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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@@ -8,6 +8,7 @@ import (
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"encoding/hex"
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"io/ioutil"
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"log"
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"strings"
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)
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// loadOrCreatePlayerCode lädt oder erstellt einen eindeutigen Spieler-Code (Desktop Version)
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@@ -35,3 +36,28 @@ func (g *Game) loadOrCreatePlayerCode() {
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log.Printf("🆕 Neuer Player-Code erstellt: %s", g.playerCode)
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}
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// loadPlayerName lädt gespeicherten Spielernamen (Desktop Version)
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func (g *Game) loadPlayerName() string {
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const nameFile = "player_name.txt"
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if data, err := ioutil.ReadFile(nameFile); err == nil {
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name := strings.TrimSpace(string(data))
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if name != "" {
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log.Printf("👤 Spielername geladen: %s", name)
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return name
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}
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}
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return ""
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}
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// savePlayerName speichert Spielernamen (Desktop Version)
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func (g *Game) savePlayerName(name string) {
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const nameFile = "player_name.txt"
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if err := ioutil.WriteFile(nameFile, []byte(name), 0644); err != nil {
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log.Printf("⚠️ Fehler beim Speichern des Spielernamens: %v", err)
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} else {
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log.Printf("💾 Spielername gespeichert: %s", name)
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}
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}
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