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it232Abschied/static/js/logic.js
Sebastian Unterschütz 95119cdf98
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bug fixes
2025-11-26 10:59:05 +01:00

173 lines
5.6 KiB
JavaScript

function updateGameLogic() {
// 1. Input Logging (Ducken)
if (isCrouching) {
inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
}
// 2. Geschwindigkeit (Basiert auf ZEIT/Ticks, nicht Score!)
// Formel: Start bei 5, erhöht sich alle 3000 Ticks (ca. 50 Sek) um 0.5
let currentSpeed = 5 + (currentTick / 3000.0) * 0.5;
if (currentSpeed > 12.0) currentSpeed = 12.0; // Max Speed Cap
// 3. Spieler Physik & Größe
const originalHeight = 50;
const crouchHeight = 25;
player.h = isCrouching ? crouchHeight : originalHeight;
// Visuelle Korrektur Y (damit Füße am Boden bleiben)
let drawY = isCrouching ? player.y + (originalHeight - crouchHeight) : player.y;
// Schwerkraft
player.vy += GRAVITY;
if (isCrouching && !player.grounded) player.vy += 2.0; // Schneller fallen (Fast Fall)
player.y += player.vy;
// Boden-Kollision
if (player.y + originalHeight >= GROUND_Y) {
player.y = GROUND_Y - originalHeight;
player.vy = 0;
player.grounded = true;
} else {
player.grounded = false;
}
// 4. Hindernisse Bewegen & Kollision
let nextObstacles = [];
let rightmostX = 0;
for (let obs of obstacles) {
obs.x -= currentSpeed;
// Hitbox für aktuellen Frame
const playerHitbox = { x: player.x, y: drawY, w: player.w, h: player.h };
if (checkCollision(playerHitbox, obs)) {
// A. MÜNZE (+2000 Punkte)
if (obs.def.type === "coin") {
score += 2000;
continue; // Entfernen (Eingesammelt)
}
// B. POWERUP (Aktivieren)
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; // ca. 10 Sekunden
continue; // Entfernen (Eingesammelt)
}
// C. GEGNER / HINDERNIS
else {
// Schläger vs Lehrer
if (hasBat && obs.def.type === "teacher") {
hasBat = false; // Schläger kaputt
continue; // Lehrer weg
}
// Godmode vs Alles
if (godModeLives > 0) {
godModeLives--; // Ein Leben weg
continue; // Hindernis ignoriert
}
// Tod
player.color = "darkred";
if (!isGameOver) {
sendChunk();
gameOver("Kollision");
}
}
}
// Objekt behalten wenn noch im Bild
if (obs.x + obs.def.width > -100) {
nextObstacles.push(obs);
if (obs.x + obs.def.width > rightmostX) rightmostX = obs.x + obs.def.width;
}
}
obstacles = nextObstacles;
// 5. Spawning (Basiert auf ZEIT/Ticks)
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;
// Boss Phase abhängig von Zeit (nicht Score, wegen Münzen!)
const isBossPhase = (currentTick % 1500) > 1200;
let possibleObs = [];
gameConfig.obstacles.forEach(def => {
if (isBossPhase) {
// Boss Phase: Nur Principal und Trashcan
if (def.id === "principal" || def.id === "trashcan") possibleObs.push(def);
} else {
// Normal Phase
if (def.id === "principal") return;
// Eraser erst ab Tick 3000 (ca. 50 Sek)
if (def.id === "eraser" && currentTick < 3000) return;
possibleObs.push(def);
}
});
// Zufälliges Objekt wählen
let def = rng.pick(possibleObs);
// RNG Sync: Sprechblasen
let speech = null;
if (def && def.canTalk) {
// WICHTIG: Reihenfolge muss 1:1 wie in Go sein
if (rng.nextFloat() > 0.7) speech = rng.pick(def.speechLines);
}
// RNG Sync: Powerup Seltenheit (nur 10% Chance)
if (def && def.type === "powerup") {
if (rng.nextFloat() > 0.1) def = null;
}
// Hinzufügen
if (def) {
const yOffset = def.yOffset || 0;
obstacles.push({
x: spawnX,
y: GROUND_Y - def.height - yOffset,
def: def,
speech: speech
});
}
}
}
function checkCollision(p, obs) {
const paddingX = 10;
const realRightEdge = obs.x + obs.def.width - paddingX;
if (realRightEdge < p.x + 5) {
return false;
}
const paddingY_Top = (obs.def.type === "teacher") ? 25 : 10;
const paddingY_Bottom = 5;
// Geschwindigkeit schätzen (oder global holen) für CCD
let currentSpeed = 5 + (score / 5000.0) * 0.5; // /5000 weil score hier /10 ist?
// Moment, in main.js ist 'score' der rohe Wert. Also /500.
// Da wir score global haben:
currentSpeed = 5 + (score / 500.0) * 0.5;
if (currentSpeed > 12.0) currentSpeed = 12.0;
const pLeft = p.x + paddingX;
const pRight = p.x + p.w - paddingX;
const pTop = p.y + paddingY_Top;
const pBottom = p.y + p.h - paddingY_Bottom;
const oLeft = obs.x + paddingX;
// CCD Erweiterung
const oRight = obs.x + obs.def.width - paddingX + currentSpeed;
const oTop = obs.y + paddingY_Top;
const oBottom = obs.y + obs.def.height - paddingY_Bottom;
return (pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom);
}