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EscapeFromTeacher/cmd/client/game_render.go

352 lines
9.5 KiB
Go

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,
)
}
}