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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@@ -5,8 +5,8 @@ import "time"
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const (
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// Server Settings
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Port = ":8080"
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AssetPath = "./cmd/client/assets/assets.json"
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ChunkDir = "./cmd/client/assets/chunks"
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AssetPath = "./cmd/client/web/assets/assets.json"
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ChunkDir = "./cmd/client/web/assets/chunks"
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// Physics
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Gravity = 0.5
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@@ -66,10 +66,11 @@ type LoginPayload struct {
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// Input vom Spieler während des Spiels
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type ClientInput struct {
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Type string `json:"type"` // "JUMP", "START", "LEFT_DOWN", "RIGHT_DOWN", etc.
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Type string `json:"type"` // "JUMP", "START", "LEFT_DOWN", "RIGHT_DOWN", "SET_TEAM_NAME", etc.
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RoomID string `json:"room_id"`
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PlayerID string `json:"player_id"`
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Sequence uint32 `json:"sequence"` // Sequenznummer für Client Prediction
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Sequence uint32 `json:"sequence"` // Sequenznummer für Client Prediction
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TeamName string `json:"team_name,omitempty"` // Für SET_TEAM_NAME Input
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}
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type JoinRequest struct {
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@@ -105,6 +106,7 @@ type GameState struct {
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TimeLeft int `json:"time_left"`
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WorldChunks []ActiveChunk `json:"world_chunks"`
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HostID string `json:"host_id"`
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TeamName string `json:"team_name"` // Team-Name (vom Host gesetzt)
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ScrollX float64 `json:"scroll_x"`
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CollectedCoins map[string]bool `json:"collected_coins"` // Welche Coins wurden eingesammelt (Key: ChunkID_ObjectIndex)
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CollectedPowerups map[string]bool `json:"collected_powerups"` // Welche Powerups wurden eingesammelt
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@@ -125,7 +127,8 @@ type LeaderboardEntry struct {
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PlayerName string `json:"player_name"`
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PlayerCode string `json:"player_code"` // Eindeutiger Code für Verifikation
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Score int `json:"score"`
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Timestamp int64 `json:"timestamp"` // Unix-Timestamp
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Timestamp int64 `json:"timestamp"` // Unix-Timestamp
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ProofCode string `json:"proof_code"` // Beweis-Code zum Verifizieren des Scores
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}
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// Score-Submission vom Client an Server
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@@ -133,8 +136,16 @@ type ScoreSubmission struct {
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PlayerName string `json:"player_name"`
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PlayerCode string `json:"player_code"`
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Score int `json:"score"`
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Name string `json:"name"` // Alternativer Name-Feld (für Kompatibilität)
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Mode string `json:"mode"` // "solo" oder "coop"
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Name string `json:"name"` // Alternativer Name-Feld (für Kompatibilität)
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Mode string `json:"mode"` // "solo" oder "coop"
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TeamName string `json:"team_name"` // Team-Name für Coop-Mode
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}
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// Score-Submission Response vom Server an Client
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type ScoreSubmissionResponse struct {
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Success bool `json:"success"`
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ProofCode string `json:"proof_code"`
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Score int `json:"score"`
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}
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// Start-Request vom Client
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@@ -83,7 +83,7 @@ func (w *World) GenerateColliders(activeChunks []ActiveChunk) []Collider {
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continue
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}
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if def.Type == "obstacle" || def.Type == "platform" {
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if def.Type == "obstacle" || def.Type == "platform" || def.Type == "wall" {
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c := Collider{
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Rect: Rect{
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OffsetX: ac.X + obj.X + def.DrawOffX + def.Hitbox.OffsetX,
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@@ -2,7 +2,10 @@ package server
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import (
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"context"
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"crypto/sha256"
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"encoding/hex"
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"encoding/json"
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"fmt"
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"log"
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"time"
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@@ -39,17 +42,31 @@ func InitLeaderboard(redisAddr string) error {
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return nil
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}
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func (lb *Leaderboard) AddScore(name, code string, score int) bool {
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// GenerateProofCode erstellt einen kryptografisch sicheren Proof-Code
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func GenerateProofCode(playerCode string, score int, timestamp int64) string {
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// Secret Salt (sollte eigentlich aus Config kommen, aber für Demo hier hardcoded)
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secret := "EscapeFromTeacher_Secret_2026"
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data := fmt.Sprintf("%s:%d:%d:%s", playerCode, score, timestamp, secret)
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hash := sha256.Sum256([]byte(data))
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// Nehme erste 12 Zeichen des Hex-Hash
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return hex.EncodeToString(hash[:])[:12]
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}
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func (lb *Leaderboard) AddScore(name, code string, score int) (bool, string) {
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// Erstelle eindeutigen Key für diesen Score: PlayerCode + Timestamp
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timestamp := time.Now().Unix()
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uniqueKey := code + "_" + time.Now().Format("20060102_150405")
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// Generiere Proof-Code
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proofCode := GenerateProofCode(code, score, timestamp)
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// Score speichern
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entry := game.LeaderboardEntry{
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PlayerName: name,
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PlayerCode: code,
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Score: score,
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Timestamp: timestamp,
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ProofCode: proofCode,
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}
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data, _ := json.Marshal(entry)
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@@ -61,8 +78,8 @@ func (lb *Leaderboard) AddScore(name, code string, score int) bool {
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Member: uniqueKey,
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})
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log.Printf("🏆 Leaderboard: %s mit %d Punkten (Entry: %s)", name, score, uniqueKey)
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return true
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log.Printf("🏆 Leaderboard: %s mit %d Punkten (Entry: %s, Proof: %s)", name, score, uniqueKey, proofCode)
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return true, proofCode
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}
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func (lb *Leaderboard) GetTop10() []game.LeaderboardEntry {
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@@ -23,6 +23,8 @@ type ServerPlayer struct {
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InputX float64 // -1 (Links), 0, 1 (Rechts)
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LastInputSeq uint32 // Letzte verarbeitete Input-Sequenz
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Score int
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DistanceScore int // Score basierend auf zurückgelegter Distanz
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BonusScore int // Score aus Coins und anderen Boni
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IsAlive bool
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IsSpectator bool
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@@ -68,9 +70,12 @@ type Room struct {
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Countdown int
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NextStart time.Time
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HostID string
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TeamName string // Name des Teams (vom Host gesetzt)
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CollectedCoins map[string]bool // Key: "chunkID_objectIndex"
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CollectedPowerups map[string]bool // Key: "chunkID_objectIndex"
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ScoreAccum float64 // Akkumulator für Distanz-Score
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CurrentSpeed float64 // Aktuelle Geschwindigkeit (steigt mit der Zeit)
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GameStartTime time.Time // Wann das Spiel gestartet wurde
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// Chunk-Pool für fairen Random-Spawn
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ChunkPool []string // Verfügbare Chunks für nächsten Spawn
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@@ -100,7 +105,8 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
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CollectedCoins: make(map[string]bool),
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CollectedPowerups: make(map[string]bool),
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ChunkSpawnedCount: make(map[string]int),
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pW: 40, pH: 60, // Fallback
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CurrentSpeed: config.RunSpeed, // Startet mit normaler Geschwindigkeit
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pW: 40, pH: 60, // Fallback
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}
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// Initialisiere Chunk-Pool mit allen verfügbaren Chunks
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@@ -281,6 +287,12 @@ func (r *Room) HandleInput(input game.ClientInput) {
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if input.PlayerID == r.HostID && r.Status == "LOBBY" {
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r.StartCountdown()
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}
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case "SET_TEAM_NAME":
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// Nur Host darf Team-Name setzen und nur in der Lobby
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if input.PlayerID == r.HostID && r.Status == "LOBBY" {
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r.TeamName = input.TeamName
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log.Printf("🏷️ Team-Name gesetzt: '%s' (von Host %s)", r.TeamName, p.Name)
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}
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}
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}
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@@ -301,9 +313,19 @@ func (r *Room) Update() {
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r.Countdown = int(rem.Seconds()) + 1
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if rem <= 0 {
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r.Status = "RUNNING"
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r.GameStartTime = time.Now()
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r.CurrentSpeed = config.RunSpeed
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}
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} else if r.Status == "RUNNING" {
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r.GlobalScrollX += config.RunSpeed
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// Geschwindigkeit erhöhen: +0.5 pro 10 Sekunden (max +5.0 nach 100 Sekunden)
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elapsed := time.Since(r.GameStartTime).Seconds()
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speedIncrease := (elapsed / 10.0) * 0.5
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if speedIncrease > 5.0 {
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speedIncrease = 5.0
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}
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r.CurrentSpeed = config.RunSpeed + speedIncrease
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r.GlobalScrollX += r.CurrentSpeed
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// Bewegende Plattformen updaten
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r.UpdateMovingPlatforms()
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}
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@@ -333,9 +355,9 @@ func (r *Room) Update() {
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// X Bewegung
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// Symmetrische Geschwindigkeit: Links = Rechts
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// Nach rechts: RunSpeed + 11, Nach links: RunSpeed - 11
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// Ergebnis: Rechts = 18, Links = -4 (beide gleich weit vom Scroll)
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currentSpeed := config.RunSpeed + (p.InputX * 11.0)
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// Nach rechts: CurrentSpeed + 11, Nach links: CurrentSpeed - 11
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// Verwendet r.CurrentSpeed statt config.RunSpeed für dynamische Geschwindigkeit
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currentSpeed := r.CurrentSpeed + (p.InputX * 11.0)
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nextX := p.X + currentSpeed
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hitX, typeX := r.CheckCollision(nextX+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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@@ -343,7 +365,7 @@ func (r *Room) Update() {
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if typeX == "wall" {
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// Wand getroffen - kann klettern!
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p.OnWall = true
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// X-Position nicht ändern (bleibt an der Wand)
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// X-Position NICHT ändern (bleibt vor der Wand stehen)
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} else if typeX == "obstacle" {
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// Godmode prüfen
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if p.HasGodMode && time.Now().Before(p.GodModeEndTime) {
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@@ -405,15 +427,9 @@ func (r *Room) Update() {
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hitY, typeY := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, nextY+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if hitY {
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if typeY == "wall" {
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// An der Wand: Nicht töten, sondern Position halten
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if p.OnWall {
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p.VY = 0
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} else {
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// Von oben/unten gegen Wand - töten (kein Klettern in Y-Richtung)
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p.Y = nextY
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r.KillPlayer(p)
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continue
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}
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// An der Wand: Nicht töten, Position halten und klettern ermöglichen
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p.VY = 0
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p.OnWall = true
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} else if typeY == "obstacle" {
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// Obstacle - immer töten
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p.Y = nextY
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@@ -774,6 +790,7 @@ func (r *Room) Broadcast() {
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TimeLeft: r.Countdown,
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WorldChunks: r.ActiveChunks,
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HostID: r.HostID,
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TeamName: r.TeamName,
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ScrollX: r.GlobalScrollX,
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CollectedCoins: r.CollectedCoins,
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CollectedPowerups: r.CollectedPowerups,
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@@ -60,7 +60,8 @@ func (r *Room) CheckCoinCollision(p *ServerPlayer) {
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if game.CheckRectCollision(playerHitbox, coinHitbox) {
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// Coin einsammeln!
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r.CollectedCoins[coinKey] = true
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p.Score += 200
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p.BonusScore += 200
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p.Score = p.DistanceScore + p.BonusScore
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log.Printf("💰 %s hat Coin eingesammelt! Score: %d", p.Name, p.Score)
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}
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}
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@@ -143,18 +144,28 @@ func (r *Room) UpdateDistanceScore() {
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return
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}
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// Jeder Spieler bekommt Punkte basierend auf seiner eigenen Distanz
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// Punkte = (X-Position / TileSize) = Distanz in Tiles
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// Zähle lebende Spieler
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aliveCount := 0
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for _, p := range r.Players {
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if p.IsAlive && !p.IsSpectator {
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// Berechne Score basierend auf X-Position
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// 1 Punkt pro Tile (64px)
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newScore := int(p.X / 64.0)
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aliveCount++
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}
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}
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// Nur updaten wenn höher als aktueller Score
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if newScore > p.Score {
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p.Score = newScore
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}
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if aliveCount == 0 {
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return
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}
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// Pro lebendem Spieler werden Punkte hinzugefügt
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// Dies akkumuliert die Punkte: mehr Spieler = schnellere Punktesammlung
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// Jeder Tick (bei 60 FPS) fügt aliveCount Punkte hinzu
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pointsToAdd := aliveCount
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// Jeder lebende Spieler bekommt die gleichen Punkte
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for _, p := range r.Players {
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if p.IsAlive && !p.IsSpectator {
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p.DistanceScore += pointsToAdd
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p.Score = p.DistanceScore + p.BonusScore
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}
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}
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}
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