bug fixes
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@@ -44,29 +44,29 @@ 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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// --- 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 = 10000;
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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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const currentRawIndex = Math.floor(score / changeInterval);
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if (currentRawIndex > maxRawBgIndex) {
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maxRawBgIndex = currentRawIndex;
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}
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const bgIndex = maxRawBgIndex % bgSprites.length;
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currentBg = bgSprites[bgIndex];
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}
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if (currentBg && currentBg.complete && currentBg.naturalHeight !== 0) {
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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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// Fallback
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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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@@ -127,7 +127,7 @@ function drawGame() {
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if(bootTicks > 0) statusText += `👟 ${(bootTicks/60).toFixed(1)}s`;
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// Drift Info (nur wenn Objekte da sind)
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if (obstacles.length > 0 && serverObstacles.length > 0) {
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if (DEBUG_SYNC == true && length > 0 && serverObstacles.length > 0) {
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const drift = Math.abs(obstacles[0].x - serverObstacles[0].x).toFixed(1);
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statusText += ` | Drift: ${drift}px`; // Einkommentieren für Debugging
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}
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