bug fixes
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This commit is contained in:
328
static/game.js
328
static/game.js
@@ -1,328 +0,0 @@
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(function() {
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const container = document.getElementById('game-container');
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const startScreen = document.getElementById('startScreen');
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const startBtn = document.getElementById('startBtn');
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const loadingText = document.getElementById('loadingText');
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const gameOverScreen = document.getElementById('gameOverScreen');
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class PseudoRNG {
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constructor(seed) {
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this.state = BigInt(seed);
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}
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nextFloat() {
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const a = 1664525n; const c = 1013904223n; const m = 4294967296n;
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this.state = (this.state * a + c) % m;
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return Number(this.state) / Number(m);
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}
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nextRange(min, max) {
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return min + (this.nextFloat() * (max - min));
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}
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pick(array) {
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if (!array || array.length === 0) return null;
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const idx = Math.floor(this.nextRange(0, array.length));
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return array[idx];
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}
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}
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// Config
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const GAME_WIDTH = 800; const GAME_HEIGHT = 400;
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canvas.width = GAME_WIDTH; canvas.height = GAME_HEIGHT;
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const GRAVITY = 0.6; const JUMP_POWER = -12; const GROUND_Y = 350;
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const GAME_SPEED = 5; const CHUNK_SIZE = 60;
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// State (JETZT PRIVATE VARIABLEN!)
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let gameConfig = null;
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let isLoaded = false;
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let isGameRunning = false;
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let isGameOver = false;
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let sessionID = null;
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let rng = null;
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let score = 0;
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let currentTick = 0;
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let lastSentTick = 0;
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let inputLog = [];
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let isCrouching = false;
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let sprites = {};
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let playerSprite = new Image();
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let bgSprite = new Image();
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let player = { x: 50, y: 300, w: 30, h: 50, color: "red", vy: 0, grounded: false };
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let obstacles = [];
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let serverObstacles = [];
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// --- Funktionen ---
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function resize() {
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const windowWidth = window.innerWidth;
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const windowHeight = window.innerHeight;
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const targetRatio = GAME_WIDTH / GAME_HEIGHT;
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let finalWidth, finalHeight;
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if (windowWidth / windowHeight < targetRatio) {
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finalWidth = windowWidth; finalHeight = windowWidth / targetRatio;
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} else {
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finalHeight = windowHeight; finalWidth = finalHeight * targetRatio;
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}
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canvas.style.width = `${finalWidth}px`;
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canvas.style.height = `${finalHeight}px`;
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if(container) { container.style.width = `${finalWidth}px`; container.style.height = `${finalHeight}px`; }
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}
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window.addEventListener('resize', resize); resize();
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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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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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img.onload = () => { sprites[def.id] = img; resolve(); };
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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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}
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// Global verfügbar machen für HTML Button
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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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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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} catch(e) { location.reload(); }
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};
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function handleInput(action, active) {
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if (isGameOver) { if(active) location.reload(); return; }
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const relativeTick = currentTick - lastSentTick;
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if (action === "JUMP" && active) {
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if (player.grounded && !isCrouching) {
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player.vy = JUMP_POWER; player.grounded = false;
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inputLog.push({ t: relativeTick, act: "JUMP" });
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}
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}
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if (action === "DUCK") { isCrouching = active; }
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}
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window.addEventListener('keydown', (e) => {
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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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});
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window.addEventListener('keyup', (e) => {
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if (e.code === 'ArrowDown' || e.code === 'KeyS') handleInput("DUCK", false);
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});
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window.addEventListener('mousedown', (e) => {
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if (e.target === canvas && e.button === 0) handleInput("JUMP", true);
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});
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let touchStartY = 0;
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window.addEventListener('touchstart', (e) => {
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if(e.target === canvas) { e.preventDefault(); touchStartY = e.touches[0].clientY; }
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}, { passive: false });
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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 diff = e.changedTouches[0].clientY - touchStartY;
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if (diff < -30) handleInput("JUMP", true);
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else if (diff > 30) { handleInput("DUCK", true); setTimeout(() => handleInput("DUCK", false), 800); }
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else if (Math.abs(diff) < 10) handleInput("JUMP", true);
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}
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});
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async function sendChunk() {
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const ticksToSend = currentTick - lastSentTick;
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if (ticksToSend <= 0) return;
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const payload = { sessionId: sessionID, inputs: [...inputLog], totalTicks: ticksToSend };
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inputLog = []; lastSentTick = currentTick;
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try {
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const res = await fetch('/api/validate', { method: 'POST', headers: {'Content-Type': 'application/json'}, body: JSON.stringify(payload) });
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const data = await res.json();
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if (data.serverObs) serverObstacles = data.serverObs;
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if (data.status === "dead") gameOver("Vom Server gestoppt");
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else {
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const sScore = data.verifiedScore;
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if (Math.abs(score - sScore) > 200) score = sScore;
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}
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} catch (e) {}
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}
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function updateGameLogic() {
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if (isCrouching) {
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const relativeTick = currentTick - lastSentTick;
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inputLog.push({ t: relativeTick, act: "DUCK" });
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}
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const originalHeight = 50; const crouchHeight = 25;
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player.h = isCrouching ? crouchHeight : originalHeight;
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let drawY = isCrouching ? player.y + (originalHeight - crouchHeight) : player.y;
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player.vy += GRAVITY;
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if (isCrouching && !player.grounded) player.vy += 2.0;
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player.y += player.vy;
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if (player.y + originalHeight >= GROUND_Y) {
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player.y = GROUND_Y - originalHeight; player.vy = 0; player.grounded = true;
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} else { player.grounded = false; }
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let nextObstacles = []; let rightmostX = 0;
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for (let obs of obstacles) {
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obs.x -= GAME_SPEED;
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const playerHitbox = { x: player.x, y: drawY, w: player.w, h: player.h };
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if (checkCollision(playerHitbox, obs)) {
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player.color = "darkred";
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if (!isGameOver) { sendChunk(); gameOver("Kollision"); }
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}
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if (obs.x + obs.def.width > -100) {
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nextObstacles.push(obs);
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if (obs.x + obs.def.width > rightmostX) rightmostX = obs.x + obs.def.width;
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}
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}
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obstacles = nextObstacles;
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if (rightmostX < GAME_WIDTH - 10 && gameConfig) {
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const gap = Math.floor(400 + rng.nextRange(0, 500));
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let spawnX = rightmostX + gap; if (spawnX < GAME_WIDTH) spawnX = GAME_WIDTH;
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let possibleObs = [];
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gameConfig.obstacles.forEach(def => {
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if (def.id === "eraser") { if (score >= 500) possibleObs.push(def); } else possibleObs.push(def);
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});
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const def = rng.pick(possibleObs);
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let speech = null;
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if (def && def.canTalk) { if (rng.nextFloat() > 0.7) speech = rng.pick(def.speechLines); }
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if (def) {
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const yOffset = def.yOffset || 0;
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obstacles.push({ x: spawnX, y: GROUND_Y - def.height - yOffset, def: def, speech: speech });
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}
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}
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}
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function checkCollision(p, obs) {
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const paddingX = 10; const paddingY_Top = 25; const paddingY_Bottom = 5;
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return (p.x + p.w - paddingX > obs.x + paddingX && p.x + paddingX < obs.x + obs.def.width - paddingX &&
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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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}
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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', headers: {'Content-Type': 'application/json'}, body: JSON.stringify({ sessionId: sessionID, name: name })
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});
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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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} catch (e) {}
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};
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async function loadLeaderboard() {
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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;">
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<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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}
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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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const finalScoreVal = Math.floor(score / 10);
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const currentHighscore = localStorage.getItem('escape_highscore') || 0;
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if (finalScoreVal > currentHighscore) localStorage.setItem('escape_highscore', finalScoreVal);
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gameOverScreen.style.display = 'flex';
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document.getElementById('finalScore').innerText = finalScoreVal;
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loadLeaderboard();
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drawGame();
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}
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function drawGame() {
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ctx.clearRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
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if (bgSprite.complete && bgSprite.naturalHeight !== 0) ctx.drawImage(bgSprite, 0, 0, GAME_WIDTH, GAME_HEIGHT);
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else { ctx.fillStyle = "#f0f0f0"; ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); }
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ctx.fillStyle = "rgba(60, 60, 60, 0.8)"; ctx.fillRect(0, GROUND_Y, GAME_WIDTH, 50);
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obstacles.forEach(obs => {
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const img = sprites[obs.def.id];
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if (img) ctx.drawImage(img, obs.x, obs.y, obs.def.width, obs.def.height);
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else { ctx.fillStyle = obs.def.color; ctx.fillRect(obs.x, obs.y, obs.def.width, obs.def.height); }
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if(obs.speech) drawSpeechBubble(obs.x, obs.y, obs.speech);
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});
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ctx.strokeStyle = isGameOver ? "red" : "lime"; ctx.lineWidth = 2;
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serverObstacles.forEach(srvObs => ctx.strokeRect(srvObs.x, srvObs.y, srvObs.w, srvObs.h));
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const drawY = isCrouching ? player.y + 25 : player.y; const drawH = isCrouching ? 25 : 50;
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if (playerSprite.complete && playerSprite.naturalHeight !== 0) ctx.drawImage(playerSprite, player.x, drawY, player.w, drawH);
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else { ctx.fillStyle = player.color; ctx.fillRect(player.x, drawY, player.w, drawH); }
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if (isGameOver) { ctx.fillStyle = "rgba(0,0,0,0.7)"; ctx.fillRect(0,0,GAME_WIDTH, GAME_HEIGHT); }
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}
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function drawSpeechBubble(x, y, text) {
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const bX = x-20; const bY = y-40; const bW = 120; const bH = 30;
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ctx.fillStyle="white"; ctx.fillRect(bX,bY,bW,bH); ctx.strokeRect(bX,bY,bW,bH);
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ctx.fillStyle="black"; ctx.font="10px Arial"; ctx.textAlign="center"; ctx.fillText(text, bX+bW/2, bY+20);
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}
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function gameLoop() {
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if (!isLoaded) return;
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if (isGameRunning && !isGameOver) {
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updateGameLogic(); currentTick++; score++;
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const scoreEl = document.getElementById('score'); if (scoreEl) scoreEl.innerText = Math.floor(score / 10);
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if (currentTick - lastSentTick >= CHUNK_SIZE) sendChunk();
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}
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drawGame(); requestAnimationFrame(gameLoop);
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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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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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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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requestAnimationFrame(gameLoop);
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} catch(e) { if(loadingText) loadingText.innerText = "Fehler!"; }
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}
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initGame();
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})();
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@@ -5,12 +5,11 @@ const GRAVITY = 0.6;
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const JUMP_POWER = -12;
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const HIGH_JUMP_POWER = -16;
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const GROUND_Y = 350;
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const BASE_SPEED = 5;
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const BASE_SPEED = 5.0;
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const CHUNK_SIZE = 60;
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const TARGET_FPS = 60;
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const MS_PER_TICK = 1000 / TARGET_FPS;
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// RNG Klasse
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class PseudoRNG {
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constructor(seed) {
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@@ -1,7 +1,8 @@
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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 / 750.0) * 0.5;
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if (currentSpeed > 14.0) currentSpeed = 14.0;
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let currentSpeed = BASE_SPEED + (score / 1000);
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if (currentSpeed > 10.0) currentSpeed = 10.0;
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// 2. Input & Sprung
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if (isCrouching) inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
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@@ -113,7 +114,36 @@ function updateGameLogic() {
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}
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function checkCollision(p, obs) {
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const paddingX = 5; const paddingY_Top = 5; const paddingY_Bottom = 5;
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return (p.x + p.w - paddingX > obs.x + paddingX && p.x + paddingX < obs.x + obs.def.width - paddingX &&
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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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const paddingX = 10;
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const realRightEdge = obs.x + obs.def.width - paddingX;
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if (realRightEdge < p.x + 5) {
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return false;
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}
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const paddingY_Top = (obs.def.type === "teacher") ? 25 : 10;
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const paddingY_Bottom = 5;
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// Geschwindigkeit schätzen (oder global holen) für CCD
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let currentSpeed = 5 + (score / 5000.0) * 0.5; // /5000 weil score hier /10 ist?
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// Moment, in main.js ist 'score' der rohe Wert. Also /500.
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// Da wir score global haben:
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currentSpeed = 5 + (score / 500.0) * 0.5;
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if (currentSpeed > 12.0) currentSpeed = 12.0;
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const pLeft = p.x + paddingX;
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const pRight = p.x + p.w - paddingX;
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const pTop = p.y + paddingY_Top;
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const pBottom = p.y + p.h - paddingY_Bottom;
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const oLeft = obs.x + paddingX;
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// CCD Erweiterung
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const oRight = obs.x + obs.def.width - paddingX + currentSpeed;
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const oTop = obs.y + paddingY_Top;
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const oBottom = obs.y + obs.def.height - paddingY_Bottom;
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return (pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom);
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}
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@@ -93,7 +93,7 @@ function drawGame() {
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if(obs.speech) drawSpeechBubble(obs.x, obs.y, obs.speech);
|
||||
});
|
||||
/*
|
||||
|
||||
// --- DEBUG RAHMEN (Server Hitboxen) ---
|
||||
// Grün im Spiel, Rot bei Tod
|
||||
ctx.strokeStyle = isGameOver ? "red" : "lime";
|
||||
@@ -101,7 +101,6 @@ function drawGame() {
|
||||
serverObstacles.forEach(srvObs => {
|
||||
ctx.strokeRect(srvObs.x, srvObs.y, srvObs.w, srvObs.h);
|
||||
});
|
||||
*/
|
||||
|
||||
|
||||
// --- SPIELER ---
|
||||
@@ -130,7 +129,7 @@ function drawGame() {
|
||||
// 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`; // Einkommentieren für Debugging
|
||||
statusText += ` | Drift: ${drift}px`; // Einkommentieren für Debugging
|
||||
}
|
||||
|
||||
if(statusText !== "") {
|
||||
|
||||
Reference in New Issue
Block a user