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This commit is contained in:
28
config.go
28
config.go
@@ -11,10 +11,11 @@ import (
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const (
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Gravity = 0.6
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JumpPower = -12.0
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HighJumpPower = -16.0
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GroundY = 350.0
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PlayerHeight = 50.0
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PlayerYBase = GroundY - PlayerHeight
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GameSpeed = 5.0
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BaseSpeed = 5.0
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GameWidth = 800.0
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)
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@@ -37,12 +38,25 @@ func getEnv(key, fallback string) string {
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func initGameConfig() {
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defaultConfig = GameConfig{
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Obstacles: []ObstacleDef{
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{ID: "desk", Width: 40, Height: 30, Color: "#8B4513", Image: "desk.png"},
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{ID: "teacher", Width: 30, Height: 60, Color: "#000080", Image: "teacher.png", CanTalk: true, SpeechLines: []string{"Halt!", "Handy weg!", "Nachsitzen!"}},
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{ID: "trashcan", Width: 25, Height: 35, Color: "#555", Image: "trash.png"},
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{ID: "eraser", Width: 30, Height: 20, Color: "#fff", Image: "eraser.png", YOffset: 45.0},
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// --- HINDERNISSE ---
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{ID: "desk", Type: "obstacle", Width: 40, Height: 30, Color: "#8B4513", Image: "desk.png"},
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{ID: "teacher", Type: "teacher", Width: 30, Height: 60, Color: "#000080", Image: "teacher.png", CanTalk: true, SpeechLines: []string{"Halt!", "Handy weg!"}},
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{ID: "trashcan", Type: "obstacle", Width: 25, Height: 35, Color: "#555", Image: "trash.png"},
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{ID: "eraser", Type: "obstacle", Width: 30, Height: 20, Color: "#fff", Image: "eraser.png", YOffset: 45.0},
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// --- BOSS OBJEKTE (Kommen häufiger im Bosskampf) ---
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{ID: "principal", Type: "teacher", Width: 40, Height: 70, Color: "#000", Image: "principal.png", CanTalk: true, SpeechLines: []string{"EXMATRIKULATION!"}},
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// --- COINS ---
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{ID: "coin", Type: "coin", Width: 20, Height: 20, Color: "gold", Image: "coin.png", YOffset: 20.0},
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// --- POWERUPS ---
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{ID: "p_god", Type: "powerup", Width: 30, Height: 30, Color: "cyan", Image: "powerup_god.png", YOffset: 20.0}, // Godmode
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{ID: "p_bat", Type: "powerup", Width: 30, Height: 30, Color: "red", Image: "powerup_bat.png", YOffset: 20.0}, // Schläger
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{ID: "p_boot", Type: "powerup", Width: 30, Height: 30, Color: "lime", Image: "powerup_boot.png", YOffset: 20.0}, // Boots
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},
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Backgrounds: []string{"background.jpg"},
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// Mehrere Hintergründe für Level-Wechsel
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Backgrounds: []string{"gym-background.jpg", "school-background.jpg", "school2-background.jpg"},
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}
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log.Println("✅ Config geladen")
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log.Println("✅ Config mit Powerups geladen")
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}
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171
simulation.go
171
simulation.go
@@ -3,23 +3,18 @@ package main
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import (
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"encoding/json"
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"fmt"
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"log"
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"math"
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"strconv"
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)
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// Führt die Physik-Simulation durch und prüft auf Cheats
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func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[string]string) (bool, int, []ActiveObstacle) {
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// State parsen
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posY := parseOr(vals["pos_y"], PlayerYBase)
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velY := parseOr(vals["vel_y"], 0.0)
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score := int(parseOr(vals["score"], 0))
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rngStateVal, _ := strconv.ParseInt(vals["rng_state"], 10, 64)
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// Anti-Cheat State laden
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lastJumpDist := parseOr(vals["ac_last_dist"], 0.0)
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suspicionScore := int(parseOr(vals["ac_suspicion"], 0))
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godLives := int(parseOr(vals["p_god_lives"], 0))
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hasBat := vals["p_has_bat"] == "1"
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bootTicks := int(parseOr(vals["p_boot_ticks"], 0))
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rng := NewRNG(rngStateVal)
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@@ -30,24 +25,20 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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obstacles = []ActiveObstacle{}
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}
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// --- ANTI-CHEAT STUFE 2: SPAM SCHUTZ ---
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jumpCount := 0
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for _, inp := range inputs {
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if inp.Act == "JUMP" {
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jumpCount++
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}
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}
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if jumpCount > 8 { // Wer mehr als 8x pro Sekunde springt, ist ein Bot
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log.Printf("🤖 BOT ALARM (Spam): %s sprang %d mal!", sessionID, jumpCount)
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return true, score, obstacles // Player Dead
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}
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playerDead := false
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// --- SIMULATION LOOP ---
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for i := 0; i < totalTicks; i++ {
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currentSpeed := BaseSpeed + (float64(score)/500.0)*0.5
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if currentSpeed > 12.0 {
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currentSpeed = 12.0
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}
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currentJumpPower := JumpPower
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if bootTicks > 0 {
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currentJumpPower = HighJumpPower
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bootTicks--
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}
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// A. INPUT
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didJump := false
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isCrouching := false
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for _, inp := range inputs {
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@@ -61,39 +52,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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}
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// Physik Check
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isGrounded := posY >= PlayerYBase-1.0
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if didJump && isGrounded && !isCrouching {
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velY = JumpPower
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// --- ANTI-CHEAT STUFE 3: HEURISTIK (Perfektes Springen) ---
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// Wir messen den Abstand zum nächsten Hindernis beim Absprung
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nextObsDist := -1.0
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for _, o := range obstacles {
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if o.X > 50.0 { // Erstes Hindernis vor uns
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nextObsDist = o.X - 50.0
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break
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}
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}
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if nextObsDist > 0 {
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// Bot-Check: Springt er immer exakt bei "75.5" Pixel Abstand?
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diff := math.Abs(nextObsDist - lastJumpDist)
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if diff < 1.0 {
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// Abstand ist fast identisch zum letzten Sprung -> Verdächtig
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suspicionScore++
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} else {
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// Menschliche Varianz -> Reset (oder verringern)
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if suspicionScore > 0 {
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suspicionScore--
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}
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}
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lastJumpDist = nextObsDist
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}
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}
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// ... (Restliche Physik wie gehabt) ...
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currentHeight := PlayerHeight
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if isCrouching {
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currentHeight = PlayerHeight / 2
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@@ -102,9 +61,12 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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}
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if didJump && isGrounded && !isCrouching {
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velY = currentJumpPower
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}
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velY += Gravity
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posY += velY
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if posY > PlayerYBase {
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posY = PlayerYBase
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velY = 0
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@@ -115,72 +77,108 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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hitboxY = posY + (PlayerHeight - currentHeight)
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}
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// B. OBSTACLES
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nextObstacles := []ActiveObstacle{}
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rightmostX := 0.0
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for _, obs := range obstacles {
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obs.X -= GameSpeed
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obs.X -= currentSpeed
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if obs.X+obs.Width < 50.0 {
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if obs.X+obs.Width < -50.0 {
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continue
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}
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// Hitbox
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paddingX := 5.0
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paddingY_Top := 5.0
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paddingY_Bottom := 5.0
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pLeft, pRight := 50.0+paddingX, 50.0+30.0-paddingX
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pTop, pBottom := hitboxY+paddingY_Top, hitboxY+currentHeight-paddingY_Bottom
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oLeft, oRight := obs.X+paddingX, obs.X+obs.Width-paddingX
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oTop, oBottom := obs.Y+paddingY_Top, obs.Y+obs.Height-paddingY_Bottom
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if pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom {
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playerDead = true
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paddingX := 10.0
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paddingY_Top := 10.0
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if obs.Type == "teacher" {
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paddingY_Top = 25.0
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}
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pLeft, pRight := 50.0+paddingX, 50.0+30.0-paddingX
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pTop, pBottom := hitboxY+paddingY_Top, hitboxY+currentHeight-5.0
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oLeft, oRight := obs.X+paddingX, obs.X+obs.Width-paddingX
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oTop, oBottom := obs.Y+paddingY_Top, obs.Y+obs.Height-5.0
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isCollision := pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom
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if isCollision {
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if obs.Type == "coin" {
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score += 2000
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continue
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} else if obs.Type == "powerup" {
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if obs.ID == "p_god" {
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godLives = 3
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}
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if obs.ID == "p_bat" {
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hasBat = true
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}
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if obs.ID == "p_boot" {
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bootTicks = 600
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}
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continue
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} else {
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if hasBat && obs.Type == "teacher" {
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hasBat = false
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continue
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}
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if godLives > 0 {
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godLives--
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continue
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}
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playerDead = true
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}
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}
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if obs.X+obs.Width > -100 {
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nextObstacles = append(nextObstacles, obs)
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if obs.X+obs.Width > rightmostX {
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rightmostX = obs.X + obs.Width
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}
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}
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}
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obstacles = nextObstacles
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// C. SPAWNING
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if rightmostX < GameWidth-10.0 {
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rawGap := 400.0 + rng.NextRange(0, 500)
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gap := float64(int(rawGap))
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gap := float64(int(400.0 + rng.NextRange(0, 500)))
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spawnX := rightmostX + gap
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if spawnX < GameWidth {
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spawnX = GameWidth
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}
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isBossPhase := (score % 1500) > 1200
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var possibleDefs []ObstacleDef
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for _, d := range defaultConfig.Obstacles {
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if d.ID == "eraser" {
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if score >= 500 {
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if isBossPhase {
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if d.ID == "principal" || d.ID == "trashcan" {
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possibleDefs = append(possibleDefs, d)
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}
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} else {
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if d.ID == "principal" {
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continue
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}
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if d.ID == "eraser" && score < 500 {
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continue
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}
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possibleDefs = append(possibleDefs, d)
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}
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}
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def := rng.PickDef(possibleDefs)
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if def != nil && def.CanTalk {
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if rng.NextFloat() > 0.7 {
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rng.NextFloat()
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}
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}
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if def != nil {
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if def.Type == "powerup" && rng.NextFloat() > 0.1 {
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def = nil
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}
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if def != nil {
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spawnY := GroundY - def.Height - def.YOffset
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obstacles = append(obstacles, ActiveObstacle{
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ID: def.ID,
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Type: def.Type,
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X: spawnX,
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Y: spawnY,
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Width: def.Width,
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@@ -188,6 +186,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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})
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}
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}
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}
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if !playerDead {
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score++
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@@ -196,23 +195,21 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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}
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// Ban Hammer für Bots
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if suspicionScore > 8 {
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log.Printf("🤖 BOT ALARM (Heuristik): %s springt zu perfekt!", sessionID)
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playerDead = true
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obsJson, _ := json.Marshal(obstacles)
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batStr := "0"
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if hasBat {
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batStr = "1"
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}
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// State speichern
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obsJson, _ := json.Marshal(obstacles)
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rdb.HSet(ctx, "session:"+sessionID, map[string]interface{}{
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"score": score,
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"pos_y": fmt.Sprintf("%f", posY),
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"vel_y": fmt.Sprintf("%f", velY),
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"rng_state": rng.State,
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"obstacles": string(obsJson),
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// Anti-Cheat Daten mitspeichern
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"ac_last_dist": fmt.Sprintf("%f", lastJumpDist),
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"ac_suspicion": suspicionScore,
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"p_god_lives": godLives,
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"p_has_bat": batStr,
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"p_boot_ticks": bootTicks,
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})
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return playerDead, score, obstacles
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BIN
static/assets/gym-background.jpg
Normal file
BIN
static/assets/gym-background.jpg
Normal file
Binary file not shown.
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After Width: | Height: | Size: 184 KiB |
|
Before Width: | Height: | Size: 113 KiB After Width: | Height: | Size: 113 KiB |
BIN
static/assets/school2-background.jpg
Normal file
BIN
static/assets/school2-background.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 142 KiB |
@@ -3,8 +3,9 @@ const GAME_WIDTH = 800;
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const GAME_HEIGHT = 400;
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const GRAVITY = 0.6;
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const JUMP_POWER = -12;
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const HIGH_JUMP_POWER = -16;
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const GROUND_Y = 350;
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const GAME_SPEED = 5;
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const BASE_SPEED = 5;
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const CHUNK_SIZE = 60;
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const TARGET_FPS = 60;
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const MS_PER_TICK = 1000 / TARGET_FPS;
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@@ -1,12 +1,23 @@
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function updateGameLogic() {
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if (isCrouching) {
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inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
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}
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// 1. Speed Berechnung (Sync mit Server!)
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let currentSpeed = BASE_SPEED + (score / 500.0) * 0.5;
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if (currentSpeed > 12.0) currentSpeed = 12.0;
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// 2. Input & Sprung
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if (isCrouching) inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
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const originalHeight = 50; const crouchHeight = 25;
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player.h = isCrouching ? crouchHeight : originalHeight;
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let drawY = isCrouching ? player.y + (originalHeight - crouchHeight) : player.y;
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|
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// Jump Power Check
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let jumpP = JUMP_POWER;
|
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if (bootTicks > 0) {
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jumpP = HIGH_JUMP_POWER;
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bootTicks--;
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}
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// Physik
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player.vy += GRAVITY;
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if (isCrouching && !player.grounded) player.vy += 2.0;
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player.y += player.vy;
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@@ -15,15 +26,44 @@ function updateGameLogic() {
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player.y = GROUND_Y - originalHeight; player.vy = 0; player.grounded = true;
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} else { player.grounded = false; }
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|
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let nextObstacles = []; let rightmostX = 0;
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|
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// 3. Obstacles
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let nextObstacles = [];
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let rightmostX = 0;
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|
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for (let obs of obstacles) {
|
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obs.x -= GAME_SPEED;
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obs.x -= currentSpeed;
|
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|
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const playerHitbox = { x: player.x, y: drawY, w: player.w, h: player.h };
|
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|
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if (checkCollision(playerHitbox, obs)) {
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// TYPE CHECK
|
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if (obs.def.type === "coin") {
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score += 2000;
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continue;
|
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}
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else if (obs.def.type === "powerup") {
|
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if (obs.def.id === "p_god") godModeLives = 3;
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if (obs.def.id === "p_bat") hasBat = true;
|
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if (obs.def.id === "p_boot") bootTicks = 600;
|
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continue;
|
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}
|
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else {
|
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// HINDERNIS
|
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if (hasBat && obs.def.type === "teacher") {
|
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hasBat = false;
|
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continue; // Zerstört!
|
||||
}
|
||||
if (godModeLives > 0) {
|
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godModeLives--;
|
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continue; // Überlebt!
|
||||
}
|
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|
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player.color = "darkred";
|
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if (!isGameOver) { sendChunk(); gameOver("Kollision"); }
|
||||
}
|
||||
}
|
||||
|
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if (obs.x + obs.def.width > -100) {
|
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nextObstacles.push(obs);
|
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if (obs.x + obs.def.width > rightmostX) rightmostX = obs.x + obs.def.width;
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@@ -31,23 +71,43 @@ function updateGameLogic() {
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}
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obstacles = nextObstacles;
|
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|
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// Spawning
|
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// 4. Spawning (Sync mit Go!)
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if (rightmostX < GAME_WIDTH - 10 && gameConfig) {
|
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const gap = Math.floor(400 + rng.nextRange(0, 500));
|
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let spawnX = rightmostX + gap; if (spawnX < GAME_WIDTH) spawnX = GAME_WIDTH;
|
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|
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const isBossPhase = (score % 1500) > 1200;
|
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|
||||
let possibleObs = [];
|
||||
gameConfig.obstacles.forEach(def => {
|
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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);
|
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} else {
|
||||
if (def.id === "principal") return;
|
||||
if (def.id === "eraser" && score < 500) return;
|
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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
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
|
||||
3
types.go
3
types.go
@@ -2,6 +2,7 @@ package main
|
||||
|
||||
type ObstacleDef struct {
|
||||
ID string `json:"id"`
|
||||
Type string `json:"type"`
|
||||
Width float64 `json:"width"`
|
||||
Height float64 `json:"height"`
|
||||
Color string `json:"color"`
|
||||
@@ -19,6 +20,7 @@ type GameConfig struct {
|
||||
// Dynamischer State
|
||||
type ActiveObstacle struct {
|
||||
ID string `json:"id"`
|
||||
Type string `json:"type"`
|
||||
X float64 `json:"x"`
|
||||
Y float64 `json:"y"`
|
||||
Width float64 `json:"w"`
|
||||
@@ -41,6 +43,7 @@ type ValidateResponse struct {
|
||||
Status string `json:"status"`
|
||||
VerifiedScore int `json:"verifiedScore"`
|
||||
ServerObs []ActiveObstacle `json:"serverObs"`
|
||||
ActivePowerup string `json:"activePowerup"`
|
||||
}
|
||||
|
||||
type StartResponse struct {
|
||||
|
||||
Reference in New Issue
Block a user