Refine player movement and physics constants for improved 20 TPS gameplay, add reusable config values, enhance button loading states, and prevent duplicate game starts. Update cache-busting version for client assets.
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Dynamic Branch Deploy / build-and-deploy (push) Successful in 2m3s
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@@ -362,11 +362,12 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
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sprite := "player" // Default: am Boden
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// Nur Jump-Animation wenn wirklich in der Luft
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// (nicht auf Boden, nicht auf Platform mit VY ~= 0)
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isInAir := !onGround && (vy < -1.0 || vy > 1.0)
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// Bei 20 TPS größerer Threshold (3.0 statt 1.0)
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// OnGround oder sehr kleine VY = am Boden/Plattform
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isInAir := !onGround && (vy < -3.0 || vy > 3.0)
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if isInAir {
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if vy < -2.0 {
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if vy < -5.0 {
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// Springt nach oben
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sprite = "jump0"
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} else {
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@@ -21,8 +21,8 @@ func (g *Game) ApplyInput(input InputState) {
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}
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// Geschwindigkeit skaliert mit Joystick-Intensität
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// war 4.0 bei 60 TPS (4.0 * 3 = 12.0)
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speed := config.RunSpeed + (moveX * 12.0)
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// Bewegung relativ zum Scroll (symmetrisch)
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speed := config.RunSpeed + (moveX * config.PlayerSpeed)
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g.predictedX += speed
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// Gravitation
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@@ -33,12 +33,12 @@ func (g *Game) ApplyInput(input InputState) {
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// Fast Fall
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if input.Down {
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g.predictedVY = 45.0 // war 15.0 bei 60 TPS (15.0 * 3)
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g.predictedVY = config.FastFall
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}
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// Sprung
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if input.Jump && g.predictedGround {
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g.predictedVY = -30.0 // Reduziert für besseres Spielgefühl bei 20 TPS
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g.predictedVY = -config.JumpVelocity
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g.predictedGround = false
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}
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@@ -1,6 +1,7 @@
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// Game State
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let wasmReady = false;
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let gameStarted = false;
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let gameStarting = false; // Verhindert doppeltes Starten
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let audioMuted = false;
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let currentLeaderboard = []; // Store full leaderboard data with proof codes
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@@ -234,7 +235,7 @@ window.onWasmReady = function() {
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};
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// Cache Management - Version wird bei jedem Build aktualisiert
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const CACHE_VERSION = 1767639190355; // Wird durch Build-Prozess ersetzt
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const CACHE_VERSION = 1767643088942; // Wird durch Build-Prozess ersetzt
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// Fetch mit Cache-Busting
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async function fetchWithCache(url) {
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@@ -315,7 +316,22 @@ function startSoloGame() {
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return;
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}
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// Verhindere doppeltes Starten
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if (gameStarting) {
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console.log('⚠️ Game is already starting...');
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return;
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}
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gameStarting = true;
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const playerName = document.getElementById('playerName').value || 'ANON';
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const startBtn = document.getElementById('startBtn');
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// Button deaktivieren und Loading anzeigen
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if (startBtn) {
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startBtn.disabled = true;
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startBtn.innerHTML = '<span class="spinner-small"></span> Starte...';
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startBtn.style.opacity = '0.6';
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}
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// Store in localStorage for WASM to read
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localStorage.setItem('escape_player_name', playerName);
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@@ -341,6 +357,21 @@ function createRoom() {
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return;
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}
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// Verhindere doppeltes Starten
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if (gameStarting) {
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console.log('⚠️ Game is already starting...');
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return;
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}
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gameStarting = true;
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const createBtn = document.getElementById('createRoomBtn');
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// Button deaktivieren und Loading anzeigen
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if (createBtn) {
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createBtn.disabled = true;
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createBtn.innerHTML = '<span class="spinner-small"></span> Erstelle Raum...';
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createBtn.style.opacity = '0.6';
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}
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const playerName = document.getElementById('playerName').value || 'ANON';
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const roomID = 'R' + Math.random().toString(36).substr(2, 5).toUpperCase();
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const teamName = 'TEAM';
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@@ -352,12 +383,17 @@ function createRoom() {
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localStorage.setItem('escape_team_name', teamName);
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localStorage.setItem('escape_is_host', 'true');
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// Show Lobby
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// Show Lobby nach kurzer Verzögerung (damit User Feedback sieht)
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setTimeout(() => {
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setUIState(UIState.LOBBY);
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document.getElementById('lobbyRoomCode').textContent = roomID;
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document.getElementById('lobbyHostControls').classList.remove('hidden');
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document.getElementById('lobbyStatus').textContent = 'Du bist Host - starte wenn bereit!';
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// Reset gameStarting für Lobby
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gameStarting = false;
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}, 300);
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// Trigger WASM game start (im Hintergrund)
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if (window.startGame) {
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console.log('🎮 Calling window.startGame with:', 'coop', playerName, roomID, teamName, true);
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@@ -375,12 +411,34 @@ function joinRoom() {
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return;
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}
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// Verhindere doppeltes Starten
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if (gameStarting) {
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console.log('⚠️ Game is already starting...');
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return;
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}
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gameStarting = true;
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const joinBtn = document.getElementById('joinRoomBtn');
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// Button deaktivieren und Loading anzeigen
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if (joinBtn) {
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joinBtn.disabled = true;
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joinBtn.innerHTML = '<span class="spinner-small"></span> Trete bei...';
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joinBtn.style.opacity = '0.6';
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}
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const playerName = document.getElementById('playerName').value || 'ANON';
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const roomID = document.getElementById('joinRoomCode').value.toUpperCase();
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const teamName = document.getElementById('teamNameJoin').value || 'TEAM';
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if (!roomID || roomID.length < 4) {
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alert('Bitte gib einen gültigen Raum-Code ein!');
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// Reset bei Fehler
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gameStarting = false;
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if (joinBtn) {
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joinBtn.disabled = false;
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joinBtn.innerHTML = 'RAUM BEITRETEN';
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joinBtn.style.opacity = '1';
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}
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return;
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}
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@@ -391,12 +449,21 @@ function joinRoom() {
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localStorage.setItem('escape_team_name', teamName);
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localStorage.setItem('escape_is_host', 'false');
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// Show Lobby
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// Show Lobby nach kurzer Verzögerung
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setTimeout(() => {
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setUIState(UIState.LOBBY);
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document.getElementById('lobbyRoomCode').textContent = roomID;
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document.getElementById('lobbyHostControls').classList.add('hidden');
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document.getElementById('lobbyStatus').textContent = 'Warte auf Host...';
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// Reset gameStarting für Lobby
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gameStarting = false;
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}, 300);
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// Reset gameStarting für Lobby
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gameStarting = false;
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}, 300);
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// Trigger WASM game start (im Hintergrund)
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if (window.startGame) {
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console.log('🎮 Calling window.startGame with:', 'coop', playerName, roomID, teamName, false);
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@@ -291,7 +291,7 @@
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<!-- WASM Execution -->
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<script>
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// Cache-Busting für JavaScript-Dateien (wird beim Build aktualisiert)
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const BUILD_VERSION = 1767639190355;
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const BUILD_VERSION = 1767643088942;
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document.write('<script src="wasm_exec.js?v=' + BUILD_VERSION + '"><\/script>');
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document.write('<script src="game.js?v=' + BUILD_VERSION + '"><\/script>');
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</script>
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@@ -39,6 +39,7 @@ input[type=range]{width:100%;max-width:300px}
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.setting-item span{color:#fff;font-size:14px}
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.loading-screen{position:absolute;top:0;left:0;width:100%;height:100%;background:rgba(0,0,0,.95);display:flex;flex-direction:column;justify-content:center;align-items:center;z-index:9999}
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.spinner{border:8px solid #333;border-top:8px solid #fc0;border-radius:50%;width:60px;height:60px;animation:spin 1s linear infinite}
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.spinner-small{display:inline-block;border:2px solid #666;border-top:2px solid #000;border-radius:50%;width:12px;height:12px;animation:spin 1s linear infinite;vertical-align:middle;margin-right:8px}
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@keyframes spin{0%{transform:rotate(0)}100%{transform:rotate(360deg)}}
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#mute-btn{position:fixed;top:10px;left:10px;z-index:10000;background:rgba(0,0,0,.5);border:2px solid #555;color:#fff;font-size:20px;width:40px;height:40px;border-radius:50%;cursor:pointer;padding:0;margin:0;display:flex;align-items:center;justify-content:center;box-shadow:0 0 10px rgba(0,0,0,.5)}
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#mute-btn:hover{background:rgba(255,255,255,.2);border-color:#fff}
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@@ -10,13 +10,19 @@ const (
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// Physics (angepasst für 20 TPS statt 60 TPS)
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// Bei 20 TPS ist jeder Tick 3x länger (50ms statt 16.67ms)
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// Geschwindigkeiten müssen mit 3 multipliziert werden
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Gravity = 1.5 // war 0.5 bei 60 TPS
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MaxFall = 45.0 // war 15.0 bei 60 TPS
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TileSize = 64
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// Player Movement (bei 20 TPS)
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RunSpeed = 21.0 // Basis-Scroll-Geschwindigkeit
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PlayerSpeed = 33.0 // Links/Rechts Bewegung relativ zu Scroll (war 11.0 * 3)
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JumpVelocity = 24.0 // Sprunghöhe (reduziert für besseres Gefühl)
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FastFall = 45.0 // Schnell-Fall nach unten
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WallSlideMax = 9.0 // Maximale Rutsch-Geschwindigkeit an Wand
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WallClimbSpeed = 15.0 // Kletter-Geschwindigkeit
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// Gameplay
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RunSpeed = 21.0 // war 7.0 bei 60 TPS (7.0 * 3)
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StartTime = 5 // Sekunden Countdown
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TickRate = time.Millisecond * 50 // 20 TPS (war 16ms für 60 TPS)
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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 = -30.0 // Reduziert für besseres Spielgefühl bei 20 TPS
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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.VY = -30.0 // Reduziert für besseres Spielgefühl bei 20 TPS
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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 = 45.0 // war 15.0 bei 60 TPS (15.0 * 3)
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p.VY = config.FastFall
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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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@@ -355,11 +355,10 @@ func (r *Room) Update() {
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}
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// X Bewegung
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// Symmetrische Geschwindigkeit: Links = Rechts
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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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// 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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// 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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hitX, typeX := r.CheckCollision(nextX+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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@@ -408,13 +407,13 @@ 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 > 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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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 = -15.0 // war -5.0 bei 60 TPS (-5.0 * 3)
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p.VY = -config.WallClimbSpeed
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}
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} else {
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// Normal: Volle Gravität
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