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Merge pull request 'add-new-player-skin' (#5) from add-new-player-skin into main
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Reviewed-on: #5
This commit is contained in:
2025-11-25 19:08:25 +00:00
15 changed files with 309 additions and 108 deletions

View File

@@ -9,13 +9,14 @@ import (
)
const (
Gravity = 0.6
JumpPower = -12.0
GroundY = 350.0
PlayerHeight = 50.0
PlayerYBase = GroundY - PlayerHeight
GameSpeed = 5.0
GameWidth = 800.0
Gravity = 0.6
JumpPower = -12.0
HighJumpPower = -16.0
GroundY = 350.0
PlayerHeight = 50.0
PlayerYBase = GroundY - PlayerHeight
BaseSpeed = 5.0
GameWidth = 800.0
)
// Globale Variablen
@@ -37,12 +38,25 @@ func getEnv(key, fallback string) string {
func initGameConfig() {
defaultConfig = GameConfig{
Obstacles: []ObstacleDef{
{ID: "desk", Width: 40, Height: 30, Color: "#8B4513", Image: "desk.png"},
{ID: "teacher", Width: 30, Height: 60, Color: "#000080", Image: "teacher.png", CanTalk: true, SpeechLines: []string{"Halt!", "Handy weg!", "Nachsitzen!"}},
{ID: "trashcan", Width: 25, Height: 35, Color: "#555", Image: "trash.png"},
{ID: "eraser", Width: 30, Height: 20, Color: "#fff", Image: "eraser.png", YOffset: 45.0},
// --- HINDERNISSE ---
{ID: "desk", Type: "obstacle", Width: 40, Height: 30, Color: "#8B4513", Image: "desk1.png"},
{ID: "teacher", Type: "teacher", Width: 30, Height: 60, Color: "#000080", Image: "teacher1.png", CanTalk: true, SpeechLines: []string{"Halt!", "Handy weg!"}},
{ID: "trashcan", Type: "obstacle", Width: 25, Height: 35, Color: "#555", Image: "trash1.png"},
{ID: "eraser", Type: "obstacle", Width: 30, Height: 20, Color: "#fff", Image: "eraser1.png", YOffset: 45.0},
// --- BOSS OBJEKTE (Kommen häufiger im Bosskampf) ---
{ID: "principal", Type: "teacher", Width: 40, Height: 70, Color: "#000", Image: "principal1.png", CanTalk: true, SpeechLines: []string{"EXMATRIKULATION!"}},
// --- COINS ---
{ID: "coin", Type: "coin", Width: 20, Height: 20, Color: "gold", Image: "coin1.png", YOffset: 20.0},
// --- POWERUPS ---
{ID: "p_god", Type: "powerup", Width: 30, Height: 30, Color: "cyan", Image: "powerup_god1.png", YOffset: 20.0}, // Godmode
{ID: "p_bat", Type: "powerup", Width: 30, Height: 30, Color: "red", Image: "powerup_bat1.png", YOffset: 20.0}, // Schläger
{ID: "p_boot", Type: "powerup", Width: 30, Height: 30, Color: "lime", Image: "powerup_boot1.png", YOffset: 20.0}, // Boots
},
Backgrounds: []string{"background.jpg"},
// Mehrere Hintergründe für Level-Wechsel
Backgrounds: []string{"gym-background.jpg", "school-background.jpg", "school2-background.jpg"},
}
log.Println("✅ Config geladen")
log.Println("✅ Config mit Powerups geladen")
}

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@@ -8,16 +8,17 @@ import (
"strconv"
)
// Führt die Physik-Simulation durch und prüft auf Cheats
func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[string]string) (bool, int, []ActiveObstacle) {
// State parsen
posY := parseOr(vals["pos_y"], PlayerYBase)
velY := parseOr(vals["vel_y"], 0.0)
score := int(parseOr(vals["score"], 0))
rngStateVal, _ := strconv.ParseInt(vals["rng_state"], 10, 64)
// Anti-Cheat State laden
godLives := int(parseOr(vals["p_god_lives"], 0))
hasBat := vals["p_has_bat"] == "1"
bootTicks := int(parseOr(vals["p_boot_ticks"], 0))
lastJumpDist := parseOr(vals["ac_last_dist"], 0.0)
suspicionScore := int(parseOr(vals["ac_suspicion"], 0))
@@ -30,24 +31,33 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
obstacles = []ActiveObstacle{}
}
// --- ANTI-CHEAT STUFE 2: SPAM SCHUTZ ---
jumpCount := 0
for _, inp := range inputs {
if inp.Act == "JUMP" {
jumpCount++
}
}
if jumpCount > 8 { // Wer mehr als 8x pro Sekunde springt, ist ein Bot
log.Printf("🤖 BOT ALARM (Spam): %s sprang %d mal!", sessionID, jumpCount)
return true, score, obstacles // Player Dead
if jumpCount > 10 {
log.Printf("[%s] 🤖 [ANTI-CHEAT] SPAM DETECTED: %d mal JUMP!", sessionID, jumpCount)
return true, score, obstacles
}
playerDead := false
// --- SIMULATION LOOP ---
for i := 0; i < totalTicks; i++ {
// A. INPUT
currentSpeed := BaseSpeed + (float64(score)/500.0)*0.5
if currentSpeed > 12.0 {
currentSpeed = 12.0
}
currentJumpPower := JumpPower
if bootTicks > 0 {
currentJumpPower = HighJumpPower
bootTicks--
}
didJump := false
isCrouching := false
for _, inp := range inputs {
@@ -61,30 +71,33 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
}
}
// Physik Check
isGrounded := posY >= PlayerYBase-1.0
if didJump && isGrounded && !isCrouching {
velY = JumpPower
currentHeight := PlayerHeight
if isCrouching {
currentHeight = PlayerHeight / 2
if !isGrounded {
velY += 2.0
}
}
if didJump && isGrounded && !isCrouching {
velY = currentJumpPower
// --- ANTI-CHEAT STUFE 3: HEURISTIK (Perfektes Springen) ---
// Wir messen den Abstand zum nächsten Hindernis beim Absprung
nextObsDist := -1.0
for _, o := range obstacles {
if o.X > 50.0 { // Erstes Hindernis vor uns
if o.X > 50.0 {
nextObsDist = o.X - 50.0
break
}
}
if nextObsDist > 0 {
// Bot-Check: Springt er immer exakt bei "75.5" Pixel Abstand?
diff := math.Abs(nextObsDist - lastJumpDist)
if diff < 1.0 {
// Abstand ist fast identisch zum letzten Sprung -> Verdächtig
if diff < 0.5 {
suspicionScore++
log.Printf("[%s] ⚠️ [ANTI-CHEAT] Verdächtiger Sprung! Diff: %.4f | Suspicion: %d", sessionID, diff, suspicionScore)
} else {
// Menschliche Varianz -> Reset (oder verringern)
if suspicionScore > 0 {
suspicionScore--
}
@@ -93,15 +106,6 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
}
}
// ... (Restliche Physik wie gehabt) ...
currentHeight := PlayerHeight
if isCrouching {
currentHeight = PlayerHeight / 2
if !isGrounded {
velY += 2.0
}
}
velY += Gravity
posY += velY
@@ -115,42 +119,73 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
hitboxY = posY + (PlayerHeight - currentHeight)
}
// B. OBSTACLES
nextObstacles := []ActiveObstacle{}
rightmostX := 0.0
for _, obs := range obstacles {
obs.X -= GameSpeed
obs.X -= currentSpeed
if obs.X+obs.Width < 50.0 {
if obs.X+obs.Width < -50.0 {
continue
}
// Hitbox
paddingX := 10.0
paddingY_Top := 25.0
paddingX := 5.0
paddingY_Top := 5.0
if obs.Type == "teacher" {
paddingY_Top = 5.0
}
paddingY_Bottom := 5.0
pLeft, pRight := 50.0+paddingX, 50.0+30.0-paddingX
pLeft, pRight := 50.0+paddingX, 50.0+60.0-paddingX
pTop, pBottom := hitboxY+paddingY_Top, hitboxY+currentHeight-paddingY_Bottom
oLeft, oRight := obs.X+paddingX, obs.X+obs.Width-paddingX
oTop, oBottom := obs.Y+paddingY_Top, obs.Y+obs.Height-paddingY_Bottom
if pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom {
playerDead = true
if obs.Type == "coin" {
score += 2000
continue
} else if obs.Type == "powerup" {
if obs.ID == "p_god" {
godLives = 3
log.Printf("[%s] 🛡️ POWERUP: Godmode collected", sessionID)
}
if obs.ID == "p_bat" {
hasBat = true
log.Printf("[%s] ⚾ POWERUP: Bat collected", sessionID)
}
if obs.ID == "p_boot" {
bootTicks = 600
log.Printf("[%s] 👟 POWERUP: Boots collected", sessionID)
}
continue
} else {
if hasBat && obs.Type == "teacher" {
hasBat = false
log.Printf("[%s] ⚾ BAT SMASH! Lehrer %s zerstört.", sessionID, obs.ID)
continue
}
if godLives > 0 {
godLives--
log.Printf("[%s] 🛡️ GODMODE schützt! (%d lives left)", sessionID, godLives)
continue
}
log.Printf("[%s] 💀 [DEATH] PlayerY: %.1f | Obs: %s @ %.1f", sessionID, hitboxY, obs.ID, obs.X)
playerDead = true
}
}
if obs.X+obs.Width > -100 {
nextObstacles = append(nextObstacles, obs)
if obs.X+obs.Width > rightmostX {
rightmostX = obs.X + obs.Width
}
nextObstacles = append(nextObstacles, obs)
if obs.X+obs.Width > rightmostX {
rightmostX = obs.X + obs.Width
}
}
obstacles = nextObstacles
// C. SPAWNING
if rightmostX < GameWidth-10.0 {
rawGap := 400.0 + rng.NextRange(0, 500)
gap := float64(int(rawGap))
@@ -159,18 +194,27 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
spawnX = GameWidth
}
isBossPhase := (score % 1500) > 1200
var possibleDefs []ObstacleDef
for _, d := range defaultConfig.Obstacles {
if d.ID == "eraser" {
if score >= 500 {
if isBossPhase {
if d.ID == "principal" || d.ID == "trashcan" {
possibleDefs = append(possibleDefs, d)
}
} else {
if d.ID == "principal" {
continue
}
if d.ID == "eraser" && score < 500 {
continue
}
possibleDefs = append(possibleDefs, d)
}
}
def := rng.PickDef(possibleDefs)
if def != nil && def.CanTalk {
if rng.NextFloat() > 0.7 {
rng.NextFloat()
@@ -178,14 +222,21 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
}
if def != nil {
spawnY := GroundY - def.Height - def.YOffset
obstacles = append(obstacles, ActiveObstacle{
ID: def.ID,
X: spawnX,
Y: spawnY,
Width: def.Width,
Height: def.Height,
})
if def.Type == "powerup" && rng.NextFloat() > 0.1 {
def = nil
}
if def != nil {
spawnY := GroundY - def.Height - def.YOffset
obstacles = append(obstacles, ActiveObstacle{
ID: def.ID,
Type: def.Type,
X: spawnX,
Y: spawnY,
Width: def.Width,
Height: def.Height,
})
}
}
}
@@ -196,21 +247,26 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
}
}
// Ban Hammer für Bots
if suspicionScore > 8 {
log.Printf("🤖 BOT ALARM (Heuristik): %s springt zu perfekt!", sessionID)
if suspicionScore > 10 {
log.Printf("[%s] 🤖 [ANTI-CHEAT] BOT BANNED: %d suspicion", sessionID, suspicionScore)
playerDead = true
}
// State speichern
obsJson, _ := json.Marshal(obstacles)
batStr := "0"
if hasBat {
batStr = "1"
}
rdb.HSet(ctx, "session:"+sessionID, map[string]interface{}{
"score": score,
"pos_y": fmt.Sprintf("%f", posY),
"vel_y": fmt.Sprintf("%f", velY),
"rng_state": rng.State,
"obstacles": string(obsJson),
// Anti-Cheat Daten mitspeichern
"score": score,
"pos_y": fmt.Sprintf("%f", posY),
"vel_y": fmt.Sprintf("%f", velY),
"rng_state": rng.State,
"obstacles": string(obsJson),
"p_god_lives": godLives,
"p_has_bat": batStr,
"p_boot_ticks": bootTicks,
"ac_last_dist": fmt.Sprintf("%f", lastJumpDist),
"ac_suspicion": suspicionScore,
})

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@@ -3,9 +3,13 @@ const GAME_WIDTH = 800;
const GAME_HEIGHT = 400;
const GRAVITY = 0.6;
const JUMP_POWER = -12;
const HIGH_JUMP_POWER = -16;
const GROUND_Y = 350;
const GAME_SPEED = 5;
const BASE_SPEED = 5;
const CHUNK_SIZE = 60;
const TARGET_FPS = 60;
const MS_PER_TICK = 1000 / TARGET_FPS;
// RNG Klasse
class PseudoRNG {

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@@ -1,12 +1,23 @@
function updateGameLogic() {
if (isCrouching) {
inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
}
// 1. Speed Berechnung (Sync mit Server!)
let currentSpeed = BASE_SPEED + (score / 500.0) * 0.5;
if (currentSpeed > 12.0) currentSpeed = 12.0;
// 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--;
}
// Physik
player.vy += GRAVITY;
if (isCrouching && !player.grounded) player.vy += 2.0;
player.y += player.vy;
@@ -15,15 +26,44 @@ function updateGameLogic() {
player.y = GROUND_Y - originalHeight; player.vy = 0; player.grounded = true;
} else { player.grounded = false; }
let nextObstacles = []; let rightmostX = 0;
// 3. Obstacles
let nextObstacles = [];
let rightmostX = 0;
for (let obs of obstacles) {
obs.x -= GAME_SPEED;
obs.x -= currentSpeed;
const playerHitbox = { x: player.x, y: drawY, w: player.w, h: player.h };
if (checkCollision(playerHitbox, obs)) {
player.color = "darkred";
if (!isGameOver) { sendChunk(); gameOver("Kollision"); }
// TYPE CHECK
if (obs.def.type === "coin") {
score += 2000;
continue;
}
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;
}
else {
// HINDERNIS
if (hasBat && obs.def.type === "teacher") {
hasBat = false;
continue; // Zerstört!
}
if (godModeLives > 0) {
godModeLives--;
continue; // Überlebt!
}
player.color = "darkred";
if (!isGameOver) { sendChunk(); gameOver("Kollision"); }
}
}
if (obs.x + obs.def.width > -100) {
nextObstacles.push(obs);
if (obs.x + obs.def.width > rightmostX) rightmostX = obs.x + obs.def.width;
@@ -31,29 +71,49 @@ function updateGameLogic() {
}
obstacles = nextObstacles;
// Spawning
// 4. Spawning (Sync mit Go!)
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;
const isBossPhase = (score % 1500) > 1200;
let possibleObs = [];
gameConfig.obstacles.forEach(def => {
if (def.id === "eraser") { if (score >= 500) possibleObs.push(def); } else possibleObs.push(def);
if (isBossPhase) {
if (def.id === "principal" || def.id === "trashcan") possibleObs.push(def);
} else {
if (def.id === "principal") return;
if (def.id === "eraser" && score < 500) return;
possibleObs.push(def);
}
});
const def = rng.pick(possibleObs);
let def = rng.pick(possibleObs);
// Speech Sync
let speech = null;
if (def && def.canTalk) { if (rng.nextFloat() > 0.7) speech = rng.pick(def.speechLines); }
if (def && def.canTalk) {
if (rng.nextFloat() > 0.7) speech = rng.pick(def.speechLines);
}
// Powerup Rarity Sync (Muss exakt wie Go sein: 10% Chance)
if (def && def.type === "powerup") {
if (rng.nextFloat() > 0.1) def = null;
}
if (def) {
const yOffset = def.yOffset || 0;
obstacles.push({ x: spawnX, y: GROUND_Y - def.height - yOffset, def: def, speech: speech });
obstacles.push({
x: spawnX, y: GROUND_Y - def.height - yOffset,
def: def, speech: speech
});
}
}
}
function checkCollision(p, obs) {
const paddingX = 10; const paddingY_Top = 25; const paddingY_Bottom = 5;
const paddingX = 5; const paddingY_Top = 5; const paddingY_Bottom = 5;
return (p.x + p.w - paddingX > obs.x + paddingX && p.x + paddingX < obs.x + obs.def.width - paddingX &&
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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@@ -44,14 +44,39 @@ function gameOver(reason) {
drawGame();
}
function gameLoop() {
if (!isLoaded) return;
if (isGameRunning && !isGameOver) {
updateGameLogic(); currentTick++; score++;
const scoreEl = document.getElementById('score'); if (scoreEl) scoreEl.innerText = Math.floor(score / 10);
if (currentTick - lastSentTick >= CHUNK_SIZE) sendChunk();
function gameLoop(timestamp) {
requestAnimationFrame(gameLoop);
if (!isLoaded || !isGameRunning || isGameOver) {
lastTime = timestamp;
return;
}
drawGame(); requestAnimationFrame(gameLoop);
if (!lastTime) lastTime = timestamp;
const deltaTime = timestamp - lastTime;
lastTime = timestamp;
if (deltaTime > 1000) {
accumulator = 0;
return;
}
accumulator += deltaTime;
while (accumulator >= MS_PER_TICK) {
updateGameLogic();
currentTick++;
score++;
if (currentTick - lastSentTick >= CHUNK_SIZE) sendChunk();
accumulator -= MS_PER_TICK;
}
const scoreEl = document.getElementById('score');
if (scoreEl) scoreEl.innerText = Math.floor(score / 10);
drawGame();
}
async function initGame() {

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@@ -44,46 +44,53 @@ resize();
// --- DRAWING ---
function drawGame() {
// Alles löschen
ctx.clearRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
// Background
// --- BACKGROUND ---
// Hier war der Check schon drin, das ist gut
if (bgSprite.complete && bgSprite.naturalHeight !== 0) {
// Hintergrundbild exakt auf 800x400 skalieren
ctx.drawImage(bgSprite, 0, 0, GAME_WIDTH, GAME_HEIGHT);
} else {
// Fallback Farbe
ctx.fillStyle = "#f0f0f0";
ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
}
// Boden
ctx.fillStyle = "rgba(60, 60, 60, 0.8)";
ctx.fillRect(0, GROUND_Y, GAME_WIDTH, 50);
// Hindernisse
// --- HINDERNISSE (HIER WAR DER FEHLER) ---
obstacles.forEach(obs => {
const img = sprites[obs.def.id];
if (img) {
// FIX: Wir prüfen jetzt strikt, ob das Bild wirklich bereit ist
if (img && img.complete && img.naturalHeight !== 0) {
ctx.drawImage(img, obs.x, obs.y, obs.def.width, obs.def.height);
} else {
ctx.fillStyle = obs.def.color;
// Fallback: Wenn Bild fehlt/kaputt -> Farbiges Rechteck
// Wir prüfen auf Typ Coin, damit Coins gold sind, auch wenn Bild fehlt
if (obs.def.type === "coin") ctx.fillStyle = "gold";
else ctx.fillStyle = obs.def.color;
ctx.fillRect(obs.x, obs.y, obs.def.width, obs.def.height);
}
if(obs.speech) drawSpeechBubble(obs.x, obs.y, obs.speech);
});
// Debug Rahmen (Server Hitboxen)
/*
// --- DEBUG ---
ctx.strokeStyle = isGameOver ? "red" : "lime";
ctx.lineWidth = 2;
serverObstacles.forEach(srvObs => {
ctx.strokeRect(srvObs.x, srvObs.y, srvObs.w, srvObs.h);
});
*/
// Spieler
// --- PLAYER ---
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 {
@@ -91,13 +98,33 @@ function drawGame() {
ctx.fillRect(player.x, drawY, player.w, drawH);
}
// Game Over Overlay (Dunkelheit)
// --- POWERUP UI (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
/*
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);
}
if (isGameOver) {
ctx.fillStyle = "rgba(0,0,0,0.7)";
ctx.fillRect(0,0,GAME_WIDTH, GAME_HEIGHT);
}
}
// Sprechblasen Helper
function drawSpeechBubble(x, y, text) {
const bX = x-20; const bY = y-40; const bW = 120; const bH = 30;
ctx.fillStyle="white"; ctx.fillRect(bX,bY,bW,bH);

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@@ -12,6 +12,18 @@ let lastSentTick = 0;
let inputLog = [];
let isCrouching = false;
// Powerups Client State
let godModeLives = 0;
let hasBat = false;
let bootTicks = 0;
// Hintergrund
let currentBgIndex = 0;
// Tick Time
let lastTime = 0;
let accumulator = 0;
// Grafiken
let sprites = {};
let playerSprite = new Image();

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@@ -2,6 +2,7 @@ package main
type ObstacleDef struct {
ID string `json:"id"`
Type string `json:"type"`
Width float64 `json:"width"`
Height float64 `json:"height"`
Color string `json:"color"`
@@ -19,6 +20,7 @@ type GameConfig struct {
// Dynamischer State
type ActiveObstacle struct {
ID string `json:"id"`
Type string `json:"type"`
X float64 `json:"x"`
Y float64 `json:"y"`
Width float64 `json:"w"`
@@ -41,6 +43,7 @@ type ValidateResponse struct {
Status string `json:"status"`
VerifiedScore int `json:"verifiedScore"`
ServerObs []ActiveObstacle `json:"serverObs"`
ActivePowerup string `json:"activePowerup"`
}
type StartResponse struct {