fix game
All checks were successful
Dynamic Branch Deploy / build-and-deploy (push) Successful in 8m20s
All checks were successful
Dynamic Branch Deploy / build-and-deploy (push) Successful in 8m20s
This commit is contained in:
@@ -276,16 +276,49 @@ func (r *Room) HandleInput(input game.ClientInput) {
|
||||
}
|
||||
|
||||
switch input.Type {
|
||||
case "STATE":
|
||||
// Vollständigen Input-State atomisch setzen – verhindert stuck-Inputs durch
|
||||
// Paketverlust oder Reihenfolge-Probleme bei Event-basierten Nachrichten.
|
||||
// Out-of-Order-Schutz: nur neuere States übernehmen
|
||||
if input.Sequence <= p.LastInputSeq {
|
||||
return
|
||||
}
|
||||
|
||||
// Richtung: JoyX hat Vorrang vor digitalen Tasten
|
||||
if input.InputJoyX != 0 {
|
||||
p.InputX = input.InputJoyX
|
||||
} else if input.InputLeft && !input.InputRight {
|
||||
p.InputX = -1
|
||||
} else if input.InputRight && !input.InputLeft {
|
||||
p.InputX = 1
|
||||
} else {
|
||||
p.InputX = 0
|
||||
}
|
||||
|
||||
// Jump/Down: einmal setzen, nie löschen (Physics-Tick macht das)
|
||||
if input.InputJump {
|
||||
p.InputJump = true
|
||||
// Double Jump spezial-Logik (außerhalb der Physik-Engine)
|
||||
if !p.OnGround && p.HasDoubleJump && !p.DoubleJumpUsed {
|
||||
p.VY = -config.JumpVelocity
|
||||
p.DoubleJumpUsed = true
|
||||
log.Printf("⚡ %s verwendet Double Jump!", p.Name)
|
||||
}
|
||||
}
|
||||
if input.InputDown {
|
||||
p.InputDown = true
|
||||
}
|
||||
|
||||
// Legacy-Events (Rückwärtskompatibilität, werden vom neuen Client nicht mehr gesendet)
|
||||
case "JUMP":
|
||||
p.InputJump = true // Setze Jump-Flag für Physik-Engine
|
||||
// Double Jump spezial-Logik (außerhalb der Physik-Engine)
|
||||
p.InputJump = true
|
||||
if !p.OnGround && p.HasDoubleJump && !p.DoubleJumpUsed {
|
||||
p.VY = -config.JumpVelocity
|
||||
p.DoubleJumpUsed = true
|
||||
log.Printf("⚡ %s verwendet Double Jump!", p.Name)
|
||||
}
|
||||
case "DOWN":
|
||||
p.InputDown = true // Setze Down-Flag für Fast Fall
|
||||
p.InputDown = true
|
||||
case "LEFT_DOWN":
|
||||
p.InputX = -1
|
||||
case "LEFT_UP":
|
||||
@@ -298,6 +331,7 @@ func (r *Room) HandleInput(input game.ClientInput) {
|
||||
if p.InputX == 1 {
|
||||
p.InputX = 0
|
||||
}
|
||||
|
||||
case "START":
|
||||
if input.PlayerID == r.HostID && r.Status == "LOBBY" {
|
||||
r.StartCountdown()
|
||||
|
||||
Reference in New Issue
Block a user