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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.

This commit is contained in:
Sebastian Unterschütz
2026-01-04 01:25:04 +01:00
parent 85d697df19
commit 3232ee7c2f
86 changed files with 4931 additions and 486 deletions

55
cmd/client/chunks_wasm.go Normal file
View File

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//go:build wasm
// +build wasm
package main
import (
_ "embed"
"encoding/json"
"log"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
)
//go:embed assets/chunks/start.json
var chunkStartData []byte
//go:embed assets/chunks/chunk_01.json
var chunk01Data []byte
//go:embed assets/chunks/chunk_02.json
var chunk02Data []byte
//go:embed assets/chunks/chunk_03.json
var chunk03Data []byte
//go:embed assets/chunks/chunk_04.json
var chunk04Data []byte
// loadChunks lädt alle Chunks aus eingebetteten Daten (WebAssembly)
func (g *Game) loadChunks() {
chunkDataMap := map[string][]byte{
"start": chunkStartData,
"chunk_01": chunk01Data,
"chunk_02": chunk02Data,
"chunk_03": chunk03Data,
"chunk_04": chunk04Data,
}
count := 0
for id, data := range chunkDataMap {
var c game.Chunk
if err := json.Unmarshal(data, &c); err == nil {
if c.ID == "" {
c.ID = id
}
g.world.ChunkLibrary[c.ID] = c
count++
log.Printf("📦 Chunk geladen: %s (Width=%d, Objects=%d)", c.ID, c.Width, len(c.Objects))
} else {
log.Printf("⚠️ Fehler beim Laden von Chunk %s: %v", id, err)
}
}
log.Printf("✅ %d Chunks für WASM geladen", count)
}