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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