diff --git a/cmd/client/game_render.go b/cmd/client/game_render.go index b9a050a..5f4e073 100644 --- a/cmd/client/game_render.go +++ b/cmd/client/game_render.go @@ -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}) +} diff --git a/cmd/client/main.go b/cmd/client/main.go index fff6f46..5f68c6c 100644 --- a/cmd/client/main.go +++ b/cmd/client/main.go @@ -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") diff --git a/cmd/client/prediction.go b/cmd/client/prediction.go index 3bff564..2d17231 100644 --- a/cmd/client/prediction.go +++ b/cmd/client/prediction.go @@ -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 diff --git a/cmd/server/main.go b/cmd/server/main.go index 27aa20f..caa2818 100644 --- a/cmd/server/main.go +++ b/cmd/server/main.go @@ -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 diff --git a/go.mod b/go.mod new file mode 100644 index 0000000..f20612e --- /dev/null +++ b/go.mod @@ -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 +) diff --git a/go.sum b/go.sum new file mode 100644 index 0000000..bd63e53 --- /dev/null +++ b/go.sum @@ -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= diff --git a/pkg/game/data.go b/pkg/game/data.go index c943bae..15dc9fd 100644 --- a/pkg/game/data.go +++ b/pkg/game/data.go @@ -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"` +} diff --git a/pkg/game/world.go b/pkg/game/world.go index 0c0ba00..d74d6f0 100644 --- a/pkg/game/world.go +++ b/pkg/game/world.go @@ -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) } } } diff --git a/pkg/go.mod b/pkg/go.mod index c0d4810..f267f20 100644 --- a/pkg/go.mod +++ b/pkg/go.mod @@ -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 diff --git a/pkg/go.sum b/pkg/go.sum index 76dd281..e56aef4 100644 --- a/pkg/go.sum +++ b/pkg/go.sum @@ -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= diff --git a/pkg/server/leaderboard.go b/pkg/server/leaderboard.go new file mode 100644 index 0000000..ee46fea --- /dev/null +++ b/pkg/server/leaderboard.go @@ -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 +} diff --git a/pkg/server/room.go b/pkg/server/room.go index 5f03be6..8dc1166 100644 --- a/pkg/server/room.go +++ b/pkg/server/room.go @@ -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