Add WebAssembly support for assets and chunks, implement gameover screen rendering, and enhance server gameplay logic with dynamic speeds, team naming, and score components.
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@@ -5,10 +5,7 @@ import (
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"image/color"
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"log"
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"math"
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"sort"
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"time"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/text"
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@@ -222,12 +219,11 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
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// In WASM: HTML Game Over Screen anzeigen
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if !g.scoreSubmitted {
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g.scoreSubmitted = true
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g.submitScore()
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g.submitScore() // submitScore() setzt g.scoreSubmitted intern
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g.sendGameOverToJS(myScore) // Zeigt HTML Game Over Screen
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}
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g.DrawGameOverLeaderboard(screen, myScore)
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g.drawGameOverScreen(screen, myScore)
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return // Früher Return, damit Game-UI nicht mehr gezeichnet wird
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}
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@@ -510,153 +506,3 @@ func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY fl
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}
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}
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// DrawGameOverLeaderboard zeigt Leaderboard mit Team-Name-Eingabe
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func (g *Game) DrawGameOverLeaderboard(screen *ebiten.Image, myScore int) {
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screen.Fill(color.RGBA{20, 20, 30, 255})
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// Leaderboard immer beim ersten Mal anfordern (ohne Lock hier!)
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if !g.scoreSubmitted && g.gameMode == "solo" {
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g.submitScore() // submitScore() ruft requestLeaderboard() auf
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} else {
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// Für Coop: Nur Leaderboard anfordern, nicht submitten
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g.leaderboardMutex.Lock()
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needsLeaderboard := len(g.leaderboard) == 0 && g.connected
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g.leaderboardMutex.Unlock()
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if needsLeaderboard {
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g.requestLeaderboard()
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}
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}
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// Großes GAME OVER
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text.Draw(screen, "GAME OVER", basicfont.Face7x13, ScreenWidth/2-50, 60, color.RGBA{255, 0, 0, 255})
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// Linke Seite: Raum-Ergebnisse - Daten KOPIEREN mit Lock, dann außerhalb zeichnen
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text.Draw(screen, "=== RAUM ERGEBNISSE ===", basicfont.Face7x13, 50, 120, color.RGBA{255, 255, 0, 255})
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type playerScore struct {
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name string
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score int
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}
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// Lock NUR für Datenkopie
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g.stateMutex.Lock()
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players := make([]playerScore, 0, len(g.gameState.Players))
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for _, p := range g.gameState.Players {
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players = append(players, playerScore{name: p.Name, score: p.Score})
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}
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g.stateMutex.Unlock()
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// Sortieren und Zeichnen OHNE Lock
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sort.Slice(players, func(i, j int) bool {
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return players[i].score > players[j].score
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})
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y := 150
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for i, p := range players {
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medal := ""
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if i == 0 {
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medal = "🥇 "
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} else if i == 1 {
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medal = "🥈 "
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} else if i == 2 {
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medal = "🥉 "
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}
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scoreMsg := fmt.Sprintf("%d. %s%s: %d pts", i+1, medal, p.name, p.score)
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text.Draw(screen, scoreMsg, basicfont.Face7x13, 50, y, color.White)
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y += 20
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}
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// Rechte Seite: Global Leaderboard - Daten KOPIEREN mit Lock, dann außerhalb zeichnen
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text.Draw(screen, "=== TOP 10 BESTENLISTE ===", basicfont.Face7x13, 650, 120, color.RGBA{255, 215, 0, 255})
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// Lock NUR für Datenkopie
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g.leaderboardMutex.Lock()
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leaderboardCopy := make([]game.LeaderboardEntry, len(g.leaderboard))
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copy(leaderboardCopy, g.leaderboard)
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g.leaderboardMutex.Unlock()
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// Zeichnen OHNE Lock
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ly := 150
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if len(leaderboardCopy) == 0 {
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text.Draw(screen, "Laden...", basicfont.Face7x13, 700, ly, color.Gray{150})
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} else {
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for i, entry := range leaderboardCopy {
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if i >= 10 {
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break
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}
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var col color.Color = color.White
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marker := ""
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if entry.PlayerCode == g.playerCode {
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col = color.RGBA{0, 255, 0, 255}
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marker = " ← DU"
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}
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medal := ""
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if i == 0 {
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medal = "🥇 "
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} else if i == 1 {
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medal = "🥈 "
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} else if i == 2 {
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medal = "🥉 "
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}
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leaderMsg := fmt.Sprintf("%d. %s%s: %d%s", i+1, medal, entry.PlayerName, entry.Score, marker)
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text.Draw(screen, leaderMsg, basicfont.Face7x13, 650, ly, col)
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ly += 20
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}
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}
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// Team-Name-Eingabe nur für Coop-Host (in der Mitte unten)
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if g.gameMode == "coop" && g.isHost {
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text.Draw(screen, "Host: Gib Team-Namen ein", basicfont.Face7x13, ScreenWidth/2-100, ScreenHeight-180, color.RGBA{255, 215, 0, 255})
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// Team-Name Feld
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fieldW := 300
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fieldX := ScreenWidth/2 - fieldW/2
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fieldY := ScreenHeight - 140
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col := color.RGBA{70, 70, 80, 255}
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if g.activeField == "teamname" {
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col = color.RGBA{90, 90, 100, 255}
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}
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vector.DrawFilledRect(screen, float32(fieldX), float32(fieldY), float32(fieldW), 40, col, false)
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vector.StrokeRect(screen, float32(fieldX), float32(fieldY), float32(fieldW), 40, 2, color.RGBA{255, 215, 0, 255}, false)
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display := g.teamName
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if g.activeField == "teamname" && (time.Now().UnixMilli()/500)%2 == 0 {
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display += "|"
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}
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if display == "" {
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display = "Team Name..."
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}
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text.Draw(screen, display, basicfont.Face7x13, fieldX+10, fieldY+25, color.White)
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// Submit Button
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submitBtnY := ScreenHeight - 85
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submitBtnW := 200
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submitBtnX := ScreenWidth/2 - submitBtnW/2
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btnCol := color.RGBA{0, 150, 0, 255}
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if g.teamName == "" {
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btnCol = color.RGBA{100, 100, 100, 255} // Grau wenn kein Name
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}
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vector.DrawFilledRect(screen, float32(submitBtnX), float32(submitBtnY), float32(submitBtnW), 40, btnCol, false)
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vector.StrokeRect(screen, float32(submitBtnX), float32(submitBtnY), float32(submitBtnW), 40, 2, color.White, false)
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text.Draw(screen, "SUBMIT SCORE", basicfont.Face7x13, submitBtnX+50, submitBtnY+25, color.White)
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} else if g.gameMode == "solo" && g.scoreSubmitted {
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// Solo: Zeige Bestätigungsmeldung
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text.Draw(screen, "Score eingereicht!", basicfont.Face7x13, ScreenWidth/2-70, ScreenHeight-100, color.RGBA{0, 255, 0, 255})
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} else if g.gameMode == "coop" && !g.isHost {
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// Coop Non-Host: Warten auf Host
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text.Draw(screen, "Warte auf Host...", basicfont.Face7x13, ScreenWidth/2-70, ScreenHeight-100, color.Gray{180})
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}
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// Back Button (oben links)
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backBtnW, backBtnH := 120, 40
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backBtnX, backBtnY := 20, 20
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vector.DrawFilledRect(screen, float32(backBtnX), float32(backBtnY), float32(backBtnW), float32(backBtnH), color.RGBA{150, 0, 0, 255}, false)
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vector.StrokeRect(screen, float32(backBtnX), float32(backBtnY), float32(backBtnW), float32(backBtnH), 2, color.White, false)
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text.Draw(screen, "< ZURÜCK", basicfont.Face7x13, backBtnX+20, backBtnY+25, color.White)
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// Unten: Anleitung
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text.Draw(screen, "ESC oder ZURÜCK-Button = Menü", basicfont.Face7x13, ScreenWidth/2-110, ScreenHeight-30, color.Gray{180})
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}
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