Implement core game functionalities: client prediction, coin collection, scoring, game state synchronization, and player management.
This commit is contained in:
@@ -7,8 +7,11 @@ import (
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_ "image/png"
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"io/ioutil"
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"log"
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"math/rand"
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"path/filepath"
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"runtime"
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"sort"
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"strings"
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"sync"
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"time"
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@@ -28,7 +31,8 @@ const (
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ScreenWidth = 1280
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ScreenHeight = 720
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StateMenu = 0
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StateGame = 1
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StateLobby = 1
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StateGame = 2
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RefFloorY = 540
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)
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@@ -41,6 +45,15 @@ var (
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ColDirt = color.RGBA{101, 67, 33, 255}
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)
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// InputState speichert einen einzelnen Input für Replay
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type InputState struct {
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Sequence uint32
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Left bool
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Right bool
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Jump bool
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Down bool
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}
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// --- GAME STRUCT ---
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type Game struct {
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appState int
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@@ -53,8 +66,24 @@ type Game struct {
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// Spieler Info
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playerName string
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roomID string // <-- NEU: Raum ID
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roomID string
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activeField string // "name" oder "room"
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gameMode string // "solo" oder "coop"
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isHost bool
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// Lobby State (für Change Detection)
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lastPlayerCount int
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lastStatus string
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// Client Prediction
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predictedX float64 // Vorhergesagte Position
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predictedY float64
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predictedVX float64
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predictedVY float64
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predictedGround bool
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inputSequence uint32 // Sequenznummer für Inputs
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pendingInputs map[uint32]InputState // Noch nicht bestätigte Inputs
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lastServerSeq uint32 // Letzte vom Server bestätigte Sequenz
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// Kamera
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camX float64
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@@ -74,9 +103,10 @@ func NewGame() *Game {
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assetsImages: make(map[string]*ebiten.Image),
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gameState: game.GameState{Players: make(map[string]game.PlayerState)},
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playerName: "Student",
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roomID: "room1", // Standard Raum
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activeField: "name",
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playerName: "Student",
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activeField: "name",
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gameMode: "",
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pendingInputs: make(map[uint32]InputState),
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joyBaseX: 150, joyBaseY: ScreenHeight - 150,
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joyStickX: 150, joyStickY: ScreenHeight - 150,
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@@ -102,109 +132,336 @@ func (g *Game) loadAssets() {
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g.world.Manifest = game.AssetManifest{Assets: make(map[string]game.AssetDefinition)}
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}
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// Chunks laden
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chunkDir := filepath.Join(baseDir, "chunks")
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err = g.world.LoadChunkLibrary(chunkDir)
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if err != nil {
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log.Println("⚠️ Chunks konnten nicht geladen werden:", err)
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} else {
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fmt.Println("✅ Chunks geladen:", len(g.world.ChunkLibrary), "Einträge")
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// DEBUG: Details der geladenen Chunks
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for id, chunk := range g.world.ChunkLibrary {
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fmt.Printf(" 📦 Chunk '%s': Width=%d, Objects=%d\n", id, chunk.Width, len(chunk.Objects))
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}
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}
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// Bilder vorladen
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loadedImages := 0
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failedImages := 0
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for id, def := range g.world.Manifest.Assets {
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if def.Filename != "" {
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path := filepath.Join(baseDir, def.Filename)
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img, _, err := ebitenutil.NewImageFromFile(path)
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if err == nil {
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g.assetsImages[id] = img
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loadedImages++
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} else {
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// log.Println("Fehler beim Laden von Bild:", def.Filename)
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log.Printf("⚠️ Bild nicht geladen: %s (%s) - Fehler: %v", id, def.Filename, err)
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failedImages++
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}
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}
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}
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fmt.Printf("🖼️ Bilder: %d geladen, %d fehlgeschlagen\n", loadedImages, failedImages)
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}
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// --- UPDATE ---
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func (g *Game) Update() error {
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switch g.appState {
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case StateMenu:
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g.handleMenuInput() // Text Eingabe Logik
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// Button & Felder Layout
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btnW, btnH := 200, 50
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btnX := ScreenWidth/2 - btnW/2
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btnY := ScreenHeight/2 + 80
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// Feld 1: Name
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fieldW, fieldH := 250, 40
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nameX := ScreenWidth/2 - fieldW/2
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nameY := ScreenHeight/2 - 100
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// Feld 2: Raum (NEU)
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roomX := ScreenWidth/2 - fieldW/2
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roomY := ScreenHeight/2 - 20
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// Klick Checks (Maus & Touch)
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if isHit(nameX, nameY, fieldW, fieldH) {
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g.activeField = "name"
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} else if isHit(roomX, roomY, fieldW, fieldH) {
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g.activeField = "room"
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} else if isHit(btnX, btnY, btnW, btnH) {
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// START
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if g.playerName == "" {
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g.playerName = "Player"
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}
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if g.roomID == "" {
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g.roomID = "room1"
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}
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g.appState = StateGame
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go g.connectAndStart()
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} else if isHit(0, 0, ScreenWidth, ScreenHeight) {
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// Klick ins Leere -> Fokus weg
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g.activeField = ""
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}
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g.updateMenu()
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case StateLobby:
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g.updateLobby()
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case StateGame:
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g.UpdateGame() // In game_render.go
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g.UpdateGame()
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}
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return nil
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}
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func (g *Game) updateMenu() {
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g.handleMenuInput()
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// Name-Feld
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fieldW, fieldH := 250, 40
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nameX := ScreenWidth/2 - fieldW/2
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nameY := ScreenHeight/2 - 150
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if isHit(nameX, nameY, fieldW, fieldH) {
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g.activeField = "name"
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return
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}
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// Mode-Buttons
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btnW, btnH := 200, 60
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soloX := ScreenWidth/2 - btnW - 20
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coopX := ScreenWidth/2 + 20
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btnY := ScreenHeight/2 - 20
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if isHit(soloX, btnY, btnW, btnH) {
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// SOLO MODE
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if g.playerName == "" {
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g.playerName = "Player"
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}
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g.gameMode = "solo"
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g.roomID = fmt.Sprintf("solo_%d", time.Now().UnixNano())
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g.isHost = true
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g.appState = StateGame
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go g.connectAndStart()
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} else if isHit(coopX, btnY, btnW, btnH) {
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// CO-OP MODE
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if g.playerName == "" {
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g.playerName = "Player"
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}
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g.gameMode = "coop"
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g.roomID = generateRoomCode()
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g.isHost = true
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g.appState = StateLobby
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go g.connectAndStart()
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}
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// Join Button (unten)
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joinW, joinH := 300, 50
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joinX := ScreenWidth/2 - joinW/2
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joinY := ScreenHeight/2 + 100
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if isHit(joinX, joinY, joinW, joinH) {
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g.activeField = "room"
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}
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// Join Code Feld
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if g.activeField == "room" {
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roomFieldW := 200
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roomFieldX := ScreenWidth/2 - roomFieldW/2
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roomFieldY := ScreenHeight/2 + 160
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if isHit(roomFieldX, roomFieldY, roomFieldW, 40) {
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// Stay in room field
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} else if isHit(roomFieldX+roomFieldW+20, roomFieldY, 100, 40) {
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// JOIN button next to code field
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if g.roomID != "" && g.playerName != "" {
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g.gameMode = "coop"
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g.isHost = false
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g.appState = StateLobby
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go g.connectAndStart()
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}
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}
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}
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}
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func (g *Game) updateLobby() {
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// Start Button (nur für Host)
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if g.isHost {
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btnW, btnH := 200, 60
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btnX := ScreenWidth/2 - btnW/2
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btnY := ScreenHeight - 150
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if isHit(btnX, btnY, btnW, btnH) {
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// START GAME
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g.SendCommand("START")
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}
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}
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// Zurück Button
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backW, backH := 100, 40
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if isHit(50, 50, backW, backH) {
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if g.conn != nil {
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g.conn.Close()
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}
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g.appState = StateMenu
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g.connected = false
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g.gameState = game.GameState{Players: make(map[string]game.PlayerState)}
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}
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// Spiel wurde gestartet?
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if g.gameState.Status == "COUNTDOWN" || g.gameState.Status == "RUNNING" {
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g.appState = StateGame
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}
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}
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// --- DRAW ---
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func (g *Game) Draw(screen *ebiten.Image) {
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switch g.appState {
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case StateMenu:
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g.DrawMenu(screen)
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case StateLobby:
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g.DrawLobby(screen)
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case StateGame:
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g.DrawGame(screen) // In game_render.go
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g.DrawGame(screen)
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}
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}
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func (g *Game) DrawMenu(screen *ebiten.Image) {
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screen.Fill(color.RGBA{20, 20, 30, 255})
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text.Draw(screen, "ESCAPE FROM TEACHER", basicfont.Face7x13, ScreenWidth/2-60, ScreenHeight/2-140, ColText)
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// Helper zum Zeichnen von Textfeldern
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drawField := func(label, value, fieldID string, x, y, w, h int) {
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col := color.RGBA{50, 50, 60, 255}
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if g.activeField == fieldID {
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col = color.RGBA{70, 70, 80, 255}
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}
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vector.DrawFilledRect(screen, float32(x), float32(y), float32(w), float32(h), col, false)
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vector.StrokeRect(screen, float32(x), float32(y), float32(w), float32(h), 1, color.White, false)
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// Titel
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title := "ESCAPE FROM TEACHER"
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text.Draw(screen, title, basicfont.Face7x13, ScreenWidth/2-80, 100, ColText)
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display := value
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if g.activeField == fieldID && (time.Now().UnixMilli()/500)%2 == 0 {
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// Name-Feld
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fieldW := 250
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nameX := ScreenWidth/2 - fieldW/2
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nameY := ScreenHeight/2 - 150
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col := color.RGBA{50, 50, 60, 255}
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if g.activeField == "name" {
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col = color.RGBA{70, 70, 80, 255}
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}
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vector.DrawFilledRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, col, false)
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vector.StrokeRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, 1, color.White, false)
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display := g.playerName
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if g.activeField == "name" && (time.Now().UnixMilli()/500)%2 == 0 {
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display += "|"
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}
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text.Draw(screen, "Name: "+display, basicfont.Face7x13, nameX+10, nameY+25, ColText)
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// Mode Selection
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text.Draw(screen, "Select Game Mode:", basicfont.Face7x13, ScreenWidth/2-60, ScreenHeight/2-60, ColText)
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// SOLO Button
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btnW, btnH := 200, 60
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soloX := ScreenWidth/2 - btnW - 20
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btnY := ScreenHeight/2 - 20
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vector.DrawFilledRect(screen, float32(soloX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false)
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vector.StrokeRect(screen, float32(soloX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false)
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text.Draw(screen, "SOLO", basicfont.Face7x13, soloX+80, btnY+35, ColText)
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// CO-OP Button
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coopX := ScreenWidth/2 + 20
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vector.DrawFilledRect(screen, float32(coopX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false)
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vector.StrokeRect(screen, float32(coopX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false)
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text.Draw(screen, "CO-OP (Host)", basicfont.Face7x13, coopX+45, btnY+35, ColText)
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// Join Section
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joinY := ScreenHeight/2 + 100
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text.Draw(screen, "Or join a room:", basicfont.Face7x13, ScreenWidth/2-60, joinY, color.Gray{200})
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if g.activeField == "room" {
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roomFieldW := 200
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roomFieldX := ScreenWidth/2 - roomFieldW/2
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roomFieldY := ScreenHeight/2 + 160
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col := color.RGBA{70, 70, 80, 255}
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vector.DrawFilledRect(screen, float32(roomFieldX), float32(roomFieldY), float32(roomFieldW), 40, col, false)
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vector.StrokeRect(screen, float32(roomFieldX), float32(roomFieldY), float32(roomFieldW), 40, 1, color.White, false)
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display := g.roomID
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if (time.Now().UnixMilli()/500)%2 == 0 {
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display += "|"
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}
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text.Draw(screen, label+": "+display, basicfont.Face7x13, x+10, y+25, ColText)
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text.Draw(screen, display, basicfont.Face7x13, roomFieldX+10, roomFieldY+25, ColText)
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// Join Button
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joinBtnX := roomFieldX + roomFieldW + 20
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vector.DrawFilledRect(screen, float32(joinBtnX), float32(roomFieldY), 100, 40, color.RGBA{0, 150, 0, 255}, false)
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vector.StrokeRect(screen, float32(joinBtnX), float32(roomFieldY), 100, 40, 2, color.White, false)
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text.Draw(screen, "JOIN", basicfont.Face7x13, joinBtnX+30, roomFieldY+25, ColText)
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} else {
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joinBtnW := 300
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joinBtnX := ScreenWidth/2 - joinBtnW/2
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joinBtnY := ScreenHeight/2 + 120
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vector.DrawFilledRect(screen, float32(joinBtnX), float32(joinBtnY), float32(joinBtnW), 50, ColBtnNormal, false)
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vector.StrokeRect(screen, float32(joinBtnX), float32(joinBtnY), float32(joinBtnW), 50, 2, color.White, false)
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text.Draw(screen, "Join with Code", basicfont.Face7x13, joinBtnX+90, joinBtnY+30, ColText)
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}
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fieldW := 250
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drawField("Name", g.playerName, "name", ScreenWidth/2-fieldW/2, ScreenHeight/2-100, fieldW, 40)
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drawField("Room Code", g.roomID, "room", ScreenWidth/2-fieldW/2, ScreenHeight/2-20, fieldW, 40)
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text.Draw(screen, "WASD / Arrows - SPACE to Jump", basicfont.Face7x13, ScreenWidth/2-100, ScreenHeight-30, color.Gray{150})
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}
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// Start Button
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btnW, btnH := 200, 50
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btnX := ScreenWidth/2 - btnW/2
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btnY := ScreenHeight/2 + 80
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vector.DrawFilledRect(screen, float32(btnX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false)
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vector.StrokeRect(screen, float32(btnX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false)
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text.Draw(screen, "JOIN GAME", basicfont.Face7x13, btnX+65, btnY+30, ColText)
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func (g *Game) DrawLobby(screen *ebiten.Image) {
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screen.Fill(color.RGBA{20, 20, 30, 255})
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text.Draw(screen, "WASD / Arrows to Move - SPACE to Jump\nMobile: Touch Controls", basicfont.Face7x13, ScreenWidth/2-120, ScreenHeight-50, color.Gray{150})
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// Titel
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text.Draw(screen, "LOBBY", basicfont.Face7x13, ScreenWidth/2-20, 80, ColText)
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// Room Code (groß anzeigen)
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text.Draw(screen, "Room Code:", basicfont.Face7x13, ScreenWidth/2-40, 150, color.Gray{200})
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codeBoxW, codeBoxH := 300, 60
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codeBoxX := ScreenWidth/2 - codeBoxW/2
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codeBoxY := 170
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vector.DrawFilledRect(screen, float32(codeBoxX), float32(codeBoxY), float32(codeBoxW), float32(codeBoxH), color.RGBA{50, 50, 60, 255}, false)
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vector.StrokeRect(screen, float32(codeBoxX), float32(codeBoxY), float32(codeBoxW), float32(codeBoxH), 3, color.RGBA{100, 200, 100, 255}, false)
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text.Draw(screen, g.roomID, basicfont.Face7x13, codeBoxX+100, codeBoxY+35, color.RGBA{100, 255, 100, 255})
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// Spieler-Liste
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g.stateMutex.Lock()
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playerCount := len(g.gameState.Players)
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// Spieler in sortierte Liste konvertieren (damit sie nicht flackern)
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type PlayerEntry struct {
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ID string
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Name string
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IsHost bool
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}
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players := make([]PlayerEntry, 0, playerCount)
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hostID := g.gameState.HostID
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for id, p := range g.gameState.Players {
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name := p.Name
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if name == "" {
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name = id
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}
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isHost := (id == hostID)
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players = append(players, PlayerEntry{
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ID: id,
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Name: name,
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IsHost: isHost,
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})
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}
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g.stateMutex.Unlock()
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// Sortieren: Host zuerst, dann alphabetisch nach Name
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sort.SliceStable(players, func(i, j int) bool {
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if players[i].IsHost {
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return true
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}
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if players[j].IsHost {
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return false
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}
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return players[i].Name < players[j].Name
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})
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text.Draw(screen, fmt.Sprintf("Players (%d/16):", playerCount), basicfont.Face7x13, 100, 280, ColText)
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y := 310
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for _, p := range players {
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name := p.Name
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// Host markieren
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if p.IsHost {
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name += " [HOST]"
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}
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|
||||
text.Draw(screen, "• "+name, basicfont.Face7x13, 120, y, ColText)
|
||||
y += 25
|
||||
if y > ScreenHeight-200 {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// Status
|
||||
statusY := ScreenHeight - 180
|
||||
statusText := "Waiting for host to start..."
|
||||
statusCol := color.RGBA{200, 200, 0, 255}
|
||||
if g.gameState.Status == "COUNTDOWN" {
|
||||
statusText = fmt.Sprintf("Starting in %d...", g.gameState.TimeLeft)
|
||||
statusCol = color.RGBA{255, 150, 0, 255}
|
||||
}
|
||||
text.Draw(screen, statusText, basicfont.Face7x13, ScreenWidth/2-80, statusY, statusCol)
|
||||
|
||||
// Start Button (nur für Host)
|
||||
if g.isHost && g.gameState.Status == "LOBBY" {
|
||||
btnW, btnH := 200, 60
|
||||
btnX := ScreenWidth/2 - btnW/2
|
||||
btnY := ScreenHeight - 150
|
||||
vector.DrawFilledRect(screen, float32(btnX), float32(btnY), float32(btnW), float32(btnH), color.RGBA{0, 180, 0, 255}, false)
|
||||
vector.StrokeRect(screen, float32(btnX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false)
|
||||
text.Draw(screen, "START GAME", basicfont.Face7x13, btnX+60, btnY+35, ColText)
|
||||
}
|
||||
|
||||
// Zurück Button
|
||||
vector.DrawFilledRect(screen, 50, 50, 100, 40, color.RGBA{150, 0, 0, 255}, false)
|
||||
vector.StrokeRect(screen, 50, 50, 100, 40, 2, color.White, false)
|
||||
text.Draw(screen, "< Back", basicfont.Face7x13, 65, 75, ColText)
|
||||
}
|
||||
|
||||
func (g *Game) Layout(w, h int) (int, int) { return ScreenWidth, ScreenHeight }
|
||||
@@ -236,11 +493,14 @@ func (g *Game) handleMenuInput() {
|
||||
var target *string
|
||||
if g.activeField == "name" {
|
||||
target = &g.playerName
|
||||
}
|
||||
if g.activeField == "room" {
|
||||
} else if g.activeField == "room" {
|
||||
target = &g.roomID
|
||||
}
|
||||
|
||||
if target == nil {
|
||||
return
|
||||
}
|
||||
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
|
||||
g.activeField = ""
|
||||
} else if inpututil.IsKeyJustPressed(ebiten.KeyBackspace) {
|
||||
@@ -248,10 +508,25 @@ func (g *Game) handleMenuInput() {
|
||||
*target = (*target)[:len(*target)-1]
|
||||
}
|
||||
} else {
|
||||
*target += string(ebiten.InputChars())
|
||||
// Für Room Code: Nur Großbuchstaben und Zahlen
|
||||
chars := string(ebiten.InputChars())
|
||||
if g.activeField == "room" {
|
||||
chars = strings.ToUpper(chars)
|
||||
}
|
||||
*target += chars
|
||||
}
|
||||
}
|
||||
|
||||
func generateRoomCode() string {
|
||||
rand.Seed(time.Now().UnixNano())
|
||||
chars := "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"
|
||||
code := make([]byte, 6)
|
||||
for i := range code {
|
||||
code[i] = chars[rand.Intn(len(chars))]
|
||||
}
|
||||
return string(code)
|
||||
}
|
||||
|
||||
func (g *Game) connectAndStart() {
|
||||
// URL: Wasm -> WS, Desktop -> TCP
|
||||
serverURL := "nats://localhost:4222"
|
||||
@@ -267,11 +542,30 @@ func (g *Game) connectAndStart() {
|
||||
ec, _ := nats.NewEncodedConn(nc, nats.JSON_ENCODER)
|
||||
g.conn = ec
|
||||
|
||||
sub, err := g.conn.Subscribe("game.update", func(state *game.GameState) {
|
||||
// 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()
|
||||
log.Printf("📦 State empfangen: Players=%d, Chunks=%d, Status=%s", len(state.Players), len(state.WorldChunks), state.Status)
|
||||
|
||||
// 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 {
|
||||
@@ -295,6 +589,14 @@ func (g *Game) connectAndStart() {
|
||||
return
|
||||
}
|
||||
g.connected = true
|
||||
|
||||
// Initiale predicted Position
|
||||
g.predictedX = 100
|
||||
g.predictedY = 200
|
||||
g.predictedVX = 0
|
||||
g.predictedVY = 0
|
||||
g.predictedGround = false
|
||||
|
||||
log.Printf("✅ JOIN gesendet. Warte auf Server-Antwort...")
|
||||
}
|
||||
|
||||
@@ -302,26 +604,79 @@ func (g *Game) SendCommand(cmdType string) {
|
||||
if !g.connected {
|
||||
return
|
||||
}
|
||||
// ID Suche (Fallback Name)
|
||||
myID := ""
|
||||
g.stateMutex.Lock()
|
||||
for id, p := range g.gameState.Players {
|
||||
if p.Name == g.playerName {
|
||||
myID = id
|
||||
break
|
||||
}
|
||||
}
|
||||
g.stateMutex.Unlock()
|
||||
if myID == "" {
|
||||
myID = g.playerName
|
||||
myID := g.getMyPlayerID()
|
||||
g.conn.Publish("game.input", game.ClientInput{PlayerID: myID, Type: cmdType})
|
||||
}
|
||||
|
||||
func (g *Game) SendInputWithSequence(input InputState) {
|
||||
if !g.connected {
|
||||
return
|
||||
}
|
||||
|
||||
g.conn.Publish("game.input", game.ClientInput{PlayerID: myID, Type: cmdType})
|
||||
myID := g.getMyPlayerID()
|
||||
|
||||
// Inputs als einzelne Commands senden
|
||||
if input.Left {
|
||||
g.conn.Publish("game.input", game.ClientInput{
|
||||
PlayerID: myID,
|
||||
Type: "LEFT_DOWN",
|
||||
Sequence: input.Sequence,
|
||||
})
|
||||
}
|
||||
if input.Right {
|
||||
g.conn.Publish("game.input", game.ClientInput{
|
||||
PlayerID: myID,
|
||||
Type: "RIGHT_DOWN",
|
||||
Sequence: input.Sequence,
|
||||
})
|
||||
}
|
||||
if input.Jump {
|
||||
g.conn.Publish("game.input", game.ClientInput{
|
||||
PlayerID: myID,
|
||||
Type: "JUMP",
|
||||
Sequence: input.Sequence,
|
||||
})
|
||||
}
|
||||
if input.Down {
|
||||
g.conn.Publish("game.input", game.ClientInput{
|
||||
PlayerID: myID,
|
||||
Type: "DOWN",
|
||||
Sequence: input.Sequence,
|
||||
})
|
||||
}
|
||||
|
||||
// Wenn weder Links noch Rechts, sende STOP
|
||||
if !input.Left && !input.Right {
|
||||
g.conn.Publish("game.input", game.ClientInput{
|
||||
PlayerID: myID,
|
||||
Type: "LEFT_UP",
|
||||
Sequence: input.Sequence,
|
||||
})
|
||||
g.conn.Publish("game.input", game.ClientInput{
|
||||
PlayerID: myID,
|
||||
Type: "RIGHT_UP",
|
||||
Sequence: input.Sequence,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) getMyPlayerID() string {
|
||||
g.stateMutex.Lock()
|
||||
defer g.stateMutex.Unlock()
|
||||
|
||||
for id, p := range g.gameState.Players {
|
||||
if p.Name == g.playerName {
|
||||
return id
|
||||
}
|
||||
}
|
||||
return g.playerName
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user