Add platform-specific implementations for assets, audio, WebSocket, and rendering on Desktop and WebAssembly platforms. Introduce embedded assets for WebAssembly and native file handling for Desktop. Add platform-specific chunk loading and game state synchronization.
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53
cmd/client/assets_wasm.go
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53
cmd/client/assets_wasm.go
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//go:build wasm
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// +build wasm
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package main
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import (
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_ "embed"
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"encoding/json"
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"fmt"
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"log"
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"path/filepath"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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)
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//go:embed assets/assets.json
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var assetsJSON []byte
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func (g *Game) loadAssets() {
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// Assets Manifest aus eingebetteter Datei laden
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var m game.AssetManifest
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if err := json.Unmarshal(assetsJSON, &m); err != nil {
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log.Printf("⚠️ Fehler beim Parsen von assets.json: %v", err)
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g.world.Manifest = game.AssetManifest{Assets: make(map[string]game.AssetDefinition)}
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} else {
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g.world.Manifest = m
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fmt.Println("✅ Assets Manifest geladen (WASM):", len(m.Assets), "Einträge")
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}
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// Chunks laden (auch per go:embed in chunks_wasm.go)
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g.loadChunks()
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// Bilder vorladen - In WASM sind die Assets relativ zum HTML
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baseDir := "./assets"
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loadedImages := 0
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failedImages := 0
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for id, def := range g.world.Manifest.Assets {
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if def.Filename != "" {
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path := filepath.Join(baseDir, def.Filename)
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img, _, err := ebitenutil.NewImageFromFile(path)
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if err == nil {
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g.assetsImages[id] = img
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loadedImages++
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} else {
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log.Printf("⚠️ Bild nicht geladen: %s (%s) - Fehler: %v", id, def.Filename, err)
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failedImages++
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}
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}
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}
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fmt.Printf("🖼️ Bilder (WASM): %d geladen, %d fehlgeschlagen\n", loadedImages, failedImages)
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}
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