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EscapeFromTeacher/cmd/client/main.go

989 lines
26 KiB
Go

package main
import (
"encoding/json"
"fmt"
"image/color"
_ "image/png"
"io/ioutil"
"log"
mrand "math/rand"
"path/filepath"
"runtime"
"sort"
"strings"
"sync"
"time"
"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"
"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
}
// --- GAME STRUCT ---
type Game struct {
appState int
conn *nats.EncodedConn
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
// Kamera
camX float64
// Touch State
joyBaseX, joyBaseY float64
joyStickX, joyStickY float64
joyActive bool
joyTouchID ebiten.TouchID
btnJumpActive bool
}
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: "name",
gameMode: "",
pendingInputs: make(map[uint32]InputState),
leaderboard: make([]game.LeaderboardEntry, 0),
joyBaseX: 150, joyBaseY: ScreenHeight - 150,
joyStickX: 150, joyStickY: ScreenHeight - 150,
}
g.loadAssets()
g.loadOrCreatePlayerCode()
return g
}
func (g *Game) loadAssets() {
// Pfad anpassen: Wir suchen im relativen Pfad
baseDir := "./cmd/client/assets"
manifestPath := filepath.Join(baseDir, "assets.json")
data, err := ioutil.ReadFile(manifestPath)
if err == nil {
var m game.AssetManifest
json.Unmarshal(data, &m)
g.world.Manifest = m
fmt.Println("✅ Assets Manifest geladen:", len(m.Assets), "Einträge")
} else {
log.Println("⚠️ assets.json NICHT gefunden! Pfad:", manifestPath)
// Fallback: Leeres Manifest, damit das Spiel nicht abstürzt
g.world.Manifest = game.AssetManifest{Assets: make(map[string]game.AssetDefinition)}
}
// Chunks laden
chunkDir := filepath.Join(baseDir, "chunks")
err = g.world.LoadChunkLibrary(chunkDir)
if err != nil {
log.Println("⚠️ Chunks konnten nicht geladen werden:", err)
} else {
fmt.Println("✅ Chunks geladen:", len(g.world.ChunkLibrary), "Einträge")
// DEBUG: Details der geladenen Chunks
for id, chunk := range g.world.ChunkLibrary {
fmt.Printf(" 📦 Chunk '%s': Width=%d, Objects=%d\n", id, chunk.Width, len(chunk.Objects))
}
}
// Bilder vorladen
loadedImages := 0
failedImages := 0
for id, def := range g.world.Manifest.Assets {
if def.Filename != "" {
path := filepath.Join(baseDir, def.Filename)
img, _, err := ebitenutil.NewImageFromFile(path)
if err == nil {
g.assetsImages[id] = img
loadedImages++
} else {
log.Printf("⚠️ Bild nicht geladen: %s (%s) - Fehler: %v", id, def.Filename, err)
failedImages++
}
}
}
fmt.Printf("🖼️ Bilder: %d geladen, %d fehlgeschlagen\n", loadedImages, failedImages)
}
// --- 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()
}
}
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()
// 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.SendCommand("START")
}
}
// 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)}
}
// Spiel wurde gestartet?
if g.gameState.Status == "COUNTDOWN" || g.gameState.Status == "RUNNING" {
g.appState = StateGame
}
}
// --- DRAW ---
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)
}
}
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})
text.Draw(screen, "WASD / Arrows - SPACE to Jump", basicfont.Face7x13, ScreenWidth/2-100, ScreenHeight-30, 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) {
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.submitTeamScore()
}
return
}
// Tastatur-Eingabe für Team-Name
if g.activeField == "teamname" {
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
if g.teamName != "" {
g.submitTeamScore()
}
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() {
// URL: Wasm -> WS, Desktop -> TCP
serverURL := "nats://localhost:4222"
if runtime.GOARCH == "wasm" || runtime.GOOS == "js" {
serverURL = "ws://localhost:9222"
}
nc, err := nats.Connect(serverURL)
if err != nil {
log.Println("❌ NATS Connect Fehler:", err)
return
}
ec, _ := nats.NewEncodedConn(nc, nats.JSON_ENCODER)
g.conn = ec
// Subscribe nur auf Updates für DIESEN Raum
roomChannel := fmt.Sprintf("game.update.%s", g.roomID)
log.Printf("👂 Lausche auf Channel: %s", roomChannel)
sub, err := g.conn.Subscribe(roomChannel, func(state *game.GameState) {
// Server Reconciliation für lokalen Spieler (VOR dem Lock)
for _, p := range state.Players {
if p.Name == g.playerName {
// Reconcile mit Server-State (verwendet keinen stateMutex)
g.ReconcileWithServer(p)
break
}
}
g.stateMutex.Lock()
oldPlayerCount := len(g.gameState.Players)
oldStatus := g.gameState.Status
g.gameState = *state
g.stateMutex.Unlock()
// Nur bei Änderungen loggen
if len(state.Players) != oldPlayerCount || state.Status != oldStatus {
log.Printf("📦 State Update: RoomID=%s, Players=%d, HostID=%s, Status=%s", state.RoomID, len(state.Players), state.HostID, state.Status)
}
})
if err != nil {
log.Println("❌ Fehler beim Subscribe:", err)
return
}
log.Printf("👂 Subscription aktiv (Valid: %v)", sub.IsValid())
// Kurze Pause, damit Subscription aktiv ist
time.Sleep(100 * time.Millisecond)
// JOIN MIT ROOM ID SENDEN
joinReq := game.JoinRequest{
Name: g.playerName,
RoomID: g.roomID,
}
log.Printf("📤 Sende JOIN Request: Name=%s, RoomID=%s", g.playerName, g.roomID)
err = g.conn.Publish("game.join", joinReq)
if err != nil {
log.Println("❌ Fehler beim Publish:", err)
return
}
g.connected = true
// Initiale predicted Position
g.predictedX = 100
g.predictedY = 200
g.predictedVX = 0
g.predictedVY = 0
g.predictedGround = false
log.Printf("✅ JOIN gesendet. Warte auf Server-Antwort...")
}
func (g *Game) SendCommand(cmdType string) {
if !g.connected {
return
}
myID := g.getMyPlayerID()
g.conn.Publish("game.input", 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.conn.Publish("game.input", game.ClientInput{
PlayerID: myID,
Type: "LEFT_DOWN",
Sequence: input.Sequence,
})
}
if input.Right {
g.conn.Publish("game.input", game.ClientInput{
PlayerID: myID,
Type: "RIGHT_DOWN",
Sequence: input.Sequence,
})
}
if input.Jump {
g.conn.Publish("game.input", game.ClientInput{
PlayerID: myID,
Type: "JUMP",
Sequence: input.Sequence,
})
}
if input.Down {
g.conn.Publish("game.input", game.ClientInput{
PlayerID: myID,
Type: "DOWN",
Sequence: input.Sequence,
})
}
// Wenn weder Links noch Rechts, sende STOP
if !input.Left && !input.Right {
g.conn.Publish("game.input", game.ClientInput{
PlayerID: myID,
Type: "LEFT_UP",
Sequence: input.Sequence,
})
g.conn.Publish("game.input", 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
}
// loadOrCreatePlayerCode wird in storage_*.go implementiert (platform-specific)
// submitScore sendet den individuellen Score an den Server (für Solo-Mode)
func (g *Game) submitScore() {
if g.scoreSubmitted || !g.connected {
return
}
// Finde eigenen Score
myScore := 0
for _, p := range g.gameState.Players {
if p.Name == g.playerName {
myScore = p.Score
break
}
}
submission := game.ScoreSubmission{
PlayerName: g.playerName,
PlayerCode: g.playerCode,
Score: myScore,
}
g.conn.Publish("score.submit", submission)
g.scoreSubmitted = true
log.Printf("📊 Score eingereicht: %d Punkte", myScore)
// Leaderboard abrufen
g.requestLeaderboard()
}
// submitTeamScore sendet den Team-Score an den Server (für Coop-Mode)
func (g *Game) submitTeamScore() {
if g.scoreSubmitted || !g.connected || g.teamName == "" {
return
}
// Berechne Team-Score (Summe aller Spieler-Scores)
teamScore := 0
for _, p := range g.gameState.Players {
teamScore += p.Score
}
submission := game.ScoreSubmission{
PlayerName: g.teamName, // Team-Name statt Spieler-Name
PlayerCode: g.playerCode,
Score: teamScore,
}
g.conn.Publish("score.submit", submission)
g.scoreSubmitted = true
g.activeField = ""
log.Printf("📊 Team-Score eingereicht: %s - %d Punkte", g.teamName, teamScore)
// Leaderboard abrufen
g.requestLeaderboard()
}
// requestLeaderboard fordert das Leaderboard vom Server an (asynchron)
func (g *Game) requestLeaderboard() {
if !g.connected {
return
}
go func() {
inbox := g.conn.Conn.NewRespInbox()
sub, err := g.conn.Subscribe(inbox, func(entries *[]game.LeaderboardEntry) {
g.leaderboardMutex.Lock()
g.leaderboard = *entries
g.leaderboardMutex.Unlock()
log.Printf("📊 Leaderboard empfangen: %d Einträge", len(*entries))
})
if err != nil {
log.Printf("⚠️ Fehler beim Leaderboard-Request: %v", err)
return
}
// Request senden
g.conn.PublishRequest("leaderboard.get", inbox, &struct{}{})
// Warte kurz auf Antwort, dann unsubscribe
time.Sleep(100 * time.Millisecond)
sub.Unsubscribe()
}()
}
func (g *Game) connectForLeaderboard() {
serverURL := "nats://localhost:4222"
nc, err := nats.Connect(serverURL)
if err != nil {
log.Printf("❌ NATS Verbindung fehlgeschlagen: %v", err)
return
}
g.conn, err = nats.NewEncodedConn(nc, nats.JSON_ENCODER)
if err != nil {
log.Printf("❌ EncodedConn Fehler: %v", err)
return
}
g.connected = true
log.Println("✅ Verbunden für Leaderboard")
// Leaderboard abrufen
g.requestLeaderboard()
}
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})
}
func main() {
ebiten.SetWindowSize(ScreenWidth, ScreenHeight)
ebiten.SetWindowTitle("Escape From Teacher")
ebiten.SetTPS(60) // Tick Per Second auf 60 setzen
ebiten.SetVsyncEnabled(true) // VSync aktivieren
if err := ebiten.RunGame(NewGame()); err != nil {
log.Fatal(err)
}
}