Spaces:
Running
Running
Add 1 files
Browse files- index.html +316 -38
index.html
CHANGED
@@ -3,54 +3,69 @@
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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>
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<script src="https://cdn.tailwindcss.com"></script>
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<style>
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/* Custom CSS
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body {
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overflow: hidden;
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background-color: #1a202c;
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}
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#game-container {
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position: relative;
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width: 800px;
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height: 400px;
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margin: 0 auto;
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background-image: url('https://images.unsplash.com/photo-
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background-size: cover;
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overflow: hidden;
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}
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.character {
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position: absolute;
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width:
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height: 120px;
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bottom: 0;
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transition: transform 0.1s;
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}
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#player1 {
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left: 100px;
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background-
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}
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#player2 {
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right: 100px;
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background-
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}
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.health-bar {
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height: 20px;
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transition: width 0.3s;
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}
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#player1-health {
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background
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}
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#player2-health {
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background
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}
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.attack-effect {
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@@ -111,45 +126,138 @@
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text-align: center;
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color: white;
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font-size: 14px;
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}
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</style>
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</head>
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<body class="bg-gray-900 text-white">
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<div class="container mx-auto py-8">
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<h1 class="text-4xl font-bold text-center mb-6
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<div class="flex justify-between mb-4">
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<div class="w-1/2 pr-4">
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<h2 class="text-xl font-semibold mb-2">
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<div class="health-container bg-gray-700 rounded h-6 mb-2">
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<div id="player1-health" class="health-bar
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</div>
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<p class="text-sm">
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</div>
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<div class="w-1/2 pl-4">
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<h2 class="text-xl font-semibold mb-2">
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<div class="health-container bg-gray-700 rounded h-6 mb-2">
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<div id="player2-health" class="health-bar
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</div>
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<p class="text-sm">
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</div>
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</div>
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<div id="game-container" class="
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<div id="player1" class="character
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<div id="player2" class="character
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<div id="game-over">
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<h2 id="winner-text" class="text-4xl font-bold mb-6"></h2>
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<button id="restart-btn" class="px-6 py-3 bg-blue-500 hover:
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Play Again
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</button>
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</div>
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<div class="controls">
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<p>First to reduce opponent's health to zero wins!</p>
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</div>
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</div>
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</div>
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<script>
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@@ -160,35 +268,50 @@
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const player2 = document.getElementById('player2');
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const player1Health = document.getElementById('player1-health');
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const player2Health = document.getElementById('player2-health');
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const gameOverScreen = document.getElementById('game-over');
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const winnerText = document.getElementById('winner-text');
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const restartBtn = document.getElementById('restart-btn');
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// Game state
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const gameState = {
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player1: {
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x: 100,
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y: 0,
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width:
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height: 120,
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speed: 5,
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health: 100,
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isJumping: false,
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isAttacking: false,
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},
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player2: {
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x: gameContainer.offsetWidth -
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y: 0,
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width:
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height: 120,
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speed: 5,
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health: 100,
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isJumping: false,
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isAttacking: false,
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},
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gameRunning: true
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};
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// Key states
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@@ -197,12 +320,14 @@
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a: false,
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s: false,
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d: false,
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space: false,
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arrowup: false,
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arrowleft: false,
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arrowdown: false,
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arrowright: false,
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enter: false
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};
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// Event listeners for keyboard
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case 'a': keys.a = true; break;
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case 's': keys.s = true; break;
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case 'd': keys.d = true; break;
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case ' ': keys.space = true; break;
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case 'arrowup': keys.arrowup = true; break;
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case 'arrowleft': keys.arrowleft = true; break;
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case 'arrowdown': keys.arrowdown = true; break;
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case 'arrowright': keys.arrowright = true; break;
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case 'enter': keys.enter = true; break;
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}
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});
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case 'a': keys.a = false; break;
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case 's': keys.s = false; break;
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case 'd': keys.d = false; break;
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case ' ': keys.space = false; break;
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case 'arrowup': keys.arrowup = false; break;
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case 'arrowleft': keys.arrowleft = false; break;
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case 'arrowdown': keys.arrowdown = false; break;
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case 'arrowright': keys.arrowright = false; break;
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case 'enter': keys.enter = false; break;
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}
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});
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restartBtn.addEventListener('click', () => {
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gameState.player1.health = 100;
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gameState.player2.health = 100;
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gameState.player1.x = 100;
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gameState.player2.x = gameContainer.offsetWidth -
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gameState.player1.isJumping = false;
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gameState.player2.isJumping = false;
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gameState.player1.isAttacking = false;
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gameState.player2.isAttacking = false;
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gameState.gameRunning = true;
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player1Health.style.width = '100%';
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player2Health.style.width = '100%';
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gameOverScreen.style.display = 'none';
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});
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// Game loop
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if (keys.a && gameState.player1.x > 0) {
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gameState.player1.x -= gameState.player1.speed;
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gameState.player1.direction = 'left';
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}
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if (keys.d && gameState.player1.x < gameContainer.offsetWidth - gameState.player1.width) {
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gameState.player1.x += gameState.player1.speed;
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gameState.player1.direction = 'right';
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}
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if (keys.w && !gameState.player1.isJumping) {
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gameState.player1.isJumping = true;
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}
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// Player 1 attack
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if (keys.space && !gameState.player1.isAttacking) {
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gameState.player1.isAttacking = true;
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const attackX = gameState.player1.direction === 'right' ?
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gameState.player1.x + gameState.player1.width :
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@@ -291,17 +439,62 @@
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gameState.player1.isAttacking = false;
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}, 300);
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checkAttackHit('player1');
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}
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// Player 2 movement
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if (keys.arrowleft && gameState.player2.x > 0) {
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gameState.player2.x -= gameState.player2.speed;
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gameState.player2.direction = 'left';
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}
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if (keys.arrowright && gameState.player2.x < gameContainer.offsetWidth - gameState.player2.width) {
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gameState.player2.x += gameState.player2.speed;
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gameState.player2.direction = 'right';
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}
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if (keys.arrowup && !gameState.player2.isJumping) {
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gameState.player2.isJumping = true;
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}
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// Player 2 attack
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if (keys.enter && !gameState.player2.isAttacking) {
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gameState.player2.isAttacking = true;
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const attackX = gameState.player2.direction === 'right' ?
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gameState.player2.x + gameState.player2.width :
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gameState.player2.isAttacking = false;
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}, 300);
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checkAttackHit('player2');
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}
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// Update positions
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player1.style.left = gameState.player1.x + 'px';
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player2.style.left = gameState.player2.x + 'px';
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requestAnimationFrame(gameLoop);
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}
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}
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// Check if attack hits opponent
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function checkAttackHit(attacker) {
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const attackerState = gameState[attacker];
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const defender = attacker === 'player1' ? 'player2' : 'player1';
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const defenderState = gameState[defender];
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const defenderElement = document.getElementById(defender);
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// Simple collision detection
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const attackRange = 50;
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const attackerCenterX = attackerState.x + attackerState.width / 2;
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const defenderCenterX = defenderState.x + defenderState.width / 2;
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const distance = Math.abs(attackerCenterX - defenderCenterX);
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if (distance < attackRange && !defenderState.isJumping) {
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// Hit successful
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document.getElementById(`${defender}-health`).style.width = `${defenderState.health}%`;
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// Visual feedback for hit
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defenderElement.classList.add('hit');
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setTimeout(() => {
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if (defenderState.health <= 0) {
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gameState.gameRunning = false;
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gameOverScreen.style.display = 'flex';
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winnerText.textContent = `${attacker === 'player1' ? '
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}
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}
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}
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// Start the game
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gameLoop();
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});
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<head>
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4 |
<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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6 |
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<title>Raccoon Rumble</title>
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<script src="https://cdn.tailwindcss.com"></script>
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<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
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<style>
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10 |
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/* Custom CSS */
|
11 |
body {
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12 |
overflow: hidden;
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13 |
background-color: #1a202c;
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14 |
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font-family: 'Press Start 2P', cursive;
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}
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@import url('https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap');
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#game-container {
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position: relative;
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width: 800px;
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height: 400px;
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margin: 0 auto;
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background-image: url('https://images.unsplash.com/photo-1518098268026-4e89f1a2cd8e?ixlib=rb-1.2.1&auto=format&fit=crop&w=800&q=80');
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background-size: cover;
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overflow: hidden;
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box-shadow: 0 0 20px rgba(0, 255, 255, 0.5);
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border: 4px solid #4fd1c5;
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border-radius: 10px;
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}
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.character {
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position: absolute;
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width: 100px;
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height: 120px;
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bottom: 0;
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transition: transform 0.1s;
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background-size: contain;
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background-repeat: no-repeat;
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background-position: bottom;
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}
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#player1 {
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left: 100px;
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background-image: url('https://i.imgur.com/JQZv0Qp.png');
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transform: scaleX(1);
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}
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#player2 {
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right: 100px;
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background-image: url('https://i.imgur.com/JQZv0Qp.png');
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transform: scaleX(-1);
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filter: hue-rotate(180deg) brightness(1.2);
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}
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.health-bar {
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height: 20px;
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transition: width 0.3s;
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border-radius: 5px;
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box-shadow: 0 0 5px rgba(255, 255, 255, 0.5);
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}
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#player1-health {
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background: linear-gradient(90deg, #3b82f6, #1d4ed8);
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}
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#player2-health {
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background: linear-gradient(90deg, #ef4444, #b91c1c);
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}
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.attack-effect {
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text-align: center;
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color: white;
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font-size: 14px;
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text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);
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}
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.finisher-move {
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position: absolute;
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width: 200px;
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height: 200px;
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background-size: contain;
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background-repeat: no-repeat;
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background-position: center;
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z-index: 50;
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animation: finisher 1.5s forwards;
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display: none;
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}
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@keyframes finisher {
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0% { transform: scale(0.5); opacity: 0; }
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20% { transform: scale(1.2); opacity: 1; }
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80% { transform: scale(1.2); opacity: 1; }
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100% { transform: scale(1.5); opacity: 0; }
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}
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.finisher-text {
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position: absolute;
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color: #fff;
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154 |
+
font-size: 24px;
|
155 |
+
font-weight: bold;
|
156 |
+
text-shadow: 0 0 10px #fff, 0 0 20px #fff, 0 0 30px #e60073;
|
157 |
+
z-index: 60;
|
158 |
+
animation: textPulse 1s infinite;
|
159 |
+
display: none;
|
160 |
+
}
|
161 |
+
|
162 |
+
@keyframes textPulse {
|
163 |
+
0% { transform: scale(1); }
|
164 |
+
50% { transform: scale(1.2); }
|
165 |
+
100% { transform: scale(1); }
|
166 |
+
}
|
167 |
+
|
168 |
+
.power-meter {
|
169 |
+
height: 10px;
|
170 |
+
background: linear-gradient(90deg, #f59e0b, #fbbf24);
|
171 |
+
border-radius: 5px;
|
172 |
+
transition: width 0.3s;
|
173 |
+
box-shadow: 0 0 5px rgba(245, 158, 11, 0.8);
|
174 |
+
}
|
175 |
+
|
176 |
+
.combo-counter {
|
177 |
+
position: absolute;
|
178 |
+
top: 10px;
|
179 |
+
right: 10px;
|
180 |
+
color: white;
|
181 |
+
font-size: 18px;
|
182 |
+
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);
|
183 |
+
display: none;
|
184 |
+
}
|
185 |
+
|
186 |
+
.combo-text {
|
187 |
+
animation: comboPulse 0.3s;
|
188 |
+
}
|
189 |
+
|
190 |
+
@keyframes comboPulse {
|
191 |
+
0% { transform: scale(1); }
|
192 |
+
50% { transform: scale(1.5); }
|
193 |
+
100% { transform: scale(1); }
|
194 |
}
|
195 |
</style>
|
196 |
</head>
|
197 |
<body class="bg-gray-900 text-white">
|
198 |
<div class="container mx-auto py-8">
|
199 |
+
<h1 class="text-4xl font-bold text-center mb-6 text-transparent bg-clip-text bg-gradient-to-r from-blue-400 to-red-500">
|
200 |
+
<i class="fas fa-paw mr-2"></i>Raccoon Rumble<i class="fas fa-paw ml-2"></i>
|
201 |
+
</h1>
|
202 |
|
203 |
<div class="flex justify-between mb-4">
|
204 |
<div class="w-1/2 pr-4">
|
205 |
+
<h2 class="text-xl font-semibold mb-2 text-blue-400">
|
206 |
+
<i class="fas fa-band-aid mr-2"></i>Blue Bandit
|
207 |
+
</h2>
|
208 |
<div class="health-container bg-gray-700 rounded h-6 mb-2">
|
209 |
+
<div id="player1-health" class="health-bar" style="width: 100%"></div>
|
210 |
+
</div>
|
211 |
+
<div class="power-container bg-gray-800 rounded h-3 mb-2">
|
212 |
+
<div id="player1-power" class="power-meter" style="width: 0%"></div>
|
213 |
</div>
|
214 |
+
<p class="text-sm text-blue-300">
|
215 |
+
WASD: Move | Space: Attack | F: Finisher
|
216 |
+
</p>
|
217 |
</div>
|
218 |
<div class="w-1/2 pl-4">
|
219 |
+
<h2 class="text-xl font-semibold mb-2 text-red-400">
|
220 |
+
<i class="fas fa-band-aid mr-2"></i>Red Raider
|
221 |
+
</h2>
|
222 |
<div class="health-container bg-gray-700 rounded h-6 mb-2">
|
223 |
+
<div id="player2-health" class="health-bar" style="width: 100%"></div>
|
224 |
+
</div>
|
225 |
+
<div class="power-container bg-gray-800 rounded h-3 mb-2">
|
226 |
+
<div id="player2-power" class="power-meter" style="width: 0%"></div>
|
227 |
</div>
|
228 |
+
<p class="text-sm text-red-300">
|
229 |
+
Arrows: Move | Enter: Attack | M: Finisher
|
230 |
+
</p>
|
231 |
</div>
|
232 |
</div>
|
233 |
|
234 |
+
<div id="game-container" class="relative">
|
235 |
+
<div id="player1" class="character"></div>
|
236 |
+
<div id="player2" class="character"></div>
|
237 |
+
|
238 |
+
<div id="finisher-effect" class="finisher-move"></div>
|
239 |
+
<div id="finisher-text" class="finisher-text">FINISHER!</div>
|
240 |
+
|
241 |
+
<div id="player1-combo" class="combo-counter">Combo: 0</div>
|
242 |
+
<div id="player2-combo" class="combo-counter">Combo: 0</div>
|
243 |
|
244 |
<div id="game-over">
|
245 |
+
<h2 id="winner-text" class="text-4xl font-bold mb-6 text-transparent bg-clip-text bg-gradient-to-r from-yellow-300 to-red-500"></h2>
|
246 |
+
<button id="restart-btn" class="px-6 py-3 bg-gradient-to-r from-blue-500 to-purple-600 hover:from-blue-600 hover:to-purple-700 rounded-lg font-semibold shadow-lg transform transition hover:scale-105">
|
247 |
+
<i class="fas fa-redo mr-2"></i>Play Again
|
248 |
</button>
|
249 |
</div>
|
250 |
|
251 |
<div class="controls">
|
252 |
<p>First to reduce opponent's health to zero wins!</p>
|
253 |
+
<p>Build power meter to unleash FINISHER moves!</p>
|
254 |
</div>
|
255 |
</div>
|
256 |
+
|
257 |
+
<div class="mt-6 text-center text-gray-400 text-sm">
|
258 |
+
<p>Special Moves: Press Attack + Down for a low attack</p>
|
259 |
+
<p>Finishers can only be used when power meter is full</p>
|
260 |
+
</div>
|
261 |
</div>
|
262 |
|
263 |
<script>
|
|
|
268 |
const player2 = document.getElementById('player2');
|
269 |
const player1Health = document.getElementById('player1-health');
|
270 |
const player2Health = document.getElementById('player2-health');
|
271 |
+
const player1Power = document.getElementById('player1-power');
|
272 |
+
const player2Power = document.getElementById('player2-power');
|
273 |
const gameOverScreen = document.getElementById('game-over');
|
274 |
const winnerText = document.getElementById('winner-text');
|
275 |
const restartBtn = document.getElementById('restart-btn');
|
276 |
+
const finisherEffect = document.getElementById('finisher-effect');
|
277 |
+
const finisherText = document.getElementById('finisher-text');
|
278 |
+
const player1Combo = document.getElementById('player1-combo');
|
279 |
+
const player2Combo = document.getElementById('player2-combo');
|
280 |
|
281 |
// Game state
|
282 |
const gameState = {
|
283 |
player1: {
|
284 |
x: 100,
|
285 |
y: 0,
|
286 |
+
width: 100,
|
287 |
height: 120,
|
288 |
speed: 5,
|
289 |
health: 100,
|
290 |
+
power: 0,
|
291 |
isJumping: false,
|
292 |
isAttacking: false,
|
293 |
+
isUsingFinisher: false,
|
294 |
+
direction: 'right',
|
295 |
+
comboCount: 0,
|
296 |
+
lastHitTime: 0
|
297 |
},
|
298 |
player2: {
|
299 |
+
x: gameContainer.offsetWidth - 200,
|
300 |
y: 0,
|
301 |
+
width: 100,
|
302 |
height: 120,
|
303 |
speed: 5,
|
304 |
health: 100,
|
305 |
+
power: 0,
|
306 |
isJumping: false,
|
307 |
isAttacking: false,
|
308 |
+
isUsingFinisher: false,
|
309 |
+
direction: 'left',
|
310 |
+
comboCount: 0,
|
311 |
+
lastHitTime: 0
|
312 |
},
|
313 |
+
gameRunning: true,
|
314 |
+
finisherActive: false
|
315 |
};
|
316 |
|
317 |
// Key states
|
|
|
320 |
a: false,
|
321 |
s: false,
|
322 |
d: false,
|
323 |
+
f: false,
|
324 |
space: false,
|
325 |
arrowup: false,
|
326 |
arrowleft: false,
|
327 |
arrowdown: false,
|
328 |
arrowright: false,
|
329 |
+
enter: false,
|
330 |
+
m: false
|
331 |
};
|
332 |
|
333 |
// Event listeners for keyboard
|
|
|
339 |
case 'a': keys.a = true; break;
|
340 |
case 's': keys.s = true; break;
|
341 |
case 'd': keys.d = true; break;
|
342 |
+
case 'f': keys.f = true; break;
|
343 |
case ' ': keys.space = true; break;
|
344 |
case 'arrowup': keys.arrowup = true; break;
|
345 |
case 'arrowleft': keys.arrowleft = true; break;
|
346 |
case 'arrowdown': keys.arrowdown = true; break;
|
347 |
case 'arrowright': keys.arrowright = true; break;
|
348 |
case 'enter': keys.enter = true; break;
|
349 |
+
case 'm': keys.m = true; break;
|
350 |
}
|
351 |
});
|
352 |
|
|
|
356 |
case 'a': keys.a = false; break;
|
357 |
case 's': keys.s = false; break;
|
358 |
case 'd': keys.d = false; break;
|
359 |
+
case 'f': keys.f = false; break;
|
360 |
case ' ': keys.space = false; break;
|
361 |
case 'arrowup': keys.arrowup = false; break;
|
362 |
case 'arrowleft': keys.arrowleft = false; break;
|
363 |
case 'arrowdown': keys.arrowdown = false; break;
|
364 |
case 'arrowright': keys.arrowright = false; break;
|
365 |
case 'enter': keys.enter = false; break;
|
366 |
+
case 'm': keys.m = false; break;
|
367 |
}
|
368 |
});
|
369 |
|
|
|
371 |
restartBtn.addEventListener('click', () => {
|
372 |
gameState.player1.health = 100;
|
373 |
gameState.player2.health = 100;
|
374 |
+
gameState.player1.power = 0;
|
375 |
+
gameState.player2.power = 0;
|
376 |
gameState.player1.x = 100;
|
377 |
+
gameState.player2.x = gameContainer.offsetWidth - 200;
|
378 |
gameState.player1.isJumping = false;
|
379 |
gameState.player2.isJumping = false;
|
380 |
gameState.player1.isAttacking = false;
|
381 |
gameState.player2.isAttacking = false;
|
382 |
+
gameState.player1.isUsingFinisher = false;
|
383 |
+
gameState.player2.isUsingFinisher = false;
|
384 |
+
gameState.player1.comboCount = 0;
|
385 |
+
gameState.player2.comboCount = 0;
|
386 |
gameState.gameRunning = true;
|
387 |
+
gameState.finisherActive = false;
|
388 |
|
389 |
player1Health.style.width = '100%';
|
390 |
player2Health.style.width = '100%';
|
391 |
+
player1Power.style.width = '0%';
|
392 |
+
player2Power.style.width = '0%';
|
393 |
+
|
394 |
+
player1Combo.style.display = 'none';
|
395 |
+
player2Combo.style.display = 'none';
|
396 |
|
397 |
gameOverScreen.style.display = 'none';
|
398 |
+
finisherEffect.style.display = 'none';
|
399 |
+
finisherText.style.display = 'none';
|
400 |
+
|
401 |
+
player1.style.transform = 'scaleX(1)';
|
402 |
+
player2.style.transform = 'scaleX(-1)';
|
403 |
});
|
404 |
|
405 |
// Game loop
|
|
|
410 |
if (keys.a && gameState.player1.x > 0) {
|
411 |
gameState.player1.x -= gameState.player1.speed;
|
412 |
gameState.player1.direction = 'left';
|
413 |
+
player1.style.transform = 'scaleX(1)';
|
414 |
}
|
415 |
if (keys.d && gameState.player1.x < gameContainer.offsetWidth - gameState.player1.width) {
|
416 |
gameState.player1.x += gameState.player1.speed;
|
417 |
gameState.player1.direction = 'right';
|
418 |
+
player1.style.transform = 'scaleX(-1)';
|
419 |
}
|
420 |
if (keys.w && !gameState.player1.isJumping) {
|
421 |
gameState.player1.isJumping = true;
|
|
|
427 |
}
|
428 |
|
429 |
// Player 1 attack
|
430 |
+
if (keys.space && !gameState.player1.isAttacking && !gameState.player1.isUsingFinisher) {
|
431 |
gameState.player1.isAttacking = true;
|
432 |
const attackX = gameState.player1.direction === 'right' ?
|
433 |
gameState.player1.x + gameState.player1.width :
|
|
|
439 |
gameState.player1.isAttacking = false;
|
440 |
}, 300);
|
441 |
|
442 |
+
checkAttackHit('player1', keys.s ? 'low' : 'normal');
|
443 |
+
}
|
444 |
+
|
445 |
+
// Player 1 finisher
|
446 |
+
if (keys.f && gameState.player1.power >= 100 && !gameState.finisherActive) {
|
447 |
+
gameState.player1.isUsingFinisher = true;
|
448 |
+
gameState.finisherActive = true;
|
449 |
+
gameState.player1.power = 0;
|
450 |
+
player1Power.style.width = '0%';
|
451 |
+
|
452 |
+
// Show finisher effect
|
453 |
+
finisherEffect.style.backgroundImage = 'url("https://i.imgur.com/8KQn3kG.png")';
|
454 |
+
finisherEffect.style.left = (gameState.player2.x - 50) + 'px';
|
455 |
+
finisherEffect.style.top = (gameState.player2.y - 50) + 'px';
|
456 |
+
finisherEffect.style.display = 'block';
|
457 |
+
|
458 |
+
finisherText.style.left = (gameState.player2.x + 50) + 'px';
|
459 |
+
finisherText.style.top = (gameState.player2.y - 80) + 'px';
|
460 |
+
finisherText.style.display = 'block';
|
461 |
+
|
462 |
+
setTimeout(() => {
|
463 |
+
finisherEffect.style.display = 'none';
|
464 |
+
finisherText.style.display = 'none';
|
465 |
+
gameState.player1.isUsingFinisher = false;
|
466 |
+
gameState.finisherActive = false;
|
467 |
+
}, 1500);
|
468 |
+
|
469 |
+
// Big damage
|
470 |
+
gameState.player2.health -= 30;
|
471 |
+
player2Health.style.width = `${gameState.player2.health}%`;
|
472 |
+
|
473 |
+
// Visual feedback for hit
|
474 |
+
player2.classList.add('hit');
|
475 |
+
setTimeout(() => {
|
476 |
+
player2.classList.remove('hit');
|
477 |
+
}, 300);
|
478 |
+
|
479 |
+
// Check if game over
|
480 |
+
if (gameState.player2.health <= 0) {
|
481 |
+
gameState.gameRunning = false;
|
482 |
+
gameOverScreen.style.display = 'flex';
|
483 |
+
winnerText.textContent = `Blue Bandit Wins!`;
|
484 |
+
winnerText.innerHTML += '<br><span class="text-2xl">Finisher Move!</span>';
|
485 |
+
}
|
486 |
}
|
487 |
|
488 |
// Player 2 movement
|
489 |
if (keys.arrowleft && gameState.player2.x > 0) {
|
490 |
gameState.player2.x -= gameState.player2.speed;
|
491 |
gameState.player2.direction = 'left';
|
492 |
+
player2.style.transform = 'scaleX(-1)';
|
493 |
}
|
494 |
if (keys.arrowright && gameState.player2.x < gameContainer.offsetWidth - gameState.player2.width) {
|
495 |
gameState.player2.x += gameState.player2.speed;
|
496 |
gameState.player2.direction = 'right';
|
497 |
+
player2.style.transform = 'scaleX(1)';
|
498 |
}
|
499 |
if (keys.arrowup && !gameState.player2.isJumping) {
|
500 |
gameState.player2.isJumping = true;
|
|
|
506 |
}
|
507 |
|
508 |
// Player 2 attack
|
509 |
+
if (keys.enter && !gameState.player2.isAttacking && !gameState.player2.isUsingFinisher) {
|
510 |
gameState.player2.isAttacking = true;
|
511 |
const attackX = gameState.player2.direction === 'right' ?
|
512 |
gameState.player2.x + gameState.player2.width :
|
|
|
518 |
gameState.player2.isAttacking = false;
|
519 |
}, 300);
|
520 |
|
521 |
+
checkAttackHit('player2', keys.arrowdown ? 'low' : 'normal');
|
522 |
+
}
|
523 |
+
|
524 |
+
// Player 2 finisher
|
525 |
+
if (keys.m && gameState.player2.power >= 100 && !gameState.finisherActive) {
|
526 |
+
gameState.player2.isUsingFinisher = true;
|
527 |
+
gameState.finisherActive = true;
|
528 |
+
gameState.player2.power = 0;
|
529 |
+
player2Power.style.width = '0%';
|
530 |
+
|
531 |
+
// Show finisher effect
|
532 |
+
finisherEffect.style.backgroundImage = 'url("https://i.imgur.com/8KQn3kG.png")';
|
533 |
+
finisherEffect.style.filter = 'hue-rotate(180deg)';
|
534 |
+
finisherEffect.style.left = (gameState.player1.x - 50) + 'px';
|
535 |
+
finisherEffect.style.top = (gameState.player1.y - 50) + 'px';
|
536 |
+
finisherEffect.style.display = 'block';
|
537 |
+
|
538 |
+
finisherText.style.left = (gameState.player1.x + 50) + 'px';
|
539 |
+
finisherText.style.top = (gameState.player1.y - 80) + 'px';
|
540 |
+
finisherText.style.display = 'block';
|
541 |
+
|
542 |
+
setTimeout(() => {
|
543 |
+
finisherEffect.style.display = 'none';
|
544 |
+
finisherText.style.display = 'none';
|
545 |
+
gameState.player2.isUsingFinisher = false;
|
546 |
+
gameState.finisherActive = false;
|
547 |
+
}, 1500);
|
548 |
+
|
549 |
+
// Big damage
|
550 |
+
gameState.player1.health -= 30;
|
551 |
+
player1Health.style.width = `${gameState.player1.health}%`;
|
552 |
+
|
553 |
+
// Visual feedback for hit
|
554 |
+
player1.classList.add('hit');
|
555 |
+
setTimeout(() => {
|
556 |
+
player1.classList.remove('hit');
|
557 |
+
}, 300);
|
558 |
+
|
559 |
+
// Check if game over
|
560 |
+
if (gameState.player1.health <= 0) {
|
561 |
+
gameState.gameRunning = false;
|
562 |
+
gameOverScreen.style.display = 'flex';
|
563 |
+
winnerText.textContent = `Red Raider Wins!`;
|
564 |
+
winnerText.innerHTML += '<br><span class="text-2xl">Finisher Move!</span>';
|
565 |
+
}
|
566 |
}
|
567 |
|
568 |
// Update positions
|
569 |
player1.style.left = gameState.player1.x + 'px';
|
570 |
player2.style.left = gameState.player2.x + 'px';
|
571 |
|
572 |
+
// Update combo counters
|
573 |
+
updateComboCounters();
|
574 |
+
|
575 |
requestAnimationFrame(gameLoop);
|
576 |
}
|
577 |
|
|
|
589 |
}
|
590 |
|
591 |
// Check if attack hits opponent
|
592 |
+
function checkAttackHit(attacker, attackType) {
|
593 |
const attackerState = gameState[attacker];
|
594 |
const defender = attacker === 'player1' ? 'player2' : 'player1';
|
595 |
const defenderState = gameState[defender];
|
596 |
const defenderElement = document.getElementById(defender);
|
597 |
|
598 |
// Simple collision detection
|
599 |
+
const attackRange = attackType === 'low' ? 60 : 50;
|
600 |
const attackerCenterX = attackerState.x + attackerState.width / 2;
|
601 |
const defenderCenterX = defenderState.x + defenderState.width / 2;
|
602 |
const distance = Math.abs(attackerCenterX - defenderCenterX);
|
603 |
|
604 |
+
if (distance < attackRange && (attackType === 'low' || !defenderState.isJumping)) {
|
605 |
// Hit successful
|
606 |
+
const damage = attackType === 'low' ? 8 : 10;
|
607 |
+
defenderState.health -= damage;
|
608 |
document.getElementById(`${defender}-health`).style.width = `${defenderState.health}%`;
|
609 |
|
610 |
+
// Add power to attacker
|
611 |
+
attackerState.power = Math.min(attackerState.power + 15, 100);
|
612 |
+
document.getElementById(`${attacker}-power`).style.width = `${attackerState.power}%`;
|
613 |
+
|
614 |
+
// Combo system
|
615 |
+
const now = Date.now();
|
616 |
+
if (now - attackerState.lastHitTime < 1000) {
|
617 |
+
attackerState.comboCount++;
|
618 |
+
} else {
|
619 |
+
attackerState.comboCount = 1;
|
620 |
+
}
|
621 |
+
attackerState.lastHitTime = now;
|
622 |
+
|
623 |
+
// Update combo display
|
624 |
+
const comboElement = document.getElementById(`${attacker}-combo`);
|
625 |
+
comboElement.textContent = `Combo: ${attackerState.comboCount}`;
|
626 |
+
comboElement.style.display = 'block';
|
627 |
+
comboElement.classList.add('combo-text');
|
628 |
+
setTimeout(() => {
|
629 |
+
comboElement.classList.remove('combo-text');
|
630 |
+
}, 300);
|
631 |
+
|
632 |
// Visual feedback for hit
|
633 |
defenderElement.classList.add('hit');
|
634 |
setTimeout(() => {
|
|
|
639 |
if (defenderState.health <= 0) {
|
640 |
gameState.gameRunning = false;
|
641 |
gameOverScreen.style.display = 'flex';
|
642 |
+
winnerText.textContent = `${attacker === 'player1' ? 'Blue Bandit' : 'Red Raider'} Wins!`;
|
643 |
}
|
644 |
}
|
645 |
}
|
646 |
|
647 |
+
// Update combo counters
|
648 |
+
function updateComboCounters() {
|
649 |
+
const now = Date.now();
|
650 |
+
|
651 |
+
if (now - gameState.player1.lastHitTime > 2000 && gameState.player1.comboCount > 0) {
|
652 |
+
gameState.player1.comboCount = 0;
|
653 |
+
player1Combo.style.display = 'none';
|
654 |
+
}
|
655 |
+
|
656 |
+
if (now - gameState.player2.lastHitTime > 2000 && gameState.player2.comboCount > 0) {
|
657 |
+
gameState.player2.comboCount = 0;
|
658 |
+
player2Combo.style.display = 'none';
|
659 |
+
}
|
660 |
+
}
|
661 |
+
|
662 |
// Start the game
|
663 |
gameLoop();
|
664 |
});
|