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fix README, SYNC, DATENSCHUTZ
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This commit is contained in:
Sebastian Unterschütz
2025-11-30 19:33:20 +01:00
parent 56dd8db9a3
commit 8950b70378
18 changed files with 280 additions and 512 deletions

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@@ -1,41 +1,35 @@
// ==========================================
// GLOBALE STATUS VARIABLEN
// ==========================================
// --- Konfiguration & Flags ---
let gameConfig = null; // Wird von /api/config geladen
let isLoaded = false; // Sind Assets geladen?
let isGameRunning = false; // Läuft der Game Loop?
let isGameOver = false; // Ist der Spieler tot?
let sessionID = null; // UUID der aktuellen Session
let gameConfig = null;
let isLoaded = false;
let isGameRunning = false;
let isGameOver = false;
let sessionID = null;
// --- NETZWERK & STREAMING (NEU) ---
let socket = null; // Die WebSocket Verbindung
let obstacleBuffer = []; // Warteschlange für kommende Hindernisse
let platformBuffer = []; // Warteschlange für kommende Plattformen
let socket = null;
let obstacleBuffer = [];
let platformBuffer = [];
let score = 0;
let currentTick = 0;
// --- SPIELZUSTAND ---
let score = 0; // Aktueller Punktestand (vom Server diktiert)
let currentTick = 0; // Zeit-Einheit des Spiels
// --- POWERUPS (Client Visuals) ---
let godModeLives = 0;
let hasBat = false;
let bootTicks = 0;
// --- HINTERGRUND ---
let maxRawBgIndex = 0; // Welcher Hintergrund wird gezeigt?
// --- GAME LOOP TIMING ---
let maxRawBgIndex = 0;
let lastTime = 0;
let accumulator = 0;
// --- GRAFIKEN ---
let sprites = {}; // Cache für Hindernis-Bilder
let playerSprite = new Image();
let bgSprites = []; // Array der Hintergrund-Bilder
// --- ENTITIES (Render-Listen) ---
let sprites = {};
let playerSprite = new Image();
let bgSprites = [];
let player = {
x: 50,
y: 300,
@@ -49,28 +43,25 @@ let player = {
let particles = [];
// Diese Listen werden von logic.js aus dem Buffer gefüllt und von render.js gezeichnet
let obstacles = [];
let platforms = [];
// Debug-Daten (optional, falls der Server Debug-Infos schickt)
let serverObstacles = [];
let serverPlatforms = [];
let currentLatencyMs = 0; // Aktuelle Latenz in Millisekunden
let pingInterval = null; // Timer für den Ping
let currentLatencyMs = 0;
let pingInterval = null;
// --- INPUT STATE ---
let isCrouching = false;
// ==========================================
// HTML ELEMENTE (Caching)
// ==========================================
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const container = document.getElementById('game-container');
// UI Elemente
const startScreen = document.getElementById('startScreen');
const startBtn = document.getElementById('startBtn');
const loadingText = document.getElementById('loadingText');