Adjust physics constants and movement logic for 20 TPS, scale velocities and gravity by a factor of 3, and update cache-busting version for client assets.
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@@ -261,17 +261,17 @@ 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 = -14.0
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p.VY = -42.0 // war -14.0 bei 60 TPS (-14.0 * 3)
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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.VY = -14.0
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p.VY = -42.0 // war -14.0 bei 60 TPS (-14.0 * 3)
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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 = 15.0
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p.VY = 45.0 // war 15.0 bei 60 TPS (15.0 * 3)
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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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@@ -356,9 +356,10 @@ func (r *Room) Update() {
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// X Bewegung
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// Symmetrische Geschwindigkeit: Links = Rechts
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// Nach rechts: CurrentSpeed + 11, Nach links: CurrentSpeed - 11
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// Nach rechts: CurrentSpeed + 33, Nach links: CurrentSpeed - 33
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// Verwendet r.CurrentSpeed statt config.RunSpeed für dynamische Geschwindigkeit
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currentSpeed := r.CurrentSpeed + (p.InputX * 11.0)
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// war 11.0 bei 60 TPS (11.0 * 3 = 33.0)
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currentSpeed := r.CurrentSpeed + (p.InputX * 33.0)
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nextX := p.X + currentSpeed
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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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@@ -407,13 +408,13 @@ func (r *Room) Update() {
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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 > 3.0 {
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p.VY = 3.0 // Maximal 3.0 beim Rutschen
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if p.VY > 9.0 { // war 3.0 bei 60 TPS (3.0 * 3)
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p.VY = 9.0 // Maximal 9.0 beim Rutschen
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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 = -5.0 // Kletter-Geschwindigkeit nach oben
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p.VY = -15.0 // war -5.0 bei 60 TPS (-5.0 * 3)
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}
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} else {
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// Normal: Volle Gravität
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