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Add leaderboard functionality with Redis integration for scores. This includes a global leaderboard system, server-side score submission handling, and real-time player ranking updates. Refactor and improve collision logic and game state management for better player experience.

This commit is contained in:
Sebastian Unterschütz
2026-01-01 19:23:09 +01:00
parent 5e6b8a2304
commit de64329ce4
12 changed files with 768 additions and 43 deletions

View File

@@ -5,7 +5,10 @@ import (
"image/color"
"log"
"math"
"sort"
"time"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/text"
@@ -51,6 +54,7 @@ func (g *Game) UpdateGame() {
// --- 4. CLIENT PREDICTION ---
if g.connected {
g.predictionMutex.Lock()
// Sequenznummer erhöhen
g.inputSequence++
input.Sequence = g.inputSequence
@@ -60,6 +64,7 @@ func (g *Game) UpdateGame() {
// Lokale Physik sofort anwenden (Prediction)
g.ApplyInput(input)
g.predictionMutex.Unlock()
// Input an Server senden
g.SendInputWithSequence(input)
@@ -156,6 +161,42 @@ func (g *Game) handleTouchInput() {
// --- RENDERING LOGIC ---
func (g *Game) DrawGame(screen *ebiten.Image) {
// WICHTIG: GAMEOVER-Check ZUERST, bevor wir Locks holen!
g.stateMutex.Lock()
status := g.gameState.Status
g.stateMutex.Unlock()
if status == "GAMEOVER" {
// Game Over Screen - komplett separates Rendering ohne weitere Locks
g.stateMutex.Lock()
myScore := 0
for _, p := range g.gameState.Players {
if p.Name == g.playerName {
myScore = p.Score
break
}
}
g.stateMutex.Unlock()
g.DrawGameOverLeaderboard(screen, myScore)
return // Früher Return, damit Game-UI nicht mehr gezeichnet wird
}
// State Locken für Datenzugriff
g.stateMutex.Lock()
// Prüfe ob Spieler tot ist
isDead := false
myScore := 0
for _, p := range g.gameState.Players {
if p.Name == g.playerName {
isDead = !p.IsAlive || p.IsSpectator
myScore = p.Score
break
}
}
g.stateMutex.Unlock()
// 1. Hintergrund & Boden
screen.Fill(ColSky)
@@ -175,10 +216,7 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
continue
}
// DEBUG: Chunk-Details loggen (nur einmal)
if len(chunkDef.Objects) == 0 {
log.Printf("⚠️ Chunk '%s' hat 0 Objekte! Width=%d", activeChunk.ChunkID, chunkDef.Width)
}
// Start-Chunk hat absichtlich keine Objekte
for _, obj := range chunkDef.Objects {
// Asset zeichnen
@@ -230,22 +268,15 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
text.Draw(screen, dist, basicfont.Face7x13, ScreenWidth-150, 30, ColText)
// Score anzeigen
for _, p := range g.gameState.Players {
if p.Name == g.playerName {
scoreStr := fmt.Sprintf("Score: %d", p.Score)
text.Draw(screen, scoreStr, basicfont.Face7x13, ScreenWidth-150, 50, ColText)
break
}
}
} else if g.gameState.Status == "GAMEOVER" {
// Game Over Screen mit allen Scores
text.Draw(screen, "GAME OVER", basicfont.Face7x13, ScreenWidth/2-50, 100, color.RGBA{255, 0, 0, 255})
scoreStr := fmt.Sprintf("Score: %d", myScore)
text.Draw(screen, scoreStr, basicfont.Face7x13, ScreenWidth-150, 50, ColText)
y := 150
for _, p := range g.gameState.Players {
scoreMsg := fmt.Sprintf("%s: %d pts", p.Name, p.Score)
text.Draw(screen, scoreMsg, basicfont.Face7x13, ScreenWidth/2-80, y, color.White)
y += 20
// Spectator Overlay wenn tot
if isDead {
// Halbtransparenter roter Overlay
vector.DrawFilledRect(screen, 0, 0, ScreenWidth, 80, color.RGBA{150, 0, 0, 180}, false)
text.Draw(screen, "☠ DU BIST TOT - SPECTATOR MODE ☠", basicfont.Face7x13, ScreenWidth/2-140, 30, color.White)
text.Draw(screen, fmt.Sprintf("Dein Final Score: %d", myScore), basicfont.Face7x13, ScreenWidth/2-90, 55, color.RGBA{255, 255, 0, 255})
}
}
@@ -349,3 +380,154 @@ func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY fl
)
}
}
// DrawGameOverLeaderboard zeigt Leaderboard mit Team-Name-Eingabe
func (g *Game) DrawGameOverLeaderboard(screen *ebiten.Image, myScore int) {
screen.Fill(color.RGBA{20, 20, 30, 255})
// Leaderboard immer beim ersten Mal anfordern (ohne Lock hier!)
if !g.scoreSubmitted && g.gameMode == "solo" {
g.submitScore() // submitScore() ruft requestLeaderboard() auf
} else {
// Für Coop: Nur Leaderboard anfordern, nicht submitten
g.leaderboardMutex.Lock()
needsLeaderboard := len(g.leaderboard) == 0 && g.connected
g.leaderboardMutex.Unlock()
if needsLeaderboard {
g.requestLeaderboard()
}
}
// Großes GAME OVER
text.Draw(screen, "GAME OVER", basicfont.Face7x13, ScreenWidth/2-50, 60, color.RGBA{255, 0, 0, 255})
// Linke Seite: Raum-Ergebnisse - Daten KOPIEREN mit Lock, dann außerhalb zeichnen
text.Draw(screen, "=== RAUM ERGEBNISSE ===", basicfont.Face7x13, 50, 120, color.RGBA{255, 255, 0, 255})
type playerScore struct {
name string
score int
}
// Lock NUR für Datenkopie
g.stateMutex.Lock()
players := make([]playerScore, 0, len(g.gameState.Players))
for _, p := range g.gameState.Players {
players = append(players, playerScore{name: p.Name, score: p.Score})
}
g.stateMutex.Unlock()
// Sortieren und Zeichnen OHNE Lock
sort.Slice(players, func(i, j int) bool {
return players[i].score > players[j].score
})
y := 150
for i, p := range players {
medal := ""
if i == 0 {
medal = "🥇 "
} else if i == 1 {
medal = "🥈 "
} else if i == 2 {
medal = "🥉 "
}
scoreMsg := fmt.Sprintf("%d. %s%s: %d pts", i+1, medal, p.name, p.score)
text.Draw(screen, scoreMsg, basicfont.Face7x13, 50, y, color.White)
y += 20
}
// Rechte Seite: Global Leaderboard - Daten KOPIEREN mit Lock, dann außerhalb zeichnen
text.Draw(screen, "=== TOP 10 BESTENLISTE ===", basicfont.Face7x13, 650, 120, color.RGBA{255, 215, 0, 255})
// Lock NUR für Datenkopie
g.leaderboardMutex.Lock()
leaderboardCopy := make([]game.LeaderboardEntry, len(g.leaderboard))
copy(leaderboardCopy, g.leaderboard)
g.leaderboardMutex.Unlock()
// Zeichnen OHNE Lock
ly := 150
if len(leaderboardCopy) == 0 {
text.Draw(screen, "Laden...", basicfont.Face7x13, 700, ly, color.Gray{150})
} else {
for i, entry := range leaderboardCopy {
if i >= 10 {
break
}
var col color.Color = color.White
marker := ""
if entry.PlayerCode == g.playerCode {
col = color.RGBA{0, 255, 0, 255}
marker = " ← DU"
}
medal := ""
if i == 0 {
medal = "🥇 "
} else if i == 1 {
medal = "🥈 "
} else if i == 2 {
medal = "🥉 "
}
leaderMsg := fmt.Sprintf("%d. %s%s: %d%s", i+1, medal, entry.PlayerName, entry.Score, marker)
text.Draw(screen, leaderMsg, basicfont.Face7x13, 650, ly, col)
ly += 20
}
}
// Team-Name-Eingabe nur für Coop-Host (in der Mitte unten)
if g.gameMode == "coop" && g.isHost {
text.Draw(screen, "Host: Gib Team-Namen ein", basicfont.Face7x13, ScreenWidth/2-100, ScreenHeight-180, color.RGBA{255, 215, 0, 255})
// Team-Name Feld
fieldW := 300
fieldX := ScreenWidth/2 - fieldW/2
fieldY := ScreenHeight - 140
col := color.RGBA{70, 70, 80, 255}
if g.activeField == "teamname" {
col = color.RGBA{90, 90, 100, 255}
}
vector.DrawFilledRect(screen, float32(fieldX), float32(fieldY), float32(fieldW), 40, col, false)
vector.StrokeRect(screen, float32(fieldX), float32(fieldY), float32(fieldW), 40, 2, color.RGBA{255, 215, 0, 255}, false)
display := g.teamName
if g.activeField == "teamname" && (time.Now().UnixMilli()/500)%2 == 0 {
display += "|"
}
if display == "" {
display = "Team Name..."
}
text.Draw(screen, display, basicfont.Face7x13, fieldX+10, fieldY+25, color.White)
// Submit Button
submitBtnY := ScreenHeight - 85
submitBtnW := 200
submitBtnX := ScreenWidth/2 - submitBtnW/2
btnCol := color.RGBA{0, 150, 0, 255}
if g.teamName == "" {
btnCol = color.RGBA{100, 100, 100, 255} // Grau wenn kein Name
}
vector.DrawFilledRect(screen, float32(submitBtnX), float32(submitBtnY), float32(submitBtnW), 40, btnCol, false)
vector.StrokeRect(screen, float32(submitBtnX), float32(submitBtnY), float32(submitBtnW), 40, 2, color.White, false)
text.Draw(screen, "SUBMIT SCORE", basicfont.Face7x13, submitBtnX+50, submitBtnY+25, color.White)
} else if g.gameMode == "solo" && g.scoreSubmitted {
// Solo: Zeige Bestätigungsmeldung
text.Draw(screen, "Score eingereicht!", basicfont.Face7x13, ScreenWidth/2-70, ScreenHeight-100, color.RGBA{0, 255, 0, 255})
} else if g.gameMode == "coop" && !g.isHost {
// Coop Non-Host: Warten auf Host
text.Draw(screen, "Warte auf Host...", basicfont.Face7x13, ScreenWidth/2-70, ScreenHeight-100, color.Gray{180})
}
// Back Button (oben links)
backBtnW, backBtnH := 120, 40
backBtnX, backBtnY := 20, 20
vector.DrawFilledRect(screen, float32(backBtnX), float32(backBtnY), float32(backBtnW), float32(backBtnH), color.RGBA{150, 0, 0, 255}, false)
vector.StrokeRect(screen, float32(backBtnX), float32(backBtnY), float32(backBtnW), float32(backBtnH), 2, color.White, false)
text.Draw(screen, "< ZURÜCK", basicfont.Face7x13, backBtnX+20, backBtnY+25, color.White)
// Unten: Anleitung
text.Draw(screen, "ESC oder ZURÜCK-Button = Menü", basicfont.Face7x13, ScreenWidth/2-110, ScreenHeight-30, color.Gray{180})
}

View File

@@ -1,13 +1,15 @@
package main
import (
"crypto/rand"
"encoding/hex"
"encoding/json"
"fmt"
"image/color"
_ "image/png"
"io/ioutil"
"log"
"math/rand"
mrand "math/rand"
"path/filepath"
"runtime"
"sort"
@@ -30,10 +32,11 @@ import (
const (
ScreenWidth = 1280
ScreenHeight = 720
StateMenu = 0
StateLobby = 1
StateGame = 2
RefFloorY = 540
StateMenu = 0
StateLobby = 1
StateGame = 2
StateLeaderboard = 3
RefFloorY = 540
)
var (
@@ -66,10 +69,18 @@ type Game struct {
// Spieler Info
playerName string
playerCode string // Eindeutiger UUID für Leaderboard
roomID string
activeField string // "name" oder "room"
activeField string // "name" oder "room" oder "teamname"
gameMode string // "solo" oder "coop"
isHost bool
teamName string // Team-Name für Coop beim Game Over
// Leaderboard
leaderboard []game.LeaderboardEntry
scoreSubmitted bool
showLeaderboard bool
leaderboardMutex sync.Mutex
// Lobby State (für Change Detection)
lastPlayerCount int
@@ -84,6 +95,7 @@ type Game struct {
inputSequence uint32 // Sequenznummer für Inputs
pendingInputs map[uint32]InputState // Noch nicht bestätigte Inputs
lastServerSeq uint32 // Letzte vom Server bestätigte Sequenz
predictionMutex sync.Mutex // Mutex für pendingInputs
// Kamera
camX float64
@@ -107,11 +119,13 @@ func NewGame() *Game {
activeField: "name",
gameMode: "",
pendingInputs: make(map[uint32]InputState),
leaderboard: make([]game.LeaderboardEntry, 0),
joyBaseX: 150, joyBaseY: ScreenHeight - 150,
joyStickX: 150, joyStickY: ScreenHeight - 150,
}
g.loadAssets()
g.loadOrCreatePlayerCode()
return g
}
@@ -166,6 +180,48 @@ func (g *Game) loadAssets() {
// --- UPDATE ---
func (g *Game) Update() error {
// Game Over Handling
if g.appState == StateGame && g.gameState.Status == "GAMEOVER" {
// Back Button (oben links) - Touch Support
backBtnW, backBtnH := 120, 40
backBtnX, backBtnY := 20, 20
if isHit(backBtnX, backBtnY, backBtnW, backBtnH) {
g.appState = StateMenu
g.connected = false
g.scoreSubmitted = false
g.teamName = ""
g.activeField = ""
if g.conn != nil {
g.conn.Drain()
g.conn.Close()
}
g.gameState = game.GameState{Players: make(map[string]game.PlayerState)}
log.Println("🔙 Zurück zum Menü (Back Button)")
return nil
}
// ESC zurück zum Menü
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
g.appState = StateMenu
g.connected = false
g.scoreSubmitted = false
g.teamName = ""
g.activeField = ""
if g.conn != nil {
g.conn.Drain()
g.conn.Close()
}
g.gameState = game.GameState{Players: make(map[string]game.PlayerState)}
log.Println("🔙 Zurück zum Menü (ESC)")
return nil
}
// Host: Team-Name Eingabe
if g.isHost {
g.handleGameOverInput()
}
}
switch g.appState {
case StateMenu:
g.updateMenu()
@@ -173,6 +229,8 @@ func (g *Game) Update() error {
g.updateLobby()
case StateGame:
g.UpdateGame()
case StateLeaderboard:
g.updateLeaderboard()
}
return nil
}
@@ -180,6 +238,18 @@ func (g *Game) Update() error {
func (g *Game) updateMenu() {
g.handleMenuInput()
// Leaderboard Button
lbBtnW, lbBtnH := 200, 50
lbBtnX := ScreenWidth - lbBtnW - 20
lbBtnY := 20
if isHit(lbBtnX, lbBtnY, lbBtnW, lbBtnH) {
g.appState = StateLeaderboard
if !g.connected {
go g.connectForLeaderboard()
}
return
}
// Name-Feld
fieldW, fieldH := 250, 40
nameX := ScreenWidth/2 - fieldW/2
@@ -286,6 +356,8 @@ func (g *Game) Draw(screen *ebiten.Image) {
g.DrawLobby(screen)
case StateGame:
g.DrawGame(screen)
case StateLeaderboard:
g.DrawLeaderboard(screen)
}
}
@@ -364,6 +436,14 @@ func (g *Game) DrawMenu(screen *ebiten.Image) {
text.Draw(screen, "Join with Code", basicfont.Face7x13, joinBtnX+90, joinBtnY+30, ColText)
}
// Leaderboard Button
lbBtnW := 200
lbBtnX := ScreenWidth - lbBtnW - 20
lbBtnY := 20
vector.DrawFilledRect(screen, float32(lbBtnX), float32(lbBtnY), float32(lbBtnW), 50, ColBtnNormal, false)
vector.StrokeRect(screen, float32(lbBtnX), float32(lbBtnY), float32(lbBtnW), 50, 2, color.RGBA{255, 215, 0, 255}, false)
text.Draw(screen, "🏆 LEADERBOARD", basicfont.Face7x13, lbBtnX+35, lbBtnY+30, color.RGBA{255, 215, 0, 255})
text.Draw(screen, "WASD / Arrows - SPACE to Jump", basicfont.Face7x13, ScreenWidth/2-100, ScreenHeight-30, color.Gray{150})
}
@@ -517,12 +597,56 @@ func (g *Game) handleMenuInput() {
}
}
func (g *Game) handleGameOverInput() {
// Team-Name Feld
fieldW := 300
fieldX := ScreenWidth/2 - fieldW/2
fieldY := ScreenHeight - 140
// Click auf Team-Name Feld?
if isHit(fieldX, fieldY, fieldW, 40) {
g.activeField = "teamname"
return
}
// Submit Button
submitBtnW := 200
submitBtnX := ScreenWidth/2 - submitBtnW/2
submitBtnY := ScreenHeight - 85
if isHit(submitBtnX, submitBtnY, submitBtnW, 40) {
if g.teamName != "" {
g.submitTeamScore()
}
return
}
// Tastatur-Eingabe für Team-Name
if g.activeField == "teamname" {
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
if g.teamName != "" {
g.submitTeamScore()
}
g.activeField = ""
} else if inpututil.IsKeyJustPressed(ebiten.KeyBackspace) {
if len(g.teamName) > 0 {
g.teamName = g.teamName[:len(g.teamName)-1]
}
} else {
chars := string(ebiten.InputChars())
if len(g.teamName) < 30 { // Max 30 Zeichen
g.teamName += chars
}
}
}
}
func generateRoomCode() string {
rand.Seed(time.Now().UnixNano())
mrand.Seed(time.Now().UnixNano())
chars := "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"
code := make([]byte, 6)
for i := range code {
code[i] = chars[rand.Intn(len(chars))]
code[i] = chars[mrand.Intn(len(chars))]
}
return string(code)
}
@@ -672,6 +796,214 @@ func (g *Game) getMyPlayerID() string {
return g.playerName
}
// loadOrCreatePlayerCode lädt oder erstellt einen eindeutigen Spieler-Code
func (g *Game) loadOrCreatePlayerCode() {
const codeFile = "player_code.txt"
// Versuche zu laden
data, err := ioutil.ReadFile(codeFile)
if err == nil {
g.playerCode = strings.TrimSpace(string(data))
log.Printf("🔑 Player-Code geladen: %s", g.playerCode)
return
}
// Erstelle neuen Code (16 Byte = 32 Hex-Zeichen)
bytes := make([]byte, 16)
if _, err := rand.Read(bytes); err != nil {
log.Fatal("Fehler beim Generieren des Player-Codes:", err)
}
g.playerCode = hex.EncodeToString(bytes)
// Speichern
if err := ioutil.WriteFile(codeFile, []byte(g.playerCode), 0644); err != nil {
log.Printf("⚠️ Konnte Player-Code nicht speichern: %v", err)
} else {
log.Printf("🆕 Neuer Player-Code erstellt: %s", g.playerCode)
}
}
// submitScore sendet den individuellen Score an den Server (für Solo-Mode)
func (g *Game) submitScore() {
if g.scoreSubmitted || !g.connected {
return
}
// Finde eigenen Score
myScore := 0
for _, p := range g.gameState.Players {
if p.Name == g.playerName {
myScore = p.Score
break
}
}
submission := game.ScoreSubmission{
PlayerName: g.playerName,
PlayerCode: g.playerCode,
Score: myScore,
}
g.conn.Publish("score.submit", submission)
g.scoreSubmitted = true
log.Printf("📊 Score eingereicht: %d Punkte", myScore)
// Leaderboard abrufen
g.requestLeaderboard()
}
// submitTeamScore sendet den Team-Score an den Server (für Coop-Mode)
func (g *Game) submitTeamScore() {
if g.scoreSubmitted || !g.connected || g.teamName == "" {
return
}
// Berechne Team-Score (Summe aller Spieler-Scores)
teamScore := 0
for _, p := range g.gameState.Players {
teamScore += p.Score
}
submission := game.ScoreSubmission{
PlayerName: g.teamName, // Team-Name statt Spieler-Name
PlayerCode: g.playerCode,
Score: teamScore,
}
g.conn.Publish("score.submit", submission)
g.scoreSubmitted = true
g.activeField = ""
log.Printf("📊 Team-Score eingereicht: %s - %d Punkte", g.teamName, teamScore)
// Leaderboard abrufen
g.requestLeaderboard()
}
// requestLeaderboard fordert das Leaderboard vom Server an (asynchron)
func (g *Game) requestLeaderboard() {
if !g.connected {
return
}
go func() {
inbox := g.conn.Conn.NewRespInbox()
sub, err := g.conn.Subscribe(inbox, func(entries *[]game.LeaderboardEntry) {
g.leaderboardMutex.Lock()
g.leaderboard = *entries
g.leaderboardMutex.Unlock()
log.Printf("📊 Leaderboard empfangen: %d Einträge", len(*entries))
})
if err != nil {
log.Printf("⚠️ Fehler beim Leaderboard-Request: %v", err)
return
}
// Request senden
g.conn.PublishRequest("leaderboard.get", inbox, &struct{}{})
// Warte kurz auf Antwort, dann unsubscribe
time.Sleep(100 * time.Millisecond)
sub.Unsubscribe()
}()
}
func (g *Game) connectForLeaderboard() {
serverURL := "nats://localhost:4222"
nc, err := nats.Connect(serverURL)
if err != nil {
log.Printf("❌ NATS Verbindung fehlgeschlagen: %v", err)
return
}
g.conn, err = nats.NewEncodedConn(nc, nats.JSON_ENCODER)
if err != nil {
log.Printf("❌ EncodedConn Fehler: %v", err)
return
}
g.connected = true
log.Println("✅ Verbunden für Leaderboard")
// Leaderboard abrufen
g.requestLeaderboard()
}
func (g *Game) updateLeaderboard() {
// Back Button (oben links) - Touch Support
backBtnW, backBtnH := 120, 40
backBtnX, backBtnY := 20, 20
if isHit(backBtnX, backBtnY, backBtnW, backBtnH) {
g.appState = StateMenu
return
}
// ESC = zurück zum Menü
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
g.appState = StateMenu
return
}
}
func (g *Game) DrawLeaderboard(screen *ebiten.Image) {
screen.Fill(color.RGBA{20, 20, 30, 255})
// Titel
text.Draw(screen, "=== TOP 10 LEADERBOARD ===", basicfont.Face7x13, ScreenWidth/2-100, 80, color.RGBA{255, 215, 0, 255})
// Leaderboard abrufen wenn leer
g.leaderboardMutex.Lock()
if len(g.leaderboard) == 0 && g.connected {
g.leaderboardMutex.Unlock()
g.requestLeaderboard()
g.leaderboardMutex.Lock()
}
y := 150
if len(g.leaderboard) == 0 {
text.Draw(screen, "Noch keine Einträge...", basicfont.Face7x13, ScreenWidth/2-80, y, color.Gray{150})
} else {
for i, entry := range g.leaderboard {
if i >= 10 {
break
}
// Eigenen Eintrag markieren
var col color.Color = color.White
marker := ""
if entry.PlayerCode == g.playerCode {
col = color.RGBA{0, 255, 0, 255}
marker = " ← DU"
}
// Medaillen
medal := ""
if i == 0 {
medal = "🥇 "
} else if i == 1 {
medal = "🥈 "
} else if i == 2 {
medal = "🥉 "
}
leaderMsg := fmt.Sprintf("%d. %s%s: %d pts%s", i+1, medal, entry.PlayerName, entry.Score, marker)
text.Draw(screen, leaderMsg, basicfont.Face7x13, ScreenWidth/2-150, y, col)
y += 30
}
}
g.leaderboardMutex.Unlock()
// Back Button (oben links)
backBtnW, backBtnH := 120, 40
backBtnX, backBtnY := 20, 20
vector.DrawFilledRect(screen, float32(backBtnX), float32(backBtnY), float32(backBtnW), float32(backBtnH), color.RGBA{150, 0, 0, 255}, false)
vector.StrokeRect(screen, float32(backBtnX), float32(backBtnY), float32(backBtnW), float32(backBtnH), 2, color.White, false)
text.Draw(screen, "< ZURÜCK", basicfont.Face7x13, backBtnX+20, backBtnY+25, color.White)
// Zurück-Button Anleitung
text.Draw(screen, "ESC oder ZURÜCK-Button = Menü", basicfont.Face7x13, ScreenWidth/2-110, ScreenHeight-40, color.Gray{150})
}
func main() {
ebiten.SetWindowSize(ScreenWidth, ScreenHeight)
ebiten.SetWindowTitle("Escape From Teacher")

View File

@@ -50,6 +50,9 @@ func (g *Game) ApplyInput(input InputState) {
// ReconcileWithServer gleicht lokale Prediction mit Server-State ab
func (g *Game) ReconcileWithServer(serverState game.PlayerState) {
g.predictionMutex.Lock()
defer g.predictionMutex.Unlock()
// Server-bestätigte Sequenz
g.lastServerSeq = serverState.LastInputSeq

View File

@@ -28,6 +28,11 @@ func main() {
globalWorld = game.NewWorld()
loadServerAssets(globalWorld)
// 1b. Redis-Leaderboard initialisieren
if err := server.InitLeaderboard("localhost:6379"); err != nil {
log.Fatal("❌ Konnte nicht zu Redis verbinden: ", err)
}
// 2. NATS VERBINDUNG
natsURL := "nats://localhost:4222"
nc, err := nats.Connect(natsURL)
@@ -99,6 +104,22 @@ func main() {
}
})
// 5. HANDLER: SCORE SUBMISSION
_, _ = ec.Subscribe("score.submit", func(submission *game.ScoreSubmission) {
log.Printf("📊 Score-Submission: %s (%s) mit %d Punkten", submission.PlayerName, submission.PlayerCode, submission.Score)
added := server.GlobalLeaderboard.AddScore(submission.PlayerName, submission.PlayerCode, submission.Score)
if added {
log.Printf("✅ Score akzeptiert für %s", submission.PlayerName)
}
})
// 6. HANDLER: LEADERBOARD REQUEST
_, _ = ec.Subscribe("leaderboard.get", func(subject, reply string, _ *struct{}) {
top10 := server.GlobalLeaderboard.GetTop10()
log.Printf("📊 Leaderboard-Request beantwortet: %d Einträge", len(top10))
ec.Publish(reply, top10)
})
log.Println("✅ Server bereit. Warte auf Spieler...")
// Block forever

15
go.mod Normal file
View File

@@ -0,0 +1,15 @@
module git.zb-server.de/ZB-Server/EscapeFromTeacher
go 1.24.0
require (
github.com/hajimehoshi/ebiten/v2 v2.9.6
github.com/nats-io/nats.go v1.48.0
github.com/redis/go-redis/v9 v9.17.2
golang.org/x/image v0.31.0
)
require (
github.com/cespare/xxhash/v2 v2.3.0 // indirect
github.com/dgryski/go-rendezvous v0.0.0-20200823014737-9f7001d12a5f // indirect
)

9
go.sum Normal file
View File

@@ -0,0 +1,9 @@
github.com/cespare/xxhash/v2 v2.3.0 h1:UL815xU9SqsFlibzuggzjXhog7bL6oX9BbNZnL2UFvs=
github.com/cespare/xxhash/v2 v2.3.0/go.mod h1:VGX0DQ3Q6kWi7AoAeZDth3/j3BFtOZR5XLFGgcrjCOs=
github.com/dgryski/go-rendezvous v0.0.0-20200823014737-9f7001d12a5f h1:lO4WD4F/rVNCu3HqELle0jiPLLBs70cWOduZpkS1E78=
github.com/dgryski/go-rendezvous v0.0.0-20200823014737-9f7001d12a5f/go.mod h1:cuUVRXasLTGF7a8hSLbxyZXjz+1KgoB3wDUb6vlszIc=
github.com/hajimehoshi/ebiten/v2 v2.9.6/go.mod h1:DAt4tnkYYpCvu3x9i1X/nK/vOruNXIlYq/tBXxnhrXM=
github.com/nats-io/nats.go v1.48.0/go.mod h1:iRWIPokVIFbVijxuMQq4y9ttaBTMe0SFdlZfMDd+33g=
github.com/redis/go-redis/v9 v9.17.2 h1:P2EGsA4qVIM3Pp+aPocCJ7DguDHhqrXNhVcEp4ViluI=
github.com/redis/go-redis/v9 v9.17.2/go.mod h1:u410H11HMLoB+TP67dz8rL9s6QW2j76l0//kSOd3370=
golang.org/x/image v0.31.0/go.mod h1:R9ec5Lcp96v9FTF+ajwaH3uGxPH4fKfHHAVbUILxghA=

View File

@@ -91,3 +91,18 @@ type GameState struct {
ScrollX float64 `json:"scroll_x"`
CollectedCoins map[string]bool `json:"collected_coins"` // Welche Coins wurden eingesammelt (Key: ChunkID_ObjectIndex)
}
// Leaderboard-Eintrag
type LeaderboardEntry struct {
PlayerName string `json:"player_name"`
PlayerCode string `json:"player_code"` // Eindeutiger Code für Verifikation
Score int `json:"score"`
Timestamp int64 `json:"timestamp"` // Unix-Timestamp
}
// Score-Submission vom Client an Server
type ScoreSubmission struct {
PlayerName string `json:"player_name"`
PlayerCode string `json:"player_code"`
Score int `json:"score"`
}

View File

@@ -72,26 +72,31 @@ func (w *World) GenerateColliders(activeChunks []ActiveChunk) []Collider {
for _, ac := range activeChunks {
chunk, exists := w.ChunkLibrary[ac.ChunkID]
if !exists {
fmt.Printf("⚠️ Chunk '%s' nicht in Library!\n", ac.ChunkID)
continue
}
for _, obj := range chunk.Objects {
def, ok := w.Manifest.Assets[obj.AssetID]
if !ok {
fmt.Printf("⚠️ Asset '%s' nicht in Manifest!\n", obj.AssetID)
continue
}
if def.Type == "obstacle" || def.Type == "platform" {
c := Collider{
Rect: Rect{
OffsetX: ac.X + obj.X + def.Hitbox.OffsetX,
OffsetY: obj.Y + def.Hitbox.OffsetY,
OffsetX: ac.X + obj.X + def.DrawOffX + def.Hitbox.OffsetX,
OffsetY: obj.Y + def.DrawOffY + def.Hitbox.OffsetY,
W: def.Hitbox.W,
H: def.Hitbox.H,
},
Type: def.Type,
}
list = append(list, c)
fmt.Printf("✅ Collider generiert: Type=%s, Asset=%s, Pos=(%.0f,%.0f), DrawOff=(%.0f,%.0f), HitboxOff=(%.0f,%.0f)\n",
def.Type, obj.AssetID, c.Rect.OffsetX, c.Rect.OffsetY,
def.DrawOffX, def.DrawOffY, def.Hitbox.OffsetX, def.Hitbox.OffsetY)
}
}
}

View File

@@ -2,9 +2,15 @@ module git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg
go 1.25.5
require github.com/nats-io/nats.go v1.47.0
require (
github.com/gorilla/websocket v1.5.3
github.com/nats-io/nats.go v1.47.0
github.com/redis/go-redis/v9 v9.17.2
)
require (
github.com/cespare/xxhash/v2 v2.3.0 // indirect
github.com/dgryski/go-rendezvous v0.0.0-20200823014737-9f7001d12a5f // indirect
github.com/klauspost/compress v1.18.0 // indirect
github.com/nats-io/nkeys v0.4.11 // indirect
github.com/nats-io/nuid v1.0.1 // indirect

View File

@@ -1,3 +1,13 @@
github.com/bsm/ginkgo/v2 v2.12.0 h1:Ny8MWAHyOepLGlLKYmXG4IEkioBysk6GpaRTLC8zwWs=
github.com/bsm/ginkgo/v2 v2.12.0/go.mod h1:SwYbGRRDovPVboqFv0tPTcG1sN61LM1Z4ARdbAV9g4c=
github.com/bsm/gomega v1.27.10 h1:yeMWxP2pV2fG3FgAODIY8EiRE3dy0aeFYt4l7wh6yKA=
github.com/bsm/gomega v1.27.10/go.mod h1:JyEr/xRbxbtgWNi8tIEVPUYZ5Dzef52k01W3YH0H+O0=
github.com/cespare/xxhash/v2 v2.3.0 h1:UL815xU9SqsFlibzuggzjXhog7bL6oX9BbNZnL2UFvs=
github.com/cespare/xxhash/v2 v2.3.0/go.mod h1:VGX0DQ3Q6kWi7AoAeZDth3/j3BFtOZR5XLFGgcrjCOs=
github.com/dgryski/go-rendezvous v0.0.0-20200823014737-9f7001d12a5f h1:lO4WD4F/rVNCu3HqELle0jiPLLBs70cWOduZpkS1E78=
github.com/dgryski/go-rendezvous v0.0.0-20200823014737-9f7001d12a5f/go.mod h1:cuUVRXasLTGF7a8hSLbxyZXjz+1KgoB3wDUb6vlszIc=
github.com/gorilla/websocket v1.5.3 h1:saDtZ6Pbx/0u+bgYQ3q96pZgCzfhKXGPqt7kZ72aNNg=
github.com/gorilla/websocket v1.5.3/go.mod h1:YR8l580nyteQvAITg2hZ9XVh4b55+EU/adAjf1fMHhE=
github.com/klauspost/compress v1.18.0 h1:c/Cqfb0r+Yi+JtIEq73FWXVkRonBlf0CRNYc8Zttxdo=
github.com/klauspost/compress v1.18.0/go.mod h1:2Pp+KzxcywXVXMr50+X0Q/Lsb43OQHYWRCY2AiWywWQ=
github.com/nats-io/nats.go v1.47.0 h1:YQdADw6J/UfGUd2Oy6tn4Hq6YHxCaJrVKayxxFqYrgM=
@@ -6,6 +16,8 @@ github.com/nats-io/nkeys v0.4.11 h1:q44qGV008kYd9W1b1nEBkNzvnWxtRSQ7A8BoqRrcfa0=
github.com/nats-io/nkeys v0.4.11/go.mod h1:szDimtgmfOi9n25JpfIdGw12tZFYXqhGxjhVxsatHVE=
github.com/nats-io/nuid v1.0.1 h1:5iA8DT8V7q8WK2EScv2padNa/rTESc1KdnPw4TC2paw=
github.com/nats-io/nuid v1.0.1/go.mod h1:19wcPz3Ph3q0Jbyiqsd0kePYG7A95tJPxeL+1OSON2c=
github.com/redis/go-redis/v9 v9.17.2 h1:P2EGsA4qVIM3Pp+aPocCJ7DguDHhqrXNhVcEp4ViluI=
github.com/redis/go-redis/v9 v9.17.2/go.mod h1:u410H11HMLoB+TP67dz8rL9s6QW2j76l0//kSOd3370=
golang.org/x/crypto v0.37.0 h1:kJNSjF/Xp7kU0iB2Z+9viTPMW4EqqsrywMXLJOOsXSE=
golang.org/x/crypto v0.37.0/go.mod h1:vg+k43peMZ0pUMhYmVAWysMK35e6ioLh3wB8ZCAfbVc=
golang.org/x/sys v0.32.0 h1:s77OFDvIQeibCmezSnk/q6iAfkdiQaJi4VzroCFrN20=

97
pkg/server/leaderboard.go Normal file
View File

@@ -0,0 +1,97 @@
package server
import (
"context"
"encoding/json"
"log"
"time"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
"github.com/redis/go-redis/v9"
)
type Leaderboard struct {
rdb *redis.Client
ctx context.Context
}
var GlobalLeaderboard *Leaderboard
const leaderboardKey = "leaderboard:top"
func InitLeaderboard(redisAddr string) error {
rdb := redis.NewClient(&redis.Options{
Addr: redisAddr,
DB: 0,
})
ctx := context.Background()
if err := rdb.Ping(ctx).Err(); err != nil {
return err
}
GlobalLeaderboard = &Leaderboard{
rdb: rdb,
ctx: ctx,
}
log.Println("📊 Redis-Leaderboard verbunden")
return nil
}
func (lb *Leaderboard) AddScore(name, code string, score int) bool {
// Prüfe ob Spieler bereits existiert
existingScoreStr, err := lb.rdb.HGet(lb.ctx, "leaderboard:players", code).Result()
if err == nil {
var existingScore int
json.Unmarshal([]byte(existingScoreStr), &existingScore)
if score <= existingScore {
return false // Neuer Score nicht besser
}
}
// Score speichern
entry := game.LeaderboardEntry{
PlayerName: name,
PlayerCode: code,
Score: score,
Timestamp: time.Now().Unix(),
}
data, _ := json.Marshal(entry)
lb.rdb.HSet(lb.ctx, "leaderboard:players", code, string(data))
// In Sorted Set mit Score als Wert
lb.rdb.ZAdd(lb.ctx, leaderboardKey, redis.Z{
Score: float64(score),
Member: code,
})
log.Printf("🏆 Leaderboard Update: %s mit %d Punkten", name, score)
return true
}
func (lb *Leaderboard) GetTop10() []game.LeaderboardEntry {
// Hole Top 10 (höchste Scores zuerst)
codes, err := lb.rdb.ZRevRange(lb.ctx, leaderboardKey, 0, 9).Result()
if err != nil {
log.Printf("⚠️ Fehler beim Abrufen des Leaderboards: %v", err)
return []game.LeaderboardEntry{}
}
entries := make([]game.LeaderboardEntry, 0)
for _, code := range codes {
dataStr, err := lb.rdb.HGet(lb.ctx, "leaderboard:players", code).Result()
if err != nil {
continue
}
var entry game.LeaderboardEntry
if err := json.Unmarshal([]byte(dataStr), &entry); err != nil {
continue
}
entries = append(entries, entry)
}
return entries
}

View File

@@ -90,6 +90,18 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
r.SpawnNextChunk()
r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
// DEBUG: Collider-Typen zählen
obstacleCount := 0
platformCount := 0
for _, c := range r.Colliders {
if c.Type == "obstacle" {
obstacleCount++
} else if c.Type == "platform" {
platformCount++
}
}
log.Printf("🔍 Initial Colliders: %d total (%d obstacles, %d platforms)", len(r.Colliders), obstacleCount, platformCount)
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)
@@ -269,13 +281,6 @@ 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
@@ -283,9 +288,12 @@ 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" {
// Nicht blocken, sondern weiterlaufen und töten
p.X = nextX
r.KillPlayer(p)
continue
}
// Platform blockiert
} else {
p.X = nextX
}
@@ -313,9 +321,12 @@ 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" {
// Nicht blocken, sondern weiterlaufen und töten
p.Y = nextY
r.KillPlayer(p)
continue
}
// Platform blockiert
if p.VY > 0 {
p.OnGround = true
}
@@ -341,7 +352,21 @@ func (r *Room) Update() {
// 3. Map Management
r.UpdateMapLogic(maxX)
// 4. Host Check
// 4. Prüfen ob alle Spieler tot sind (GAMEOVER Check)
if r.Status == "RUNNING" {
aliveCount := 0
for _, p := range r.Players {
if p.IsAlive && !p.IsSpectator {
aliveCount++
}
}
if aliveCount == 0 && len(r.Players) > 0 {
log.Printf("🏁 Alle Spieler tot - Game Over!")
r.Status = "GAMEOVER"
}
}
// 5. Host Check
if _, ok := r.Players[r.HostID]; !ok && len(r.Players) > 0 {
for id := range r.Players {
r.HostID = id
@@ -354,16 +379,17 @@ func (r *Room) Update() {
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)
}
log.Printf("🔴 COLLISION! Type=%s, Player: (%.1f, %.1f, %.1f x %.1f), Collider: (%.1f, %.1f, %.1f x %.1f)",
c.Type,
playerRect.OffsetX, playerRect.OffsetY, playerRect.W, playerRect.H,
c.Rect.OffsetX, c.Rect.OffsetY, c.Rect.W, c.Rect.H)
return true, c.Type
}
}
return false, ""
}
@@ -375,7 +401,9 @@ func (r *Room) UpdateMapLogic(maxX float64) {
// Neue Chunks spawnen
if maxX > r.MapEndX-2000 {
r.SpawnNextChunk()
oldCount := len(r.Colliders)
r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
log.Printf("🆕 Chunk gespawnt - Colliders: %d -> %d", oldCount, len(r.Colliders))
}
// Alte Chunks löschen