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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

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