add music, better sync, particles
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@@ -1,34 +1,29 @@
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// Konstanten
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// ==========================================
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// SPIEL KONFIGURATION & KONSTANTEN
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// ==========================================
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// Dimensionen (Muss zum Canvas passen)
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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 BASE_SPEED = 5.0;
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const CHUNK_SIZE = 60;
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const TARGET_FPS = 60;
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// Physik (Muss exakt synchron zum Go-Server sein!)
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const GRAVITY = 1.8;
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const JUMP_POWER = -20.0; // Vorher -36.0 (Deutlich weniger!)
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const HIGH_JUMP_POWER = -28.0;// Vorher -48.0 (Boots)
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const GROUND_Y = 350; // Y-Position des Bodens
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// Geschwindigkeit
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const BASE_SPEED = 15.0;
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// Game Loop Einstellungen
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const TARGET_FPS = 20;
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const MS_PER_TICK = 1000 / TARGET_FPS;
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const CHUNK_SIZE = 20; // Intervall für Berechnungen (Legacy)
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// Debugging
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// true = Zeigt Hitboxen (Grün) und Server-Daten (Cyan)
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const DEBUG_SYNC = true;
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const SYNC_TOLERANCE = 5.0;
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// RNG Klasse
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class PseudoRNG {
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constructor(seed) {
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this.state = BigInt(seed);
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}
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nextFloat() {
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const a = 1664525n; const c = 1013904223n; const m = 4294967296n;
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this.state = (this.state * a + c) % m;
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return Number(this.state) / Number(m);
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}
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nextRange(min, max) {
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return min + (this.nextFloat() * (max - min));
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}
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pick(array) {
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if (!array || array.length === 0) return null;
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const idx = Math.floor(this.nextRange(0, array.length));
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return array[idx];
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}
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function lerp(a, b, t) {
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return a + (b - a) * t;
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}
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