Add initial project structure for "Escape From Teacher" game: server, client, level editor, and asset framework. Includes game rendering, physics, WebSocket server, NATS integration, and asset management setup.
This commit is contained in:
381
pkg/server/room.go
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381
pkg/server/room.go
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@@ -0,0 +1,381 @@
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package server
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import (
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"log"
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"math/rand"
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"sync"
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"time"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/config"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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"github.com/nats-io/nats.go"
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)
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type ServerPlayer struct {
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ID string
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Name string
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X, Y float64
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VX, VY float64
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OnGround bool
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InputX float64 // -1 (Links), 0, 1 (Rechts)
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}
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type Room struct {
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ID string
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NC *nats.Conn
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World *game.World
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Mutex sync.RWMutex
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Players map[string]*ServerPlayer
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ActiveChunks []game.ActiveChunk
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Colliders []game.Collider
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Status string // "LOBBY", "COUNTDOWN", "RUNNING", "GAMEOVER"
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GlobalScrollX float64
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MapEndX float64
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Countdown int
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NextStart time.Time
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HostID string
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stopChan chan struct{}
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// Cache für Spieler-Hitbox aus Assets
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pW, pH float64
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pDrawOffX float64
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pDrawOffY float64
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pHitboxOffX float64
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pHitboxOffY float64
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}
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// Konstruktor
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func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
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r := &Room{
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ID: id,
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NC: nc,
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World: w,
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Players: make(map[string]*ServerPlayer),
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Status: "LOBBY",
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stopChan: make(chan struct{}),
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pW: 40, pH: 60, // Fallback
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}
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// Player Werte aus Manifest laden
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if def, ok := w.Manifest.Assets["player"]; ok {
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r.pW = def.Hitbox.W
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r.pH = def.Hitbox.H
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r.pDrawOffX = def.DrawOffX
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r.pDrawOffY = def.DrawOffY
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r.pHitboxOffX = def.Hitbox.OffsetX
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r.pHitboxOffY = def.Hitbox.OffsetY
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}
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// Start-Chunk
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startChunk := game.ActiveChunk{ChunkID: "start", X: 0}
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r.ActiveChunks = append(r.ActiveChunks, startChunk)
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r.MapEndX = 1280
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// Erste Chunks generieren
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r.SpawnNextChunk()
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r.SpawnNextChunk()
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r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
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return r
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}
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// --- MAIN LOOP ---
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func (r *Room) RunLoop() {
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// 60 Tick pro Sekunde
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ticker := time.NewTicker(time.Second / 60)
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defer ticker.Stop()
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for {
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select {
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case <-r.stopChan:
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return
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case <-ticker.C:
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r.Update()
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r.Broadcast()
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}
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}
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}
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// --- PLAYER MANAGEMENT ---
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func (r *Room) AddPlayer(id, name string) {
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r.Mutex.Lock()
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defer r.Mutex.Unlock()
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if _, exists := r.Players[id]; exists {
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return
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}
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p := &ServerPlayer{
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ID: id,
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Name: name,
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X: 100,
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Y: 200,
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OnGround: false,
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}
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// Falls das Spiel schon läuft, spawnen wir weiter rechts
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if r.Status == "RUNNING" {
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p.X = r.GlobalScrollX + 200
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p.Y = 200
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}
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r.Players[id] = p
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// Erster Spieler wird Host
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if r.HostID == "" {
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r.HostID = id
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}
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}
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func (r *Room) ResetPlayer(p *ServerPlayer) {
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p.Y = 200
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p.X = r.GlobalScrollX + 200 // Sicherer Spawn
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p.VY = 0
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p.VX = 0
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p.OnGround = false
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log.Printf("♻️ RESET Player %s", p.Name)
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}
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// --- INPUT HANDLER ---
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func (r *Room) HandleInput(input game.ClientInput) {
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r.Mutex.Lock()
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defer r.Mutex.Unlock()
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p, exists := r.Players[input.PlayerID]
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if !exists {
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return
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}
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switch input.Type {
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case "JUMP":
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if p.OnGround {
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p.VY = -14.0
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p.OnGround = false
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}
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case "DOWN":
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p.VY = 15.0
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case "LEFT_DOWN":
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p.InputX = -1
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case "LEFT_UP":
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if p.InputX == -1 {
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p.InputX = 0
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}
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case "RIGHT_DOWN":
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p.InputX = 1
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case "RIGHT_UP":
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if p.InputX == 1 {
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p.InputX = 0
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}
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case "START":
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if input.PlayerID == r.HostID && r.Status == "LOBBY" {
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r.StartCountdown()
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}
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}
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}
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func (r *Room) StartCountdown() {
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r.Status = "COUNTDOWN"
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r.NextStart = time.Now().Add(3 * time.Second)
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}
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// --- PHYSIK & UPDATE ---
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func (r *Room) Update() {
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r.Mutex.Lock()
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defer r.Mutex.Unlock()
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// 1. Status Logic
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if r.Status == "COUNTDOWN" {
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rem := time.Until(r.NextStart)
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r.Countdown = int(rem.Seconds()) + 1
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if rem <= 0 {
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r.Status = "RUNNING"
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}
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} else if r.Status == "RUNNING" {
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r.GlobalScrollX += config.RunSpeed
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}
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maxX := r.GlobalScrollX
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// 2. Spieler Physik
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for _, p := range r.Players {
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// Lobby Mode
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if r.Status != "RUNNING" {
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p.VY += config.Gravity
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if p.Y > 540 {
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p.Y = 540
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p.VY = 0
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p.OnGround = true
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}
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if p.X < r.GlobalScrollX+50 {
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p.X = r.GlobalScrollX + 50
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}
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continue
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}
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// X Bewegung
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currentSpeed := config.RunSpeed + (p.InputX * 4.0)
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nextX := p.X + currentSpeed
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hitX, typeX := r.CheckCollision(nextX+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if hitX {
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if typeX == "obstacle" {
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r.ResetPlayer(p)
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continue
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}
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} else {
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p.X = nextX
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}
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// Grenzen
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if p.X > r.GlobalScrollX+1200 {
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p.X = r.GlobalScrollX + 1200
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} // Rechts Block
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if p.X < r.GlobalScrollX-50 {
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r.ResetPlayer(p)
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continue
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} // Links Tod
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if p.X > maxX {
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maxX = p.X
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}
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// Y Bewegung
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p.VY += config.Gravity
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if p.VY > config.MaxFall {
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p.VY = config.MaxFall
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}
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nextY := p.Y + p.VY
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hitY, typeY := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, nextY+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if hitY {
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if typeY == "obstacle" {
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r.ResetPlayer(p)
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continue
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}
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if p.VY > 0 {
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p.OnGround = true
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}
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p.VY = 0
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} else {
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p.Y += p.VY
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p.OnGround = false
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}
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if p.Y > 1000 {
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r.ResetPlayer(p)
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}
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}
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// 3. Map Management
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r.UpdateMapLogic(maxX)
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// 4. Host Check
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if _, ok := r.Players[r.HostID]; !ok && len(r.Players) > 0 {
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for id := range r.Players {
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r.HostID = id
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break
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}
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}
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}
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// --- COLLISION & MAP ---
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func (r *Room) CheckCollision(x, y, w, h float64) (bool, string) {
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playerRect := game.Rect{OffsetX: x, OffsetY: y, W: w, H: h}
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for _, c := range r.Colliders {
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if game.CheckRectCollision(playerRect, c.Rect) {
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return true, c.Type
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}
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}
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return false, ""
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}
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func (r *Room) UpdateMapLogic(maxX float64) {
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if r.Status != "RUNNING" {
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return
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}
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// Neue Chunks spawnen
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if maxX > r.MapEndX-2000 {
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r.SpawnNextChunk()
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r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
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}
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// Alte Chunks löschen
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if len(r.ActiveChunks) > 0 {
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firstChunk := r.ActiveChunks[0]
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chunkDef := r.World.ChunkLibrary[firstChunk.ChunkID]
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chunkWidth := float64(chunkDef.Width * config.TileSize)
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if firstChunk.X+chunkWidth < r.GlobalScrollX-1000 {
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r.ActiveChunks = r.ActiveChunks[1:]
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r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
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}
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}
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}
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func (r *Room) SpawnNextChunk() {
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keys := make([]string, 0, len(r.World.ChunkLibrary))
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for k := range r.World.ChunkLibrary {
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keys = append(keys, k)
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}
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if len(keys) > 0 {
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// Zufälligen Chunk wählen
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randomID := keys[rand.Intn(len(keys))]
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chunkDef := r.World.ChunkLibrary[randomID]
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newChunk := game.ActiveChunk{ChunkID: randomID, X: r.MapEndX}
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r.ActiveChunks = append(r.ActiveChunks, newChunk)
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r.MapEndX += float64(chunkDef.Width * config.TileSize)
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} else {
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// Fallback, falls keine Chunks da sind
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r.MapEndX += 1280
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}
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}
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// --- NETZWERK ---
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func (r *Room) Broadcast() {
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r.Mutex.RLock()
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defer r.Mutex.RUnlock()
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state := game.GameState{
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RoomID: r.ID,
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Players: make(map[string]game.PlayerState),
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Status: r.Status,
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TimeLeft: r.Countdown,
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WorldChunks: r.ActiveChunks,
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HostID: r.HostID,
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ScrollX: r.GlobalScrollX,
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}
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for id, p := range r.Players {
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state.Players[id] = game.PlayerState{
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ID: id, Name: p.Name, X: p.X, Y: p.Y, OnGround: p.OnGround,
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}
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}
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// DEBUG: Ersten Broadcast loggen
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if len(r.Players) > 0 {
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log.Printf("📡 Broadcast: Room=%s, Players=%d, Chunks=%d, Status=%s", r.ID, len(state.Players), len(state.WorldChunks), r.Status)
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}
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// Senden an "game.update" (Client filtert nicht wirklich, aber für Demo ok)
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// Besser wäre "game.update.<ROOMID>"
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ec, _ := nats.NewEncodedConn(r.NC, nats.JSON_ENCODER)
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ec.Publish("game.update", state)
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}
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// RemovePlayer entfernt einen Spieler aus dem Raum
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func (r *Room) RemovePlayer(id string) {
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r.Mutex.Lock()
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defer r.Mutex.Unlock()
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delete(r.Players, id)
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log.Printf("➖ Player %s left room %s", id, r.ID)
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}
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