add music, better sync, particles
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Dynamic Branch Deploy / build-and-deploy (push) Successful in 2m18s
All checks were successful
Dynamic Branch Deploy / build-and-deploy (push) Successful in 2m18s
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@@ -1,45 +1,114 @@
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// ==========================================
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// INPUT HANDLING (WEBSOCKET VERSION)
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// ==========================================
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function handleInput(action, active) {
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if (isGameOver) { if(active) location.reload(); return; }
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const relativeTick = currentTick - lastSentTick;
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// 1. Game Over Reset
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if (isGameOver) {
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if(active) location.reload();
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return;
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}
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// 2. JUMP LOGIK
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if (action === "JUMP" && active) {
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// Wir prüfen lokal, ob wir springen dürfen (Client Prediction)
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if (player.grounded && !isCrouching) {
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// A. Sofort lokal anwenden (damit es sich direkt anfühlt)
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player.vy = JUMP_POWER;
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player.grounded = false;
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inputLog.push({ t: relativeTick, act: "JUMP" });
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playSound('jump');
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spawnParticles(player.x + 15, player.y + 50, 'dust', 5); // Staubwolke an den Füßen
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// B. An Server senden ("Ich habe JETZT gedrückt")
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// Die Funktion sendInput ist in network.js definiert
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if (typeof sendInput === "function") {
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sendInput("input", "JUMP");
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}
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}
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}
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// 3. DUCK LOGIK
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if (action === "DUCK") {
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// Status merken, um unnötiges Senden zu vermeiden
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const wasCrouching = isCrouching;
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// A. Lokal anwenden
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isCrouching = active;
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// B. An Server senden (State Change: Start oder Ende)
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if (wasCrouching !== isCrouching) {
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if (typeof sendInput === "function") {
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sendInput("input", active ? "DUCK_START" : "DUCK_END");
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}
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}
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}
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if (action === "DUCK") { isCrouching = active; }
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}
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// Event Listeners
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// ==========================================
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// EVENT LISTENERS
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// ==========================================
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// Tastatur
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window.addEventListener('keydown', (e) => {
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// Ignorieren, wenn User gerade Name in Highscore tippt
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if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
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if (e.code === 'Space' || e.code === 'ArrowUp') handleInput("JUMP", true);
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if (e.code === 'ArrowDown' || e.code === 'KeyS') handleInput("DUCK", true);
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if (e.code === 'F9') {
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e.preventDefault();
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console.log("🐞 Fordere Debug-Daten vom Server an...");
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if (typeof sendInput === "function") {
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// Wir senden ein manuelles Paket, da sendInput meist nur für Game-Inputs ist
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if (socket && socket.readyState === WebSocket.OPEN) {
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socket.send(JSON.stringify({ type: "debug" }));
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}
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}
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}
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});
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window.addEventListener('keyup', (e) => {
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if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
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if (e.code === 'ArrowDown' || e.code === 'KeyS') handleInput("DUCK", false);
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});
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// Maus / Touch (Einfach)
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window.addEventListener('mousedown', (e) => {
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// Nur Linksklick und nur auf dem Canvas
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if (e.target === canvas && e.button === 0) handleInput("JUMP", true);
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});
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// Touch Logic
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// Touch (Swipe Gesten)
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let touchStartY = 0;
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window.addEventListener('touchstart', (e) => {
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if(e.target === canvas) { e.preventDefault(); touchStartY = e.touches[0].clientY; }
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if(e.target === canvas) {
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e.preventDefault();
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touchStartY = e.touches[0].clientY;
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}
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}, { passive: false });
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window.addEventListener('touchend', (e) => {
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if(e.target === canvas) {
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e.preventDefault();
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const diff = e.changedTouches[0].clientY - touchStartY;
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if (diff < -30) handleInput("JUMP", true);
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else if (diff > 30) { handleInput("DUCK", true); setTimeout(() => handleInput("DUCK", false), 800); }
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else if (Math.abs(diff) < 10) handleInput("JUMP", true);
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const touchEndY = e.changedTouches[0].clientY;
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const diff = touchEndY - touchStartY;
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// Nach oben wischen oder Tippen = Sprung
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if (diff < -30) {
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handleInput("JUMP", true);
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}
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// Nach unten wischen = Ducken (kurz)
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else if (diff > 30) {
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handleInput("DUCK", true);
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setTimeout(() => handleInput("DUCK", false), 800);
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}
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// Einfaches Tippen (wenig Bewegung) = Sprung
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else if (Math.abs(diff) < 10) {
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handleInput("JUMP", true);
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}
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}
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});
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