fix inputt
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Dynamic Branch Deploy / build-and-deploy (push) Successful in 2m32s
All checks were successful
Dynamic Branch Deploy / build-and-deploy (push) Successful in 2m32s
This commit is contained in:
@@ -1,5 +1,5 @@
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// ==========================================
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// INPUT HANDLING (WEBSOCKET VERSION)
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// INPUT HANDLING
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// ==========================================
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function handleInput(action, active) {
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@@ -8,24 +8,22 @@ function handleInput(action, active) {
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return;
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}
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// JUMP
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if (action === "JUMP" && active) {
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if (player.grounded && !isCrouching) {
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player.vy = JUMP_POWER;
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player.grounded = false;
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playSound('jump');
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spawnParticles(player.x + 15, player.y + 50, 'dust', 5); // Staubwolke an den Füßen
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if (typeof playSound === 'function') playSound('jump');
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if (typeof spawnParticles === 'function') spawnParticles(player.x + 15, player.y + 50, 'dust', 5);
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if (typeof sendInput === "function") {
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sendInput("input", "JUMP");
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}
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if (typeof sendInput === "function") sendInput("input", "JUMP");
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}
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}
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// DUCK
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if (action === "DUCK") {
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const wasCrouching = isCrouching;
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isCrouching = active;
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if (wasCrouching !== isCrouching) {
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@@ -37,67 +35,75 @@ function handleInput(action, active) {
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}
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// ==========================================
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// EVENT LISTENERS
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// EVENT LISTENERS (KEYBOARD)
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// ==========================================
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window.addEventListener('keydown', (e) => {
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if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
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if (e.code === 'Space' || e.code === 'ArrowUp') handleInput("JUMP", true);
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if (e.code === 'ArrowDown' || e.code === 'KeyS') handleInput("DUCK", true);
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if (e.code === 'F9') {
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e.preventDefault();
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console.log("🐞 Fordere Debug-Daten vom Server an...");
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if (typeof sendInput === "function") {
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if (socket && socket.readyState === WebSocket.OPEN) {
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socket.send(JSON.stringify({ type: "debug" }));
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}
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}
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}
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});
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window.addEventListener('keyup', (e) => {
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if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
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if (e.code === 'ArrowDown' || e.code === 'KeyS') handleInput("DUCK", false);
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});
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// Maus / Touch (Einfach)
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window.addEventListener('mousedown', (e) => {
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// Nur Linksklick und nur auf dem Canvas
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if (e.target === canvas && e.button === 0) handleInput("JUMP", true);
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if (e.target.tagName === 'BUTTON' || e.target.tagName === 'INPUT') return;
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if (e.button === 0) handleInput("JUMP", true);
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});
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// Touch (Swipe Gesten)
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let touchStartY = 0;
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// ==========================================
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// TOUCH HANDLING (INSTANT RESPONSE)
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// ==========================================
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let touchStartY = 0;
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let isSwiping = false;
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// 1. TOUCH START -> SOFORT SPRINGEN
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window.addEventListener('touchstart', (e) => {
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if(e.target === canvas) {
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e.preventDefault();
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touchStartY = e.touches[0].clientY;
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// UI Buttons ignorieren
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if (e.target.tagName === 'BUTTON' || e.target.tagName === 'INPUT') return;
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e.preventDefault();
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touchStartY = e.touches[0].clientY;
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isSwiping = false;
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// FIX: Wir springen SOFORT, ohne zu warten!
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// Das gibt das "Snappy" Gefühl.
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handleInput("JUMP", true);
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}, { passive: false });
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// 2. TOUCH MOVE -> DUCKEN ERKENNEN
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window.addEventListener('touchmove', (e) => {
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if (e.target.tagName === 'BUTTON') return;
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e.preventDefault();
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if (isSwiping) return; // Nur einmal pro Swipe auslösen
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const currentY = e.touches[0].clientY;
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const diff = currentY - touchStartY;
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// Wenn wir mehr als 30px nach UNTEN wischen...
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if (diff > 30) {
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// ... korrigieren wir den Sprung in ein Ducken!
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// Da wir im Spiel eine Physik haben, wo Ducken in der Luft
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// zu "Fast Fall" (schnellem Fallen) führt, fühlt sich das gut an.
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handleInput("DUCK", true);
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isSwiping = true; // Sperren bis zum nächsten Touch
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// Automatisch aufstehen nach kurzer Zeit
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setTimeout(() => handleInput("DUCK", false), 800);
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}
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}, { passive: false });
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// 3. TOUCH END -> RESET
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// (Hier müssen wir nichts mehr tun, da der Jump schon beim Start passiert ist)
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window.addEventListener('touchend', (e) => {
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if(e.target === canvas) {
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e.preventDefault();
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const touchEndY = e.changedTouches[0].clientY;
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const diff = touchEndY - touchStartY;
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// Nach oben wischen oder Tippen = Sprung
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if (diff < -30) {
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handleInput("JUMP", true);
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}
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// Nach unten wischen = Ducken (kurz)
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else if (diff > 30) {
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handleInput("DUCK", true);
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setTimeout(() => handleInput("DUCK", false), 800);
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}
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// Einfaches Tippen (wenig Bewegung) = Sprung
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else if (Math.abs(diff) < 10) {
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handleInput("JUMP", true);
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}
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}
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});
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if (e.target.tagName === 'BUTTON') return;
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e.preventDefault();
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// Ggf. Ducken beenden falls man gedrückt hält?
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// Hier lassen wir den Timeout regeln.
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}, { passive: false });
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