bug fixes
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This commit is contained in:
@@ -42,13 +42,14 @@ func initGameConfig() {
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{ID: "desk", Type: "obstacle", Width: 40, Height: 30, Color: "#8B4513", Image: "desk1.png"},
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{ID: "teacher", Type: "teacher", Width: 30, Height: 60, Color: "#000080", Image: "teacher1.png", CanTalk: true, SpeechLines: []string{"Halt!", "Handy weg!"}},
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{ID: "trashcan", Type: "obstacle", Width: 25, Height: 35, Color: "#555", Image: "trash1.png"},
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{ID: "eraser", Type: "obstacle", Width: 30, Height: 20, Color: "#fff", Image: "eraser1.png", YOffset: 45.0},
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{ID: "eraser", Type: "obstacle", Width: 30, Height: 20, Color: "#fff", Image: "eraser1.png", YOffset: 35.0},
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// --- BOSS OBJEKTE (Kommen häufiger im Bosskampf) ---
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{ID: "principal", Type: "teacher", Width: 40, Height: 70, Color: "#000", Image: "principal1.png", CanTalk: true, SpeechLines: []string{"EXMATRIKULATION!"}},
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// --- COINS ---
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{ID: "coin", Type: "coin", Width: 20, Height: 20, Color: "gold", Image: "coin1.png", YOffset: 20.0},
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{ID: "coin0", Type: "coin", Width: 20, Height: 20, Color: "gold", Image: "coin1.png", YOffset: 40.0},
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{ID: "coin1", Type: "coin", Width: 20, Height: 20, Color: "gold", Image: "coin1.png", YOffset: 50.0},
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{ID: "coin2", Type: "coin", Width: 20, Height: 20, Color: "gold", Image: "coin1.png", YOffset: 60.0},
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// --- POWERUPS ---
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{ID: "p_god", Type: "powerup", Width: 30, Height: 30, Color: "cyan", Image: "powerup_god1.png", YOffset: 20.0}, // Godmode
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@@ -56,7 +57,7 @@ func initGameConfig() {
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{ID: "p_boot", Type: "powerup", Width: 30, Height: 30, Color: "lime", Image: "powerup_boot1.png", YOffset: 20.0}, // Boots
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},
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// Mehrere Hintergründe für Level-Wechsel
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Backgrounds: []string{"gym-background.jpg", "school-background.jpg", "school2-background.jpg"},
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Backgrounds: []string{"school-background.jpg", "gym-background.jpg", "school2-background.jpg"},
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}
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log.Println("✅ Config mit Powerups geladen")
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}
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@@ -47,8 +47,8 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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for i := 0; i < totalTicks; i++ {
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currentSpeed := BaseSpeed + (float64(score)/500.0)*0.5
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if currentSpeed > 12.0 {
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currentSpeed := BaseSpeed + (float64(score)/750.0)*0.5
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if currentSpeed > 14.0 {
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currentSpeed = 12.0
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}
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@@ -145,12 +145,12 @@
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function openModal(id) {
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document.getElementById('modal-' + id).style.display = 'flex';
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}
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function closeModal() {
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const modals = document.querySelectorAll('.modal-overlay');
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modals.forEach(el => el.style.display = 'none');
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}
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// Schließen wenn man daneben klickt
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window.onclick = function(event) {
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if (event.target.classList.contains('modal-overlay')) {
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closeModal();
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@@ -1,7 +1,7 @@
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function updateGameLogic() {
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// 1. Speed Berechnung (Sync mit Server!)
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let currentSpeed = BASE_SPEED + (score / 500.0) * 0.5;
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if (currentSpeed > 12.0) currentSpeed = 12.0;
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let currentSpeed = BASE_SPEED + (score / 750.0) * 0.5;
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if (currentSpeed > 14.0) currentSpeed = 14.0;
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// 2. Input & Sprung
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if (isCrouching) inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
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@@ -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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@@ -44,22 +188,24 @@ 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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lastTime = timestamp;
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return;
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}
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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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if (deltaTime > 1000) {
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accumulator = 0;
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return;
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}
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if (deltaTime > 1000) { accumulator = 0; return; }
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accumulator += deltaTime;
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@@ -67,29 +213,46 @@ function gameLoop(timestamp) {
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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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// 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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@@ -44,41 +44,59 @@ resize();
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// --- DRAWING ---
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function drawGame() {
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// 1. Alles löschen
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ctx.clearRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
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// --- BACKGROUND ---
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// Hier war der Check schon drin, das ist gut
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if (bgSprite.complete && bgSprite.naturalHeight !== 0) {
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ctx.drawImage(bgSprite, 0, 0, GAME_WIDTH, GAME_HEIGHT);
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// --- HINTERGRUND (Level-Wechsel) ---
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let currentBg = null;
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// Haben wir Hintergründe geladen?
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if (bgSprites.length > 0) {
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// Wechsel alle 2000 Punkte (Server-Score) = 200 Punkte (Anzeige)
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const changeInterval = 2000;
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// Berechne Index: 0-1999 -> 0, 2000-3999 -> 1, etc.
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// Das % (Modulo) sorgt dafür, dass es wieder von vorne anfängt, wenn die Bilder ausgehen
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const bgIndex = Math.floor(score / changeInterval) % bgSprites.length;
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currentBg = bgSprites[bgIndex];
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}
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// Zeichnen (wenn Bild geladen und nicht kaputt)
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if (currentBg && currentBg.complete && currentBg.naturalHeight !== 0) {
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// Streckt das Bild exakt auf die Spielgröße (800x400)
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ctx.drawImage(currentBg, 0, 0, GAME_WIDTH, GAME_HEIGHT);
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} else {
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// Fallback: Hellgrau, falls Bild fehlt
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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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// Halb-transparent, damit er über dem Hintergrund liegt
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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 (HIER WAR DER FEHLER) ---
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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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// FIX: Wir prüfen jetzt strikt, ob das Bild wirklich bereit ist
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// Prüfen ob Bild geladen ist
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if (img && img.complete && img.naturalHeight !== 0) {
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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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// Fallback: Wenn Bild fehlt/kaputt -> Farbiges Rechteck
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// Wir prüfen auf Typ Coin, damit Coins gold sind, auch wenn Bild fehlt
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// Fallback Farbe (Münzen Gold, Rest aus Config)
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if (obs.def.type === "coin") ctx.fillStyle = "gold";
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else ctx.fillStyle = obs.def.color;
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else ctx.fillStyle = obs.def.color || "red";
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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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/*
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// --- DEBUG ---
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// --- DEBUG RAHMEN (Server Hitboxen) ---
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// Grün im Spiel, Rot bei Tod
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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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@@ -86,11 +104,12 @@ function drawGame() {
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});
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*/
|
||||
|
||||
// --- PLAYER ---
|
||||
|
||||
// --- SPIELER ---
|
||||
// Y-Position und Höhe anpassen für Ducken
|
||||
const drawY = isCrouching ? player.y + 25 : player.y;
|
||||
const drawH = isCrouching ? 25 : 50;
|
||||
|
||||
// Hier war der Check auch schon korrekt
|
||||
if (playerSprite.complete && playerSprite.naturalHeight !== 0) {
|
||||
ctx.drawImage(playerSprite, player.x, drawY, player.w, drawH);
|
||||
} else {
|
||||
@@ -98,27 +117,31 @@ function drawGame() {
|
||||
ctx.fillRect(player.x, drawY, player.w, drawH);
|
||||
}
|
||||
|
||||
// --- POWERUP UI (Oben Links) ---
|
||||
// --- HUD (Powerup Status oben links) ---
|
||||
if (isGameRunning && !isGameOver) {
|
||||
ctx.fillStyle = "black";
|
||||
ctx.font = "bold 10px monospace";
|
||||
ctx.textAlign = "left";
|
||||
let statusText = "";
|
||||
|
||||
if(godModeLives > 0) statusText += `🛡️ x${godModeLives} `;
|
||||
if(hasBat) statusText += `⚾ BAT `;
|
||||
if(bootTicks > 0) statusText += `👟 ${(bootTicks/60).toFixed(1)}s`;
|
||||
|
||||
// Drift Anzeige
|
||||
/*
|
||||
// Drift Info (nur wenn Objekte da sind)
|
||||
if (obstacles.length > 0 && serverObstacles.length > 0) {
|
||||
const drift = Math.abs(obstacles[0].x - serverObstacles[0].x).toFixed(1);
|
||||
statusText += ` | Drift: ${drift}px`;
|
||||
}
|
||||
*/
|
||||
ctx.fillText(statusText, 10, 40);
|
||||
// statusText += ` | Drift: ${drift}px`; // Einkommentieren für Debugging
|
||||
}
|
||||
|
||||
if(statusText !== "") {
|
||||
ctx.fillText(statusText, 10, 40);
|
||||
}
|
||||
}
|
||||
|
||||
// --- GAME OVER OVERLAY ---
|
||||
if (isGameOver) {
|
||||
// Dunkler Schleier über alles
|
||||
ctx.fillStyle = "rgba(0,0,0,0.7)";
|
||||
ctx.fillRect(0,0,GAME_WIDTH, GAME_HEIGHT);
|
||||
}
|
||||
|
||||
@@ -28,7 +28,7 @@ let accumulator = 0;
|
||||
let sprites = {};
|
||||
let playerSprite = new Image();
|
||||
let bgSprite = new Image();
|
||||
|
||||
let bgSprites = [];
|
||||
// Spiel-Objekte
|
||||
let player = {
|
||||
x: 50, y: 300, w: 30, h: 50, color: "red",
|
||||
|
||||
@@ -367,12 +367,21 @@ input {
|
||||
|
||||
/* 1. Haupt-Container: Alles zentrieren! */
|
||||
#startScreen {
|
||||
flex-direction: row; /* Nebeneinander lassen, da Bildschirm breit ist */
|
||||
align-items: center; /* Vertikal mittig */
|
||||
justify-content: center; /* Horizontal mittig */
|
||||
gap: 20px; /* Abstand zwischen Menü und Leaderboard */
|
||||
padding: 10px;
|
||||
overflow-y: auto; /* Scrollen erlauben zur Sicherheit */
|
||||
position: absolute;
|
||||
top: 0; left: 0;
|
||||
width: 100%; height: 100%;
|
||||
background:
|
||||
linear-gradient(rgba(0, 0, 0, 0.6), rgba(0, 0, 0, 0.6)),
|
||||
url('assets/school-background.jpg');
|
||||
|
||||
background-size: cover;
|
||||
background-position: center;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
z-index: 10;
|
||||
box-sizing: border-box;
|
||||
padding: 20px;
|
||||
}
|
||||
|
||||
/* 2. Linke Seite (Menü) zentrieren */
|
||||
@@ -419,9 +428,16 @@ input {
|
||||
|
||||
/* 8. Game Over Screen auch zentrieren */
|
||||
#gameOverScreen {
|
||||
position: absolute;
|
||||
top: 0; left: 0;
|
||||
width: 100%; height: 100%;
|
||||
background: rgba(0, 0, 0, 0.9);
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
padding-top: 0;
|
||||
z-index: 10;
|
||||
box-sizing: border-box;
|
||||
padding: 20px;
|
||||
}
|
||||
#inputSection { margin: 5px 0; }
|
||||
input { padding: 5px; font-size: 12px; width: 150px; margin-bottom: 5px; }
|
||||
|
||||
Reference in New Issue
Block a user