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.
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@@ -90,6 +90,18 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
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r.SpawnNextChunk()
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r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
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// DEBUG: Collider-Typen zählen
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obstacleCount := 0
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platformCount := 0
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for _, c := range r.Colliders {
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if c.Type == "obstacle" {
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obstacleCount++
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} else if c.Type == "platform" {
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platformCount++
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}
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}
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log.Printf("🔍 Initial Colliders: %d total (%d obstacles, %d platforms)", len(r.Colliders), obstacleCount, platformCount)
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log.Printf("🎬 Raum %s gestartet mit %d Chunks", id, len(r.ActiveChunks))
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for _, ac := range r.ActiveChunks {
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log.Printf(" - Chunk '%s' bei X=%.0f", ac.ChunkID, ac.X)
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@@ -269,13 +281,6 @@ func (r *Room) Update() {
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continue
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}
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// Prüfe aktuelle Position auf Obstacles (falls reingesprungen)
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currentHit, currentType := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if currentHit && currentType == "obstacle" {
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r.KillPlayer(p)
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continue
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}
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// X Bewegung
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currentSpeed := config.RunSpeed + (p.InputX * 4.0)
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nextX := p.X + currentSpeed
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@@ -283,9 +288,12 @@ func (r *Room) Update() {
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hitX, typeX := r.CheckCollision(nextX+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if hitX {
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if typeX == "obstacle" {
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// Nicht blocken, sondern weiterlaufen und töten
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p.X = nextX
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r.KillPlayer(p)
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continue
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}
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// Platform blockiert
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} else {
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p.X = nextX
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}
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@@ -313,9 +321,12 @@ func (r *Room) Update() {
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hitY, typeY := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, nextY+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if hitY {
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if typeY == "obstacle" {
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// Nicht blocken, sondern weiterlaufen und töten
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p.Y = nextY
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r.KillPlayer(p)
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continue
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}
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// Platform blockiert
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if p.VY > 0 {
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p.OnGround = true
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}
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@@ -341,7 +352,21 @@ func (r *Room) Update() {
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// 3. Map Management
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r.UpdateMapLogic(maxX)
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// 4. Host Check
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// 4. Prüfen ob alle Spieler tot sind (GAMEOVER Check)
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if r.Status == "RUNNING" {
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aliveCount := 0
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for _, p := range r.Players {
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if p.IsAlive && !p.IsSpectator {
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aliveCount++
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}
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}
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if aliveCount == 0 && len(r.Players) > 0 {
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log.Printf("🏁 Alle Spieler tot - Game Over!")
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r.Status = "GAMEOVER"
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}
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}
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// 5. Host Check
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if _, ok := r.Players[r.HostID]; !ok && len(r.Players) > 0 {
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for id := range r.Players {
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r.HostID = id
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@@ -354,16 +379,17 @@ func (r *Room) Update() {
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func (r *Room) CheckCollision(x, y, w, h float64) (bool, string) {
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playerRect := game.Rect{OffsetX: x, OffsetY: y, W: w, H: h}
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for _, c := range r.Colliders {
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if game.CheckRectCollision(playerRect, c.Rect) {
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if c.Type == "obstacle" {
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log.Printf("🔴 OBSTACLE HIT! Player: (%.0f, %.0f, %.0f, %.0f), Obstacle: (%.0f, %.0f, %.0f, %.0f)",
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playerRect.OffsetX, playerRect.OffsetY, playerRect.W, playerRect.H,
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c.Rect.OffsetX, c.Rect.OffsetY, c.Rect.W, c.Rect.H)
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}
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log.Printf("🔴 COLLISION! Type=%s, Player: (%.1f, %.1f, %.1f x %.1f), Collider: (%.1f, %.1f, %.1f x %.1f)",
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c.Type,
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playerRect.OffsetX, playerRect.OffsetY, playerRect.W, playerRect.H,
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c.Rect.OffsetX, c.Rect.OffsetY, c.Rect.W, c.Rect.H)
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return true, c.Type
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}
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}
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return false, ""
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}
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@@ -375,7 +401,9 @@ func (r *Room) UpdateMapLogic(maxX float64) {
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// Neue Chunks spawnen
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if maxX > r.MapEndX-2000 {
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r.SpawnNextChunk()
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oldCount := len(r.Colliders)
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r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
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log.Printf("🆕 Chunk gespawnt - Colliders: %d -> %d", oldCount, len(r.Colliders))
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}
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// Alte Chunks löschen
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