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This commit is contained in:
Sebastian Unterschütz
2025-11-25 19:28:08 +01:00
parent 553f4c2944
commit 36a4847381
10 changed files with 248 additions and 140 deletions

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@@ -3,8 +3,9 @@ const GAME_WIDTH = 800;
const GAME_HEIGHT = 400;
const GRAVITY = 0.6;
const JUMP_POWER = -12;
const HIGH_JUMP_POWER = -16;
const GROUND_Y = 350;
const GAME_SPEED = 5;
const BASE_SPEED = 5;
const CHUNK_SIZE = 60;
const TARGET_FPS = 60;
const MS_PER_TICK = 1000 / TARGET_FPS;

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@@ -1,12 +1,23 @@
function updateGameLogic() {
if (isCrouching) {
inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
}
// 1. Speed Berechnung (Sync mit Server!)
let currentSpeed = BASE_SPEED + (score / 500.0) * 0.5;
if (currentSpeed > 12.0) currentSpeed = 12.0;
// 2. Input & Sprung
if (isCrouching) inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
const originalHeight = 50; const crouchHeight = 25;
player.h = isCrouching ? crouchHeight : originalHeight;
let drawY = isCrouching ? player.y + (originalHeight - crouchHeight) : player.y;
// Jump Power Check
let jumpP = JUMP_POWER;
if (bootTicks > 0) {
jumpP = HIGH_JUMP_POWER;
bootTicks--;
}
// Physik
player.vy += GRAVITY;
if (isCrouching && !player.grounded) player.vy += 2.0;
player.y += player.vy;
@@ -14,16 +25,45 @@ function updateGameLogic() {
if (player.y + originalHeight >= GROUND_Y) {
player.y = GROUND_Y - originalHeight; player.vy = 0; player.grounded = true;
} else { player.grounded = false; }
// 3. Obstacles
let nextObstacles = [];
let rightmostX = 0;
let nextObstacles = []; let rightmostX = 0;
for (let obs of obstacles) {
obs.x -= GAME_SPEED;
obs.x -= currentSpeed;
const playerHitbox = { x: player.x, y: drawY, w: player.w, h: player.h };
if (checkCollision(playerHitbox, obs)) {
player.color = "darkred";
if (!isGameOver) { sendChunk(); gameOver("Kollision"); }
// TYPE CHECK
if (obs.def.type === "coin") {
score += 2000;
continue;
}
else if (obs.def.type === "powerup") {
if (obs.def.id === "p_god") godModeLives = 3;
if (obs.def.id === "p_bat") hasBat = true;
if (obs.def.id === "p_boot") bootTicks = 600;
continue;
}
else {
// HINDERNIS
if (hasBat && obs.def.type === "teacher") {
hasBat = false;
continue; // Zerstört!
}
if (godModeLives > 0) {
godModeLives--;
continue; // Überlebt!
}
player.color = "darkred";
if (!isGameOver) { sendChunk(); gameOver("Kollision"); }
}
}
if (obs.x + obs.def.width > -100) {
nextObstacles.push(obs);
if (obs.x + obs.def.width > rightmostX) rightmostX = obs.x + obs.def.width;
@@ -31,23 +71,43 @@ function updateGameLogic() {
}
obstacles = nextObstacles;
// Spawning
// 4. Spawning (Sync mit Go!)
if (rightmostX < GAME_WIDTH - 10 && gameConfig) {
const gap = Math.floor(400 + rng.nextRange(0, 500));
let spawnX = rightmostX + gap; if (spawnX < GAME_WIDTH) spawnX = GAME_WIDTH;
const isBossPhase = (score % 1500) > 1200;
let possibleObs = [];
gameConfig.obstacles.forEach(def => {
if (def.id === "eraser") { if (score >= 500) possibleObs.push(def); } else possibleObs.push(def);
if (isBossPhase) {
if (def.id === "principal" || def.id === "trashcan") possibleObs.push(def);
} else {
if (def.id === "principal") return;
if (def.id === "eraser" && score < 500) return;
possibleObs.push(def);
}
});
const def = rng.pick(possibleObs);
let def = rng.pick(possibleObs);
// Speech Sync
let speech = null;
if (def && def.canTalk) { if (rng.nextFloat() > 0.7) speech = rng.pick(def.speechLines); }
if (def && def.canTalk) {
if (rng.nextFloat() > 0.7) speech = rng.pick(def.speechLines);
}
// Powerup Rarity Sync (Muss exakt wie Go sein: 10% Chance)
if (def && def.type === "powerup") {
if (rng.nextFloat() > 0.1) def = null;
}
if (def) {
const yOffset = def.yOffset || 0;
obstacles.push({ x: spawnX, y: GROUND_Y - def.height - yOffset, def: def, speech: speech });
obstacles.push({
x: spawnX, y: GROUND_Y - def.height - yOffset,
def: def, speech: speech
});
}
}
}

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@@ -44,46 +44,53 @@ resize();
// --- DRAWING ---
function drawGame() {
// Alles löschen
ctx.clearRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
// Background
// --- BACKGROUND ---
// Hier war der Check schon drin, das ist gut
if (bgSprite.complete && bgSprite.naturalHeight !== 0) {
// Hintergrundbild exakt auf 800x400 skalieren
ctx.drawImage(bgSprite, 0, 0, GAME_WIDTH, GAME_HEIGHT);
} else {
// Fallback Farbe
ctx.fillStyle = "#f0f0f0";
ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
}
// Boden
ctx.fillStyle = "rgba(60, 60, 60, 0.8)";
ctx.fillRect(0, GROUND_Y, GAME_WIDTH, 50);
// Hindernisse
// --- HINDERNISSE (HIER WAR DER FEHLER) ---
obstacles.forEach(obs => {
const img = sprites[obs.def.id];
if (img) {
// FIX: Wir prüfen jetzt strikt, ob das Bild wirklich bereit ist
if (img && img.complete && img.naturalHeight !== 0) {
ctx.drawImage(img, obs.x, obs.y, obs.def.width, obs.def.height);
} else {
ctx.fillStyle = obs.def.color;
// Fallback: Wenn Bild fehlt/kaputt -> Farbiges Rechteck
// Wir prüfen auf Typ Coin, damit Coins gold sind, auch wenn Bild fehlt
if (obs.def.type === "coin") ctx.fillStyle = "gold";
else ctx.fillStyle = obs.def.color;
ctx.fillRect(obs.x, obs.y, obs.def.width, obs.def.height);
}
if(obs.speech) drawSpeechBubble(obs.x, obs.y, obs.speech);
});
// Debug Rahmen (Server Hitboxen)
/*
// --- DEBUG ---
ctx.strokeStyle = isGameOver ? "red" : "lime";
ctx.lineWidth = 2;
serverObstacles.forEach(srvObs => {
ctx.strokeRect(srvObs.x, srvObs.y, srvObs.w, srvObs.h);
});
*/
// Spieler
// --- PLAYER ---
const drawY = isCrouching ? player.y + 25 : player.y;
const drawH = isCrouching ? 25 : 50;
// Hier war der Check auch schon korrekt
if (playerSprite.complete && playerSprite.naturalHeight !== 0) {
ctx.drawImage(playerSprite, player.x, drawY, player.w, drawH);
} else {
@@ -91,13 +98,31 @@ function drawGame() {
ctx.fillRect(player.x, drawY, player.w, drawH);
}
// Game Over Overlay (Dunkelheit)
// --- POWERUP UI (Oben Links) ---
if (isGameRunning && !isGameOver) {
ctx.fillStyle = "black";
ctx.font = "bold 10px monospace";
ctx.textAlign = "left";
let statusText = "";
if(godModeLives > 0) statusText += `🛡️ x${godModeLives} `;
if(hasBat) statusText += `⚾ BAT `;
if(bootTicks > 0) statusText += `👟 ${(bootTicks/60).toFixed(1)}s`;
// Drift Anzeige
if (obstacles.length > 0 && serverObstacles.length > 0) {
const drift = Math.abs(obstacles[0].x - serverObstacles[0].x).toFixed(1);
statusText += ` | Drift: ${drift}px`;
}
ctx.fillText(statusText, 10, 40);
}
if (isGameOver) {
ctx.fillStyle = "rgba(0,0,0,0.7)";
ctx.fillRect(0,0,GAME_WIDTH, GAME_HEIGHT);
}
}
// Sprechblasen Helper
function drawSpeechBubble(x, y, text) {
const bX = x-20; const bY = y-40; const bW = 120; const bH = 30;
ctx.fillStyle="white"; ctx.fillRect(bX,bY,bW,bH);

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@@ -12,6 +12,14 @@ let lastSentTick = 0;
let inputLog = [];
let isCrouching = false;
// Powerups Client State
let godModeLives = 0;
let hasBat = false;
let bootTicks = 0;
// Hintergrund
let currentBgIndex = 0;
// Tick Time
let lastTime = 0;
let accumulator = 0;