lunar-lander-deepsite / index.html
af2022's picture
Update index.html
20f9ff3 verified
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Lunar Lander Challenge</title>
<style>
@import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@500;700&family=Press+Start+2P&display=swap');
:root {
--primary-color: #6a11cb;
--secondary-color: #2575fc;
--danger-color: #ff416c;
--success-color: #07c25e;
--text-color: #f1f1f1;
--moon-surface: #4a4e69;
--stars: rgba(255, 255, 255, 0.8);
--shadow: rgba(0, 0, 0, 0.5);
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Orbitron', sans-serif;
background: linear-gradient(135deg, #0f0c29, #302b63, #24243e);
color: var(--text-color);
height: 100vh;
overflow: hidden;
user-select: none;
}
.game-container {
position: relative;
width: 100%;
height: 100vh;
display: flex;
flex-direction: column;
justify-content: space-between;
}
.game-ui {
position: absolute;
top: 0;
left: 0;
width: 100%;
padding: 1rem;
display: flex;
justify-content: space-between;
z-index: 10;
pointer-events: none;
}
.ui-panel {
background: rgba(0, 0, 0, 0.7);
border-radius: 10px;
padding: 0.8rem 1.2rem;
box-shadow: 0 4px 10px var(--shadow);
border: 1px solid rgba(255, 255, 255, 0.1);
}
.ui-title {
font-size: 0.8rem;
margin-bottom: 0.3rem;
color: var(--secondary-color);
}
.ui-value {
font-size: 1.3rem;
font-weight: bold;
}
.fuel-bar {
height: 5px;
background: linear-gradient(90deg, var(--danger-color), var(--secondary-color));
border-radius: 3px;
margin-top: 5px;
transition: width 0.3s ease;
}
canvas {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
.controls {
position: absolute;
bottom: 20px;
width: 100%;
display: flex;
justify-content: center;
gap: 2rem;
z-index: 10;
}
.control-btn {
background: rgba(255, 255, 255, 0.15);
color: white;
border: none;
width: 60px;
height: 60px;
border-radius: 50%;
font-size: 1.5rem;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer;
transition: all 0.2s ease;
box-shadow: 0 4px 8px var(--shadow);
border: 2px solid rgba(255, 255, 255, 0.2);
user-select: none;
}
.control-btn:active {
transform: scale(0.95);
background: rgba(255, 255, 255, 0.3);
}
.control-btn.left {
transform: rotate(-90deg);
}
.control-btn.right {
transform: rotate(90deg);
}
.angle-indicator {
position: absolute;
top: 80px;
left: 50%;
transform: translateX(-50%);
width: 240px;
height: 60px;
background: rgba(0, 0, 0, 0.7);
border-radius: 10px;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
z-index: 10;
pointer-events: none;
border: 1px solid rgba(255, 255, 255, 0.1);
}
.angle-meter {
position: relative;
width: 200px;
height: 20px;
background: rgba(255, 255, 255, 0.1);
border-radius: 10px;
margin-bottom: 5px;
overflow: hidden;
}
.safe-zone {
position: absolute;
top: 0;
left: 50%;
transform: translateX(-50%);
width: 60px;
height: 100%;
background: rgba(0, 255, 0, 0.3);
}
.warning-zone {
position: absolute;
top: 0;
left: 50%;
transform: translateX(-50%);
width: 120px;
height: 100%;
background: rgba(255, 255, 0, 0.1);
}
.angle-pointer {
position: absolute;
top: 0;
left: 50%;
transform: translateX(-50%);
width: 4px;
height: 100%;
background: white;
transition: transform 0.1s ease;
}
.angle-status {
display: flex;
width: 200px;
justify-content: space-between;
margin-top: 5px;
font-size: 0.8rem;
}
.angle-value {
font-weight: bold;
color: white;
}
.angle-warning {
font-weight: bold;
color: yellow;
}
.angle-danger {
font-weight: bold;
color: red;
}
.angle-perfect {
font-weight: bold;
color: lime;
}
.start-screen {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.8);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
z-index: 20;
transition: opacity 0.5s ease;
}
.title {
font-family: 'Press Start 2P', cursive;
font-size: 3rem;
color: var(--secondary-color);
text-shadow: 0 0 10px var(--secondary-color);
margin-bottom: 2rem;
text-align: center;
}
.subtitle {
font-size: 1.2rem;
margin-bottom: 3rem;
text-align: center;
max-width: 600px;
line-height: 1.5;
}
.start-btn {
background: linear-gradient(45deg, var(--primary-color), var(--secondary-color));
border: none;
color: white;
padding: 1rem 2rem;
font-size: 1.2rem;
border-radius: 50px;
cursor: pointer;
transition: all 0.3s ease;
font-family: 'Orbitron', sans-serif;
font-weight: bold;
box-shadow: 0 4px 15px var(--shadow);
}
.start-btn:hover {
transform: translateY(-3px);
box-shadow: 0 6px 20px rgba(37, 117, 252, 0.6);
}
.end-screen {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.8);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
z-index: 20;
opacity: 0;
pointer-events: none;
transition: opacity 0.5s ease;
}
.end-message {
font-size: 2.5rem;
margin-bottom: 2rem;
text-align: center;
}
.landing-score {
font-size: 1.5rem;
margin-bottom: 2rem;
text-align: center;
}
.crash {
color: var(--danger-color);
}
.success {
color: var(--success-color);
}
.instructions {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(0, 0, 0, 0.7);
padding: 2rem;
border-radius: 10px;
max-width: 500px;
text-align: center;
z-index: 30;
display: none;
}
.instructions h2 {
margin-bottom: 1rem;
color: var(--secondary-color);
}
.instructions p {
margin-bottom: 0.5rem;
}
.close-btn {
margin-top: 1rem;
background: var(--secondary-color);
border: none;
color: white;
padding: 0.5rem 1rem;
border-radius: 5px;
cursor: pointer;
}
.help-btn {
position: absolute;
top: 1rem;
right: 1rem;
background: rgba(255, 255, 255, 0.2);
border: none;
color: white;
width: 40px;
height: 40px;
border-radius: 50%;
font-size: 1.2rem;
cursor: pointer;
z-index: 20;
}
/* Stars background */
.stars {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: 1;
}
.star {
position: absolute;
background: var(--stars);
border-radius: 50%;
animation: twinkle var(--duration) infinite ease-in-out;
}
@keyframes twinkle {
0% { opacity: 0.3; }
50% { opacity: 1; }
100% { opacity: 0.3; }
}
@media (max-width: 768px) {
.title {
font-size: 2rem;
}
.subtitle {
font-size: 1rem;
max-width: 90%;
}
.controls {
gap: 1rem;
bottom: 10px;
}
.control-btn {
width: 50px;
height: 50px;
font-size: 1.2rem;
}
.angle-indicator {
width: 200px;
height: 50px;
top: 70px;
}
.angle-meter {
width: 180px;
}
}
</style>
</head>
<body>
<div class="game-container">
<!-- Background stars -->
<div class="stars" id="stars"></div>
<!-- Game UI -->
<div class="game-ui">
<div class="ui-panel">
<div class="ui-title">ALTITUDE</div>
<div class="ui-value" id="altitude">1000m</div>
</div>
<div class="ui-panel">
<div class="ui-title">VELOCITY</div>
<div class="ui-value" id="velocity">0m/s</div>
</div>
<div class="ui-panel">
<div class="ui-title">FUEL</div>
<div class="ui-value" id="fuel">100%</div>
<div class="fuel-bar" id="fuel-bar"></div>
</div>
</div>
<!-- Improved Angle Indicator -->
<div class="angle-indicator" id="angleIndicator">
<div class="angle-meter">
<div class="warning-zone"></div>
<div class="safe-zone"></div>
<div class="angle-pointer" id="anglePointer"></div>
</div>
<div class="angle-status">
<span>-90°</span>
<span id="angleText" class="angle-value"></span>
<span>+90°</span>
</div>
</div>
<!-- Game Canvas -->
<canvas id="gameCanvas"></canvas>
<!-- Touch Controls -->
<div class="controls">
<button class="control-btn left" id="rotateLeft"></button>
<button class="control-btn" id="thrustBtn"></button>
<button class="control-btn right" id="rotateRight"></button>
</div>
<!-- Start Screen -->
<div class="start-screen" id="startScreen">
<h1 class="title">LUNAR LANDER</h1>
<p class="subtitle">Navigate your spacecraft to the moon's surface. Control your descent carefully to avoid crashing. Every thruster burst uses fuel - manage it wisely!</p>
<button class="start-btn" id="startBtn">START MISSION</button>
<button class="help-btn" id="helpBtn">?</button>
</div>
<!-- End Screen -->
<div class="end-screen" id="endScreen">
<h2 class="end-message" id="endMessage">MISSION FAILED</h2>
<p class="landing-score" id="landingScore">Impact Velocity: 0m/s</p>
<button class="start-btn" id="restartBtn">TRY AGAIN</button>
</div>
<!-- Instructions -->
<div class="instructions" id="instructions">
<h2>Lunar Lander Instructions</h2>
<p><strong>Objective:</strong> Land safely on the moon's surface at a speed below 5m/s.</p>
<p><strong>Controls:</strong></p>
<p>• Arrow Left/Right or A/D keys to rotate</p>
<p>• Arrow Up or W key to fire thrusters</p>
<p>Or use the touch controls on mobile</p>
<p><strong>Landing Requirements:</strong></p>
<p>• Velocity below 5m/s</p>
<p>• Angle within ±10° (Upright position)</p>
<p>• Land on the marked platform</p>
<p><strong>Note:</strong> Each thruster burst uses fuel. When you run out, you have no control!</p>
<button class="close-btn" id="closeBtn">UNDERSTOOD</button>
</div>
</div>
<script>
// Game variables
let canvas, ctx;
let landerImg, stars = [];
let lander = {
x: 0,
y: 0,
width: 30,
height: 40,
angle: 0,
velocityX: 0,
velocityY: 0,
rotationSpeed: 0,
fuel: 100,
thrusting: false,
crashed: false,
landed: false
};
let terrain = [];
let landingZone = { x: 0, y: 0, width: 80 };
let gameStarted = false;
let gravity = 0.0015;
let thrust = 0.05;
let rotationThrust = 0.08; // Slower rotation
let lastTime = 0;
let keys = {};
let terrainWidth = 0;
let beaconPulse = 0;
// DOM elements
const altitudeDisplay = document.getElementById('altitude');
const velocityDisplay = document.getElementById('velocity');
const fuelDisplay = document.getElementById('fuel');
const fuelBar = document.getElementById('fuel-bar');
const anglePointer = document.getElementById('anglePointer');
const angleText = document.getElementById('angleText');
const angleIndicator = document.getElementById('angleIndicator');
const startScreen = document.getElementById('startScreen');
const endScreen = document.getElementById('endScreen');
const endMessage = document.getElementById('endMessage');
const landingScore = document.getElementById('landingScore');
const startBtn = document.getElementById('startBtn');
const restartBtn = document.getElementById('restartBtn');
const thrustBtn = document.getElementById('thrustBtn');
const rotateLeftBtn = document.getElementById('rotateLeft');
const rotateRightBtn = document.getElementById('rotateRight');
const helpBtn = document.getElementById('helpBtn');
const instructions = document.getElementById('instructions');
const closeBtn = document.getElementById('closeBtn');
// Initialize game
function init() {
canvas = document.getElementById('gameCanvas');
ctx = canvas.getContext('2d');
// Set canvas size
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
// Create stars background
createStars();
// Generate terrain
generateTerrain();
// Position lander
resetLander();
// Event listeners
document.addEventListener('keydown', handleKeyDown);
document.addEventListener('keyup', handleKeyUp);
startBtn.addEventListener('click', startGame);
restartBtn.addEventListener('click', restartGame);
helpBtn.addEventListener('click', showInstructions);
closeBtn.addEventListener('click', hideInstructions);
// Touch controls
thrustBtn.addEventListener('mousedown', () => keys['ArrowUp'] = true);
thrustBtn.addEventListener('mouseup', () => keys['ArrowUp'] = false);
thrustBtn.addEventListener('touchstart', () => keys['ArrowUp'] = true);
thrustBtn.addEventListener('touchend', () => keys['ArrowUp'] = false);
rotateLeftBtn.addEventListener('mousedown', () => keys['ArrowLeft'] = true);
rotateLeftBtn.addEventListener('mouseup', () => keys['ArrowLeft'] = false);
rotateLeftBtn.addEventListener('touchstart', () => keys['ArrowLeft'] = true);
rotateLeftBtn.addEventListener('touchend', () => keys['ArrowLeft'] = false);
rotateRightBtn.addEventListener('mousedown', () => keys['ArrowRight'] = true);
rotateRightBtn.addEventListener('mouseup', () => keys['ArrowRight'] = false);
rotateRightBtn.addEventListener('touchstart', () => keys['ArrowRight'] = true);
rotateRightBtn.addEventListener('touchend', () => keys['ArrowRight'] = false);
// Start animation loop
requestAnimationFrame(gameLoop);
}
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
terrainWidth = canvas.width;
if (gameStarted) {
generateTerrain();
resetLander();
}
}
function createStars() {
const starsContainer = document.getElementById('stars');
starsContainer.innerHTML = '';
for (let i = 0; i < 100; i++) {
const star = document.createElement('div');
star.classList.add('star');
// Random position and size
const size = Math.random() * 3;
star.style.width = `${size}px`;
star.style.height = `${size}px`;
star.style.left = `${Math.random() * 100}%`;
star.style.top = `${Math.random() * 100}%`;
// Random animation duration for twinkling effect
const duration = 1 + Math.random() * 4;
star.style.setProperty('--duration', `${duration}s`);
starsContainer.appendChild(star);
}
}
function generateTerrain() {
terrain = [];
const segments = 20;
const segmentWidth = terrainWidth / segments;
let prevHeight = canvas.height * 0.7;
// Generate random terrain height at each segment
for (let i = 0; i <= segments; i++) {
const x = i * segmentWidth;
// Add some randomness but smooth transitions
let height;
if (i === 0 || i === segments) {
height = prevHeight;
} else {
const maxChange = canvas.height * 0.1;
height = prevHeight + (Math.random() * maxChange * 2 - maxChange);
height = Math.max(canvas.height * 0.5, Math.min(canvas.height * 0.9, height));
}
terrain.push({ x, y: height });
prevHeight = height;
}
// Choose a random flat area for landing zone
const landingSegment = Math.floor(segments/2) + Math.floor(Math.random() * (segments/3));
landingZone.x = terrain[landingSegment].x;
landingZone.y = terrain[landingSegment].y - 5; // Slightly above terrain
landingZone.width = 100;
// Flatten a few segments around landing zone
for (let i = landingSegment - 2; i <= landingSegment + 2; i++) {
if (i >= 0 && i < terrain.length) {
terrain[i].y = landingZone.y + 5;
}
}
}
function resetLander() {
lander.x = canvas.width / 2;
lander.y = 50;
lander.angle = 0;
lander.velocityX = 0;
lander.velocityY = 0;
lander.rotationSpeed = 0;
lander.fuel = 100;
lander.thrusting = false;
lander.crashed = false;
lander.landed = false;
updateUI();
updateAngleIndicator();
}
function startGame() {
startScreen.style.opacity = '0';
startScreen.style.pointerEvents = 'none';
gameStarted = true;
angleIndicator.style.display = 'flex';
resetLander();
}
function restartGame() {
endScreen.style.opacity = '0';
endScreen.style.pointerEvents = 'none';
angleIndicator.style.display = 'flex';
generateTerrain();
resetLander();
}
function showInstructions() {
instructions.style.display = 'block';
}
function hideInstructions() {
instructions.style.display = 'none';
}
function handleKeyDown(e) {
keys[e.key] = true;
}
function handleKeyUp(e) {
keys[e.key] = false;
}
function updateUI() {
// Calculate altitude to nearest terrain point
let minAltitude = Infinity;
for (let i = 0; i < terrain.length; i++) {
const dist = Math.sqrt(
Math.pow(lander.x - terrain[i].x, 2) +
Math.pow(lander.y - terrain[i].y, 2)
);
if (dist < minAltitude) {
minAltitude = dist;
}
}
const velocity = Math.sqrt(lander.velocityX * lander.velocityX + lander.velocityY * lander.velocityY);
altitudeDisplay.textContent = `${Math.floor(minAltitude)}m`;
velocityDisplay.textContent = `${velocity.toFixed(1)}m/s`;
fuelDisplay.textContent = `${Math.floor(lander.fuel)}%`;
fuelBar.style.width = `${lander.fuel}%`;
// Change fuel bar color as it gets low
if (lander.fuel < 20) {
fuelBar.style.background = 'var(--danger-color)';
} else if (lander.fuel < 50) {
fuelBar.style.background = 'linear-gradient(90deg, var(--danger-color), #f7b733)';
}
updateAngleIndicator();
}
function updateAngleIndicator() {
const angleDegrees = Math.round(lander.angle * (180 / Math.PI));
// Update angle pointer position (mapped from -90 to +90 degrees)
const pointerPos = (angleDegrees + 90) / 180 * 200;
anglePointer.style.transform = `translateX(${pointerPos}%) translateX(-50%)`;
// Update angle text with color coding
angleText.textContent = `${angleDegrees}°`;
// Remove all color classes first
angleText.classList.remove('angle-perfect', 'angle-warning', 'angle-danger', 'angle-value');
if (Math.abs(angleDegrees) < 5) {
angleText.classList.add('angle-perfect');
} else if (Math.abs(angleDegrees) < 10) {
angleText.classList.add('angle-warning');
} else if (Math.abs(angleDegrees) < 20) {
angleText.classList.add('angle-danger');
} else {
angleText.classList.add('angle-danger');
}
}
function checkCollision() {
// Check if lander is below terrain at any point
for (let i = 0; i < terrain.length - 1; i++) {
const seg = terrain[i];
const nextSeg = terrain[i + 1];
// Skip if lander is not between these two segments
if (lander.x + lander.width/2 < seg.x || lander.x - lander.width/2 > nextSeg.x) {
continue;
}
// Linear interpolation to find terrain height at lander's x position
const t = (lander.x - seg.x) / (nextSeg.x - seg.x);
const terrainY = seg.y + t * (nextSeg.y - seg.y);
// Check if lander has collided with terrain
if (lander.y + lander.height/2 >= terrainY) {
// Check if this is the landing zone
const inLandingZone =
lander.x >= landingZone.x &&
lander.x <= landingZone.x + landingZone.width;
const velocity = Math.sqrt(lander.velocityX * lander.velocityX + lander.velocityY * lander.velocityY);
const angleDegrees = Math.abs(lander.angle * (180 / Math.PI));
if (inLandingZone && velocity < 5 && angleDegrees < 10) {
// Successful landing
lander.landed = true;
endMessage.textContent = "LANDING SUCCESS!";
endMessage.className = "end-message success";
landingScore.textContent = `Landing Velocity: ${velocity.toFixed(1)}m/s | Angle: ${angleDegrees.toFixed(1)}°`;
} else {
// Crash
lander.crashed = true;
endMessage.textContent = "MISSION FAILED";
endMessage.className = "end-message crash";
landingScore.textContent = `Impact Velocity: ${velocity.toFixed(1)}m/s`;
if (velocity >= 10) {
landingScore.textContent += " - You smashed to pieces!";
} else if (!inLandingZone) {
landingScore.textContent += " - Wrong landing spot!";
} else if (angleDegrees >= 10) {
landingScore.textContent += " - Bad landing angle!";
}
}
endScreen.style.opacity = '1';
endScreen.style.pointerEvents = 'all';
angleIndicator.style.display = 'none';
return true;
}
}
return false;
}
function update(delta) {
// Update beacon pulse animation
beaconPulse = (beaconPulse + 0.02) % (Math.PI * 2);
// Skip if game not started or lander has crashed/landed
if (!gameStarted || lander.crashed || lander.landed) return;
// Apply rotation controls (no auto-stabilization)
if (keys['ArrowLeft'] || keys['a']) {
lander.rotationSpeed = -rotationThrust;
} else if (keys['ArrowRight'] || keys['d']) {
lander.rotationSpeed = rotationThrust;
} else {
lander.rotationSpeed = 0;
}
// Apply thrust if up is pressed and there's fuel
lander.thrusting = false;
if ((keys['ArrowUp'] || keys['w']) && lander.fuel > 0) {
lander.thrusting = true;
lander.fuel -= 0.1 * delta;
if (lander.fuel < 0) lander.fuel = 0;
// Calculate thrust vector based on angle
const thrustX = Math.sin(lander.angle) * thrust * delta;
const thrustY = -Math.cos(lander.angle) * thrust * delta;
lander.velocityX += thrustX;
lander.velocityY += thrustY;
}
// Update angle with damping to prevent excessive spinning
lander.angle += lander.rotationSpeed * delta;
// Angle checks
if (lander.angle < (- Math.PI)) {
lander.angle = 2 * Math.PI + lander.angle;
} else if (lander.angle >= (Math.PI)) {
lander.angle = lander.angle - 2 * Math.PI;
}
// Apply gravity
lander.velocityY += gravity * delta;
// Update position
lander.x += lander.velocityX * delta;
lander.y += lander.velocityY * delta;
// Boundary checks
if (lander.x < 0) {
lander.x = 0;
lander.velocityX *= -0.5; // Bounce off edge
} else if (lander.x > canvas.width) {
lander.x = canvas.width;
lander.velocityX *= -0.5; // Bounce off edge
}
// Update UI elements
updateUI();
// Check for collision with terrain
return checkCollision();
}
function draw() {
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw stars background is handled by CSS
// Draw terrain
ctx.beginPath();
ctx.moveTo(0, canvas.height);
for (let i = 0; i < terrain.length; i++) {
ctx.lineTo(terrain[i].x, terrain[i].y);
}
ctx.lineTo(canvas.width, canvas.height);
ctx.lineTo(0, canvas.height);
ctx.fillStyle = '#4a4e69';
ctx.fill();
ctx.strokeStyle = '#3a3e59';
ctx.stroke();
// Draw landing zone with enhanced visibility
const landingCenterX = landingZone.x + landingZone.width / 2;
const landingCenterY = landingZone.y;
// Landing zone glow effect
ctx.beginPath();
ctx.moveTo(landingZone.x, landingZone.y);
ctx.lineTo(landingZone.x + landingZone.width, landingZone.y);
ctx.lineWidth = 8;
ctx.strokeStyle = 'rgba(0, 255, 100, 0.5)';
ctx.stroke();
// Landing zone platform
ctx.beginPath();
ctx.moveTo(landingZone.x, landingZone.y);
ctx.lineTo(landingZone.x + landingZone.width, landingZone.y);
ctx.lineWidth = 2;
ctx.strokeStyle = '#00ff64';
ctx.stroke();
// Landing zone markings (stripes)
for (let x = landingZone.x; x < landingZone.x + landingZone.width; x += 15) {
ctx.beginPath();
ctx.moveTo(x, landingZone.y);
ctx.lineTo(x + 8, landingZone.y);
ctx.lineWidth = 3;
ctx.strokeStyle = '#00ff64';
ctx.stroke();
}
// Pulse beacon at landing zone
const pulseSize = 8 + Math.sin(beaconPulse) * 5;
ctx.beginPath();
ctx.arc(landingCenterX, landingCenterY - 8, pulseSize, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(0, 255, 100, 0.3)';
ctx.fill();
// Beacon center
ctx.beginPath();
ctx.arc(landingCenterX, landingCenterY - 8, 4, 0, Math.PI * 2);
ctx.fillStyle = '#00ff64';
ctx.fill();
// Beacon light beam
const beamHeight = 30 + Math.sin(beaconPulse * 2) * 10;
const gradient = ctx.createLinearGradient(
landingCenterX, landingCenterY - 8,
landingCenterX, landingCenterY - 8 - beamHeight
);
gradient.addColorStop(0, 'rgba(0, 255, 100, 0.5)');
gradient.addColorStop(1, 'rgba(0, 255, 100, 0)');
ctx.fillStyle = gradient;
ctx.fillRect(landingCenterX - 3, landingCenterY - 8, 6, -beamHeight);
// Landed flag (visible when approaching)
if (Math.abs(lander.y - landingCenterY) < 200) {
ctx.fillStyle = '#ffffff';
ctx.fillRect(landingCenterX, landingCenterY - 25, 2, -15);
ctx.fillStyle = '#00ff64';
ctx.fillRect(landingCenterX + 2, landingCenterY - 25, 12, -10);
ctx.fillStyle = '#000000';
ctx.font = 'bold 8px Arial';
ctx.fillText('LZ', landingCenterX + 4, landingCenterY - 32);
}
// Draw angle guide at landing zone when close
if (Math.abs(lander.y - landingCenterY) < 300 && Math.abs(lander.x - landingCenterX) < 300) {
const guideSize = 40 + Math.sin(beaconPulse * 4) * 5;
ctx.save();
ctx.translate(landingCenterX, landingCenterY);
// Safe angle zone (green)
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(-guideSize * Math.sin(0.17), -guideSize * Math.cos(0.17));
ctx.lineTo(guideSize * Math.sin(0.17), -guideSize * Math.cos(0.17));
ctx.closePath();
ctx.fillStyle = 'rgba(0, 255, 0, 0.2)';
ctx.fill();
// Center line
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(0, -guideSize);
ctx.lineWidth = 2;
ctx.strokeStyle = '#00ff00';
ctx.stroke();
ctx.restore();
}
// Draw lander
ctx.save();
ctx.translate(lander.x, lander.y);
ctx.rotate(lander.angle);
// Lander base
ctx.fillStyle = '#333';
ctx.fillRect(-lander.width/2, -lander.height/2, lander.width, lander.height);
// Lander window
ctx.fillStyle = '#6495ed';
ctx.beginPath();
ctx.arc(0, -5, lander.width/3, 0, Math.PI * 2);
ctx.fill();
// Thruster flame
if (lander.thrusting) {
ctx.fillStyle = '#ff4500';
ctx.beginPath();
ctx.moveTo(-lander.width/4, lander.height/2);
ctx.lineTo(lander.width/4, lander.height/2);
ctx.lineTo(0, lander.height/2 + 20 + Math.random() * 10);
ctx.closePath();
ctx.fill();
}
ctx.restore();
// Draw altitude marker
if (!lander.landed && !lander.crashed) {
ctx.fillStyle = 'rgba(255, 255, 255, 0.2)';
ctx.strokeStyle = 'white';
ctx.beginPath();
ctx.arc(lander.x, canvas.height * 0.7, 3, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(lander.x, canvas.height * 0.7 + 5);
ctx.lineTo(lander.x, lander.y - lander.height/2 - 5);
ctx.setLineDash([5, 3]);
ctx.stroke();
ctx.setLineDash([]);
}
// Draw distance indicator to landing zone when far away
if (Math.abs(lander.x - landingCenterX) > 200 || lander.y < landingCenterY - 300) {
const arrowX = lander.x > landingCenterX ? canvas.width - 20 : 20;
const arrowDir = lander.x > landingCenterX ? -1 : 1;
ctx.font = '12px Orbitron';
ctx.fillStyle = '#00ff64';
ctx.fillText('LAND HERE', arrowX + (arrowDir * 30), 50);
ctx.beginPath();
ctx.moveTo(arrowX, 40);
ctx.lineTo(arrowX + (arrowDir * 15), 50);
ctx.lineTo(arrowX, 60);
ctx.lineWidth = 2;
ctx.strokeStyle = '#00ff64';
ctx.stroke();
const distance = Math.floor(Math.sqrt(
Math.pow(lander.x - landingCenterX, 2) +
Math.pow(lander.y - landingCenterY, 2)
));
ctx.fillText(`${distance}m`, arrowX + (arrowDir * 30), 70);
}
}
function gameLoop(timestamp) {
if (!lastTime) lastTime = timestamp;
const delta = timestamp - lastTime;
lastTime = timestamp;
update(delta / 16); // Normalize delta to ~16ms frames
draw();
requestAnimationFrame(gameLoop);
}
// Start the game
window.addEventListener('load', init);
</script>
</body>
</html>