Integrate shared physics engine for player movement and collision handling, refine 20 TPS gameplay logic, and enhance client prediction with server-reconciliation updates.
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@@ -9,6 +9,7 @@ import (
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/config"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/physics"
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"github.com/nats-io/nats.go"
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)
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@@ -21,6 +22,8 @@ type ServerPlayer struct {
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OnWall bool // Ist an einer Wand
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OnMovingPlatform *MovingPlatform // Referenz zur Plattform auf der der Spieler steht
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InputX float64 // -1 (Links), 0, 1 (Rechts)
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InputJump bool // Sprung-Input (für Physik-Engine)
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InputDown bool // Nach-Unten-Input (für Fast Fall)
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LastInputSeq uint32 // Letzte verarbeitete Input-Sequenz
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Score int
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DistanceScore int // Score basierend auf zurückgelegter Distanz
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@@ -122,6 +125,8 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
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r.pDrawOffY = def.DrawOffY
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r.pHitboxOffX = def.Hitbox.OffsetX
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r.pHitboxOffY = def.Hitbox.OffsetY
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log.Printf("🎮 Player Hitbox geladen: DrawOff=(%.1f, %.1f), HitboxOff=(%.1f, %.1f), Size=(%.1f, %.1f)",
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r.pDrawOffX, r.pDrawOffY, r.pHitboxOffX, r.pHitboxOffY, r.pW, r.pH)
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}
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// Start-Chunk
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@@ -163,7 +168,7 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
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// --- MAIN LOOP ---
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func (r *Room) RunLoop() {
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// 60 Tick pro Sekunde
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// 20 Tick pro Sekunde
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ticker := time.NewTicker(time.Second / 20)
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defer ticker.Stop()
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@@ -172,6 +177,17 @@ func (r *Room) RunLoop() {
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case <-r.stopChan:
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return
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case <-ticker.C:
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r.Mutex.RLock()
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status := r.Status
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r.Mutex.RUnlock()
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// Stoppe Updates wenn Spiel vorbei ist
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if status == "GAMEOVER" {
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r.Broadcast() // Ein letztes Mal broadcasten
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time.Sleep(5 * time.Second) // Kurz warten damit Clients den GAMEOVER State sehen
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return // Beende Loop
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}
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r.Update()
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r.Broadcast()
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}
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@@ -196,7 +212,7 @@ func (r *Room) AddPlayer(id, name string) {
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ID: id,
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Name: name,
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X: spawnX,
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Y: 200,
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Y: 400, // Spawn über dem Gras (Y=540), fällt dann auf den Boden
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OnGround: false,
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Score: 0,
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IsAlive: true,
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@@ -261,18 +277,15 @@ func (r *Room) HandleInput(input game.ClientInput) {
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switch input.Type {
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case "JUMP":
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if p.OnGround {
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p.VY = -config.JumpVelocity
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p.OnGround = false
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p.DoubleJumpUsed = false // Reset double jump on ground jump
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} else if p.HasDoubleJump && !p.DoubleJumpUsed {
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// Double Jump in der Luft
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p.InputJump = true // Setze Jump-Flag für Physik-Engine
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// Double Jump spezial-Logik (außerhalb der Physik-Engine)
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if !p.OnGround && p.HasDoubleJump && !p.DoubleJumpUsed {
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p.VY = -config.JumpVelocity
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p.DoubleJumpUsed = true
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log.Printf("⚡ %s verwendet Double Jump!", p.Name)
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}
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case "DOWN":
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p.VY = config.FastFall
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p.InputDown = true // Setze Down-Flag für Fast Fall
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case "LEFT_DOWN":
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p.InputX = -1
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case "LEFT_UP":
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@@ -355,44 +368,67 @@ func (r *Room) Update() {
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continue
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}
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// X Bewegung
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// Spieler bewegt sich relativ zum Scroll
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// Scroll-Geschwindigkeit + Links/Rechts Bewegung
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playerMovement := p.InputX * config.PlayerSpeed
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currentSpeed := r.CurrentSpeed + playerMovement
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nextX := p.X + currentSpeed
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// === PHYSIK MIT GEMEINSAMER ENGINE (1:1 wie Client) ===
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hitX, typeX := r.CheckCollision(nextX+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if hitX {
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if typeX == "wall" {
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// Wand getroffen - kann klettern!
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p.OnWall = true
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// X-Position NICHT ändern (bleibt vor der Wand stehen)
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} else if typeX == "obstacle" {
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// Godmode prüfen
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if p.HasGodMode && time.Now().Before(p.GodModeEndTime) {
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// Mit Godmode - Obstacle wird zerstört, Spieler überlebt
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p.X = nextX
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// TODO: Obstacle aus colliders entfernen (benötigt Referenz zum Obstacle)
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log.Printf("🛡️ %s zerstört Obstacle mit Godmode!", p.Name)
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} else {
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// Ohne Godmode - Spieler stirbt
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p.X = nextX
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r.KillPlayer(p)
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continue
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}
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} else {
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// Platform blockiert
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p.OnWall = false
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}
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} else {
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p.X = nextX
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p.OnWall = false
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// Physik-State vorbereiten
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state := physics.PlayerPhysicsState{
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X: p.X,
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Y: p.Y,
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VX: p.VX,
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VY: p.VY,
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OnGround: p.OnGround,
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OnWall: p.OnWall,
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}
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// Physik-Input vorbereiten
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physicsInput := physics.PhysicsInput{
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InputX: p.InputX,
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Jump: p.InputJump,
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Down: p.InputDown,
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}
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// Kollisions-Checker vorbereiten
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collisionChecker := &physics.ServerCollisionChecker{
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CheckCollisionFunc: r.CheckCollision,
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}
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// Gemeinsame Physik anwenden (1:1 wie Client!)
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physics.ApplyPhysics(&state, physicsInput, r.CurrentSpeed, collisionChecker, physics.DefaultPlayerConstants())
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// Ergebnis zurückschreiben
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p.X = state.X
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p.Y = state.Y
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p.VX = state.VX
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p.VY = state.VY
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p.OnGround = state.OnGround
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p.OnWall = state.OnWall
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// Input-Flags zurücksetzen für nächsten Tick
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p.InputJump = false
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p.InputDown = false
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// Double Jump Reset wenn wieder am Boden
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if p.OnGround {
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p.DoubleJumpUsed = false
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}
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// === SERVER-SPEZIFISCHE LOGIK ===
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// Obstacle-Kollision prüfen -> Spieler töten
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hitObstacle, obstacleType := r.CheckCollision(
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p.X+r.pDrawOffX+r.pHitboxOffX,
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p.Y+r.pDrawOffY+r.pHitboxOffY,
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r.pW,
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r.pH,
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)
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if hitObstacle && obstacleType == "obstacle" {
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r.KillPlayer(p)
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continue
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}
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// Grenzen
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if p.X > r.GlobalScrollX+1200 {
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p.X = r.GlobalScrollX + 1200
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if p.X > r.GlobalScrollX+2000 {
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p.X = r.GlobalScrollX + 2000
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} // Rechts Block
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if p.X < r.GlobalScrollX-50 {
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r.KillPlayer(p)
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@@ -403,53 +439,11 @@ func (r *Room) Update() {
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maxX = p.X
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}
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// Y Bewegung
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// An der Wand: Reduzierte Gravität + Klettern mit InputX
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if p.OnWall {
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// Wandrutschen (langsame Fallgeschwindigkeit)
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p.VY += config.Gravity * 0.3 // 30% Gravität an der Wand
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if p.VY > config.WallSlideMax {
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p.VY = config.WallSlideMax
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}
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// Hochklettern wenn nach oben gedrückt (InputX in Wandrichtung)
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if p.InputX != 0 {
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p.VY = -config.WallClimbSpeed
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}
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// Prüfe ob auf bewegender Plattform (für Platform-Mitbewegung)
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if p.OnGround {
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platform := r.CheckMovingPlatformLanding(p.X+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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p.OnMovingPlatform = platform
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} else {
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// Normal: Volle Gravität
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p.VY += config.Gravity
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if p.VY > config.MaxFall {
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p.VY = config.MaxFall
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}
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}
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nextY := p.Y + p.VY
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hitY, typeY := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, nextY+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if hitY {
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if typeY == "wall" {
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// An der Wand: Nicht töten, Position halten und klettern ermöglichen
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p.VY = 0
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p.OnWall = true
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} else if typeY == "obstacle" {
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// Obstacle - immer töten
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p.Y = nextY
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r.KillPlayer(p)
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continue
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} else {
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// Platform blockiert
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if p.VY > 0 {
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p.OnGround = true
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// Prüfe ob auf bewegender Plattform
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platform := r.CheckMovingPlatformLanding(p.X+r.pDrawOffX+r.pHitboxOffX, nextY+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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p.OnMovingPlatform = platform
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}
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p.VY = 0
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}
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} else {
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p.Y += p.VY
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p.OnGround = false
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p.OnMovingPlatform = nil
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}
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@@ -535,10 +529,6 @@ func (r *Room) CheckCollision(x, y, w, h float64) (bool, string) {
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// 1. Statische Colliders (Chunks)
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for _, c := range r.Colliders {
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if game.CheckRectCollision(playerRect, c.Rect) {
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log.Printf("🔴 COLLISION! Type=%s, Player: (%.1f, %.1f, %.1f x %.1f), Collider: (%.1f, %.1f, %.1f x %.1f)",
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c.Type,
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playerRect.OffsetX, playerRect.OffsetY, playerRect.W, playerRect.H,
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c.Rect.OffsetX, c.Rect.OffsetY, c.Rect.W, c.Rect.H)
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return true, c.Type
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}
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}
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@@ -802,6 +792,7 @@ func (r *Room) Broadcast() {
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CollectedPowerups: r.CollectedPowerups,
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MovingPlatforms: make([]game.MovingPlatformSync, 0, len(r.MovingPlatforms)),
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Sequence: r.sequence,
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CurrentSpeed: r.CurrentSpeed,
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}
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for id, p := range r.Players {
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