big refactor
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This commit is contained in:
28
static/js/config.js
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28
static/js/config.js
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@@ -0,0 +1,28 @@
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// Konstanten
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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 GROUND_Y = 350;
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const GAME_SPEED = 5;
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const CHUNK_SIZE = 60;
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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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}
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45
static/js/input.js
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45
static/js/input.js
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@@ -0,0 +1,45 @@
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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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if (action === "JUMP" && active) {
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if (player.grounded && !isCrouching) {
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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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}
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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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window.addEventListener('keydown', (e) => {
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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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});
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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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window.addEventListener('mousedown', (e) => {
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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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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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}, { 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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}
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});
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59
static/js/logic.js
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59
static/js/logic.js
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@@ -0,0 +1,59 @@
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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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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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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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if (player.y + originalHeight >= GROUND_Y) {
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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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let nextObstacles = []; let rightmostX = 0;
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for (let obs of obstacles) {
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obs.x -= GAME_SPEED;
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const playerHitbox = { x: player.x, y: drawY, w: player.w, h: player.h };
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if (checkCollision(playerHitbox, obs)) {
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player.color = "darkred";
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if (!isGameOver) { sendChunk(); gameOver("Kollision"); }
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}
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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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}
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}
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obstacles = nextObstacles;
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// Spawning
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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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let possibleObs = [];
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gameConfig.obstacles.forEach(def => {
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if (def.id === "eraser") { if (score >= 500) possibleObs.push(def); } else possibleObs.push(def);
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});
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const def = rng.pick(possibleObs);
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let speech = null;
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if (def && def.canTalk) { if (rng.nextFloat() > 0.7) speech = rng.pick(def.speechLines); }
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if (def) {
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const yOffset = def.yOffset || 0;
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obstacles.push({ x: spawnX, y: GROUND_Y - def.height - yOffset, def: def, speech: speech });
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}
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}
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}
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function checkCollision(p, obs) {
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const paddingX = 10; const paddingY_Top = 25; const paddingY_Bottom = 5;
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return (p.x + p.w - paddingX > obs.x + paddingX && p.x + paddingX < obs.x + obs.def.width - paddingX &&
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p.y + p.h - paddingY_Bottom > obs.y + paddingY_Top && p.y + paddingY_Top < obs.y + obs.def.height - paddingY_Bottom);
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}
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70
static/js/main.js
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70
static/js/main.js
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@@ -0,0 +1,70 @@
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async function loadAssets() {
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playerSprite.src = "assets/player.png";
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if (gameConfig.backgrounds && gameConfig.backgrounds.length > 0) {
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const bgName = gameConfig.backgrounds[0];
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if (!bgName.startsWith("#")) bgSprite.src = "assets/" + bgName;
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}
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const promises = gameConfig.obstacles.map(def => {
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return new Promise((resolve) => {
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if (!def.image) { resolve(); return; }
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const img = new Image(); img.src = "assets/" + def.image;
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img.onload = () => { sprites[def.id] = img; resolve(); };
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img.onerror = () => { resolve(); };
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});
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});
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if (bgSprite.src) {
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promises.push(new Promise(r => { bgSprite.onload = r; bgSprite.onerror = r; }));
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}
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await Promise.all(promises);
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}
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window.startGameClick = async function() {
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if (!isLoaded) return;
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startScreen.style.display = 'none';
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document.body.classList.add('game-active'); // Handy Rotate Check
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try {
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const sRes = await fetch('/api/start', {method:'POST'});
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const sData = await sRes.json();
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sessionID = sData.sessionId;
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rng = new PseudoRNG(sData.seed);
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isGameRunning = true;
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resize();
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} catch(e) { location.reload(); }
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};
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function gameOver(reason) {
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if (isGameOver) return;
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isGameOver = true;
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const finalScoreVal = Math.floor(score / 10);
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const currentHighscore = localStorage.getItem('escape_highscore') || 0;
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if (finalScoreVal > currentHighscore) localStorage.setItem('escape_highscore', finalScoreVal);
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gameOverScreen.style.display = 'flex';
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document.getElementById('finalScore').innerText = finalScoreVal;
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loadLeaderboard();
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drawGame();
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}
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function gameLoop() {
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if (!isLoaded) return;
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if (isGameRunning && !isGameOver) {
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updateGameLogic(); currentTick++; score++;
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const scoreEl = document.getElementById('score'); if (scoreEl) scoreEl.innerText = Math.floor(score / 10);
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if (currentTick - lastSentTick >= CHUNK_SIZE) sendChunk();
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}
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drawGame(); requestAnimationFrame(gameLoop);
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}
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async function initGame() {
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try {
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const cRes = await fetch('/api/config'); gameConfig = await cRes.json();
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await loadAssets();
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await loadStartScreenLeaderboard();
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isLoaded = true;
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if(loadingText) loadingText.style.display = 'none'; if(startBtn) startBtn.style.display = 'inline-block';
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const savedHighscore = localStorage.getItem('escape_highscore') || 0;
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const hsEl = document.getElementById('localHighscore'); if(hsEl) hsEl.innerText = savedHighscore;
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requestAnimationFrame(gameLoop);
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} catch(e) { if(loadingText) loadingText.innerText = "Fehler!"; }
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}
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initGame();
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92
static/js/network.js
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92
static/js/network.js
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@@ -0,0 +1,92 @@
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async function sendChunk() {
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const ticksToSend = currentTick - lastSentTick;
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if (ticksToSend <= 0) return;
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const payload = {
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sessionId: sessionID,
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inputs: [...inputLog],
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totalTicks: ticksToSend
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};
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inputLog = [];
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lastSentTick = currentTick;
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try {
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const res = await fetch('/api/validate', {
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method: 'POST',
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headers: {'Content-Type': 'application/json'},
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body: JSON.stringify(payload)
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});
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const data = await res.json();
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if (data.serverObs) serverObstacles = data.serverObs;
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if (data.status === "dead") {
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console.error("SERVER TOT", data);
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gameOver("Vom Server gestoppt");
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} else {
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const sScore = data.verifiedScore;
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if (Math.abs(score - sScore) > 200) score = sScore;
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}
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} catch (e) {
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console.error("Netzwerkfehler:", e);
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}
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}
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window.submitScore = async function() {
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const nameInput = document.getElementById('playerNameInput');
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const name = nameInput.value;
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const btn = document.getElementById('submitBtn');
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if (!name) return alert("Namen eingeben!");
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btn.disabled = true;
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try {
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const res = await fetch('/api/submit-name', {
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method: 'POST',
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headers: {'Content-Type': 'application/json'},
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body: JSON.stringify({ sessionId: sessionID, name: name })
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});
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const data = await res.json();
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let myClaims = JSON.parse(localStorage.getItem('escape_claims') || '[]');
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myClaims.push({
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name: name, score: Math.floor(score / 10), code: data.claimCode,
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date: new Date().toLocaleString('de-DE'), sessionId: sessionID
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});
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localStorage.setItem('escape_claims', JSON.stringify(myClaims));
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document.getElementById('inputSection').style.display = 'none';
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loadLeaderboard();
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} catch (e) {}
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};
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async function loadLeaderboard() {
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const res = await fetch(`/api/leaderboard?sessionId=${sessionID}`);
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const entries = await res.json();
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let html = "<h3>BESTENLISTE</h3>";
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entries.forEach(e => {
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const color = e.isMe ? "yellow" : "white";
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html += `<div style="display:flex; justify-content:space-between; color:${color}; margin-bottom:5px;">
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<span>#${e.rank} ${e.name}</span><span>${Math.floor(e.score/10)}</span></div>`;
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});
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document.getElementById('leaderboard').innerHTML = html;
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}
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async function loadStartScreenLeaderboard() {
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try {
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const listEl = document.getElementById('startLeaderboardList');
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if (!listEl) return;
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const res = await fetch('/api/leaderboard');
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const entries = await res.json();
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if (entries.length === 0) { listEl.innerHTML = "<div style='padding:20px'>Noch keine Scores.</div>"; return; }
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let html = "";
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entries.forEach(e => {
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let icon = "#" + e.rank;
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if (e.rank === 1) icon = "🥇"; if (e.rank === 2) icon = "🥈"; if (e.rank === 3) icon = "🥉";
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html += `<div class="hof-entry"><span><span class="hof-rank">${icon}</span> ${e.name}</span><span class="hof-score">${Math.floor(e.score / 10)}</span></div>`;
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});
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listEl.innerHTML = html;
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} catch (e) {}
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}
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107
static/js/render.js
Normal file
107
static/js/render.js
Normal file
@@ -0,0 +1,107 @@
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function resize() {
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// 1. INTERNE SPIEL-AUFLÖSUNG ERZWINGEN
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// Das behebt den "Zoom/Nur Ecke sichtbar" Fehler
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canvas.width = GAME_WIDTH; // 800
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canvas.height = GAME_HEIGHT; // 400
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// 2. Verfügbaren Platz im Browser berechnen (Minus etwas Rand)
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const windowWidth = window.innerWidth - 20;
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const windowHeight = window.innerHeight - 20;
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const targetRatio = GAME_WIDTH / GAME_HEIGHT; // 2.0
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const windowRatio = windowWidth / windowHeight;
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let finalWidth, finalHeight;
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// 3. Letterboxing berechnen
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if (windowRatio < targetRatio) {
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// Screen ist schmaler (z.B. Handy Portrait) -> Breite limitiert
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finalWidth = windowWidth;
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finalHeight = windowWidth / targetRatio;
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} else {
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// Screen ist breiter (z.B. Desktop) -> Höhe limitiert
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finalHeight = windowHeight;
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finalWidth = finalHeight * targetRatio;
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}
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// 4. Größe auf den CONTAINER anwenden
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if (container) {
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container.style.width = `${Math.floor(finalWidth)}px`;
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container.style.height = `${Math.floor(finalHeight)}px`;
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}
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// Hinweis: Wir setzen KEINE style.width/height auf das Canvas Element selbst.
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// Das Canvas erbt "width: 100%; height: 100%" vom CSS und füllt den Container.
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}
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// Event Listener
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window.addEventListener('resize', resize);
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// Einmal sofort ausführen
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resize();
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// --- DRAWING ---
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function drawGame() {
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// Alles löschen
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ctx.clearRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
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// Background
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if (bgSprite.complete && bgSprite.naturalHeight !== 0) {
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// Hintergrundbild exakt auf 800x400 skalieren
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ctx.drawImage(bgSprite, 0, 0, GAME_WIDTH, GAME_HEIGHT);
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} else {
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// Fallback Farbe
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ctx.fillStyle = "#f0f0f0";
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ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
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}
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// Boden
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ctx.fillStyle = "rgba(60, 60, 60, 0.8)";
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ctx.fillRect(0, GROUND_Y, GAME_WIDTH, 50);
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// Hindernisse
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obstacles.forEach(obs => {
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const img = sprites[obs.def.id];
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if (img) {
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ctx.drawImage(img, obs.x, obs.y, obs.def.width, obs.def.height);
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} else {
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ctx.fillStyle = obs.def.color;
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ctx.fillRect(obs.x, obs.y, obs.def.width, obs.def.height);
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}
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if(obs.speech) drawSpeechBubble(obs.x, obs.y, obs.speech);
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});
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// Debug Rahmen (Server Hitboxen)
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ctx.strokeStyle = isGameOver ? "red" : "lime";
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ctx.lineWidth = 2;
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serverObstacles.forEach(srvObs => {
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ctx.strokeRect(srvObs.x, srvObs.y, srvObs.w, srvObs.h);
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});
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// Spieler
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const drawY = isCrouching ? player.y + 25 : player.y;
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const drawH = isCrouching ? 25 : 50;
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if (playerSprite.complete && playerSprite.naturalHeight !== 0) {
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ctx.drawImage(playerSprite, player.x, drawY, player.w, drawH);
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} else {
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ctx.fillStyle = player.color;
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ctx.fillRect(player.x, drawY, player.w, drawH);
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}
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// Game Over Overlay (Dunkelheit)
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if (isGameOver) {
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ctx.fillStyle = "rgba(0,0,0,0.7)";
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ctx.fillRect(0,0,GAME_WIDTH, GAME_HEIGHT);
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}
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}
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function drawSpeechBubble(x, y, text) {
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const bX = x-20; const bY = y-40; const bW = 120; const bH = 30;
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ctx.fillStyle="white"; ctx.fillRect(bX,bY,bW,bH);
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ctx.strokeRect(bX,bY,bW,bH);
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ctx.fillStyle="black"; ctx.font="10px Arial"; ctx.textAlign="center";
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ctx.fillText(text, bX+bW/2, bY+20);
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}
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36
static/js/state.js
Normal file
36
static/js/state.js
Normal file
@@ -0,0 +1,36 @@
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// Globale Status-Variablen
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let gameConfig = null;
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let isLoaded = false;
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let isGameRunning = false;
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let isGameOver = false;
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let sessionID = null;
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let rng = null;
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let score = 0;
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let currentTick = 0;
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let lastSentTick = 0;
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let inputLog = [];
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let isCrouching = false;
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// Grafiken
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let sprites = {};
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let playerSprite = new Image();
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let bgSprite = new Image();
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// Spiel-Objekte
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let player = {
|
||||
x: 50, y: 300, w: 30, h: 50, color: "red",
|
||||
vy: 0, grounded: false
|
||||
};
|
||||
|
||||
let obstacles = [];
|
||||
let serverObstacles = [];
|
||||
|
||||
// HTML Elemente (Caching)
|
||||
const canvas = document.getElementById('gameCanvas');
|
||||
const ctx = canvas.getContext('2d');
|
||||
const container = document.getElementById('game-container');
|
||||
const startScreen = document.getElementById('startScreen');
|
||||
const startBtn = document.getElementById('startBtn');
|
||||
const loadingText = document.getElementById('loadingText');
|
||||
const gameOverScreen = document.getElementById('gameOverScreen');
|
||||
Reference in New Issue
Block a user