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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

160
cmd/client/ground_system.go Normal file
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package main
import (
"image/color"
"math"
"math/rand"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// GroundTile repräsentiert ein Boden-Segment
type GroundTile struct {
X float64
DirtVariants []DirtPatch
Stones []Stone
}
// DirtPatch ist ein Dirt-Fleck im Boden
type DirtPatch struct {
OffsetX float64
OffsetY float64
Width float64
Height float64
Color color.RGBA
}
// Stone ist ein Stein auf dem Boden
type Stone struct {
X float64
Y float64
Size float64
Color color.RGBA
Shape int // 0=rund, 1=eckig
}
// GroundCache speichert generierte Tiles
var groundCache = make(map[int]GroundTile)
// ClearGroundCache leert den Cache (z.B. bei Änderungen)
func ClearGroundCache() {
groundCache = make(map[int]GroundTile)
}
// GenerateGroundTile generiert ein prozedurales Boden-Segment (gecacht)
func GenerateGroundTile(tileIdx int) GroundTile {
// Prüfe Cache
if cached, exists := groundCache[tileIdx]; exists {
return cached
}
// Deterministischer Seed basierend auf Tile-Index
rng := rand.New(rand.NewSource(int64(tileIdx * 12345)))
tile := GroundTile{
X: float64(tileIdx) * 128.0,
DirtVariants: make([]DirtPatch, 0),
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
for i := 0; i < numDirt; i++ {
darkness := uint8(70 + rng.Intn(40)) // Verschiedene Brauntöne
tile.DirtVariants = append(tile.DirtVariants, DirtPatch{
OffsetX: rng.Float64() * 128,
OffsetY: rng.Float64()*dirtHeight + 20, // Über die ganze Dirt-Schicht verteilt
Width: 10 + rng.Float64()*30,
Height: 10 + rng.Float64()*25,
Color: color.RGBA{darkness, darkness - 10, darkness - 20, 255},
})
}
// Keine Steine mehr auf dem Gras
// In Cache speichern
groundCache[tileIdx] = tile
return tile
}
// RenderGround rendert den Boden mit Bewegung
func (g *Game) RenderGround(screen *ebiten.Image, cameraX float64) {
floorY := float32(RefFloorY)
floorH := float32(ScreenHeight - RefFloorY)
// 1. Basis Gras-Schicht
vector.DrawFilledRect(screen, 0, floorY, float32(ScreenWidth), floorH, ColGrass, false)
// 2. Dirt-Schicht (Basis)
vector.DrawFilledRect(screen, 0, floorY+20, float32(ScreenWidth), floorH-20, ColDirt, false)
// 3. Prozedurale Dirt-Patches und Steine (bewegen sich mit Kamera)
// Berechne welche Tiles sichtbar sind
tileWidth := 128.0
startTile := int(math.Floor(cameraX / tileWidth))
endTile := int(math.Ceil((cameraX + float64(ScreenWidth)) / tileWidth))
// Tiles rendern
for tileIdx := startTile; tileIdx <= endTile; tileIdx++ {
tile := GenerateGroundTile(tileIdx)
// Dirt-Patches rendern
for _, dirt := range tile.DirtVariants {
worldX := tile.X + dirt.OffsetX
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) {
vector.DrawFilledRect(screen, screenX, screenY, float32(dirt.Width), float32(dirt.Height), dirt.Color, false)
}
}
// Steine rendern (auf dem Gras)
for _, stone := range tile.Stones {
worldX := tile.X + stone.X
screenX := float32(worldX - cameraX)
screenY := float32(RefFloorY) + float32(stone.Y)
// Nur rendern wenn im sichtbaren Bereich
if screenX > -20 && screenX < float32(ScreenWidth)+20 {
if stone.Shape == 0 {
// Runder Stein
vector.DrawFilledCircle(screen, screenX, screenY, float32(stone.Size/2), stone.Color, false)
// Highlight für 3D-Effekt
highlightCol := color.RGBA{
uint8(math.Min(float64(stone.Color.R)+40, 255)),
uint8(math.Min(float64(stone.Color.G)+40, 255)),
uint8(math.Min(float64(stone.Color.B)+40, 255)),
200,
}
vector.DrawFilledCircle(screen, screenX-float32(stone.Size*0.15), screenY-float32(stone.Size*0.15), float32(stone.Size/4), highlightCol, false)
} else {
// Eckiger Stein
vector.DrawFilledRect(screen, screenX-float32(stone.Size/2), screenY-float32(stone.Size/2), float32(stone.Size), float32(stone.Size), stone.Color, false)
// Schatten für 3D-Effekt
shadowCol := color.RGBA{
uint8(float64(stone.Color.R) * 0.6),
uint8(float64(stone.Color.G) * 0.6),
uint8(float64(stone.Color.B) * 0.6),
150,
}
vector.DrawFilledRect(screen, screenX-float32(stone.Size/2)+2, screenY-float32(stone.Size/2)+2, float32(stone.Size), float32(stone.Size), shadowCol, false)
// Original drüber
vector.DrawFilledRect(screen, screenX-float32(stone.Size/2), screenY-float32(stone.Size/2), float32(stone.Size), float32(stone.Size), stone.Color, false)
}
}
}
}
// Cache aufräumen (nur Tiles außerhalb des Sichtbereichs entfernen)
if len(groundCache) > 100 {
for idx := range groundCache {
if idx < startTile-10 || idx > endTile+10 {
delete(groundCache, idx)
}
}
}
}