package main import ( "encoding/json" "fmt" "image/color" "io/ioutil" "log" "math" "os" "path/filepath" "sort" "strconv" "strings" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/text" "github.com/hajimehoshi/ebiten/v2/vector" "golang.org/x/image/font/basicfont" "git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game" ) // --- CONFIG --- const ( AssetFile = "./cmd/client/assets/assets.json" ChunkDir = "./cmd/client/assets/chunks" SidebarWidth = 250 TopBarHeight = 40 CanvasHeight = 720 CanvasWidth = 1280 TileSize = 64 RefFloorY = 540 ) var ( ColBgSidebar = color.RGBA{40, 44, 52, 255} ColBgTop = color.RGBA{35, 35, 40, 255} ColBgCanvas = color.RGBA{30, 30, 30, 255} ColGrid = color.RGBA{60, 60, 60, 255} ColFloor = color.RGBA{0, 255, 0, 150} ColText = color.RGBA{220, 220, 220, 255} ColHighlight = color.RGBA{80, 120, 200, 255} ColHitbox = color.RGBA{255, 0, 0, 200} ColHitboxFill = color.RGBA{255, 0, 0, 50} ColOrigin = color.RGBA{255, 255, 0, 255} // Gelb für Referenzpunkt ) type LevelEditor struct { assetManifest game.AssetManifest assetList []string assetsImages map[string]*ebiten.Image currentChunk game.Chunk scrollX float64 zoom float64 listScroll float64 statusMsg string showGrid bool enableSnap bool showHitbox bool showPlayerRef bool // NEU: Spieler Ghost anzeigen activeField string inputBuffer string isDragging bool dragType string dragAssetID string dragTargetIndex int dragOffset game.Vec2 } func NewLevelEditor() *LevelEditor { le := &LevelEditor{ assetsImages: make(map[string]*ebiten.Image), currentChunk: game.Chunk{ID: "chunk_new", Width: 50, Objects: []game.LevelObject{}}, zoom: 1.0, showGrid: true, enableSnap: true, showHitbox: true, showPlayerRef: true, // Standardmäßig an } le.LoadAssets() le.LoadChunk("chunk_01.json") return le } func (le *LevelEditor) LoadAssets() { data, err := ioutil.ReadFile(AssetFile) if err != nil { fmt.Println("⚠️ Konnte Assets nicht laden:", AssetFile) le.assetManifest = game.AssetManifest{Assets: make(map[string]game.AssetDefinition)} } else { json.Unmarshal(data, &le.assetManifest) } baseDir := "./cmd/client/assets" le.assetList = []string{} for id, def := range le.assetManifest.Assets { le.assetList = append(le.assetList, id) if def.Filename != "" { fullPath := filepath.Join(baseDir, def.Filename) img, _, err := ebitenutil.NewImageFromFile(fullPath) if err == nil { le.assetsImages[id] = img } } } sort.Strings(le.assetList) } func (le *LevelEditor) LoadChunk(filename string) { path := filepath.Join(ChunkDir, filename) data, err := ioutil.ReadFile(path) if err == nil { json.Unmarshal(data, &le.currentChunk) le.statusMsg = "Geladen: " + filename } else { le.currentChunk.ID = strings.TrimSuffix(filename, filepath.Ext(filename)) le.statusMsg = "Neu erstellt: " + le.currentChunk.ID } } func (le *LevelEditor) SaveChunk() { os.MkdirAll(ChunkDir, 0755) filename := le.currentChunk.ID + ".json" path := filepath.Join(ChunkDir, filename) data, _ := json.MarshalIndent(le.currentChunk, "", " ") ioutil.WriteFile(path, data, 0644) le.statusMsg = "GESPEICHERT als " + filename } func (le *LevelEditor) ScreenToWorld(mx, my int) (float64, float64) { screenX := float64(mx - SidebarWidth) screenY := float64(my - TopBarHeight) worldX := (screenX / le.zoom) + le.scrollX worldY := screenY / le.zoom return worldX, worldY } func (le *LevelEditor) GetSmartSnap(x, y float64, objHeight float64) (float64, float64) { shouldSnap := le.enableSnap if ebiten.IsKeyPressed(ebiten.KeyShift) { shouldSnap = !shouldSnap } if shouldSnap { sx := math.Floor(x/TileSize) * TileSize // Y Smart Snap: Unterkante ans Raster gridLine := math.Round(y/TileSize) * TileSize sy := gridLine - objHeight return sx, sy } return x, y } func (le *LevelEditor) GetAssetSize(id string) (float64, float64) { def, ok := le.assetManifest.Assets[id] if !ok { return 64, 64 } w := def.Hitbox.W h := def.Hitbox.H if w == 0 { w = def.ProcWidth } if h == 0 { h = def.ProcHeight } if w == 0 { w = 64 } if h == 0 { h = 64 } return w, h } func (le *LevelEditor) Update() error { mx, my := ebiten.CursorPosition() // Text Input if le.activeField != "" { if inpututil.IsKeyJustPressed(ebiten.KeyEnter) { if le.activeField == "id" { le.currentChunk.ID = le.inputBuffer } if le.activeField == "width" { if v, err := strconv.Atoi(le.inputBuffer); err == nil { le.currentChunk.Width = v } } le.activeField = "" } else if inpututil.IsKeyJustPressed(ebiten.KeyEscape) { le.activeField = "" } else if inpututil.IsKeyJustPressed(ebiten.KeyBackspace) { if len(le.inputBuffer) > 0 { le.inputBuffer = le.inputBuffer[:len(le.inputBuffer)-1] } } else { le.inputBuffer += string(ebiten.InputChars()) } return nil } // Hotkeys if mx > SidebarWidth { _, wy := ebiten.Wheel() if wy != 0 { le.zoom += wy * 0.1 if le.zoom < 0.2 { le.zoom = 0.2 } if le.zoom > 3.0 { le.zoom = 3.0 } } } if inpututil.IsKeyJustPressed(ebiten.KeyS) { le.SaveChunk() } if inpututil.IsKeyJustPressed(ebiten.KeyG) { le.showGrid = !le.showGrid } if inpututil.IsKeyJustPressed(ebiten.KeyH) { le.showHitbox = !le.showHitbox } if inpututil.IsKeyJustPressed(ebiten.KeyP) { le.showPlayerRef = !le.showPlayerRef } // NEU: Toggle Player if ebiten.IsKeyPressed(ebiten.KeyRight) { le.scrollX += 10 / le.zoom } if ebiten.IsKeyPressed(ebiten.KeyLeft) { le.scrollX -= 10 / le.zoom if le.scrollX < 0 { le.scrollX = 0 } } // UI if my < TopBarHeight { if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) { if mx >= 70 && mx < 220 { le.activeField = "id" le.inputBuffer = le.currentChunk.ID } if mx >= 300 && mx < 360 { le.activeField = "width" le.inputBuffer = fmt.Sprintf("%d", le.currentChunk.Width) } } return nil } // Palette if mx < SidebarWidth { _, wy := ebiten.Wheel() le.listScroll -= wy * 20 if le.listScroll < 0 { le.listScroll = 0 } if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) { clickY := float64(my-TopBarHeight) + le.listScroll - 40.0 if clickY >= 0 { idx := int(clickY / 25) if idx >= 0 && idx < len(le.assetList) { le.isDragging = true le.dragType = "new" le.dragAssetID = le.assetList[idx] } } } return nil } // Canvas Logic worldX, worldY := le.ScreenToWorld(mx, my) // DELETE if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonRight) { for i := len(le.currentChunk.Objects) - 1; i >= 0; i-- { obj := le.currentChunk.Objects[i] w, h := le.GetAssetSize(obj.AssetID) if worldX >= obj.X && worldX <= obj.X+w && worldY >= obj.Y && worldY <= obj.Y+h { le.currentChunk.Objects = append(le.currentChunk.Objects[:i], le.currentChunk.Objects[i+1:]...) return nil } } } // MOVE if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) && !le.isDragging { for i := len(le.currentChunk.Objects) - 1; i >= 0; i-- { obj := le.currentChunk.Objects[i] w, h := le.GetAssetSize(obj.AssetID) if worldX >= obj.X && worldX <= obj.X+w && worldY >= obj.Y && worldY <= obj.Y+h { le.isDragging = true le.dragType = "move" le.dragTargetIndex = i le.dragAssetID = obj.AssetID le.dragOffset = game.Vec2{X: worldX - obj.X, Y: worldY - obj.Y} return nil } } } // DRAGGING if le.isDragging { rawWX, rawWY := le.ScreenToWorld(mx, my) _, h := le.GetAssetSize(le.dragAssetID) if le.dragType == "move" { targetX := rawWX - le.dragOffset.X targetY := rawWY - le.dragOffset.Y snapX, snapY := le.GetSmartSnap(targetX, targetY+h, h) if !le.enableSnap { snapX = targetX snapY = targetY } if le.dragTargetIndex < len(le.currentChunk.Objects) { le.currentChunk.Objects[le.dragTargetIndex].X = snapX le.currentChunk.Objects[le.dragTargetIndex].Y = snapY } } if inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft) { if le.dragType == "new" { finalX, finalY := le.GetSmartSnap(rawWX, rawWY, h) newObj := game.LevelObject{AssetID: le.dragAssetID, X: finalX, Y: finalY} le.currentChunk.Objects = append(le.currentChunk.Objects, newObj) } le.isDragging = false le.dragType = "" } } return nil } func (le *LevelEditor) Draw(screen *ebiten.Image) { // UI HINTERGRUND vector.DrawFilledRect(screen, 0, 0, CanvasWidth, TopBarHeight, ColBgTop, false) vector.DrawFilledRect(screen, 0, TopBarHeight, SidebarWidth, CanvasHeight-TopBarHeight, ColBgSidebar, false) text.Draw(screen, "ID: "+le.currentChunk.ID, basicfont.Face7x13, 75, 25, color.White) // ASSET LISTE startY := float64(TopBarHeight+40) - le.listScroll for i, id := range le.assetList { y := startY + float64(i*25) if y < float64(TopBarHeight) || y > CanvasHeight { continue } col := ColText if le.isDragging && le.dragType == "new" && le.dragAssetID == id { col = ColHighlight } text.Draw(screen, id, basicfont.Face7x13, 10, int(y+15), col) } // CANVAS canvasOffX := float64(SidebarWidth) canvasOffY := float64(TopBarHeight) // GRID if le.showGrid { startGridX := int(le.scrollX/TileSize) * TileSize for x := startGridX; x < startGridX+int(CanvasWidth/le.zoom)+TileSize; x += TileSize { drawX := float32((float64(x)-le.scrollX)*le.zoom + canvasOffX) vector.StrokeLine(screen, drawX, float32(canvasOffY), drawX, CanvasHeight, 1, ColGrid, false) } for y := 0; y < int(CanvasHeight/le.zoom); y += TileSize { drawY := float32(float64(y)*le.zoom + canvasOffY) vector.StrokeLine(screen, float32(canvasOffX), drawY, CanvasWidth, drawY, 1, ColGrid, false) } } // BODEN LINIE floorScreenY := float32((RefFloorY * le.zoom) + canvasOffY) vector.StrokeLine(screen, float32(canvasOffX), floorScreenY, float32(CanvasWidth), floorScreenY, 2, ColFloor, false) // PLAYER REFERENCE (GHOST) // PLAYER REFERENCE (GHOST) if le.showPlayerRef { playerDef, ok := le.assetManifest.Assets["player"] if ok { // 1. Richtige Y-Position berechnen, damit Füße auf dem Boden stehen // Formel: Boden - HitboxHöhe - Alle Offsets // Weil: (Pos + DrawOff + HitboxOff) + HitboxH = Boden pH := playerDef.Hitbox.H if pH == 0 { pH = 64 } // Fallback // Hier ist die korrigierte Mathe: pY := float64(RefFloorY) - pH - playerDef.Hitbox.OffsetY - playerDef.DrawOffY // Zeichne Referenz-Spieler bei Welt-X = ScrollX + 200 refWorldX := le.scrollX + 200 // Wir übergeben pY direkt. DrawAsset addiert dann wieder DrawOffY dazu. // Dadurch gleicht es sich aus und die Hitbox landet exakt auf dem Boden. le.DrawAsset(screen, "player", refWorldX, pY, canvasOffX, canvasOffY, 0.5) // Label sX := (refWorldX-le.scrollX)*le.zoom + canvasOffX text.Draw(screen, "REF PLAYER", basicfont.Face7x13, int(sX), int(floorScreenY)+20, ColHighlight) } } // OBJEKTE for _, obj := range le.currentChunk.Objects { le.DrawAsset(screen, obj.AssetID, obj.X, obj.Y, canvasOffX, canvasOffY, 1.0) } // DRAG GHOST if le.isDragging && le.dragType == "new" { mx, my := ebiten.CursorPosition() if mx > SidebarWidth && my > TopBarHeight { wRawX, wRawY := le.ScreenToWorld(mx, my) _, h := le.GetAssetSize(le.dragAssetID) snapX, snapY := le.GetSmartSnap(wRawX, wRawY, h) le.DrawAsset(screen, le.dragAssetID, snapX, snapY, canvasOffX, canvasOffY, 0.6) txt := fmt.Sprintf("Y: %.0f", snapY) text.Draw(screen, txt, basicfont.Face7x13, mx+10, my, ColHighlight) } } // STATUS text.Draw(screen, "[S]ave | [G]rid | [H]itbox | [P]layer Ref | R-Click=Del", basicfont.Face7x13, 400, 25, color.Gray{100}) text.Draw(screen, le.statusMsg, basicfont.Face7x13, SidebarWidth+10, CanvasHeight-10, ColHighlight) } func (le *LevelEditor) DrawAsset(screen *ebiten.Image, id string, wX, wY, offX, offY float64, alpha float32) { sX := (wX-le.scrollX)*le.zoom + offX sY := wY*le.zoom + offY if sX < SidebarWidth-100 || sX > CanvasWidth { return } def, ok := le.assetManifest.Assets[id] if !ok { return } // 1. SPRITE if def.Filename != "" { img := le.assetsImages[id] if img != nil { op := &ebiten.DrawImageOptions{} op.GeoM.Scale(def.Scale*le.zoom, def.Scale*le.zoom) drawX := sX + (def.DrawOffX * le.zoom) drawY := sY + (def.DrawOffY * le.zoom) op.GeoM.Translate(drawX, drawY) op.ColorScale.ScaleAlpha(alpha) screen.DrawImage(img, op) } } else { col := def.Color.ToRGBA() col.A = uint8(float32(col.A) * alpha) w := float32((def.ProcWidth) * le.zoom) h := float32((def.ProcHeight) * le.zoom) if w == 0 { w = 64 * float32(le.zoom) h = 64 * float32(le.zoom) } vector.DrawFilledRect(screen, float32(sX), float32(sY), w, h, col, false) } // 2. HITBOX (Rot) if le.showHitbox { hx := float32(sX + (def.DrawOffX * le.zoom) + (def.Hitbox.OffsetX * le.zoom)) hy := float32(sY + (def.DrawOffY * le.zoom) + (def.Hitbox.OffsetY * le.zoom)) hw := float32(def.Hitbox.W * le.zoom) hh := float32(def.Hitbox.H * le.zoom) if hw == 0 { if def.ProcWidth > 0 { hw = float32(def.ProcWidth * le.zoom) hh = float32(def.ProcHeight * le.zoom) } else { hw = 64 * float32(le.zoom) hh = 64 * float32(le.zoom) } } vector.StrokeRect(screen, hx, hy, hw, hh, 2, ColHitbox, false) vector.DrawFilledRect(screen, hx, hy, hw, hh, ColHitboxFill, false) } // 3. REFERENZPUNKT (Gelbes Kreuz) <-- DAS WOLLTEST DU! // Zeigt exakt die Koordinate (X, Y) des Objekts cX := float32(sX) cY := float32(sY) vector.StrokeLine(screen, cX-5, cY, cX+5, cY, 2, ColOrigin, false) vector.StrokeLine(screen, cX, cY-5, cX, cY+5, 2, ColOrigin, false) } func (le *LevelEditor) Layout(w, h int) (int, int) { return CanvasWidth, CanvasHeight } func main() { os.MkdirAll(ChunkDir, 0755) ebiten.SetWindowSize(CanvasWidth, CanvasHeight) ebiten.SetWindowTitle("Escape Level Editor - Reference Point Added") if err := ebiten.RunGame(NewLevelEditor()); err != nil { log.Fatal(err) } }