175 lines
5.7 KiB
JavaScript
175 lines
5.7 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 > 20.0) currentSpeed = 20.0; // 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;
|
|
|
|
lastPowerupTick = currentTick;
|
|
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);
|
|
} |