352 lines
9.5 KiB
Go
352 lines
9.5 KiB
Go
package main
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import (
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"fmt"
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"image/color"
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"log"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/text"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"golang.org/x/image/font/basicfont"
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)
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// --- INPUT & UPDATE LOGIC ---
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func (g *Game) UpdateGame() {
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// --- 1. KEYBOARD INPUT ---
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keyLeft := ebiten.IsKeyPressed(ebiten.KeyA) || ebiten.IsKeyPressed(ebiten.KeyLeft)
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keyRight := ebiten.IsKeyPressed(ebiten.KeyD) || ebiten.IsKeyPressed(ebiten.KeyRight)
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keyDown := inpututil.IsKeyJustPressed(ebiten.KeyS) || inpututil.IsKeyJustPressed(ebiten.KeyDown)
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keyJump := inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyW) || inpututil.IsKeyJustPressed(ebiten.KeyUp)
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// --- 2. TOUCH INPUT HANDLING ---
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g.handleTouchInput()
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// --- 3. INPUT STATE ERSTELLEN ---
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joyDir := 0.0
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if g.joyActive {
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diffX := g.joyStickX - g.joyBaseX
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if diffX < -20 {
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joyDir = -1
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}
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if diffX > 20 {
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joyDir = 1
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}
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}
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isJoyDown := g.joyActive && (g.joyStickY-g.joyBaseY) > 40
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// Input State zusammenbauen
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input := InputState{
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Sequence: g.inputSequence,
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Left: keyLeft || joyDir == -1,
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Right: keyRight || joyDir == 1,
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Jump: keyJump || g.btnJumpActive,
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Down: keyDown || isJoyDown,
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}
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g.btnJumpActive = false
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// --- 4. CLIENT PREDICTION ---
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if g.connected {
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// Sequenznummer erhöhen
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g.inputSequence++
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input.Sequence = g.inputSequence
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// Input speichern für später Reconciliation
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g.pendingInputs[input.Sequence] = input
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// Lokale Physik sofort anwenden (Prediction)
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g.ApplyInput(input)
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// Input an Server senden
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g.SendInputWithSequence(input)
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}
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// --- 5. KAMERA LOGIK ---
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g.stateMutex.Lock()
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defer g.stateMutex.Unlock()
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// Wir folgen strikt dem Server-Scroll.
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targetCam := g.gameState.ScrollX
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// Negative Kamera verhindern
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if targetCam < 0 {
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targetCam = 0
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}
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// Kamera hart setzen
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g.camX = targetCam
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}
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// Verarbeitet Touch-Eingaben für Joystick und Buttons
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func (g *Game) handleTouchInput() {
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touches := ebiten.TouchIDs()
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// Reset, wenn keine Finger mehr auf dem Display sind
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if len(touches) == 0 {
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g.joyActive = false
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g.joyStickX = g.joyBaseX
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g.joyStickY = g.joyBaseY
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return
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}
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joyFound := false
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for _, id := range touches {
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x, y := ebiten.TouchPosition(id)
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fx, fy := float64(x), float64(y)
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// 1. RECHTE SEITE: JUMP BUTTON
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// Alles rechts der Bildschirmmitte ist "Springen"
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if fx > ScreenWidth/2 {
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// Prüfen, ob dieser Touch gerade NEU dazu gekommen ist
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for _, justID := range inpututil.JustPressedTouchIDs() {
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if id == justID {
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g.btnJumpActive = true
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break
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}
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}
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continue
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}
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// 2. LINKE SEITE: JOYSTICK
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// Wenn wir noch keinen Joystick-Finger haben, prüfen wir, ob dieser Finger startet
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if !g.joyActive {
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// Prüfen ob Touch in der Nähe der Joystick-Basis ist (Radius 150 Toleranz)
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dist := math.Sqrt(math.Pow(fx-g.joyBaseX, 2) + math.Pow(fy-g.joyBaseY, 2))
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if dist < 150 {
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g.joyActive = true
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g.joyTouchID = id
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}
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}
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// Wenn das der Joystick-Finger ist -> Stick bewegen
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if g.joyActive && id == g.joyTouchID {
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joyFound = true
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// Vektor berechnen (Wie weit ziehen wir weg?)
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dx := fx - g.joyBaseX
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dy := fy - g.joyBaseY
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dist := math.Sqrt(dx*dx + dy*dy)
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maxDist := 60.0 // Maximaler Radius des Sticks
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// Begrenzen auf Radius
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if dist > maxDist {
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scale := maxDist / dist
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dx *= scale
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dy *= scale
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}
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g.joyStickX = g.joyBaseX + dx
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g.joyStickY = g.joyBaseY + dy
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}
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}
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// Wenn der Joystick-Finger losgelassen wurde, Joystick resetten
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if !joyFound {
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g.joyActive = false
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g.joyStickX = g.joyBaseX
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g.joyStickY = g.joyBaseY
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}
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}
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// --- RENDERING LOGIC ---
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func (g *Game) DrawGame(screen *ebiten.Image) {
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// 1. Hintergrund & Boden
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screen.Fill(ColSky)
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floorH := float32(ScreenHeight - RefFloorY)
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vector.DrawFilledRect(screen, 0, float32(RefFloorY), float32(ScreenWidth), floorH, ColGrass, false)
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vector.DrawFilledRect(screen, 0, float32(RefFloorY)+20, float32(ScreenWidth), floorH-20, ColDirt, false)
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// State Locken für Datenzugriff
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g.stateMutex.Lock()
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defer g.stateMutex.Unlock()
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// 2. Chunks (Welt-Objekte)
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for _, activeChunk := range g.gameState.WorldChunks {
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chunkDef, exists := g.world.ChunkLibrary[activeChunk.ChunkID]
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if !exists {
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log.Printf("⚠️ Chunk '%s' nicht in Library gefunden!", activeChunk.ChunkID)
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continue
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}
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// DEBUG: Chunk-Details loggen (nur einmal)
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if len(chunkDef.Objects) == 0 {
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log.Printf("⚠️ Chunk '%s' hat 0 Objekte! Width=%d", activeChunk.ChunkID, chunkDef.Width)
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}
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for _, obj := range chunkDef.Objects {
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// Asset zeichnen
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g.DrawAsset(screen, obj.AssetID, activeChunk.X+obj.X, obj.Y)
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}
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}
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// 3. Spieler
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// MyID ohne Lock holen (wir haben bereits den stateMutex)
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myID := ""
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for id, p := range g.gameState.Players {
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if p.Name == g.playerName {
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myID = id
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break
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}
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}
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for id, p := range g.gameState.Players {
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// Für lokalen Spieler: Verwende vorhergesagte Position
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posX, posY := p.X, p.Y
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if id == myID && g.connected {
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posX = g.predictedX
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posY = g.predictedY
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}
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g.DrawAsset(screen, "player", posX, posY)
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// Name Tag
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name := p.Name
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if name == "" {
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name = id
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}
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text.Draw(screen, name, basicfont.Face7x13, int(posX-g.camX), int(posY-25), ColText)
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// DEBUG: Rote Hitbox
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if def, ok := g.world.Manifest.Assets["player"]; ok {
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hx := float32(posX + def.DrawOffX + def.Hitbox.OffsetX - g.camX)
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hy := float32(posY + def.DrawOffY + def.Hitbox.OffsetY)
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vector.StrokeRect(screen, hx, hy, float32(def.Hitbox.W), float32(def.Hitbox.H), 2, color.RGBA{255, 0, 0, 255}, false)
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}
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}
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// 4. UI Status
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if g.gameState.Status == "COUNTDOWN" {
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msg := fmt.Sprintf("GO IN: %d", g.gameState.TimeLeft)
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text.Draw(screen, msg, basicfont.Face7x13, ScreenWidth/2-40, ScreenHeight/2, color.RGBA{255, 255, 0, 255})
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} else if g.gameState.Status == "RUNNING" {
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dist := fmt.Sprintf("Distance: %.0f m", g.camX/64.0)
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text.Draw(screen, dist, basicfont.Face7x13, ScreenWidth-150, 30, ColText)
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// Score anzeigen
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for _, p := range g.gameState.Players {
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if p.Name == g.playerName {
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scoreStr := fmt.Sprintf("Score: %d", p.Score)
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text.Draw(screen, scoreStr, basicfont.Face7x13, ScreenWidth-150, 50, ColText)
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break
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}
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}
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} else if g.gameState.Status == "GAMEOVER" {
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// Game Over Screen mit allen Scores
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text.Draw(screen, "GAME OVER", basicfont.Face7x13, ScreenWidth/2-50, 100, color.RGBA{255, 0, 0, 255})
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y := 150
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for _, p := range g.gameState.Players {
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scoreMsg := fmt.Sprintf("%s: %d pts", p.Name, p.Score)
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text.Draw(screen, scoreMsg, basicfont.Face7x13, ScreenWidth/2-80, y, color.White)
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y += 20
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}
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}
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// 5. DEBUG: TODES-LINIE
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vector.StrokeLine(screen, 0, 0, 0, float32(ScreenHeight), 10, color.RGBA{255, 0, 0, 128}, false)
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text.Draw(screen, "! DEATH ZONE !", basicfont.Face7x13, 10, ScreenHeight/2, color.RGBA{255, 0, 0, 255})
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// 6. TOUCH CONTROLS OVERLAY
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// A) Joystick Base
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baseCol := color.RGBA{255, 255, 255, 50}
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vector.DrawFilledCircle(screen, float32(g.joyBaseX), float32(g.joyBaseY), 60, baseCol, true)
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vector.StrokeCircle(screen, float32(g.joyBaseX), float32(g.joyBaseY), 60, 2, color.RGBA{255, 255, 255, 100}, true)
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// B) Joystick Knob
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knobCol := color.RGBA{255, 255, 255, 150}
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if g.joyActive {
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knobCol = color.RGBA{100, 255, 100, 200}
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}
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vector.DrawFilledCircle(screen, float32(g.joyStickX), float32(g.joyStickY), 30, knobCol, true)
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// C) Jump Button (Rechts)
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jumpX := float32(ScreenWidth - 150)
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jumpY := float32(ScreenHeight - 150)
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vector.DrawFilledCircle(screen, jumpX, jumpY, 50, color.RGBA{255, 0, 0, 50}, true)
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vector.StrokeCircle(screen, jumpX, jumpY, 50, 2, color.RGBA{255, 0, 0, 100}, true)
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text.Draw(screen, "JUMP", basicfont.Face7x13, int(jumpX)-15, int(jumpY)+5, color.White)
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// 7. DEBUG INFO (Oben Links)
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myPosStr := "N/A"
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for _, p := range g.gameState.Players {
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myPosStr = fmt.Sprintf("X:%.0f Y:%.0f", p.X, p.Y)
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break
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}
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debugMsg := fmt.Sprintf(
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"FPS: %.2f\nState: %s\nPlayers: %d\nCamX: %.0f\nPos: %s",
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ebiten.CurrentFPS(),
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g.gameState.Status,
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len(g.gameState.Players),
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g.camX,
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myPosStr,
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)
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vector.DrawFilledRect(screen, 10, 10, 200, 90, color.RGBA{0, 0, 0, 180}, false)
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text.Draw(screen, debugMsg, basicfont.Face7x13, 20, 30, color.White)
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}
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// --- ASSET HELPER ---
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func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY float64) {
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// 1. Definition laden
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def, ok := g.world.Manifest.Assets[assetID]
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if !ok {
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return
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}
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// 2. Screen Position berechnen (Welt - Kamera)
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screenX := worldX - g.camX
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screenY := worldY
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// Optimierung: Nicht zeichnen, wenn komplett außerhalb
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if screenX < -200 || screenX > ScreenWidth+200 {
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return
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}
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// 3. Bild holen
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img := g.assetsImages[assetID]
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if img != nil {
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op := &ebiten.DrawImageOptions{}
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// Filter für bessere Skalierung (besonders bei großen Sprites)
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op.Filter = ebiten.FilterLinear
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// Skalieren
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op.GeoM.Scale(def.Scale, def.Scale)
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// Positionieren: ScreenPos + DrawOffset
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op.GeoM.Translate(
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screenX+def.DrawOffX,
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screenY+def.DrawOffY,
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)
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// Farbe anwenden (nur wenn explizit gesetzt)
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// Wenn Color leer ist (R=G=B=A=0), nicht anwenden (Bild bleibt original)
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if def.Color.R != 0 || def.Color.G != 0 || def.Color.B != 0 || def.Color.A != 0 {
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op.ColorScale.ScaleWithColor(def.Color.ToRGBA())
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}
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screen.DrawImage(img, op)
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} else {
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// FALLBACK (Buntes Rechteck)
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vector.DrawFilledRect(screen,
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float32(screenX+def.Hitbox.OffsetX),
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float32(screenY+def.Hitbox.OffsetY),
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float32(def.Hitbox.W),
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float32(def.Hitbox.H),
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def.Color.ToRGBA(),
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false,
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)
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}
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}
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