Update server.js
Browse files
server.js
CHANGED
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@@ -6,24 +6,51 @@ const app = express();
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const server = http.createServer(app);
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const io = new Server(server, {
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cors: { origin: "*" },
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pingTimeout: 60000,
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});
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app.use(express.static('public'));
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//
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const GROWTH_RATE = 3; // Pixels per tick (must match client)
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const PLATFORM_HEIGHT = 100;
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const PLAYER_SIZE = 20;
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// STATE
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let platforms = [];
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let players = {};
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// Generate infinite world logic
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function generatePlatform(prevX, prevW) {
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const gap = 80 + Math.random() * 120;
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const width = 40 + Math.random() * 60;
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return {
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x: prevX + prevW + gap,
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w: width,
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@@ -31,7 +58,7 @@ function generatePlatform(prevX, prevW) {
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};
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}
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// Init
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platforms.push({ x: 50, w: 100, id: 'start' });
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for (let i = 0; i < 10; i++) {
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const last = platforms[platforms.length - 1];
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@@ -39,111 +66,135 @@ for (let i = 0; i < 10; i++) {
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}
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io.on('connection', (socket) => {
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//
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};
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socket.emit('init', {
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id: socket.id,
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platforms: platforms,
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players: players
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});
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});
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// 2. Start Growing
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socket.on('start_grow', () => {
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const p = players[socket.id];
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if (p.state !== 'ready') return;
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p.state = 'growing';
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p.growStartTime = Date.now();
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p.isGrowing = true;
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//
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});
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// 3. Stop Growing (The
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socket.on('stop_grow', () => {
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const p = players[socket.id];
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if (p.
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const duration = Date.now() - p.growStartTime;
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// Server calculates length based on time. Client cannot fake stick length.
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// We divide by approx frame rate (16ms) to match client visual loop
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// Or simpler: stick grows based on ms duration directly
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// Let's align with the client loop logic: roughly 60fps loop adds 3px
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// 3px per ~16.6ms = ~0.18px per ms
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p.stickHeight = Math.min((duration / 16.66) * GROWTH_RATE, 2000);
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p.isGrowing = false;
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p.state = 'moving';
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//
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const currentPlat = platforms[p.currentPlatIndex];
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const nextPlat = platforms[p.currentPlatIndex + 1];
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//
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if (!nextPlat) {
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const last = platforms[platforms.length - 1];
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}
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const stickEnd = currentPlat.x + currentPlat.w +
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setTimeout(() => {
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// SUCCESS
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p.score++;
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p.currentPlatIndex++;
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p.x = nextPlat.x + nextPlat.w - PLAYER_SIZE - 5;
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p.state = 'ready';
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//
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if (platforms.length < p.currentPlatIndex + 5) {
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}
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io.emit('player_result', { id: socket.id, success: true, score: p.score, x: p.x });
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} else {
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// FAIL
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p.score = 0;
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p.currentPlatIndex = 0;
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p.x = platforms[0].x + platforms[0].w - PLAYER_SIZE - 5;
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p.state = 'ready';
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io.emit('player_result', { id: socket.id, success: false, score: 0, x: p.x });
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}
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});
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socket.on('disconnect', () => {
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});
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});
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const server = http.createServer(app);
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const io = new Server(server, {
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cors: { origin: "*" },
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pingTimeout: 60000,
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});
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app.use(express.static('public'));
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// --- CONFIGURATION ---
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const PLAYER_SIZE = 20;
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// Growth rate (pixels per ms).
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// Must match Client exactly for prediction to work.
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// 3px per frame (at 60fps) ~= 0.18px per ms
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const GROWTH_SPEED = 0.18;
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// --- ACCESS CODES ---
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// In HuggingFace, add a secret named 'GAME_CODES'
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// For now, we generate them in memory if not found.
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let VALID_CODES = new Set();
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const FIXED_CODE = "676900";
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function loadCodes() {
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if (process.env.GAME_CODES) {
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// Expecting comma separated codes
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const codes = process.env.GAME_CODES.split(',');
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codes.forEach(c => VALID_CODES.add(c.trim()));
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} else {
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// Generate 29 random codes + fixed code
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console.log("--- GENERATING NEW ACCESS CODES (Save these to Secrets) ---");
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VALID_CODES.add(FIXED_CODE);
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console.log(`1. ${FIXED_CODE} (Master)`);
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for(let i=1; i<30; i++) {
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const code = Math.floor(100000 + Math.random() * 900000).toString();
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VALID_CODES.add(code);
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console.log(`${i+1}. ${code}`);
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}
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console.log("-----------------------------------------------------------");
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}
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}
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loadCodes();
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// --- GAME STATE ---
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let platforms = [];
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let players = {};
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function generatePlatform(prevX, prevW) {
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const gap = 80 + Math.random() * 120;
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const width = 40 + Math.random() * 60;
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return {
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x: prevX + prevW + gap,
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w: width,
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};
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}
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// Init World
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platforms.push({ x: 50, w: 100, id: 'start' });
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for (let i = 0; i < 10; i++) {
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const last = platforms[platforms.length - 1];
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}
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io.on('connection', (socket) => {
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let isAuthenticated = false;
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// 1. Login with Code
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socket.on('login', (data) => {
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const { name, code } = data;
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if (!VALID_CODES.has(code)) {
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socket.emit('auth_error', 'Invalid Access Code');
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return;
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}
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isAuthenticated = true;
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const cleanName = (name || "Guest").substring(0, 12);
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// Init Player
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players[socket.id] = {
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id: socket.id,
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name: cleanName,
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score: 0,
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x: platforms[0].x + platforms[0].w - PLAYER_SIZE - 5,
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currentPlatIndex: 0,
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growStartTime: 0,
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isGrowing: false
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};
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// Send Success & World State
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socket.emit('init', {
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id: socket.id,
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platforms: platforms,
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players: players
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});
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// Broadcast to others
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socket.broadcast.emit('player_join', players[socket.id]);
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});
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// 2. Start Growing (Timestamp Authoritative)
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socket.on('start_grow', () => {
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if (!isAuthenticated || !players[socket.id]) return;
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const p = players[socket.id];
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p.isGrowing = true;
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p.growStartTime = Date.now();
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// Relay to others for visual interpolation
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socket.broadcast.emit('player_action', { id: socket.id, type: 'grow_start' });
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});
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// 3. Stop Growing (The Physics Check)
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socket.on('stop_grow', () => {
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if (!isAuthenticated || !players[socket.id]) return;
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const p = players[socket.id];
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if (!p.isGrowing) return;
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const duration = Date.now() - p.growStartTime;
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p.isGrowing = false;
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// Calculate Authoritative Height
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// Cap max height to prevent exploit
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let stickHeight = Math.min(duration * GROWTH_SPEED, 2000);
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// Notify others immediately of the result so they see the animation
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socket.broadcast.emit('player_action', { id: socket.id, type: 'grow_stop', height: stickHeight });
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// --- SERVER PHYSICS CHECK ---
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const currentPlat = platforms[p.currentPlatIndex];
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const nextPlat = platforms[p.currentPlatIndex + 1];
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// Generate map if running out
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if (!nextPlat) {
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const last = platforms[platforms.length - 1];
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const newPlat = generatePlatform(last.x, last.w);
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platforms.push(newPlat);
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io.emit('new_platform', newPlat);
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}
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const stickEnd = currentPlat.x + currentPlat.w + stickHeight;
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const safeStart = nextPlat.x;
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const safeEnd = nextPlat.x + nextPlat.w;
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const perfectCenter = nextPlat.x + (nextPlat.w / 2);
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let success = false;
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let perfect = false;
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if (stickEnd >= safeStart && stickEnd <= safeEnd) {
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success = true;
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// Check for perfect center hit (optional bonus logic)
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if (Math.abs(stickEnd - perfectCenter) < 5) perfect = true;
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}
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// Wait for animation duration (simulated) then update state
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setTimeout(() => {
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if (success) {
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p.score += perfect ? 2 : 1;
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p.currentPlatIndex++;
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p.x = nextPlat.x + nextPlat.w - PLAYER_SIZE - 5; // Target X
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// Infinite Gen
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if (platforms.length < p.currentPlatIndex + 5) {
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const last = platforms[platforms.length - 1];
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const newPlat = generatePlatform(last.x, last.w);
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platforms.push(newPlat);
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io.emit('new_platform', newPlat);
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}
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} else {
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p.score = 0;
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p.currentPlatIndex = 0;
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p.x = platforms[0].x + platforms[0].w - PLAYER_SIZE - 5; // Reset X
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}
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// RECONCILIATION PACKET
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// We tell everyone the result.
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// The local client will compare this. If they predicted correctly, nothing happens visually.
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// If they cheated, this packet will snap them back to reality.
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io.emit('player_result', {
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id: socket.id,
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success: success,
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score: p.score,
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x: p.x
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});
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}, 1000); // 1s represents the fall/walk animation time
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});
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socket.on('disconnect', () => {
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if (players[socket.id]) {
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delete players[socket.id];
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io.emit('player_leave', socket.id);
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}
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});
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});
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