package main import ( "fmt" "image/color" _ "image/jpeg" // JPEG-Decoder _ "image/png" // PNG-Decoder "log" mrand "math/rand" "sort" "strings" "sync" "time" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/text" "github.com/hajimehoshi/ebiten/v2/vector" "github.com/nats-io/nats.go" "golang.org/x/image/font/basicfont" "git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game" ) // --- KONFIGURATION --- const ( ScreenWidth = 1280 ScreenHeight = 720 StateMenu = 0 StateLobby = 1 StateGame = 2 StateLeaderboard = 3 RefFloorY = 540 ) var ( ColText = color.White ColBtnNormal = color.RGBA{40, 44, 52, 255} ColBtnHover = color.RGBA{60, 66, 78, 255} ColSky = color.RGBA{135, 206, 235, 255} ColGrass = color.RGBA{34, 139, 34, 255} ColDirt = color.RGBA{101, 67, 33, 255} ) // InputState speichert einen einzelnen Input für Replay type InputState struct { Sequence uint32 Left bool Right bool Jump bool Down bool JoyX float64 // Analoger Joystick-Wert (-1.0 bis 1.0) } // --- GAME STRUCT --- type Game struct { appState int conn *nats.EncodedConn wsConn *wsConn // WebSocket für WASM gameState game.GameState stateMutex sync.Mutex connected bool world *game.World assetsImages map[string]*ebiten.Image // Spieler Info playerName string playerCode string // Eindeutiger UUID für Leaderboard roomID string 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 lastStatus string // Client Prediction predictedX float64 // Vorhergesagte Position predictedY float64 predictedVX float64 predictedVY float64 predictedGround bool 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 lastRecvSeq uint32 // Letzte empfangene Server-Sequenznummer (für Out-of-Order-Erkennung) // Smooth Correction correctionX float64 // Verbleibende Korrektur in X correctionY float64 // Verbleibende Korrektur in Y // Particle System particles []Particle particlesMutex sync.Mutex lastGroundState bool // Für Landing-Detection lastCollectedCoins map[string]bool // Für Coin-Partikel lastCollectedPowerups map[string]bool // Für Powerup-Partikel lastPlayerStates map[string]game.PlayerState // Für Death-Partikel // Audio System audio *AudioSystem // Kamera camX float64 // Touch State joyBaseX, joyBaseY float64 joyStickX, joyStickY float64 joyActive bool joyTouchID ebiten.TouchID btnJumpActive bool keyboardUsed bool // Wurde Tastatur benutzt? } func NewGame() *Game { g := &Game{ appState: StateMenu, world: game.NewWorld(), assetsImages: make(map[string]*ebiten.Image), gameState: game.GameState{Players: make(map[string]game.PlayerState)}, playerName: "Student", activeField: "", gameMode: "", pendingInputs: make(map[uint32]InputState), leaderboard: make([]game.LeaderboardEntry, 0), // Particle tracking lastCollectedCoins: make(map[string]bool), lastCollectedPowerups: make(map[string]bool), lastPlayerStates: make(map[string]game.PlayerState), // Audio System audio: NewAudioSystem(), joyBaseX: 150, joyBaseY: ScreenHeight - 150, joyStickX: 150, joyStickY: ScreenHeight - 150, } g.loadAssets() g.loadOrCreatePlayerCode() // Gespeicherten Namen laden savedName := g.loadPlayerName() if savedName != "" { g.playerName = savedName } return g } // loadAssets() ist jetzt in assets_wasm.go und assets_native.go definiert // --- 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() } } // Musik-Start-Check (unabhängig vom State) if g.gameState.Status == "RUNNING" && g.lastStatus != "RUNNING" { log.Printf("🎮 Spiel startet! Status: %s -> %s", g.lastStatus, g.gameState.Status) g.audio.PlayMusic() } // Musik stoppen wenn Game Over if g.gameState.Status == "GAMEOVER" && g.lastStatus == "RUNNING" { g.audio.StopMusic() } g.lastStatus = g.gameState.Status switch g.appState { case StateMenu: g.updateMenu() case StateLobby: g.updateLobby() case StateGame: g.UpdateGame() case StateLeaderboard: g.updateLeaderboard() } return nil } func (g *Game) updateMenu() { g.handleMenuInput() // Volume Sliders (unten links) volumeX := 20 volumeY := ScreenHeight - 100 sliderWidth := 200 sliderHeight := 10 // Music Volume Slider musicSliderY := volumeY + 10 if isSliderHit(volumeX, musicSliderY, sliderWidth, sliderHeight) { newVolume := getSliderValue(volumeX, sliderWidth) g.audio.SetMusicVolume(newVolume) return } // SFX Volume Slider sfxSliderY := volumeY + 50 if isSliderHit(volumeX, sfxSliderY, sliderWidth, sliderHeight) { newVolume := getSliderValue(volumeX, sliderWidth) g.audio.SetSFXVolume(newVolume) // Test-Sound abspielen g.audio.PlayCoin() return } // 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 nameY := ScreenHeight/2 - 150 if isHit(nameX, nameY, fieldW, fieldH) { g.activeField = "name" return } // Mode-Buttons btnW, btnH := 200, 60 soloX := ScreenWidth/2 - btnW - 20 coopX := ScreenWidth/2 + 20 btnY := ScreenHeight/2 - 20 if isHit(soloX, btnY, btnW, btnH) { // SOLO MODE if g.playerName == "" { g.playerName = "Player" } g.gameMode = "solo" g.roomID = fmt.Sprintf("solo_%d", time.Now().UnixNano()) g.isHost = true g.appState = StateGame go g.connectAndStart() } else if isHit(coopX, btnY, btnW, btnH) { // CO-OP MODE if g.playerName == "" { g.playerName = "Player" } g.gameMode = "coop" g.roomID = generateRoomCode() g.isHost = true g.appState = StateLobby go g.connectAndStart() } // Join Button (unten) joinW, joinH := 300, 50 joinX := ScreenWidth/2 - joinW/2 joinY := ScreenHeight/2 + 100 if isHit(joinX, joinY, joinW, joinH) { g.activeField = "room" } // Join Code Feld if g.activeField == "room" { roomFieldW := 200 roomFieldX := ScreenWidth/2 - roomFieldW/2 roomFieldY := ScreenHeight/2 + 160 if isHit(roomFieldX, roomFieldY, roomFieldW, 40) { // Stay in room field } else if isHit(roomFieldX+roomFieldW+20, roomFieldY, 100, 40) { // JOIN button next to code field if g.roomID != "" && g.playerName != "" { g.gameMode = "coop" g.isHost = false g.appState = StateLobby go g.connectAndStart() } } } } func (g *Game) updateLobby() { // Start Button (nur für Host) if g.isHost { btnW, btnH := 200, 60 btnX := ScreenWidth/2 - btnW/2 btnY := ScreenHeight - 150 if isHit(btnX, btnY, btnW, btnH) { // START GAME g.sendStartRequest() } } // Zurück Button backW, backH := 100, 40 if isHit(50, 50, backW, backH) { if g.conn != nil { g.conn.Close() } g.appState = StateMenu g.connected = false g.gameState = game.GameState{Players: make(map[string]game.PlayerState)} } // Lobby State Change Detection (für HTML-Updates) g.stateMutex.Lock() currentPlayerCount := len(g.gameState.Players) g.stateMutex.Unlock() if currentPlayerCount != g.lastPlayerCount { g.lastPlayerCount = currentPlayerCount g.sendLobbyUpdateToJS() } // Spiel wurde gestartet? if g.gameState.Status == "COUNTDOWN" || g.gameState.Status == "RUNNING" { if g.appState != StateGame { g.appState = StateGame g.notifyGameStarted() // Benachrichtige JavaScript dass Spiel startet } } } // --- DRAW --- func (g *Game) Draw(screen *ebiten.Image) { // In WASM: Nur das Spiel zeichnen, kein Menü/Lobby (HTML übernimmt das) // In Native: Alles zeichnen g.draw(screen) } // draw ist die plattform-übergreifende Zeichenfunktion func (g *Game) draw(screen *ebiten.Image) { switch g.appState { case StateMenu: g.drawMenu(screen) case StateLobby: g.drawLobby(screen) case StateGame: g.DrawGame(screen) case StateLeaderboard: g.drawLeaderboard(screen) } } // drawMenu, drawLobby, drawLeaderboard sind in draw_wasm.go und draw_native.go definiert func (g *Game) DrawMenu(screen *ebiten.Image) { screen.Fill(color.RGBA{20, 20, 30, 255}) // Titel title := "ESCAPE FROM TEACHER" text.Draw(screen, title, basicfont.Face7x13, ScreenWidth/2-80, 100, ColText) // Name-Feld fieldW := 250 nameX := ScreenWidth/2 - fieldW/2 nameY := ScreenHeight/2 - 150 col := color.RGBA{50, 50, 60, 255} if g.activeField == "name" { col = color.RGBA{70, 70, 80, 255} } vector.DrawFilledRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, col, false) vector.StrokeRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, 1, color.White, false) display := g.playerName if g.activeField == "name" && (time.Now().UnixMilli()/500)%2 == 0 { display += "|" } text.Draw(screen, "Name: "+display, basicfont.Face7x13, nameX+10, nameY+25, ColText) // Mode Selection text.Draw(screen, "Select Game Mode:", basicfont.Face7x13, ScreenWidth/2-60, ScreenHeight/2-60, ColText) // SOLO Button btnW, btnH := 200, 60 soloX := ScreenWidth/2 - btnW - 20 btnY := ScreenHeight/2 - 20 vector.DrawFilledRect(screen, float32(soloX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false) vector.StrokeRect(screen, float32(soloX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false) text.Draw(screen, "SOLO", basicfont.Face7x13, soloX+80, btnY+35, ColText) // CO-OP Button coopX := ScreenWidth/2 + 20 vector.DrawFilledRect(screen, float32(coopX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false) vector.StrokeRect(screen, float32(coopX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false) text.Draw(screen, "CO-OP (Host)", basicfont.Face7x13, coopX+45, btnY+35, ColText) // Join Section joinY := ScreenHeight/2 + 100 text.Draw(screen, "Or join a room:", basicfont.Face7x13, ScreenWidth/2-60, joinY, color.Gray{200}) if g.activeField == "room" { roomFieldW := 200 roomFieldX := ScreenWidth/2 - roomFieldW/2 roomFieldY := ScreenHeight/2 + 160 col := color.RGBA{70, 70, 80, 255} vector.DrawFilledRect(screen, float32(roomFieldX), float32(roomFieldY), float32(roomFieldW), 40, col, false) vector.StrokeRect(screen, float32(roomFieldX), float32(roomFieldY), float32(roomFieldW), 40, 1, color.White, false) display := g.roomID if (time.Now().UnixMilli()/500)%2 == 0 { display += "|" } text.Draw(screen, display, basicfont.Face7x13, roomFieldX+10, roomFieldY+25, ColText) // Join Button joinBtnX := roomFieldX + roomFieldW + 20 vector.DrawFilledRect(screen, float32(joinBtnX), float32(roomFieldY), 100, 40, color.RGBA{0, 150, 0, 255}, false) vector.StrokeRect(screen, float32(joinBtnX), float32(roomFieldY), 100, 40, 2, color.White, false) text.Draw(screen, "JOIN", basicfont.Face7x13, joinBtnX+30, roomFieldY+25, ColText) } else { joinBtnW := 300 joinBtnX := ScreenWidth/2 - joinBtnW/2 joinBtnY := ScreenHeight/2 + 120 vector.DrawFilledRect(screen, float32(joinBtnX), float32(joinBtnY), float32(joinBtnW), 50, ColBtnNormal, false) vector.StrokeRect(screen, float32(joinBtnX), float32(joinBtnY), float32(joinBtnW), 50, 2, color.White, false) 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}) // Volume Controls (unten links) volumeX := 20 volumeY := ScreenHeight - 100 // Music Volume text.Draw(screen, "Music Volume:", basicfont.Face7x13, volumeX, volumeY, ColText) g.drawVolumeSlider(screen, volumeX, volumeY+10, 200, g.audio.GetMusicVolume()) // SFX Volume text.Draw(screen, "SFX Volume:", basicfont.Face7x13, volumeX, volumeY+40, ColText) g.drawVolumeSlider(screen, volumeX, volumeY+50, 200, g.audio.GetSFXVolume()) text.Draw(screen, "WASD / Arrows - SPACE to Jump - M to Mute", basicfont.Face7x13, ScreenWidth/2-130, ScreenHeight-15, color.Gray{150}) } func (g *Game) DrawLobby(screen *ebiten.Image) { screen.Fill(color.RGBA{20, 20, 30, 255}) // Titel text.Draw(screen, "LOBBY", basicfont.Face7x13, ScreenWidth/2-20, 80, ColText) // Room Code (groß anzeigen) text.Draw(screen, "Room Code:", basicfont.Face7x13, ScreenWidth/2-40, 150, color.Gray{200}) codeBoxW, codeBoxH := 300, 60 codeBoxX := ScreenWidth/2 - codeBoxW/2 codeBoxY := 170 vector.DrawFilledRect(screen, float32(codeBoxX), float32(codeBoxY), float32(codeBoxW), float32(codeBoxH), color.RGBA{50, 50, 60, 255}, false) vector.StrokeRect(screen, float32(codeBoxX), float32(codeBoxY), float32(codeBoxW), float32(codeBoxH), 3, color.RGBA{100, 200, 100, 255}, false) text.Draw(screen, g.roomID, basicfont.Face7x13, codeBoxX+100, codeBoxY+35, color.RGBA{100, 255, 100, 255}) // Spieler-Liste g.stateMutex.Lock() playerCount := len(g.gameState.Players) // Spieler in sortierte Liste konvertieren (damit sie nicht flackern) type PlayerEntry struct { ID string Name string IsHost bool } players := make([]PlayerEntry, 0, playerCount) hostID := g.gameState.HostID for id, p := range g.gameState.Players { name := p.Name if name == "" { name = id } isHost := (id == hostID) players = append(players, PlayerEntry{ ID: id, Name: name, IsHost: isHost, }) } g.stateMutex.Unlock() // Sortieren: Host zuerst, dann alphabetisch nach Name sort.SliceStable(players, func(i, j int) bool { if players[i].IsHost { return true } if players[j].IsHost { return false } return players[i].Name < players[j].Name }) text.Draw(screen, fmt.Sprintf("Players (%d/16):", playerCount), basicfont.Face7x13, 100, 280, ColText) y := 310 for _, p := range players { name := p.Name // Host markieren if p.IsHost { name += " [HOST]" } text.Draw(screen, "• "+name, basicfont.Face7x13, 120, y, ColText) y += 25 if y > ScreenHeight-200 { break } } // Status statusY := ScreenHeight - 180 statusText := "Waiting for host to start..." statusCol := color.RGBA{200, 200, 0, 255} if g.gameState.Status == "COUNTDOWN" { statusText = fmt.Sprintf("Starting in %d...", g.gameState.TimeLeft) statusCol = color.RGBA{255, 150, 0, 255} } text.Draw(screen, statusText, basicfont.Face7x13, ScreenWidth/2-80, statusY, statusCol) // Start Button (nur für Host) if g.isHost && g.gameState.Status == "LOBBY" { btnW, btnH := 200, 60 btnX := ScreenWidth/2 - btnW/2 btnY := ScreenHeight - 150 vector.DrawFilledRect(screen, float32(btnX), float32(btnY), float32(btnW), float32(btnH), color.RGBA{0, 180, 0, 255}, false) vector.StrokeRect(screen, float32(btnX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false) text.Draw(screen, "START GAME", basicfont.Face7x13, btnX+60, btnY+35, ColText) } // Zurück Button vector.DrawFilledRect(screen, 50, 50, 100, 40, color.RGBA{150, 0, 0, 255}, false) vector.StrokeRect(screen, 50, 50, 100, 40, 2, color.White, false) text.Draw(screen, "< Back", basicfont.Face7x13, 65, 75, ColText) } func (g *Game) Layout(w, h int) (int, int) { return ScreenWidth, ScreenHeight } // --- HELPER --- func isHit(x, y, w, h int) bool { if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) { mx, my := ebiten.CursorPosition() if mx >= x && mx <= x+w && my >= y && my <= y+h { return true } } for _, id := range inpututil.JustPressedTouchIDs() { tx, ty := ebiten.TouchPosition(id) if tx >= x && tx <= x+w && ty >= y && ty <= y+h { return true } } return false } func (g *Game) handleMenuInput() { if g.activeField == "" { return } // Text Eingabe var target *string if g.activeField == "name" { target = &g.playerName } else if g.activeField == "room" { target = &g.roomID } if target == nil { return } if inpututil.IsKeyJustPressed(ebiten.KeyEnter) { // Namen speichern wenn geändert if g.activeField == "name" && g.playerName != "" { g.savePlayerName(g.playerName) } g.activeField = "" } else if inpututil.IsKeyJustPressed(ebiten.KeyBackspace) { if len(*target) > 0 { *target = (*target)[:len(*target)-1] } } else { // Für Room Code: Nur Großbuchstaben und Zahlen chars := string(ebiten.InputChars()) if g.activeField == "room" { chars = strings.ToUpper(chars) } *target += chars } } 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.submitScore() // submitScore behandelt jetzt beide Modi } return } // Tastatur-Eingabe für Team-Name if g.activeField == "teamname" { if inpututil.IsKeyJustPressed(ebiten.KeyEnter) { if g.teamName != "" { g.submitScore() // submitScore behandelt jetzt beide Modi } 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 { mrand.Seed(time.Now().UnixNano()) chars := "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789" code := make([]byte, 6) for i := range code { code[i] = chars[mrand.Intn(len(chars))] } return string(code) } func (g *Game) connectAndStart() { // Initiale predicted Position g.predictedX = 100 g.predictedY = 200 g.predictedVX = 0 g.predictedVY = 0 g.predictedGround = false // Verbindung über plattformspezifische Implementierung g.connectToServer() } func (g *Game) SendCommand(cmdType string) { if !g.connected { return } myID := g.getMyPlayerID() g.publishInput(game.ClientInput{PlayerID: myID, Type: cmdType}) } func (g *Game) SendInputWithSequence(input InputState) { if !g.connected { return } myID := g.getMyPlayerID() // Inputs als einzelne Commands senden if input.Left { g.publishInput(game.ClientInput{ PlayerID: myID, Type: "LEFT_DOWN", Sequence: input.Sequence, }) } if input.Right { g.publishInput(game.ClientInput{ PlayerID: myID, Type: "RIGHT_DOWN", Sequence: input.Sequence, }) } if input.Jump { g.publishInput(game.ClientInput{ PlayerID: myID, Type: "JUMP", Sequence: input.Sequence, }) // Jump Sound abspielen g.audio.PlayJump() } if input.Down { g.publishInput(game.ClientInput{ PlayerID: myID, Type: "DOWN", Sequence: input.Sequence, }) } // Wenn weder Links noch Rechts, sende STOP if !input.Left && !input.Right { g.publishInput(game.ClientInput{ PlayerID: myID, Type: "LEFT_UP", Sequence: input.Sequence, }) g.publishInput(game.ClientInput{ PlayerID: myID, Type: "RIGHT_UP", Sequence: input.Sequence, }) } } func (g *Game) getMyPlayerID() string { g.stateMutex.Lock() defer g.stateMutex.Unlock() for id, p := range g.gameState.Players { if p.Name == g.playerName { return id } } return g.playerName } // submitScore, requestLeaderboard, connectForLeaderboard // sind in connection_native.go und connection_wasm.go definiert 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}) } // main() ist jetzt in main_wasm.go und main_native.go definiert // drawVolumeSlider zeichnet einen Volume-Slider func (g *Game) drawVolumeSlider(screen *ebiten.Image, x, y, width int, volume float64) { // Hintergrund vector.DrawFilledRect(screen, float32(x), float32(y), float32(width), 10, color.RGBA{40, 40, 50, 255}, false) vector.StrokeRect(screen, float32(x), float32(y), float32(width), 10, 1, color.White, false) // Füllstand fillWidth := int(float64(width) * volume) vector.DrawFilledRect(screen, float32(x), float32(y), float32(fillWidth), 10, color.RGBA{0, 200, 100, 255}, false) // Prozent-Anzeige pct := fmt.Sprintf("%.0f%%", volume*100) text.Draw(screen, pct, basicfont.Face7x13, x+width+10, y+10, ColText) } // isSliderHit prüft, ob auf einen Slider geklickt wurde func isSliderHit(x, y, width, height int) bool { // Erweitere den Klickbereich vertikal für bessere Touch-Support return isHit(x, y-10, width, height+20) } // getSliderValue berechnet den Slider-Wert basierend auf Mausposition func getSliderValue(sliderX, sliderWidth int) float64 { mx, _ := ebiten.CursorPosition() // Bei Touch: Ersten Touch nutzen touches := ebiten.TouchIDs() if len(touches) > 0 { mx, _ = ebiten.TouchPosition(touches[0]) } // Berechne relative Position im Slider relX := float64(mx - sliderX) if relX < 0 { relX = 0 } if relX > float64(sliderWidth) { relX = float64(sliderWidth) } return relX / float64(sliderWidth) }