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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@@ -58,9 +58,9 @@ func GenerateGroundTile(tileIdx int) GroundTile {
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Stones: make([]Stone, 0),
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}
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// Zufällige Dirt-Patches generieren (15-25 pro Tile, über die ganze Höhe)
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numDirt := 15 + rng.Intn(10)
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dirtHeight := float64(ScreenHeight - RefFloorY - 20) // Gesamte Dirt-Höhe
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// Zufällige Dirt-Patches generieren (20-30 pro Tile, über die ganze Höhe)
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numDirt := 20 + rng.Intn(10)
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dirtHeight := 5000.0 // Gesamte Dirt-Höhe bis tief in die Erde
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for i := 0; i < numDirt; i++ {
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darkness := uint8(70 + rng.Intn(40)) // Verschiedene Brauntöne
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tile.DirtVariants = append(tile.DirtVariants, DirtPatch{
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@@ -72,7 +72,17 @@ func GenerateGroundTile(tileIdx int) GroundTile {
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})
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}
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// Keine Steine mehr auf dem Gras
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// Steine IN der Erde generieren (10-20 pro Tile, tief verteilt)
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numStones := 10 + rng.Intn(10)
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for i := 0; i < numStones; i++ {
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tile.Stones = append(tile.Stones, Stone{
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X: rng.Float64() * 128,
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Y: rng.Float64()*dirtHeight + 20, // Tief in der Erde verteilt
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Size: 4 + rng.Float64()*8, // Verschiedene Größen
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Color: color.RGBA{100 + uint8(rng.Intn(50)), 100 + uint8(rng.Intn(50)), 100 + uint8(rng.Intn(50)), 255},
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Shape: rng.Intn(2), // 0=rund, 1=eckig
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})
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}
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// In Cache speichern
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groundCache[tileIdx] = tile
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@@ -81,20 +91,25 @@ func GenerateGroundTile(tileIdx int) GroundTile {
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// RenderGround rendert den Boden mit Bewegung
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func (g *Game) RenderGround(screen *ebiten.Image, cameraX float64) {
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// Tatsächliche Canvas-Größe verwenden
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canvasW, _ := screen.Size()
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// Boden bleibt an fester Position (RefFloorY) - wichtig für Spielphysik!
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// Erweitere Boden nach unten weit über Canvas-Rand hinaus (5000 Pixel tief)
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floorY := float32(RefFloorY)
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floorH := float32(ScreenHeight - RefFloorY)
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floorH := float32(5000) // Tief in die Erde
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// 1. Basis Gras-Schicht
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vector.DrawFilledRect(screen, 0, floorY, float32(ScreenWidth), floorH, ColGrass, false)
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// 1. Basis Gras-Schicht (volle Canvas-Breite, nur dünne Grasnarbe)
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vector.DrawFilledRect(screen, 0, floorY, float32(canvasW), 20, ColGrass, false)
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// 2. Dirt-Schicht (Basis)
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vector.DrawFilledRect(screen, 0, floorY+20, float32(ScreenWidth), floorH-20, ColDirt, false)
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// 2. Dirt-Schicht (Basis, volle Canvas-Breite, tief nach unten)
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vector.DrawFilledRect(screen, 0, floorY+20, float32(canvasW), floorH-20, ColDirt, false)
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// 3. Prozedurale Dirt-Patches und Steine (bewegen sich mit Kamera)
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// Berechne welche Tiles sichtbar sind
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// Berechne welche Tiles sichtbar sind (basierend auf Canvas-Breite)
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tileWidth := 128.0
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startTile := int(math.Floor(cameraX / tileWidth))
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endTile := int(math.Ceil((cameraX + float64(ScreenWidth)) / tileWidth))
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endTile := int(math.Ceil((cameraX + float64(canvasW)) / tileWidth))
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// Tiles rendern
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for tileIdx := startTile; tileIdx <= endTile; tileIdx++ {
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@@ -106,8 +121,8 @@ func (g *Game) RenderGround(screen *ebiten.Image, cameraX float64) {
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screenX := float32(worldX - cameraX)
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screenY := float32(RefFloorY) + float32(dirt.OffsetY)
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// Nur rendern wenn im sichtbaren Bereich
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if screenX+float32(dirt.Width) > 0 && screenX < float32(ScreenWidth) {
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// Nur rendern wenn im sichtbaren Bereich (Canvas-Breite verwenden)
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if screenX+float32(dirt.Width) > 0 && screenX < float32(canvasW) {
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vector.DrawFilledRect(screen, screenX, screenY, float32(dirt.Width), float32(dirt.Height), dirt.Color, false)
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}
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}
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@@ -118,8 +133,8 @@ func (g *Game) RenderGround(screen *ebiten.Image, cameraX float64) {
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screenX := float32(worldX - cameraX)
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screenY := float32(RefFloorY) + float32(stone.Y)
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// Nur rendern wenn im sichtbaren Bereich
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if screenX > -20 && screenX < float32(ScreenWidth)+20 {
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// Nur rendern wenn im sichtbaren Bereich (Canvas-Breite verwenden)
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if screenX > -20 && screenX < float32(canvasW)+20 {
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if stone.Shape == 0 {
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// Runder Stein
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vector.DrawFilledCircle(screen, screenX, screenY, float32(stone.Size/2), stone.Color, false)
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