Private
Public Access
1
0

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})
}