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Add PlayerCode for enhanced score tracking and host validation logic in cooperative mode. Optimize UI for mobile devices with new responsive styles.
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This commit is contained in:
Sebastian Unterschütz
2026-01-04 17:34:19 +01:00
parent 8f49a691f7
commit 400a7e752b
6 changed files with 102 additions and 29 deletions

View File

@@ -161,27 +161,30 @@ func (g *Game) sendJoinRequest() {
msg := WebSocketMessage{
Type: "join",
Payload: game.JoinRequest{
Name: g.playerName,
RoomID: g.roomID,
GameMode: g.gameMode,
IsHost: g.isHost,
TeamName: g.teamName,
Name: g.playerName,
RoomID: g.roomID,
GameMode: g.gameMode,
IsHost: g.isHost,
TeamName: g.teamName,
PlayerCode: g.playerCode,
},
}
g.sendWebSocketMessage(msg)
log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s", g.playerName, g.roomID)
log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s, PlayerCode=%s", g.playerName, g.roomID, g.playerCode)
}
// sendStartRequest sendet Start-Request über WebSocket
func (g *Game) sendStartRequest() {
myID := g.getMyPlayerID()
msg := WebSocketMessage{
Type: "start",
Payload: game.StartRequest{
RoomID: g.roomID,
RoomID: g.roomID,
PlayerID: myID,
},
}
g.sendWebSocketMessage(msg)
log.Printf("▶️ START gesendet über WebSocket: RoomID=%s", g.roomID)
log.Printf("▶️ START gesendet über WebSocket: RoomID=%s, PlayerID=%s", g.roomID, myID)
}
// publishInput sendet Input über WebSocket
@@ -255,21 +258,30 @@ func (g *Game) submitScore() {
// Verwende Team-Name für Coop-Mode, sonst Player-Name
displayName := name
teamName := ""
playerCodeToUse := g.playerCode
if g.gameMode == "coop" {
g.stateMutex.Lock()
teamName = g.gameState.TeamName
hostPlayerCode := g.gameState.HostPlayerCode
g.stateMutex.Unlock()
if teamName != "" {
displayName = teamName
}
// In Coop: Verwende Host's PlayerCode für Score
if hostPlayerCode != "" {
playerCodeToUse = hostPlayerCode
log.Printf("🔑 Coop-Mode: Verwende Host PlayerCode für Score-Submission")
}
}
msg := WebSocketMessage{
Type: "score_submit",
Payload: game.ScoreSubmission{
PlayerName: displayName,
PlayerCode: g.playerCode,
PlayerCode: playerCodeToUse,
Name: displayName, // Für Kompatibilität
Score: score,
Mode: g.gameMode,
@@ -279,5 +291,5 @@ func (g *Game) submitScore() {
g.sendWebSocketMessage(msg)
g.scoreSubmitted = true
log.Printf("📊 Score submitted: %s = %d (TeamName: %s)", displayName, score, teamName)
log.Printf("📊 Score submitted: %s = %d (PlayerCode: %s, TeamName: %s)", displayName, score, playerCodeToUse, teamName)
}

View File

@@ -152,16 +152,17 @@ func (g *Game) connectToServer() {
joinMsg := WebSocketMessage{
Type: "join",
Payload: game.JoinRequest{
Name: g.playerName,
RoomID: g.roomID,
GameMode: g.gameMode,
IsHost: g.isHost,
TeamName: g.teamName,
Name: g.playerName,
RoomID: g.roomID,
GameMode: g.gameMode,
IsHost: g.isHost,
TeamName: g.teamName,
PlayerCode: g.playerCode,
},
}
g.sendWebSocketMessage(joinMsg)
log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s", g.playerName, g.roomID)
log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s, PlayerCode=%s", g.playerName, g.roomID, g.playerCode)
}
// sendWebSocketMessage sendet eine Nachricht über WebSocket
@@ -191,14 +192,16 @@ func (g *Game) sendInput(input game.ClientInput) {
// startGame sendet den Start-Befehl über WebSocket
func (g *Game) startGame() {
myID := g.getMyPlayerID()
msg := WebSocketMessage{
Type: "start",
Payload: game.StartRequest{
RoomID: g.roomID,
RoomID: g.roomID,
PlayerID: myID,
},
}
g.sendWebSocketMessage(msg)
log.Printf("▶️ START gesendet über WebSocket: RoomID=%s", g.roomID)
log.Printf("▶️ START gesendet über WebSocket: RoomID=%s, PlayerID=%s", g.roomID, myID)
}
// connectForLeaderboard verbindet für Leaderboard-Abfrage
@@ -281,21 +284,30 @@ func (g *Game) submitScore() {
// Verwende Team-Name für Coop-Mode, sonst Player-Name
displayName := name
teamName := ""
playerCodeToUse := g.playerCode
if g.gameMode == "coop" {
g.stateMutex.Lock()
teamName = g.gameState.TeamName
hostPlayerCode := g.gameState.HostPlayerCode
g.stateMutex.Unlock()
if teamName != "" {
displayName = teamName
}
// In Coop: Verwende Host's PlayerCode für Score
if hostPlayerCode != "" {
playerCodeToUse = hostPlayerCode
log.Printf("🔑 Coop-Mode: Verwende Host PlayerCode für Score-Submission")
}
}
msg := WebSocketMessage{
Type: "score_submit",
Payload: game.ScoreSubmission{
PlayerName: displayName,
PlayerCode: g.playerCode,
PlayerCode: playerCodeToUse,
Name: displayName, // Für Kompatibilität
Score: score,
Mode: g.gameMode,
@@ -305,7 +317,7 @@ func (g *Game) submitScore() {
g.sendWebSocketMessage(msg)
g.scoreSubmitted = true
log.Printf("📊 Score submitted: %s = %d (TeamName: %s)", displayName, score, teamName)
log.Printf("📊 Score submitted: %s = %d (PlayerCode: %s, TeamName: %s)", displayName, score, playerCodeToUse, teamName)
}
// Dummy-Funktionen für Kompatibilität mit anderen Teilen des Codes

View File

@@ -44,5 +44,33 @@ input[type=range]{width:100%;max-width:300px}
#mute-btn:hover{background:rgba(255,255,255,.2);border-color:#fff}
#rotate-overlay{display:none;position:fixed;top:0;left:0;width:100%;height:100%;background:#222;z-index:99999;color:#fff;flex-direction:column;align-items:center;justify-content:center;text-align:center}
.icon{font-size:60px;margin-bottom:20px}
/* Mobile First - Base Styles bereits für Mobile optimiert */
@media screen and (max-width: 768px) {
h1 { font-size: 20px; margin: 5px 0 15px; }
button { font-size: 12px; padding: 12px 20px; margin: 8px; }
.big-btn { font-size: 14px; padding: 14px 25px; }
input[type=text] { font-size: 12px; padding: 10px; max-width: 280px; }
.info-box { max-width: 280px; padding: 10px; font-size: 10px; }
.info-box p { font-size: 11px; }
.overlay-screen { padding: 10px; }
#startScreen { flex-direction: column; gap: 20px; }
.start-left, .start-right { max-width: 90%; flex: 1; }
.center-box { max-width: 90%; }
.leaderboard-box { max-width: 90%; padding: 10px; }
.hall-of-fame-box { max-height: 200px; max-width: 90%; }
.legal-bar { gap: 8px; }
.legal-btn { font-size: 8px; padding: 6px 10px; }
.back-btn { font-size: 10px; padding: 8px 16px; }
}
@media screen and (max-width: 480px) {
h1 { font-size: 16px; line-height: 1.2; }
button { font-size: 10px; padding: 10px 16px; margin: 6px; }
.big-btn { font-size: 12px; padding: 12px 20px; }
input[type=text] { font-size: 11px; padding: 8px; max-width: 240px; }
.overlay-screen { padding: 8px; }
body, html { font-size: 11px; }
}
@media screen and (orientation:portrait){#rotate-overlay{display:flex}#game-container{display:none!important}}
@media (min-width:1024px){h1{font-size:48px}button{font-size:22px;padding:20px 40px}input[type=text]{max-width:450px;font-size:20px;padding:15px}.info-box{max-width:500px}.hall-of-fame-box{max-height:400px}}

View File

@@ -148,6 +148,14 @@ func main() {
// Spieler hinzufügen (ID, Name)
room.AddPlayer(playerID, req.Name)
// Falls Host, speichere PlayerCode
if req.IsHost && req.PlayerCode != "" {
room.Mutex.Lock()
room.HostPlayerCode = req.PlayerCode
room.Mutex.Unlock()
log.Printf("🔑 Host PlayerCode gesetzt: %s", req.PlayerCode)
}
// Session speichern
playerSessions[playerID] = room
log.Printf("➡️ Spieler '%s' ist Raum '%s' beigetreten.", playerID, roomID)
@@ -160,7 +168,7 @@ func main() {
// 4. HANDLER: GAME START (broadcast - alle Pods empfangen, nur der mit dem Raum reagiert)
_, _ = ec.Subscribe("game.start", func(req *game.StartRequest) {
log.Printf("▶️ START empfangen: RoomID=%s", req.RoomID)
log.Printf("▶️ START empfangen: RoomID=%s, PlayerID=%s", req.RoomID, req.PlayerID)
mu.RLock()
room, exists := rooms[req.RoomID]
@@ -168,9 +176,17 @@ func main() {
if exists {
room.Mutex.Lock()
// Prüfe ob der Spieler der Host ist
if room.HostID != "" && room.HostID != req.PlayerID {
log.Printf("⚠️ Spieler '%s' ist nicht Host von Raum '%s' (Host: %s)", req.PlayerID, req.RoomID, room.HostID)
room.Mutex.Unlock()
return
}
room.StartCountdown()
room.Mutex.Unlock()
log.Printf("🎮 Raum '%s' Countdown gestartet", req.RoomID)
log.Printf("🎮 Raum '%s' Countdown gestartet von Host '%s'", req.RoomID, req.PlayerID)
} else {
log.Printf("❌ Raum '%s' nicht gefunden", req.RoomID)
}