Umbau zu "Wanted!"-Minigame
- Neues Spielprinzip: Fahndungsplakat + Feld voller Fuesse/Deko, gesuchten Fuss antippen bevor Timer ablaeuft; sofort neue Runde mit anderer Farbe. - Progression: Raster -> wild verteilt -> Bewegung (2-3 Gruppen -> einzeln), Anzahl + Tempo steigen mit Score. - Farben: 8 klar unterscheidbare Fuss-Farben (kein Braun/Hautton-Doppel) -> die gesuchte Farbe kommt garantiert nur EINMAL vor. - Serverseitige Rangliste (data/leaderboard.json), Top 10 auf der Startseite, Name einmalig abgefragt + in localStorage gecacht. - Reset per Befehl: npm run reset-stats - Server stark vereinfacht (/api/feet, /api/leaderboard, /api/score); Pan/Zoom-, Wimmelbild- und Szenen-Generator-Code entfernt. - WANTED-Plakat groesser, Timer schlanker, Startseite sauber zentriert. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
492
public/js/app.js
492
public/js/app.js
@@ -1,106 +1,428 @@
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// App-Flow: beim Laden sofort eine zufaellige Szene holen (kein Start-Screen, keine
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// Auswahl). Alle 3 Fuesse finden -> Gewinn-Overlay -> "Weiter" laedt die naechste.
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// fuesse.sexy — "Wanted!"-Minigame
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// Oben ein Fahndungs-Fuss, im Feld wuseln viele Fuesse/Deko. Schnapp den gesuchten,
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// bevor die Zeit ablaeuft. Schwierigkeit (Anzahl, Layout, Bewegung, Tempo) steigt mit Score.
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import { Scene } from './scene.js';
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import { Legend } from './legend.js';
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const $ = (id) => document.getElementById(id);
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const stage = document.getElementById('stage');
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const world = document.getElementById('world');
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const sceneImg = document.getElementById('scene-img');
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const loading = document.getElementById('loading');
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const winOverlay = document.getElementById('win-overlay');
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const toast = document.getElementById('toast');
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// ---- Konstanten (leicht justierbar) ----
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const START_TIME = 22; // Sekunden zu Beginn
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const MAX_TIME = 30; // Deckel (Timerleiste = timeLeft / MAX_TIME)
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const BONUS = 2.0; // Zeit pro Treffer
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const PENALTY = 2.0; // Zeitabzug pro Fehlklick
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const NAME_KEY = 'fuesse_name';
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const scene = new Scene(stage, world, sceneImg);
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const legend = new Legend(
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document.getElementById('legend-items'),
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document.getElementById('legend-counter')
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);
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// ---- Zustand ----
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let FEET = []; // [{id,name,url}]
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let PROPS = []; // [{id,name,url}]
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let state = null;
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let rafId = null;
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let lastT = 0;
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let current = null; // aktuelles Szenen-Payload
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let busy = false;
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function showLoading(on) {
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loading.classList.toggle('hidden', !on);
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}
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function showToast(message) {
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toast.textContent = message;
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toast.classList.add('show');
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clearTimeout(showToast._t);
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showToast._t = setTimeout(() => toast.classList.remove('show'), 900);
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}
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function showError(err) {
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let box = document.getElementById('error-box');
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if (!box) {
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box = document.createElement('div');
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box.id = 'error-box';
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stage.appendChild(box);
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// ---- Utils ----
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const rand = (a, b) => a + Math.random() * (b - a);
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const randInt = (a, b) => Math.floor(rand(a, b + 1));
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const pick = (arr) => arr[Math.floor(Math.random() * arr.length)];
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const clamp = (v, a, b) => Math.max(a, Math.min(b, v));
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function shuffle(a) {
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for (let i = a.length - 1; i > 0; i--) {
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const j = randInt(0, i);
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[a[i], a[j]] = [a[j], a[i]];
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}
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const msg = err && err.message ? err.message : String(err);
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box.textContent = 'Fehler beim Laden der Szene: ' + msg;
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box.classList.remove('hidden');
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return a;
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}
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function clearError() {
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const box = document.getElementById('error-box');
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if (box) box.classList.add('hidden');
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// Schwierigkeit aus dem Score ableiten
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function difficulty(score) {
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const count = Math.min(10 + Math.floor(score * 1.5), 46);
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if (score < 3) return { count, stage: 'grid', groups: 0, speed: 0 };
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if (score < 6) return { count, stage: 'scatter', groups: 0, speed: 0 };
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if (score < 11) return { count, stage: 'groups', groups: score < 9 ? 2 : 3, speed: Math.min(45 + (score - 6) * 10, 150) };
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return { count, stage: 'individual', groups: 0, speed: Math.min(70 + (score - 11) * 12, 320) };
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}
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async function loadScene() {
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showLoading(true);
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clearError();
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winOverlay.classList.add('hidden');
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// ---- Rangliste ----
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async function fetchLeaderboard() {
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try {
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const res = await fetch('/api/scene');
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if (!res.ok) throw new Error('Server-Antwort ' + res.status);
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current = await res.json();
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await scene.render(current);
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scene.resetView();
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legend.render(current.targets);
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document.getElementById('category-name').textContent = current.category || '';
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} catch (err) {
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console.error(err);
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showError(err);
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} finally {
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showLoading(false);
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const res = await fetch('/api/leaderboard');
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return res.ok ? await res.json() : [];
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} catch {
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return [];
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}
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}
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function renderLeaderboard(el, list) {
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el.innerHTML = '';
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if (!list.length) {
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const li = document.createElement('li');
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li.className = 'lb-empty';
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li.textContent = 'Noch keine Einträge — sei die/der Erste!';
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el.appendChild(li);
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return;
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}
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list.forEach((entry, i) => {
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const li = document.createElement('li');
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const rank = document.createElement('span');
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rank.className = 'lb-rank';
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rank.textContent = `${i + 1}.`;
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const name = document.createElement('span');
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name.className = 'lb-name';
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name.textContent = entry.name; // textContent -> kein XSS
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const score = document.createElement('span');
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score.className = 'lb-score';
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score.textContent = entry.score;
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li.append(rank, name, score);
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if (i < 3) li.classList.add('top3');
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el.appendChild(li);
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});
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}
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// ================= Spiel =================
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function startGame() {
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$('home').classList.add('hidden');
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$('gameover').classList.add('hidden');
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$('game').classList.remove('hidden');
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state = { score: 0, timeLeft: START_TIME, items: [], groups: [], stage: 'grid', running: true };
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$('score').textContent = '0';
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buildRound();
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lastT = performance.now();
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cancelAnimationFrame(rafId);
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rafId = requestAnimationFrame(loop);
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}
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function fieldSize() {
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const r = $('field').getBoundingClientRect();
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return { w: r.width, h: r.height };
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}
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// Baut eine neue Runde: neuer (zufaelliger) Ziel-Fuss + Ablenker, Layout je nach Stufe.
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function buildRound() {
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const field = $('field');
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field.innerHTML = '';
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state.items = [];
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state.groups = [];
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const { w, h } = fieldSize();
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const diff = difficulty(state.score);
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state.stage = diff.stage;
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// Ziel-Fusstyp zufaellig (Farbe wechselt jede Runde)
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const target = pick(FEET);
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$('wanted-img').src = target.url;
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// Item-Groessenwahl: schrumpft mit steigender Anzahl, bleibt tippfreundlich
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const size = clamp(Math.sqrt((w * h) / (diff.count * 3.4)), 40, 66);
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// Typen fuer die Items zusammenstellen: 1 Ziel + Ablenker
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const otherFeet = FEET.filter((f) => f.id !== target.id);
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const decoyPool = [];
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// Ablenker: v.a. andersfarbige Fuesse (inkl. aehnliche), plus ein paar Deko-Props
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for (let i = 0; i < diff.count - 1; i++) {
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const useProp = PROPS.length && Math.random() < 0.22;
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decoyPool.push({ type: useProp ? pick(PROPS) : pick(otherFeet), isTarget: false });
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}
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const specs = shuffle([{ type: target, isTarget: true }, ...decoyPool]);
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// Positionen je Stufe
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const positions = layoutPositions(diff, specs.length, w, h, size);
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specs.forEach((spec, i) => {
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const el = document.createElement('img');
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el.className = 'item';
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el.src = spec.type.url;
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el.draggable = false;
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el.style.width = size + 'px';
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el.style.height = size + 'px';
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field.appendChild(el);
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const p = positions[i];
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const item = {
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el,
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isTarget: spec.isTarget,
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x: p.x,
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y: p.y,
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vx: 0,
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vy: 0,
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rot: rand(-12, 12),
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vr: rand(-25, 25),
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size,
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gi: p.gi ?? 0,
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ox: p.ox ?? 0,
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oy: p.oy ?? 0,
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};
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el.__item = item;
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state.items.push(item);
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applyTransform(item);
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});
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// Bewegung vorbereiten
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if (diff.stage === 'groups') {
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for (let g = 0; g < diff.groups; g++) {
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const ang = rand(0, Math.PI * 2);
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state.groups.push({
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cx: rand(w * 0.25, w * 0.75),
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cy: rand(h * 0.25, h * 0.75),
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vx: Math.cos(ang) * diff.speed,
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vy: Math.sin(ang) * diff.speed,
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});
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}
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// Item-Positionen relativ zum Gruppenzentrum (Offset) neu setzen
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state.items.forEach((it) => {
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const grp = state.groups[it.gi];
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it.ox = it.x - grp.cx;
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it.oy = it.y - grp.cy;
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});
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} else if (diff.stage === 'individual') {
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state.items.forEach((it) => {
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const ang = rand(0, Math.PI * 2);
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it.vx = Math.cos(ang) * diff.speed;
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it.vy = Math.sin(ang) * diff.speed;
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});
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}
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}
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async function handleTap({ x, y }) {
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if (busy || !current) return;
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busy = true;
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// Startpositionen je Stufe. Gibt {x,y,gi,ox,oy}-Liste (Top-Left-Koordinaten).
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function layoutPositions(diff, n, w, h, size) {
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const pad = 6;
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const out = [];
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if (diff.stage === 'grid') {
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const cols = Math.max(1, Math.ceil(Math.sqrt(n * (w / h))));
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const rows = Math.ceil(n / cols);
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const cellW = w / cols;
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const cellH = h / rows;
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const cells = [];
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for (let r = 0; r < rows; r++) for (let c = 0; c < cols; c++) cells.push({ r, c });
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shuffle(cells);
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for (let i = 0; i < n; i++) {
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const { r, c } = cells[i];
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out.push({
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x: clamp(c * cellW + (cellW - size) / 2, pad, w - size - pad),
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y: clamp(r * cellH + (cellH - size) / 2, pad, h - size - pad),
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});
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}
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return out;
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}
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if (diff.stage === 'groups') {
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// Cluster-Zentren, Items rundherum verteilt
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const centers = [];
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for (let g = 0; g < diff.groups; g++) centers.push({ cx: rand(w * 0.3, w * 0.7), cy: rand(h * 0.3, h * 0.7) });
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const radius = clamp(Math.min(w, h) * 0.22, 60, 160);
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for (let i = 0; i < n; i++) {
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const gi = i % diff.groups;
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const c = centers[gi];
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const a = rand(0, Math.PI * 2);
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const rr = rand(0, radius);
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out.push({
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x: clamp(c.cx + Math.cos(a) * rr - size / 2, pad, w - size - pad),
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y: clamp(c.cy + Math.sin(a) * rr - size / 2, pad, h - size - pad),
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gi,
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});
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}
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return out;
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}
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// scatter / individual: frei verteilt
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for (let i = 0; i < n; i++) {
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out.push({ x: rand(pad, w - size - pad), y: rand(pad, h - size - pad) });
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}
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return out;
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}
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function applyTransform(it) {
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it.el.style.transform = `translate(${it.x}px, ${it.y}px) rotate(${it.rot}deg)`;
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}
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// ---- Animationsschleife ----
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function loop(now) {
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if (!state || !state.running) return;
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let dt = (now - lastT) / 1000;
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lastT = now;
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dt = Math.min(dt, 0.05);
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const { w, h } = fieldSize();
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if (state.stage === 'groups') {
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for (const grp of state.groups) {
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grp.cx += grp.vx * dt;
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grp.cy += grp.vy * dt;
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const m = 90;
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if (grp.cx < m) { grp.cx = m; grp.vx = Math.abs(grp.vx); }
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if (grp.cx > w - m) { grp.cx = w - m; grp.vx = -Math.abs(grp.vx); }
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if (grp.cy < m) { grp.cy = m; grp.vy = Math.abs(grp.vy); }
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if (grp.cy > h - m) { grp.cy = h - m; grp.vy = -Math.abs(grp.vy); }
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}
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for (const it of state.items) {
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const grp = state.groups[it.gi];
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it.x = clamp(grp.cx + it.ox, 0, w - it.size);
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it.y = clamp(grp.cy + it.oy, 0, h - it.size);
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it.rot += it.vr * dt;
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applyTransform(it);
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}
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} else if (state.stage === 'individual') {
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for (const it of state.items) {
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it.x += it.vx * dt;
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it.y += it.vy * dt;
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if (it.x < 0) { it.x = 0; it.vx = Math.abs(it.vx); }
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if (it.x > w - it.size) { it.x = w - it.size; it.vx = -Math.abs(it.vx); }
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if (it.y < 0) { it.y = 0; it.vy = Math.abs(it.vy); }
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if (it.y > h - it.size) { it.y = h - it.size; it.vy = -Math.abs(it.vy); }
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it.rot += it.vr * dt;
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applyTransform(it);
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}
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}
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// Timer
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state.timeLeft -= dt;
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if (state.timeLeft <= 0) {
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state.timeLeft = 0;
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updateTimerBar();
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return gameOver();
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}
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updateTimerBar();
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rafId = requestAnimationFrame(loop);
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}
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function updateTimerBar() {
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const pct = clamp(state.timeLeft / MAX_TIME, 0, 1) * 100;
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const bar = $('timer-bar');
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bar.style.width = pct + '%';
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bar.classList.toggle('low', state.timeLeft <= 6);
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}
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// ---- Treffer ----
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function onFieldPointerDown(e) {
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if (!state || !state.running) return;
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const el = e.target.closest('.item');
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if (!el || !el.__item) return;
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const item = el.__item;
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if (item.isTarget) {
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state.score += 1;
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$('score').textContent = state.score;
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$('score').parentElement.classList.remove('bump');
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void $('score').parentElement.offsetWidth;
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$('score').parentElement.classList.add('bump');
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state.timeLeft = Math.min(state.timeLeft + BONUS, MAX_TIME);
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flashField('ok');
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buildRound(); // neues Plakat, andere Farbe
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} else {
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state.timeLeft = Math.max(state.timeLeft - PENALTY, 0);
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el.classList.remove('shake');
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void el.offsetWidth;
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el.classList.add('shake');
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flashField('miss');
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showFeedback('Daneben! −2s');
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if (state.timeLeft <= 0) gameOver();
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}
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}
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let feedbackT = null;
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function showFeedback(msg) {
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const f = $('feedback');
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f.textContent = msg;
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f.classList.add('show');
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clearTimeout(feedbackT);
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feedbackT = setTimeout(() => f.classList.remove('show'), 700);
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}
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let flashT = null;
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function flashField(kind) {
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const field = $('field');
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field.classList.remove('flash-ok', 'flash-miss');
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void field.offsetWidth;
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field.classList.add(kind === 'ok' ? 'flash-ok' : 'flash-miss');
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clearTimeout(flashT);
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flashT = setTimeout(() => field.classList.remove('flash-ok', 'flash-miss'), 250);
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}
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// ---- Game Over ----
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async function gameOver() {
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if (!state) return;
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state.running = false;
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cancelAnimationFrame(rafId);
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||||
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$('final-score').textContent = state.score;
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$('gameover').classList.remove('hidden');
|
||||
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const cachedName = localStorage.getItem(NAME_KEY);
|
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if (cachedName) {
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$('name-ask').classList.add('hidden');
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const list = await submitScore(cachedName, state.score);
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renderLeaderboard($('go-leaderboard'), list);
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} else {
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// Namensabfrage (nur beim ersten Mal)
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$('name-ask').classList.remove('hidden');
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renderLeaderboard($('go-leaderboard'), await fetchLeaderboard());
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$('name-input').focus();
|
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}
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}
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||||
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async function submitScore(name, score) {
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try {
|
||||
const res = await fetch(`/api/scene/${current.sceneId}/guess`, {
|
||||
const res = await fetch('/api/score', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ x, y }),
|
||||
body: JSON.stringify({ name, score }),
|
||||
});
|
||||
const data = await res.json();
|
||||
if (data.hit) {
|
||||
const isNew = legend.markFound(data.hit);
|
||||
scene.pingAt(x, y, true);
|
||||
if (isNew && legend.allFound()) {
|
||||
setTimeout(() => winOverlay.classList.remove('hidden'), 400);
|
||||
}
|
||||
} else {
|
||||
scene.pingAt(x, y, false);
|
||||
}
|
||||
} catch (err) {
|
||||
console.error(err);
|
||||
} finally {
|
||||
busy = false;
|
||||
}
|
||||
if (res.ok) return await res.json();
|
||||
} catch {}
|
||||
return await fetchLeaderboard();
|
||||
}
|
||||
|
||||
scene.onTap(handleTap);
|
||||
// ---- Setup / Events ----
|
||||
function goHome() {
|
||||
$('gameover').classList.add('hidden');
|
||||
$('game').classList.add('hidden');
|
||||
$('home').classList.remove('hidden');
|
||||
refreshHomeBoard();
|
||||
}
|
||||
async function refreshHomeBoard() {
|
||||
renderLeaderboard($('leaderboard'), await fetchLeaderboard());
|
||||
}
|
||||
|
||||
// Steuerung
|
||||
document.getElementById('zoom-in').addEventListener('click', () => scene.zoomIn());
|
||||
document.getElementById('zoom-out').addEventListener('click', () => scene.zoomOut());
|
||||
document.getElementById('reset-view').addEventListener('click', () => scene.resetView());
|
||||
document.getElementById('next-scene').addEventListener('click', loadScene);
|
||||
async function init() {
|
||||
// Bildchen laden
|
||||
try {
|
||||
const res = await fetch('/api/feet');
|
||||
const data = await res.json();
|
||||
FEET = data.feet || [];
|
||||
PROPS = data.props || [];
|
||||
} catch (err) {
|
||||
console.error(err);
|
||||
}
|
||||
if (FEET.length < 2) {
|
||||
$('home').querySelector('.tagline').textContent = 'Fehler: zu wenige Füße in library/feet.';
|
||||
}
|
||||
|
||||
// Los geht's — sofort.
|
||||
loadScene();
|
||||
await refreshHomeBoard();
|
||||
|
||||
$('play-btn').addEventListener('click', startGame);
|
||||
$('play-again').addEventListener('click', startGame);
|
||||
$('to-home').addEventListener('click', goHome);
|
||||
$('field').addEventListener('pointerdown', onFieldPointerDown);
|
||||
|
||||
$('save-score').addEventListener('click', async () => {
|
||||
const name = ($('name-input').value || '').trim().slice(0, 20) || 'Anonym';
|
||||
localStorage.setItem(NAME_KEY, name);
|
||||
$('name-ask').classList.add('hidden');
|
||||
renderLeaderboard($('go-leaderboard'), await submitScore(name, state.score));
|
||||
});
|
||||
$('name-input').addEventListener('keydown', (e) => {
|
||||
if (e.key === 'Enter') $('save-score').click();
|
||||
});
|
||||
|
||||
$('change-name').addEventListener('click', () => {
|
||||
const current = localStorage.getItem(NAME_KEY) || '';
|
||||
const next = prompt('Dein Name für die Rangliste:', current);
|
||||
if (next !== null) localStorage.setItem(NAME_KEY, next.trim().slice(0, 20) || 'Anonym');
|
||||
});
|
||||
|
||||
window.addEventListener('resize', () => {
|
||||
// Positionen bei Groessenaenderung grob im Feld halten
|
||||
if (!state || !state.running) return;
|
||||
const { w, h } = fieldSize();
|
||||
for (const it of state.items) {
|
||||
it.x = clamp(it.x, 0, w - it.size);
|
||||
it.y = clamp(it.y, 0, h - it.size);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
init();
|
||||
|
||||
Reference in New Issue
Block a user