bug fixes
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Dynamic Branch Deploy / build-and-deploy (push) Successful in 2m25s
This commit is contained in:
@@ -1,10 +1,25 @@
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// ==========================================
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// INIT & ASSETS
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// ==========================================
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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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// Hintergründe laden
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const bgPromises = gameConfig.backgrounds.map((bgFile, index) => {
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return new Promise((resolve) => {
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const img = new Image();
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img.src = "assets/" + bgFile;
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img.onload = () => { bgSprites[index] = img; resolve(); };
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img.onerror = () => {
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console.warn("BG fehlt:", bgFile);
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bgSprites[index] = null;
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resolve();
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};
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});
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});
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// Hindernisse laden
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const obsPromises = 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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@@ -12,26 +27,155 @@ async function loadAssets() {
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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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// Player laden (kleiner Promise Wrapper)
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const pPromise = new Promise(r => {
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playerSprite.onload = r;
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playerSprite.onerror = r;
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});
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await Promise.all([pPromise, ...bgPromises, ...obsPromises]);
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}
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// ==========================================
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// START LOGIK
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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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document.body.classList.add('game-active');
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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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// Wir resetten die Zeit, damit es keinen Sprung gibt
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lastTime = performance.now();
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resize();
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} catch(e) { location.reload(); }
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} catch(e) {
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alert("Start Fehler: " + e.message);
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location.reload();
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}
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};
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// ==========================================
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// SCORE EINTRAGEN
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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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if (!res.ok) throw new Error("Server Error");
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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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alert(`Gespeichert! Code: ${data.claimCode}`);
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} catch (e) {
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alert("Fehler: " + e.message);
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btn.disabled = false;
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}
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};
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// ==========================================
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// MEINE CODES & LÖSCHEN
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// ==========================================
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window.showMyCodes = function() {
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if(window.openModal) window.openModal('codes');
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const listEl = document.getElementById('codesList');
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if(!listEl) return;
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const claims = JSON.parse(localStorage.getItem('escape_claims') || '[]');
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if (claims.length === 0) {
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listEl.innerHTML = "<div style='padding:10px; text-align:center; color:#666;'>Keine Codes gespeichert.</div>";
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return;
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}
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let html = "";
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for (let i = claims.length - 1; i >= 0; i--) {
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const c = claims[i];
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const canDelete = c.sessionId ? true : false;
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const btnStyle = canDelete ? "cursor:pointer; color:#ff4444; border-color:#ff4444;" : "cursor:not-allowed; color:gray; border-color:gray;";
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const btnAttr = canDelete ? `onclick="deleteClaim(${i}, '${c.sessionId}', '${c.code}')"` : "disabled";
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html += `
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<div style="border-bottom:1px solid #444; padding:8px 0; display:flex; justify-content:space-between; align-items:center;">
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<div style="text-align:left;">
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<span style="color:#00e5ff; font-weight:bold; font-size:12px;">${c.code}</span>
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<span style="color:#ffcc00;">(${c.score} Pkt)</span><br>
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<span style="color:#aaa; font-size:9px;">${c.name} • ${c.date}</span>
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</div>
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<button ${btnAttr} style="background:transparent; border:1px solid; padding:5px; font-size:9px; margin:0; ${btnStyle}">LÖSCHEN</button>
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</div>`;
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}
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listEl.innerHTML = html;
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};
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window.deleteClaim = async function(index, sid, code) {
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if(!confirm("Wirklich löschen?")) return;
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try {
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const res = await fetch('/api/claim/delete', {
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method: 'POST', headers: {'Content-Type': 'application/json'}, body: JSON.stringify({ sessionId: sid, claimCode: code })
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});
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if (!res.ok) {
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if(!confirm("Server Fehler (evtl. schon weg). Lokal löschen?")) return;
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}
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let claims = JSON.parse(localStorage.getItem('escape_claims') || '[]');
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claims.splice(index, 1);
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localStorage.setItem('escape_claims', JSON.stringify(claims));
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window.showMyCodes();
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loadLeaderboard();
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} catch(e) { alert("Verbindungsfehler!"); }
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};
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async function loadLeaderboard() {
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try {
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const res = await fetch(`/api/leaderboard?sessionId=${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:${color}; margin-bottom:5px;"><span>#${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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} catch(e) {}
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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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function gameOver(reason) {
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if (isGameOver) return;
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isGameOver = true;
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@@ -44,52 +188,71 @@ function gameOver(reason) {
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drawGame();
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}
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// ==========================================
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// DER FIXIERTE GAME LOOP
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// ==========================================
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function gameLoop(timestamp) {
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requestAnimationFrame(gameLoop);
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if (!isLoaded || !isGameRunning || isGameOver) {
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// 1. Wenn Assets noch nicht da sind, machen wir gar nichts
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if (!isLoaded) return;
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// 2. PHYSIK-LOGIK (Nur wenn Spiel läuft und nicht Game Over)
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// Das hier sorgt dafür, dass der Dino stehen bleibt, wenn wir im Menü sind
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if (isGameRunning && !isGameOver) {
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if (!lastTime) lastTime = timestamp;
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const deltaTime = timestamp - lastTime;
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lastTime = timestamp;
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return;
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if (deltaTime > 1000) { accumulator = 0; return; }
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accumulator += deltaTime;
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while (accumulator >= MS_PER_TICK) {
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updateGameLogic();
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currentTick++;
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score++;
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if (currentTick - lastSentTick >= CHUNK_SIZE) sendChunk();
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accumulator -= MS_PER_TICK;
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}
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const scoreEl = document.getElementById('score');
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if (scoreEl) scoreEl.innerText = Math.floor(score / 10);
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}
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if (!lastTime) lastTime = timestamp;
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const deltaTime = timestamp - lastTime;
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lastTime = timestamp;
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if (deltaTime > 1000) {
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accumulator = 0;
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return;
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}
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accumulator += deltaTime;
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while (accumulator >= MS_PER_TICK) {
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updateGameLogic();
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currentTick++;
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score++;
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if (currentTick - lastSentTick >= CHUNK_SIZE) sendChunk();
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accumulator -= MS_PER_TICK;
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}
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const scoreEl = document.getElementById('score');
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if (scoreEl) scoreEl.innerText = Math.floor(score / 10);
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// 3. RENDERING (IMMER!)
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// Das hier war das Problem. Früher stand hier "return" wenn !isGameRunning.
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// Jetzt malen wir immer. Wenn isGameRunning false ist, malt er einfach den Start-Zustand.
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drawGame();
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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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// Erst alles laden
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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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if(loadingText) loadingText.style.display = 'none';
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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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const hsEl = document.getElementById('localHighscore');
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if(hsEl) hsEl.innerText = savedHighscore;
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// Loop starten (mit dummy timestamp start)
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requestAnimationFrame(gameLoop);
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} catch(e) { if(loadingText) loadingText.innerText = "Fehler!"; }
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// Initiales Zeichnen erzwingen (damit Hintergrund sofort da ist)
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drawGame();
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} catch(e) {
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console.error(e);
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if(loadingText) loadingText.innerText = "Ladefehler (siehe Konsole)";
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}
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}
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initGame();
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