<template>
  <div class="contenthidden">
    <StatusBar />
    <div class="contentscroll">
      <!-- Spiel-Titel -->
      <div class="game-title">
        <h1>{{ $t('minigames.taxi.title') }}</h1>
        <p>{{ $t('minigames.taxi.description') }}</p>
      </div>

      <!-- Spiel-Layout -->
      <div class="game-layout">
        <!-- Spielbrett (links) -->
        <div class="game-board-section">
          <!-- Spielbereich mit Canvas und Legende -->
          <div class="game-area">
            <!-- Legende (links) -->
            <div class="controls-legend">
              <h3>Steuerung</h3>
              <div class="legend-grid">
                <div class="legend-item">
                  <span class="legend-key">↑ W</span>
                  <span class="legend-text">Gas geben</span>
                </div>
                <div class="legend-item">
                  <span class="legend-key">↓ X</span>
                  <span class="legend-text">Bremsen</span>
                </div>
                <div class="legend-item">
                  <span class="legend-key">→ D</span>
                  <span class="legend-text">Rechts lenken</span>
                </div>
                <div class="legend-item">
                  <span class="legend-key">← A</span>
                  <span class="legend-text">Links lenken</span>
                </div>
              </div>
              
              <!-- Ziele -->
              <div class="game-objectives">
                <h4>Ziele</h4>
                <ul>
                  <li>Vermeide Kollisionen mit anderen Fahrzeugen</li>
                </ul>
              </div>
            </div>

            <!-- Spiel-Canvas mit Tacho -->
            <div class="game-canvas-section">
              <!-- Tacho-Display -->
              <div class="tacho-display">
                <div class="tacho-speed">
                  <span class="tacho-icon">⏱️</span>
                  <span class="speed-value">{{ taxi.speed * 5 }}</span>
                  <span class="speed-unit">km/h</span>
                </div>
              </div>
              
              <!-- Pause-Anzeige -->
              <div v-if="showPauseOverlay" class="pause-overlay">
                <div class="pause-message">
                  <h2>{{ $t('minigames.taxi.paused') }}</h2>
                  <button @click="togglePause" class="resume-button">
                    {{ $t('minigames.taxi.resume') }}
                  </button>
                </div>
              </div>

              <!-- Canvas -->
              <div class="game-canvas-container">
                <canvas 
                  ref="gameCanvas" 
                  width="500" 
                  height="500"
                  class="game-canvas"
                  @click="handleCanvasClick"
                  @keydown="handleKeyDown"
                  tabindex="0"
                ></canvas>
              </div>
            </div>
          </div>

          <!-- Spiel-Controls -->
          <div class="game-controls">
            <button @click="togglePause" class="control-button">
              {{ isPaused ? $t('minigames.taxi.resume') : $t('minigames.taxi.pause') }}
            </button>
            <button @click="restartLevel" class="control-button">
              {{ $t('minigames.taxi.restartLevel') }}
            </button>
            <button @click="goBack" class="control-button">
              {{ $t('minigames.backToGames') }}
            </button>
          </div>
        </div>

        <!-- Sidebar (rechts) -->
        <div class="sidebar-section">
          <!-- Statistiken -->
          <div class="stats-card">
            <div class="stats-header">
              <div class="stats-header-content">
                <h3 class="stats-title">{{ $t('minigames.taxi.gameStats') }}</h3>
                <button class="toggle-button" @click="toggleStats">
                  <span class="toggle-icon">{{ toggleIcon }}</span>
                </button>
              </div>
            </div>
            <div class="stats-list" v-if="isStatsExpanded">
              <div class="stat-row">
                <span class="stat-value score-value">{{ score }}</span>
                <span class="stat-label">{{ $t('minigames.taxi.score') }}</span>
              </div>
              
              <div class="stat-row">
                <span class="stat-value money-value">€{{ money }}</span>
                <span class="stat-label">{{ $t('minigames.taxi.money') }}</span>
              </div>
              
              <div class="stat-row">
                <span class="stat-value passengers-value">{{ passengersDelivered }}</span>
                <span class="stat-label">{{ $t('minigames.taxi.passengers') }}</span>
              </div>
              
              <div class="stat-row">
                <span class="stat-value crash-value">{{ crashes }}</span>
                <span class="stat-label">Unfälle</span>
              </div>
              
              <div class="stat-row">
                <span class="stat-value fuel-value">{{ fuel }}%</span>
                <span class="stat-label">{{ $t('minigames.taxi.fuel') }}</span>
              </div>
            </div>
          </div>

          <!-- Minimap -->
          <div class="minimap-card">
            <div class="minimap-header">
              <h3 class="minimap-title">Minimap</h3>
              <div class="map-selector">
                <select v-model="selectedMapId" @change="onMapChange" class="map-select">
                  <option 
                    v-for="map in maps" 
                    :key="map.id" 
                    :value="map.id"
                  >
                    {{ map.name }}
                  </option>
                </select>
              </div>
            </div>
            <div class="minimap-container">
              <canvas 
                ref="minimapCanvas" 
                width="200" 
                height="150"
                class="minimap-canvas"
              ></canvas>
            </div>
          </div>

        </div>
      </div>
    </div>
    
  </div>
</template>

<script>
import streetCoordinates from '../../utils/streetCoordinates.js';
import { MotorSound, NoiseGenerator } from '../../assets/motorSound.js';
import apiClient from '../../utils/axios.js';
import StatusBar from '../../components/falukant/StatusBar.vue';

export default {
  name: 'TaxiGame',
  components: {
    StatusBar
  },
  data() {
    return {
      isPaused: false,
      showPauseOverlay: false,
      score: 0,
      money: 0,
      passengersDelivered: 0,
      fuel: 100,
      currentLevel: 1,
      gameRunning: false,
      crashes: 0,
      gameLoop: null,
      lastSpeedChange: 0,
      speedChangeInterval: 100, // 200ms = 0.2 Sekunden
      lastSteerChange: 0,
      steeringBaseInterval: 300, // Basisintervall in ms bei sehr niedriger Geschwindigkeit
      canvas: null,
      ctx: null,
      minimapCanvas: null,
      minimapCtx: null,
      isStatsExpanded: true,
      taxi: {
        x: 250, // Mitte des 400x400px Tiles
        y: 250, // Mitte des 400x400px Tiles
        width: 30, // Skalierte Breite (50px Höhe * 297/506)
        height: 50, // 50px Höhe
        angle: 0, // Fahrtrichtung
        imageAngle: Math.PI / 2, // Bildrotation (90° nach rechts)
        speed: 0,
        maxSpeed: 24, // 24 = 120 km/h (5er-Schritte: 0, 5, 10, ..., 120)
        image: null // Taxi-Bild
      },
      currentTile: {
        row: 0,
        col: 0
      },
      tiles: {
        size: 500, // 400x400px pro Tile
        images: {}
      },
      maps: [], // Geladene Maps aus der Datenbank
      currentMap: null, // Aktuell verwendete Map
      selectedMapId: null, // ID der ausgewählten Map
      passengers: [],
      destinations: [],
      obstacles: [],
      keys: {},
      motorSound: null,
      audioContext: null
    }
  },
  async mounted() {
    this.initializeGame();
    this.initializeMinimap();
    this.loadTiles();
    this.loadTaxiImage();
    this.loadMaps();
    this.setupEventListeners();
    await this.initializeMotorSound();
  },
  beforeUnmount() {
    this.cleanup();
    },
    methods: {
      // Mapping zwischen Spiel-Tile-Namen (lowercase) und streetCoordinates.json (camelCase)
      mapTileTypeToStreetCoordinates(tileType) {
        const mapping = {
          'cornertopleft': 'cornerTopLeft',
          'cornertopright': 'cornerTopRight', 
          'cornerbottomleft': 'cornerBottomLeft',
          'cornerbottomright': 'cornerBottomRight',
          'horizontal': 'horizontal',
          'vertical': 'vertical',
          'cross': 'cross',
          'fuelhorizontal': 'fuelHorizontal',
          'fuelvertical': 'fuelVertical'
        };
        return mapping[tileType] || tileType;
      },
      
      initializeGame() {
      this.canvas = this.$refs.gameCanvas;
      this.ctx = this.canvas.getContext('2d');
      this.canvas.focus();
      
      // Taxi in die Mitte des 400x400px Tiles positionieren
      this.taxi.x = 250 - this.taxi.width/2; // Zentriert in der Mitte
      this.taxi.y = 250 - this.taxi.height/2; // Zentriert in der Mitte
      this.taxi.angle = 0; // Fahrtrichtung nach oben
      this.taxi.speed = 0; // Geschwindigkeit zurücksetzen
      
      // Aktuelle Tile-Position setzen
      this.currentTile.row = 0;
      this.currentTile.col = 0;
      
      this.generateLevel();
      this.startGame();
    },
    
    updateCanvasSize() {
      // Canvas ist immer 400x400px für ein einzelnes Tile
      this.canvas.width = 500;
      this.canvas.height = 500;
    },
    
    updateCurrentTile() {
      // Berechne aktuelle Tile-Position basierend auf Taxi-Position
      if (this.currentMap && this.currentMap.mapData) {
        const mapData = this.currentMap.mapData;
        const rows = mapData.length;
        const cols = mapData[0] ? mapData[0].length : 0;
        
        // Da das Taxi nur in einem 400x400px Canvas ist, verwende das erste Tile der Map
        // Das sollte das korrekte Tile sein, das in der Map definiert ist
        this.currentTile.row = 0;
        this.currentTile.col = 0;
        
        
        // Stelle sicher, dass Taxi innerhalb des Canvas bleibt
        this.taxi.x = Math.max(0, Math.min(this.canvas.width - this.taxi.width, this.taxi.x));
        this.taxi.y = Math.max(0, Math.min(this.canvas.height - this.taxi.height, this.taxi.y));
      }
    },
    
    setupEventListeners() {
      document.addEventListener('keydown', this.handleKeyDown);
      document.addEventListener('keyup', this.handleKeyUp);
    },
    
    async initializeMotorSound() {
      // AudioContext wird erst bei erster Benutzerinteraktion erstellt
      console.log('MotorSound wird bei erster Benutzerinteraktion initialisiert');
    },

    async initAudioOnUserInteraction() {
      if (this.audioContext) return; // Bereits initialisiert
      
      try {
        this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
        // Autoplay-Policy: Context sofort im User-Gesture fortsetzen
        if (this.audioContext.state === 'suspended') {
          await this.audioContext.resume();
        }
        const generator = new NoiseGenerator();
        this.motorSound = new MotorSound(this.audioContext, generator);
        await this.motorSound.init();
        console.log('MotorSound initialisiert');
        // Falls bereits Bewegung anliegt, Sound direkt starten
        const speedKmh = this.taxi.speed * 5;
        if (speedKmh > 0) {
          this.motorSound.start();
          // Sofort Parameter setzen
          const speedFactor = Math.min(speedKmh / 120, 1);
          const motorSpeed = 0.3 + (speedFactor * 0.3);
          const volume = 0.1 + (speedFactor * 0.4);
          this.motorSound.setSpeed(motorSpeed);
          this.motorSound.setVolume(volume);
        }
      } catch (error) {
        console.warn('MotorSound konnte nicht initialisiert werden:', error);
      }
    },

    updateMotorSound() {
      if (!this.motorSound) return;
      
      const speedKmh = this.taxi.speed * 5; // Geschwindigkeit in km/h
      const isMoving = speedKmh > 0;
      
      // Sicherstellen, dass der AudioContext läuft
      if (this.audioContext && this.audioContext.state === 'suspended') {
        this.audioContext.resume().catch(() => {});
      }
      
      if (isMoving && !this.motorSound.isPlaying) {
        this.motorSound.start();
      } else if (!isMoving && this.motorSound.isPlaying) {
        this.motorSound.stop();
      }
      
      if (isMoving) {
        // Geschwindigkeitsabhängige Tonhöhe und Lautstärke
        const speedFactor = Math.min(speedKmh / 120, 1); // 0-1 basierend auf 0-120 km/h
        const motorSpeed = 0.3 + (speedFactor * 0.3); // 0.3 bis 1.5
        const volume = 0.1 + (speedFactor * 0.4); // 0.1 bis 0.5
        
        this.motorSound.setSpeed(motorSpeed);
        this.motorSound.setVolume(volume);
      }
    },

    cleanup() {
      if (this.gameLoop) {
        cancelAnimationFrame(this.gameLoop);
      }
      if (this.motorSound) {
        this.motorSound.stop();
      }
      if (this.audioContext) {
        this.audioContext.close();
      }
      document.removeEventListener('keydown', this.handleKeyDown);
      document.removeEventListener('keyup', this.handleKeyUp);
    },
    
    generateLevel() {
      this.passengers = [];
      this.destinations = [];
      this.obstacles = [];
      
      // Passagiere/Ziele werden aktuell nicht generiert
      
      
      // Generiere Hindernisse (außerhalb der Straßen)
      for (let i = 0; i < 3; i++) {
        const position = this.getRandomOffRoadPosition();
        this.obstacles.push({
          x: position.x,
          y: position.y,
          width: 20,
          height: 20
        });
      }
    },
    
    getRandomRoadPosition() {
      const tileSize = this.tiles.size;
      const cols = 8;
      const rows = 8;
      
      let attempts = 0;
      while (attempts < 100) {
        const tileCol = Math.floor(Math.random() * cols);
        const tileRow = Math.floor(Math.random() * rows);
        const tileType = this.getTileType(tileRow, tileCol, rows, cols);
        
        // Zufällige Position innerhalb des Tiles
        const relativeX = Math.random();
        const relativeY = Math.random();
        
        const streetTileType = this.mapTileTypeToStreetCoordinates(tileType);
        if (streetCoordinates.isPointDriveable(relativeX, relativeY, streetTileType, 1)) {
          return {
            x: tileCol * tileSize + relativeX * tileSize,
            y: tileRow * tileSize + relativeY * tileSize
          };
        }
        attempts++;
      }
      
      // Fallback: Mitte des Spielfelds
      return { x: 250, y: 250 };
    },
    
    getRandomOffRoadPosition() {
      const tileSize = this.tiles.size;
      const cols = 8;
      const rows = 8;
      
      let attempts = 0;
      while (attempts < 100) {
        const tileCol = Math.floor(Math.random() * cols);
        const tileRow = Math.floor(Math.random() * rows);
        const tileType = this.getTileType(tileRow, tileCol, rows, cols);
        
        // Zufällige Position innerhalb des Tiles
        const relativeX = Math.random();
        const relativeY = Math.random();
        
        const streetTileType = this.mapTileTypeToStreetCoordinates(tileType);
        if (!streetCoordinates.isPointDriveable(relativeX, relativeY, streetTileType, 1)) {
          return {
            x: tileCol * tileSize + relativeX * tileSize,
            y: tileRow * tileSize + relativeY * tileSize
          };
        }
        attempts++;
      }
      
      // Fallback: Ecke des Spielfelds
      return { x: 20, y: 20 };
    },
    
    startGame() {
      this.gameRunning = true;
      this.gameLoop = requestAnimationFrame(this.update);
    },
    
    update() {
      if (!this.gameRunning || this.isPaused) {
        this.gameLoop = requestAnimationFrame(this.update);
        return;
      }
      
      this.updateTaxi();
      this.handlePassengerActions();
      this.checkCollisions();
      this.render();
      
      // Minimap zeichnen
      this.drawMinimap();
      
      this.gameLoop = requestAnimationFrame(this.update);
    },
    
    updateTaxi() {
      // Prüfe ob das Spiel pausiert ist
      if (this.isPaused) {
        return;
      }
      
      const currentTime = Date.now();
      
      // Prüfe ob genug Zeit vergangen ist für Geschwindigkeitsänderung
      if (currentTime - this.lastSpeedChange >= this.speedChangeInterval) {
        // Beschleunigung bei gedrücktem Pfeil nach oben (5er-Schritte)
        if (this.keys['ArrowUp'] || this.keys['w'] || this.keys['W']) {
          this.taxi.speed = Math.min(this.taxi.speed + 1, this.taxi.maxSpeed);
          this.lastSpeedChange = currentTime;
        }
        
        // Abbremsen bei gedrücktem Pfeil nach unten (5er-Schritte)
        if (this.keys['ArrowDown'] || this.keys['x'] || this.keys['X']) {
          this.taxi.speed = Math.max(this.taxi.speed - 1, 0); // Bremsen bis 0, nicht rückwärts
          this.lastSpeedChange = currentTime;
        }
      }
      
      // Lenkung in diskreten 11,25°-Schritten mit geschwindigkeitsabhängiger Verzögerung
      const steeringAngle = Math.PI / 16; // 11,25°
      const speedLevel = this.taxi.speed; // 0..24 (5 km/h je Stufe)
      // Nicht-lineare Beschleunigung der Eingabe: schneller bei hoher Geschwindigkeit
      const minInterval = 4;    // schnellste Annahme (ms) - erneut halbiert
      const maxInterval = 60;   // langsamste Annahme (ms) - erneut halbiert
      const factor = Math.pow(speedLevel / this.taxi.maxSpeed, 1.5); // 0..1, gewichtet
      const steeringInterval = Math.max(minInterval, maxInterval - (maxInterval - minInterval) * factor);

      // Richtung bestimmen (-1 links, +1 rechts)
      let steerDir = 0;
      if (this.keys['ArrowLeft'] || this.keys['a'] || this.keys['A']) steerDir = -1;
      if (this.keys['ArrowRight'] || this.keys['d'] || this.keys['D']) steerDir = steerDir === -1 ? 0 : 1; // beide gedrückt -> neutral

      if (steerDir !== 0) {
        const elapsed = currentTime - this.lastSteerChange;
        const steps = Math.floor(elapsed / steeringInterval);
        if (steps > 0) {
          this.taxi.angle += steerDir * steeringAngle * steps;
          // Restzeit beibehalten, damit Timing gleichmäßig bleibt
          this.lastSteerChange = currentTime - (elapsed % steeringInterval);
        }
      } else {
        // Keine Lenkung gedrückt: Timer resetten, um Burst bei erstem Druck zu vermeiden
        this.lastSteerChange = currentTime;
      }
      
      // Aktualisiere Position (1/4 der ursprünglichen Bewegung)
      this.taxi.x += Math.cos(this.taxi.angle) * this.taxi.speed * 0.1;
      this.taxi.y += Math.sin(this.taxi.angle) * this.taxi.speed * 0.1;
      
      // Aktualisiere aktuelle Tile-Position
      this.updateCurrentTile();
      
      // Verbrauche Treibstoff
      if (Math.abs(this.taxi.speed) > 0.1) {
        this.fuel = Math.max(0, this.fuel - 0.01);
      }
      
      // Motorgeräusch aktualisieren
      this.updateMotorSound();
    },
    
    handlePassengerActions() {
      // S - Passagier aufnehmen
      if (this.keys['s'] || this.keys['S']) {
        this.pickupPassenger();
      }
      
      // Q - Passagier absetzen
      if (this.keys['q'] || this.keys['Q']) {
        this.dropoffPassenger();
      }
      
      // Enter - Tanken
      if (this.keys['Enter']) {
        this.refuel();
      }
    },
    
    pickupPassenger() {
      // Finde nächsten Passagier in der Nähe
      for (let i = 0; i < this.passengers.length; i++) {
        const passenger = this.passengers[i];
        if (!passenger.pickedUp && this.checkCollision(this.taxi, passenger)) {
          passenger.pickedUp = true;
          this.score += 10;
          break;
        }
      }
    },
    
    dropoffPassenger() {
      // Finde nächstes Ziel in der Nähe
      for (let i = 0; i < this.destinations.length; i++) {
        const destination = this.destinations[i];
        if (!destination.completed && this.checkCollision(this.taxi, destination)) {
          destination.completed = true;
          this.passengersDelivered++;
          this.score += 50;
          this.money += 25;
          break;
        }
      }
    },
    
    refuel() {
      // Finde nächste Tankstelle in der Nähe
      for (let i = 0; i < this.gasStations.length; i++) {
        const station = this.gasStations[i];
        if (this.checkCollision(this.taxi, station)) {
          this.fuel = Math.min(100, this.fuel + 50);
          this.score += 5;
          break;
        }
      }
    },
    
    checkCollisions() {
      // Prüfe Straßenkollisionen nur wenn das Spiel nicht pausiert ist
      if (!this.isPaused && !this.isTaxiOnRoad()) {
        this.handleCrash();
      }
      
      // Prüfe Hindernisse nur wenn das Spiel nicht pausiert ist
      if (!this.isPaused) {
        this.obstacles.forEach(obstacle => {
          if (this.checkCollision(this.taxi, obstacle)) {
            this.handleCrash();
          }
        });
      }
    },
    
    handleCrash() {
      // Verhindere mehrfache Crashes in kurzer Zeit
      if (this.isPaused) {
        console.log('Crash bereits erkannt, ignoriere weitere');
        return;
      }
      
      console.log('🚨 CRASH ERKANNT!');
      this.crashes++;
      this.taxi.speed = 0;
      this.isPaused = true; // Zuerst pausieren

      // Motorgeräusch sofort stoppen
      if (this.motorSound && this.motorSound.isPlaying) {
        this.motorSound.stop();
      }
      
      // Taxi sofort zurücksetzen
      this.resetTaxiPosition();
      
      // Dialog über globale MessageDialog öffnen
      this.$nextTick(() => {
        // Temporär direkte Übersetzung verwenden, bis i18n-Problem gelöst ist
        const crashMessage = `Du hattest einen Unfall! Crashes: ${this.crashes}`;
        const crashTitle = 'Unfall!';
        this.$root?.$refs?.messageDialog?.open?.(crashMessage, crashTitle, {}, this.handleCrashDialogClose);
        
        // Test: Direkter Aufruf nach 3 Sekunden (falls Dialog-Callback nicht funktioniert)
        setTimeout(() => {
          console.log('Test: Automatischer Reset nach 3 Sekunden');
          this.handleCrashDialogClose();
        }, 3000);
        console.log('Crash-Dialog wird angezeigt:', {
          crashes: this.crashes,
          isPaused: this.isPaused,
          taxiSpeed: this.taxi.speed,
          messageTest: this.$t('message.test'),
          crashMessage: this.$t('minigames.taxi.crash.message'),
          allKeys: Object.keys(this.$t('minigames')),
          taxiKeys: Object.keys(this.$t('minigames.taxi')),
          crashKeys: Object.keys(this.$t('minigames.taxi.crash'))
        });
        
        // Spiel bleibt pausiert bis Dialog geschlossen wird
      });
    },
    
    handleCrashDialogClose() {
      console.log('Crash-Dialog geschlossen, Spiel wird fortgesetzt');
      this.isPaused = false;
      this.showPauseOverlay = false;
      
      console.log('Nach Dialog-Close - isPaused:', this.isPaused, 'showPauseOverlay:', this.showPauseOverlay);
      
      // Taxi-Position zurücksetzen
      this.resetTaxiPosition();
      
      // Fokus zurück auf Canvas setzen
      this.$nextTick(() => {
        if (this.canvas) {
          this.canvas.focus();
        }
        console.log('Nach nextTick - isPaused:', this.isPaused);
      });
    },
    
    resetTaxiPosition() {
      // Taxi in der Mitte des Screens platzieren
      this.taxi.x = 250 - this.taxi.width/2;
      this.taxi.y = 250 - this.taxi.height/2;
      this.taxi.speed = 0;
      this.taxi.angle = 0;
      
      // Aktuelle Tile-Position zurücksetzen
      this.currentTile.row = 0;
      this.currentTile.col = 0;
    },
    
    isTaxiOnRoad() {
      // Prüfe ob das Taxi innerhalb der Canvas-Grenzen ist
      if (this.taxi.x < 0 || this.taxi.x >= this.canvas.width || 
          this.taxi.y < 0 || this.taxi.y >= this.canvas.height) {
        if (this.taxi.speed > 0) {
          console.log('Taxi außerhalb Canvas-Grenzen:', { x: this.taxi.x, y: this.taxi.y });
        }
        return false;
      }
      
      
      // Hole das aktuelle Tile und dessen Polygone
      const tileType = this.getCurrentTileType();
      const streetTileType = this.mapTileTypeToStreetCoordinates(tileType);
      const originalTileSize = streetCoordinates.getOriginalTileSize(); // 640px
      const currentTileSize = 500; // Aktuelle Render-Größe
      
      // Hole die Polygon-Koordinaten für dieses Tile
      const regions = streetCoordinates.getDriveableRegions(streetTileType, originalTileSize);
      
      if (regions.length === 0) {
        // Keine Polygone definiert = befahrbar
        return true;
      }
      
      // Erstelle Taxi-Rechteck in relativen Koordinaten (0-1)
      const taxiRect = {
        x: this.taxi.x / currentTileSize,
        y: this.taxi.y / currentTileSize,
        width: this.taxi.width / currentTileSize,
        height: this.taxi.height / currentTileSize
      };
      
      
      // Prüfe Kollision mit jedem Polygon
      for (let i = 0; i < regions.length; i++) {
        const region = regions[i];
        
        if (this.rectPolygonCollision(taxiRect, region)) {
          if (this.taxi.speed > 0) {
            console.log(`🚨 KOLLISION mit Polygon ${i}!`);
          }
          return false; // Kollision = nicht befahrbar
        }
      }
      
      return true; // Keine Kollision = befahrbar
    },
    
    // Prüft Kollision zwischen Rechteck und Polygon
    rectPolygonCollision(rect, polygon) {
      // Konvertiere Polygon-Koordinaten von absoluten Pixeln zu relativen (0-1)
      const relativePolygon = polygon.map(point => ({
        x: point.x / 640, // originalTileSize
        y: point.y / 640
      }));
      
      // Prüfe ob eine der Rechteck-Ecken im Polygon liegt
      const corners = [
        { x: rect.x, y: rect.y }, // Oben links
        { x: rect.x + rect.width, y: rect.y }, // Oben rechts
        { x: rect.x, y: rect.y + rect.height }, // Unten links
        { x: rect.x + rect.width, y: rect.y + rect.height } // Unten rechts
      ];
      
      for (let i = 0; i < corners.length; i++) {
        const corner = corners[i];
        const isInside = this.isPointInPolygon(corner.x, corner.y, relativePolygon);
        
        if (isInside) {
          if (this.taxi.speed > 0) {
            console.log(`🚨 Ecke ${i} ist im Polygon!`);
          }
          return true; // Rechteck-Ecke ist im Polygon = Kollision
        }
      }
      
      // Prüfe ob eine Polygon-Ecke im Rechteck liegt
      for (let i = 0; i < relativePolygon.length; i++) {
        const point = relativePolygon[i];
        const isInside = this.isPointInRect(point.x, point.y, rect);
        
        if (isInside) {
          if (this.taxi.speed > 0) {
            console.log(`🚨 Polygon-Punkt ${i} ist im Rechteck!`);
          }
          return true; // Polygon-Ecke ist im Rechteck = Kollision
        }
      }
      
      // Prüfe ob Rechteck-Kanten das Polygon schneiden
      const rectEdges = [
        { x1: rect.x, y1: rect.y, x2: rect.x + rect.width, y2: rect.y }, // Oben
        { x1: rect.x + rect.width, y1: rect.y, x2: rect.x + rect.width, y2: rect.y + rect.height }, // Rechts
        { x1: rect.x, y1: rect.y + rect.height, x2: rect.x + rect.width, y2: rect.y + rect.height }, // Unten
        { x1: rect.x, y1: rect.y, x2: rect.x, y2: rect.y + rect.height } // Links
      ];
      
      for (const edge of rectEdges) {
        for (let i = 0; i < relativePolygon.length; i++) {
          const j = (i + 1) % relativePolygon.length;
          const polyEdge = {
            x1: relativePolygon[i].x,
            y1: relativePolygon[i].y,
            x2: relativePolygon[j].x,
            y2: relativePolygon[j].y
          };
          
          if (this.lineIntersection(edge, polyEdge)) {
            return true; // Kanten schneiden sich = Kollision
          }
        }
      }
      
      return false; // Keine Kollision
    },
    
    // Prüft ob ein Punkt in einem Polygon liegt (Point-in-Polygon)
    isPointInPolygon(x, y, polygon) {
      let inside = false;
      for (let i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
        if (((polygon[i].y > y) !== (polygon[j].y > y)) &&
            (x < (polygon[j].x - polygon[i].x) * (y - polygon[i].y) / (polygon[j].y - polygon[i].y) + polygon[i].x)) {
          inside = !inside;
        }
      }
      return inside;
    },
    
    // Prüft ob ein Punkt in einem Rechteck liegt
    isPointInRect(x, y, rect) {
      return x >= rect.x && x <= rect.x + rect.width && 
             y >= rect.y && y <= rect.y + rect.height;
    },
    
    // Prüft ob zwei Linien sich schneiden
    lineIntersection(line1, line2) {
      const x1 = line1.x1, y1 = line1.y1, x2 = line1.x2, y2 = line1.y2;
      const x3 = line2.x1, y3 = line2.y1, x4 = line2.x2, y4 = line2.y2;
      
      const denom = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
      if (Math.abs(denom) < 1e-10) return false; // Parallele Linien
      
      const t = ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / denom;
      const u = -((x1 - x2) * (y1 - y3) - (y1 - y2) * (x1 - x3)) / denom;
      
      return t >= 0 && t <= 1 && u >= 0 && u <= 1;
    },
    
    getCurrentTileType() {
      // Hole das aktuelle Tile aus der geladenen Map
      if (this.currentMap && this.currentMap.mapData) {
        const mapData = this.currentMap.mapData;
        const tile = mapData[this.currentTile.row] && mapData[this.currentTile.row][this.currentTile.col];
        
        // Prüfe ob tile ein String ist (direkter Tile-Name) oder ein Objekt mit type-Eigenschaft
        if (tile) {
          if (typeof tile === 'string') {
            return tile;
          } else if (tile.type) {
            return tile.type;
          }
        }
      }
      
      // Fallback: Standard-Tile
      return 'cornertopleft';
    },
    
    checkCollision(rect1, rect2) {
      return rect1.x < rect2.x + rect2.width &&
             rect1.x + rect1.width > rect2.x &&
             rect1.y < rect2.y + rect2.height &&
             rect1.y + rect1.height > rect2.y;
    },
    
    render() {
      // Lösche Canvas
      this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
      
      // Zeichne Straßen
      this.drawRoads();
      
      // Zeichne Hindernisse
      this.obstacles.forEach(obstacle => {
        this.ctx.fillStyle = '#666';
        this.ctx.fillRect(obstacle.x, obstacle.y, obstacle.width, obstacle.height);
      });
      
      // Passagiere/Ziele werden aktuell nicht gezeichnet
      
      
      // Zeichne Taxi
      this.ctx.save();
      this.ctx.translate(this.taxi.x + this.taxi.width/2, this.taxi.y + this.taxi.height/2);
      this.ctx.rotate(this.taxi.imageAngle + this.taxi.angle);
      
      if (this.taxi.image) {
        // Zeichne Taxi-Bild
        // console.log('Zeichne Taxi-Bild:', this.taxi.image, 'Position:', this.taxi.x, this.taxi.y);
        this.ctx.drawImage(
          this.taxi.image,
          -this.taxi.width/2,
          -this.taxi.height/2,
          this.taxi.width,
          this.taxi.height
        );
      } else {
        // Fallback: Zeichne blaues Rechteck wenn Bild nicht geladen
        // console.log('Taxi-Bild nicht geladen, zeichne Fallback-Rechteck');
        this.ctx.fillStyle = '#2196F3';
        this.ctx.fillRect(-this.taxi.width/2, -this.taxi.height/2, this.taxi.width, this.taxi.height);
      }
      
      this.ctx.restore();
    },
    
    drawRoads() {
      const tileSize = this.tiles.size; // 400x400px
      
      // Zeichne nur das aktuelle Tile
      if (this.currentMap && this.currentMap.mapData) {
        const mapData = this.currentMap.mapData;
        const rows = mapData.length;
        const cols = mapData[0] ? mapData[0].length : 0;
        
        // Prüfe ob aktuelle Tile-Position gültig ist
        if (this.currentTile.row >= 0 && this.currentTile.row < rows && 
            this.currentTile.col >= 0 && this.currentTile.col < cols) {
          
          const tileType = mapData[this.currentTile.row][this.currentTile.col];
            if (tileType) {
              // Konvertiere Tile-Typ zu streetCoordinates.json Format
              const streetTileType = this.mapTileTypeToStreetCoordinates(tileType);
              
              // Zeichne Straßenregionen für das aktuelle Tile
              streetCoordinates.drawDriveableRegions(this.ctx, streetTileType, tileSize, 0, 0);
            
            // Zeichne Tile-Overlay falls verfügbar
            if (this.tiles.images[tileType]) {
              this.ctx.drawImage(this.tiles.images[tileType], 0, 0, tileSize, tileSize);
            }
          }
        }
      } else {
        // Fallback: Zeichne Standard-Tile wenn keine Map geladen ist
        const tileType = 'cornertopleft'; // Standard-Tile
        const streetTileType = this.mapTileTypeToStreetCoordinates(tileType);
        
        // Zeichne Straßenregionen
        streetCoordinates.drawDriveableRegions(this.ctx, streetTileType, tileSize, 0, 0);
        
        // Zeichne Tile-Overlay falls verfügbar
        if (this.tiles.images[tileType]) {
          this.ctx.drawImage(this.tiles.images[tileType], 0, 0, tileSize, tileSize);
        }
      }
    },
    
    getTileType(row, col, rows, cols) {
      // Ecken
      if (row === 0 && col === 0) return 'cornertopleft';
      if (row === 0 && col === cols - 1) return 'cornertopright';
      if (row === rows - 1 && col === 0) return 'cornerbottomleft';
      if (row === rows - 1 && col === cols - 1) return 'cornerbottomright';
      
      // Ränder
      if (row === 0 || row === rows - 1) return 'horizontal';
      if (col === 0 || col === cols - 1) return 'vertical';
      
      // Innere Bereiche - zufällige Straßen
      const rand = Math.random();
      if (rand < 0.3) return 'cross';
      if (rand < 0.5) return 'horizontal';
      if (rand < 0.7) return 'vertical';
      if (rand < 0.8) return 'fuelhorizontal';
      if (rand < 0.9) return 'fuelvertical';
      
      return 'horizontal'; // Fallback
    },
    
    async handleCanvasClick(event) {
      // AudioContext bei erster Benutzerinteraktion initialisieren
      await this.initAudioOnUserInteraction();
      if (this.audioContext && this.audioContext.state === 'suspended') {
        await this.audioContext.resume().catch(() => {});
      }
      // Motor ggf. direkt starten
      if (this.motorSound && !this.motorSound.isPlaying) {
        this.motorSound.start();
        const speedKmh = this.taxi.speed * 5;
        const speedFactor = Math.min(speedKmh / 120, 1);
        const motorSpeed = 0.3 + (speedFactor * 0.3);
        const volume = 0.1 + (speedFactor * 0.4);
        this.motorSound.setSpeed(motorSpeed);
        this.motorSound.setVolume(volume);
      }
    },
    
    async handleKeyDown(event) {
      this.keys[event.key] = true;
      
      // AudioContext bei erster Benutzerinteraktion initialisieren
      await this.initAudioOnUserInteraction();
      if (this.audioContext && this.audioContext.state === 'suspended') {
        await this.audioContext.resume().catch(() => {});
      }
      // Motor ggf. direkt starten
      if (this.motorSound && !this.motorSound.isPlaying) {
        this.motorSound.start();
        const speedKmh = this.taxi.speed * 5;
        const speedFactor = Math.min(speedKmh / 120, 1);
        const motorSpeed = 0.3 + (speedFactor * 0.3);
        const volume = 0.1 + (speedFactor * 0.4);
        this.motorSound.setSpeed(motorSpeed);
        this.motorSound.setVolume(volume);
      }
      
      event.preventDefault();
    },
    
    handleKeyUp(event) {
      this.keys[event.key] = false;
    },
    
    togglePause() {
      this.isPaused = !this.isPaused;
      this.showPauseOverlay = this.isPaused;
    },
    
    restartLevel() {
      this.score = 0;
      this.money = 0;
      this.passengersDelivered = 0;
      this.fuel = 100;
      this.taxi.x = 250;
      this.taxi.y = 250;
      this.taxi.angle = 0;
      this.taxi.speed = 0;
      this.generateLevel();
    },
    
    goBack() {
      this.$router.push('/minigames');
    },
    
    toggleStats() {
      this.isStatsExpanded = !this.isStatsExpanded;
    },
    
    initializeMinimap() {
      this.minimapCanvas = this.$refs.minimapCanvas;
      this.minimapCtx = this.minimapCanvas.getContext('2d');
    },
    
    async loadTiles() {
      const tileNames = [
        'cornerbottomleft', 'cornerbottomright', 'cornertopleft', 'cornertopright',
        'cross', 'fuelhorizontal', 'fuelvertical', 'horizontal', 'vertical'
      ];
      
      const mapTileNames = [
        'map-cornerbottomleft', 'map-cornerbottomright', 'map-cornertopleft', 'map-cornertopright',
        'map-cross', 'map-fuelhorizontal', 'map-fuelvertical', 'map-horizontal', 'map-vertical'
      ];
      
      // Lade normale Tiles
      for (const tileName of tileNames) {
        const img = new Image();
        img.src = `/images/taxi/${tileName}.svg`;
        this.tiles.images[tileName] = img;
      }
      
      // Lade Map-Tiles
      for (const tileName of mapTileNames) {
        const img = new Image();
        img.src = `/images/taxi/${tileName}.svg`;
        this.tiles.images[tileName] = img;
      }
    },
    
    loadTaxiImage() {
      const img = new Image();
      img.onload = () => {
        // console.log('Taxi-Bild erfolgreich geladen:', img);
        this.taxi.image = img;
      };
      img.onerror = (error) => {
        console.error('Fehler beim Laden des Taxi-Bildes:', error);
        console.log('Versuche Pfad:', '/images/taxi/taxi.svg');
      };
      img.src = '/images/taxi/taxi.svg';
      // console.log('Lade Taxi-Bild von:', '/images/taxi/taxi.svg');
    },
    
    async loadMaps() {
      try {
        const response = await apiClient.get('/api/taxi-maps/maps');
        this.maps = response.data.data || [];
        
        // Verwende die erste verfügbare Map als Standard
        if (this.maps.length > 0) {
          this.currentMap = this.maps[0];
          this.selectedMap = this.maps[0]; // Auch selectedMap setzen
          this.selectedMapId = this.maps[0].id;
          
          // Canvas-Größe an geladene Map anpassen
          this.updateCanvasSize();
          
          // Minimap neu zeichnen nach dem Laden der Map
          this.$nextTick(() => {
            this.drawMinimap();
          });
        }
      } catch (error) {
        console.error('Fehler beim Laden der Maps:', error);
      }
    },
    
    onMapChange() {
      // Wechsle zur ausgewählten Map
      const selectedMap = this.maps.find(map => map.id === this.selectedMapId);
      if (selectedMap) {
        this.currentMap = selectedMap;
        // console.log('Gewechselt zu Map:', selectedMap);
        
        // Canvas-Größe an neue Map anpassen
        this.updateCanvasSize();
        
        // Taxi in die Mitte des 400x400px Tiles positionieren
        this.taxi.x = 250 - this.taxi.width/2; // Zentriert in der Mitte
        this.taxi.y = 250 - this.taxi.height/2; // Zentriert in der Mitte
        this.taxi.angle = 0; // Fahrtrichtung nach oben
        this.taxi.speed = 0; // Geschwindigkeit zurücksetzen
        
        // Aktuelle Tile-Position zurücksetzen
        this.currentTile.row = 0;
        this.currentTile.col = 0;
        
        // Minimap neu zeichnen
        this.$nextTick(() => {
          this.drawMinimap();
        });
      }
    },
    
    drawMinimap() {
      if (!this.minimapCtx) return;
      
      const ctx = this.minimapCtx;
      const canvas = this.minimapCanvas;
      
      // Minimap löschen
      ctx.clearRect(0, 0, canvas.width, canvas.height);
      
      // Hintergrund
      ctx.fillStyle = '#f0f0f0';
      ctx.fillRect(0, 0, canvas.width, canvas.height);
      
      // Zeichne Map-Tiles aus der geladenen Map
      if (this.currentMap && this.currentMap.mapData) {
        const mapData = this.currentMap.mapData;
        const rows = mapData.length;
        const cols = mapData[0] ? mapData[0].length : 0;
        
        // Berechne optimale Tile-Größe für quadratische Tiles
        const maxTiles = Math.max(rows, cols);
        const tileSize = Math.min(canvas.width / maxTiles, canvas.height / maxTiles);
        
        // Zentriere die Map im Canvas
        const offsetX = (canvas.width - cols * tileSize) / 2;
        const offsetY = (canvas.height - rows * tileSize) / 2;
        
        for (let row = 0; row < rows; row++) {
          for (let col = 0; col < cols; col++) {
            const x = offsetX + col * tileSize;
            const y = offsetY + row * tileSize;
            
            const tileType = mapData[row][col];
            if (tileType) {
              const mapTileType = 'map-' + tileType;
              
              // Zeichne Map-Tile falls verfügbar
              if (this.tiles.images[mapTileType]) {
                ctx.drawImage(this.tiles.images[mapTileType], x, y, tileSize, tileSize);
              }
            }
          }
        }
      } else {
        // Fallback: Zeichne statische Map wenn keine Map geladen ist
        const cols = 8;
        const rows = 8;
        
        // Berechne optimale Tile-Größe für quadratische Tiles
        const maxTiles = Math.max(rows, cols);
        const tileSize = Math.min(canvas.width / maxTiles, canvas.height / maxTiles);
        
        // Zentriere die Map im Canvas
        const offsetX = (canvas.width - cols * tileSize) / 2;
        const offsetY = (canvas.height - rows * tileSize) / 2;
        
        for (let row = 0; row < rows; row++) {
          for (let col = 0; col < cols; col++) {
            const x = offsetX + col * tileSize;
            const y = offsetY + row * tileSize;
            
            let tileType = this.getTileType(row, col, rows, cols);
            let mapTileType = 'map-' + tileType;
            
            // Zeichne Map-Tile falls verfügbar
            if (this.tiles.images[mapTileType]) {
              ctx.drawImage(this.tiles.images[mapTileType], x, y, tileSize, tileSize);
            }
          }
        }
      }
      
         // Berechne Skalierung für Passagiere, Ziele und Tankstellen
         let scaleX, scaleY, offsetX, offsetY;
         if (this.currentMap && this.currentMap.mapData) {
           const mapData = this.currentMap.mapData;
           const rows = mapData.length;
           const cols = mapData[0] ? mapData[0].length : 0;
           const maxTiles = Math.max(rows, cols);
           const tileSize = Math.min(canvas.width / maxTiles, canvas.height / maxTiles);
           scaleX = tileSize / 500; // 400 ist die neue Tile-Größe
           scaleY = tileSize / 500;
           offsetX = (canvas.width - cols * tileSize) / 2;
           offsetY = (canvas.height - rows * tileSize) / 2;
         } else {
           // Fallback für statische Map
           const maxTiles = 8;
           const tileSize = Math.min(canvas.width / maxTiles, canvas.height / maxTiles);
           scaleX = tileSize / 500;
           scaleY = tileSize / 500;
           offsetX = (canvas.width - 8 * tileSize) / 2;
           offsetY = (canvas.height - 8 * tileSize) / 2;
         }
      
      
      
         // Taxi (blau) - Position basierend auf aktueller Tile-Position
         ctx.fillStyle = '#2196F3';
         ctx.beginPath();
         const taxiGlobalX = this.currentTile.col * 500 + this.taxi.x;
         const taxiGlobalY = this.currentTile.row * 500 + this.taxi.y;
         ctx.arc(offsetX + taxiGlobalX * scaleX, offsetY + taxiGlobalY * scaleY, 3, 0, 2 * Math.PI);
         ctx.fill();

         // Taxi-Richtung anzeigen
         ctx.strokeStyle = '#2196F3';
         ctx.lineWidth = 1;
         ctx.beginPath();
         const taxiX = offsetX + taxiGlobalX * scaleX;
         const taxiY = offsetY + taxiGlobalY * scaleY;
         const endX = taxiX + Math.cos(this.taxi.angle) * 6;
         const endY = taxiY + Math.sin(this.taxi.angle) * 6;
         ctx.moveTo(taxiX, taxiY);
         ctx.lineTo(endX, endY);
         ctx.stroke();
    }
  },
  
  computed: {
    toggleIcon() {
      return this.isStatsExpanded ? '−' : '+';
    }
  }
}
</script>

<style scoped>
/* Verwendet globale Scroll-Klassen: .contenthidden und .contentscroll */

.game-title {
  text-align: center;
  margin-bottom: 30px;
  padding-top: 20px;
}

.game-title h1 {
  margin: 0 0 10px 0;
  font-size: 2rem;
  font-weight: 600;
  color: #333;
}

.game-title p {
  margin: 0;
  font-size: 1.1rem;
  color: #666;
  line-height: 1.5;
}

/* Spiel-Layout */
.game-layout {
  display: flex;
  flex-direction: row;
  gap: 20px;
  max-width: 1600px;
  margin: 0 auto;
  padding: 0 20px;
  align-items: flex-start;
}

/* Game Canvas Section */
.game-canvas-section {
  display: flex;
  flex-direction: column;
  align-items: center;
  width: 500px;
  margin: 0 auto; /* Zentriert den gesamten Container */
}

/* Tacho-Display */
.tacho-display {
  width: 500px; /* Gleiche Breite wie das zentrale Tile */
  background: #f8f9fa;
  border: 1px solid #ddd;
  border-radius: 4px;
  padding: 8px 12px;
  margin: 0; /* Kein Margin */
  box-shadow: 0 1px 3px rgba(0,0,0,0.1);
  box-sizing: border-box; /* Padding wird in die Breite eingerechnet */
}

.tacho-speed {
  display: flex;
  justify-content: flex-end;
  align-items: center;
  gap: 6px;
  font-size: 10pt;
  color: #333;
  font-weight: 500;
}

.tacho-icon {
  font-size: 10pt;
}

.speed-value {
  font-weight: bold;
  color: #2196F3;
}

.speed-unit {
  color: #666;
  font-size: 9pt;
}

.game-board-section {
  flex: 1;
  display: flex;
  flex-direction: column;
  align-items: center;
  min-width: 0; /* Verhindert Overflow */
}

.game-area {
  display: flex;
  flex-direction: row;
  gap: 20px;
  align-items: flex-start;
  width: 100%;
  max-width: 1200px;
  justify-content: center; /* Zentriert den Inhalt */
}

.sidebar-section {
  width: 320px;
  display: flex;
  flex-direction: column;
  gap: 20px;
  position: sticky;
  top: 20px;
}

/* Stats Card */
.stats-card {
  background: #fff;
  border: 1px solid #ddd;
  border-radius: 8px;
  box-shadow: 0 2px 4px rgba(0,0,0,0.1);
  overflow: hidden;
}

.stats-header {
  background: #f8f9fa;
  border-bottom: 1px solid #ddd;
  padding: 15px 20px;
}

.stats-header-content {
  display: flex;
  justify-content: space-between;
  align-items: center;
}

.stats-title {
  margin: 0;
  font-size: 1.1rem;
  font-weight: 600;
  color: #333;
}

.toggle-button {
  background: none;
  border: none;
  font-size: 1.2rem;
  cursor: pointer;
  padding: 5px;
  color: #666;
}

.toggle-button:hover {
  color: #333;
}

.stats-list {
  padding: 20px;
}

.stat-row {
  display: flex;
  justify-content: space-between;
  align-items: center;
  padding: 8px 0;
  border-bottom: 1px solid #f0f0f0;
}

.stat-row:last-child {
  border-bottom: none;
}

.stat-value {
  font-size: 1.2rem;
  font-weight: bold;
  color: #333;
}

.stat-label {
  font-size: 0.9rem;
  color: #666;
}

.score-value { color: #4CAF50; }
.money-value { color: #FF9800; }
.passengers-value { color: #2196F3; }
.fuel-value { color: #9C27B0; }

/* Minimap Card */
.minimap-card {
  background: #fff;
  border: 1px solid #ddd;
  border-radius: 8px;
  box-shadow: 0 2px 4px rgba(0,0,0,0.1);
  overflow: hidden;
}

.minimap-header {
  background: #f8f9fa;
  border-bottom: 1px solid #ddd;
  padding: 15px 20px;
  display: flex;
  justify-content: space-between;
  align-items: center;
}

.minimap-title {
  margin: 0;
  font-size: 1.1rem;
  font-weight: 600;
  color: #333;
}

.map-selector {
  flex: 0 0 auto;
}

.map-select {
  padding: 5px 10px;
  border: 1px solid #ddd;
  border-radius: 4px;
  font-size: 0.9rem;
  background: white;
  cursor: pointer;
}

.map-select:focus {
  outline: none;
  border-color: #F9A22C;
}

.minimap-container {
  padding: 15px;
  text-align: center;
}

.minimap-canvas {
  border: 1px solid #ddd;
  border-radius: 4px;
  background: #f9f9f9;
  max-width: 100%;
  height: auto;
}

/* Controls Legend */
.controls-legend {
  background: #fff;
  border: 1px solid #ddd;
  border-radius: 8px;
  padding: 20px;
  box-shadow: 0 2px 4px rgba(0,0,0,0.1);
  width: 200px;
  flex-shrink: 0;
}

.controls-legend h3 {
  margin: 0 0 15px 0;
  color: #333;
  font-size: 1.1rem;
  text-align: center;
}

.legend-grid {
  display: flex;
  flex-direction: column;
  gap: 8px;
}

.legend-item {
  display: flex;
  align-items: center;
  gap: 10px;
}

.legend-key {
  background: #f0f0f0;
  border: 1px solid #ddd;
  border-radius: 4px;
  padding: 4px 8px;
  font-weight: bold;
  font-size: 0.8rem;
  min-width: 40px;
  text-align: center;
  color: #333;
}

.legend-text {
  color: #666;
  font-size: 0.9rem;
  flex: 1;
}

/* Game Objectives in Legend */
.controls-legend .game-objectives {
  margin-top: 20px;
  padding-top: 15px;
  border-top: 1px solid #eee;
}

.controls-legend .game-objectives h4 {
  margin: 0 0 10px 0;
  color: #333;
  font-size: 1rem;
}

.controls-legend .game-objectives ul {
  margin: 0;
  padding-left: 15px;
  color: #666;
  font-size: 0.85rem;
  line-height: 1.4;
}

.controls-legend .game-objectives li {
  margin-bottom: 4px;
}

/* Game Canvas */
.game-canvas-container {
  margin: 0; /* Kein Margin */
  text-align: center;
  width: 500px; /* Feste Breite wie das Tacho-Display */
  box-sizing: border-box; /* Border wird in die Breite eingerechnet */
}

.game-canvas {
  border: 2px solid #ddd;
  border-radius: 8px;
  background: #f0f0f0;
  cursor: crosshair;
  box-shadow: 0 4px 8px rgba(0,0,0,0.1);
}

/* Pause Overlay */
.pause-overlay {
  position: absolute;
  top: 0;
  left: 0;
  right: 0;
  bottom: 0;
  background: rgba(0,0,0,0.8);
  display: flex;
  align-items: center;
  justify-content: center;
  z-index: 1000;
}

.pause-message {
  background: white;
  padding: 40px;
  border-radius: 12px;
  text-align: center;
  box-shadow: 0 8px 16px rgba(0,0,0,0.3);
}

.pause-message h2 {
  margin: 0 0 20px 0;
  color: #333;
  font-size: 1.5rem;
}

.resume-button {
  background: #4CAF50;
  color: white;
  border: none;
  padding: 12px 24px;
  border-radius: 6px;
  font-size: 1rem;
  cursor: pointer;
  transition: background 0.3s;
}

.resume-button:hover {
  background: #45a049;
}

/* Game Controls */
.game-controls {
  display: flex;
  gap: 10px;
  margin: 20px 0;
  flex-wrap: wrap;
  justify-content: center;
}

.control-button {
  background: #F9A22C;
  color: #000;
  border: 1px solid #F9A22C;
  padding: 10px 20px;
  border-radius: 4px;
  cursor: pointer;
  font-size: 0.9rem;
  transition: all 0.3s;
}

.control-button:hover {
  background: #fdf1db;
  color: #7E471B;
  border: 1px solid #7E471B;
}


/* Responsive Design */
@media (max-width: 1024px) {
  .game-layout {
    flex-direction: column;
  }
  
  .sidebar-section {
    width: 100%;
    position: static;
    order: -1; /* Sidebar kommt vor dem Spielbrett */
  }
  
  .game-board-section {
    width: 100%;
  }
  
  .game-area {
    flex-direction: column;
    align-items: center;
  }
  
  .controls-legend {
    width: 100%;
    max-width: 500px;
  }
}

@media (max-width: 768px) {
  .game-canvas {
    width: 100%;
    height: auto;
    max-width: 100%;
  }
  
  .instructions-grid {
    grid-template-columns: 1fr;
  }
  
  .game-controls {
    flex-direction: column;
    align-items: center;
  }
  
  .control-button {
    width: 200px;
  }
  
  .minimap-canvas {
    width: 100%;
    height: auto;
  }
}
</style>
