBA{255, 0, 0, 255}
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} else if g.currentFPS < 30 {
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fpsColor = color.RGBA{255, 165, 0, 255}
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}
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text.Draw(screen, fmt.Sprintf("FPS: %.1f", g.currentFPS), basicfont.Face7x13, 20, y, fpsColor)
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y += lineHeight
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// Server Update Latenz
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updateAge := time.Since(g.lastUpdateTime).Milliseconds()
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latencyColor := color.RGBA{0, 255, 0, 255}
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if updateAge > 200 {
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latencyColor = color.RGBA{255, 0, 0, 255}
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} else if updateAge > 100 {
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latencyColor = color.RGBA{255, 165, 0, 255}
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}
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text.Draw(screen, fmt.Sprintf("Update Age: %dms", updateAge), basicfont.Face7x13, 20, y, latencyColor)
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y += lineHeight
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// Network Stats
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text.Draw(screen, fmt.Sprintf("Total Updates: %d", g.totalUpdates), basicfont.Face7x13, 20, y, color.White)
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y += lineHeight
|
||||
|
||||
oooColor := color.RGBA{0, 255, 0, 255}
|
||||
if g.outOfOrderCount > 10 {
|
||||
oooColor = color.RGBA{255, 165, 0, 255}
|
||||
}
|
||||
if g.outOfOrderCount > 50 {
|
||||
oooColor = color.RGBA{255, 0, 0, 255}
|
||||
}
|
||||
text.Draw(screen, fmt.Sprintf("Out-of-Order: %d", g.outOfOrderCount), basicfont.Face7x13, 20, y, oooColor)
|
||||
y += lineHeight
|
||||
|
||||
// Packet Loss Rate
|
||||
if g.totalUpdates > 0 {
|
||||
lossRate := float64(g.outOfOrderCount) / float64(g.totalUpdates+g.outOfOrderCount) * 100
|
||||
lossColor := color.RGBA{0, 255, 0, 255}
|
||||
if lossRate > 10 {
|
||||
lossColor = color.RGBA{255, 0, 0, 255}
|
||||
} else if lossRate > 5 {
|
||||
lossColor = color.RGBA{255, 165, 0, 255}
|
||||
}
|
||||
text.Draw(screen, fmt.Sprintf("Loss Rate: %.1f%%", lossRate), basicfont.Face7x13, 20, y, lossColor)
|
||||
y += lineHeight
|
||||
}
|
||||
|
||||
// Client Prediction Stats
|
||||
text.Draw(screen, fmt.Sprintf("Pending Inputs: %d", g.pendingInputCount), basicfont.Face7x13, 20, y, color.White)
|
||||
y += lineHeight
|
||||
|
||||
corrColor := color.RGBA{0, 255, 0, 255}
|
||||
if g.correctionCount > 100 {
|
||||
corrColor = color.RGBA{255, 165, 0, 255}
|
||||
}
|
||||
if g.correctionCount > 500 {
|
||||
corrColor = color.RGBA{255, 0, 0, 255}
|
||||
}
|
||||
text.Draw(screen, fmt.Sprintf("Corrections: %d", g.correctionCount), basicfont.Face7x13, 20, y, corrColor)
|
||||
y += lineHeight
|
||||
|
||||
// Current Correction Magnitude
|
||||
corrMag := math.Sqrt(g.correctionX*g.correctionX + g.correctionY*g.correctionY)
|
||||
if corrMag > 0.1 {
|
||||
text.Draw(screen, fmt.Sprintf("Corr Mag: %.1f", corrMag), basicfont.Face7x13, 20, y, color.RGBA{255, 165, 0, 255})
|
||||
} else {
|
||||
text.Draw(screen, "Corr Mag: 0.0", basicfont.Face7x13, 20, y, color.RGBA{0, 255, 0, 255})
|
||||
}
|
||||
y += lineHeight
|
||||
|
||||
// Server Sequence
|
||||
text.Draw(screen, fmt.Sprintf("Server Seq: %d", g.lastRecvSeq), basicfont.Face7x13, 20, y, color.White)
|
||||
}
|
||||
|
||||
@@ -58,9 +58,9 @@ func GenerateGroundTile(tileIdx int) GroundTile {
|
||||
Stones: make([]Stone, 0),
|
||||
}
|
||||
|
||||
// Zufällige Dirt-Patches generieren (15-25 pro Tile, über die ganze Höhe)
|
||||
numDirt := 15 + rng.Intn(10)
|
||||
dirtHeight := float64(ScreenHeight - RefFloorY - 20) // Gesamte Dirt-Höhe
|
||||
// Zufällige Dirt-Patches generieren (20-30 pro Tile, über die ganze Höhe)
|
||||
numDirt := 20 + rng.Intn(10)
|
||||
dirtHeight := 5000.0 // Gesamte Dirt-Höhe bis tief in die Erde
|
||||
for i := 0; i < numDirt; i++ {
|
||||
darkness := uint8(70 + rng.Intn(40)) // Verschiedene Brauntöne
|
||||
tile.DirtVariants = append(tile.DirtVariants, DirtPatch{
|
||||
@@ -72,7 +72,17 @@ func GenerateGroundTile(tileIdx int) GroundTile {
|
||||
})
|
||||
}
|
||||
|
||||
// Keine Steine mehr auf dem Gras
|
||||
// Steine IN der Erde generieren (10-20 pro Tile, tief verteilt)
|
||||
numStones := 10 + rng.Intn(10)
|
||||
for i := 0; i < numStones; i++ {
|
||||
tile.Stones = append(tile.Stones, Stone{
|
||||
X: rng.Float64() * 128,
|
||||
Y: rng.Float64()*dirtHeight + 20, // Tief in der Erde verteilt
|
||||
Size: 4 + rng.Float64()*8, // Verschiedene Größen
|
||||
Color: color.RGBA{100 + uint8(rng.Intn(50)), 100 + uint8(rng.Intn(50)), 100 + uint8(rng.Intn(50)), 255},
|
||||
Shape: rng.Intn(2), // 0=rund, 1=eckig
|
||||
})
|
||||
}
|
||||
|
||||
// In Cache speichern
|
||||
groundCache[tileIdx] = tile
|
||||
@@ -81,20 +91,25 @@ func GenerateGroundTile(tileIdx int) GroundTile {
|
||||
|
||||
// RenderGround rendert den Boden mit Bewegung
|
||||
func (g *Game) RenderGround(screen *ebiten.Image, cameraX float64) {
|
||||
// Tatsächliche Canvas-Größe verwenden
|
||||
canvasW, _ := screen.Size()
|
||||
|
||||
// Boden bleibt an fester Position (RefFloorY) - wichtig für Spielphysik!
|
||||
// Erweitere Boden nach unten weit über Canvas-Rand hinaus (5000 Pixel tief)
|
||||
floorY := float32(RefFloorY)
|
||||
floorH := float32(ScreenHeight - RefFloorY)
|
||||
floorH := float32(5000) // Tief in die Erde
|
||||
|
||||
// 1. Basis Gras-Schicht
|
||||
vector.DrawFilledRect(screen, 0, floorY, float32(ScreenWidth), floorH, ColGrass, false)
|
||||
// 1. Basis Gras-Schicht (volle Canvas-Breite, nur dünne Grasnarbe)
|
||||
vector.DrawFilledRect(screen, 0, floorY, float32(canvasW), 20, ColGrass, false)
|
||||
|
||||
// 2. Dirt-Schicht (Basis)
|
||||
vector.DrawFilledRect(screen, 0, floorY+20, float32(ScreenWidth), floorH-20, ColDirt, false)
|
||||
// 2. Dirt-Schicht (Basis, volle Canvas-Breite, tief nach unten)
|
||||
vector.DrawFilledRect(screen, 0, floorY+20, float32(canvasW), floorH-20, ColDirt, false)
|
||||
|
||||
// 3. Prozedurale Dirt-Patches und Steine (bewegen sich mit Kamera)
|
||||
// Berechne welche Tiles sichtbar sind
|
||||
// Berechne welche Tiles sichtbar sind (basierend auf Canvas-Breite)
|
||||
tileWidth := 128.0
|
||||
startTile := int(math.Floor(cameraX / tileWidth))
|
||||
endTile := int(math.Ceil((cameraX + float64(ScreenWidth)) / tileWidth))
|
||||
endTile := int(math.Ceil((cameraX + float64(canvasW)) / tileWidth))
|
||||
|
||||
// Tiles rendern
|
||||
for tileIdx := startTile; tileIdx <= endTile; tileIdx++ {
|
||||
@@ -106,8 +121,8 @@ func (g *Game) RenderGround(screen *ebiten.Image, cameraX float64) {
|
||||
screenX := float32(worldX - cameraX)
|
||||
screenY := float32(RefFloorY) + float32(dirt.OffsetY)
|
||||
|
||||
// Nur rendern wenn im sichtbaren Bereich
|
||||
if screenX+float32(dirt.Width) > 0 && screenX < float32(ScreenWidth) {
|
||||
// Nur rendern wenn im sichtbaren Bereich (Canvas-Breite verwenden)
|
||||
if screenX+float32(dirt.Width) > 0 && screenX < float32(canvasW) {
|
||||
vector.DrawFilledRect(screen, screenX, screenY, float32(dirt.Width), float32(dirt.Height), dirt.Color, false)
|
||||
}
|
||||
}
|
||||
@@ -118,8 +133,8 @@ func (g *Game) RenderGround(screen *ebiten.Image, cameraX float64) {
|
||||
screenX := float32(worldX - cameraX)
|
||||
screenY := float32(RefFloorY) + float32(stone.Y)
|
||||
|
||||
// Nur rendern wenn im sichtbaren Bereich
|
||||
if screenX > -20 && screenX < float32(ScreenWidth)+20 {
|
||||
// Nur rendern wenn im sichtbaren Bereich (Canvas-Breite verwenden)
|
||||
if screenX > -20 && screenX < float32(canvasW)+20 {
|
||||
if stone.Shape == 0 {
|
||||
// Runder Stein
|
||||
vector.DrawFilledCircle(screen, screenX, screenY, float32(stone.Size/2), stone.Color, false)
|
||||
|
||||
@@ -88,11 +88,14 @@ type Game struct {
|
||||
predictedVX float64
|
||||
predictedVY float64
|
||||
predictedGround bool
|
||||
predictedOnWall bool
|
||||
currentSpeed float64 // Aktuelle Scroll-Geschwindigkeit vom Server
|
||||
inputSequence uint32 // Sequenznummer für Inputs
|
||||
pendingInputs map[uint32]InputState // Noch nicht bestätigte Inputs
|
||||
lastServerSeq uint32 // Letzte vom Server bestätigte Sequenz
|
||||
predictionMutex sync.Mutex // Mutex für pendingInputs
|
||||
lastRecvSeq uint32 // Letzte empfangene Server-Sequenznummer (für Out-of-Order-Erkennung)
|
||||
lastInputTime time.Time // Letzter Input-Send (für 20 TPS Throttling)
|
||||
|
||||
// Smooth Correction
|
||||
correctionX float64 // Verbleibende Korrektur in X
|
||||
@@ -119,6 +122,18 @@ type Game struct {
|
||||
joyTouchID ebiten.TouchID
|
||||
btnJumpActive bool
|
||||
keyboardUsed bool // Wurde Tastatur benutzt?
|
||||
|
||||
// Debug Stats
|
||||
showDebug bool // Debug-Overlay anzeigen (F3 zum Umschalten)
|
||||
fpsCounter int // Frame-Zähler
|
||||
fpsSampleTime time.Time // Letzter FPS-Sample
|
||||
currentFPS float64 // Aktuelle FPS
|
||||
lastUpdateTime time.Time // Letzte Server-Update Zeit
|
||||
updateLatency float64 // Latenz zum letzten Update (ms)
|
||||
correctionCount int // Anzahl der Korrekturen
|
||||
outOfOrderCount int // Anzahl verworfener Out-of-Order Pakete
|
||||
totalUpdates int // Gesamtzahl empfangener Updates
|
||||
pendingInputCount int // Anzahl pending Inputs
|
||||
}
|
||||
|
||||
func NewGame() *Game {
|
||||
@@ -142,6 +157,10 @@ func NewGame() *Game {
|
||||
// Audio System
|
||||
audio: NewAudioSystem(),
|
||||
|
||||
// Debug Stats
|
||||
fpsSampleTime: time.Now(),
|
||||
lastUpdateTime: time.Now(),
|
||||
|
||||
joyBaseX: 150, joyBaseY: ScreenHeight - 150,
|
||||
joyStickX: 150, joyStickY: ScreenHeight - 150,
|
||||
}
|
||||
@@ -161,6 +180,24 @@ func NewGame() *Game {
|
||||
|
||||
// --- UPDATE ---
|
||||
func (g *Game) Update() error {
|
||||
// FPS Tracking
|
||||
g.fpsCounter++
|
||||
if time.Since(g.fpsSampleTime) >= time.Second {
|
||||
g.currentFPS = float64(g.fpsCounter) / time.Since(g.fpsSampleTime).Seconds()
|
||||
g.fpsCounter = 0
|
||||
g.fpsSampleTime = time.Now()
|
||||
}
|
||||
|
||||
// Debug Toggle (F3)
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyF3) {
|
||||
g.showDebug = !g.showDebug
|
||||
}
|
||||
|
||||
// Pending Inputs zählen für Debug
|
||||
g.predictionMutex.Lock()
|
||||
g.pendingInputCount = len(g.pendingInputs)
|
||||
g.predictionMutex.Unlock()
|
||||
|
||||
// Game Over Handling
|
||||
if g.appState == StateGame && g.gameState.Status == "GAMEOVER" {
|
||||
// Back Button (oben links) - Touch Support
|
||||
@@ -594,7 +631,10 @@ func (g *Game) DrawLobby(screen *ebiten.Image) {
|
||||
text.Draw(screen, "< Back", basicfont.Face7x13, 65, 75, ColText)
|
||||
}
|
||||
|
||||
func (g *Game) Layout(w, h int) (int, int) { return ScreenWidth, ScreenHeight }
|
||||
func (g *Game) Layout(w, h int) (int, int) {
|
||||
// Nutze die GESAMTE Bildschirmfläche ohne Einschränkungen
|
||||
return w, h
|
||||
}
|
||||
|
||||
// --- HELPER ---
|
||||
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/config"
|
||||
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
|
||||
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/physics"
|
||||
)
|
||||
|
||||
// ApplyInput wendet einen Input auf den vorhergesagten Zustand an
|
||||
// Nutzt die gemeinsame Physik-Engine aus pkg/physics
|
||||
func (g *Game) ApplyInput(input InputState) {
|
||||
// Horizontale Bewegung mit analogem Joystick
|
||||
moveX := 0.0
|
||||
@@ -20,39 +21,42 @@ func (g *Game) ApplyInput(input InputState) {
|
||||
moveX = input.JoyX
|
||||
}
|
||||
|
||||
// Geschwindigkeit skaliert mit Joystick-Intensität
|
||||
// Bewegung relativ zum Scroll (symmetrisch)
|
||||
speed := config.RunSpeed + (moveX * config.PlayerSpeed)
|
||||
g.predictedX += speed
|
||||
|
||||
// Gravitation
|
||||
g.predictedVY += config.Gravity
|
||||
if g.predictedVY > config.MaxFall {
|
||||
g.predictedVY = config.MaxFall
|
||||
// Physik-State vorbereiten
|
||||
state := physics.PlayerPhysicsState{
|
||||
X: g.predictedX,
|
||||
Y: g.predictedY,
|
||||
VX: g.predictedVX,
|
||||
VY: g.predictedVY,
|
||||
OnGround: g.predictedGround,
|
||||
OnWall: g.predictedOnWall,
|
||||
}
|
||||
|
||||
// Fast Fall
|
||||
if input.Down {
|
||||
g.predictedVY = config.FastFall
|
||||
// Physik-Input vorbereiten
|
||||
physicsInput := physics.PhysicsInput{
|
||||
InputX: moveX,
|
||||
Jump: input.Jump,
|
||||
Down: input.Down,
|
||||
}
|
||||
|
||||
// Sprung
|
||||
if input.Jump && g.predictedGround {
|
||||
g.predictedVY = -config.JumpVelocity
|
||||
g.predictedGround = false
|
||||
// Kollisions-Checker vorbereiten
|
||||
g.stateMutex.Lock()
|
||||
collisionChecker := &physics.ClientCollisionChecker{
|
||||
World: g.world,
|
||||
ActiveChunks: g.gameState.WorldChunks,
|
||||
MovingPlatforms: g.gameState.MovingPlatforms,
|
||||
}
|
||||
g.stateMutex.Unlock()
|
||||
|
||||
// Vertikale Bewegung
|
||||
g.predictedY += g.predictedVY
|
||||
// Gemeinsame Physik anwenden (1:1 wie Server)
|
||||
physics.ApplyPhysics(&state, physicsInput, g.currentSpeed, collisionChecker, physics.DefaultPlayerConstants())
|
||||
|
||||
// Einfache Boden-Kollision (hardcoded für jetzt)
|
||||
if g.predictedY >= 540 {
|
||||
g.predictedY = 540
|
||||
g.predictedVY = 0
|
||||
g.predictedGround = true
|
||||
} else {
|
||||
g.predictedGround = false
|
||||
}
|
||||
// Ergebnis zurückschreiben
|
||||
g.predictedX = state.X
|
||||
g.predictedY = state.Y
|
||||
g.predictedVX = state.VX
|
||||
g.predictedVY = state.VY
|
||||
g.predictedGround = state.OnGround
|
||||
g.predictedOnWall = state.OnWall
|
||||
}
|
||||
|
||||
// ReconcileWithServer gleicht lokale Prediction mit Server-State ab
|
||||
@@ -70,14 +74,15 @@ func (g *Game) ReconcileWithServer(serverState game.PlayerState) {
|
||||
}
|
||||
}
|
||||
|
||||
// Temporäre Position für Replay
|
||||
// Temporäre Position für Replay (jetzt MIT Y-Achse)
|
||||
replayX := serverState.X
|
||||
replayY := serverState.Y
|
||||
replayVX := serverState.VX
|
||||
replayVY := serverState.VY
|
||||
replayGround := serverState.OnGround
|
||||
replayOnWall := serverState.OnWall
|
||||
|
||||
// Replay alle noch nicht bestätigten Inputs
|
||||
// Replay alle noch nicht bestätigten Inputs mit VOLLER Physik
|
||||
if len(g.pendingInputs) > 0 {
|
||||
for seq := g.lastServerSeq + 1; seq <= g.inputSequence; seq++ {
|
||||
if input, ok := g.pendingInputs[seq]; ok {
|
||||
@@ -85,12 +90,14 @@ func (g *Game) ReconcileWithServer(serverState game.PlayerState) {
|
||||
oldX, oldY := g.predictedX, g.predictedY
|
||||
oldVX, oldVY := g.predictedVX, g.predictedVY
|
||||
oldGround := g.predictedGround
|
||||
oldOnWall := g.predictedOnWall
|
||||
|
||||
g.predictedX = replayX
|
||||
g.predictedY = replayY
|
||||
g.predictedVX = replayVX
|
||||
g.predictedVY = replayVY
|
||||
g.predictedGround = replayGround
|
||||
g.predictedOnWall = replayOnWall
|
||||
|
||||
g.ApplyInput(input)
|
||||
|
||||
@@ -99,6 +106,7 @@ func (g *Game) ReconcileWithServer(serverState game.PlayerState) {
|
||||
replayVX = g.predictedVX
|
||||
replayVY = g.predictedVY
|
||||
replayGround = g.predictedGround
|
||||
replayOnWall = g.predictedOnWall
|
||||
|
||||
// Zurücksetzen
|
||||
g.predictedX = oldX
|
||||
@@ -106,25 +114,44 @@ func (g *Game) ReconcileWithServer(serverState game.PlayerState) {
|
||||
g.predictedVX = oldVX
|
||||
g.predictedVY = oldVY
|
||||
g.predictedGround = oldGround
|
||||
g.predictedOnWall = oldOnWall
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Berechne Differenz zwischen aktueller Prediction und Server-Replay
|
||||
// Berechne Differenz zwischen Client-Prediction und Server-Replay (X und Y)
|
||||
diffX := replayX - g.predictedX
|
||||
diffY := replayY - g.predictedY
|
||||
dist := diffX*diffX + diffY*diffY
|
||||
|
||||
// Nur korrigieren wenn Differenz signifikant
|
||||
// Bei 20 TPS größerer Threshold wegen größerer normaler Abweichungen
|
||||
const threshold = 5.0 // Erhöht für 20 TPS (war 2.0)
|
||||
if diffX*diffX+diffY*diffY > threshold*threshold {
|
||||
// Speichere Korrektur für sanfte Interpolation
|
||||
g.correctionX = diffX
|
||||
g.correctionY = diffY
|
||||
// Speichere Korrektur-Magnitude für Debug
|
||||
g.correctionX = diffX
|
||||
g.correctionY = diffY
|
||||
|
||||
// Bei sehr kleinen Abweichungen (<2px): Sofort korrigieren um Drift zu vermeiden
|
||||
if dist < 4.0 { // 2px threshold
|
||||
g.predictedX = replayX
|
||||
g.predictedY = replayY
|
||||
} else if dist > 100*100 {
|
||||
// Bei sehr großen Abweichungen (>100px): Sofort korrigieren (Teleport/Respawn)
|
||||
g.predictedX = replayX
|
||||
g.predictedY = replayY
|
||||
g.correctionCount++
|
||||
} else if dist > 1.0 {
|
||||
// Bei normalen Abweichungen: Sanfte Interpolation
|
||||
// Bei 20 TPS: Aggressivere Interpolation
|
||||
interpFactor := 0.5 // 50% pro Tick
|
||||
if dist > 50*50 {
|
||||
interpFactor = 0.8 // 80% bei großen Abweichungen
|
||||
}
|
||||
g.predictedX += diffX * interpFactor
|
||||
g.predictedY += diffY * interpFactor
|
||||
g.correctionCount++
|
||||
}
|
||||
|
||||
// Velocity und Ground immer sofort übernehmen
|
||||
// Velocity und Ground Status vom Server übernehmen
|
||||
g.predictedVX = replayVX
|
||||
g.predictedVY = replayVY
|
||||
g.predictedGround = replayGround
|
||||
g.predictedOnWall = replayOnWall
|
||||
}
|
||||
|
||||
Binary file not shown.
@@ -1,7 +1,7 @@
|
||||
@font-face{font-display:swap;font-family:'Press Start 2P';font-style:normal;font-weight:400;src:url('../assets/fonts/press-start-2p-v16-latin-regular.woff2') format('woff2')}
|
||||
body,html{margin:0;padding:0;width:100%;height:100%;background-color:#1a1a1a;color:#fff;overflow:hidden;font-family:'Press Start 2P',cursive;font-size:14px}
|
||||
#game-container{position:relative;width:100%;height:100%;box-shadow:0 0 50px rgba(0,0,0,.8);border:4px solid #444;background:#000}
|
||||
canvas{position:fixed!important;top:0!important;left:0!important;width:100%!important;height:100%!important;z-index:1!important;background:#000;image-rendering:pixelated;opacity:0;pointer-events:none;transition:opacity .3s;visibility:hidden}
|
||||
canvas{position:fixed!important;top:50%!important;left:50%!important;transform:translate(-50%,-50%)!important;width:100%!important;height:100%!important;max-width:100vw!important;max-height:100vh!important;object-fit:contain!important;z-index:1!important;background:#000;image-rendering:pixelated;opacity:0;pointer-events:none;transition:opacity .3s;visibility:hidden}
|
||||
canvas.game-active{opacity:1;pointer-events:auto;z-index:2000!important;visibility:visible}
|
||||
.overlay-screen{position:fixed!important;top:0;left:0;width:100%;height:100%;background:url('background.jpg') center/cover no-repeat,rgba(0,0,0,.85);display:flex;justify-content:center;align-items:center;z-index:1000;box-sizing:border-box;padding:20px}
|
||||
.overlay-screen.hidden{display:none!important}
|
||||
|
||||
@@ -159,7 +159,20 @@ func main() {
|
||||
rooms[roomID] = room
|
||||
|
||||
// Starte den Game-Loop (Physik)
|
||||
go room.RunLoop()
|
||||
go func() {
|
||||
room.RunLoop()
|
||||
// Nach Ende des Spiels: Raum aufräumen
|
||||
mu.Lock()
|
||||
delete(rooms, roomID)
|
||||
// Entferne auch alle Spieler-Sessions aus diesem Raum
|
||||
for playerID, r := range playerSessions {
|
||||
if r == room {
|
||||
delete(playerSessions, playerID)
|
||||
}
|
||||
}
|
||||
mu.Unlock()
|
||||
log.Printf("🧹 Raum '%s' wurde aufgeräumt nach GAMEOVER", roomID)
|
||||
}()
|
||||
}
|
||||
|
||||
// Spieler hinzufügen (ID, Name)
|
||||
|
||||
Reference in New Issue
Block a user