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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

View File

@@ -1,22 +1,18 @@
package main
import (
"encoding/json"
"fmt"
"image/color"
_ "image/png"
"io/ioutil"
_ "image/jpeg" // JPEG-Decoder
_ "image/png" // PNG-Decoder
"log"
mrand "math/rand"
"path/filepath"
"runtime"
"sort"
"strings"
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/text"
"github.com/hajimehoshi/ebiten/v2/vector"
@@ -28,8 +24,8 @@ import (
// --- KONFIGURATION ---
const (
ScreenWidth = 1280
ScreenHeight = 720
ScreenWidth = 1280
ScreenHeight = 720
StateMenu = 0
StateLobby = 1
StateGame = 2
@@ -59,6 +55,7 @@ type InputState struct {
type Game struct {
appState int
conn *nats.EncodedConn
wsConn *wsConn // WebSocket für WASM
gameState game.GameState
stateMutex sync.Mutex
connected bool
@@ -95,6 +92,21 @@ type Game struct {
lastServerSeq uint32 // Letzte vom Server bestätigte Sequenz
predictionMutex sync.Mutex // Mutex für pendingInputs
// Smooth Correction
correctionX float64 // Verbleibende Korrektur in X
correctionY float64 // Verbleibende Korrektur in Y
// Particle System
particles []Particle
particlesMutex sync.Mutex
lastGroundState bool // Für Landing-Detection
lastCollectedCoins map[string]bool // Für Coin-Partikel
lastCollectedPowerups map[string]bool // Für Powerup-Partikel
lastPlayerStates map[string]game.PlayerState // Für Death-Partikel
// Audio System
audio *AudioSystem
// Kamera
camX float64
@@ -104,6 +116,7 @@ type Game struct {
joyActive bool
joyTouchID ebiten.TouchID
btnJumpActive bool
keyboardUsed bool // Wurde Tastatur benutzt?
}
func NewGame() *Game {
@@ -114,67 +127,35 @@ func NewGame() *Game {
gameState: game.GameState{Players: make(map[string]game.PlayerState)},
playerName: "Student",
activeField: "name",
activeField: "",
gameMode: "",
pendingInputs: make(map[uint32]InputState),
leaderboard: make([]game.LeaderboardEntry, 0),
// Particle tracking
lastCollectedCoins: make(map[string]bool),
lastCollectedPowerups: make(map[string]bool),
lastPlayerStates: make(map[string]game.PlayerState),
// Audio System
audio: NewAudioSystem(),
joyBaseX: 150, joyBaseY: ScreenHeight - 150,
joyStickX: 150, joyStickY: ScreenHeight - 150,
}
g.loadAssets()
g.loadOrCreatePlayerCode()
// Gespeicherten Namen laden
savedName := g.loadPlayerName()
if savedName != "" {
g.playerName = savedName
}
return g
}
func (g *Game) loadAssets() {
// Pfad anpassen: Wir suchen im relativen Pfad
baseDir := "./cmd/client/assets"
manifestPath := filepath.Join(baseDir, "assets.json")
data, err := ioutil.ReadFile(manifestPath)
if err == nil {
var m game.AssetManifest
json.Unmarshal(data, &m)
g.world.Manifest = m
fmt.Println("✅ Assets Manifest geladen:", len(m.Assets), "Einträge")
} else {
log.Println("⚠️ assets.json NICHT gefunden! Pfad:", manifestPath)
// Fallback: Leeres Manifest, damit das Spiel nicht abstürzt
g.world.Manifest = game.AssetManifest{Assets: make(map[string]game.AssetDefinition)}
}
// Chunks laden
chunkDir := filepath.Join(baseDir, "chunks")
err = g.world.LoadChunkLibrary(chunkDir)
if err != nil {
log.Println("⚠️ Chunks konnten nicht geladen werden:", err)
} else {
fmt.Println("✅ Chunks geladen:", len(g.world.ChunkLibrary), "Einträge")
// DEBUG: Details der geladenen Chunks
for id, chunk := range g.world.ChunkLibrary {
fmt.Printf(" 📦 Chunk '%s': Width=%d, Objects=%d\n", id, chunk.Width, len(chunk.Objects))
}
}
// Bilder vorladen
loadedImages := 0
failedImages := 0
for id, def := range g.world.Manifest.Assets {
if def.Filename != "" {
path := filepath.Join(baseDir, def.Filename)
img, _, err := ebitenutil.NewImageFromFile(path)
if err == nil {
g.assetsImages[id] = img
loadedImages++
} else {
log.Printf("⚠️ Bild nicht geladen: %s (%s) - Fehler: %v", id, def.Filename, err)
failedImages++
}
}
}
fmt.Printf("🖼️ Bilder: %d geladen, %d fehlgeschlagen\n", loadedImages, failedImages)
}
// loadAssets() ist jetzt in assets_wasm.go und assets_native.go definiert
// --- UPDATE ---
func (g *Game) Update() error {
@@ -220,6 +201,17 @@ func (g *Game) Update() error {
}
}
// Musik-Start-Check (unabhängig vom State)
if g.gameState.Status == "RUNNING" && g.lastStatus != "RUNNING" {
log.Printf("🎮 Spiel startet! Status: %s -> %s", g.lastStatus, g.gameState.Status)
g.audio.PlayMusic()
}
// Musik stoppen wenn Game Over
if g.gameState.Status == "GAMEOVER" && g.lastStatus == "RUNNING" {
g.audio.StopMusic()
}
g.lastStatus = g.gameState.Status
switch g.appState {
case StateMenu:
g.updateMenu()
@@ -236,6 +228,30 @@ func (g *Game) Update() error {
func (g *Game) updateMenu() {
g.handleMenuInput()
// Volume Sliders (unten links)
volumeX := 20
volumeY := ScreenHeight - 100
sliderWidth := 200
sliderHeight := 10
// Music Volume Slider
musicSliderY := volumeY + 10
if isSliderHit(volumeX, musicSliderY, sliderWidth, sliderHeight) {
newVolume := getSliderValue(volumeX, sliderWidth)
g.audio.SetMusicVolume(newVolume)
return
}
// SFX Volume Slider
sfxSliderY := volumeY + 50
if isSliderHit(volumeX, sfxSliderY, sliderWidth, sliderHeight) {
newVolume := getSliderValue(volumeX, sliderWidth)
g.audio.SetSFXVolume(newVolume)
// Test-Sound abspielen
g.audio.PlayCoin()
return
}
// Leaderboard Button
lbBtnW, lbBtnH := 200, 50
lbBtnX := ScreenWidth - lbBtnW - 20
@@ -324,7 +340,7 @@ func (g *Game) updateLobby() {
if isHit(btnX, btnY, btnW, btnH) {
// START GAME
g.SendCommand("START")
g.sendStartRequest()
}
}
@@ -347,18 +363,27 @@ func (g *Game) updateLobby() {
// --- DRAW ---
func (g *Game) Draw(screen *ebiten.Image) {
// In WASM: Nur das Spiel zeichnen, kein Menü/Lobby (HTML übernimmt das)
// In Native: Alles zeichnen
g.draw(screen)
}
// draw ist die plattform-übergreifende Zeichenfunktion
func (g *Game) draw(screen *ebiten.Image) {
switch g.appState {
case StateMenu:
g.DrawMenu(screen)
g.drawMenu(screen)
case StateLobby:
g.DrawLobby(screen)
g.drawLobby(screen)
case StateGame:
g.DrawGame(screen)
case StateLeaderboard:
g.DrawLeaderboard(screen)
g.drawLeaderboard(screen)
}
}
// drawMenu, drawLobby, drawLeaderboard sind in draw_wasm.go und draw_native.go definiert
func (g *Game) DrawMenu(screen *ebiten.Image) {
screen.Fill(color.RGBA{20, 20, 30, 255})
@@ -442,7 +467,19 @@ func (g *Game) DrawMenu(screen *ebiten.Image) {
vector.StrokeRect(screen, float32(lbBtnX), float32(lbBtnY), float32(lbBtnW), 50, 2, color.RGBA{255, 215, 0, 255}, false)
text.Draw(screen, "🏆 LEADERBOARD", basicfont.Face7x13, lbBtnX+35, lbBtnY+30, color.RGBA{255, 215, 0, 255})
text.Draw(screen, "WASD / Arrows - SPACE to Jump", basicfont.Face7x13, ScreenWidth/2-100, ScreenHeight-30, color.Gray{150})
// Volume Controls (unten links)
volumeX := 20
volumeY := ScreenHeight - 100
// Music Volume
text.Draw(screen, "Music Volume:", basicfont.Face7x13, volumeX, volumeY, ColText)
g.drawVolumeSlider(screen, volumeX, volumeY+10, 200, g.audio.GetMusicVolume())
// SFX Volume
text.Draw(screen, "SFX Volume:", basicfont.Face7x13, volumeX, volumeY+40, ColText)
g.drawVolumeSlider(screen, volumeX, volumeY+50, 200, g.audio.GetSFXVolume())
text.Draw(screen, "WASD / Arrows - SPACE to Jump - M to Mute", basicfont.Face7x13, ScreenWidth/2-130, ScreenHeight-15, color.Gray{150})
}
func (g *Game) DrawLobby(screen *ebiten.Image) {
@@ -580,6 +617,10 @@ func (g *Game) handleMenuInput() {
}
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
// Namen speichern wenn geändert
if g.activeField == "name" && g.playerName != "" {
g.savePlayerName(g.playerName)
}
g.activeField = ""
} else if inpututil.IsKeyJustPressed(ebiten.KeyBackspace) {
if len(*target) > 0 {
@@ -614,7 +655,7 @@ func (g *Game) handleGameOverInput() {
if isHit(submitBtnX, submitBtnY, submitBtnW, 40) {
if g.teamName != "" {
g.submitTeamScore()
g.submitScore() // submitScore behandelt jetzt beide Modi
}
return
}
@@ -623,7 +664,7 @@ func (g *Game) handleGameOverInput() {
if g.activeField == "teamname" {
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
if g.teamName != "" {
g.submitTeamScore()
g.submitScore() // submitScore behandelt jetzt beide Modi
}
g.activeField = ""
} else if inpututil.IsKeyJustPressed(ebiten.KeyBackspace) {
@@ -650,68 +691,6 @@ func generateRoomCode() string {
}
func (g *Game) connectAndStart() {
// URL: Wasm -> WS, Desktop -> TCP
serverURL := "nats://localhost:4222"
if runtime.GOARCH == "wasm" || runtime.GOOS == "js" {
serverURL = "ws://localhost:9222"
}
nc, err := nats.Connect(serverURL)
if err != nil {
log.Println("❌ NATS Connect Fehler:", err)
return
}
ec, _ := nats.NewEncodedConn(nc, nats.JSON_ENCODER)
g.conn = ec
// Subscribe nur auf Updates für DIESEN Raum
roomChannel := fmt.Sprintf("game.update.%s", g.roomID)
log.Printf("👂 Lausche auf Channel: %s", roomChannel)
sub, err := g.conn.Subscribe(roomChannel, func(state *game.GameState) {
// Server Reconciliation für lokalen Spieler (VOR dem Lock)
for _, p := range state.Players {
if p.Name == g.playerName {
// Reconcile mit Server-State (verwendet keinen stateMutex)
g.ReconcileWithServer(p)
break
}
}
g.stateMutex.Lock()
oldPlayerCount := len(g.gameState.Players)
oldStatus := g.gameState.Status
g.gameState = *state
g.stateMutex.Unlock()
// Nur bei Änderungen loggen
if len(state.Players) != oldPlayerCount || state.Status != oldStatus {
log.Printf("📦 State Update: RoomID=%s, Players=%d, HostID=%s, Status=%s", state.RoomID, len(state.Players), state.HostID, state.Status)
}
})
if err != nil {
log.Println("❌ Fehler beim Subscribe:", err)
return
}
log.Printf("👂 Subscription aktiv (Valid: %v)", sub.IsValid())
// Kurze Pause, damit Subscription aktiv ist
time.Sleep(100 * time.Millisecond)
// JOIN MIT ROOM ID SENDEN
joinReq := game.JoinRequest{
Name: g.playerName,
RoomID: g.roomID,
}
log.Printf("📤 Sende JOIN Request: Name=%s, RoomID=%s", g.playerName, g.roomID)
err = g.conn.Publish("game.join", joinReq)
if err != nil {
log.Println("❌ Fehler beim Publish:", err)
return
}
g.connected = true
// Initiale predicted Position
g.predictedX = 100
g.predictedY = 200
@@ -719,7 +698,8 @@ func (g *Game) connectAndStart() {
g.predictedVY = 0
g.predictedGround = false
log.Printf("✅ JOIN gesendet. Warte auf Server-Antwort...")
// Verbindung über plattformspezifische Implementierung
g.connectToServer()
}
func (g *Game) SendCommand(cmdType string) {
@@ -727,7 +707,7 @@ func (g *Game) SendCommand(cmdType string) {
return
}
myID := g.getMyPlayerID()
g.conn.Publish("game.input", game.ClientInput{PlayerID: myID, Type: cmdType})
g.publishInput(game.ClientInput{PlayerID: myID, Type: cmdType})
}
func (g *Game) SendInputWithSequence(input InputState) {
@@ -739,28 +719,30 @@ func (g *Game) SendInputWithSequence(input InputState) {
// Inputs als einzelne Commands senden
if input.Left {
g.conn.Publish("game.input", game.ClientInput{
g.publishInput(game.ClientInput{
PlayerID: myID,
Type: "LEFT_DOWN",
Sequence: input.Sequence,
})
}
if input.Right {
g.conn.Publish("game.input", game.ClientInput{
g.publishInput(game.ClientInput{
PlayerID: myID,
Type: "RIGHT_DOWN",
Sequence: input.Sequence,
})
}
if input.Jump {
g.conn.Publish("game.input", game.ClientInput{
g.publishInput(game.ClientInput{
PlayerID: myID,
Type: "JUMP",
Sequence: input.Sequence,
})
// Jump Sound abspielen
g.audio.PlayJump()
}
if input.Down {
g.conn.Publish("game.input", game.ClientInput{
g.publishInput(game.ClientInput{
PlayerID: myID,
Type: "DOWN",
Sequence: input.Sequence,
@@ -769,12 +751,12 @@ func (g *Game) SendInputWithSequence(input InputState) {
// Wenn weder Links noch Rechts, sende STOP
if !input.Left && !input.Right {
g.conn.Publish("game.input", game.ClientInput{
g.publishInput(game.ClientInput{
PlayerID: myID,
Type: "LEFT_UP",
Sequence: input.Sequence,
})
g.conn.Publish("game.input", game.ClientInput{
g.publishInput(game.ClientInput{
PlayerID: myID,
Type: "RIGHT_UP",
Sequence: input.Sequence,
@@ -794,113 +776,8 @@ func (g *Game) getMyPlayerID() string {
return g.playerName
}
// loadOrCreatePlayerCode wird in storage_*.go implementiert (platform-specific)
// submitScore sendet den individuellen Score an den Server (für Solo-Mode)
func (g *Game) submitScore() {
if g.scoreSubmitted || !g.connected {
return
}
// Finde eigenen Score
myScore := 0
for _, p := range g.gameState.Players {
if p.Name == g.playerName {
myScore = p.Score
break
}
}
submission := game.ScoreSubmission{
PlayerName: g.playerName,
PlayerCode: g.playerCode,
Score: myScore,
}
g.conn.Publish("score.submit", submission)
g.scoreSubmitted = true
log.Printf("📊 Score eingereicht: %d Punkte", myScore)
// Leaderboard abrufen
g.requestLeaderboard()
}
// submitTeamScore sendet den Team-Score an den Server (für Coop-Mode)
func (g *Game) submitTeamScore() {
if g.scoreSubmitted || !g.connected || g.teamName == "" {
return
}
// Berechne Team-Score (Summe aller Spieler-Scores)
teamScore := 0
for _, p := range g.gameState.Players {
teamScore += p.Score
}
submission := game.ScoreSubmission{
PlayerName: g.teamName, // Team-Name statt Spieler-Name
PlayerCode: g.playerCode,
Score: teamScore,
}
g.conn.Publish("score.submit", submission)
g.scoreSubmitted = true
g.activeField = ""
log.Printf("📊 Team-Score eingereicht: %s - %d Punkte", g.teamName, teamScore)
// Leaderboard abrufen
g.requestLeaderboard()
}
// requestLeaderboard fordert das Leaderboard vom Server an (asynchron)
func (g *Game) requestLeaderboard() {
if !g.connected {
return
}
go func() {
inbox := g.conn.Conn.NewRespInbox()
sub, err := g.conn.Subscribe(inbox, func(entries *[]game.LeaderboardEntry) {
g.leaderboardMutex.Lock()
g.leaderboard = *entries
g.leaderboardMutex.Unlock()
log.Printf("📊 Leaderboard empfangen: %d Einträge", len(*entries))
})
if err != nil {
log.Printf("⚠️ Fehler beim Leaderboard-Request: %v", err)
return
}
// Request senden
g.conn.PublishRequest("leaderboard.get", inbox, &struct{}{})
// Warte kurz auf Antwort, dann unsubscribe
time.Sleep(100 * time.Millisecond)
sub.Unsubscribe()
}()
}
func (g *Game) connectForLeaderboard() {
serverURL := "nats://localhost:4222"
nc, err := nats.Connect(serverURL)
if err != nil {
log.Printf("❌ NATS Verbindung fehlgeschlagen: %v", err)
return
}
g.conn, err = nats.NewEncodedConn(nc, nats.JSON_ENCODER)
if err != nil {
log.Printf("❌ EncodedConn Fehler: %v", err)
return
}
g.connected = true
log.Println("✅ Verbunden für Leaderboard")
// Leaderboard abrufen
g.requestLeaderboard()
}
// submitScore, requestLeaderboard, connectForLeaderboard
// sind in connection_native.go und connection_wasm.go definiert
func (g *Game) updateLeaderboard() {
// Back Button (oben links) - Touch Support
@@ -977,12 +854,46 @@ func (g *Game) DrawLeaderboard(screen *ebiten.Image) {
text.Draw(screen, "ESC oder ZURÜCK-Button = Menü", basicfont.Face7x13, ScreenWidth/2-110, ScreenHeight-40, color.Gray{150})
}
func main() {
ebiten.SetWindowSize(ScreenWidth, ScreenHeight)
ebiten.SetWindowTitle("Escape From Teacher")
ebiten.SetTPS(60) // Tick Per Second auf 60 setzen
ebiten.SetVsyncEnabled(true) // VSync aktivieren
if err := ebiten.RunGame(NewGame()); err != nil {
log.Fatal(err)
}
// main() ist jetzt in main_wasm.go und main_native.go definiert
// drawVolumeSlider zeichnet einen Volume-Slider
func (g *Game) drawVolumeSlider(screen *ebiten.Image, x, y, width int, volume float64) {
// Hintergrund
vector.DrawFilledRect(screen, float32(x), float32(y), float32(width), 10, color.RGBA{40, 40, 50, 255}, false)
vector.StrokeRect(screen, float32(x), float32(y), float32(width), 10, 1, color.White, false)
// Füllstand
fillWidth := int(float64(width) * volume)
vector.DrawFilledRect(screen, float32(x), float32(y), float32(fillWidth), 10, color.RGBA{0, 200, 100, 255}, false)
// Prozent-Anzeige
pct := fmt.Sprintf("%.0f%%", volume*100)
text.Draw(screen, pct, basicfont.Face7x13, x+width+10, y+10, ColText)
}
// isSliderHit prüft, ob auf einen Slider geklickt wurde
func isSliderHit(x, y, width, height int) bool {
// Erweitere den Klickbereich vertikal für bessere Touch-Support
return isHit(x, y-10, width, height+20)
}
// getSliderValue berechnet den Slider-Wert basierend auf Mausposition
func getSliderValue(sliderX, sliderWidth int) float64 {
mx, _ := ebiten.CursorPosition()
// Bei Touch: Ersten Touch nutzen
touches := ebiten.TouchIDs()
if len(touches) > 0 {
mx, _ = ebiten.TouchPosition(touches[0])
}
// Berechne relative Position im Slider
relX := float64(mx - sliderX)
if relX < 0 {
relX = 0
}
if relX > float64(sliderWidth) {
relX = float64(sliderWidth)
}
return relX / float64(sliderWidth)
}