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bug fixes
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This commit is contained in:
Sebastian Unterschütz
2025-11-26 10:59:05 +01:00
parent fc8b22dd7c
commit 95119cdf98
4 changed files with 191 additions and 69 deletions

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@@ -10,6 +10,9 @@ const CHUNK_SIZE = 60;
const TARGET_FPS = 60;
const MS_PER_TICK = 1000 / TARGET_FPS;
const DEBUG_SYNC = true;
const SYNC_TOLERANCE = 5.0;
// RNG Klasse
class PseudoRNG {
constructor(seed) {

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@@ -1,70 +1,84 @@
function updateGameLogic() {
// 1. Speed Berechnung (Sync mit Server!)
let currentSpeed = BASE_SPEED + (score / 1000);
if (currentSpeed > 10.0) currentSpeed = 10.0;
// 2. Input & Sprung
if (isCrouching) inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
const originalHeight = 50; const crouchHeight = 25;
player.h = isCrouching ? crouchHeight : originalHeight;
let drawY = isCrouching ? player.y + (originalHeight - crouchHeight) : player.y;
// Jump Power Check
let jumpP = JUMP_POWER;
if (bootTicks > 0) {
jumpP = HIGH_JUMP_POWER;
bootTicks--;
// 1. Input Logging (Ducken)
if (isCrouching) {
inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
}
// Physik
// 2. Geschwindigkeit (Basiert auf ZEIT/Ticks, nicht Score!)
// Formel: Start bei 5, erhöht sich alle 3000 Ticks (ca. 50 Sek) um 0.5
let currentSpeed = 5 + (currentTick / 3000.0) * 0.5;
if (currentSpeed > 12.0) currentSpeed = 12.0; // Max Speed Cap
// 3. Spieler Physik & Größe
const originalHeight = 50;
const crouchHeight = 25;
player.h = isCrouching ? crouchHeight : originalHeight;
// Visuelle Korrektur Y (damit Füße am Boden bleiben)
let drawY = isCrouching ? player.y + (originalHeight - crouchHeight) : player.y;
// Schwerkraft
player.vy += GRAVITY;
if (isCrouching && !player.grounded) player.vy += 2.0;
if (isCrouching && !player.grounded) player.vy += 2.0; // Schneller fallen (Fast Fall)
player.y += player.vy;
// Boden-Kollision
if (player.y + originalHeight >= GROUND_Y) {
player.y = GROUND_Y - originalHeight; player.vy = 0; player.grounded = true;
} else { player.grounded = false; }
player.y = GROUND_Y - originalHeight;
player.vy = 0;
player.grounded = true;
} else {
player.grounded = false;
}
// 3. Obstacles
// 4. Hindernisse Bewegen & Kollision
let nextObstacles = [];
let rightmostX = 0;
for (let obs of obstacles) {
obs.x -= currentSpeed;
// Hitbox für aktuellen Frame
const playerHitbox = { x: player.x, y: drawY, w: player.w, h: player.h };
if (checkCollision(playerHitbox, obs)) {
// TYPE CHECK
// A. MÜNZE (+2000 Punkte)
if (obs.def.type === "coin") {
score += 2000;
continue;
continue; // Entfernen (Eingesammelt)
}
// B. POWERUP (Aktivieren)
else if (obs.def.type === "powerup") {
if (obs.def.id === "p_god") godModeLives = 3;
if (obs.def.id === "p_bat") hasBat = true;
if (obs.def.id === "p_boot") bootTicks = 600;
continue;
if (obs.def.id === "p_boot") bootTicks = 600; // ca. 10 Sekunden
continue; // Entfernen (Eingesammelt)
}
// C. GEGNER / HINDERNIS
else {
// HINDERNIS
// Schläger vs Lehrer
if (hasBat && obs.def.type === "teacher") {
hasBat = false;
continue; // Zerstört!
hasBat = false; // Schläger kaputt
continue; // Lehrer weg
}
// Godmode vs Alles
if (godModeLives > 0) {
godModeLives--;
continue; // Überlebt!
godModeLives--; // Ein Leben weg
continue; // Hindernis ignoriert
}
// Tod
player.color = "darkred";
if (!isGameOver) { sendChunk(); gameOver("Kollision"); }
if (!isGameOver) {
sendChunk();
gameOver("Kollision");
}
}
}
// Objekt behalten wenn noch im Bild
if (obs.x + obs.def.width > -100) {
nextObstacles.push(obs);
if (obs.x + obs.def.width > rightmostX) rightmostX = obs.x + obs.def.width;
@@ -72,42 +86,52 @@ function updateGameLogic() {
}
obstacles = nextObstacles;
// 4. Spawning (Sync mit Go!)
// 5. Spawning (Basiert auf ZEIT/Ticks)
if (rightmostX < GAME_WIDTH - 10 && gameConfig) {
const gap = Math.floor(400 + rng.nextRange(0, 500));
let spawnX = rightmostX + gap; if (spawnX < GAME_WIDTH) spawnX = GAME_WIDTH;
let spawnX = rightmostX + gap;
if (spawnX < GAME_WIDTH) spawnX = GAME_WIDTH;
const isBossPhase = (score % 1500) > 1200;
// Boss Phase abhängig von Zeit (nicht Score, wegen Münzen!)
const isBossPhase = (currentTick % 1500) > 1200;
let possibleObs = [];
gameConfig.obstacles.forEach(def => {
if (isBossPhase) {
// Boss Phase: Nur Principal und Trashcan
if (def.id === "principal" || def.id === "trashcan") possibleObs.push(def);
} else {
// Normal Phase
if (def.id === "principal") return;
if (def.id === "eraser" && score < 500) return;
// Eraser erst ab Tick 3000 (ca. 50 Sek)
if (def.id === "eraser" && currentTick < 3000) return;
possibleObs.push(def);
}
});
// Zufälliges Objekt wählen
let def = rng.pick(possibleObs);
// Speech Sync
// RNG Sync: Sprechblasen
let speech = null;
if (def && def.canTalk) {
// WICHTIG: Reihenfolge muss 1:1 wie in Go sein
if (rng.nextFloat() > 0.7) speech = rng.pick(def.speechLines);
}
// Powerup Rarity Sync (Muss exakt wie Go sein: 10% Chance)
// RNG Sync: Powerup Seltenheit (nur 10% Chance)
if (def && def.type === "powerup") {
if (rng.nextFloat() > 0.1) def = null;
}
// Hinzufügen
if (def) {
const yOffset = def.yOffset || 0;
obstacles.push({
x: spawnX, y: GROUND_Y - def.height - yOffset,
def: def, speech: speech
x: spawnX,
y: GROUND_Y - def.height - yOffset,
def: def,
speech: speech
});
}
}

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@@ -2,6 +2,9 @@ async function sendChunk() {
const ticksToSend = currentTick - lastSentTick;
if (ticksToSend <= 0) return;
const snapshotobstacles = JSON.parse(JSON.stringify(obstacles));
const payload = {
sessionId: sessionID,
inputs: [...inputLog],
@@ -20,15 +23,29 @@ async function sendChunk() {
const data = await res.json();
if (data.serverObs) serverObstacles = data.serverObs;
// Update für visuelles Debugging
if (data.serverObs) {
serverObstacles = data.serverObs;
// --- NEU: DEBUG MODUS VERGLEICH ---
if (typeof DEBUG_SYNC !== 'undefined' && DEBUG_SYNC) {
compareState(snapshotobstacles, data.serverObs);
}
// ----------------------------------
}
if (data.status === "dead") {
console.error("SERVER TOT", data);
console.error("💀 SERVER KILL", data);
gameOver("Vom Server gestoppt");
} else {
const sScore = data.verifiedScore;
if (Math.abs(score - sScore) > 200) score = sScore;
// Score Korrektur
if (Math.abs(score - sScore) > 200) {
console.warn(`⚠️ SCORE DRIFT: Client=${score} Server=${sScore}`);
score = sScore;
}
}
} catch (e) {
console.error("Netzwerkfehler:", e);
}
@@ -89,4 +106,76 @@ async function loadStartScreenLeaderboard() {
});
listEl.innerHTML = html;
} catch (e) {}
}
function compareState(clientObs, serverObs) {
// 1. Anzahl prüfen
if (clientObs.length !== serverObs.length) {
console.error(`🚨 ANZAHL MISMATCH! Client: ${clientObs.length}, Server: ${serverObs.length}`);
}
const report = [];
const maxLen = Math.max(clientObs.length, serverObs.length);
let hasMajorDrift = false;
for (let i = 0; i < maxLen; i++) {
const cli = clientObs[i];
const srv = serverObs[i];
let drift = 0;
let status = "✅ OK";
// Client Objekt vorbereiten
let cID = "---";
let cX = 0;
if (cli) {
cID = cli.def.id; // Struktur beachten: cli.def.id
cX = cli.x;
}
// Server Objekt vorbereiten
let sID = "---";
let sX = 0;
if (srv) {
sID = srv.id; // Struktur vom Server: srv.id
sX = srv.x;
}
// Vergleich
if (cli && srv) {
// IDs unterschiedlich? (z.B. Tisch vs Lehrer)
if (cID !== sID) {
status = "❌ ID ERROR";
hasMajorDrift = true;
} else {
drift = cX - sX;
if (Math.abs(drift) > SYNC_TOLERANCE) {
status = "⚠️ DRIFT";
hasMajorDrift = true;
}
}
} else {
status = "❌ MISSING";
hasMajorDrift = true;
}
// In Tabelle eintragen
report.push({
Index: i,
Status: status,
"C-ID": cID,
"S-ID": sID,
"C-Pos": cX.toFixed(1),
"S-Pos": sX.toFixed(1),
"Drift (px)": drift.toFixed(2)
});
}
// Nur loggen, wenn Fehler da sind oder alle 5 Sekunden (Tick 300)
if (hasMajorDrift || currentTick % 300 === 0) {
if (hasMajorDrift) console.warn("--- SYNC PROBLEME GEFUNDEN ---");
else console.log("--- Sync Check (Routine) ---");
console.table(report); // Das erstellt eine super lesbare Tabelle im Browser
}
}