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1095 lines
31 KiB
Go
1095 lines
31 KiB
Go
package main
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import (
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"fmt"
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"image/color"
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_ "image/jpeg" // JPEG-Decoder
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_ "image/png" // PNG-Decoder
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"log"
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mrand "math/rand"
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"sort"
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"strings"
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"sync"
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"time"
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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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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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)
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// --- KONFIGURATION ---
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const (
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ScreenWidth = 1280
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ScreenHeight = 720
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StateMenu = 0
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StateLobby = 1
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StateGame = 2
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StateLeaderboard = 3
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RefFloorY = 540 // Server-Welt Boden-Position (unveränderlich)
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)
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var (
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ColText = color.White
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ColBtnNormal = color.RGBA{40, 44, 52, 255}
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ColSky = color.RGBA{135, 206, 235, 255}
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ColGrass = color.RGBA{34, 139, 34, 255}
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ColDirt = color.RGBA{101, 67, 33, 255}
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)
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// trailPoint speichert eine Position für den Player-Trail
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type trailPoint struct {
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X, Y float64
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}
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// InputState speichert einen einzelnen Input für Replay
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type InputState struct {
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Sequence uint32
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Left bool
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Right bool
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Jump bool
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Down bool
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JoyX float64 // Analoger Joystick-Wert (-1.0 bis 1.0)
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}
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// --- GAME STRUCT ---
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type Game struct {
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appState int
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wsConn *wsConn // WebSocket für WASM
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connGeneration int // Erhöht bei jedem Disconnect; macht alte WS-Handler ungültig
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isConnecting bool // Guard gegen mehrfaches connectAndStart()
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gameState game.GameState
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stateMutex sync.Mutex
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connected bool
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world *game.World
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assetsImages map[string]*ebiten.Image
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// Spieler Info
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playerName string
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playerCode string // Eindeutiger UUID für Leaderboard
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roomID string
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activeField string // "name" oder "room" oder "teamname"
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gameMode string // "solo" oder "coop"
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isOffline bool // Läuft das Spiel lokal ohne Server?
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isHost bool
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teamName string // Team-Name für Coop beim Game Over
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// Leaderboard
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leaderboard []game.LeaderboardEntry
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scoreSubmitted bool
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showLeaderboard bool
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leaderboardMutex sync.Mutex
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// Lobby State (für Change Detection)
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lastPlayerCount int
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lastStatus string
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// Client Prediction
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predictedX float64 // Vorhergesagte Position
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predictedY float64
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predictedVX float64
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predictedVY float64
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predictedGround bool
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predictedOnWall bool
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predictedHasDoubleJump bool // Lokale Kopie des Double-Jump-Powerups
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predictedDoubleJumpUsed bool // Wurde zweiter Sprung schon verbraucht?
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currentSpeed float64 // Aktuelle Scroll-Geschwindigkeit vom Server
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inputSequence uint32 // Sequenznummer für Inputs
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pendingInputs map[uint32]InputState // Noch nicht bestätigte Inputs
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lastServerSeq uint32 // Letzte vom Server bestätigte Sequenz
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predictionMutex sync.Mutex // Mutex für pendingInputs
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lastRecvSeq uint32 // Letzte empfangene Server-Sequenznummer (für Out-of-Order-Erkennung)
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lastInputTime time.Time // Letzter Input-Send (für 20 TPS Throttling)
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// Interpolation (60fps Draw ↔ 20hz Physics)
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prevPredictedX float64 // Position vor letztem Physics-Step (für Interpolation)
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prevPredictedY float64
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lastPhysicsTime time.Time // Zeitpunkt des letzten Physics-Steps
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// Jump Buffer: Sprung kurz vor Landung speichern → löst beim Aufkommen aus
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jumpBufferFrames int // Countdown in Physics-Frames (bei 0: kein Buffer)
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// Coyote Time: Sprung kurz nach Abgang von Kante erlauben
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coyoteFrames int // Countdown in Physics-Frames
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// Smooth Correction (Debug-Info)
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correctionX float64 // Letzte Korrektur-Magnitude X
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correctionY float64 // Letzte Korrektur-Magnitude Y
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// Visueller Korrektur-Offset: Physics springt sofort, Display folgt sanft
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// display_pos = predicted + correctionOffset (blendet harte Korrekturen aus)
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correctionOffsetX float64
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correctionOffsetY float64
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// Screen Shake
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shakeFrames int
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shakeIntensity float64
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shakeBuffer *ebiten.Image
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// Particle System
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particles []Particle
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particlesMutex sync.Mutex
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lastGroundState bool // Für Landing-Detection
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lastCollectedCoins map[string]bool // Für Coin-Partikel
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lastCollectedPowerups map[string]bool // Für Powerup-Partikel
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lastPlayerStates map[string]game.PlayerState // Für Death-Partikel
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trail []trailPoint // Player Trail
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// Highscore
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localHighscore int
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roundStartTime time.Time // Startzeit der aktuellen Runde (für Solo)
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// Audio System
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audio *AudioSystem
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// Kamera
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camX float64
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// Touch State
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joyBaseX, joyBaseY float64
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joyStickX, joyStickY float64
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joyActive bool
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joyTouchID ebiten.TouchID
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joyRadius float64 // Joystick-Radius (skaliert mit Screen)
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btnJumpActive bool
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btnJumpPressed bool // Jump wird gerade gehalten (visuelles Feedback)
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btnDownActive bool // Down/FastFall-Button gedrückt
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keyboardUsed bool // Wurde Tastatur benutzt?
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lastCanvasHeight int // Cache der Canvas-Höhe für Touch-Input
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lastCanvasWidth int // Cache der Canvas-Breite für Touch-Input
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downBtnX, downBtnY float64 // Zentrum des Down-Buttons
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downBtnR float64 // Radius des Down-Buttons
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// Debug Stats
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showDebug bool // Debug-Overlay anzeigen (F3 zum Umschalten)
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fpsCounter int // Frame-Zähler
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fpsSampleTime time.Time // Letzter FPS-Sample
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currentFPS float64 // Aktuelle FPS
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lastUpdateTime time.Time // Letzte Server-Update Zeit
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updateLatency float64 // Latenz zum letzten Update (ms)
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correctionCount int // Anzahl der Korrekturen
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outOfOrderCount int // Anzahl verworfener Out-of-Order Pakete
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totalUpdates int // Gesamtzahl empfangener Updates
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pendingInputCount int // Anzahl pending Inputs
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}
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func NewGame() *Game {
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g := &Game{
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appState: StateMenu,
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world: game.NewWorld(),
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assetsImages: make(map[string]*ebiten.Image),
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gameState: game.GameState{Players: make(map[string]game.PlayerState)},
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playerName: "Student",
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activeField: "",
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gameMode: "",
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pendingInputs: make(map[uint32]InputState),
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leaderboard: make([]game.LeaderboardEntry, 0),
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// Particle tracking
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lastCollectedCoins: make(map[string]bool),
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lastCollectedPowerups: make(map[string]bool),
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lastPlayerStates: make(map[string]game.PlayerState),
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// Audio System
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audio: NewAudioSystem(),
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// Debug Stats
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fpsSampleTime: time.Now(),
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lastUpdateTime: time.Now(),
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// Interpolation
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lastPhysicsTime: time.Now(),
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joyBaseX: 150, joyBaseY: ScreenHeight - 150,
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joyStickX: 150, joyStickY: ScreenHeight - 150,
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}
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g.loadAssets()
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g.loadOrCreatePlayerCode()
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g.localHighscore = g.loadHighscore()
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// Gespeicherten Namen laden
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savedName := g.loadPlayerName()
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if savedName != "" {
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g.playerName = savedName
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}
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return g
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}
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// loadAssets() ist jetzt in assets_wasm.go und assets_native.go definiert
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// --- UPDATE ---
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func (g *Game) Update() error {
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// FPS Tracking
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g.fpsCounter++
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if time.Since(g.fpsSampleTime) >= time.Second {
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g.currentFPS = float64(g.fpsCounter) / time.Since(g.fpsSampleTime).Seconds()
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g.fpsCounter = 0
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g.fpsSampleTime = time.Now()
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}
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// Debug Toggle (F3)
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if inpututil.IsKeyJustPressed(ebiten.KeyF3) {
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g.showDebug = !g.showDebug
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}
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// Pending Inputs zählen für Debug
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g.predictionMutex.Lock()
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g.pendingInputCount = len(g.pendingInputs)
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g.predictionMutex.Unlock()
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// Aktuellen Status einmalig (thread-safe) lesen
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g.stateMutex.Lock()
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currentStatus := g.gameState.Status
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g.stateMutex.Unlock()
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// Game Over Handling
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if g.appState == StateGame && currentStatus == "GAMEOVER" {
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backBtnW, backBtnH := 120, 40
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if isHit(20, 20, backBtnW, backBtnH) {
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g.returnToMenu()
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log.Println("🔙 Zurück zum Menü (Back Button)")
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return nil
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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g.returnToMenu()
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log.Println("🔙 Zurück zum Menü (ESC)")
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return nil
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}
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if g.isHost {
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g.handleGameOverInput()
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}
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}
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// COUNTDOWN/RUNNING-Übergang: AppState auf StateGame setzen + JS benachrichtigen
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if (currentStatus == "COUNTDOWN" || currentStatus == "RUNNING") && g.appState != StateGame {
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log.Printf("🎮 Spiel startet! Status: %s -> %s", g.lastStatus, currentStatus)
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g.appState = StateGame
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g.notifyGameStarted()
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}
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if currentStatus == "RUNNING" && g.lastStatus != "RUNNING" {
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g.audio.PlayMusic()
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g.roundStartTime = time.Now()
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}
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if currentStatus == "GAMEOVER" && g.lastStatus == "RUNNING" {
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g.audio.StopMusic()
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if g.gameMode == "solo" {
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g.verifyRoundResult()
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}
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}
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g.lastStatus = currentStatus
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switch g.appState {
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case StateMenu:
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g.updateMenu()
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case StateLobby:
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g.updateLobby()
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case StateGame:
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g.UpdateGame()
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case StateLeaderboard:
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g.updateLeaderboard()
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}
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return nil
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}
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func (g *Game) updateMenu() {
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g.handleMenuInput()
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// Volume Sliders (unten links)
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volumeX := 20
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volumeY := ScreenHeight - 100
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sliderWidth := 200
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sliderHeight := 10
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// Music Volume Slider
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musicSliderY := volumeY + 10
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if isSliderHit(volumeX, musicSliderY, sliderWidth, sliderHeight) {
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newVolume := getSliderValue(volumeX, sliderWidth)
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g.audio.SetMusicVolume(newVolume)
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return
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}
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// SFX Volume Slider
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sfxSliderY := volumeY + 50
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if isSliderHit(volumeX, sfxSliderY, sliderWidth, sliderHeight) {
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newVolume := getSliderValue(volumeX, sliderWidth)
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g.audio.SetSFXVolume(newVolume)
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// Test-Sound abspielen
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g.audio.PlayCoin()
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return
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}
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// Leaderboard Button
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lbBtnW, lbBtnH := 200, 50
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lbBtnX := ScreenWidth - lbBtnW - 20
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lbBtnY := 20
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if isHit(lbBtnX, lbBtnY, lbBtnW, lbBtnH) {
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g.appState = StateLeaderboard
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if !g.connected {
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go g.connectForLeaderboard()
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}
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return
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}
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// Name-Feld
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fieldW, fieldH := 250, 40
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nameX := ScreenWidth/2 - fieldW/2
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nameY := ScreenHeight/2 - 150
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if isHit(nameX, nameY, fieldW, fieldH) {
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g.activeField = "name"
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return
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}
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// Mode-Buttons
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btnW, btnH := 200, 60
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soloX := ScreenWidth/2 - btnW - 20
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coopX := ScreenWidth/2 + 20
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btnY := ScreenHeight/2 - 20
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if isHit(soloX, btnY, btnW, btnH) {
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// SOLO MODE (Offline by default)
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if g.playerName == "" {
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g.playerName = "Player"
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}
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g.gameMode = "solo"
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g.isHost = true
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g.startOfflineGame()
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} else if isHit(coopX, btnY, btnW, btnH) {
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// CO-OP MODE
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if g.playerName == "" {
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g.playerName = "Player"
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}
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g.gameMode = "coop"
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g.roomID = generateRoomCode()
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g.isHost = true
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g.appState = StateLobby
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go g.connectAndStart()
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}
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// Join Button (unten)
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joinW, joinH := 300, 50
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joinX := ScreenWidth/2 - joinW/2
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joinY := ScreenHeight/2 + 100
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if isHit(joinX, joinY, joinW, joinH) {
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g.activeField = "room"
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}
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// Join Code Feld
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if g.activeField == "room" {
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roomFieldW := 200
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roomFieldX := ScreenWidth/2 - roomFieldW/2
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roomFieldY := ScreenHeight/2 + 160
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if isHit(roomFieldX, roomFieldY, roomFieldW, 40) {
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// Stay in room field
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} else if isHit(roomFieldX+roomFieldW+20, roomFieldY, 100, 40) {
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// JOIN button next to code field
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if g.roomID != "" && g.playerName != "" {
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g.gameMode = "coop"
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g.isHost = false
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g.appState = StateLobby
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go g.connectAndStart()
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}
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}
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}
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}
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func (g *Game) updateLobby() {
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// Start Button (nur für Host)
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if g.isHost {
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btnW, btnH := 200, 60
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btnX := ScreenWidth/2 - btnW/2
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btnY := ScreenHeight - 150
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if isHit(btnX, btnY, btnW, btnH) {
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// START GAME
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g.sendStartRequest()
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}
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}
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// Zurück Button
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if isHit(50, 50, 100, 40) {
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g.disconnectFromServer()
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g.appState = StateMenu
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g.connected = false
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g.stateMutex.Lock()
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g.gameState = game.GameState{Players: make(map[string]game.PlayerState)}
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g.stateMutex.Unlock()
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}
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// Lobby State Change Detection (für HTML-Updates)
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g.stateMutex.Lock()
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currentPlayerCount := len(g.gameState.Players)
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g.stateMutex.Unlock()
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if currentPlayerCount != g.lastPlayerCount {
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g.lastPlayerCount = currentPlayerCount
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g.sendLobbyUpdateToJS()
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}
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}
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// --- DRAW ---
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func (g *Game) Draw(screen *ebiten.Image) {
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// In WASM: Nur das Spiel zeichnen, kein Menü/Lobby (HTML übernimmt das)
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// In Native: Alles zeichnen
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g.draw(screen)
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}
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// draw ist die plattform-übergreifende Zeichenfunktion
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func (g *Game) draw(screen *ebiten.Image) {
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switch g.appState {
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case StateMenu:
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g.drawMenu(screen)
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case StateLobby:
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g.drawLobby(screen)
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case StateGame:
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g.DrawGame(screen)
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case StateLeaderboard:
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g.drawLeaderboard(screen)
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}
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}
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// drawMenu, drawLobby, drawLeaderboard sind in draw_wasm.go und draw_native.go definiert
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func (g *Game) DrawMenu(screen *ebiten.Image) {
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screen.Fill(color.RGBA{20, 20, 30, 255})
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// Titel
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title := "ESCAPE FROM TEACHER"
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text.Draw(screen, title, basicfont.Face7x13, ScreenWidth/2-80, 100, ColText)
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if g.localHighscore > 0 {
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hsText := fmt.Sprintf("Persönlicher Highscore: %d", g.localHighscore)
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text.Draw(screen, hsText, basicfont.Face7x13, ScreenWidth/2-70, 120, color.RGBA{255, 215, 0, 255})
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}
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// Name-Feld
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fieldW := 250
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nameX := ScreenWidth/2 - fieldW/2
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nameY := ScreenHeight/2 - 150
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col := color.RGBA{50, 50, 60, 255}
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if g.activeField == "name" {
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col = color.RGBA{70, 70, 80, 255}
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}
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vector.DrawFilledRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, col, false)
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vector.StrokeRect(screen, float32(nameX), float32(nameY), float32(fieldW), 40, 1, color.White, false)
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display := g.playerName
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if g.activeField == "name" && (time.Now().UnixMilli()/500)%2 == 0 {
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display += "|"
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}
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text.Draw(screen, "Name: "+display, basicfont.Face7x13, nameX+10, nameY+25, ColText)
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// Mode Selection
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text.Draw(screen, "Select Game Mode:", basicfont.Face7x13, ScreenWidth/2-60, ScreenHeight/2-60, ColText)
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// SOLO Button
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btnW, btnH := 200, 60
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soloX := ScreenWidth/2 - btnW - 20
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btnY := ScreenHeight/2 - 20
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vector.DrawFilledRect(screen, float32(soloX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false)
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vector.StrokeRect(screen, float32(soloX), float32(btnY), float32(btnW), float32(btnH), 2, color.White, false)
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text.Draw(screen, "SOLO", basicfont.Face7x13, soloX+80, btnY+35, ColText)
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|
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// CO-OP Button
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coopX := ScreenWidth/2 + 20
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vector.DrawFilledRect(screen, float32(coopX), float32(btnY), float32(btnW), float32(btnH), ColBtnNormal, false)
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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})
|
|
|
|
// Volume Controls (unten links)
|
|
volumeX := 20
|
|
volumeY := ScreenHeight - 100
|
|
|
|
// Music Volume
|
|
text.Draw(screen, "Music Volume:", basicfont.Face7x13, volumeX, volumeY, ColText)
|
|
g.drawVolumeSlider(screen, volumeX, volumeY+10, 200, g.audio.GetMusicVolume())
|
|
|
|
// SFX Volume
|
|
text.Draw(screen, "SFX Volume:", basicfont.Face7x13, volumeX, volumeY+40, ColText)
|
|
g.drawVolumeSlider(screen, volumeX, volumeY+50, 200, g.audio.GetSFXVolume())
|
|
|
|
text.Draw(screen, "WASD / Arrows - SPACE to Jump - M to Mute", basicfont.Face7x13, ScreenWidth/2-130, ScreenHeight-15, 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) {
|
|
// Nutze die echte Window-Größe (Mobile: ~360px Höhe, Desktop: 720px+ Höhe)
|
|
// Das erlaubt dynamische Anpassung an verschiedene Bildschirmgrößen
|
|
return w, h
|
|
}
|
|
|
|
// --- HELPER ---
|
|
|
|
// GetFloorY gibt die Y-Position des Bodens basierend auf der aktuellen Bildschirmhöhe zurück
|
|
// WICHTIG: Kann nicht direkt aufgerufen werden, braucht Screen-Höhe als Parameter!
|
|
func GetFloorYFromHeight(screenHeight int) float64 {
|
|
h := screenHeight
|
|
if h == 0 {
|
|
// Fallback wenn keine Höhe verfügbar
|
|
h = ScreenHeight // 720
|
|
log.Printf("⚠️ GetFloorY: Screen height is 0, using fallback: %d", h)
|
|
}
|
|
|
|
// Ziel: Gameplay füllt den Bildschirm optimal aus
|
|
// Erde-Tiefe: ~100px (kompakt, damit mehr Gameplay-Raum bleibt)
|
|
dirtDepth := 100.0
|
|
|
|
// Berechne Boden-Position: möglichst weit unten
|
|
floorY := float64(h) - dirtDepth
|
|
|
|
// Minimum-Check: Bei sehr kleinen Bildschirmen (< 300px) mindestens 70% Höhe
|
|
minFloorY := float64(h) * 0.7
|
|
if floorY < minFloorY {
|
|
floorY = minFloorY
|
|
}
|
|
|
|
return floorY
|
|
}
|
|
|
|
// GetScale gibt den Scale-Faktor zurück um die Spielwelt an den Bildschirm anzupassen.
|
|
// Die Scale ist proportional zur Bildschirmhöhe relativ zur Referenz-Auflösung (720p),
|
|
// damit auf jedem Gerät dieselbe Menge Spielwelt sichtbar ist wie auf dem PC.
|
|
func GetScale() float64 {
|
|
_, h := ebiten.WindowSize()
|
|
if h == 0 {
|
|
h = ScreenHeight
|
|
}
|
|
return GetScaleFromHeight(h)
|
|
}
|
|
|
|
// GetScaleFromHeight - Scale proportional zur Bildschirmhöhe.
|
|
// scale = screenHeight / 720 (Referenz), maximal 1.0.
|
|
func GetScaleFromHeight(screenHeight int) float64 {
|
|
h := screenHeight
|
|
if h == 0 {
|
|
h = ScreenHeight
|
|
}
|
|
scale := float64(h) / float64(ScreenHeight)
|
|
if scale > 1.0 {
|
|
scale = 1.0
|
|
}
|
|
return scale
|
|
}
|
|
|
|
// WorldToScreenYWithHeight konvertiert Welt-Y zu Bildschirm-Y.
|
|
// Skaliert die Y-Achse genauso wie die X-Achse, damit das Seitenverhältnis
|
|
// der Spielwelt auf allen Geräten gleich bleibt.
|
|
func WorldToScreenYWithHeight(worldY float64, screenHeight int) float64 {
|
|
viewScale := GetScaleFromHeight(screenHeight)
|
|
// Boden (Y=540) soll am unteren Bildschirmrand erscheinen (canvasH - 100).
|
|
floorScreenY := float64(screenHeight) - 100.0
|
|
return (worldY-float64(RefFloorY))*viewScale + floorScreenY
|
|
}
|
|
|
|
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) {
|
|
// Namen speichern wenn geändert
|
|
if g.activeField == "name" && g.playerName != "" {
|
|
g.savePlayerName(g.playerName)
|
|
}
|
|
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.submitScore() // submitScore behandelt jetzt beide Modi
|
|
}
|
|
return
|
|
}
|
|
|
|
// Tastatur-Eingabe für Team-Name
|
|
if g.activeField == "teamname" {
|
|
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
|
|
if g.teamName != "" {
|
|
g.submitScore() // submitScore behandelt jetzt beide Modi
|
|
}
|
|
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
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// returnToMenu trennt die Verbindung und setzt den App-State zurück auf das Hauptmenü.
|
|
func (g *Game) returnToMenu() {
|
|
g.disconnectFromServer()
|
|
g.appState = StateMenu
|
|
g.connected = false
|
|
g.scoreSubmitted = false
|
|
g.teamName = ""
|
|
g.activeField = ""
|
|
g.stateMutex.Lock()
|
|
g.gameState = game.GameState{Players: make(map[string]game.PlayerState)}
|
|
g.stateMutex.Unlock()
|
|
}
|
|
|
|
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)
|
|
}
|
|
|
|
// resetForNewGame setzt den gesamten Spiel-State zurück ohne die Seite neu zu laden.
|
|
// Muss vor jeder neuen Verbindung aufgerufen werden.
|
|
func (g *Game) resetForNewGame() {
|
|
// Alte Verbindung sauber trennen
|
|
g.disconnectFromServer()
|
|
|
|
// Prediction-State zurücksetzen
|
|
g.predictionMutex.Lock()
|
|
g.pendingInputs = make(map[uint32]InputState)
|
|
g.inputSequence = 0
|
|
g.lastServerSeq = 0
|
|
g.predictedX = 100
|
|
g.predictedY = 200
|
|
g.predictedVX = 0
|
|
g.predictedVY = 0
|
|
g.predictedGround = false
|
|
g.predictedOnWall = false
|
|
g.currentSpeed = 0
|
|
g.correctionOffsetX = 0
|
|
g.correctionOffsetY = 0
|
|
g.predictionMutex.Unlock()
|
|
|
|
// KRITISCH: lastRecvSeq zurücksetzen!
|
|
// Ohne diesen Reset ignoriert die Out-of-Order-Prüfung alle Nachrichten
|
|
// des neuen Spiels (neue Sequenzen < alter lastRecvSeq).
|
|
g.lastRecvSeq = 0
|
|
|
|
// Spieler-State zurücksetzen
|
|
g.scoreSubmitted = false
|
|
g.lastStatus = ""
|
|
g.correctionCount = 0
|
|
g.outOfOrderCount = 0
|
|
g.totalUpdates = 0
|
|
|
|
// GameState leeren
|
|
g.stateMutex.Lock()
|
|
g.gameState = game.GameState{Players: make(map[string]game.PlayerState)}
|
|
g.stateMutex.Unlock()
|
|
|
|
// Leaderboard leeren
|
|
g.leaderboardMutex.Lock()
|
|
g.leaderboard = make([]game.LeaderboardEntry, 0)
|
|
g.leaderboardMutex.Unlock()
|
|
|
|
// Partikel leeren
|
|
g.particlesMutex.Lock()
|
|
g.particles = nil
|
|
g.particlesMutex.Unlock()
|
|
g.lastCollectedCoins = make(map[string]bool)
|
|
g.lastCollectedPowerups = make(map[string]bool)
|
|
g.lastPlayerStates = make(map[string]game.PlayerState)
|
|
}
|
|
|
|
func (g *Game) connectAndStart() {
|
|
// Guard: verhindert mehrfaches gleichzeitiges Verbinden
|
|
if g.isConnecting {
|
|
log.Println("⚠️ connectAndStart bereits aktiv, ignoriere doppelten Aufruf")
|
|
return
|
|
}
|
|
g.isConnecting = true
|
|
defer func() { g.isConnecting = false }()
|
|
|
|
g.resetForNewGame()
|
|
|
|
// Verbindung über plattformspezifische Implementierung
|
|
g.connectToServer()
|
|
}
|
|
|
|
func (g *Game) SendCommand(cmdType string) {
|
|
if !g.connected {
|
|
return
|
|
}
|
|
myID := g.getMyPlayerID()
|
|
g.publishInput(game.ClientInput{PlayerID: myID, Type: cmdType})
|
|
}
|
|
|
|
func (g *Game) SendInputWithSequence(input InputState) {
|
|
if !g.connected {
|
|
// Im Offline-Modus den Jump-Sound trotzdem lokal abspielen
|
|
if input.Jump && g.isOffline {
|
|
g.audio.PlayJump()
|
|
}
|
|
return
|
|
}
|
|
|
|
myID := g.getMyPlayerID()
|
|
|
|
// Kompletten Input-State in einer einzigen Nachricht senden.
|
|
// Vorteile gegenüber mehreren Event-Nachrichten:
|
|
// - Kein stuck-Input durch verlorene oder falsch sortierte Pakete
|
|
// - Server hat immer den vollständigen Zustand nach einem Paket
|
|
// - Weniger Nachrichten pro Frame
|
|
g.publishInput(game.ClientInput{
|
|
PlayerID: myID,
|
|
Type: "STATE",
|
|
Sequence: input.Sequence,
|
|
InputLeft: input.Left,
|
|
InputRight: input.Right,
|
|
InputJump: input.Jump,
|
|
InputDown: input.Down,
|
|
InputJoyX: input.JoyX,
|
|
})
|
|
|
|
// Jump-Sound lokal abspielen
|
|
if input.Jump {
|
|
g.audio.PlayJump()
|
|
}
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
// submitScore, requestLeaderboard, connectForLeaderboard
|
|
// sind in connection_native.go und connection_wasm.go definiert
|
|
|
|
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 (prüfen ohne Lock, dann ggf. nachladen)
|
|
g.leaderboardMutex.Lock()
|
|
empty := len(g.leaderboard) == 0
|
|
g.leaderboardMutex.Unlock()
|
|
|
|
if empty && g.connected {
|
|
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})
|
|
}
|
|
|
|
// main() ist jetzt in main_wasm.go und main_native.go definiert
|
|
|
|
// drawVolumeSlider zeichnet einen Volume-Slider
|
|
func (g *Game) drawVolumeSlider(screen *ebiten.Image, x, y, width int, volume float64) {
|
|
// Hintergrund
|
|
vector.DrawFilledRect(screen, float32(x), float32(y), float32(width), 10, color.RGBA{40, 40, 50, 255}, false)
|
|
vector.StrokeRect(screen, float32(x), float32(y), float32(width), 10, 1, color.White, false)
|
|
|
|
// Füllstand
|
|
fillWidth := int(float64(width) * volume)
|
|
vector.DrawFilledRect(screen, float32(x), float32(y), float32(fillWidth), 10, color.RGBA{0, 200, 100, 255}, false)
|
|
|
|
// Prozent-Anzeige
|
|
pct := fmt.Sprintf("%.0f%%", volume*100)
|
|
text.Draw(screen, pct, basicfont.Face7x13, x+width+10, y+10, ColText)
|
|
}
|
|
|
|
// isSliderHit prüft, ob auf einen Slider geklickt wurde
|
|
func isSliderHit(x, y, width, height int) bool {
|
|
// Erweitere den Klickbereich vertikal für bessere Touch-Support
|
|
return isHit(x, y-10, width, height+20)
|
|
}
|
|
|
|
// getSliderValue berechnet den Slider-Wert basierend auf Mausposition
|
|
func getSliderValue(sliderX, sliderWidth int) float64 {
|
|
mx, _ := ebiten.CursorPosition()
|
|
// Bei Touch: Ersten Touch nutzen
|
|
touches := ebiten.TouchIDs()
|
|
if len(touches) > 0 {
|
|
mx, _ = ebiten.TouchPosition(touches[0])
|
|
}
|
|
|
|
// Berechne relative Position im Slider
|
|
relX := float64(mx - sliderX)
|
|
if relX < 0 {
|
|
relX = 0
|
|
}
|
|
if relX > float64(sliderWidth) {
|
|
relX = float64(sliderWidth)
|
|
}
|
|
|
|
return relX / float64(sliderWidth)
|
|
}
|