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add presentation mode: implement presentation logic, QR code support, animated quotes, assets display, and emotes
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This commit is contained in:
Sebastian Unterschütz
2026-04-22 20:00:48 +02:00
parent 568ce516e7
commit e71fd6f0ee
8 changed files with 382 additions and 3 deletions

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@@ -6,6 +6,7 @@ import (
"log"
"math"
"math/rand"
"strings"
"time"
"github.com/hajimehoshi/ebiten/v2"
@@ -265,6 +266,20 @@ func (g *Game) UpdateGame() {
g.updateQuotes()
}
// --- EMOTES ---
if inpututil.IsKeyJustPressed(ebiten.Key1) {
g.SendCommand("EMOTE_1")
}
if inpututil.IsKeyJustPressed(ebiten.Key2) {
g.SendCommand("EMOTE_2")
}
if inpututil.IsKeyJustPressed(ebiten.Key3) {
g.SendCommand("EMOTE_3")
}
if inpututil.IsKeyJustPressed(ebiten.Key4) {
g.SendCommand("EMOTE_4")
}
// --- 6. KAMERA LOGIK (mit Smoothing) ---
g.stateMutex.Lock()
targetCam := g.gameState.ScrollX
@@ -330,6 +345,15 @@ func (g *Game) handleTouchInput() {
x, y := ebiten.TouchPosition(id)
fx, fy := float64(x), float64(y)
// ── EMOTES ───────────────────────────────────────────────────────────
if fx >= float64(g.lastCanvasWidth)-80.0 && fy >= 40.0 && fy <= 250.0 && isJustPressed(id) {
emoteIdx := int((fy - 50.0) / 50.0)
if emoteIdx >= 0 && emoteIdx <= 3 {
g.SendCommand(fmt.Sprintf("EMOTE_%d", emoteIdx+1))
}
continue
}
if fx >= halfW {
// ── RECHTE SEITE: Jump und Down ──────────────────────────────────────
g.btnJumpPressed = true
@@ -563,7 +587,25 @@ func (g *Game) drawPlayers(screen *ebiten.Image, snap renderSnapshot) {
if name == "" {
name = id
}
text.Draw(screen, name, basicfont.Face7x13, int((posX-g.camX)*snap.viewScale), int(screenY-25), ColText)
// In Presentation Mode normal players don't show names, only Host/PRESENTATION does (which is hidden anyway)
if snap.status != "PRESENTATION" || name == g.playerName {
text.Draw(screen, name, basicfont.Face7x13, int((posX-g.camX)*snap.viewScale), int(screenY-25), ColText)
}
// Draw Emote if active
if p.State != "" && strings.HasPrefix(p.State, "EMOTE_") {
emoteStr := p.State[6:] // e.g. EMOTE_1 -> "1"
emoteMap := map[string]string{
"1": "❤️",
"2": "😂",
"3": "😡",
"4": "👍",
}
if emoji, ok := emoteMap[emoteStr]; ok {
text.Draw(screen, emoji, basicfont.Face7x13, int((posX-g.camX)*snap.viewScale+15), int(screenY-40), color.White)
}
}
if g.showDebug {
g.drawPlayerHitbox(screen, posX, screenY, snap.viewScale)
@@ -779,6 +821,20 @@ func (g *Game) drawTouchControls(screen *ebiten.Image) {
vector.DrawFilledCircle(screen, float32(downX), float32(downY), float32(downR), color.RGBA{50, 120, 220, 55}, false)
vector.StrokeCircle(screen, float32(downX), float32(downY), float32(downR), 2, color.RGBA{80, 160, 255, 120}, false)
text.Draw(screen, "▼", basicfont.Face7x13, int(downX)-4, int(downY)+5, color.RGBA{200, 220, 255, 180})
// ── D) Emote Buttons (oben rechts) ─────────────────────────────────────────
emoteY := 50.0
emoteXBase := float64(tcW) - 60.0
emoteSize := 40.0
emotes := []string{"❤️", "😂", "😡", "👍"}
for i, em := range emotes {
x := emoteXBase
y := emoteY + float64(i)*50.0
vector.DrawFilledRect(screen, float32(x), float32(y), float32(emoteSize), float32(emoteSize), color.RGBA{0, 0, 0, 100}, false)
vector.StrokeRect(screen, float32(x), float32(y), float32(emoteSize), float32(emoteSize), 2, color.RGBA{255, 255, 255, 100}, false)
text.Draw(screen, em, basicfont.Face7x13, int(x)+10, int(y)+25, color.White)
}
}
// TriggerShake aktiviert den Screen-Shake-Effekt.

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@@ -15,6 +15,7 @@ require (
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
github.com/skip2/go-qrcode v0.0.0-20200617195104-da1b6568686e // indirect
golang.org/x/crypto v0.37.0 // indirect
golang.org/x/sync v0.17.0 // indirect
golang.org/x/sys v0.36.0 // indirect

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@@ -16,6 +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/skip2/go-qrcode v0.0.0-20200617195104-da1b6568686e h1:MRM5ITcdelLK2j1vwZ3Je0FKVCfqOLp5zO6trqMLYs0=
github.com/skip2/go-qrcode v0.0.0-20200617195104-da1b6568686e/go.mod h1:XV66xRDqSt+GTGFMVlhk3ULuV0y9ZmzeVGR4mloJI3M=
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/image v0.31.0 h1:mLChjE2MV6g1S7oqbXC0/UcKijjm5fnJLUYKIYrLESA=

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@@ -184,6 +184,7 @@ type Game struct {
presQuoteTime time.Time
presAssets []presAssetInstance
lastPresUpdate time.Time
presQRCode *ebiten.Image
// Kamera
camX float64
@@ -281,10 +282,24 @@ func (g *Game) Update() error {
if inpututil.IsKeyJustPressed(ebiten.KeyF1) {
if g.appState == StatePresentation {
g.appState = StateMenu
g.disconnectFromServer()
} else {
g.appState = StatePresentation
g.presAssets = nil // Reset assets
g.presQuoteTime = time.Now() // Force immediate first quote
// Setup Server Connection for Presentation Mode
g.gameMode = "coop" // Use coop logic on server
g.isHost = true
g.roomID = "PRES" + generateRoomCode()
g.playerName = "PRESENTATION"
// Start connection process in background
go g.connectAndStart()
// Generate QR Code URL
joinURL := "https://escape-from-school.de/?room=" + g.roomID
g.presQRCode = generateQRCode(joinURL)
}
}
@@ -316,8 +331,8 @@ func (g *Game) Update() error {
}
}
// COUNTDOWN/RUNNING-Übergang: AppState auf StateGame setzen + JS benachrichtigen
if (currentStatus == "COUNTDOWN" || currentStatus == "RUNNING") && g.appState != StateGame {
// COUNTDOWN/RUNNING/PRESENTATION-Übergang: AppState auf StateGame setzen + JS benachrichtigen
if (currentStatus == "COUNTDOWN" || currentStatus == "RUNNING" || currentStatus == "PRESENTATION") && g.appState != StateGame && g.appState != StatePresentation {
log.Printf("🎮 Spiel startet! Status: %s -> %s", g.lastStatus, currentStatus)
g.appState = StateGame
g.notifyGameStarted()

217
cmd/client/presentation.go Normal file
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@@ -0,0 +1,217 @@
package main
import (
"bytes"
"fmt"
"image"
_ "image/png"
"image/color"
"math"
"math/rand"
"strings"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/text"
"github.com/hajimehoshi/ebiten/v2/vector"
"github.com/skip2/go-qrcode"
"golang.org/x/image/font/basicfont"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
)
type presAssetInstance struct {
AssetID string
X, Y float64
VX float64
Scale float64
}
// generateQRCode erstellt ein ebiten.Image aus einem QR-Code
func generateQRCode(url string) *ebiten.Image {
pngData, err := qrcode.Encode(url, qrcode.Medium, 256)
if err != nil {
fmt.Println("Error generating QR code:", err)
return nil
}
img, _, err := image.Decode(bytes.NewReader(pngData))
if err != nil {
fmt.Println("Error decoding QR code:", err)
return nil
}
return ebiten.NewImageFromImage(img)
}
// updatePresentation verarbeitet die Logik für den Präsentationsmodus.
func (g *Game) updatePresentation() {
now := time.Now()
// Auto-Start Presentation Room when connected
g.stateMutex.Lock()
status := g.gameState.Status
g.stateMutex.Unlock()
if g.connected && status == "LOBBY" && g.isHost {
g.SendCommand("START_PRESENTATION")
}
// 1. Zitat-Wechsel alle 6 Sekunden
if now.After(g.presQuoteTime) {
g.presQuote = game.GetRandomQuote()
g.presQuoteTime = now.Add(6 * time.Second)
}
// 2. Assets spawnen (wenn zu wenige da sind)
if len(g.presAssets) < 8 && rand.Float64() < 0.05 {
// Wähle zufälliges Asset (Schüler, Lehrer, Items)
assetList := []string{"player", "coin", "eraser", "pc-trash", "godmode", "jumpboost", "magnet"}
id := assetList[rand.Intn(len(assetList))]
g.presAssets = append(g.presAssets, presAssetInstance{
AssetID: id,
X: float64(ScreenWidth + 100),
Y: float64(ScreenHeight - 150 - rand.Intn(100)),
VX: -(2.0 + rand.Float64()*4.0),
Scale: 1.0 + rand.Float64()*0.5,
})
}
// 3. Assets bewegen
newAssets := g.presAssets[:0]
for _, a := range g.presAssets {
a.X += a.VX
if a.X > -200 { // Noch im Bildbereich (mit Puffer)
newAssets = append(newAssets, a)
}
}
g.presAssets = newAssets
}
// drawPresentation zeichnet den Präsentationsmodus.
func (g *Game) drawPresentation(screen *ebiten.Image) {
// Hintergrund: Retro Dunkelblau
screen.Fill(color.RGBA{10, 15, 30, 255})
// Animierte Scanlines / Raster-Effekt (Retro Style)
for i := 0; i < ScreenHeight; i += 4 {
vector.DrawFilledRect(screen, 0, float32(i), float32(ScreenWidth), 1, color.RGBA{0, 0, 0, 40}, false)
}
// Überschrift
text.Draw(screen, "PRESENTATION MODE", basicfont.Face7x13, ScreenWidth/2-80, 50, color.RGBA{255, 255, 0, 255})
vector.StrokeLine(screen, ScreenWidth/2-90, 60, ScreenWidth/2+90, 60, 2, color.RGBA{255, 255, 0, 255}, false)
// Zitat groß in der Mitte
if g.presQuote.Text != "" {
quoteMsg := fmt.Sprintf("\"%s\"", g.presQuote.Text)
authorMsg := fmt.Sprintf("- %s", g.presQuote.Author)
// Einfaches Word-Wrap (sehr rudimentär)
drawWrappedText(screen, quoteMsg, ScreenWidth/2, ScreenHeight/2-20, 600, color.White)
text.Draw(screen, authorMsg, basicfont.Face7x13, ScreenWidth/2+100, ScreenHeight/2+50, color.RGBA{200, 200, 200, 255})
}
// Assets laufen unten durch
for _, a := range g.presAssets {
def, ok := g.world.Manifest.Assets[a.AssetID]
if !ok { continue }
img, ok := g.assetsImages[a.AssetID]
if !ok { continue }
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(a.Scale, a.Scale)
op.GeoM.Translate(a.X, a.Y)
// Leichtes Pulsieren/Animation
bob := math.Sin(float64(time.Now().UnixMilli())/200.0) * 5.0
op.GeoM.Translate(0, bob)
screen.DrawImage(img, op)
// Name des Assets drunter schreiben
text.Draw(screen, def.ID, basicfont.Face7x13, int(a.X), int(a.Y+80), color.RGBA{100, 200, 255, 150})
}
// Draw connected players (no names)
g.stateMutex.Lock()
for _, p := range g.gameState.Players {
if !p.IsAlive || p.Name == "PRESENTATION" {
continue // Skip Host and dead players
}
// Map player X/Y to screen
playerX := p.X
playerY := p.Y
// Keep players somewhat in bounds if they walk too far
if playerX > ScreenWidth {
playerX = math.Mod(playerX, ScreenWidth)
} else if playerX < 0 {
playerX = ScreenWidth - math.Mod(-playerX, ScreenWidth)
}
// Draw simple player sprite
img, ok := g.assetsImages["player"]
if ok {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(playerX, playerY)
screen.DrawImage(img, op)
} else {
// Fallback rect
vector.DrawFilledRect(screen, float32(playerX), float32(playerY), 40, 60, color.RGBA{0, 255, 0, 255}, false)
}
// Draw Emote if active
if p.State != "" && strings.HasPrefix(p.State, "EMOTE_") {
emoteStr := p.State[6:] // e.g. EMOTE_1 -> "1"
emoteMap := map[string]string{
"1": "❤️",
"2": "😂",
"3": "😡",
"4": "👍",
}
if emoji, ok := emoteMap[emoteStr]; ok {
text.Draw(screen, emoji, basicfont.Face7x13, int(playerX+10), int(playerY-10), color.White)
}
}
}
g.stateMutex.Unlock()
// Draw QR Code
if g.presQRCode != nil {
qrSize := 150.0
qrW, _ := g.presQRCode.Size()
scale := float64(qrSize) / float64(qrW)
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(scale, scale)
op.GeoM.Translate(20, 20)
screen.DrawImage(g.presQRCode, op)
// Instruction
text.Draw(screen, "SCANNEN ZUM MITMACHEN!", basicfont.Face7x13, 20, 190, color.RGBA{255, 255, 0, 255})
}
// Hotkey Info
text.Draw(screen, "DRÜCKE [F1] ZUM BEENDEN", basicfont.Face7x13, ScreenWidth-250, ScreenHeight-30, color.RGBA{255, 255, 255, 100})
}
// drawWrappedText zeichnet Text mit automatischem Zeilenumbruch.
func drawWrappedText(screen *ebiten.Image, str string, x, y, maxWidth int, col color.Color) {
words := strings.Split(str, " ")
line := ""
currY := y
for _, w := range words {
testLine := line + w + " "
if len(testLine)*7 > maxWidth { // Grobe Schätzung Breite
text.Draw(screen, line, basicfont.Face7x13, x-len(line)*7/2, currY, col)
line = w + " "
currY += 20
} else {
line = testLine
}
}
text.Draw(screen, line, basicfont.Face7x13, x-len(line)*7/2, currY, col)
}

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@@ -684,6 +684,21 @@ document.addEventListener('DOMContentLoaded', () => {
document.getElementById('playerName').value = savedName;
}
// Auto-Join if URL parameter ?room=XYZ is present
const urlParams = new URLSearchParams(window.location.search);
const roomParam = urlParams.get('room');
if (roomParam) {
document.getElementById('joinRoomCode').value = roomParam;
// Wait for WASM to be ready, then auto-join
const checkWASM = setInterval(() => {
if (wasmReady) {
clearInterval(checkWASM);
joinRoom();
}
}, 100);
}
// Load local highscore
const highscore = localStorage.getItem('escape_local_highscore') || 0;
const hsElement = document.getElementById('localHighscore');