Implement core game functionalities: client prediction, coin collection, scoring, game state synchronization, and player management.
This commit is contained in:
@@ -20,7 +20,7 @@
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},
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"coin": {
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"ID": "coin",
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"Type": "obstacle",
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"Type": "coin",
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"Filename": "coin.png",
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"Scale": 0.1,
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"ProcWidth": 0,
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5
cmd/client/assets/chunks/start.json
Normal file
5
cmd/client/assets/chunks/start.json
Normal file
@@ -0,0 +1,5 @@
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{
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"ID": "start",
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"Width": 20,
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"Objects": []
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}
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@@ -3,6 +3,7 @@ package main
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import (
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"fmt"
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"image/color"
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"log"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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@@ -24,53 +25,47 @@ func (g *Game) UpdateGame() {
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// --- 2. TOUCH INPUT HANDLING ---
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g.handleTouchInput()
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// --- 3. INPUTS ZUSAMMENFÜHREN & SENDEN ---
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if g.connected {
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// A) BEWEGUNG (Links/Rechts)
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// Joystick auswerten (-1 bis 1)
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// --- 3. INPUT STATE ERSTELLEN ---
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joyDir := 0.0
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if g.joyActive {
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diffX := g.joyStickX - g.joyBaseX
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if diffX < -20 {
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joyDir = -1
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} // Nach Links gezogen
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}
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if diffX > 20 {
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joyDir = 1
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} // Nach Rechts gezogen
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}
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// Senden: Keyboard ODER Joystick
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if keyLeft || joyDir == -1 {
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g.SendCommand("LEFT_DOWN")
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} else if keyRight || joyDir == 1 {
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g.SendCommand("RIGHT_DOWN")
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} else {
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// Wenn weder Links noch Rechts gedrückt ist, senden wir STOP.
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g.SendCommand("LEFT_UP")
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g.SendCommand("RIGHT_UP")
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}
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// B) NACH UNTEN (Fast Fall)
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// Joystick weit nach unten gezogen?
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isJoyDown := false
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if g.joyActive && (g.joyStickY-g.joyBaseY) > 40 {
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isJoyDown = true
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}
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if keyDown || isJoyDown {
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g.SendCommand("DOWN")
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}
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// C) SPRINGEN
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// Keyboard ODER Touch-Button
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if keyJump || g.btnJumpActive {
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g.SendCommand("JUMP")
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g.btnJumpActive = false // Reset (Tap to jump)
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}
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}
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// --- 4. KAMERA LOGIK ---
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isJoyDown := g.joyActive && (g.joyStickY-g.joyBaseY) > 40
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// Input State zusammenbauen
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input := InputState{
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Sequence: g.inputSequence,
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Left: keyLeft || joyDir == -1,
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Right: keyRight || joyDir == 1,
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Jump: keyJump || g.btnJumpActive,
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Down: keyDown || isJoyDown,
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}
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g.btnJumpActive = false
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// --- 4. CLIENT PREDICTION ---
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if g.connected {
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// Sequenznummer erhöhen
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g.inputSequence++
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input.Sequence = g.inputSequence
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// Input speichern für später Reconciliation
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g.pendingInputs[input.Sequence] = input
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// Lokale Physik sofort anwenden (Prediction)
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g.ApplyInput(input)
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// Input an Server senden
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g.SendInputWithSequence(input)
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}
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// --- 5. KAMERA LOGIK ---
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g.stateMutex.Lock()
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defer g.stateMutex.Unlock()
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@@ -176,9 +171,15 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
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for _, activeChunk := range g.gameState.WorldChunks {
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chunkDef, exists := g.world.ChunkLibrary[activeChunk.ChunkID]
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if !exists {
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log.Printf("⚠️ Chunk '%s' nicht in Library gefunden!", activeChunk.ChunkID)
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continue
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}
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// DEBUG: Chunk-Details loggen (nur einmal)
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if len(chunkDef.Objects) == 0 {
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log.Printf("⚠️ Chunk '%s' hat 0 Objekte! Width=%d", activeChunk.ChunkID, chunkDef.Width)
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}
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for _, obj := range chunkDef.Objects {
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// Asset zeichnen
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g.DrawAsset(screen, obj.AssetID, activeChunk.X+obj.X, obj.Y)
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@@ -186,20 +187,36 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
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}
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// 3. Spieler
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// MyID ohne Lock holen (wir haben bereits den stateMutex)
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myID := ""
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for id, p := range g.gameState.Players {
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g.DrawAsset(screen, "player", p.X, p.Y)
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if p.Name == g.playerName {
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myID = id
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break
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}
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}
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for id, p := range g.gameState.Players {
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// Für lokalen Spieler: Verwende vorhergesagte Position
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posX, posY := p.X, p.Y
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if id == myID && g.connected {
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posX = g.predictedX
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posY = g.predictedY
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}
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g.DrawAsset(screen, "player", posX, posY)
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// Name Tag
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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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text.Draw(screen, name, basicfont.Face7x13, int(p.X-g.camX), int(p.Y-25), ColText)
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text.Draw(screen, name, basicfont.Face7x13, int(posX-g.camX), int(posY-25), ColText)
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// DEBUG: Rote Hitbox
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if def, ok := g.world.Manifest.Assets["player"]; ok {
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hx := float32(p.X + def.DrawOffX + def.Hitbox.OffsetX - g.camX)
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hy := float32(p.Y + def.DrawOffY + def.Hitbox.OffsetY)
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hx := float32(posX + def.DrawOffX + def.Hitbox.OffsetX - g.camX)
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hy := float32(posY + def.DrawOffY + def.Hitbox.OffsetY)
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vector.StrokeRect(screen, hx, hy, float32(def.Hitbox.W), float32(def.Hitbox.H), 2, color.RGBA{255, 0, 0, 255}, false)
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}
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}
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@@ -211,6 +228,25 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
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} else if g.gameState.Status == "RUNNING" {
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dist := fmt.Sprintf("Distance: %.0f m", g.camX/64.0)
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text.Draw(screen, dist, basicfont.Face7x13, ScreenWidth-150, 30, ColText)
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// Score anzeigen
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for _, p := range g.gameState.Players {
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if p.Name == g.playerName {
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scoreStr := fmt.Sprintf("Score: %d", p.Score)
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text.Draw(screen, scoreStr, basicfont.Face7x13, ScreenWidth-150, 50, ColText)
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break
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}
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}
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} else if g.gameState.Status == "GAMEOVER" {
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// Game Over Screen mit allen Scores
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text.Draw(screen, "GAME OVER", basicfont.Face7x13, ScreenWidth/2-50, 100, color.RGBA{255, 0, 0, 255})
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y := 150
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for _, p := range g.gameState.Players {
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scoreMsg := fmt.Sprintf("%s: %d pts", p.Name, p.Score)
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text.Draw(screen, scoreMsg, basicfont.Face7x13, ScreenWidth/2-80, y, color.White)
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y += 20
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}
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}
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// 5. DEBUG: TODES-LINIE
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@@ -282,6 +318,9 @@ func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY fl
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if img != nil {
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op := &ebiten.DrawImageOptions{}
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// Filter für bessere Skalierung (besonders bei großen Sprites)
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op.Filter = ebiten.FilterLinear
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// Skalieren
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op.GeoM.Scale(def.Scale, def.Scale)
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@@ -291,8 +330,11 @@ func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY fl
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screenY+def.DrawOffY,
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)
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// Farbe anwenden
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// Farbe anwenden (nur wenn explizit gesetzt)
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// Wenn Color leer ist (R=G=B=A=0), nicht anwenden (Bild bleibt original)
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if def.Color.R != 0 || def.Color.G != 0 || def.Color.B != 0 || def.Color.A != 0 {
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op.ColorScale.ScaleWithColor(def.Color.ToRGBA())
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}
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screen.DrawImage(img, op)
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} else {
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@@ -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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@@ -75,8 +104,9 @@ func NewGame() *Game {
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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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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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@@ -102,64 +132,149 @@ 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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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()
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}
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return nil
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}
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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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func (g *Game) updateMenu() {
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g.handleMenuInput()
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// Feld 1: Name
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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 - 100
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nameY := ScreenHeight/2 - 150
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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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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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if g.roomID == "" {
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g.roomID = "room1"
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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(0, 0, ScreenWidth, ScreenHeight) {
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// Klick ins Leere -> Fokus weg
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g.activeField = ""
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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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case StateGame:
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g.UpdateGame() // In game_render.go
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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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return nil
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}
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// --- DRAW ---
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@@ -167,44 +282,186 @@ 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) {
|
||||
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
|
||||
drawField := func(label, value, fieldID string, x, y, w, h int) {
|
||||
// Titel
|
||||
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}
|
||||
if g.activeField == fieldID {
|
||||
if g.activeField == "name" {
|
||||
col = color.RGBA{70, 70, 80, 255}
|
||||
}
|
||||
vector.DrawFilledRect(screen, float32(x), float32(y), float32(w), float32(h), col, false)
|
||||
vector.StrokeRect(screen, float32(x), float32(y), float32(w), float32(h), 1, color.White, false)
|
||||
vector.DrawFilledRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, col, false)
|
||||
vector.StrokeRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, 1, color.White, false)
|
||||
|
||||
display := value
|
||||
if g.activeField == fieldID && (time.Now().UnixMilli()/500)%2 == 0 {
|
||||
display := g.playerName
|
||||
if g.activeField == "name" && (time.Now().UnixMilli()/500)%2 == 0 {
|
||||
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
|
||||
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)
|
||||
text.Draw(screen, "WASD / Arrows - SPACE to Jump", basicfont.Face7x13, ScreenWidth/2-100, ScreenHeight-30, color.Gray{150})
|
||||
}
|
||||
|
||||
// Start Button
|
||||
btnW, btnH := 200, 50
|
||||
func (g *Game) DrawLobby(screen *ebiten.Image) {
|
||||
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
|
||||
btnY := ScreenHeight/2 + 80
|
||||
vector.DrawFilledRect(screen, float32(btnX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false)
|
||||
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, "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 }
|
||||
@@ -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) {
|
||||
@@ -248,8 +508,23 @@ 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() {
|
||||
@@ -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)
|
||||
}
|
||||
|
||||
79
cmd/client/prediction.go
Normal file
79
cmd/client/prediction.go
Normal 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)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,7 +5,6 @@ import (
|
||||
"io/ioutil"
|
||||
"log"
|
||||
"path/filepath"
|
||||
"runtime"
|
||||
"sync"
|
||||
|
||||
"github.com/nats-io/nats.go"
|
||||
|
||||
@@ -55,9 +55,10 @@ type LoginPayload struct {
|
||||
|
||||
// Input vom Spieler während des Spiels
|
||||
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"`
|
||||
PlayerID string `json:"player_id"`
|
||||
Sequence uint32 `json:"sequence"` // Sequenznummer für Client Prediction
|
||||
}
|
||||
|
||||
type JoinRequest struct {
|
||||
@@ -70,8 +71,14 @@ type PlayerState struct {
|
||||
Name string `json:"name"`
|
||||
X float64 `json:"x"`
|
||||
Y float64 `json:"y"`
|
||||
VX float64 `json:"vx"`
|
||||
VY float64 `json:"vy"`
|
||||
State string `json:"state"`
|
||||
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 {
|
||||
@@ -81,6 +88,6 @@ type GameState struct {
|
||||
TimeLeft int `json:"time_left"`
|
||||
WorldChunks []ActiveChunk `json:"world_chunks"`
|
||||
HostID string `json:"host_id"`
|
||||
|
||||
ScrollX float64 `json:"scroll_x"`
|
||||
CollectedCoins map[string]bool `json:"collected_coins"` // Welche Coins wurden eingesammelt (Key: ChunkID_ObjectIndex)
|
||||
}
|
||||
|
||||
@@ -18,6 +18,10 @@ type ServerPlayer struct {
|
||||
VX, VY float64
|
||||
OnGround bool
|
||||
InputX float64 // -1 (Links), 0, 1 (Rechts)
|
||||
LastInputSeq uint32 // Letzte verarbeitete Input-Sequenz
|
||||
Score int
|
||||
IsAlive bool
|
||||
IsSpectator bool
|
||||
}
|
||||
|
||||
type Room struct {
|
||||
@@ -34,6 +38,8 @@ type Room struct {
|
||||
Countdown int
|
||||
NextStart time.Time
|
||||
HostID string
|
||||
CollectedCoins map[string]bool // Key: "chunkID_objectIndex"
|
||||
ScoreAccum float64 // Akkumulator für Distanz-Score
|
||||
|
||||
stopChan chan struct{}
|
||||
|
||||
@@ -54,6 +60,7 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
|
||||
Players: make(map[string]*ServerPlayer),
|
||||
Status: "LOBBY",
|
||||
stopChan: make(chan struct{}),
|
||||
CollectedCoins: make(map[string]bool),
|
||||
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.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
|
||||
r.SpawnNextChunk()
|
||||
r.SpawnNextChunk()
|
||||
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
|
||||
}
|
||||
|
||||
@@ -108,18 +126,27 @@ func (r *Room) AddPlayer(id, name string) {
|
||||
return
|
||||
}
|
||||
|
||||
// Spawn-Position berechnen
|
||||
playerIndex := len(r.Players)
|
||||
spawnX := 100.0 + float64(playerIndex*150)
|
||||
|
||||
p := &ServerPlayer{
|
||||
ID: id,
|
||||
Name: name,
|
||||
X: 100,
|
||||
X: spawnX,
|
||||
Y: 200,
|
||||
OnGround: false,
|
||||
Score: 0,
|
||||
IsAlive: true,
|
||||
IsSpectator: false,
|
||||
}
|
||||
|
||||
// Falls das Spiel schon läuft, spawnen wir weiter rechts
|
||||
if r.Status == "RUNNING" {
|
||||
p.X = r.GlobalScrollX + 200
|
||||
p.Y = 200
|
||||
// Falls das Spiel schon läuft, NICHT joinen erlauben
|
||||
if r.Status == "RUNNING" || r.Status == "COUNTDOWN" {
|
||||
// Spieler wird als Zuschauer hinzugefügt
|
||||
p.IsSpectator = true
|
||||
p.IsAlive = false
|
||||
log.Printf("⚠️ Spieler %s joined während des Spiels - wird Zuschauer", name)
|
||||
}
|
||||
|
||||
r.Players[id] = p
|
||||
@@ -127,6 +154,21 @@ func (r *Room) AddPlayer(id, name string) {
|
||||
// Erster Spieler wird Host
|
||||
if r.HostID == "" {
|
||||
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
|
||||
}
|
||||
|
||||
// Sequenznummer aktualisieren
|
||||
if input.Sequence > p.LastInputSeq {
|
||||
p.LastInputSeq = input.Sequence
|
||||
}
|
||||
|
||||
switch input.Type {
|
||||
case "JUMP":
|
||||
if p.OnGround {
|
||||
@@ -203,6 +250,11 @@ func (r *Room) Update() {
|
||||
|
||||
// 2. Spieler Physik
|
||||
for _, p := range r.Players {
|
||||
// Skip tote/Zuschauer Spieler
|
||||
if !p.IsAlive || p.IsSpectator {
|
||||
continue
|
||||
}
|
||||
|
||||
// Lobby Mode
|
||||
if r.Status != "RUNNING" {
|
||||
p.VY += config.Gravity
|
||||
@@ -217,6 +269,13 @@ func (r *Room) Update() {
|
||||
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
|
||||
currentSpeed := config.RunSpeed + (p.InputX * 4.0)
|
||||
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)
|
||||
if hitX {
|
||||
if typeX == "obstacle" {
|
||||
r.ResetPlayer(p)
|
||||
r.KillPlayer(p)
|
||||
continue
|
||||
}
|
||||
} else {
|
||||
@@ -236,7 +295,7 @@ func (r *Room) Update() {
|
||||
p.X = r.GlobalScrollX + 1200
|
||||
} // Rechts Block
|
||||
if p.X < r.GlobalScrollX-50 {
|
||||
r.ResetPlayer(p)
|
||||
r.KillPlayer(p)
|
||||
continue
|
||||
} // 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)
|
||||
if hitY {
|
||||
if typeY == "obstacle" {
|
||||
r.ResetPlayer(p)
|
||||
r.KillPlayer(p)
|
||||
continue
|
||||
}
|
||||
if p.VY > 0 {
|
||||
@@ -267,8 +326,16 @@ func (r *Room) Update() {
|
||||
}
|
||||
|
||||
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
|
||||
@@ -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}
|
||||
for _, c := range r.Colliders {
|
||||
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
|
||||
}
|
||||
}
|
||||
@@ -353,23 +425,34 @@ func (r *Room) Broadcast() {
|
||||
WorldChunks: r.ActiveChunks,
|
||||
HostID: r.HostID,
|
||||
ScrollX: r.GlobalScrollX,
|
||||
CollectedCoins: r.CollectedCoins,
|
||||
}
|
||||
|
||||
for id, p := range r.Players {
|
||||
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
|
||||
if len(r.Players) > 0 {
|
||||
// DEBUG: Ersten Broadcast loggen (nur beim ersten Mal)
|
||||
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)
|
||||
}
|
||||
|
||||
// Senden an "game.update" (Client filtert nicht wirklich, aber für Demo ok)
|
||||
// Besser wäre "game.update.<ROOMID>"
|
||||
// Senden an raum-spezifischen Channel: "game.update.<ROOMID>"
|
||||
channel := "game.update." + r.ID
|
||||
ec, _ := nats.NewEncodedConn(r.NC, nats.JSON_ENCODER)
|
||||
ec.Publish("game.update", state)
|
||||
ec.Publish(channel, state)
|
||||
}
|
||||
|
||||
// RemovePlayer entfernt einen Spieler aus dem Raum
|
||||
|
||||
129
pkg/server/scoring.go
Normal file
129
pkg/server/scoring.go
Normal 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"
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user