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fix game
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This commit is contained in:
Sebastian Unterschütz
2026-03-22 18:18:45 +01:00
parent ced5011718
commit 656f279a89
7 changed files with 226 additions and 87 deletions

View File

@@ -82,12 +82,14 @@ type Game struct {
lastStatus string
// Client Prediction
predictedX float64 // Vorhergesagte Position
predictedY float64
predictedVX float64
predictedVY float64
predictedGround bool
predictedOnWall bool
predictedX float64 // Vorhergesagte Position
predictedY float64
predictedVX float64
predictedVY float64
predictedGround bool
predictedOnWall bool
predictedHasDoubleJump bool // Lokale Kopie des Double-Jump-Powerups
predictedDoubleJumpUsed bool // Wurde zweiter Sprung schon verbraucht?
currentSpeed float64 // Aktuelle Scroll-Geschwindigkeit vom Server
inputSequence uint32 // Sequenznummer für Inputs
pendingInputs map[uint32]InputState // Noch nicht bestätigte Inputs

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@@ -51,8 +51,13 @@ func (g *Game) SpawnCoinParticles(x, y float64) {
}
}
// SpawnPowerupAura erstellt Partikel-Aura um Spieler mit aktivem Powerup
func (g *Game) SpawnPowerupAura(x, y float64, powerupType string) {
// SpawnPowerupAura erstellt Partikel-Aura um Spieler mit aktivem Powerup.
// intensity: 0.0 (schwach/auslaufend) bis 1.0 (voll aktiv) steuert Spawn-Rate und Partikelgröße.
func (g *Game) SpawnPowerupAura(x, y float64, powerupType string, intensity float64) {
if intensity <= 0 {
return
}
g.particlesMutex.Lock()
defer g.particlesMutex.Unlock()
@@ -63,18 +68,24 @@ func (g *Game) SpawnPowerupAura(x, y float64, powerupType string) {
particleColor = color.RGBA{100, 200, 255, 200} // Hellblau
case "godmode":
particleColor = color.RGBA{255, 215, 0, 200} // Gold
case "magnet":
particleColor = color.RGBA{255, 80, 220, 200} // Pink/Magenta
default:
particleColor = color.RGBA{200, 100, 255, 200} // Lila
}
// Nur gelegentlich spawnen (nicht jedes Frame) - 1 Partikel alle 3-4 Frames
if rand.Intn(3) != 0 {
// Spawn-Rate skaliert mit Intensität: bei voll aktiv ~1/3 Chance, bei fast leer ~1/10
spawnThreshold := int(3.0/intensity + 0.5)
if spawnThreshold < 1 {
spawnThreshold = 1
}
if rand.Intn(spawnThreshold) != 0 {
return
}
// 1 Partikel für sanfte Aura - spawnen in alle Richtungen
angle := rand.Float64() * 2 * math.Pi
distance := 25.0 + rand.Float64()*20.0
size := (2.5 + rand.Float64()*1.5) * intensity
g.particles = append(g.particles, Particle{
X: x + math.Cos(angle)*distance,
@@ -82,8 +93,8 @@ func (g *Game) SpawnPowerupAura(x, y float64, powerupType string) {
VX: math.Cos(angle) * 0.5,
VY: math.Sin(angle) * 0.5,
Life: 1.0,
MaxLife: 1.0 + rand.Float64()*0.5,
Size: 2.5 + rand.Float64()*1.5,
MaxLife: (1.0 + rand.Float64()*0.5) * intensity,
Size: size,
Color: particleColor,
Type: "powerup",
Gravity: false,
@@ -299,10 +310,38 @@ func (g *Game) DetectAndSpawnParticles() {
centerY := player.Y - 231 + 42 + 184/2
if player.HasDoubleJump {
g.SpawnPowerupAura(centerX, centerY, "doublejump")
// Intensität nimmt mit verbleibender Zeit ab (0..15s → 1.0..0.1)
// Zusätzlich schwächer wenn Sprung bereits verbraucht
intensity := player.DoubleJumpRemainingSeconds / 15.0
if intensity > 1.0 {
intensity = 1.0
} else if intensity < 0.1 {
intensity = 0.1
}
if player.DoubleJumpUsed {
intensity *= 0.4
}
g.SpawnPowerupAura(centerX, centerY, "doublejump", intensity)
}
if player.HasGodMode {
g.SpawnPowerupAura(centerX, centerY, "godmode")
// Intensität nimmt mit verbleibender Zeit ab (0..10s → 1.0..0.1)
intensity := player.GodModeRemainingSeconds / 10.0
if intensity > 1.0 {
intensity = 1.0
} else if intensity < 0.1 {
intensity = 0.1
}
g.SpawnPowerupAura(centerX, centerY, "godmode", intensity)
}
if player.HasMagnet {
// Intensität nimmt mit verbleibender Zeit ab (0..8s → 1.0..0.1)
intensity := player.MagnetRemainingSeconds / 8.0
if intensity > 1.0 {
intensity = 1.0
} else if intensity < 0.1 {
intensity = 0.1
}
g.SpawnPowerupAura(centerX, centerY, "magnet", intensity)
}
}

View File

@@ -1,6 +1,7 @@
package main
import (
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/config"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/physics"
)
@@ -31,6 +32,17 @@ func (g *Game) ApplyInput(input InputState) {
OnWall: g.predictedOnWall,
}
// Double Jump: vor der Physik anwenden (1:1 wie Server)
if input.Jump && !g.predictedGround && g.predictedHasDoubleJump && !g.predictedDoubleJumpUsed {
g.predictedVY = -config.JumpVelocity
g.predictedDoubleJumpUsed = true
}
// Double Jump Reset wenn wieder am Boden
if g.predictedGround {
g.predictedDoubleJumpUsed = false
}
// Physik-Input vorbereiten
physicsInput := physics.PhysicsInput{
InputX: moveX,
@@ -175,4 +187,8 @@ func (g *Game) ReconcileWithServer(serverState game.PlayerState) {
g.predictedVY = replayVY
g.predictedGround = replayGround
g.predictedOnWall = replayOnWall
// Powerup-State vom Server übernehmen (autoritativ)
g.predictedHasDoubleJump = serverState.HasDoubleJump
g.predictedDoubleJumpUsed = serverState.DoubleJumpUsed
}

View File

@@ -108,6 +108,24 @@
"Type": ""
}
},
"magnet": {
"ID": "magnet",
"Type": "powerup",
"Filename": "",
"Scale": 1.0,
"ProcWidth": 50,
"ProcHeight": 50,
"DrawOffX": -25,
"DrawOffY": -50,
"Color": {"R": 255, "G": 80, "B": 220, "A": 255},
"Hitbox": {
"OffsetX": 0,
"OffsetY": 0,
"W": 50,
"H": 50,
"Type": ""
}
},
"h-l": {
"ID": "h-l",
"Type": "obstacle",