package main import ( "fmt" "image/color" "log" "math" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/text" "github.com/hajimehoshi/ebiten/v2/vector" "golang.org/x/image/font/basicfont" ) // --- INPUT & UPDATE LOGIC --- func (g *Game) UpdateGame() { // --- 1. KEYBOARD INPUT --- keyLeft := ebiten.IsKeyPressed(ebiten.KeyA) || ebiten.IsKeyPressed(ebiten.KeyLeft) keyRight := ebiten.IsKeyPressed(ebiten.KeyD) || ebiten.IsKeyPressed(ebiten.KeyRight) keyDown := inpututil.IsKeyJustPressed(ebiten.KeyS) || inpututil.IsKeyJustPressed(ebiten.KeyDown) keyJump := inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyW) || inpututil.IsKeyJustPressed(ebiten.KeyUp) // --- 2. TOUCH INPUT HANDLING --- g.handleTouchInput() // --- 3. INPUT STATE ERSTELLEN --- joyDir := 0.0 if g.joyActive { diffX := g.joyStickX - g.joyBaseX if diffX < -20 { joyDir = -1 } if diffX > 20 { joyDir = 1 } } isJoyDown := g.joyActive && (g.joyStickY-g.joyBaseY) > 40 // Input State zusammenbauen input := InputState{ Sequence: g.inputSequence, Left: keyLeft || joyDir == -1, Right: keyRight || joyDir == 1, Jump: keyJump || g.btnJumpActive, Down: keyDown || isJoyDown, } g.btnJumpActive = false // --- 4. CLIENT PREDICTION --- if g.connected { // Sequenznummer erhöhen g.inputSequence++ input.Sequence = g.inputSequence // Input speichern für später Reconciliation g.pendingInputs[input.Sequence] = input // Lokale Physik sofort anwenden (Prediction) g.ApplyInput(input) // Input an Server senden g.SendInputWithSequence(input) } // --- 5. KAMERA LOGIK --- g.stateMutex.Lock() defer g.stateMutex.Unlock() // Wir folgen strikt dem Server-Scroll. targetCam := g.gameState.ScrollX // Negative Kamera verhindern if targetCam < 0 { targetCam = 0 } // Kamera hart setzen g.camX = targetCam } // Verarbeitet Touch-Eingaben für Joystick und Buttons func (g *Game) handleTouchInput() { touches := ebiten.TouchIDs() // Reset, wenn keine Finger mehr auf dem Display sind if len(touches) == 0 { g.joyActive = false g.joyStickX = g.joyBaseX g.joyStickY = g.joyBaseY return } joyFound := false for _, id := range touches { x, y := ebiten.TouchPosition(id) fx, fy := float64(x), float64(y) // 1. RECHTE SEITE: JUMP BUTTON // Alles rechts der Bildschirmmitte ist "Springen" if fx > ScreenWidth/2 { // Prüfen, ob dieser Touch gerade NEU dazu gekommen ist for _, justID := range inpututil.JustPressedTouchIDs() { if id == justID { g.btnJumpActive = true break } } continue } // 2. LINKE SEITE: JOYSTICK // Wenn wir noch keinen Joystick-Finger haben, prüfen wir, ob dieser Finger startet if !g.joyActive { // Prüfen ob Touch in der Nähe der Joystick-Basis ist (Radius 150 Toleranz) dist := math.Sqrt(math.Pow(fx-g.joyBaseX, 2) + math.Pow(fy-g.joyBaseY, 2)) if dist < 150 { g.joyActive = true g.joyTouchID = id } } // Wenn das der Joystick-Finger ist -> Stick bewegen if g.joyActive && id == g.joyTouchID { joyFound = true // Vektor berechnen (Wie weit ziehen wir weg?) dx := fx - g.joyBaseX dy := fy - g.joyBaseY dist := math.Sqrt(dx*dx + dy*dy) maxDist := 60.0 // Maximaler Radius des Sticks // Begrenzen auf Radius if dist > maxDist { scale := maxDist / dist dx *= scale dy *= scale } g.joyStickX = g.joyBaseX + dx g.joyStickY = g.joyBaseY + dy } } // Wenn der Joystick-Finger losgelassen wurde, Joystick resetten if !joyFound { g.joyActive = false g.joyStickX = g.joyBaseX g.joyStickY = g.joyBaseY } } // --- RENDERING LOGIC --- func (g *Game) DrawGame(screen *ebiten.Image) { // 1. Hintergrund & Boden screen.Fill(ColSky) floorH := float32(ScreenHeight - RefFloorY) vector.DrawFilledRect(screen, 0, float32(RefFloorY), float32(ScreenWidth), floorH, ColGrass, false) vector.DrawFilledRect(screen, 0, float32(RefFloorY)+20, float32(ScreenWidth), floorH-20, ColDirt, false) // State Locken für Datenzugriff g.stateMutex.Lock() defer g.stateMutex.Unlock() // 2. Chunks (Welt-Objekte) for _, activeChunk := range g.gameState.WorldChunks { chunkDef, exists := g.world.ChunkLibrary[activeChunk.ChunkID] if !exists { log.Printf("⚠️ Chunk '%s' nicht in Library gefunden!", activeChunk.ChunkID) 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) } for _, obj := range chunkDef.Objects { // Asset zeichnen g.DrawAsset(screen, obj.AssetID, activeChunk.X+obj.X, obj.Y) } } // 3. Spieler // MyID ohne Lock holen (wir haben bereits den stateMutex) myID := "" for id, p := range g.gameState.Players { if p.Name == g.playerName { myID = id break } } for id, p := range g.gameState.Players { // Für lokalen Spieler: Verwende vorhergesagte Position posX, posY := p.X, p.Y if id == myID && g.connected { posX = g.predictedX posY = g.predictedY } g.DrawAsset(screen, "player", posX, posY) // Name Tag name := p.Name if name == "" { name = id } text.Draw(screen, name, basicfont.Face7x13, int(posX-g.camX), int(posY-25), ColText) // DEBUG: Rote Hitbox if def, ok := g.world.Manifest.Assets["player"]; ok { hx := float32(posX + def.DrawOffX + def.Hitbox.OffsetX - g.camX) hy := float32(posY + def.DrawOffY + def.Hitbox.OffsetY) vector.StrokeRect(screen, hx, hy, float32(def.Hitbox.W), float32(def.Hitbox.H), 2, color.RGBA{255, 0, 0, 255}, false) } } // 4. UI Status if g.gameState.Status == "COUNTDOWN" { msg := fmt.Sprintf("GO IN: %d", g.gameState.TimeLeft) text.Draw(screen, msg, basicfont.Face7x13, ScreenWidth/2-40, ScreenHeight/2, color.RGBA{255, 255, 0, 255}) } else if g.gameState.Status == "RUNNING" { dist := fmt.Sprintf("Distance: %.0f m", g.camX/64.0) 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}) 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 } } // 5. DEBUG: TODES-LINIE vector.StrokeLine(screen, 0, 0, 0, float32(ScreenHeight), 10, color.RGBA{255, 0, 0, 128}, false) text.Draw(screen, "! DEATH ZONE !", basicfont.Face7x13, 10, ScreenHeight/2, color.RGBA{255, 0, 0, 255}) // 6. TOUCH CONTROLS OVERLAY // A) Joystick Base baseCol := color.RGBA{255, 255, 255, 50} vector.DrawFilledCircle(screen, float32(g.joyBaseX), float32(g.joyBaseY), 60, baseCol, true) vector.StrokeCircle(screen, float32(g.joyBaseX), float32(g.joyBaseY), 60, 2, color.RGBA{255, 255, 255, 100}, true) // B) Joystick Knob knobCol := color.RGBA{255, 255, 255, 150} if g.joyActive { knobCol = color.RGBA{100, 255, 100, 200} } vector.DrawFilledCircle(screen, float32(g.joyStickX), float32(g.joyStickY), 30, knobCol, true) // C) Jump Button (Rechts) jumpX := float32(ScreenWidth - 150) jumpY := float32(ScreenHeight - 150) vector.DrawFilledCircle(screen, jumpX, jumpY, 50, color.RGBA{255, 0, 0, 50}, true) vector.StrokeCircle(screen, jumpX, jumpY, 50, 2, color.RGBA{255, 0, 0, 100}, true) text.Draw(screen, "JUMP", basicfont.Face7x13, int(jumpX)-15, int(jumpY)+5, color.White) // 7. DEBUG INFO (Oben Links) myPosStr := "N/A" for _, p := range g.gameState.Players { myPosStr = fmt.Sprintf("X:%.0f Y:%.0f", p.X, p.Y) break } debugMsg := fmt.Sprintf( "FPS: %.2f\nState: %s\nPlayers: %d\nCamX: %.0f\nPos: %s", ebiten.CurrentFPS(), g.gameState.Status, len(g.gameState.Players), g.camX, myPosStr, ) vector.DrawFilledRect(screen, 10, 10, 200, 90, color.RGBA{0, 0, 0, 180}, false) text.Draw(screen, debugMsg, basicfont.Face7x13, 20, 30, color.White) } // --- ASSET HELPER --- func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY float64) { // 1. Definition laden def, ok := g.world.Manifest.Assets[assetID] if !ok { return } // 2. Screen Position berechnen (Welt - Kamera) screenX := worldX - g.camX screenY := worldY // Optimierung: Nicht zeichnen, wenn komplett außerhalb if screenX < -200 || screenX > ScreenWidth+200 { return } // 3. Bild holen img := g.assetsImages[assetID] if img != nil { op := &ebiten.DrawImageOptions{} // Filter für bessere Skalierung (besonders bei großen Sprites) op.Filter = ebiten.FilterLinear // Skalieren op.GeoM.Scale(def.Scale, def.Scale) // Positionieren: ScreenPos + DrawOffset op.GeoM.Translate( screenX+def.DrawOffX, screenY+def.DrawOffY, ) // Farbe anwenden (nur wenn explizit gesetzt) // Wenn Color leer ist (R=G=B=A=0), nicht anwenden (Bild bleibt original) if def.Color.R != 0 || def.Color.G != 0 || def.Color.B != 0 || def.Color.A != 0 { op.ColorScale.ScaleWithColor(def.Color.ToRGBA()) } screen.DrawImage(img, op) } else { // FALLBACK (Buntes Rechteck) vector.DrawFilledRect(screen, float32(screenX+def.Hitbox.OffsetX), float32(screenY+def.Hitbox.OffsetY), float32(def.Hitbox.W), float32(def.Hitbox.H), def.Color.ToRGBA(), false, ) } }