Add 2 files
Browse files- README.md +7 -5
- index.html +956 -19
README.md
CHANGED
@@ -1,10 +1,12 @@
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---
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title:
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emoji:
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colorFrom:
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colorTo:
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sdk: static
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pinned: false
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---
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-
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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---
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title: defender
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+
emoji: 🐳
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colorFrom: blue
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colorTo: blue
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sdk: static
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pinned: false
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+
tags:
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+
- deepsite
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---
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+
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
CHANGED
@@ -1,19 +1,956 @@
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<!
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<html>
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<!DOCTYPE html>
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2 |
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Galaxy Defender</title>
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<style>
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@import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap');
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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background-color: #000;
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color: #0ff;
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font-family: 'Orbitron', sans-serif;
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overflow: hidden;
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height: 100vh;
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background-image:
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radial-gradient(circle at 20% 30%, rgba(20, 20, 80, 0.8), transparent 40%),
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24 |
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radial-gradient(circle at 80% 70%, rgba(80, 20, 80, 0.6), transparent 40%),
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25 |
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url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><circle cx="20" cy="50" r="1" fill="white" opacity="0.8"/><circle cx="50" cy="20" r="1" fill="white" opacity="0.6"/><circle cx="80" cy="50" r="1" fill="white" opacity="0.7"/><circle cx="50" cy="80" r="1" fill="white" opacity="0.9"/></svg>');
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26 |
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background-size: 100% 100%, 100% 100%, 100px 100px;
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27 |
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}
|
28 |
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|
29 |
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#gameContainer {
|
30 |
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position: relative;
|
31 |
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width: 100%;
|
32 |
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height: 100vh;
|
33 |
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perspective: 1000px;
|
34 |
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}
|
35 |
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|
36 |
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#gameCanvas {
|
37 |
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position: absolute;
|
38 |
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top: 0;
|
39 |
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left: 0;
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40 |
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z-index: 1;
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41 |
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}
|
42 |
+
|
43 |
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#uiOverlay {
|
44 |
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position: absolute;
|
45 |
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top: 0;
|
46 |
+
left: 0;
|
47 |
+
width: 100%;
|
48 |
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height: 100%;
|
49 |
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z-index: 2;
|
50 |
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pointer-events: none;
|
51 |
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}
|
52 |
+
|
53 |
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#scoreDisplay {
|
54 |
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position: absolute;
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55 |
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top: 20px;
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56 |
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left: 20px;
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57 |
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font-size: 24px;
|
58 |
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color: #0ff;
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59 |
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text-shadow: 0 0 10px #0ff;
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60 |
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}
|
61 |
+
|
62 |
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#healthBar {
|
63 |
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position: absolute;
|
64 |
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top: 20px;
|
65 |
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right: 20px;
|
66 |
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width: 200px;
|
67 |
+
height: 20px;
|
68 |
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background-color: rgba(255, 0, 0, 0.3);
|
69 |
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border: 2px solid #f00;
|
70 |
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border-radius: 10px;
|
71 |
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overflow: hidden;
|
72 |
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}
|
73 |
+
|
74 |
+
#healthFill {
|
75 |
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height: 100%;
|
76 |
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width: 100%;
|
77 |
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background-color: #f00;
|
78 |
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transition: width 0.3s;
|
79 |
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}
|
80 |
+
|
81 |
+
#startScreen, #gameOverScreen {
|
82 |
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position: absolute;
|
83 |
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top: 0;
|
84 |
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left: 0;
|
85 |
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width: 100%;
|
86 |
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height: 100%;
|
87 |
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display: flex;
|
88 |
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flex-direction: column;
|
89 |
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justify-content: center;
|
90 |
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align-items: center;
|
91 |
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background-color: rgba(0, 0, 0, 0.8);
|
92 |
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z-index: 3;
|
93 |
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}
|
94 |
+
|
95 |
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#gameOverScreen {
|
96 |
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display: none;
|
97 |
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}
|
98 |
+
|
99 |
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h1 {
|
100 |
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font-size: 3rem;
|
101 |
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margin-bottom: 2rem;
|
102 |
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color: #0ff;
|
103 |
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text-shadow: 0 0 15px #0ff;
|
104 |
+
text-align: center;
|
105 |
+
}
|
106 |
+
|
107 |
+
p {
|
108 |
+
font-size: 1.2rem;
|
109 |
+
margin-bottom: 2rem;
|
110 |
+
color: #fff;
|
111 |
+
max-width: 600px;
|
112 |
+
text-align: center;
|
113 |
+
line-height: 1.6;
|
114 |
+
}
|
115 |
+
|
116 |
+
.btn {
|
117 |
+
padding: 12px 30px;
|
118 |
+
background: linear-gradient(45deg, #0ff, #00aaff);
|
119 |
+
border: none;
|
120 |
+
border-radius: 30px;
|
121 |
+
color: #000;
|
122 |
+
font-family: 'Orbitron', sans-serif;
|
123 |
+
font-size: 1.2rem;
|
124 |
+
font-weight: bold;
|
125 |
+
cursor: pointer;
|
126 |
+
transition: all 0.3s;
|
127 |
+
pointer-events: auto;
|
128 |
+
box-shadow: 0 0 15px #0ff;
|
129 |
+
}
|
130 |
+
|
131 |
+
.btn:hover {
|
132 |
+
transform: scale(1.05);
|
133 |
+
box-shadow: 0 0 25px #0ff;
|
134 |
+
}
|
135 |
+
|
136 |
+
#finalScore {
|
137 |
+
font-size: 2rem;
|
138 |
+
color: #0ff;
|
139 |
+
margin: 20px 0;
|
140 |
+
text-shadow: 0 0 10px #0ff;
|
141 |
+
}
|
142 |
+
|
143 |
+
#powerups {
|
144 |
+
position: absolute;
|
145 |
+
bottom: 20px;
|
146 |
+
left: 20px;
|
147 |
+
display: flex;
|
148 |
+
gap: 10px;
|
149 |
+
}
|
150 |
+
|
151 |
+
.powerup-icon {
|
152 |
+
width: 30px;
|
153 |
+
height: 30px;
|
154 |
+
border-radius: 50%;
|
155 |
+
display: flex;
|
156 |
+
justify-content: center;
|
157 |
+
align-items: center;
|
158 |
+
font-size: 16px;
|
159 |
+
color: #000;
|
160 |
+
background: #ff0;
|
161 |
+
box-shadow: 0 0 10px #ff0;
|
162 |
+
}
|
163 |
+
|
164 |
+
#earth {
|
165 |
+
position: absolute;
|
166 |
+
bottom: -50px;
|
167 |
+
left: 50%;
|
168 |
+
transform: translateX(-50%);
|
169 |
+
width: 300px;
|
170 |
+
height: 300px;
|
171 |
+
background: radial-gradient(circle at 30% 30%, #1a66ff, #003399 60%, #001a33);
|
172 |
+
border-radius: 50%;
|
173 |
+
box-shadow:
|
174 |
+
0 0 60px rgba(0, 150, 255, 0.6),
|
175 |
+
inset 0 0 100px rgba(255, 255, 255, 0.3);
|
176 |
+
z-index: 0;
|
177 |
+
}
|
178 |
+
|
179 |
+
#earth::before {
|
180 |
+
content: '';
|
181 |
+
position: absolute;
|
182 |
+
top: 0;
|
183 |
+
left: 0;
|
184 |
+
width: 100%;
|
185 |
+
height: 100%;
|
186 |
+
background-image:
|
187 |
+
url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><path d="M20,50 Q35,40 50,50 T80,50" fill="none" stroke="%23007733" stroke-width="2"/><path d="M40,30 Q45,25 50,30 T60,30" fill="none" stroke="%23007733" stroke-width="1"/><path d="M25,65 Q35,60 45,65 T60,65" fill="none" stroke="%23007733" stroke-width="1"/></svg>');
|
188 |
+
background-size: 100%;
|
189 |
+
opacity: 0.6;
|
190 |
+
}
|
191 |
+
</style>
|
192 |
+
</head>
|
193 |
+
<body>
|
194 |
+
<div id="gameContainer">
|
195 |
+
<div id="earth"></div>
|
196 |
+
<canvas id="gameCanvas"></canvas>
|
197 |
+
<div id="uiOverlay">
|
198 |
+
<div id="scoreDisplay">SCORE: 0</div>
|
199 |
+
<div id="healthBar">
|
200 |
+
<div id="healthFill"></div>
|
201 |
+
</div>
|
202 |
+
<div id="powerups">
|
203 |
+
<!-- Power-up icons will be added here dynamically -->
|
204 |
+
</div>
|
205 |
+
</div>
|
206 |
+
|
207 |
+
<div id="startScreen">
|
208 |
+
<h1>GALAXY DEFENDER</h1>
|
209 |
+
<p>Aliens are attacking Earth from all directions! Take control of the state-of-the-art starfighter and defend our planet.</p>
|
210 |
+
<p>Controls: Arrow keys to move, Spacebar to shoot</p>
|
211 |
+
<button class="btn" id="startBtn">LAUNCH STARFIGHTER</button>
|
212 |
+
</div>
|
213 |
+
|
214 |
+
<div id="gameOverScreen">
|
215 |
+
<h1>MISSION FAILED</h1>
|
216 |
+
<p>The alien invasion was too strong. Earth has fallen under their control.</p>
|
217 |
+
<div id="finalScore">SCORE: 0</div>
|
218 |
+
<button class="btn" id="restartBtn">TRY AGAIN</button>
|
219 |
+
</div>
|
220 |
+
</div>
|
221 |
+
|
222 |
+
<audio id="laserSound" src="https://assets.mixkit.co/active_storage/sfx/2347/2347-preview.mp3" preload="auto"></audio>
|
223 |
+
<audio id="explosionSound" src="https://assets.mixkit.co/active_storage/sfx/2099/2099-preview.mp3" preload="auto"></audio>
|
224 |
+
<audio id="powerupSound" src="https://assets.mixkit.co/active_storage/sfx/2329/2329-preview.mp3" preload="auto"></audio>
|
225 |
+
<audio id="backgroundMusic" loop>
|
226 |
+
<source src="https://assets.mixkit.co/music/preview/mixkit-space-game-668.mp3" type="audio/mpeg">
|
227 |
+
</audio>
|
228 |
+
|
229 |
+
<script>
|
230 |
+
// Game constants
|
231 |
+
const GAME_WIDTH = window.innerWidth;
|
232 |
+
const GAME_HEIGHT = window.innerHeight;
|
233 |
+
const PLAYER_WIDTH = 60;
|
234 |
+
const PLAYER_HEIGHT = 40;
|
235 |
+
const BULLET_SIZE = 8;
|
236 |
+
const ENEMY_SIZE = 40;
|
237 |
+
const POWERUP_SIZE = 30;
|
238 |
+
const ENEMY_SPAWN_RATE = 2000; // ms
|
239 |
+
const POWERUP_SPAWN_RATE = 15000; // ms
|
240 |
+
const POWERUP_DURATION = 10000; // ms
|
241 |
+
|
242 |
+
// Game variables
|
243 |
+
let score = 0;
|
244 |
+
let health = 100;
|
245 |
+
let gameOver = false;
|
246 |
+
let gameStarted = false;
|
247 |
+
let lastEnemySpawn = 0;
|
248 |
+
let lastPowerupSpawn = 0;
|
249 |
+
let powerupsActive = {
|
250 |
+
tripleShot: false,
|
251 |
+
rapidFire: false,
|
252 |
+
shield: false
|
253 |
+
};
|
254 |
+
|
255 |
+
// DOM elements
|
256 |
+
const canvas = document.getElementById('gameCanvas');
|
257 |
+
const ctx = canvas.getContext('2d');
|
258 |
+
const scoreDisplay = document.getElementById('scoreDisplay');
|
259 |
+
const healthFill = document.getElementById('healthFill');
|
260 |
+
const startScreen = document.getElementById('startScreen');
|
261 |
+
const gameOverScreen = document.getElementById('gameOverScreen');
|
262 |
+
const startBtn = document.getElementById('startBtn');
|
263 |
+
const restartBtn = document.getElementById('restartBtn');
|
264 |
+
const finalScore = document.getElementById('finalScore');
|
265 |
+
const powerupsContainer = document.getElementById('powerups');
|
266 |
+
|
267 |
+
// Audio elements
|
268 |
+
const laserSound = document.getElementById('laserSound');
|
269 |
+
const explosionSound = document.getElementById('explosionSound');
|
270 |
+
const powerupSound = document.getElementById('powerupSound');
|
271 |
+
const backgroundMusic = document.getElementById('backgroundMusic');
|
272 |
+
|
273 |
+
// Set canvas size
|
274 |
+
canvas.width = GAME_WIDTH;
|
275 |
+
canvas.height = GAME_HEIGHT;
|
276 |
+
|
277 |
+
// Game objects
|
278 |
+
const player = {
|
279 |
+
x: GAME_WIDTH / 2,
|
280 |
+
y: GAME_HEIGHT - 100,
|
281 |
+
width: PLAYER_WIDTH,
|
282 |
+
height: PLAYER_HEIGHT,
|
283 |
+
speed: 8,
|
284 |
+
color: '#0ff',
|
285 |
+
bullets: [],
|
286 |
+
lastShot: 0,
|
287 |
+
shootDelay: 500, // ms
|
288 |
+
isAlive: true
|
289 |
+
};
|
290 |
+
|
291 |
+
const enemies = [];
|
292 |
+
const powerups = [];
|
293 |
+
const explosions = [];
|
294 |
+
|
295 |
+
// Keyboard state
|
296 |
+
const keys = {
|
297 |
+
ArrowLeft: false,
|
298 |
+
ArrowRight: false,
|
299 |
+
ArrowUp: false,
|
300 |
+
ArrowDown: false,
|
301 |
+
Space: false
|
302 |
+
};
|
303 |
+
|
304 |
+
// Event listeners
|
305 |
+
window.addEventListener('resize', () => {
|
306 |
+
canvas.width = window.innerWidth;
|
307 |
+
canvas.height = window.innerHeight;
|
308 |
+
player.y = canvas.height - 100;
|
309 |
+
});
|
310 |
+
|
311 |
+
document.addEventListener('keydown', (e) => {
|
312 |
+
if (keys.hasOwnProperty(e.key)) {
|
313 |
+
keys[e.key] = true;
|
314 |
+
e.preventDefault();
|
315 |
+
}
|
316 |
+
});
|
317 |
+
|
318 |
+
document.addEventListener('keyup', (e) => {
|
319 |
+
if (keys.hasOwnProperty(e.key)) {
|
320 |
+
keys[e.key] = false;
|
321 |
+
e.preventDefault();
|
322 |
+
}
|
323 |
+
});
|
324 |
+
|
325 |
+
startBtn.addEventListener('click', startGame);
|
326 |
+
restartBtn.addEventListener('click', startGame);
|
327 |
+
|
328 |
+
function startGame() {
|
329 |
+
// Reset game state
|
330 |
+
score = 0;
|
331 |
+
health = 100;
|
332 |
+
gameOver = false;
|
333 |
+
gameStarted = true;
|
334 |
+
player.isAlive = true;
|
335 |
+
player.bullets = [];
|
336 |
+
enemies.length = 0;
|
337 |
+
powerups.length = 0;
|
338 |
+
explosions.length = 0;
|
339 |
+
powerupsActive = {
|
340 |
+
tripleShot: false,
|
341 |
+
rapidFire: false,
|
342 |
+
shield: false
|
343 |
+
};
|
344 |
+
updatePowerupDisplay();
|
345 |
+
|
346 |
+
// Clear powerups container
|
347 |
+
while (powerupsContainer.firstChild) {
|
348 |
+
powerupsContainer.removeChild(powerupsContainer.firstChild);
|
349 |
+
}
|
350 |
+
|
351 |
+
// Reset player position
|
352 |
+
player.x = canvas.width / 2;
|
353 |
+
player.y = canvas.height - 100;
|
354 |
+
player.lastShot = 0;
|
355 |
+
|
356 |
+
// Reset UI
|
357 |
+
scoreDisplay.textContent = `SCORE: ${score}`;
|
358 |
+
healthFill.style.width = '100%';
|
359 |
+
|
360 |
+
// Hide screens
|
361 |
+
startScreen.style.display = 'none';
|
362 |
+
gameOverScreen.style.display = 'none';
|
363 |
+
|
364 |
+
// Start game loop
|
365 |
+
requestAnimationFrame(gameLoop);
|
366 |
+
|
367 |
+
// Start background music
|
368 |
+
backgroundMusic.volume = 0.3;
|
369 |
+
backgroundMusic.play().catch(e => console.log("Audio play failed:", e));
|
370 |
+
}
|
371 |
+
|
372 |
+
function gameLoop(timestamp) {
|
373 |
+
if (gameOver) {
|
374 |
+
endGame();
|
375 |
+
return;
|
376 |
+
}
|
377 |
+
|
378 |
+
// Clear canvas
|
379 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
380 |
+
|
381 |
+
// Spawn enemies
|
382 |
+
if (timestamp - lastEnemySpawn > ENEMY_SPAWN_RATE) {
|
383 |
+
spawnEnemy();
|
384 |
+
lastEnemySpawn = timestamp;
|
385 |
+
|
386 |
+
// Increase spawn rate as score increases
|
387 |
+
ENEMY_SPAWN_RATE = Math.max(500, 2000 - Math.floor(score / 10) * 50);
|
388 |
+
}
|
389 |
+
|
390 |
+
// Spawn powerups
|
391 |
+
if (timestamp - lastPowerupSpawn > POWERUP_SPAWN_RATE) {
|
392 |
+
spawnPowerup();
|
393 |
+
lastPowerupSpawn = timestamp;
|
394 |
+
}
|
395 |
+
|
396 |
+
// Update player
|
397 |
+
updatePlayer();
|
398 |
+
|
399 |
+
// Update bullets
|
400 |
+
updateBullets();
|
401 |
+
|
402 |
+
// Update enemies
|
403 |
+
updateEnemies();
|
404 |
+
|
405 |
+
// Update powerups
|
406 |
+
updatePowerups();
|
407 |
+
|
408 |
+
// Update explosions
|
409 |
+
updateExplosions();
|
410 |
+
|
411 |
+
// Draw player
|
412 |
+
drawPlayer();
|
413 |
+
|
414 |
+
// Draw bullets
|
415 |
+
drawBullets();
|
416 |
+
|
417 |
+
// Draw enemies
|
418 |
+
drawEnemies();
|
419 |
+
|
420 |
+
// Draw powerups
|
421 |
+
drawPowerups();
|
422 |
+
|
423 |
+
// Draw explosions
|
424 |
+
drawExplosions();
|
425 |
+
|
426 |
+
// Continue game loop
|
427 |
+
requestAnimationFrame(gameLoop);
|
428 |
+
}
|
429 |
+
|
430 |
+
function spawnEnemy() {
|
431 |
+
const size = Math.random() * 30 + 30;
|
432 |
+
const x = Math.random() * (canvas.width - size);
|
433 |
+
const y = -size;
|
434 |
+
const speed = Math.random() * 3 + 1;
|
435 |
+
const health = Math.floor(Math.random() * 2) + 1;
|
436 |
+
|
437 |
+
enemies.push({
|
438 |
+
x: x,
|
439 |
+
y: y,
|
440 |
+
width: size,
|
441 |
+
height: size,
|
442 |
+
speed: speed,
|
443 |
+
health: health,
|
444 |
+
origX: x,
|
445 |
+
movePattern: Math.random() > 0.5 ? 'straight' : 'zigzag',
|
446 |
+
zigzagSpeed: Math.random() * 0.1,
|
447 |
+
zigzagAmplitude: Math.random() * 100 + 50
|
448 |
+
});
|
449 |
+
}
|
450 |
+
|
451 |
+
function spawnPowerup() {
|
452 |
+
const x = Math.random() * (canvas.width - POWERUP_SIZE);
|
453 |
+
const y = -POWERUP_SIZE;
|
454 |
+
const types = ['tripleShot', 'rapidFire', 'shield'];
|
455 |
+
const type = types[Math.floor(Math.random() * types.length)];
|
456 |
+
|
457 |
+
powerups.push({
|
458 |
+
x: x,
|
459 |
+
y: y,
|
460 |
+
width: POWERUP_SIZE,
|
461 |
+
height: POWERUP_SIZE,
|
462 |
+
speed: 3,
|
463 |
+
type: type
|
464 |
+
});
|
465 |
+
}
|
466 |
+
|
467 |
+
function updatePlayer() {
|
468 |
+
// Movement
|
469 |
+
if (keys.ArrowLeft && player.x > 0) {
|
470 |
+
player.x -= player.speed;
|
471 |
+
}
|
472 |
+
if (keys.ArrowRight && player.x < canvas.width - player.width) {
|
473 |
+
player.x += player.speed;
|
474 |
+
}
|
475 |
+
if (keys.ArrowUp && player.y > canvas.height / 2) {
|
476 |
+
player.y -= player.speed;
|
477 |
+
}
|
478 |
+
if (keys.ArrowDown && player.y < canvas.height - player.height) {
|
479 |
+
player.y += player.speed;
|
480 |
+
}
|
481 |
+
|
482 |
+
// Shooting
|
483 |
+
if (keys.Space && Date.now() - player.lastShot > (powerupsActive.rapidFire ? 100 : player.shootDelay)) {
|
484 |
+
shoot();
|
485 |
+
player.lastShot = Date.now();
|
486 |
+
}
|
487 |
+
}
|
488 |
+
|
489 |
+
function shoot() {
|
490 |
+
if (powerupsActive.tripleShot) {
|
491 |
+
// Three spread shots
|
492 |
+
player.bullets.push({
|
493 |
+
x: player.x + player.width / 2 - BULLET_SIZE / 2,
|
494 |
+
y: player.y,
|
495 |
+
width: BULLET_SIZE,
|
496 |
+
height: BULLET_SIZE,
|
497 |
+
speed: -10,
|
498 |
+
angle: -0.1
|
499 |
+
});
|
500 |
+
player.bullets.push({
|
501 |
+
x: player.x + player.width / 2 - BULLET_SIZE / 2,
|
502 |
+
y: player.y,
|
503 |
+
width: BULLET_SIZE,
|
504 |
+
height: BULLET_SIZE,
|
505 |
+
speed: -10,
|
506 |
+
angle: 0
|
507 |
+
});
|
508 |
+
player.bullets.push({
|
509 |
+
x: player.x + player.width / 2 - BULLET_SIZE / 2,
|
510 |
+
y: player.y,
|
511 |
+
width: BULLET_SIZE,
|
512 |
+
height: BULLET_SIZE,
|
513 |
+
speed: -10,
|
514 |
+
angle: 0.1
|
515 |
+
});
|
516 |
+
} else {
|
517 |
+
// Single shot
|
518 |
+
player.bullets.push({
|
519 |
+
x: player.x + player.width / 2 - BULLET_SIZE / 2,
|
520 |
+
y: player.y,
|
521 |
+
width: BULLET_SIZE,
|
522 |
+
height: BULLET_SIZE,
|
523 |
+
speed: -10,
|
524 |
+
angle: 0
|
525 |
+
});
|
526 |
+
}
|
527 |
+
|
528 |
+
// Play laser sound
|
529 |
+
laserSound.currentTime = 0;
|
530 |
+
laserSound.play().catch(e => console.log("Audio play failed:", e));
|
531 |
+
}
|
532 |
+
|
533 |
+
function updateBullets() {
|
534 |
+
for (let i = player.bullets.length - 1; i >= 0; i--) {
|
535 |
+
const bullet = player.bullets[i];
|
536 |
+
bullet.y += bullet.speed;
|
537 |
+
if (bullet.angle !== 0) {
|
538 |
+
bullet.x += Math.sin(bullet.angle) * 5;
|
539 |
+
}
|
540 |
+
|
541 |
+
// Remove bullets that go off screen
|
542 |
+
if (bullet.y + bullet.height < 0) {
|
543 |
+
player.bullets.splice(i, 1);
|
544 |
+
}
|
545 |
+
}
|
546 |
+
}
|
547 |
+
|
548 |
+
function updateEnemies() {
|
549 |
+
for (let i = enemies.length - 1; i >= 0; i--) {
|
550 |
+
const enemy = enemies[i];
|
551 |
+
|
552 |
+
// Update position based on movement pattern
|
553 |
+
if (enemy.movePattern === 'straight') {
|
554 |
+
enemy.y += enemy.speed;
|
555 |
+
} else if (enemy.movePattern === 'zigzag') {
|
556 |
+
enemy.y += enemy.speed;
|
557 |
+
enemy.x = enemy.origX + Math.sin(enemy.y * enemy.zigzagSpeed) * enemy.zigzagAmplitude;
|
558 |
+
}
|
559 |
+
|
560 |
+
// Check if enemy hits player
|
561 |
+
if (
|
562 |
+
player.isAlive &&
|
563 |
+
enemy.y + enemy.height > player.y &&
|
564 |
+
enemy.y < player.y + player.height &&
|
565 |
+
enemy.x + enemy.width > player.x &&
|
566 |
+
enemy.x < player.x + player.width
|
567 |
+
) {
|
568 |
+
takeDamage(10);
|
569 |
+
// Create explosion at enemy position
|
570 |
+
createExplosion(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width * 1.5);
|
571 |
+
enemies.splice(i, 1);
|
572 |
+
|
573 |
+
// Play explosion sound
|
574 |
+
explosionSound.currentTime = 0;
|
575 |
+
explosionSound.play().catch(e => console.log("Audio play failed:", e));
|
576 |
+
continue;
|
577 |
+
}
|
578 |
+
|
579 |
+
// Remove enemies that go off screen
|
580 |
+
if (enemy.y > canvas.height) {
|
581 |
+
enemies.splice(i, 1);
|
582 |
+
continue;
|
583 |
+
}
|
584 |
+
|
585 |
+
// Check bullet collisions
|
586 |
+
for (let j = player.bullets.length - 1; j >= 0; j--) {
|
587 |
+
const bullet = player.bullets[j];
|
588 |
+
|
589 |
+
if (
|
590 |
+
bullet.y + bullet.height > enemy.y &&
|
591 |
+
bullet.y < enemy.y + enemy.height &&
|
592 |
+
bullet.x + bullet.width > enemy.x &&
|
593 |
+
bullet.x < enemy.x + enemy.width
|
594 |
+
) {
|
595 |
+
// Hit detected
|
596 |
+
enemy.health--;
|
597 |
+
|
598 |
+
if (enemy.health <= 0) {
|
599 |
+
// Enemy destroyed
|
600 |
+
score += 10;
|
601 |
+
scoreDisplay.textContent = `SCORE: ${score}`;
|
602 |
+
enemies.splice(i, 1);
|
603 |
+
createExplosion(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width);
|
604 |
+
|
605 |
+
// Play explosion sound
|
606 |
+
explosionSound.currentTime = 0;
|
607 |
+
explosionSound.play().catch(e => console.log("Audio play failed:", e));
|
608 |
+
}
|
609 |
+
|
610 |
+
player.bullets.splice(j, 1);
|
611 |
+
break;
|
612 |
+
}
|
613 |
+
}
|
614 |
+
}
|
615 |
+
}
|
616 |
+
|
617 |
+
function updatePowerups() {
|
618 |
+
for (let i = powerups.length - 1; i >= 0; i--) {
|
619 |
+
const powerup = powerups[i];
|
620 |
+
powerup.y += powerup.speed;
|
621 |
+
|
622 |
+
// Check if player collects powerup
|
623 |
+
if (
|
624 |
+
player.isAlive &&
|
625 |
+
powerup.y + powerup.height > player.y &&
|
626 |
+
powerup.y < player.y + player.height &&
|
627 |
+
powerup.x + powerup.width > player.x &&
|
628 |
+
powerup.x < player.x + player.width
|
629 |
+
) {
|
630 |
+
activatePowerup(powerup.type);
|
631 |
+
powerups.splice(i, 1);
|
632 |
+
|
633 |
+
// Play powerup sound
|
634 |
+
powerupSound.currentTime = 0;
|
635 |
+
powerupSound.play().catch(e => console.log("Audio play failed:", e));
|
636 |
+
continue;
|
637 |
+
}
|
638 |
+
|
639 |
+
// Remove powerups that go off screen
|
640 |
+
if (powerup.y > canvas.height) {
|
641 |
+
powerups.splice(i, 1);
|
642 |
+
}
|
643 |
+
}
|
644 |
+
|
645 |
+
// Check if powerups should expire
|
646 |
+
const now = Date.now();
|
647 |
+
for (const type in powerupsActive) {
|
648 |
+
if (powerupsActive[type] && now - powerupsActive[type] > POWERUP_DURATION) {
|
649 |
+
powerupsActive[type] = false;
|
650 |
+
updatePowerupDisplay();
|
651 |
+
}
|
652 |
+
}
|
653 |
+
}
|
654 |
+
|
655 |
+
function activatePowerup(type) {
|
656 |
+
powerupsActive[type] = Date.now();
|
657 |
+
updatePowerupDisplay();
|
658 |
+
|
659 |
+
// Display powerup notification
|
660 |
+
const notification = document.createElement('div');
|
661 |
+
notification.className = 'powerup-notification';
|
662 |
+
notification.textContent = type === 'tripleShot' ? 'TRIPLE SHOT ACTIVATED' :
|
663 |
+
type === 'rapidFire' ? 'RAPID FIRE ACTIVATED' :
|
664 |
+
'SHIELD ACTIVATED';
|
665 |
+
notification.style.position = 'absolute';
|
666 |
+
notification.style.left = '50%';
|
667 |
+
notification.style.top = '30%';
|
668 |
+
notification.style.transform = 'translateX(-50%)';
|
669 |
+
notification.style.color = '#ff0';
|
670 |
+
notification.style.fontSize = '24px';
|
671 |
+
notification.style.textShadow = '0 0 10px #ff0';
|
672 |
+
notification.style.opacity = '0';
|
673 |
+
notification.style.transition = 'opacity 1s';
|
674 |
+
|
675 |
+
document.getElementById('uiOverlay').appendChild(notification);
|
676 |
+
|
677 |
+
// Fade in
|
678 |
+
setTimeout(() => {
|
679 |
+
notification.style.opacity = '1';
|
680 |
+
}, 10);
|
681 |
+
|
682 |
+
// Fade out and remove
|
683 |
+
setTimeout(() => {
|
684 |
+
notification.style.opacity = '0';
|
685 |
+
setTimeout(() => {
|
686 |
+
notification.remove();
|
687 |
+
}, 1000);
|
688 |
+
}, 3000);
|
689 |
+
}
|
690 |
+
|
691 |
+
function updatePowerupDisplay() {
|
692 |
+
// Clear existing icons
|
693 |
+
powerupsContainer.innerHTML = '';
|
694 |
+
|
695 |
+
// Add icons for active powerups
|
696 |
+
for (const type in powerupsActive) {
|
697 |
+
if (powerupsActive[type]) {
|
698 |
+
const icon = document.createElement('div');
|
699 |
+
icon.className = 'powerup-icon';
|
700 |
+
icon.textContent = type === 'tripleShot' ? '3x' :
|
701 |
+
type === 'rapidFire' ? 'RF' :
|
702 |
+
'S';
|
703 |
+
icon.title = type === 'tripleShot' ? 'Triple Shot' :
|
704 |
+
type === 'rapidFire' ? 'Rapid Fire' :
|
705 |
+
'Shield';
|
706 |
+
|
707 |
+
// Add progress bar
|
708 |
+
const progress = document.createElement('div');
|
709 |
+
progress.style.position = 'absolute';
|
710 |
+
progress.style.bottom = '-5px';
|
711 |
+
progress.style.left = '0';
|
712 |
+
progress.style.width = '100%';
|
713 |
+
progress.style.height = '3px';
|
714 |
+
progress.style.backgroundColor = '#ff0';
|
715 |
+
progress.style.transformOrigin = 'left center';
|
716 |
+
|
717 |
+
// Calculate remaining time
|
718 |
+
const durationLeft = Math.max(0, POWERUP_DURATION - (Date.now() - powerupsActive[type]));
|
719 |
+
const percentageLeft = (durationLeft / POWERUP_DURATION) * 100;
|
720 |
+
progress.style.transform = `scaleX(${percentageLeft / 100})`;
|
721 |
+
|
722 |
+
icon.appendChild(progress);
|
723 |
+
powerupsContainer.appendChild(icon);
|
724 |
+
|
725 |
+
// Update progress bar
|
726 |
+
const interval = setInterval(() => {
|
727 |
+
const timeLeft = Math.max(0, POWERUP_DURATION - (Date.now() - powerupsActive[type]));
|
728 |
+
const percentage = (timeLeft / POWERUP_DURATION) * 100;
|
729 |
+
progress.style.transform = `scaleX(${percentage / 100})`;
|
730 |
+
|
731 |
+
if (timeLeft <= 0) {
|
732 |
+
clearInterval(interval);
|
733 |
+
}
|
734 |
+
}, 100);
|
735 |
+
}
|
736 |
+
}
|
737 |
+
}
|
738 |
+
|
739 |
+
function createExplosion(x, y, radius) {
|
740 |
+
explosions.push({
|
741 |
+
x: x,
|
742 |
+
y: y,
|
743 |
+
radius: radius,
|
744 |
+
maxRadius: radius * 1.5,
|
745 |
+
alpha: 1,
|
746 |
+
life: 1
|
747 |
+
});
|
748 |
+
}
|
749 |
+
|
750 |
+
function updateExplosions() {
|
751 |
+
for (let i = explosions.length - 1; i >= 0; i--) {
|
752 |
+
const explosion = explosions[i];
|
753 |
+
explosion.radius += 0.5;
|
754 |
+
explosion.life -= 0.02;
|
755 |
+
|
756 |
+
if (explosion.life <= 0) {
|
757 |
+
explosions.splice(i, 1);
|
758 |
+
}
|
759 |
+
}
|
760 |
+
}
|
761 |
+
|
762 |
+
function takeDamage(amount) {
|
763 |
+
if (powerupsActive.shield) return;
|
764 |
+
|
765 |
+
health = Math.max(0, health - amount);
|
766 |
+
healthFill.style.width = `${health}%`;
|
767 |
+
|
768 |
+
if (health <= 0) {
|
769 |
+
player.isAlive = false;
|
770 |
+
gameOver = true;
|
771 |
+
createExplosion(player.x + player.width/2, player.y + player.height/2, player.width * 2);
|
772 |
+
}
|
773 |
+
}
|
774 |
+
|
775 |
+
function drawPlayer() {
|
776 |
+
if (!player.isAlive) return;
|
777 |
+
|
778 |
+
// Draw ship body
|
779 |
+
ctx.fillStyle = player.color;
|
780 |
+
ctx.beginPath();
|
781 |
+
ctx.moveTo(player.x + player.width/2, player.y);
|
782 |
+
ctx.lineTo(player.x + player.width, player.y + player.height);
|
783 |
+
ctx.lineTo(player.x, player.y + player.height);
|
784 |
+
ctx.closePath();
|
785 |
+
ctx.fill();
|
786 |
+
|
787 |
+
// Draw cockpit
|
788 |
+
ctx.fillStyle = '#0af';
|
789 |
+
ctx.beginPath();
|
790 |
+
ctx.arc(player.x + player.width/2, player.y + player.height/2, player.width/4, 0, Math.PI * 2);
|
791 |
+
ctx.fill();
|
792 |
+
|
793 |
+
// Draw engine glow
|
794 |
+
if (Date.now() % 200 < 100) {
|
795 |
+
ctx.fillStyle = '#f80';
|
796 |
+
ctx.beginPath();
|
797 |
+
ctx.moveTo(player.x + player.width/3, player.y + player.height);
|
798 |
+
ctx.lineTo(player.x + player.width/2, player.y + player.height + 10);
|
799 |
+
ctx.lineTo(player.x + 2*player.width/3, player.y + player.height);
|
800 |
+
ctx.closePath();
|
801 |
+
ctx.fill();
|
802 |
+
}
|
803 |
+
|
804 |
+
// Draw shield if active
|
805 |
+
if (powerupsActive.shield) {
|
806 |
+
ctx.strokeStyle = '#0ff';
|
807 |
+
ctx.lineWidth = 2;
|
808 |
+
ctx.beginPath();
|
809 |
+
ctx.arc(player.x + player.width/2, player.y + player.height/2, player.width, 0, Math.PI * 2);
|
810 |
+
ctx.stroke();
|
811 |
+
|
812 |
+
ctx.strokeStyle = '#0ff';
|
813 |
+
ctx.lineWidth = 1;
|
814 |
+
ctx.beginPath();
|
815 |
+
ctx.arc(player.x + player.width/2, player.y + player.height/2, player.width * 1.3, 0, Math.PI * 2);
|
816 |
+
ctx.stroke();
|
817 |
+
}
|
818 |
+
}
|
819 |
+
|
820 |
+
function drawBullets() {
|
821 |
+
ctx.fillStyle = '#ff0';
|
822 |
+
for (const bullet of player.bullets) {
|
823 |
+
ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
|
824 |
+
|
825 |
+
// Add trail effect
|
826 |
+
ctx.fillStyle = 'rgba(255, 255, 0, 0.5)';
|
827 |
+
ctx.fillRect(bullet.x, bullet.y + bullet.height, bullet.width, bullet.height/2);
|
828 |
+
ctx.fillStyle = '#ff0';
|
829 |
+
}
|
830 |
+
}
|
831 |
+
|
832 |
+
function drawEnemies() {
|
833 |
+
for (const enemy of enemies) {
|
834 |
+
// Different colors for different health levels
|
835 |
+
ctx.fillStyle = enemy.health === 2 ? '#f60' : '#f06';
|
836 |
+
|
837 |
+
// Draw alien ship
|
838 |
+
ctx.beginPath();
|
839 |
+
ctx.moveTo(enemy.x + enemy.width/2, enemy.y);
|
840 |
+
ctx.lineTo(enemy.x + enemy.width, enemy.y + enemy.height);
|
841 |
+
ctx.lineTo(enemy.x, enemy.y + enemy.height);
|
842 |
+
ctx.closePath();
|
843 |
+
ctx.fill();
|
844 |
+
|
845 |
+
// Draw alien markings
|
846 |
+
if (enemy.health === 2) {
|
847 |
+
ctx.strokeStyle = '#0f0';
|
848 |
+
ctx.lineWidth = 2;
|
849 |
+
ctx.beginPath();
|
850 |
+
ctx.moveTo(enemy.x + enemy.width/3, enemy.y + enemy.height/2);
|
851 |
+
ctx.lineTo(enemy.x + 2*enemy.width/3, enemy.y + enemy.height/2);
|
852 |
+
ctx.stroke();
|
853 |
+
}
|
854 |
+
|
855 |
+
// Draw glow effect
|
856 |
+
ctx.fillStyle = 'rgba(255, 0, 0, 0.2)';
|
857 |
+
ctx.beginPath();
|
858 |
+
ctx.arc(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width * 0.8, 0, Math.PI * 2);
|
859 |
+
ctx.fill();
|
860 |
+
}
|
861 |
+
}
|
862 |
+
|
863 |
+
function drawPowerups() {
|
864 |
+
for (const powerup of powerups) {
|
865 |
+
let color;
|
866 |
+
let symbol;
|
867 |
+
|
868 |
+
if (powerup.type === 'tripleShot') {
|
869 |
+
color = '#0f0';
|
870 |
+
symbol = '3x';
|
871 |
+
} else if (powerup.type === 'rapidFire') {
|
872 |
+
color = '#00f';
|
873 |
+
symbol = 'RF';
|
874 |
+
} else {
|
875 |
+
color = '#0ff';
|
876 |
+
symbol = 'S';
|
877 |
+
}
|
878 |
+
|
879 |
+
// Draw powerup background
|
880 |
+
ctx.fillStyle = color;
|
881 |
+
ctx.beginPath();
|
882 |
+
ctx.arc(powerup.x + powerup.width/2, powerup.y + powerup.height/2, powerup.width/2, 0, Math.PI * 2);
|
883 |
+
ctx.fill();
|
884 |
+
|
885 |
+
// Draw symbol
|
886 |
+
ctx.fillStyle = '#000';
|
887 |
+
ctx.font = 'bold 12px Orbitron';
|
888 |
+
ctx.textAlign = 'center';
|
889 |
+
ctx.textBaseline = 'middle';
|
890 |
+
ctx.fillText(symbol, powerup.x + powerup.width/2, powerup.y + powerup.height/2);
|
891 |
+
|
892 |
+
// Add pulsing glow effect
|
893 |
+
const pulse = Math.sin(Date.now() / 200) * 0.3 + 0.7;
|
894 |
+
ctx.strokeStyle = `rgba(${color === '#0f0' ? '0,255,0' : color === '#00f' ? '0,0,255' : '0,255,255'},${pulse})`;
|
895 |
+
ctx.lineWidth = 2;
|
896 |
+
ctx.beginPath();
|
897 |
+
ctx.arc(powerup.x + powerup.width/2, powerup.y + powerup.height/2, powerup.width/2 + 2, 0, Math.PI * 2);
|
898 |
+
ctx.stroke();
|
899 |
+
}
|
900 |
+
}
|
901 |
+
|
902 |
+
function drawExplosions() {
|
903 |
+
for (const explosion of explosions) {
|
904 |
+
const gradient = ctx.createRadialGradient(
|
905 |
+
explosion.x,
|
906 |
+
explosion.y,
|
907 |
+
0,
|
908 |
+
explosion.x,
|
909 |
+
explosion.y,
|
910 |
+
explosion.radius
|
911 |
+
);
|
912 |
+
|
913 |
+
gradient.addColorStop(0, `rgba(255, 255, 0, ${explosion.life})`);
|
914 |
+
gradient.addColorStop(0.5, `rgba(255, 100, 0, ${explosion.life * 0.7})`);
|
915 |
+
gradient.addColorStop(1, `rgba(255, 0, 0, 0)`);
|
916 |
+
|
917 |
+
ctx.beginPath();
|
918 |
+
ctx.fillStyle = gradient;
|
919 |
+
ctx.arc(explosion.x, explosion.y, explosion.radius, 0, Math.PI * 2);
|
920 |
+
ctx.fill();
|
921 |
+
|
922 |
+
// Add secondary explosion ring
|
923 |
+
if (explosion.life > 0.5) {
|
924 |
+
const outerRadius = explosion.radius * 1.5;
|
925 |
+
const outerAlpha = (explosion.life - 0.5) * 2;
|
926 |
+
|
927 |
+
const outerGradient = ctx.createRadialGradient(
|
928 |
+
explosion.x,
|
929 |
+
explosion.y,
|
930 |
+
0,
|
931 |
+
explosion.x,
|
932 |
+
explosion.y,
|
933 |
+
outerRadius
|
934 |
+
);
|
935 |
+
|
936 |
+
outerGradient.addColorStop(0, `rgba(255, 255, 255, ${outerAlpha})`);
|
937 |
+
outerGradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
|
938 |
+
|
939 |
+
ctx.beginPath();
|
940 |
+
ctx.fillStyle = outerGradient;
|
941 |
+
ctx.arc(explosion.x, explosion.y, outerRadius, 0, Math.PI * 2);
|
942 |
+
ctx.fill();
|
943 |
+
}
|
944 |
+
}
|
945 |
+
}
|
946 |
+
|
947 |
+
function endGame() {
|
948 |
+
gameOver = true;
|
949 |
+
gameOverScreen.style.display = 'flex';
|
950 |
+
finalScore.textContent = `SCORE: ${score}`;
|
951 |
+
backgroundMusic.pause();
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