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