Private
Public Access
1
0

Implement core game functionalities: client prediction, coin collection, scoring, game state synchronization, and player management.

This commit is contained in:
Sebastian Unterschütz
2026-01-01 16:46:39 +01:00
parent 4b2995846e
commit 5e6b8a2304
9 changed files with 902 additions and 203 deletions

View File

@@ -20,7 +20,7 @@
}, },
"coin": { "coin": {
"ID": "coin", "ID": "coin",
"Type": "obstacle", "Type": "coin",
"Filename": "coin.png", "Filename": "coin.png",
"Scale": 0.1, "Scale": 0.1,
"ProcWidth": 0, "ProcWidth": 0,

View File

@@ -0,0 +1,5 @@
{
"ID": "start",
"Width": 20,
"Objects": []
}

View File

@@ -3,6 +3,7 @@ package main
import ( import (
"fmt" "fmt"
"image/color" "image/color"
"log"
"math" "math"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
@@ -24,53 +25,47 @@ func (g *Game) UpdateGame() {
// --- 2. TOUCH INPUT HANDLING --- // --- 2. TOUCH INPUT HANDLING ---
g.handleTouchInput() g.handleTouchInput()
// --- 3. INPUTS ZUSAMMENFÜHREN & SENDEN --- // --- 3. INPUT STATE ERSTELLEN ---
if g.connected {
// A) BEWEGUNG (Links/Rechts)
// Joystick auswerten (-1 bis 1)
joyDir := 0.0 joyDir := 0.0
if g.joyActive { if g.joyActive {
diffX := g.joyStickX - g.joyBaseX diffX := g.joyStickX - g.joyBaseX
if diffX < -20 { if diffX < -20 {
joyDir = -1 joyDir = -1
} // Nach Links gezogen }
if diffX > 20 { if diffX > 20 {
joyDir = 1 joyDir = 1
} // Nach Rechts gezogen
}
// Senden: Keyboard ODER Joystick
if keyLeft || joyDir == -1 {
g.SendCommand("LEFT_DOWN")
} else if keyRight || joyDir == 1 {
g.SendCommand("RIGHT_DOWN")
} else {
// Wenn weder Links noch Rechts gedrückt ist, senden wir STOP.
g.SendCommand("LEFT_UP")
g.SendCommand("RIGHT_UP")
}
// B) NACH UNTEN (Fast Fall)
// Joystick weit nach unten gezogen?
isJoyDown := false
if g.joyActive && (g.joyStickY-g.joyBaseY) > 40 {
isJoyDown = true
}
if keyDown || isJoyDown {
g.SendCommand("DOWN")
}
// C) SPRINGEN
// Keyboard ODER Touch-Button
if keyJump || g.btnJumpActive {
g.SendCommand("JUMP")
g.btnJumpActive = false // Reset (Tap to jump)
} }
} }
// --- 4. KAMERA LOGIK --- isJoyDown := g.joyActive && (g.joyStickY-g.joyBaseY) > 40
// Input State zusammenbauen
input := InputState{
Sequence: g.inputSequence,
Left: keyLeft || joyDir == -1,
Right: keyRight || joyDir == 1,
Jump: keyJump || g.btnJumpActive,
Down: keyDown || isJoyDown,
}
g.btnJumpActive = false
// --- 4. CLIENT PREDICTION ---
if g.connected {
// Sequenznummer erhöhen
g.inputSequence++
input.Sequence = g.inputSequence
// Input speichern für später Reconciliation
g.pendingInputs[input.Sequence] = input
// Lokale Physik sofort anwenden (Prediction)
g.ApplyInput(input)
// Input an Server senden
g.SendInputWithSequence(input)
}
// --- 5. KAMERA LOGIK ---
g.stateMutex.Lock() g.stateMutex.Lock()
defer g.stateMutex.Unlock() defer g.stateMutex.Unlock()
@@ -176,9 +171,15 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
for _, activeChunk := range g.gameState.WorldChunks { for _, activeChunk := range g.gameState.WorldChunks {
chunkDef, exists := g.world.ChunkLibrary[activeChunk.ChunkID] chunkDef, exists := g.world.ChunkLibrary[activeChunk.ChunkID]
if !exists { if !exists {
log.Printf("⚠️ Chunk '%s' nicht in Library gefunden!", activeChunk.ChunkID)
continue continue
} }
// DEBUG: Chunk-Details loggen (nur einmal)
if len(chunkDef.Objects) == 0 {
log.Printf("⚠️ Chunk '%s' hat 0 Objekte! Width=%d", activeChunk.ChunkID, chunkDef.Width)
}
for _, obj := range chunkDef.Objects { for _, obj := range chunkDef.Objects {
// Asset zeichnen // Asset zeichnen
g.DrawAsset(screen, obj.AssetID, activeChunk.X+obj.X, obj.Y) g.DrawAsset(screen, obj.AssetID, activeChunk.X+obj.X, obj.Y)
@@ -186,20 +187,36 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
} }
// 3. Spieler // 3. Spieler
// MyID ohne Lock holen (wir haben bereits den stateMutex)
myID := ""
for id, p := range g.gameState.Players { for id, p := range g.gameState.Players {
g.DrawAsset(screen, "player", p.X, p.Y) if p.Name == g.playerName {
myID = id
break
}
}
for id, p := range g.gameState.Players {
// Für lokalen Spieler: Verwende vorhergesagte Position
posX, posY := p.X, p.Y
if id == myID && g.connected {
posX = g.predictedX
posY = g.predictedY
}
g.DrawAsset(screen, "player", posX, posY)
// Name Tag // Name Tag
name := p.Name name := p.Name
if name == "" { if name == "" {
name = id name = id
} }
text.Draw(screen, name, basicfont.Face7x13, int(p.X-g.camX), int(p.Y-25), ColText) text.Draw(screen, name, basicfont.Face7x13, int(posX-g.camX), int(posY-25), ColText)
// DEBUG: Rote Hitbox // DEBUG: Rote Hitbox
if def, ok := g.world.Manifest.Assets["player"]; ok { if def, ok := g.world.Manifest.Assets["player"]; ok {
hx := float32(p.X + def.DrawOffX + def.Hitbox.OffsetX - g.camX) hx := float32(posX + def.DrawOffX + def.Hitbox.OffsetX - g.camX)
hy := float32(p.Y + def.DrawOffY + def.Hitbox.OffsetY) hy := float32(posY + def.DrawOffY + def.Hitbox.OffsetY)
vector.StrokeRect(screen, hx, hy, float32(def.Hitbox.W), float32(def.Hitbox.H), 2, color.RGBA{255, 0, 0, 255}, false) vector.StrokeRect(screen, hx, hy, float32(def.Hitbox.W), float32(def.Hitbox.H), 2, color.RGBA{255, 0, 0, 255}, false)
} }
} }
@@ -211,6 +228,25 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
} else if g.gameState.Status == "RUNNING" { } else if g.gameState.Status == "RUNNING" {
dist := fmt.Sprintf("Distance: %.0f m", g.camX/64.0) dist := fmt.Sprintf("Distance: %.0f m", g.camX/64.0)
text.Draw(screen, dist, basicfont.Face7x13, ScreenWidth-150, 30, ColText) text.Draw(screen, dist, basicfont.Face7x13, ScreenWidth-150, 30, ColText)
// Score anzeigen
for _, p := range g.gameState.Players {
if p.Name == g.playerName {
scoreStr := fmt.Sprintf("Score: %d", p.Score)
text.Draw(screen, scoreStr, basicfont.Face7x13, ScreenWidth-150, 50, ColText)
break
}
}
} else if g.gameState.Status == "GAMEOVER" {
// Game Over Screen mit allen Scores
text.Draw(screen, "GAME OVER", basicfont.Face7x13, ScreenWidth/2-50, 100, color.RGBA{255, 0, 0, 255})
y := 150
for _, p := range g.gameState.Players {
scoreMsg := fmt.Sprintf("%s: %d pts", p.Name, p.Score)
text.Draw(screen, scoreMsg, basicfont.Face7x13, ScreenWidth/2-80, y, color.White)
y += 20
}
} }
// 5. DEBUG: TODES-LINIE // 5. DEBUG: TODES-LINIE
@@ -282,6 +318,9 @@ func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY fl
if img != nil { if img != nil {
op := &ebiten.DrawImageOptions{} op := &ebiten.DrawImageOptions{}
// Filter für bessere Skalierung (besonders bei großen Sprites)
op.Filter = ebiten.FilterLinear
// Skalieren // Skalieren
op.GeoM.Scale(def.Scale, def.Scale) op.GeoM.Scale(def.Scale, def.Scale)
@@ -291,8 +330,11 @@ func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY fl
screenY+def.DrawOffY, screenY+def.DrawOffY,
) )
// Farbe anwenden // Farbe anwenden (nur wenn explizit gesetzt)
// Wenn Color leer ist (R=G=B=A=0), nicht anwenden (Bild bleibt original)
if def.Color.R != 0 || def.Color.G != 0 || def.Color.B != 0 || def.Color.A != 0 {
op.ColorScale.ScaleWithColor(def.Color.ToRGBA()) op.ColorScale.ScaleWithColor(def.Color.ToRGBA())
}
screen.DrawImage(img, op) screen.DrawImage(img, op)
} else { } else {

View File

@@ -7,8 +7,11 @@ import (
_ "image/png" _ "image/png"
"io/ioutil" "io/ioutil"
"log" "log"
"math/rand"
"path/filepath" "path/filepath"
"runtime" "runtime"
"sort"
"strings"
"sync" "sync"
"time" "time"
@@ -28,7 +31,8 @@ const (
ScreenWidth = 1280 ScreenWidth = 1280
ScreenHeight = 720 ScreenHeight = 720
StateMenu = 0 StateMenu = 0
StateGame = 1 StateLobby = 1
StateGame = 2
RefFloorY = 540 RefFloorY = 540
) )
@@ -41,6 +45,15 @@ var (
ColDirt = color.RGBA{101, 67, 33, 255} ColDirt = color.RGBA{101, 67, 33, 255}
) )
// InputState speichert einen einzelnen Input für Replay
type InputState struct {
Sequence uint32
Left bool
Right bool
Jump bool
Down bool
}
// --- GAME STRUCT --- // --- GAME STRUCT ---
type Game struct { type Game struct {
appState int appState int
@@ -53,8 +66,24 @@ type Game struct {
// Spieler Info // Spieler Info
playerName string playerName string
roomID string // <-- NEU: Raum ID roomID string
activeField string // "name" oder "room" activeField string // "name" oder "room"
gameMode string // "solo" oder "coop"
isHost bool
// Lobby State (für Change Detection)
lastPlayerCount int
lastStatus string
// Client Prediction
predictedX float64 // Vorhergesagte Position
predictedY float64
predictedVX float64
predictedVY float64
predictedGround bool
inputSequence uint32 // Sequenznummer für Inputs
pendingInputs map[uint32]InputState // Noch nicht bestätigte Inputs
lastServerSeq uint32 // Letzte vom Server bestätigte Sequenz
// Kamera // Kamera
camX float64 camX float64
@@ -75,8 +104,9 @@ func NewGame() *Game {
gameState: game.GameState{Players: make(map[string]game.PlayerState)}, gameState: game.GameState{Players: make(map[string]game.PlayerState)},
playerName: "Student", playerName: "Student",
roomID: "room1", // Standard Raum
activeField: "name", activeField: "name",
gameMode: "",
pendingInputs: make(map[uint32]InputState),
joyBaseX: 150, joyBaseY: ScreenHeight - 150, joyBaseX: 150, joyBaseY: ScreenHeight - 150,
joyStickX: 150, joyStickY: ScreenHeight - 150, joyStickX: 150, joyStickY: ScreenHeight - 150,
@@ -102,64 +132,149 @@ func (g *Game) loadAssets() {
g.world.Manifest = game.AssetManifest{Assets: make(map[string]game.AssetDefinition)} g.world.Manifest = game.AssetManifest{Assets: make(map[string]game.AssetDefinition)}
} }
// Chunks laden
chunkDir := filepath.Join(baseDir, "chunks")
err = g.world.LoadChunkLibrary(chunkDir)
if err != nil {
log.Println("⚠️ Chunks konnten nicht geladen werden:", err)
} else {
fmt.Println("✅ Chunks geladen:", len(g.world.ChunkLibrary), "Einträge")
// DEBUG: Details der geladenen Chunks
for id, chunk := range g.world.ChunkLibrary {
fmt.Printf(" 📦 Chunk '%s': Width=%d, Objects=%d\n", id, chunk.Width, len(chunk.Objects))
}
}
// Bilder vorladen // Bilder vorladen
loadedImages := 0
failedImages := 0
for id, def := range g.world.Manifest.Assets { for id, def := range g.world.Manifest.Assets {
if def.Filename != "" { if def.Filename != "" {
path := filepath.Join(baseDir, def.Filename) path := filepath.Join(baseDir, def.Filename)
img, _, err := ebitenutil.NewImageFromFile(path) img, _, err := ebitenutil.NewImageFromFile(path)
if err == nil { if err == nil {
g.assetsImages[id] = img g.assetsImages[id] = img
loadedImages++
} else { } else {
// log.Println("Fehler beim Laden von Bild:", def.Filename) log.Printf("⚠️ Bild nicht geladen: %s (%s) - Fehler: %v", id, def.Filename, err)
failedImages++
} }
} }
} }
fmt.Printf("🖼️ Bilder: %d geladen, %d fehlgeschlagen\n", loadedImages, failedImages)
} }
// --- UPDATE --- // --- UPDATE ---
func (g *Game) Update() error { func (g *Game) Update() error {
switch g.appState { switch g.appState {
case StateMenu: case StateMenu:
g.handleMenuInput() // Text Eingabe Logik g.updateMenu()
case StateLobby:
g.updateLobby()
case StateGame:
g.UpdateGame()
}
return nil
}
// Button & Felder Layout func (g *Game) updateMenu() {
btnW, btnH := 200, 50 g.handleMenuInput()
btnX := ScreenWidth/2 - btnW/2
btnY := ScreenHeight/2 + 80
// Feld 1: Name // Name-Feld
fieldW, fieldH := 250, 40 fieldW, fieldH := 250, 40
nameX := ScreenWidth/2 - fieldW/2 nameX := ScreenWidth/2 - fieldW/2
nameY := ScreenHeight/2 - 100 nameY := ScreenHeight/2 - 150
// Feld 2: Raum (NEU)
roomX := ScreenWidth/2 - fieldW/2
roomY := ScreenHeight/2 - 20
// Klick Checks (Maus & Touch)
if isHit(nameX, nameY, fieldW, fieldH) { if isHit(nameX, nameY, fieldW, fieldH) {
g.activeField = "name" g.activeField = "name"
} else if isHit(roomX, roomY, fieldW, fieldH) { return
g.activeField = "room" }
} else if isHit(btnX, btnY, btnW, btnH) {
// START // Mode-Buttons
btnW, btnH := 200, 60
soloX := ScreenWidth/2 - btnW - 20
coopX := ScreenWidth/2 + 20
btnY := ScreenHeight/2 - 20
if isHit(soloX, btnY, btnW, btnH) {
// SOLO MODE
if g.playerName == "" { if g.playerName == "" {
g.playerName = "Player" g.playerName = "Player"
} }
if g.roomID == "" { g.gameMode = "solo"
g.roomID = "room1" g.roomID = fmt.Sprintf("solo_%d", time.Now().UnixNano())
} g.isHost = true
g.appState = StateGame g.appState = StateGame
go g.connectAndStart() go g.connectAndStart()
} else if isHit(0, 0, ScreenWidth, ScreenHeight) { } else if isHit(coopX, btnY, btnW, btnH) {
// Klick ins Leere -> Fokus weg // CO-OP MODE
g.activeField = "" if g.playerName == "" {
g.playerName = "Player"
}
g.gameMode = "coop"
g.roomID = generateRoomCode()
g.isHost = true
g.appState = StateLobby
go g.connectAndStart()
} }
case StateGame: // Join Button (unten)
g.UpdateGame() // In game_render.go joinW, joinH := 300, 50
joinX := ScreenWidth/2 - joinW/2
joinY := ScreenHeight/2 + 100
if isHit(joinX, joinY, joinW, joinH) {
g.activeField = "room"
}
// Join Code Feld
if g.activeField == "room" {
roomFieldW := 200
roomFieldX := ScreenWidth/2 - roomFieldW/2
roomFieldY := ScreenHeight/2 + 160
if isHit(roomFieldX, roomFieldY, roomFieldW, 40) {
// Stay in room field
} else if isHit(roomFieldX+roomFieldW+20, roomFieldY, 100, 40) {
// JOIN button next to code field
if g.roomID != "" && g.playerName != "" {
g.gameMode = "coop"
g.isHost = false
g.appState = StateLobby
go g.connectAndStart()
}
}
}
}
func (g *Game) updateLobby() {
// Start Button (nur für Host)
if g.isHost {
btnW, btnH := 200, 60
btnX := ScreenWidth/2 - btnW/2
btnY := ScreenHeight - 150
if isHit(btnX, btnY, btnW, btnH) {
// START GAME
g.SendCommand("START")
}
}
// Zurück Button
backW, backH := 100, 40
if isHit(50, 50, backW, backH) {
if g.conn != nil {
g.conn.Close()
}
g.appState = StateMenu
g.connected = false
g.gameState = game.GameState{Players: make(map[string]game.PlayerState)}
}
// Spiel wurde gestartet?
if g.gameState.Status == "COUNTDOWN" || g.gameState.Status == "RUNNING" {
g.appState = StateGame
} }
return nil
} }
// --- DRAW --- // --- DRAW ---
@@ -167,44 +282,186 @@ func (g *Game) Draw(screen *ebiten.Image) {
switch g.appState { switch g.appState {
case StateMenu: case StateMenu:
g.DrawMenu(screen) g.DrawMenu(screen)
case StateLobby:
g.DrawLobby(screen)
case StateGame: case StateGame:
g.DrawGame(screen) // In game_render.go g.DrawGame(screen)
} }
} }
func (g *Game) DrawMenu(screen *ebiten.Image) { func (g *Game) DrawMenu(screen *ebiten.Image) {
screen.Fill(color.RGBA{20, 20, 30, 255}) screen.Fill(color.RGBA{20, 20, 30, 255})
text.Draw(screen, "ESCAPE FROM TEACHER", basicfont.Face7x13, ScreenWidth/2-60, ScreenHeight/2-140, ColText)
// Helper zum Zeichnen von Textfeldern // Titel
drawField := func(label, value, fieldID string, x, y, w, h int) { title := "ESCAPE FROM TEACHER"
text.Draw(screen, title, basicfont.Face7x13, ScreenWidth/2-80, 100, ColText)
// Name-Feld
fieldW := 250
nameX := ScreenWidth/2 - fieldW/2
nameY := ScreenHeight/2 - 150
col := color.RGBA{50, 50, 60, 255} col := color.RGBA{50, 50, 60, 255}
if g.activeField == fieldID { if g.activeField == "name" {
col = color.RGBA{70, 70, 80, 255} col = color.RGBA{70, 70, 80, 255}
} }
vector.DrawFilledRect(screen, float32(x), float32(y), float32(w), float32(h), col, false) vector.DrawFilledRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, col, false)
vector.StrokeRect(screen, float32(x), float32(y), float32(w), float32(h), 1, color.White, false) vector.StrokeRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, 1, color.White, false)
display := value display := g.playerName
if g.activeField == fieldID && (time.Now().UnixMilli()/500)%2 == 0 { if g.activeField == "name" && (time.Now().UnixMilli()/500)%2 == 0 {
display += "|" display += "|"
} }
text.Draw(screen, label+": "+display, basicfont.Face7x13, x+10, y+25, ColText) text.Draw(screen, "Name: "+display, basicfont.Face7x13, nameX+10, nameY+25, ColText)
// Mode Selection
text.Draw(screen, "Select Game Mode:", basicfont.Face7x13, ScreenWidth/2-60, ScreenHeight/2-60, ColText)
// SOLO Button
btnW, btnH := 200, 60
soloX := ScreenWidth/2 - btnW - 20
btnY := ScreenHeight/2 - 20
vector.DrawFilledRect(screen, float32(soloX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false)
vector.StrokeRect(screen, float32(soloX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false)
text.Draw(screen, "SOLO", basicfont.Face7x13, soloX+80, btnY+35, ColText)
// CO-OP Button
coopX := ScreenWidth/2 + 20
vector.DrawFilledRect(screen, float32(coopX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false)
vector.StrokeRect(screen, float32(coopX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false)
text.Draw(screen, "CO-OP (Host)", basicfont.Face7x13, coopX+45, btnY+35, ColText)
// Join Section
joinY := ScreenHeight/2 + 100
text.Draw(screen, "Or join a room:", basicfont.Face7x13, ScreenWidth/2-60, joinY, color.Gray{200})
if g.activeField == "room" {
roomFieldW := 200
roomFieldX := ScreenWidth/2 - roomFieldW/2
roomFieldY := ScreenHeight/2 + 160
col := color.RGBA{70, 70, 80, 255}
vector.DrawFilledRect(screen, float32(roomFieldX), float32(roomFieldY), float32(roomFieldW), 40, col, false)
vector.StrokeRect(screen, float32(roomFieldX), float32(roomFieldY), float32(roomFieldW), 40, 1, color.White, false)
display := g.roomID
if (time.Now().UnixMilli()/500)%2 == 0 {
display += "|"
}
text.Draw(screen, display, basicfont.Face7x13, roomFieldX+10, roomFieldY+25, ColText)
// Join Button
joinBtnX := roomFieldX + roomFieldW + 20
vector.DrawFilledRect(screen, float32(joinBtnX), float32(roomFieldY), 100, 40, color.RGBA{0, 150, 0, 255}, false)
vector.StrokeRect(screen, float32(joinBtnX), float32(roomFieldY), 100, 40, 2, color.White, false)
text.Draw(screen, "JOIN", basicfont.Face7x13, joinBtnX+30, roomFieldY+25, ColText)
} else {
joinBtnW := 300
joinBtnX := ScreenWidth/2 - joinBtnW/2
joinBtnY := ScreenHeight/2 + 120
vector.DrawFilledRect(screen, float32(joinBtnX), float32(joinBtnY), float32(joinBtnW), 50, ColBtnNormal, false)
vector.StrokeRect(screen, float32(joinBtnX), float32(joinBtnY), float32(joinBtnW), 50, 2, color.White, false)
text.Draw(screen, "Join with Code", basicfont.Face7x13, joinBtnX+90, joinBtnY+30, ColText)
} }
fieldW := 250 text.Draw(screen, "WASD / Arrows - SPACE to Jump", basicfont.Face7x13, ScreenWidth/2-100, ScreenHeight-30, color.Gray{150})
drawField("Name", g.playerName, "name", ScreenWidth/2-fieldW/2, ScreenHeight/2-100, fieldW, 40) }
drawField("Room Code", g.roomID, "room", ScreenWidth/2-fieldW/2, ScreenHeight/2-20, fieldW, 40)
// Start Button func (g *Game) DrawLobby(screen *ebiten.Image) {
btnW, btnH := 200, 50 screen.Fill(color.RGBA{20, 20, 30, 255})
// Titel
text.Draw(screen, "LOBBY", basicfont.Face7x13, ScreenWidth/2-20, 80, ColText)
// Room Code (groß anzeigen)
text.Draw(screen, "Room Code:", basicfont.Face7x13, ScreenWidth/2-40, 150, color.Gray{200})
codeBoxW, codeBoxH := 300, 60
codeBoxX := ScreenWidth/2 - codeBoxW/2
codeBoxY := 170
vector.DrawFilledRect(screen, float32(codeBoxX), float32(codeBoxY), float32(codeBoxW), float32(codeBoxH), color.RGBA{50, 50, 60, 255}, false)
vector.StrokeRect(screen, float32(codeBoxX), float32(codeBoxY), float32(codeBoxW), float32(codeBoxH), 3, color.RGBA{100, 200, 100, 255}, false)
text.Draw(screen, g.roomID, basicfont.Face7x13, codeBoxX+100, codeBoxY+35, color.RGBA{100, 255, 100, 255})
// Spieler-Liste
g.stateMutex.Lock()
playerCount := len(g.gameState.Players)
// Spieler in sortierte Liste konvertieren (damit sie nicht flackern)
type PlayerEntry struct {
ID string
Name string
IsHost bool
}
players := make([]PlayerEntry, 0, playerCount)
hostID := g.gameState.HostID
for id, p := range g.gameState.Players {
name := p.Name
if name == "" {
name = id
}
isHost := (id == hostID)
players = append(players, PlayerEntry{
ID: id,
Name: name,
IsHost: isHost,
})
}
g.stateMutex.Unlock()
// Sortieren: Host zuerst, dann alphabetisch nach Name
sort.SliceStable(players, func(i, j int) bool {
if players[i].IsHost {
return true
}
if players[j].IsHost {
return false
}
return players[i].Name < players[j].Name
})
text.Draw(screen, fmt.Sprintf("Players (%d/16):", playerCount), basicfont.Face7x13, 100, 280, ColText)
y := 310
for _, p := range players {
name := p.Name
// Host markieren
if p.IsHost {
name += " [HOST]"
}
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 btnX := ScreenWidth/2 - btnW/2
btnY := ScreenHeight/2 + 80 btnY := ScreenHeight - 150
vector.DrawFilledRect(screen, float32(btnX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false) 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) vector.StrokeRect(screen, float32(btnX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false)
text.Draw(screen, "JOIN GAME", basicfont.Face7x13, btnX+65, btnY+30, ColText) text.Draw(screen, "START GAME", basicfont.Face7x13, btnX+60, btnY+35, ColText)
}
text.Draw(screen, "WASD / Arrows to Move - SPACE to Jump\nMobile: Touch Controls", basicfont.Face7x13, ScreenWidth/2-120, ScreenHeight-50, color.Gray{150}) // 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 } func (g *Game) Layout(w, h int) (int, int) { return ScreenWidth, ScreenHeight }
@@ -236,11 +493,14 @@ func (g *Game) handleMenuInput() {
var target *string var target *string
if g.activeField == "name" { if g.activeField == "name" {
target = &g.playerName target = &g.playerName
} } else if g.activeField == "room" {
if g.activeField == "room" {
target = &g.roomID target = &g.roomID
} }
if target == nil {
return
}
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) { if inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
g.activeField = "" g.activeField = ""
} else if inpututil.IsKeyJustPressed(ebiten.KeyBackspace) { } else if inpututil.IsKeyJustPressed(ebiten.KeyBackspace) {
@@ -248,8 +508,23 @@ func (g *Game) handleMenuInput() {
*target = (*target)[:len(*target)-1] *target = (*target)[:len(*target)-1]
} }
} else { } 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() { func (g *Game) connectAndStart() {
@@ -267,11 +542,30 @@ func (g *Game) connectAndStart() {
ec, _ := nats.NewEncodedConn(nc, nats.JSON_ENCODER) ec, _ := nats.NewEncodedConn(nc, nats.JSON_ENCODER)
g.conn = ec 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() g.stateMutex.Lock()
oldPlayerCount := len(g.gameState.Players)
oldStatus := g.gameState.Status
g.gameState = *state g.gameState = *state
g.stateMutex.Unlock() 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 { if err != nil {
@@ -295,6 +589,14 @@ func (g *Game) connectAndStart() {
return return
} }
g.connected = true 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...") log.Printf("✅ JOIN gesendet. Warte auf Server-Antwort...")
} }
@@ -302,26 +604,79 @@ func (g *Game) SendCommand(cmdType string) {
if !g.connected { if !g.connected {
return return
} }
// ID Suche (Fallback Name) myID := g.getMyPlayerID()
myID := "" g.conn.Publish("game.input", game.ClientInput{PlayerID: myID, Type: cmdType})
g.stateMutex.Lock() }
for id, p := range g.gameState.Players {
if p.Name == g.playerName { func (g *Game) SendInputWithSequence(input InputState) {
myID = id if !g.connected {
break return
}
}
g.stateMutex.Unlock()
if myID == "" {
myID = g.playerName
} }
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() { func main() {
ebiten.SetWindowSize(ScreenWidth, ScreenHeight) ebiten.SetWindowSize(ScreenWidth, ScreenHeight)
ebiten.SetWindowTitle("Escape From Teacher") 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 { if err := ebiten.RunGame(NewGame()); err != nil {
log.Fatal(err) log.Fatal(err)
} }

79
cmd/client/prediction.go Normal file
View File

@@ -0,0 +1,79 @@
package main
import (
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/config"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
)
// ApplyInput wendet einen Input auf den vorhergesagten Zustand an
func (g *Game) ApplyInput(input InputState) {
// Horizontale Bewegung
moveX := 0.0
if input.Left {
moveX = -1.0
} else if input.Right {
moveX = 1.0
}
speed := config.RunSpeed + (moveX * 4.0)
g.predictedX += speed
// Gravitation
g.predictedVY += config.Gravity
if g.predictedVY > config.MaxFall {
g.predictedVY = config.MaxFall
}
// Fast Fall
if input.Down {
g.predictedVY = 15.0
}
// Sprung
if input.Jump && g.predictedGround {
g.predictedVY = -14.0
g.predictedGround = false
}
// Vertikale Bewegung
g.predictedY += g.predictedVY
// Einfache Boden-Kollision (hardcoded für jetzt)
if g.predictedY >= 540 {
g.predictedY = 540
g.predictedVY = 0
g.predictedGround = true
} else {
g.predictedGround = false
}
}
// ReconcileWithServer gleicht lokale Prediction mit Server-State ab
func (g *Game) ReconcileWithServer(serverState game.PlayerState) {
// Server-bestätigte Sequenz
g.lastServerSeq = serverState.LastInputSeq
// Entferne alle bestätigten Inputs
for seq := range g.pendingInputs {
if seq <= g.lastServerSeq {
delete(g.pendingInputs, seq)
}
}
// Setze vorhergesagte Position auf Server-Position
g.predictedX = serverState.X
g.predictedY = serverState.Y
g.predictedVX = serverState.VX
g.predictedVY = serverState.VY
g.predictedGround = serverState.OnGround
// Replay alle noch nicht bestätigten Inputs
// (Sortiert nach Sequenz)
if len(g.pendingInputs) > 0 {
for seq := g.lastServerSeq + 1; seq <= g.inputSequence; seq++ {
if input, ok := g.pendingInputs[seq]; ok {
g.ApplyInput(input)
}
}
}
}

View File

@@ -5,7 +5,6 @@ import (
"io/ioutil" "io/ioutil"
"log" "log"
"path/filepath" "path/filepath"
"runtime"
"sync" "sync"
"github.com/nats-io/nats.go" "github.com/nats-io/nats.go"

View File

@@ -55,9 +55,10 @@ type LoginPayload struct {
// Input vom Spieler während des Spiels // Input vom Spieler während des Spiels
type ClientInput struct { type ClientInput struct {
Type string `json:"type"` // "JUMP", "START" Type string `json:"type"` // "JUMP", "START", "LEFT_DOWN", "RIGHT_DOWN", etc.
RoomID string `json:"room_id"` RoomID string `json:"room_id"`
PlayerID string `json:"player_id"` PlayerID string `json:"player_id"`
Sequence uint32 `json:"sequence"` // Sequenznummer für Client Prediction
} }
type JoinRequest struct { type JoinRequest struct {
@@ -70,8 +71,14 @@ type PlayerState struct {
Name string `json:"name"` Name string `json:"name"`
X float64 `json:"x"` X float64 `json:"x"`
Y float64 `json:"y"` Y float64 `json:"y"`
VX float64 `json:"vx"`
VY float64 `json:"vy"`
State string `json:"state"` State string `json:"state"`
OnGround bool `json:"on_ground"` OnGround bool `json:"on_ground"`
LastInputSeq uint32 `json:"last_input_seq"` // Letzte verarbeitete Input-Sequenz
Score int `json:"score"` // Punkte des Spielers
IsAlive bool `json:"is_alive"` // Lebt der Spieler noch?
IsSpectator bool `json:"is_spectator"` // Ist im Zuschauer-Modus
} }
type GameState struct { type GameState struct {
@@ -81,6 +88,6 @@ type GameState struct {
TimeLeft int `json:"time_left"` TimeLeft int `json:"time_left"`
WorldChunks []ActiveChunk `json:"world_chunks"` WorldChunks []ActiveChunk `json:"world_chunks"`
HostID string `json:"host_id"` HostID string `json:"host_id"`
ScrollX float64 `json:"scroll_x"` ScrollX float64 `json:"scroll_x"`
CollectedCoins map[string]bool `json:"collected_coins"` // Welche Coins wurden eingesammelt (Key: ChunkID_ObjectIndex)
} }

View File

@@ -18,6 +18,10 @@ type ServerPlayer struct {
VX, VY float64 VX, VY float64
OnGround bool OnGround bool
InputX float64 // -1 (Links), 0, 1 (Rechts) InputX float64 // -1 (Links), 0, 1 (Rechts)
LastInputSeq uint32 // Letzte verarbeitete Input-Sequenz
Score int
IsAlive bool
IsSpectator bool
} }
type Room struct { type Room struct {
@@ -34,6 +38,8 @@ type Room struct {
Countdown int Countdown int
NextStart time.Time NextStart time.Time
HostID string HostID string
CollectedCoins map[string]bool // Key: "chunkID_objectIndex"
ScoreAccum float64 // Akkumulator für Distanz-Score
stopChan chan struct{} stopChan chan struct{}
@@ -54,6 +60,7 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
Players: make(map[string]*ServerPlayer), Players: make(map[string]*ServerPlayer),
Status: "LOBBY", Status: "LOBBY",
stopChan: make(chan struct{}), stopChan: make(chan struct{}),
CollectedCoins: make(map[string]bool),
pW: 40, pH: 60, // Fallback pW: 40, pH: 60, // Fallback
} }
@@ -72,11 +79,22 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
r.ActiveChunks = append(r.ActiveChunks, startChunk) r.ActiveChunks = append(r.ActiveChunks, startChunk)
r.MapEndX = 1280 r.MapEndX = 1280
// DEBUG: Verfügbare Chunks anzeigen
log.Printf("🗂️ Raum %s: ChunkLibrary hat %d Einträge", id, len(w.ChunkLibrary))
for cid := range w.ChunkLibrary {
log.Printf(" - %s", cid)
}
// Erste Chunks generieren // Erste Chunks generieren
r.SpawnNextChunk() r.SpawnNextChunk()
r.SpawnNextChunk() r.SpawnNextChunk()
r.Colliders = r.World.GenerateColliders(r.ActiveChunks) r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
log.Printf("🎬 Raum %s gestartet mit %d Chunks", id, len(r.ActiveChunks))
for _, ac := range r.ActiveChunks {
log.Printf(" - Chunk '%s' bei X=%.0f", ac.ChunkID, ac.X)
}
return r return r
} }
@@ -108,18 +126,27 @@ func (r *Room) AddPlayer(id, name string) {
return return
} }
// Spawn-Position berechnen
playerIndex := len(r.Players)
spawnX := 100.0 + float64(playerIndex*150)
p := &ServerPlayer{ p := &ServerPlayer{
ID: id, ID: id,
Name: name, Name: name,
X: 100, X: spawnX,
Y: 200, Y: 200,
OnGround: false, OnGround: false,
Score: 0,
IsAlive: true,
IsSpectator: false,
} }
// Falls das Spiel schon läuft, spawnen wir weiter rechts // Falls das Spiel schon läuft, NICHT joinen erlauben
if r.Status == "RUNNING" { if r.Status == "RUNNING" || r.Status == "COUNTDOWN" {
p.X = r.GlobalScrollX + 200 // Spieler wird als Zuschauer hinzugefügt
p.Y = 200 p.IsSpectator = true
p.IsAlive = false
log.Printf("⚠️ Spieler %s joined während des Spiels - wird Zuschauer", name)
} }
r.Players[id] = p r.Players[id] = p
@@ -127,6 +154,21 @@ func (r *Room) AddPlayer(id, name string) {
// Erster Spieler wird Host // Erster Spieler wird Host
if r.HostID == "" { if r.HostID == "" {
r.HostID = id r.HostID = id
// Auto-Start nur für Solo-Räume (erkennen am "solo_" Prefix)
if len(r.ID) > 5 && r.ID[:5] == "solo_" {
log.Printf("⏰ Solo-Mode: Auto-Start in 2 Sekunden für Raum %s", r.ID)
go func() {
time.Sleep(2 * time.Second)
r.Mutex.Lock()
if r.Status == "LOBBY" {
r.Status = "COUNTDOWN"
r.NextStart = time.Now().Add(3 * time.Second)
log.Printf("🎮 Raum %s: Countdown gestartet!", r.ID)
}
r.Mutex.Unlock()
}()
}
} }
} }
@@ -150,6 +192,11 @@ func (r *Room) HandleInput(input game.ClientInput) {
return return
} }
// Sequenznummer aktualisieren
if input.Sequence > p.LastInputSeq {
p.LastInputSeq = input.Sequence
}
switch input.Type { switch input.Type {
case "JUMP": case "JUMP":
if p.OnGround { if p.OnGround {
@@ -203,6 +250,11 @@ func (r *Room) Update() {
// 2. Spieler Physik // 2. Spieler Physik
for _, p := range r.Players { for _, p := range r.Players {
// Skip tote/Zuschauer Spieler
if !p.IsAlive || p.IsSpectator {
continue
}
// Lobby Mode // Lobby Mode
if r.Status != "RUNNING" { if r.Status != "RUNNING" {
p.VY += config.Gravity p.VY += config.Gravity
@@ -217,6 +269,13 @@ func (r *Room) Update() {
continue continue
} }
// Prüfe aktuelle Position auf Obstacles (falls reingesprungen)
currentHit, currentType := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
if currentHit && currentType == "obstacle" {
r.KillPlayer(p)
continue
}
// X Bewegung // X Bewegung
currentSpeed := config.RunSpeed + (p.InputX * 4.0) currentSpeed := config.RunSpeed + (p.InputX * 4.0)
nextX := p.X + currentSpeed nextX := p.X + currentSpeed
@@ -224,7 +283,7 @@ func (r *Room) Update() {
hitX, typeX := r.CheckCollision(nextX+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH) hitX, typeX := r.CheckCollision(nextX+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
if hitX { if hitX {
if typeX == "obstacle" { if typeX == "obstacle" {
r.ResetPlayer(p) r.KillPlayer(p)
continue continue
} }
} else { } else {
@@ -236,7 +295,7 @@ func (r *Room) Update() {
p.X = r.GlobalScrollX + 1200 p.X = r.GlobalScrollX + 1200
} // Rechts Block } // Rechts Block
if p.X < r.GlobalScrollX-50 { if p.X < r.GlobalScrollX-50 {
r.ResetPlayer(p) r.KillPlayer(p)
continue continue
} // Links Tod } // Links Tod
@@ -254,7 +313,7 @@ func (r *Room) Update() {
hitY, typeY := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, nextY+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH) hitY, typeY := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, nextY+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
if hitY { if hitY {
if typeY == "obstacle" { if typeY == "obstacle" {
r.ResetPlayer(p) r.KillPlayer(p)
continue continue
} }
if p.VY > 0 { if p.VY > 0 {
@@ -267,8 +326,16 @@ func (r *Room) Update() {
} }
if p.Y > 1000 { if p.Y > 1000 {
r.ResetPlayer(p) r.KillPlayer(p)
} }
// Coin Kollision prüfen
r.CheckCoinCollision(p)
}
// 2b. Distanz-Score updaten
if r.Status == "RUNNING" {
r.UpdateDistanceScore()
} }
// 3. Map Management // 3. Map Management
@@ -289,6 +356,11 @@ func (r *Room) CheckCollision(x, y, w, h float64) (bool, string) {
playerRect := game.Rect{OffsetX: x, OffsetY: y, W: w, H: h} playerRect := game.Rect{OffsetX: x, OffsetY: y, W: w, H: h}
for _, c := range r.Colliders { for _, c := range r.Colliders {
if game.CheckRectCollision(playerRect, c.Rect) { if game.CheckRectCollision(playerRect, c.Rect) {
if c.Type == "obstacle" {
log.Printf("🔴 OBSTACLE HIT! Player: (%.0f, %.0f, %.0f, %.0f), Obstacle: (%.0f, %.0f, %.0f, %.0f)",
playerRect.OffsetX, playerRect.OffsetY, playerRect.W, playerRect.H,
c.Rect.OffsetX, c.Rect.OffsetY, c.Rect.W, c.Rect.H)
}
return true, c.Type return true, c.Type
} }
} }
@@ -353,23 +425,34 @@ func (r *Room) Broadcast() {
WorldChunks: r.ActiveChunks, WorldChunks: r.ActiveChunks,
HostID: r.HostID, HostID: r.HostID,
ScrollX: r.GlobalScrollX, ScrollX: r.GlobalScrollX,
CollectedCoins: r.CollectedCoins,
} }
for id, p := range r.Players { for id, p := range r.Players {
state.Players[id] = game.PlayerState{ state.Players[id] = game.PlayerState{
ID: id, Name: p.Name, X: p.X, Y: p.Y, OnGround: p.OnGround, ID: id,
Name: p.Name,
X: p.X,
Y: p.Y,
VX: p.VX,
VY: p.VY,
OnGround: p.OnGround,
LastInputSeq: p.LastInputSeq,
Score: p.Score,
IsAlive: p.IsAlive,
IsSpectator: p.IsSpectator,
} }
} }
// DEBUG: Ersten Broadcast loggen // DEBUG: Ersten Broadcast loggen (nur beim ersten Mal)
if len(r.Players) > 0 { if len(r.Players) > 0 && r.Status == "LOBBY" {
log.Printf("📡 Broadcast: Room=%s, Players=%d, Chunks=%d, Status=%s", r.ID, len(state.Players), len(state.WorldChunks), r.Status) log.Printf("📡 Broadcast: Room=%s, Players=%d, Chunks=%d, Status=%s", r.ID, len(state.Players), len(state.WorldChunks), r.Status)
} }
// Senden an "game.update" (Client filtert nicht wirklich, aber für Demo ok) // Senden an raum-spezifischen Channel: "game.update.<ROOMID>"
// Besser wäre "game.update.<ROOMID>" channel := "game.update." + r.ID
ec, _ := nats.NewEncodedConn(r.NC, nats.JSON_ENCODER) ec, _ := nats.NewEncodedConn(r.NC, nats.JSON_ENCODER)
ec.Publish("game.update", state) ec.Publish(channel, state)
} }
// RemovePlayer entfernt einen Spieler aus dem Raum // RemovePlayer entfernt einen Spieler aus dem Raum

129
pkg/server/scoring.go Normal file
View File

@@ -0,0 +1,129 @@
package server
import (
"fmt"
"log"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
)
// CheckCoinCollision prüft ob Spieler Coins einsammelt
func (r *Room) CheckCoinCollision(p *ServerPlayer) {
if !p.IsAlive || p.IsSpectator {
return
}
playerHitbox := game.Rect{
OffsetX: p.X + r.pDrawOffX + r.pHitboxOffX,
OffsetY: p.Y + r.pDrawOffY + r.pHitboxOffY,
W: r.pW,
H: r.pH,
}
// Durch alle aktiven Chunks iterieren
for _, activeChunk := range r.ActiveChunks {
chunkDef, exists := r.World.ChunkLibrary[activeChunk.ChunkID]
if !exists {
continue
}
// Durch alle Objekte im Chunk
for objIdx, obj := range chunkDef.Objects {
assetDef, ok := r.World.Manifest.Assets[obj.AssetID]
if !ok {
continue
}
// Nur Coins prüfen
if assetDef.Type != "coin" {
continue
}
// Eindeutiger Key für diesen Coin
coinKey := fmt.Sprintf("%s_%d", activeChunk.ChunkID, objIdx)
// Wurde bereits eingesammelt?
if r.CollectedCoins[coinKey] {
continue
}
// Coin-Hitbox
coinHitbox := game.Rect{
OffsetX: activeChunk.X + obj.X + assetDef.Hitbox.OffsetX,
OffsetY: obj.Y + assetDef.Hitbox.OffsetY,
W: assetDef.Hitbox.W,
H: assetDef.Hitbox.H,
}
// Kollision?
if game.CheckRectCollision(playerHitbox, coinHitbox) {
// Coin einsammeln!
r.CollectedCoins[coinKey] = true
p.Score += 200
log.Printf("💰 %s hat Coin eingesammelt! Score: %d", p.Name, p.Score)
}
}
}
}
// UpdateDistanceScore aktualisiert Distanz-basierte Punkte
func (r *Room) UpdateDistanceScore() {
if r.Status != "RUNNING" {
return
}
// Anzahl lebender Spieler zählen
aliveCount := 0
for _, p := range r.Players {
if p.IsAlive && !p.IsSpectator {
aliveCount++
}
}
if aliveCount == 0 {
return
}
// Multiplier = Anzahl lebender Spieler
multiplier := float64(aliveCount)
// Akkumulator erhöhen: multiplier Punkte pro Sekunde
// Bei 60 FPS: multiplier / 60.0 Punkte pro Tick
r.ScoreAccum += multiplier / 60.0
// Wenn Akkumulator >= 1.0, Punkte vergeben
if r.ScoreAccum >= 1.0 {
pointsToAdd := int(r.ScoreAccum)
r.ScoreAccum -= float64(pointsToAdd)
for _, p := range r.Players {
if p.IsAlive && !p.IsSpectator {
p.Score += pointsToAdd
}
}
}
}
// KillPlayer markiert Spieler als tot
func (r *Room) KillPlayer(p *ServerPlayer) {
if !p.IsAlive {
return
}
p.IsAlive = false
p.IsSpectator = true
log.Printf("💀 %s ist gestorben! Final Score: %d", p.Name, p.Score)
// Prüfen ob alle tot sind
aliveCount := 0
for _, pl := range r.Players {
if pl.IsAlive && !pl.IsSpectator {
aliveCount++
}
}
if aliveCount == 0 && r.Status == "RUNNING" {
log.Printf("🏁 Alle Spieler tot - Game Over!")
r.Status = "GAMEOVER"
}
}