Files
Wackelpeter/web/src/Game.ts
T

1899 lines
65 KiB
TypeScript

import * as THREE from 'three';
import { Player } from './Player';
import { Enemy } from './Enemy';
import { Spider, initSpiderModel } from './Spider';
import { Ghost } from './Ghost';
import { Frog } from './Frog';
import { Bat } from './Bat';
import { BeeSwarm } from './BeeSwarm';
import { Slime } from './Slime';
import { Brute } from './Brute';
import { Golem } from './Golem';
import { Krake } from './Krake';
import { Minotaurus } from './Minotaurus';
import { SpiderQueen } from './SpiderQueen';
import { FrostGiant } from './FrostGiant';
import { Necromancer } from './Necromancer';
import { Dragon } from './Dragon';
import { Maze } from './Maze';
import { MazeGuard } from './MazeGuard';
import { Gnome } from './Gnome';
import { Crab } from './Crab';
import { Turret } from './Turret';
import { Shaman } from './Shaman';
import { Archer } from './Archer';
import { Bomber } from './Bomber';
import { Wisp } from './Wisp';
import { Turtle } from './Turtle';
import { SporeMushroom } from './SporeMushroom';
import { EnemyProjectile } from './EnemyProjectile';
import { Sword } from './Sword';
import { Staff } from './Staff';
import { Fireball } from './Fireball';
import { Cross, initCrossModel } from './Cross';
import { Arena } from './Arena';
import { SlashEffect, isInSlashArc } from './SwordTrail';
import { SkillSystem, getSkill, HOTBAR_SKILLS, type SkillOffer } from './Skills';
import { skillIcon } from './SkillIcons';
import { initSounds, playSound, resumeContext } from './SoundManager';
import { Aura } from './Aura';
import { Boomerang } from './Boomerang';
import { Trap } from './Trap';
import { GasCloud } from './GasCloud';
import { Trapper } from './Trapper';
import { DamageNumber } from './DamageNumber';
const SPAWN_TIME = 10;
const HOTBAR_KEY_CODES = ['KeyQ', 'KeyE', 'Digit1', 'Digit2', 'Digit3', 'Digit4'];
const HOTBAR_KEY_LABELS = ['Q', 'E', '1', '2', '3', '4'];
type GameState = 'menu' | 'playing' | 'gameover' | 'levelup';
export class Game {
scene: THREE.Scene;
camera: THREE.PerspectiveCamera;
renderer: THREE.WebGLRenderer;
clock: THREE.Clock;
private playerLight!: THREE.PointLight;
player!: Player;
enemies: Enemy[] = [];
fireballs: Fireball[] = [];
crosses: Cross[] = [];
slashEffects: SlashEffect[] = [];
projectiles: EnemyProjectile[] = [];
traps: Trap[] = [];
gasClouds: GasCloud[] = [];
private damageNumbers: DamageNumber[] = [];
private aura: Aura | null = null;
private boomerang: Boomerang | null = null;
private trapper = new Trapper();
private hotbar: (string | null)[] = Array(HOTBAR_KEY_CODES.length).fill(null);
state: GameState = 'menu';
private paused = false;
skillSystem: SkillSystem = new SkillSystem(0);
private seed: number | null = null;
private offers: SkillOffer[] = [];
private selectedOffer = -1;
private pendingPicks = 0;
private gameOverAt = 0;
keys: Set<string> = new Set();
mouseButtons: Set<number> = new Set();
private prevMouseButtons: Set<number> = new Set();
mouseX = 0;
mouseY = 0;
groundPoint = new THREE.Vector3();
spawnTimer = 0;
spawns = 0;
killed = 0;
// Stationäre Gegner, die zu lange außerhalb des Bildschirms sind, werden
// wieder in die Nähe des Spielers teleportiert (Off-Screen-Reset).
private offscreenTimers = new Map<Enemy, number>();
private static readonly OFFSCREEN_REPOSITION_TIME = 8;
private static readonly SPAWN_VIEW_MIN = 10;
private static readonly SPAWN_VIEW_MAX = 24;
// Arena-Theme: eine Stufe pro besiegten Boss
private arena!: Arena;
private arenaStage = 0;
private themeFogTarget = new THREE.Color(0x0d1117);
private themeLightTarget = new THREE.Color(0xffeebb);
private static readonly THEME_LIGHTS = [
0xffeebb, 0xffddaa, 0x99ccff, 0xffbb99, 0xbbffcc, 0xbbddff, 0xddbbff, 0xffcc88,
];
// Labyrinth-Zwischenboss (Welle 5, 15, 25, ...): ersetzt die Welle komplett
maze: Maze | null = null;
private mazeActive = false;
private mazeTimer = 0;
private mazeTotal = 1;
private mazeLevel = 0;
private mazeGoalsLeft = 0;
private mazeGnome: Gnome | null = null;
private mazeGuards: MazeGuard[] = [];
private uiMazeArrow!: HTMLElement;
private static readonly MAZE_WAVES = [5, 15, 25, 35, 45, 55, 65];
private static readonly MAZE_BASE_TIME = 75;
private static readonly MAZE_TIME_STEP = 5;
private static readonly MAZE_MIN_TIME = 50;
// Boss-Wellen: Welle -> Boss (Name fuer Boss-Modus-UI, Factory fuer Spawn)
private bossWaves = new Map<number, { name: string; spawn: () => Enemy }>([
[10, { name: 'Golem', spawn: () => new Golem() }],
[20, { name: 'Krake', spawn: () => new Krake() }],
[30, { name: 'Minotaurus', spawn: () => new Minotaurus() }],
[40, { name: 'Spinnenkönigin', spawn: () => new SpiderQueen() }],
[50, { name: 'Frostriese', spawn: () => new FrostGiant() }],
[60, { name: 'Erz-Nekromant', spawn: () => new Necromancer() }],
[70, { name: 'Drache', spawn: () => new Dragon() }],
]);
private bossFightActive = false;
private shakeTime = 0;
private shakeAmp = 0;
// Debug hitzone visualization
private showHitzones = false;
private playerHitRing!: THREE.Mesh;
private enemyHitRings: Map<Enemy, THREE.Mesh> = new Map();
private fireballHitRings: Map<Fireball, THREE.Mesh> = new Map();
private crossHitRings: Map<Cross, THREE.Mesh> = new Map();
// UI elements
private uiHealthBar!: HTMLElement;
private uiHealthText!: HTMLElement;
private uiWaveLabel!: HTMLElement;
private uiKillsLabel!: HTMLElement;
private uiFireballCD!: HTMLElement;
private uiFireballContainer!: HTMLElement;
private uiSwordCD!: HTMLElement;
private uiTeleportCD!: HTMLElement;
private uiTeleportContainer!: HTMLElement;
private uiLightningCD!: HTMLElement;
private uiLightningContainer!: HTMLElement;
private uiWaveBarFill!: HTMLElement;
private uiWaveBarLabel!: HTMLElement;
private uiGameOver!: HTMLElement;
private uiGameOverPanel!: HTMLElement;
private uiGameOverStats!: HTMLElement;
private uiMainMenu!: HTMLElement;
private uiSeedInput!: HTMLInputElement;
private uiBossMode!: HTMLElement;
private uiBossModeButtons!: HTMLElement;
private uiChangelogPanel!: HTMLElement;
private cheatBuffer = '';
private uiLevelLabel!: HTMLElement;
private uiSeedLabel!: HTMLElement;
private uiXpBarFill!: HTMLElement;
private uiXpBarLabel!: HTMLElement;
private uiShieldBar!: HTMLElement;
private uiShieldBarBg!: HTMLElement;
private uiShieldText!: HTMLElement;
private uiLevelUp!: HTMLElement;
private uiConfirmBtn!: HTMLButtonElement;
private uiOfferIcons: HTMLElement[] = [];
private uiOfferTitles: HTMLElement[] = [];
private uiOfferDescs: HTMLElement[] = [];
private uiDamageVignette!: HTMLElement;
private uiLowHpVignette!: HTMLElement;
private uiInkVignette!: HTMLElement;
private uiBossBar!: HTMLElement;
private uiBossBarFill!: HTMLElement;
private uiBossBarLabel!: HTMLElement;
private uiTrapContainer!: HTMLElement;
private uiTrapCD!: HTMLElement;
private uiGasContainer!: HTMLElement;
private uiGasCD!: HTMLElement;
private uiLightningLabel!: HTMLElement;
private uiTeleportLabel!: HTMLElement;
private uiTrapLabel!: HTMLElement;
private uiGasLabel!: HTMLElement;
private uiPauseOverlay!: HTMLElement;
private mouseOnCanvas = false;
private bloodParticles: {
mesh: THREE.Mesh;
vel: THREE.Vector3;
life: number;
mat: THREE.MeshBasicMaterial;
}[] = [];
constructor() {
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x0d1117);
this.scene.fog = new THREE.Fog(0x0d1117, 25, 70);
this.camera = new THREE.PerspectiveCamera(
60, window.innerWidth / window.innerHeight, 1, 150
);
this.camera.position.set(0, 25, -15);
this.camera.lookAt(0, 0, 0);
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.prepend(this.renderer.domElement);
this.clock = new THREE.Clock();
this.setupUI();
this.setupInput();
this.setupLighting();
}
async init() {
this.setupArena();
this.setupPlayer();
this.player.setGame(this);
initSounds();
await Promise.all([
this.player.init(),
this.player.rightHandWeapon.init(),
this.player.leftHandWeapon.init(),
initSpiderModel(),
initCrossModel(),
]);
}
start() {
window.addEventListener('resize', () => {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
});
this.animate();
}
private setupUI() {
this.uiHealthBar = document.getElementById('health-bar')!;
this.uiHealthText = document.getElementById('health-text')!;
this.uiWaveLabel = document.getElementById('wave-label')!;
this.uiKillsLabel = document.getElementById('kills-label')!;
this.uiFireballCD = document.querySelector('#fireball-cooldown .cooldown-fill')!;
this.uiFireballContainer = document.getElementById('fireball-cooldown')!;
this.uiSwordCD = document.querySelector('#sword-cooldown .cooldown-fill')!;
this.uiTeleportCD = document.querySelector('#teleport-cooldown .cooldown-fill')!;
this.uiTeleportContainer = document.getElementById('teleport-cooldown')!;
this.uiLightningCD = document.querySelector('#lightning-cooldown .cooldown-fill')!;
this.uiLightningContainer = document.getElementById('lightning-cooldown')!;
this.uiWaveBarFill = document.getElementById('wave-bar-fill')!;
this.uiWaveBarLabel = document.getElementById('wave-bar-label')!;
this.uiMazeArrow = document.getElementById('maze-arrow')!;
this.uiGameOver = document.getElementById('game-over')!;
this.uiGameOverPanel = document.getElementById('game-over-panel')!;
this.uiGameOverStats = document.getElementById('game-over-stats')!;
this.uiMainMenu = document.getElementById('main-menu')!;
this.uiSeedInput = document.getElementById('seed-input') as HTMLInputElement;
this.uiLevelLabel = document.getElementById('level-label')!;
this.uiSeedLabel = document.getElementById('seed-label')!;
this.uiXpBarFill = document.getElementById('xp-bar-fill')!;
this.uiXpBarLabel = document.getElementById('xp-bar-label')!;
this.uiShieldBar = document.getElementById('shield-bar')!;
this.uiShieldBarBg = document.getElementById('shield-bar-bg')!;
this.uiShieldText = document.getElementById('shield-text')!;
this.uiLevelUp = document.getElementById('level-up')!;
this.uiConfirmBtn = document.getElementById('btn-confirm') as HTMLButtonElement;
this.uiConfirmBtn.addEventListener('click', () => this.confirmOffer());
this.uiDamageVignette = document.getElementById('damage-vignette')!;
this.uiLowHpVignette = document.getElementById('low-hp-vignette')!;
this.uiInkVignette = document.getElementById('ink-vignette')!;
this.uiBossBar = document.getElementById('boss-bar')!;
this.uiBossBarFill = document.getElementById('boss-bar-fill')!;
this.uiBossBarLabel = document.getElementById('boss-bar-label')!;
this.uiBossMode = document.getElementById('boss-mode')!;
this.uiBossModeButtons = document.getElementById('boss-mode-buttons')!;
this.setupBossModeUI();
this.uiTrapContainer = document.getElementById('trap-cooldown')!;
this.uiTrapCD = document.querySelector('#trap-cooldown .cooldown-fill')!;
this.uiGasContainer = document.getElementById('gas-cooldown')!;
this.uiGasCD = document.querySelector('#gas-cooldown .cooldown-fill')!;
this.uiLightningLabel = document.querySelector('#lightning-cooldown .cooldown-label')!;
this.uiTeleportLabel = document.querySelector('#teleport-cooldown .cooldown-label')!;
this.uiTrapLabel = document.querySelector('#trap-cooldown .cooldown-label')!;
this.uiGasLabel = document.querySelector('#gas-cooldown .cooldown-label')!;
for (let i = 0; i < 3; i++) {
const card = document.getElementById(`offer-${i}`)!;
card.addEventListener('click', () => this.selectOffer(i));
this.uiOfferIcons.push(document.getElementById(`offer-icon-${i}`)!);
this.uiOfferTitles.push(document.getElementById(`offer-title-${i}`)!);
this.uiOfferDescs.push(document.getElementById(`offer-desc-${i}`)!);
}
document.getElementById('btn-start')!.addEventListener('click', () => this.startGame());
document.getElementById('btn-changelog')!.addEventListener('click', () => this.showChangelog());
document.getElementById('btn-changelog-close')!.addEventListener('click', () => this.hideChangelog());
this.uiChangelogPanel = document.getElementById('changelog-panel')!;
document.getElementById('btn-restart')!.addEventListener('click', () => this.restart());
document.getElementById('btn-menu')!.addEventListener('click', () => this.showMenu());
this.uiPauseOverlay = document.getElementById('pause-overlay')!;
document.getElementById('btn-resume')!.addEventListener('click', () => this.resume());
document.getElementById('btn-pause-menu')!.addEventListener('click', () => this.showMenu());
// Diagnostics: detect a full page reload that wiped a running game
if (sessionStorage.getItem('wackelpeter-run') === '1') {
console.warn('[Wackelpeter] Seite wurde während eines Laufs neu geladen!');
sessionStorage.removeItem('wackelpeter-run');
}
window.addEventListener('beforeunload', () => {
console.log('[Wackelpeter] beforeunload (Seite wird neu geladen/geschlossen)');
});
const canvas = this.renderer.domElement;
canvas.addEventListener('mouseenter', () => this.mouseOnCanvas = true);
canvas.addEventListener('mouseleave', () => this.mouseOnCanvas = false);
window.addEventListener('contextmenu', e => e.preventDefault());
}
private logState(next: GameState, reason: string) {
console.log(`[Wackelpeter] state: ${this.state}${next} (${reason})`);
}
private setupInput() {
window.addEventListener('keydown', (e) => {
this.keys.add(e.code);
if (this.paused) {
if (e.code === 'Escape') this.resume();
e.preventDefault();
return;
}
if (e.code === 'Escape') {
if (this.state === 'playing') {
this.pause();
} else if (this.state === 'gameover') {
this.showMenu();
} else if (this.state === 'menu' && this.uiChangelogPanel.style.visibility === 'visible') {
this.hideChangelog();
}
e.preventDefault();
return;
}
if (e.code === 'Space' && this.state === 'playing'
&& this.player.pullTime <= 0 && this.player.stunTime <= 0
&& this.player.rootTime <= 0) {
this.player.jump();
e.preventDefault();
}
if (e.code === 'KeyH') {
this.showHitzones = !this.showHitzones;
}
// Cheat-Code "idkfa" im Hauptmenue: Boss-Modus freischalten
if (this.state === 'menu') {
const active = document.activeElement;
const typing = active instanceof HTMLInputElement
|| active instanceof HTMLTextAreaElement;
if (!typing) {
this.cheatBuffer = (this.cheatBuffer + e.key).slice(-5).toLowerCase();
if (this.cheatBuffer === 'idkfa') {
this.cheatBuffer = '';
this.showBossMode();
}
}
}
const slotIdx = HOTBAR_KEY_CODES.indexOf(e.code);
if (slotIdx >= 0 && this.state === 'playing' && this.hotbar[slotIdx]) {
this.triggerHotbarSkill(this.hotbar[slotIdx]!);
}
if (this.state === 'levelup') {
if (e.code === 'Digit1' || e.code === 'Numpad1') this.selectOffer(0);
else if (e.code === 'Digit2' || e.code === 'Numpad2') this.selectOffer(1);
else if (e.code === 'Digit3' || e.code === 'Numpad3') this.selectOffer(2);
else if (e.code === 'Enter') this.confirmOffer();
e.preventDefault();
return;
}
if (e.code === 'Enter' || e.code === 'Space') {
if (this.state === 'menu' && this.uiChangelogPanel.style.visibility !== 'visible') {
this.startGame();
}
else if (
this.state === 'gameover' &&
performance.now() - this.gameOverAt > 1500
) {
this.restart();
}
}
});
window.addEventListener('keyup', (e) => {
this.keys.delete(e.code);
});
window.addEventListener('mousedown', (e) => {
resumeContext();
this.mouseButtons.add(e.button);
this.prevMouseButtons.add(e.button);
});
window.addEventListener('mouseup', (e) => {
resumeContext();
this.mouseButtons.delete(e.button);
this.handleMouseRelease(e.button);
});
window.addEventListener('mousemove', (e) => {
this.mouseX = (e.clientX / window.innerWidth) * 2 - 1;
this.mouseY = -(e.clientY / window.innerHeight) * 2 + 1;
});
}
private handleMouseRelease(button: number) {
if (this.state !== 'playing' || this.paused) return;
if (button === 0) {
this.player.rightHandWeapon.skill1(this.groundPoint, this.player);
} else if (button === 2) {
this.player.leftHandWeapon.skill1(this.groundPoint, this.player);
}
}
private triggerHotbarSkill(id: string) {
switch (id) {
case 'chainlightning':
this.player.skillLightning.skill1(this.groundPoint, this.player);
break;
case 'teleport':
this.player.leftHandWeapon.skill2(this.groundPoint, this.player);
break;
case 'trap':
this.trapper.skill1(this.groundPoint, this.player);
break;
case 'gascloud':
this.trapper.skill2(this.groundPoint, this.player);
break;
}
}
private hotbarKeyLabel(skillId: string): string {
const idx = this.hotbar.indexOf(skillId);
return idx >= 0 ? HOTBAR_KEY_LABELS[idx] : '';
}
private nextFreeHotbarLabel(): string {
const idx = this.hotbar.indexOf(null);
return idx >= 0 ? HOTBAR_KEY_LABELS[idx] : '';
}
private setupLighting() {
const ambient = new THREE.AmbientLight(0x556688, 0.08);
this.scene.add(ambient);
const dirLight = new THREE.DirectionalLight(0xccddff, 0.15);
dirLight.position.set(30, 40, 20);
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 1024;
dirLight.shadow.mapSize.height = 1024;
dirLight.shadow.camera.near = 1;
dirLight.shadow.camera.far = 150;
dirLight.shadow.camera.left = -60;
dirLight.shadow.camera.right = 60;
dirLight.shadow.camera.top = 60;
dirLight.shadow.camera.bottom = -60;
this.scene.add(dirLight);
// Lichtschein um den Spieler: Radius erhellt Umgebung, außerhalb wird es dunkler
this.playerLight = new THREE.PointLight(0xffeebb, 90, 20, 2);
this.playerLight.position.set(0, 6, 0);
this.scene.add(this.playerLight);
}
private setupArena() {
this.arena = new Arena();
this.scene.add(this.arena);
}
private setupPlayer() {
this.player = new Player();
this.player.body.position.set(0, 0.5, 0);
this.scene.add(this.player.body);
// Player hitzone ring (contact damage radius = 2)
this.playerHitRing = this.createHitRing(2, 0xff0000);
this.scene.add(this.playerHitRing);
}
private createHitRing(radius: number, color: number): THREE.Mesh {
const geom = new THREE.RingGeometry(radius - 0.05, radius, 48);
const mat = new THREE.MeshBasicMaterial({
color,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide,
depthWrite: false,
});
const ring = new THREE.Mesh(geom, mat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.05;
ring.renderOrder = 999;
return ring;
}
private updateHitzones() {
this.playerHitRing.position.x = this.player.body.position.x;
this.playerHitRing.position.z = this.player.body.position.z;
this.playerHitRing.visible = this.showHitzones;
// Enemy rings
for (const enemy of this.enemies) {
let ring = this.enemyHitRings.get(enemy);
if (!ring) {
ring = this.createHitRing(2, 0xff8800);
this.scene.add(ring);
this.enemyHitRings.set(enemy, ring);
}
ring.position.x = enemy.body.position.x;
ring.position.z = enemy.body.position.z;
ring.visible = this.showHitzones && !enemy.dead;
}
// Clean up removed enemies
for (const [enemy, ring] of this.enemyHitRings) {
if (!this.enemies.includes(enemy)) {
this.scene.remove(ring);
ring.geometry.dispose();
(ring.material as THREE.Material).dispose();
this.enemyHitRings.delete(enemy);
}
}
// Fireball rings (impact radius 1.5 / AoE 5)
for (const fb of this.fireballs) {
let ring = this.fireballHitRings.get(fb);
if (!ring) {
ring = this.createHitRing(fb.exploding ? 5 : 1.5, fb.exploding ? 0xffff00 : 0xff6600);
this.scene.add(ring);
this.fireballHitRings.set(fb, ring);
}
ring.position.x = fb.body.position.x;
ring.position.z = fb.body.position.z;
ring.visible = this.showHitzones;
}
for (const [fb, ring] of this.fireballHitRings) {
if (!this.fireballs.includes(fb)) {
this.scene.remove(ring);
ring.geometry.dispose();
(ring.material as THREE.Material).dispose();
this.fireballHitRings.delete(fb);
}
}
// Cross rings (pickup radius 2)
for (const cross of this.crosses) {
let ring = this.crossHitRings.get(cross);
if (!ring) {
ring = this.createHitRing(2, 0x00ff00);
this.scene.add(ring);
this.crossHitRings.set(cross, ring);
}
ring.position.x = cross.body.position.x;
ring.position.z = cross.body.position.z;
ring.visible = this.showHitzones;
}
for (const [cross, ring] of this.crossHitRings) {
if (!this.crosses.includes(cross)) {
this.scene.remove(ring);
ring.geometry.dispose();
(ring.material as THREE.Material).dispose();
this.crossHitRings.delete(cross);
}
}
}
startGame() {
if (this.state === 'playing' || this.state === 'levelup') return;
if (this.seed === null) {
const input = this.uiSeedInput.value.trim();
if (input !== '' && !Number.isNaN(Number(input))) {
this.seed = Number(input) >>> 0;
} else {
this.seed = Math.floor(Math.random() * 1000000);
}
}
this.resetWorld();
this.beginRun();
}
private beginRun() {
this.logState('playing', 'beginRun');
this.state = 'playing';
this.paused = false;
this.hidePauseOverlay();
sessionStorage.setItem('wackelpeter-run', '1');
this.uiMainMenu.style.opacity = '0';
this.uiMainMenu.style.pointerEvents = 'none';
this.uiMainMenu.style.visibility = 'hidden';
this.hideChangelog();
this.uiGameOver.style.opacity = '0';
this.uiGameOverPanel.style.transition = 'opacity 0.3s ease';
this.uiGameOverPanel.style.opacity = '0';
this.uiGameOverPanel.style.pointerEvents = 'none';
this.uiGameOverPanel.style.visibility = 'hidden';
this.blurFocus();
}
private setupBossModeUI() {
this.uiBossModeButtons.innerHTML = '';
for (const [wave, entry] of this.bossWaves) {
const btn = document.createElement('button');
btn.className = 'menu-button';
btn.textContent = `${entry.name} (Welle ${wave})`;
btn.style.fontSize = '14px';
btn.style.padding = '8px 20px';
btn.addEventListener('click', () => this.startBossFight(wave));
this.uiBossModeButtons.appendChild(btn);
}
for (const wave of Game.MAZE_WAVES) {
const btn = document.createElement('button');
btn.className = 'menu-button';
btn.textContent = `Labyrinth (Welle ${wave})`;
btn.style.fontSize = '14px';
btn.style.padding = '8px 20px';
btn.addEventListener('click', () => this.startMazeFight(wave));
this.uiBossModeButtons.appendChild(btn);
}
}
private showBossMode() {
this.uiBossMode.style.opacity = '1';
this.uiBossMode.style.pointerEvents = 'auto';
this.uiBossMode.style.visibility = 'visible';
playSound('spawn', 0.7);
}
private showChangelog() {
this.uiChangelogPanel.style.opacity = '1';
this.uiChangelogPanel.style.pointerEvents = 'auto';
this.uiChangelogPanel.style.visibility = 'visible';
this.blurFocus();
}
private hideChangelog() {
this.uiChangelogPanel.style.opacity = '0';
this.uiChangelogPanel.style.pointerEvents = 'none';
this.uiChangelogPanel.style.visibility = 'hidden';
this.blurFocus();
}
startBossFight(wave: number) {
if (this.state === 'playing' || this.state === 'levelup') return;
this.seed = Math.floor(Math.random() * 1000000);
this.resetWorld();
this.spawns = wave;
this.grantRandomSkills(wave);
this.spawnBossForWave(wave);
this.bossFightActive = true;
this.spawnTimer = 0;
this.beginRun();
}
startMazeFight(wave: number) {
if (this.state === 'playing' || this.state === 'levelup') return;
this.seed = Math.floor(Math.random() * 1000000);
this.resetWorld();
this.spawns = wave;
this.grantRandomSkills(wave, 0.25);
this.startMazeWave();
this.beginRun();
}
private grantRandomSkills(wave: number, factor = 0.4) {
const picks = Math.round(wave * factor);
for (let i = 0; i < picks; i++) {
const offers = this.skillSystem.rollOffers();
if (offers.length === 0) break;
const pick = offers[Math.floor(Math.random() * offers.length)];
this.skillSystem.apply(pick.id);
this.assignHotbarSkill(pick.id);
}
this.player.applySkillSystem(this.skillSystem);
this.syncSkillVisibility();
}
// --- Labyrinth-Zwischenboss ---
private isMazeWave(wave: number): boolean {
return Game.MAZE_WAVES.includes(wave);
}
private startMazeWave() {
this.disposeMaze();
this.maze = new Maze(this.scene);
this.mazeActive = true;
this.mazeLevel = Math.max(0, Math.floor((this.spawns - 5) / 10));
// Spieler zur Startecke
const start = this.maze.startPosition();
this.player.body.position.set(start.x, 0.5, start.z);
this.player.velocity.set(0, 0, 0);
// Ab Level 2 (Welle 25) muss der Gnom 2x gefunden werden
this.mazeGoalsLeft = this.mazeLevel >= 2 ? 2 : 1;
this.mazeTimer = Math.max(
Game.MAZE_MIN_TIME,
Game.MAZE_BASE_TIME - Game.MAZE_TIME_STEP * this.mazeLevel
);
this.mazeTotal = this.mazeTimer;
this.spawnMazeGnome();
this.spawnMazeGuards();
this.updateMazeArrow();
playSound('spawn', 0.8);
}
private spawnMazeGnome() {
if (!this.maze) return;
const gnome = new Gnome(150 + 100 * this.mazeLevel, 60 + 30 * this.mazeLevel);
const goal = this.maze.goalPosition(this.mazeGoalsLeft - 1);
this.mazeGnome = gnome;
this.spawnEnemyInstance(gnome, goal.x, goal.z, 0.1);
}
private spawnMazeGuards() {
if (!this.maze) return;
const count = this.mazeLevel >= 2 ? 4 : this.mazeLevel >= 1 ? 2 : 0;
if (count <= 0) return;
const spots = this.maze.guardPositions(count);
for (const pos of spots) {
const guard = new MazeGuard();
this.mazeGuards.push(guard);
this.spawnEnemyInstance(guard, pos.x, pos.z, 1.0);
}
}
private updateMaze(dt: number) {
if (!this.mazeActive || !this.maze) return;
this.mazeTimer -= dt;
this.updateMazeArrow();
if (this.mazeTimer <= 0) {
// Fehlschlag: neues Labyrinth, zurück zur Startecke
playSound('explosion', 0.5);
this.spawnDamageText('ZEIT ABGELAUFEN!', this.player.body.position, '#ff6644');
this.triggerCameraShake(0.3, 0.3);
this.startMazeWave();
return;
}
// Gnom besiegt?
if (this.mazeGnome && this.mazeGnome.dead) {
this.mazeGoalsLeft--;
this.mazeGnome = null;
if (this.mazeGoalsLeft > 0) {
this.spawnMazeGnome();
} else {
this.endMazeWave(true);
}
}
}
private endMazeWave(success: boolean) {
this.mazeActive = false;
this.disposeMaze();
if (success) {
playSound('explosion', 0.7);
this.triggerCameraShake(0.3, 0.3);
}
this.spawnTimer = 0;
}
private disposeMaze() {
if (this.maze) {
this.maze.dispose();
this.maze = null;
}
this.mazeActive = false;
// Lebenden Gnom (Fehlschlag/Neustart) entfernen; tote bleiben als Leichen
if (this.mazeGnome && !this.mazeGnome.dead) {
this.mazeGnome.dispose();
this.scene.remove(this.mazeGnome.body);
const idx = this.enemies.indexOf(this.mazeGnome);
if (idx >= 0) this.enemies.splice(idx, 1);
}
this.mazeGnome = null;
for (const guard of this.mazeGuards) {
if (!guard.dead) {
guard.dispose();
this.scene.remove(guard.body);
const idx = this.enemies.indexOf(guard);
if (idx >= 0) this.enemies.splice(idx, 1);
}
}
this.mazeGuards = [];
this.hideMazeArrow();
}
// Pfeil am Bildschirmrand zeigt zum aktuellen Ziel-Gnom
private updateMazeArrow() {
const el = this.uiMazeArrow;
if (!this.mazeActive || !this.mazeGnome || !this.maze) {
this.hideMazeArrow();
return;
}
const goal = this.mazeGnome.body.position;
const v = goal.clone().project(this.camera);
const onScreen = v.x > -1 && v.x < 1 && v.y > -1 && v.y < 1 && v.z < 1;
if (onScreen) {
this.hideMazeArrow();
return;
}
const clx = THREE.MathUtils.clamp(v.x, -0.8, 0.8);
const cly = THREE.MathUtils.clamp(v.y, -0.8, 0.8);
const cx = window.innerWidth / 2;
const cy = window.innerHeight / 2;
// NDC-y zeigt nach oben, Bildschirm-y nach unten -> y flippen
const ax = clx * cx;
const ay = -cly * cy;
const gx = v.x * cx;
const gy = -v.y * cy;
el.style.left = `${cx + ax}px`;
el.style.top = `${cy + ay}px`;
el.style.transform = `translate(-50%, -50%) rotate(${Math.atan2(gy - ay, gx - ax)}rad)`;
el.style.opacity = '1';
el.style.visibility = 'visible';
el.style.pointerEvents = 'none';
}
private hideMazeArrow() {
const el = this.uiMazeArrow;
el.style.opacity = '0';
el.style.visibility = 'hidden';
el.style.pointerEvents = 'none';
}
private blurFocus() {
const el = document.activeElement;
if (el instanceof HTMLElement) el.blur();
}
restart() {
this.startGame();
}
private pause() {
if (this.state !== 'playing' || this.paused) return;
this.paused = true;
this.uiPauseOverlay.style.visibility = 'visible';
this.uiPauseOverlay.style.opacity = '1';
this.uiPauseOverlay.style.pointerEvents = 'auto';
this.blurFocus();
}
private resume() {
if (!this.paused) return;
this.paused = false;
this.hidePauseOverlay();
this.blurFocus();
}
private hidePauseOverlay() {
this.uiPauseOverlay.style.opacity = '0';
this.uiPauseOverlay.style.pointerEvents = 'none';
this.uiPauseOverlay.style.visibility = 'hidden';
}
showMenu() {
if ((this.state === 'playing' || this.state === 'levelup') && !this.paused) {
return;
}
this.paused = false;
this.hidePauseOverlay();
this.resetWorld();
this.logState('menu', 'showMenu');
this.state = 'menu';
this.seed = null;
sessionStorage.removeItem('wackelpeter-run');
this.uiGameOver.style.opacity = '0';
this.uiGameOverPanel.style.transition = 'opacity 0.3s ease';
this.uiGameOverPanel.style.opacity = '0';
this.uiGameOverPanel.style.pointerEvents = 'none';
this.uiGameOverPanel.style.visibility = 'hidden';
this.uiMainMenu.style.opacity = '1';
this.uiMainMenu.style.pointerEvents = 'auto';
this.uiMainMenu.style.visibility = 'visible';
this.blurFocus();
}
private gameOver() {
this.logState('gameover', 'gameOver');
this.state = 'gameover';
this.gameOverAt = performance.now();
this.player.die();
this.blurFocus();
this.uiGameOver.style.opacity = '1';
this.uiGameOverStats.textContent = `Wave ${this.spawns} · Kills: ${this.killed} · Level ${this.skillSystem.level}`;
this.uiGameOverPanel.style.transition = 'opacity 0.8s ease-in 1.5s';
this.uiGameOverPanel.style.opacity = '1';
this.uiGameOverPanel.style.pointerEvents = 'auto';
this.uiGameOverPanel.style.visibility = 'visible';
playSound('gameover', 0.8);
}
private resetWorld() {
for (const enemy of this.enemies) {
enemy.dispose();
this.scene.remove(enemy.body);
}
this.enemies = [];
for (const fb of this.fireballs) this.scene.remove(fb.body);
this.fireballs = [];
for (const cross of this.crosses) this.scene.remove(cross.body);
this.crosses = [];
for (const slash of this.slashEffects) slash.dispose();
this.slashEffects = [];
for (const p of this.projectiles) p.dispose();
this.projectiles = [];
for (const trap of this.traps) trap.dispose();
this.traps = [];
for (const cloud of this.gasClouds) cloud.dispose();
this.gasClouds = [];
for (const num of this.damageNumbers) num.dispose(this.scene);
this.damageNumbers = [];
if (this.aura) {
this.aura.dispose(this.scene);
this.aura = null;
}
if (this.boomerang) {
this.boomerang.dispose(this.scene);
this.boomerang = null;
}
this.hotbar = Array(HOTBAR_KEY_CODES.length).fill(null);
this.trapper.cooldown1 = 0;
this.trapper.cooldown2 = 0;
this.trapper.cooldown3 = 0;
for (const [enemy, ring] of this.enemyHitRings) {
this.scene.remove(ring);
ring.geometry.dispose();
(ring.material as THREE.Material).dispose();
this.enemyHitRings.delete(enemy);
}
for (const [fb, ring] of this.fireballHitRings) {
this.scene.remove(ring);
ring.geometry.dispose();
(ring.material as THREE.Material).dispose();
this.fireballHitRings.delete(fb);
}
for (const [cross, ring] of this.crossHitRings) {
this.scene.remove(ring);
ring.geometry.dispose();
(ring.material as THREE.Material).dispose();
this.crossHitRings.delete(cross);
}
this.spawnTimer = 0;
this.spawns = 0;
this.killed = 0;
this.bossFightActive = false;
this.offscreenTimers.clear();
// Arena-Theme zurücksetzen
this.arenaStage = 0;
this.themeFogTarget.setHex(0x0d1117);
this.themeLightTarget.setHex(0xffeebb);
this.arena.applyTheme(0);
(this.scene.fog as THREE.Fog).color.copy(this.themeFogTarget);
(this.scene.background as THREE.Color).copy(this.themeFogTarget);
this.playerLight.color.copy(this.themeLightTarget);
// Labyrinth aufräumen
this.disposeMaze();
this.shakeTime = 0;
this.pendingPicks = 0;
this.hideLevelUp();
this.skillSystem = new SkillSystem(this.seed ?? 0);
this.player.reset();
this.player.applySkillSystem(this.skillSystem);
this.syncSkillVisibility();
this.player.rightHandWeapon.cooldown1 = 0;
this.player.rightHandWeapon.cooldown2 = 0;
this.player.rightHandWeapon.cooldown3 = 0;
this.player.leftHandWeapon.cooldown1 = 0;
this.player.leftHandWeapon.cooldown2 = 0;
this.player.leftHandWeapon.cooldown3 = 0;
this.player.skillLightning.cooldown1 = 0;
this.player.skillLightning.cooldown2 = 0;
this.player.skillLightning.cooldown3 = 0;
this.updateUI();
}
onDamageDealt(damage: number, target?: Enemy) {
if (this.state === 'playing' && this.player.stats.lifesteal > 0) {
this.player.heal(damage * this.player.stats.lifesteal);
}
// Treffer-Feedback: Schadenszahl bei Bossen einblenden
if (target?.isBoss && !target.dead) {
this.spawnDamageText(`${Math.round(damage)}`, target.body.position);
}
}
spawnDamageText(text: string, pos: THREE.Vector3, color?: string) {
const num = new DamageNumber(this.scene, text, pos, color);
this.damageNumbers.push(num);
}
spawnDamageNumber(damage: number, pos: THREE.Vector3, color?: string) {
this.spawnDamageText(`${damage}`, pos, color);
}
triggerCameraShake(duration: number, amp: number) {
this.shakeTime = duration;
this.shakeAmp = amp;
}
private openLevelUp() {
this.offers = this.skillSystem.rollOffers();
if (this.offers.length === 0) {
// Everything maxed out: no picks left, just continue playing
this.pendingPicks = 0;
this.hideLevelUp();
this.logState('playing', 'openLevelUp (keine Angebote)');
this.state = 'playing';
return;
}
this.logState('levelup', 'openLevelUp');
this.state = 'levelup';
this.selectedOffer = -1;
this.blurFocus();
playSound('spawn', 0.6);
for (let i = 0; i < 3; i++) {
const title = this.uiOfferTitles[i];
const desc = this.uiOfferDescs[i];
const card = document.getElementById(`offer-${i}`)!;
if (i < this.offers.length) {
const offer = this.offers[i];
const skill = getSkill(offer.id);
const isNew = offer.nextLevel === 1;
this.uiOfferIcons[i].innerHTML = skillIcon(offer.id);
title.textContent = `${skill.name}${isNew ? ' (NEU)' : ` · Stufe ${offer.nextLevel}`}`;
let descText = skill.describe(offer.nextLevel);
if (isNew && HOTBAR_SKILLS.includes(offer.id)) {
const key = this.nextFreeHotbarLabel();
if (key) descText += ` · Taste [${key}]`;
}
desc.textContent = descText;
card.style.display = '';
card.classList.remove('selected');
} else {
card.style.display = 'none';
}
}
this.uiConfirmBtn.disabled = true;
this.uiLevelUp.style.visibility = 'visible';
this.uiLevelUp.style.opacity = '1';
this.uiLevelUp.style.pointerEvents = 'auto';
}
private hideLevelUp() {
this.uiLevelUp.style.opacity = '0';
this.uiLevelUp.style.pointerEvents = 'none';
this.uiLevelUp.style.visibility = 'hidden';
}
private selectOffer(index: number) {
if (this.state !== 'levelup' || index >= this.offers.length) return;
this.selectedOffer = index;
for (let i = 0; i < 3; i++) {
const card = document.getElementById(`offer-${i}`)!;
card.classList.toggle('selected', i === index);
}
this.uiConfirmBtn.disabled = false;
}
private assignHotbarSkill(skillId: string) {
if (HOTBAR_SKILLS.includes(skillId) && !this.hotbar.includes(skillId)) {
const free = this.hotbar.indexOf(null);
if (free >= 0) this.hotbar[free] = skillId;
}
}
private confirmOffer() {
if (this.state !== 'levelup' || this.selectedOffer < 0) return;
const offer = this.offers[this.selectedOffer];
this.selectedOffer = -1;
this.skillSystem.apply(offer.id);
this.assignHotbarSkill(offer.id);
this.player.applySkillSystem(this.skillSystem);
this.syncSkillVisibility();
this.blurFocus();
// Genau 1 Skill-Punkt pro Level: Pick verbrauchen und nur weiter aufmachen,
// wenn noch Picks übrig sind (Multi-Level durch XP-Überschuss) oder
// Rest-XP bereits die nächste Stufe erreicht hat.
this.pendingPicks = Math.max(0, this.pendingPicks - 1);
if (this.pendingPicks > 0 || this.skillSystem.hasPendingLevelUp()) {
this.openLevelUp();
} else {
this.hideLevelUp();
this.logState('playing', 'confirmOffer');
this.state = 'playing';
}
}
private syncSkillVisibility() {
const s = this.skillSystem;
this.player.leftHandWeapon.mesh.visible = s.getLevel('fireball') > 0;
this.uiFireballContainer.style.display = s.getLevel('fireball') > 0 ? '' : 'none';
this.uiTeleportContainer.style.display = s.getLevel('teleport') > 0 ? '' : 'none';
this.uiLightningContainer.style.display = s.getLevel('chainlightning') > 0 ? '' : 'none';
this.uiTrapContainer.style.display = s.getLevel('trap') > 0 ? '' : 'none';
this.uiGasContainer.style.display = s.getLevel('gascloud') > 0 ? '' : 'none';
const auraLevel = s.getLevel('aura');
if (auraLevel > 0 && !this.aura) {
this.aura = new Aura(this.scene);
} else if (auraLevel <= 0 && this.aura) {
this.aura.dispose(this.scene);
this.aura = null;
}
const boomerangLevel = s.getLevel('boomerang');
if (boomerangLevel > 0 && !this.boomerang) {
this.boomerang = new Boomerang(this.scene);
} else if (boomerangLevel <= 0 && this.boomerang) {
this.boomerang.dispose(this.scene);
this.boomerang = null;
}
if (this.boomerang) this.boomerang.setLevel(boomerangLevel);
this.uiLightningLabel.textContent = `${getSkill('chainlightning').name} [${this.hotbarKeyLabel('chainlightning')}]`;
this.uiTeleportLabel.textContent = `${getSkill('teleport').name} [${this.hotbarKeyLabel('teleport')}]`;
this.uiTrapLabel.textContent = `${getSkill('trap').name} [${this.hotbarKeyLabel('trap')}]`;
this.uiGasLabel.textContent = `${getSkill('gascloud').name} [${this.hotbarKeyLabel('gascloud')}]`;
}
private spawnEnemy() {
// Immer im Sichtbereich spawnen (Ring um den Spieler), damit auch
// stationäre Gegner nicht auf der Arena gesucht werden müssen.
const p = this.player.body.position;
const a = Math.random() * Math.PI * 2;
const r = Game.SPAWN_VIEW_MIN + Math.random() * (Game.SPAWN_VIEW_MAX - Game.SPAWN_VIEW_MIN);
const x = Math.max(-46, Math.min(46, p.x + Math.cos(a) * r));
const z = Math.max(-46, Math.min(46, p.z + Math.sin(a) * r));
const weights = this.enemyWeights(this.spawns);
let total = 0;
for (const w of weights.values()) total += w;
let roll = Math.random() * total;
let kind = 'spider';
for (const [k, w] of weights) {
roll -= w;
if (roll <= 0) {
kind = k;
break;
}
}
switch (kind) {
case 'spider': this.spawnEnemyInstance(new Spider(), x, z, 0.1); break;
case 'ghost': this.spawnEnemyInstance(new Ghost(), x, z, 1.0); break;
case 'frog': this.spawnEnemyInstance(new Frog(), x, z, 0.1); break;
case 'bat': this.spawnEnemyInstance(new Bat(), x, z, 1.5); break;
case 'bee': this.spawnEnemyInstance(new BeeSwarm(), x, z, 1.2); break;
case 'slime': this.spawnEnemyInstance(new Slime(), x, z, 0.1); break;
case 'brute': this.spawnEnemyInstance(new Brute(), x, z, 0.15); break;
case 'crab': this.spawnEnemyInstance(new Crab(), x, z, 0.1); break;
case 'turret': this.spawnEnemyInstance(new Turret(), x, z, 0.1); break;
case 'shaman': this.spawnEnemyInstance(new Shaman(), x, z, 0.1); break;
case 'archer': this.spawnEnemyInstance(new Archer(), x, z, 0.1); break;
case 'bomber': this.spawnEnemyInstance(new Bomber(), x, z, 0.1); break;
case 'wisp': this.spawnEnemyInstance(new Wisp(), x, z, 1.0); break;
case 'turtle': this.spawnEnemyInstance(new Turtle(), x, z, 0.1); break;
case 'spore': this.spawnEnemyInstance(new SporeMushroom(), x, z, 0.1); break;
}
}
private enemyWeights(wave: number): Map<string, number> {
const w = new Map<string, number>();
// Neue Gegner erscheinen NUR nach den Boss-Wellen (10/20/30/40/50/60/70).
// Vor dem ersten Boss (1-10) gibt es nur Spinnen und Frösche.
if (wave >= 71) {
w.set('spider', 15).set('frog', 10).set('ghost', 10).set('slime', 8)
.set('bat', 7).set('archer', 6).set('crab', 7).set('turret', 7)
.set('bomber', 6).set('bee', 5).set('brute', 4).set('shaman', 5)
.set('spore', 5).set('wisp', 4).set('turtle', 4);
} else if (wave >= 61) {
w.set('spider', 16).set('frog', 11).set('ghost', 11).set('slime', 8)
.set('bat', 8).set('archer', 7).set('crab', 8).set('turret', 8)
.set('bomber', 7).set('bee', 5).set('brute', 4).set('shaman', 5)
.set('spore', 5).set('wisp', 5);
} else if (wave >= 51) {
w.set('spider', 17).set('frog', 12).set('ghost', 12).set('slime', 8)
.set('bat', 8).set('archer', 7).set('crab', 8).set('turret', 8)
.set('bomber', 7).set('bee', 5).set('brute', 4).set('shaman', 5)
.set('spore', 5);
} else if (wave >= 41) {
w.set('spider', 18).set('frog', 13).set('ghost', 13).set('slime', 8)
.set('bat', 8).set('archer', 8).set('crab', 8).set('turret', 8)
.set('bomber', 8).set('bee', 5).set('brute', 5).set('shaman', 5)
.set('spore', 5);
} else if (wave >= 31) {
w.set('spider', 20).set('frog', 14).set('ghost', 14).set('slime', 8)
.set('bat', 8).set('archer', 8).set('crab', 8).set('turret', 8)
.set('bomber', 8).set('bee', 5).set('brute', 5);
} else if (wave >= 21) {
w.set('spider', 22).set('frog', 15).set('ghost', 15).set('slime', 8)
.set('bat', 8).set('archer', 8).set('crab', 8).set('turret', 8)
.set('bomber', 8);
} else if (wave >= 11) {
w.set('spider', 28).set('frog', 18).set('ghost', 18)
.set('bat', 9);
} else if (wave >= 3) {
w.set('spider', 60).set('frog', 40);
} else {
w.set('spider', 100);
}
return w;
}
private isBossWave(wave: number): boolean {
return this.bossWaves.has(wave);
}
private spawnBossForWave(wave: number) {
const entry = this.bossWaves.get(wave);
if (!entry) return;
const enemy = entry.spawn();
let x = 0;
let z = 0;
if (enemy.spawnAtCenter) {
// Stationäre Bosse (Krake, Spinnenkönigin) spawnen in der Arena-Mitte
} else {
// Alle anderen Bosse im Sichtbereich spawnen
const p = this.player.body.position;
const a = Math.random() * Math.PI * 2;
const r = Game.SPAWN_VIEW_MIN + Math.random() * (Game.SPAWN_VIEW_MAX - Game.SPAWN_VIEW_MIN);
x = Math.max(-46, Math.min(46, p.x + Math.cos(a) * r));
z = Math.max(-46, Math.min(46, p.z + Math.sin(a) * r));
}
this.spawnEnemyInstance(enemy, x, z, 0.15);
playSound('spawn', 0.8);
}
spawnEnemyInstance(enemy: Enemy, x: number, z: number, y: number) {
// Gegner werden erst NACH den Boss-Wellen stärker: pro besiegten Boss
// (jede 10. Welle) +20% HP, davor Basis-HP. Bosse bleiben unskaliert.
if (!enemy.isBoss) {
const bossGates = Math.floor(Math.max(0, this.spawns - 1) / 10);
if (bossGates > 0) {
const scale = 1 + 0.2 * bossGates;
enemy.health = Math.round(enemy.health * scale);
enemy.maxHealth = enemy.health;
}
}
enemy.body.position.set(x, y, z);
this.scene.add(enemy.body);
this.enemies.push(enemy);
}
spawnEnemyProjectile(from: THREE.Vector3, target: THREE.Vector3, damage: number) {
const projectile = new EnemyProjectile(from, target, damage);
this.scene.add(projectile.body);
this.projectiles.push(projectile);
}
destroyProjectilesInArc(pos: THREE.Vector3, aim: THREE.Vector3, range: number) {
for (let i = this.projectiles.length - 1; i >= 0; i--) {
const p = this.projectiles[i];
if (isInSlashArc(pos, aim, p.body.position, range)) {
p.dispose();
this.projectiles.splice(i, 1);
}
}
}
private spawnCross(position: THREE.Vector3) {
if (Math.random() > 0.9) {
const cross = new Cross(position.clone());
this.scene.add(cross.body);
this.crosses.push(cross);
}
}
private updateGroundPoint() {
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(this.mouseX, this.mouseY), this.camera);
const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
const intersection = new THREE.Vector3();
if (raycaster.ray.intersectPlane(plane, intersection)) {
intersection.y = 0;
intersection.clamp(
new THREE.Vector3(-48, 0, -48),
new THREE.Vector3(48, 0, 48)
);
this.groundPoint.copy(intersection);
}
}
private updatePlayerMovement(dt: number) {
if (this.state !== 'playing') {
this.player.body.position.y = 0.5;
return;
}
const camFwd = new THREE.Vector3();
this.camera.getWorldDirection(camFwd);
camFwd.y = 0;
camFwd.normalize();
const camLeft = new THREE.Vector3();
camLeft.crossVectors(new THREE.Vector3(0, 1, 0), camFwd).normalize();
const p = this.player;
let speed = p.stats.moveSpeed;
if (p.slowTimer > 0) speed *= p.slowFactor;
let isMoving = false;
if (p.stunTime > 0) {
// Gestunnt (Stampf-Schockwelle): keine Eingaben
p.velocity.set(0, 0, 0);
} else if (p.rootTime > 0) {
// Netz-Fessel (Spinnenkönigin): keine Bewegung, Angriffe bleiben möglich
p.velocity.set(0, 0, 0);
} else if (p.pullTime > 0) {
// Tentakel-Griff: Spieler wird komplett zum Boss gezogen
p.pullTime -= dt;
p.velocity.copy(p.pullDir).multiplyScalar(20);
p.onGround = true;
p.body.position.y = 0.5;
} else {
const moveDir = new THREE.Vector3();
if (this.keys.has('KeyW') || this.keys.has('ArrowUp')) moveDir.add(camFwd);
if (this.keys.has('KeyS') || this.keys.has('ArrowDown')) moveDir.sub(camFwd);
if (this.keys.has('KeyA') || this.keys.has('ArrowLeft')) moveDir.add(camLeft);
if (this.keys.has('KeyD') || this.keys.has('ArrowRight')) moveDir.sub(camLeft);
if (moveDir.length() > 0) {
moveDir.normalize();
p.velocity.set(moveDir.x * speed, 0, moveDir.z * speed);
isMoving = true;
} else {
p.velocity.set(0, 0, 0);
}
}
// Play walk/stand animations
if (isMoving && p.getCurrentAnimation() !== 'walk') {
p.playAnimation('walk');
} else if (!isMoving && p.getCurrentAnimation() !== 'stand') {
p.playAnimation('stand');
}
// Jump / gravity
if (!p.onGround && p.pullTime <= 0 && p.stunTime <= 0 && p.rootTime <= 0) {
p.jumpVelocity -= 20 * dt;
p.body.position.y += p.jumpVelocity * dt;
if (p.body.position.y <= 0.5) {
p.body.position.y = 0.5;
p.jumpVelocity = 0;
p.onGround = true;
}
}
// Apply horizontal movement
p.body.position.x += p.velocity.x * dt;
p.body.position.z += p.velocity.z * dt;
this.clampToArena(p.body.position);
// Labyrinth-Wände blockieren den Spieler
if (this.mazeActive && this.maze) {
this.maze.collidePlayer(p.body.position, 0.7);
}
// Look at ground point
p.body.lookAt(
this.groundPoint.x,
p.body.position.y,
this.groundPoint.z
);
}
clampToArena(pos: THREE.Vector3) {
pos.x = Math.max(-47, Math.min(47, pos.x));
pos.z = Math.max(-47, Math.min(47, pos.z));
}
// Stationäre Gegner (Turret, Sporen-Pilz, Krake, Spinnenkönigin), die zu
// lange außerhalb des Bildschirms sind, werden wieder in Sicht teleportiert.
private updateOffscreenReposition(dt: number) {
if (this.mazeActive) return;
for (const enemy of this.enemies) {
if (enemy.dead) {
this.offscreenTimers.delete(enemy);
continue;
}
if (!enemy.immovable) continue;
if (this.isOnScreen(enemy.body.position)) {
this.offscreenTimers.delete(enemy);
} else {
const t = (this.offscreenTimers.get(enemy) ?? 0) + dt;
if (t >= Game.OFFSCREEN_REPOSITION_TIME) {
this.offscreenTimers.delete(enemy);
this.repositionToView(enemy);
} else {
this.offscreenTimers.set(enemy, t);
}
}
}
}
// NDC-Projektion mit Toleranz: |x|,|y| < 1.15 gilt als im Bild
private isOnScreen(pos: THREE.Vector3): boolean {
const v = pos.clone().project(this.camera);
return v.x > -1.15 && v.x < 1.15 && v.y > -1.15 && v.y < 1.15 && v.z < 1;
}
private repositionToView(enemy: Enemy) {
const p = this.player.body.position;
const a = Math.random() * Math.PI * 2;
const r = Game.SPAWN_VIEW_MIN + Math.random() * (Game.SPAWN_VIEW_MAX - Game.SPAWN_VIEW_MIN);
enemy.body.position.set(
Math.max(-46, Math.min(46, p.x + Math.cos(a) * r)),
enemy.body.position.y,
Math.max(-46, Math.min(46, p.z + Math.sin(a) * r))
);
playSound('spawn', 0.5);
}
private updateEnemies(dt: number) {
for (const enemy of this.enemies) {
if (enemy.dead || this.state !== 'playing') {
enemy.updateAnimation(dt);
continue;
}
if (enemy.rootTime > 0) {
enemy.rootTime -= dt;
enemy.updateAnimation(dt);
continue;
}
enemy.update(dt, this);
enemy.updateAnimation(dt);
}
}
private updateFireballs(dt: number) {
for (let i = this.fireballs.length - 1; i >= 0; i--) {
const fb = this.fireballs[i];
fb.lifetime -= dt;
if (fb.exploding) {
fb.timer += dt;
if (fb.timer > 0.2 && !fb.damageDone) {
fb.damageDone = true;
for (const enemy of this.enemies) {
if (enemy.dead) continue;
const dist = enemy.body.position.distanceTo(fb.body.position);
if (dist < fb.explosionRadius) {
enemy.takeDamage(fb.damage, this, true, fb.body.position);
}
}
}
if (fb.timer > 2) {
this.scene.remove(fb.body);
this.fireballs.splice(i, 1);
}
continue;
}
fb.body.position.x += fb.direction.x * dt;
fb.body.position.z += fb.direction.z * dt;
fb.updateTrail(dt, fb.body.position);
for (const enemy of this.enemies) {
if (enemy.dead) continue;
const dist = enemy.body.position.distanceTo(fb.body.position);
if (dist < 1.8) {
fb.explode(this.scene);
break;
}
}
if (fb.lifetime <= 0) {
fb.explode(this.scene);
}
}
}
private updateUI() {
const maxHealth = this.player.stats.maxHealth;
const healthPct = this.player.health / maxHealth;
this.uiHealthBar.style.width = `${Math.max(0, healthPct * 250)}px`;
this.uiHealthText.textContent = `${Math.ceil(this.player.health)}`;
const shieldMax = this.player.stats.shield;
this.uiShieldBarBg.style.display = shieldMax > 0 ? '' : 'none';
this.uiShieldBar.style.display = shieldMax > 0 ? '' : 'none';
this.uiShieldText.style.display = shieldMax > 0 ? '' : 'none';
if (shieldMax > 0) {
const shieldPct = this.player.shieldHp / shieldMax;
this.uiShieldBar.style.width = `${Math.max(0, shieldPct * 250)}px`;
this.uiShieldText.textContent = `${Math.ceil(this.player.shieldHp)}`;
}
this.uiWaveLabel.textContent = `Wave ${this.spawns}`;
this.uiKillsLabel.textContent = `Kills: ${this.killed}`;
this.uiLevelLabel.textContent = `Level ${this.skillSystem.level}`;
this.uiSeedLabel.textContent = this.seed === null
? ''
: `Seed: ${this.seed}`;
// Boss-Healthbar (sichtbar, solange ein Boss lebt)
const boss = this.enemies.find(e => e.isBoss && !e.dead);
if (boss) {
this.uiBossBar.style.display = 'block';
this.uiBossBarLabel.textContent = boss.displayName;
this.uiBossBarFill.style.width =
`${Math.max(0, (boss.health / boss.maxHealth) * 100)}%`;
} else {
this.uiBossBar.style.display = 'none';
}
const xpPct = this.skillSystem.xpProgress();
this.uiXpBarFill.style.width = `${Math.min(1, xpPct) * 100}%`;
this.uiXpBarLabel.textContent = this.skillSystem.hasAnyUpgradeLeft()
? `XP: ${Math.floor(this.skillSystem.xp)}/${this.skillSystem.xpNeeded()}`
: 'MAX';
const sword = this.player.rightHandWeapon as Sword;
const staff = this.player.leftHandWeapon as Staff;
const lightning = this.player.skillLightning;
const fbPct = Math.max(0, (staff.COOLDOWN1_TIME - staff.cooldown1) / staff.COOLDOWN1_TIME);
this.uiFireballCD.style.width = `${fbPct * 100}%`;
const swordPct = Math.max(0, (sword.COOLDOWN1_TIME - sword.cooldown1) / sword.COOLDOWN1_TIME);
this.uiSwordCD.style.width = `${swordPct * 100}%`;
const tpPct = Math.max(0, (staff.COOLDOWN2_TIME - staff.cooldown2) / staff.COOLDOWN2_TIME);
this.uiTeleportCD.style.width = `${tpPct * 100}%`;
const lnPct = Math.max(0, (lightning.COOLDOWN1_TIME - lightning.cooldown1) / lightning.COOLDOWN1_TIME);
this.uiLightningCD.style.width = `${lnPct * 100}%`;
const trapTotal = this.trapper.COOLDOWN1_TIME || 1;
const trapPct = Math.max(0, (trapTotal - this.trapper.cooldown1) / trapTotal);
this.uiTrapCD.style.width = `${trapPct * 100}%`;
const gasTotal = this.trapper.COOLDOWN2_TIME || 1;
const gasPct = Math.max(0, (gasTotal - this.trapper.cooldown2) / gasTotal);
this.uiGasCD.style.width = `${gasPct * 100}%`;
const wavePct = Math.min(1, this.spawnTimer / SPAWN_TIME);
if (this.mazeActive) {
this.uiWaveBarFill.style.width = `${Math.min(1, this.mazeTimer / this.mazeTotal) * 100}%`;
this.uiWaveBarLabel.textContent = `Labyrinth: ${Math.ceil(this.mazeTimer)}s`;
} else if (this.bossFightActive) {
this.uiWaveBarFill.style.width = '100%';
this.uiWaveBarLabel.textContent = 'BOSS!';
} else if (this.spawnTimer >= SPAWN_TIME && this.isBossWave(this.spawns + 1)) {
this.uiWaveBarFill.style.width = '100%';
this.uiWaveBarLabel.textContent = 'Gegner räumen!';
} else {
this.uiWaveBarFill.style.width = `${wavePct * 100}%`;
this.uiWaveBarLabel.textContent = `Next Wave: ${Math.ceil(SPAWN_TIME - this.spawnTimer)}s`;
}
if (this.player.health <= 0 && this.state === 'playing') {
this.gameOver();
}
this.uiLowHpVignette.classList.toggle(
'active', healthPct < 0.3 && healthPct > 0
);
this.updateMazeArrow();
}
triggerInkVignette() {
const el = this.uiInkVignette;
el.classList.remove('ink');
void el.offsetWidth;
el.classList.add('ink');
}
onPlayerHurt(sourcePos: THREE.Vector3) {
const el = this.uiDamageVignette;
el.classList.remove('hurt');
void el.offsetWidth;
el.classList.add('hurt');
const away = new THREE.Vector3()
.subVectors(this.player.body.position, sourcePos);
away.y = 0;
if (away.lengthSq() < 0.01) {
away.set(Math.random() - 0.5, 0, Math.random() - 0.5);
}
away.normalize();
const geom = new THREE.SphereGeometry(0.07, 6, 6);
const count = 12;
for (let i = 0; i < count; i++) {
const mat = new THREE.MeshBasicMaterial({
color: 0xcc2222,
transparent: true,
});
const mesh = new THREE.Mesh(geom, mat);
mesh.position.copy(this.player.body.position);
mesh.position.y += 0.5;
this.scene.add(mesh);
this.bloodParticles.push({
mesh,
mat,
vel: away.clone()
.multiplyScalar(2 + Math.random() * 3)
.add(new THREE.Vector3(
(Math.random() - 0.5) * 1.5,
3 + Math.random() * 3,
(Math.random() - 0.5) * 1.5
)),
life: 0.5 + Math.random() * 0.3,
});
}
}
private updateBloodParticles(dt: number) {
for (let i = this.bloodParticles.length - 1; i >= 0; i--) {
const p = this.bloodParticles[i];
p.life -= dt;
if (p.life <= 0) {
this.scene.remove(p.mesh);
p.mesh.geometry.dispose();
p.mat.dispose();
this.bloodParticles.splice(i, 1);
continue;
}
p.vel.y -= 14 * dt;
p.mesh.position.addScaledVector(p.vel, dt);
if (p.mesh.position.y < 0.06) {
p.mesh.position.y = 0.06;
p.vel.set(0, 0, 0);
}
p.mat.opacity = Math.max(0, p.life / 0.6);
}
}
private updateTraps(dt: number) {
for (let i = this.traps.length - 1; i >= 0; i--) {
const trap = this.traps[i];
if (!trap.update(dt, this)) {
trap.dispose();
this.traps.splice(i, 1);
}
}
}
private updateGasClouds(dt: number) {
for (let i = this.gasClouds.length - 1; i >= 0; i--) {
const cloud = this.gasClouds[i];
if (!cloud.update(dt, this)) {
cloud.dispose();
this.gasClouds.splice(i, 1);
}
}
}
private animate() {
requestAnimationFrame(() => this.animate());
const dt = Math.min(this.clock.getDelta(), 0.1);
if (this.paused) {
this.updateUI();
this.renderer.render(this.scene, this.camera);
return;
}
this.updateGroundPoint();
this.updatePlayerMovement(dt);
this.updateEnemies(dt);
this.updateOffscreenReposition(dt);
this.updateFireballs(dt);
this.updateHitzones();
// Arena-Theme weich einfärben (Boden, Wände, Nebel, Licht)
this.arena.update(dt);
const themeT = Math.min(1, dt * 1.5);
(this.scene.fog as THREE.Fog).color.lerp(this.themeFogTarget, themeT);
(this.scene.background as THREE.Color).lerp(this.themeFogTarget, themeT);
this.playerLight.color.lerp(this.themeLightTarget, themeT);
// Update slash effects
for (let i = this.slashEffects.length - 1; i >= 0; i--) {
if (!this.slashEffects[i].update(dt)) {
this.slashEffects.splice(i, 1);
}
}
this.updateBloodParticles(dt);
// Schadenszahlen aktualisieren
for (let i = this.damageNumbers.length - 1; i >= 0; i--) {
if (!this.damageNumbers[i].update(dt)) {
this.damageNumbers[i].dispose(this.scene);
this.damageNumbers.splice(i, 1);
}
}
if (this.aura) this.aura.update(dt, this);
if (this.boomerang) this.boomerang.update(dt, this);
this.updateTraps(dt);
this.updateGasClouds(dt);
// Update animations
this.player.updateAnimations(dt);
this.player.rightHandWeapon.updateAnimation(dt);
// Spawn enemies in waves
if (this.state === 'playing') {
if (this.mazeActive) {
// Labyrinth-Zwischenboss: ersetzt die Welle komplett
this.updateMaze(dt);
} else {
const arenaCleared = this.enemies.every(e => e.dead);
if (this.bossFightActive) {
// Boss besiegt -> naechste Welle startet
if (arenaCleared) {
this.bossFightActive = false;
this.spawns++;
this.spawnTimer = 0;
// Arena verändert sich nach jedem besiegten Boss
if (this.arenaStage < 7) {
this.arenaStage++;
this.themeFogTarget.copy(this.arena.applyTheme(this.arenaStage));
this.themeLightTarget.setHex(Game.THEME_LIGHTS[this.arenaStage]);
this.triggerCameraShake(0.4, 0.4);
playSound('explosion', 0.6);
}
}
} else if (this.spawnTimer >= SPAWN_TIME) {
if (this.isBossWave(this.spawns + 1)) {
// Boss-Welle startet erst, wenn alle Gegner tot sind
if (arenaCleared) {
this.spawns++;
this.spawnBossForWave(this.spawns);
this.bossFightActive = true;
this.spawnTimer = 0;
}
} else if (this.isMazeWave(this.spawns + 1)) {
// Labyrinth-Zwischenboss startet (ersetzt die Welle)
this.spawns++;
this.startMazeWave();
this.spawnTimer = 0;
} else {
this.spawns++;
for (let i = 0; i < this.spawns; i++) {
this.spawnEnemy();
}
this.spawnTimer = 0;
}
} else {
this.spawnTimer += dt;
}
}
}
// Check close encounters (enemy touching player)
if (this.state === 'playing') {
const thorns = this.player.stats.thornDamage;
for (const enemy of this.enemies) {
if (enemy.dead) continue;
const dist = enemy.body.position.distanceTo(this.player.body.position);
if (dist < enemy.contactRadius) {
this.player.damage(enemy.contactDps * dt, enemy.body.position);
if (thorns > 0) {
enemy.takeDamage(thorns * dt, this, false);
}
}
}
this.player.updatePassives(dt);
}
// Enemy projectiles
if (this.state === 'playing') {
for (let i = this.projectiles.length - 1; i >= 0; i--) {
const p = this.projectiles[i];
const alive = p.update(dt, this);
if (!alive || p.dead) {
p.dispose();
this.projectiles.splice(i, 1);
}
}
}
// Cross collisions
for (let i = this.crosses.length - 1; i >= 0; i--) {
const cross = this.crosses[i];
cross.update(dt);
if (this.state === 'playing') {
const dist = cross.body.position.distanceTo(this.player.body.position);
if (dist < 2) {
this.player.heal(25);
this.scene.remove(cross.body);
this.crosses.splice(i, 1);
}
}
}
// Update cooldowns
this.player.rightHandWeapon.reduceCooldowns(dt);
this.player.leftHandWeapon.reduceCooldowns(dt);
this.player.skillLightning.reduceCooldowns(dt);
this.trapper.reduceCooldowns(dt);
// Camera follows player
this.camera.position.set(
this.player.body.position.x,
25,
this.player.body.position.z - 15
);
if (this.shakeTime > 0) {
this.shakeTime -= dt;
const k = this.shakeTime * this.shakeAmp;
this.camera.position.x += (Math.random() - 0.5) * k;
this.camera.position.z += (Math.random() - 0.5) * k;
}
this.camera.lookAt(
this.player.body.position.x,
0,
this.player.body.position.z
);
// Lichtschein folgt dem Spieler
this.playerLight.position.set(
this.player.body.position.x,
6,
this.player.body.position.z
);
// Clean dead enemies
for (let i = this.enemies.length - 1; i >= 0; i--) {
const enemy = this.enemies[i];
if (enemy.dead) {
enemy.deathTimer += dt;
if (enemy.deathTimer > 10) {
this.scene.remove(enemy.body);
this.enemies.splice(i, 1);
}
}
}
this.updateUI();
this.renderer.render(this.scene, this.camera);
}
removeEnemy(enemy: Enemy) {
enemy.dead = true;
this.killed++;
if (enemy.guaranteedDrop) {
const cross = new Cross(enemy.body.position.clone());
this.scene.add(cross.body);
this.crosses.push(cross);
} else {
this.spawnCross(enemy.body.position);
}
if (this.state === 'playing' || this.state === 'levelup') {
const levels = this.skillSystem.addXp(enemy.xp);
if (levels > 0) {
this.pendingPicks += levels;
if (this.state === 'playing') {
this.openLevelUp();
}
}
}
}
}