# **🏃 Escape the Teacher** **A high-performance, server-authoritative 2D endless runner built with Go, Redis, and WebSockets.** ## **📖 About the Project** "Escape the Teacher" is a web-based game developed as a final project (IT232). You play as a student caught cheating, running away from an angry teacher. The game features increasing difficulty, power-ups, boss phases, and a competitive global leaderboard. Unlike typical browser games, this project implements **competitive multiplayer architecture** usually found in shooters or RTS games. The browser is treated as a "dumb" display terminal; the server simulates the entire world to prevent cheating. **🔗 Repository:** [https://git.zb-server.de/ZB-Server/it232Abschied](https://git.zb-server.de/ZB-Server/it232Abschied) --- ## **✨ Features** ### **🎮 Gameplay** * **Endless Progression:** The game speed increases over time. * **Controls:** * **Jump:** Space / Arrow Up / Tap / Left Click. * **Crouch:** Arrow Down / Swipe Down (Mobile). * **Power-Ups:** * 🛡️ **Godmode:** Survives 3 hits. * ⚾ **Baseball Bat:** Eliminates the next teacher obstacle. * 👟 **Jumpboots:** Grants higher jumping power. * 💰 **Coins:** Bonus points for the highscore. * **Level Editor:** Custom level segments ("Chunks") can be designed live in the Admin Panel and are streamed directly into active game sessions. ### **🛡️ Security & Technology** * **Server-Authoritative:** Physics runs entirely on the server (Go). Speedhacks or Godmode cheats are impossible. * **Admin Panel:** Password-protected interface to manage levels, badwords, and leaderboards. * **Proof System:** Players receive an 8-character "Claim Code" to validate their high score offline. --- ## **🏗️ Technical Architecture** The project utilizes a **Realtime Streaming Architecture** to handle latency and synchronization. 1. **Backend (Go):** * Simulates physics at a fixed **20 TPS (Ticks Per Second)** to save CPU. * Generates level chunks 5 seconds into the future. * Streams object positions and game state via **WebSockets**. 2. **Frontend (JS):** * **Client-Side Prediction:** Inputs are applied immediately for a "Zero-Lag" feel. * **Buffering & Interpolation:** Although the server calculates at 20 FPS, the client renders at 60+ FPS by interpolating positions (`Lerp`) between server ticks. * **Lag Compensation (RTT):** The client measures Round Trip Time and visually shifts server objects to match the client's timeline. 3. **Database (Redis):** * Stores highscores, active session states, and level editor chunks. --- ## **🔧 Engineering Challenges & Solutions** Building a lag-free, cheat-proof game on the web came with significant hurdles. Here is how we solved them: ### **1. The "Netflix" Approach (Streaming vs. RNG Sync)** * **Problem:** Initially, we tried to sync the Random Number Generators (RNG) between Client and Server. However, a single floating-point deviation caused a "Butterfly Effect," desynchronizing the entire game world. * **Solution:** **Streaming.** The client no longer generates obstacles. The server pre-calculates the future and streams objects into a buffer on the client. The client simply plays back the stream, similar to a video player. ### **2. Low Tick-Rate & Interpolation** * **Problem:** To allow many concurrent players, the server physics runs at only **20 TPS**. Without smoothing, this looks choppy (like a slideshow) on a 144Hz monitor. * **Solution:** **Linear Interpolation.** The rendering engine calculates the visual position between the current and the previous physics state (`alpha = accumulator / dt`). The result is buttery smooth motion despite the low server update rate. ### **3. Latency & "Ghost Kills"** * **Problem:** If the internet lags (e.g., 100ms Ping), the server sees the player hitting an obstacle that appeared "safe" on the client screen. * **Solution:** **RTT Compensation.** The client constantly measures the network delay. Incoming objects from the server are visually shifted towards the player (`Latency * Speed`), ensuring they appear exactly where the server expects them to be at the moment of interaction. ### **4. Vertical Synchronization (Platforms)** * **Problem:** Jumping onto platforms is tricky. At high speeds, the server might calculate that the player fell *through* a platform between two ticks ("Tunneling"). * **Solution:** **Vertical Sweeping & Client Authority override.** The server checks the *path* of the player, not just the position. Additionally, if the client detects a safe landing, it forces a physics sync update to the server to prevent unfair deaths. --- ## **🚀 Getting Started** ### **Using Docker (Recommended)** 1. **Clone the repository:** ```bash git clone [https://git.zb-server.de/ZB-Server/it232Abschied.git](https://git.zb-server.de/ZB-Server/it232Abschied.git) cd it232Abschied ``` 2. **Run:** ```bash docker-compose up --build -d ``` 3. **Play:** Open `http://localhost:8080` 4. **Admin:** Open `http://localhost:8080/admin` (User: `lehrer`, Pass: `geheim123`) ### **Local Development** 1. Start Redis: ```bash docker run -d -p 6379:6379 redis:alpine ``` 2. Start the Server: ```bash go run . ``` --- ## **🎶 Credits** This project was made possible by: * **Development & Code:** Sebastian Unterschütz * **Music Design:** Max E. * **Sound Effects:** Generated via [bfxr.net](https://www.bfxr.net/) * **Graphics:** [Kenney.nl](https://kenney.nl) / Sebastian Unterschütz * **Fonts:** "Press Start 2P" (Google Fonts / Local) --- ## **⚖️ License & Rights** **© 2025 IT232 Final Project** This project is released under a proprietary, restrictive license: 1. **No Commercial Use:** The source code, assets, and the game itself may not be used for commercial purposes or sold. 2. **No Modification:** You are not allowed to modify, fork, or redistribute this project in modified form without express written permission from the authors. 3. **Educational Use:** Viewing and running the code for educational purposes within the context of the school project is permitted. --- **Run for your grade! 🏃💨**