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