Spaces:
Running
Running
Add 2 files
Browse files- README.md +6 -4
- index.html +660 -19
README.md
CHANGED
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@@ -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: blue
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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: space-impact
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+
emoji: 🐳
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colorFrom: purple
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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
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@@ -1,19 +1,660 @@
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<!
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<html>
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| 1 |
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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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| 7 |
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<title>Autopilot Space Impact</title>
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| 8 |
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<script src="https://cdn.tailwindcss.com"></script>
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| 9 |
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<style>
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| 10 |
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@keyframes scrollBackground {
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0% {
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background-position: 0 0;
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}
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+
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100% {
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background-position: -2048px 0;
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}
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}
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.game-container {
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| 21 |
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position: relative;
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| 22 |
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width: 100%;
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| 23 |
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height: 100vh;
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| 24 |
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overflow: hidden;
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| 25 |
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background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="64" height="64" viewBox="0 0 64 64"><rect width="64" height="64" fill="%2311141a"/><circle cx="8" cy="8" r="1" fill="%233d4554" opacity="0.6"/><circle cx="32" cy="16" r="1" fill="%233d4554" opacity="0.6"/><circle cx="56" cy="8" r="1" fill="%233d4554" opacity="0.6"/><circle cx="20" cy="40" r="1" fill="%233d4554" opacity="0.6"/><circle cx="44" cy="32" r="1" fill="%233d4554" opacity="0.6"/><circle cx="16" cy="56" r="1" fill="%233d4554" opacity="0.6"/><circle cx="40" cy="56" r="1" fill="%233d4554" opacity="0.6"/></svg>');
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| 26 |
+
animation: scrollBackground 120s linear infinite;
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| 27 |
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}
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| 28 |
+
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| 29 |
+
.player {
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| 30 |
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position: absolute;
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| 31 |
+
width: 40px;
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| 32 |
+
height: 40px;
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| 33 |
+
background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 40 40"><polygon points="0,20 10,10 10,30" fill="%2366f7ff"/><polygon points="10,10 40,20 10,30" fill="%2366f7ff" opacity="0.8"/><polygon points="30,20 40,15 40,25" fill="%23fff" opacity="0.6"/></svg>');
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| 34 |
+
background-size: contain;
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| 35 |
+
transition: top 0.2s ease-out;
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| 36 |
+
z-index: 10;
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| 37 |
+
}
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| 38 |
+
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| 39 |
+
.bullet {
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| 40 |
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position: absolute;
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| 41 |
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width: 8px;
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| 42 |
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height: 3px;
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| 43 |
+
background-color: cyan;
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| 44 |
+
border-radius: 2px;
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| 45 |
+
box-shadow: 0 0 5px cyan;
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| 46 |
+
}
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| 47 |
+
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| 48 |
+
.enemy {
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| 49 |
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position: absolute;
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| 50 |
+
width: 40px;
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| 51 |
+
height: 40px;
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| 52 |
+
background-size: contain;
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| 53 |
+
background-repeat: no-repeat;
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| 54 |
+
}
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| 55 |
+
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| 56 |
+
.explosion {
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| 57 |
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position: absolute;
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| 58 |
+
width: 50px;
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| 59 |
+
height: 50px;
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| 60 |
+
background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 50 50"><circle cx="25" cy="25" r="25" fill="%23ff8c00"/><circle cx="25" cy="25" r="20" fill="%23ffcc00"/><circle cx="25" cy="25" r="15" fill="%23fff"/></svg>');
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| 61 |
+
background-size: contain;
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| 62 |
+
animation: fadeOut 0.5s forwards;
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| 63 |
+
z-index: 20;
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| 64 |
+
}
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| 65 |
+
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| 66 |
+
@keyframes fadeOut {
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| 67 |
+
to {
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| 68 |
+
opacity: 0;
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| 69 |
+
transform: scale(1.5);
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| 70 |
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}
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| 71 |
+
}
|
| 72 |
+
|
| 73 |
+
#gameOverOverlay {
|
| 74 |
+
position: absolute;
|
| 75 |
+
top: 0;
|
| 76 |
+
left: 0;
|
| 77 |
+
width: 100%;
|
| 78 |
+
height: 100%;
|
| 79 |
+
background-color: rgba(0, 0, 0, 0.7);
|
| 80 |
+
display: none;
|
| 81 |
+
flex-direction: column;
|
| 82 |
+
justify-content: center;
|
| 83 |
+
align-items: center;
|
| 84 |
+
z-index: 100;
|
| 85 |
+
}
|
| 86 |
+
|
| 87 |
+
#gameOverOverlay h2 {
|
| 88 |
+
color: white;
|
| 89 |
+
font-size: 3rem;
|
| 90 |
+
margin-bottom: 2rem;
|
| 91 |
+
text-shadow: 0 0 10px red;
|
| 92 |
+
}
|
| 93 |
+
|
| 94 |
+
#restartBtn {
|
| 95 |
+
padding: 1rem 2rem;
|
| 96 |
+
background: linear-gradient(to right, #4facfe, #00f2fe);
|
| 97 |
+
border: none;
|
| 98 |
+
border-radius: 5px;
|
| 99 |
+
color: white;
|
| 100 |
+
font-weight: bold;
|
| 101 |
+
cursor: pointer;
|
| 102 |
+
transition: transform 0.2s;
|
| 103 |
+
}
|
| 104 |
+
|
| 105 |
+
#restartBtn:hover {
|
| 106 |
+
transform: scale(1.1);
|
| 107 |
+
}
|
| 108 |
+
</style>
|
| 109 |
+
</head>
|
| 110 |
+
|
| 111 |
+
<body class="bg-gray-900 text-white">
|
| 112 |
+
<div class="container mx-auto">
|
| 113 |
+
<div class="flex justify-between items-center p-4">
|
| 114 |
+
<h1 class="text-2xl font-bold">Autopilot Space Impact</h1>
|
| 115 |
+
<div id="score" class="text-xl">Score: 0</div>
|
| 116 |
+
</div>
|
| 117 |
+
<div class="flex gap-4 p-4">
|
| 118 |
+
<div id="lives" class="flex gap-2">
|
| 119 |
+
<div class="w-8 h-8 bg-red-500 rounded-full"></div>
|
| 120 |
+
<div class="w-8 h-8 bg-red-500 rounded-full"></div>
|
| 121 |
+
<div class="w-8 h-8 bg-red-500 rounded-full"></div>
|
| 122 |
+
</div>
|
| 123 |
+
<div id="level" class="text-xl">Level: 1</div>
|
| 124 |
+
</div>
|
| 125 |
+
</div>
|
| 126 |
+
|
| 127 |
+
<div class="game-container" id="gameContainer">
|
| 128 |
+
<div class="player" id="player"></div>
|
| 129 |
+
<div id="gameOverOverlay">
|
| 130 |
+
<h2>GAME OVER</h2>
|
| 131 |
+
<button id="restartBtn">Play Again</button>
|
| 132 |
+
</div>
|
| 133 |
+
</div>
|
| 134 |
+
|
| 135 |
+
<script>
|
| 136 |
+
// Game constants
|
| 137 |
+
const PLAYER_SPEED = 2;
|
| 138 |
+
const BULLET_SPEED = 10;
|
| 139 |
+
const ENEMY_SPEED = 3;
|
| 140 |
+
const ENEMY_SPAWN_RATE = 1000; // ms
|
| 141 |
+
const POWERUP_SPAWN_RATE = 8000; // ms
|
| 142 |
+
|
| 143 |
+
// Game variables
|
| 144 |
+
let score = 0;
|
| 145 |
+
let lives = 3;
|
| 146 |
+
let level = 1;
|
| 147 |
+
let gameOver = false;
|
| 148 |
+
let gameLoop;
|
| 149 |
+
let enemySpawnLoop;
|
| 150 |
+
let powerupSpawnLoop;
|
| 151 |
+
|
| 152 |
+
// DOM elements
|
| 153 |
+
const gameContainer = document.getElementById('gameContainer');
|
| 154 |
+
const player = document.getElementById('player');
|
| 155 |
+
const scoreDisplay = document.getElementById('score');
|
| 156 |
+
const livesDisplay = document.getElementById('lives');
|
| 157 |
+
const levelDisplay = document.getElementById('level');
|
| 158 |
+
const gameOverOverlay = document.getElementById('gameOverOverlay');
|
| 159 |
+
const restartBtn = document.getElementById('restartBtn');
|
| 160 |
+
|
| 161 |
+
// Game state
|
| 162 |
+
let bullets = [];
|
| 163 |
+
let enemies = [];
|
| 164 |
+
let powerups = [];
|
| 165 |
+
let explosions = [];
|
| 166 |
+
let moveDirection = 0; // -1 for up, 0 for none, 1 for down
|
| 167 |
+
let lastSpawnTime = 0;
|
| 168 |
+
let lastEnemySpawnTime = 0;
|
| 169 |
+
let lastPowerupSpawnTime = 0;
|
| 170 |
+
|
| 171 |
+
// Screen dimensions
|
| 172 |
+
const screenWidth = window.innerWidth;
|
| 173 |
+
const screenHeight = window.innerHeight;
|
| 174 |
+
|
| 175 |
+
// Initialize player position
|
| 176 |
+
function initPlayer() {
|
| 177 |
+
player.style.left = '50px';
|
| 178 |
+
player.style.top = `${screenHeight / 2 - 20}px`;
|
| 179 |
+
}
|
| 180 |
+
|
| 181 |
+
// Initialize game
|
| 182 |
+
function initGame() {
|
| 183 |
+
// Reset game state
|
| 184 |
+
score = 0;
|
| 185 |
+
lives = 3;
|
| 186 |
+
level = 1;
|
| 187 |
+
gameOver = false;
|
| 188 |
+
bullets = [];
|
| 189 |
+
enemies = [];
|
| 190 |
+
powerups = [];
|
| 191 |
+
explosions = [];
|
| 192 |
+
|
| 193 |
+
// Update UI
|
| 194 |
+
scoreDisplay.textContent = `Score: ${score}`;
|
| 195 |
+
levelDisplay.textContent = `Level: ${level}`;
|
| 196 |
+
livesDisplay.innerHTML = '<div class="w-8 h-8 bg-red-500 rounded-full"></div>'.repeat(lives);
|
| 197 |
+
|
| 198 |
+
// Clear existing game elements
|
| 199 |
+
document.querySelectorAll('.bullet').forEach(el => el.remove());
|
| 200 |
+
document.querySelectorAll('.enemy').forEach(el => el.remove());
|
| 201 |
+
document.querySelectorAll('.powerup').forEach(el => el.remove());
|
| 202 |
+
document.querySelectorAll('.explosion').forEach(el => el.remove());
|
| 203 |
+
|
| 204 |
+
// Initialize player
|
| 205 |
+
initPlayer();
|
| 206 |
+
|
| 207 |
+
// Hide game over overlay
|
| 208 |
+
gameOverOverlay.style.display = 'none';
|
| 209 |
+
|
| 210 |
+
// Start game loops
|
| 211 |
+
startGameLoops();
|
| 212 |
+
}
|
| 213 |
+
|
| 214 |
+
// Start game loops
|
| 215 |
+
function startGameLoops() {
|
| 216 |
+
if (gameLoop) clearInterval(gameLoop);
|
| 217 |
+
if (enemySpawnLoop) clearInterval(enemySpawnLoop);
|
| 218 |
+
if (powerupSpawnLoop) clearInterval(powerupSpawnLoop);
|
| 219 |
+
|
| 220 |
+
gameLoop = setInterval(updateGame, 16); // ~60fps
|
| 221 |
+
enemySpawnLoop = setInterval(spawnEnemy, ENEMY_SPAWN_RATE);
|
| 222 |
+
powerupSpawnLoop = setInterval(spawnPowerup, POWERUP_SPAWN_RATE);
|
| 223 |
+
}
|
| 224 |
+
|
| 225 |
+
// Spawn enemy
|
| 226 |
+
function spawnEnemy() {
|
| 227 |
+
if (gameOver) return;
|
| 228 |
+
|
| 229 |
+
const now = Date.now();
|
| 230 |
+
if (now - lastEnemySpawnTime < ENEMY_SPAWN_RATE / level) return;
|
| 231 |
+
lastEnemySpawnTime = now;
|
| 232 |
+
|
| 233 |
+
const enemyType = Math.random() < 0.2 ? 'strong' : 'weak';
|
| 234 |
+
const enemySize = enemyType === 'strong' ? 50 : 40;
|
| 235 |
+
const enemyHeight = Math.random() * (screenHeight - enemySize);
|
| 236 |
+
|
| 237 |
+
const enemy = document.createElement('div');
|
| 238 |
+
enemy.className = 'enemy';
|
| 239 |
+
enemy.dataset.type = enemyType;
|
| 240 |
+
enemy.style.left = `${screenWidth}px`;
|
| 241 |
+
enemy.style.top = `${enemyHeight}px`;
|
| 242 |
+
|
| 243 |
+
if (enemyType === 'strong') {
|
| 244 |
+
enemy.style.backgroundImage = 'url(\'data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 50 50"><polygon points="50,25 10,0 10,10 0,10 0,40 10,40 10,50" fill="%23ff3355"/><circle cx="30" cy="25" r="15" fill="%23e63946"/><circle cx="30" cy="25" r="10" fill="%23ff758f"/></svg>\')';
|
| 245 |
+
} else {
|
| 246 |
+
enemy.style.backgroundImage = 'url(\'data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 40 40"><polygon points="0,20 10,10 10,30" fill="%23ff5555"/></svg>\')';
|
| 247 |
+
}
|
| 248 |
+
|
| 249 |
+
gameContainer.appendChild(enemy);
|
| 250 |
+
enemies.push({
|
| 251 |
+
element: enemy,
|
| 252 |
+
x: screenWidth,
|
| 253 |
+
y: enemyHeight,
|
| 254 |
+
width: enemySize,
|
| 255 |
+
height: enemySize,
|
| 256 |
+
type: enemyType,
|
| 257 |
+
health: enemyType === 'strong' ? 3 : 1,
|
| 258 |
+
lastShot: 0,
|
| 259 |
+
canShoot: Math.random() < 0.3
|
| 260 |
+
});
|
| 261 |
+
}
|
| 262 |
+
|
| 263 |
+
// Spawn powerup (occasionally)
|
| 264 |
+
function spawnPowerup() {
|
| 265 |
+
if (gameOver || Math.random() > 0.3) return;
|
| 266 |
+
|
| 267 |
+
const now = Date.now();
|
| 268 |
+
if (now - lastPowerupSpawnTime < POWERUP_SPAWN_RATE * 3) return;
|
| 269 |
+
lastPowerupSpawnTime = now;
|
| 270 |
+
|
| 271 |
+
const powerupHeight = Math.random() * (screenHeight - 30);
|
| 272 |
+
|
| 273 |
+
const powerup = document.createElement('div');
|
| 274 |
+
powerup.className = 'powerup';
|
| 275 |
+
powerup.style.left = `${screenWidth}px`;
|
| 276 |
+
powerup.style.top = `${powerupHeight}px`;
|
| 277 |
+
powerup.style.width = '30px';
|
| 278 |
+
powerup.style.height = '30px';
|
| 279 |
+
powerup.style.backgroundImage = 'url(\'data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 30 30"><circle cx="15" cy="15" r="15" fill="%23ffcc00"/><polygon points="15,5 19,15 15,25 11,15" fill="%23e63946"/></svg>\')';
|
| 280 |
+
|
| 281 |
+
gameContainer.appendChild(powerup);
|
| 282 |
+
powerups.push({
|
| 283 |
+
element: powerup,
|
| 284 |
+
x: screenWidth,
|
| 285 |
+
y: powerupHeight,
|
| 286 |
+
width: 30,
|
| 287 |
+
height: 30
|
| 288 |
+
});
|
| 289 |
+
}
|
| 290 |
+
|
| 291 |
+
// Fire bullet
|
| 292 |
+
function fireBullet() {
|
| 293 |
+
const playerRect = player.getBoundingClientRect();
|
| 294 |
+
const bulletX = playerRect.right;
|
| 295 |
+
const bulletY = playerRect.top + playerRect.height / 2 - 1.5;
|
| 296 |
+
|
| 297 |
+
const bullet = document.createElement('div');
|
| 298 |
+
bullet.className = 'bullet';
|
| 299 |
+
bullet.style.left = `${bulletX}px`;
|
| 300 |
+
bullet.style.top = `${bulletY}px`;
|
| 301 |
+
|
| 302 |
+
gameContainer.appendChild(bullet);
|
| 303 |
+
bullets.push({
|
| 304 |
+
element: bullet,
|
| 305 |
+
x: bulletX,
|
| 306 |
+
y: bulletY,
|
| 307 |
+
width: 8,
|
| 308 |
+
height: 3,
|
| 309 |
+
speed: BULLET_SPEED
|
| 310 |
+
});
|
| 311 |
+
}
|
| 312 |
+
|
| 313 |
+
// Enemy fire bullet
|
| 314 |
+
function enemyFireBullet(enemy) {
|
| 315 |
+
const enemyRect = enemy.element.getBoundingClientRect();
|
| 316 |
+
const bulletX = enemyRect.left;
|
| 317 |
+
const bulletY = enemyRect.top + enemyRect.height / 2 - 1.5;
|
| 318 |
+
|
| 319 |
+
const bullet = document.createElement('div');
|
| 320 |
+
bullet.className = 'bullet';
|
| 321 |
+
bullet.style.left = `${bulletX}px`;
|
| 322 |
+
bullet.style.top = `${bulletY}px`;
|
| 323 |
+
bullet.style.backgroundColor = 'red';
|
| 324 |
+
bullet.style.boxShadow = '0 0 5px red';
|
| 325 |
+
|
| 326 |
+
gameContainer.appendChild(bullet);
|
| 327 |
+
bullets.push({
|
| 328 |
+
element: bullet,
|
| 329 |
+
x: bulletX,
|
| 330 |
+
y: bulletY,
|
| 331 |
+
width: 8,
|
| 332 |
+
height: 3,
|
| 333 |
+
speed: -BULLET_SPEED,
|
| 334 |
+
fromEnemy: true
|
| 335 |
+
});
|
| 336 |
+
|
| 337 |
+
enemy.lastShot = Date.now();
|
| 338 |
+
}
|
| 339 |
+
|
| 340 |
+
// Auto pilot logic
|
| 341 |
+
function autoPilot() {
|
| 342 |
+
const playerRect = player.getBoundingClientRect();
|
| 343 |
+
const playerX = playerRect.left;
|
| 344 |
+
const playerY = playerRect.top;
|
| 345 |
+
const playerWidth = playerRect.width;
|
| 346 |
+
const playerHeight = playerRect.height;
|
| 347 |
+
|
| 348 |
+
// Find closest enemy in front
|
| 349 |
+
let closestEnemyInPath = null;
|
| 350 |
+
let minDistance = Infinity;
|
| 351 |
+
|
| 352 |
+
for (const enemy of enemies) {
|
| 353 |
+
// Check if enemy is in front and roughly at same height
|
| 354 |
+
if (enemy.x > playerX &&
|
| 355 |
+
enemy.x - playerX < 300 && // Only consider enemies within certain distance
|
| 356 |
+
Math.abs(enemy.y + enemy.height / 2 - (playerY + playerHeight / 2)) < 100) {
|
| 357 |
+
|
| 358 |
+
const distance = enemy.x - playerX;
|
| 359 |
+
if (distance < minDistance) {
|
| 360 |
+
minDistance = distance;
|
| 361 |
+
closestEnemyInPath = enemy;
|
| 362 |
+
}
|
| 363 |
+
}
|
| 364 |
+
}
|
| 365 |
+
|
| 366 |
+
// Find closest bullet coming towards us
|
| 367 |
+
let closestEnemyBullet = null;
|
| 368 |
+
let bulletMinDistance = Infinity;
|
| 369 |
+
|
| 370 |
+
for (const bullet of bullets) {
|
| 371 |
+
if (bullet.fromEnemy) {
|
| 372 |
+
const distance = bullet.x - playerX;
|
| 373 |
+
if (distance < 300 && distance < bulletMinDistance &&
|
| 374 |
+
bullet.y + bullet.height > playerY && bullet.y < playerY + playerHeight) {
|
| 375 |
+
bulletMinDistance = distance;
|
| 376 |
+
closestEnemyBullet = bullet;
|
| 377 |
+
}
|
| 378 |
+
}
|
| 379 |
+
}
|
| 380 |
+
|
| 381 |
+
// Decision logic
|
| 382 |
+
if (closestEnemyBullet) {
|
| 383 |
+
// If bullet is above center, move down, else move up
|
| 384 |
+
const bulletCenterY = closestEnemyBullet.y + closestEnemyBullet.height / 2;
|
| 385 |
+
const playerCenterY = playerY + playerHeight / 2;
|
| 386 |
+
|
| 387 |
+
moveDirection = bulletCenterY < playerCenterY ? 1 : -1; // Move opposite to bullet
|
| 388 |
+
} else if (closestEnemyInPath) {
|
| 389 |
+
// Enemy is in path, avoid if too close
|
| 390 |
+
if (minDistance < 200) {
|
| 391 |
+
const enemyCenterY = closestEnemyInPath.y + closestEnemyInPath.height / 2;
|
| 392 |
+
const playerCenterY = playerY + playerHeight / 2;
|
| 393 |
+
|
| 394 |
+
moveDirection = enemyCenterY < playerCenterY ? 1 : -1; // Move opposite to enemy
|
| 395 |
+
} else {
|
| 396 |
+
// Enemy is far enough, aim to shoot
|
| 397 |
+
moveDirection = 0;
|
| 398 |
+
|
| 399 |
+
// If not currently moving, shoot at the enemy
|
| 400 |
+
if (Math.random() < 0.07) { // Limit firing rate
|
| 401 |
+
fireBullet();
|
| 402 |
+
}
|
| 403 |
+
}
|
| 404 |
+
} else {
|
| 405 |
+
// No immediate threat, random small movements
|
| 406 |
+
if (Math.random() < 0.05) {
|
| 407 |
+
moveDirection = Math.random() < 0.5 ? -1 : 1;
|
| 408 |
+
}
|
| 409 |
+
|
| 410 |
+
// Sometimes stop moving
|
| 411 |
+
if (Math.random() < 0.1) {
|
| 412 |
+
moveDirection = 0;
|
| 413 |
+
}
|
| 414 |
+
|
| 415 |
+
// Sometimes fire randomly
|
| 416 |
+
if (Math.random() < 0.03) {
|
| 417 |
+
fireBullet();
|
| 418 |
+
}
|
| 419 |
+
}
|
| 420 |
+
|
| 421 |
+
// Ensure we don't go out of bounds
|
| 422 |
+
if (moveDirection === -1 && playerY <= 0) {
|
| 423 |
+
moveDirection = 1;
|
| 424 |
+
} else if (moveDirection === 1 && playerY >= screenHeight - playerHeight) {
|
| 425 |
+
moveDirection = -1;
|
| 426 |
+
}
|
| 427 |
+
}
|
| 428 |
+
|
| 429 |
+
// Create explosion
|
| 430 |
+
function createExplosion(x, y) {
|
| 431 |
+
const explosion = document.createElement('div');
|
| 432 |
+
explosion.className = 'explosion';
|
| 433 |
+
explosion.style.left = `${x - 25}px`;
|
| 434 |
+
explosion.style.top = `${y - 25}px`;
|
| 435 |
+
|
| 436 |
+
gameContainer.appendChild(explosion);
|
| 437 |
+
explosions.push({
|
| 438 |
+
element: explosion,
|
| 439 |
+
time: Date.now()
|
| 440 |
+
});
|
| 441 |
+
}
|
| 442 |
+
|
| 443 |
+
// Check collisions
|
| 444 |
+
function checkCollisions() {
|
| 445 |
+
const playerRect = player.getBoundingClientRect();
|
| 446 |
+
const playerX = playerRect.left;
|
| 447 |
+
const playerY = playerRect.top;
|
| 448 |
+
const playerWidth = playerRect.width;
|
| 449 |
+
const playerHeight = playerRect.height;
|
| 450 |
+
|
| 451 |
+
// Check player collision with enemies
|
| 452 |
+
for (let i = enemies.length - 1; i >= 0; i--) {
|
| 453 |
+
const enemy = enemies[i];
|
| 454 |
+
|
| 455 |
+
if (playerX < enemy.x + enemy.width &&
|
| 456 |
+
playerX + playerWidth > enemy.x &&
|
| 457 |
+
playerY < enemy.y + enemy.height &&
|
| 458 |
+
playerY + playerHeight > enemy.y) {
|
| 459 |
+
|
| 460 |
+
// Collision detected
|
| 461 |
+
createExplosion(enemy.x + enemy.width / 2, enemy.y + enemy.height / 2);
|
| 462 |
+
enemy.element.remove();
|
| 463 |
+
enemies.splice(i, 1);
|
| 464 |
+
|
| 465 |
+
decreaseLife();
|
| 466 |
+
continue;
|
| 467 |
+
}
|
| 468 |
+
}
|
| 469 |
+
|
| 470 |
+
// Check player collision with enemy bullets
|
| 471 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
| 472 |
+
const bullet = bullets[i];
|
| 473 |
+
|
| 474 |
+
if (bullet.fromEnemy &&
|
| 475 |
+
playerX < bullet.x + bullet.width &&
|
| 476 |
+
playerX + playerWidth > bullet.x &&
|
| 477 |
+
playerY < bullet.y + bullet.height &&
|
| 478 |
+
playerY + playerHeight > bullet.y) {
|
| 479 |
+
|
| 480 |
+
// Collision detected
|
| 481 |
+
createExplosion(bullet.x, bullet.y);
|
| 482 |
+
bullet.element.remove();
|
| 483 |
+
bullets.splice(i, 1);
|
| 484 |
+
|
| 485 |
+
decreaseLife();
|
| 486 |
+
}
|
| 487 |
+
}
|
| 488 |
+
|
| 489 |
+
// Check player collision with powerups
|
| 490 |
+
for (let i = powerups.length - 1; i >= 0; i--) {
|
| 491 |
+
const powerup = powerups[i];
|
| 492 |
+
|
| 493 |
+
if (playerX < powerup.x + powerup.width &&
|
| 494 |
+
playerX + playerWidth > powerup.x &&
|
| 495 |
+
playerY < powerup.y + powerup.height &&
|
| 496 |
+
playerY + playerHeight > powerup.y) {
|
| 497 |
+
|
| 498 |
+
// Powerup collected
|
| 499 |
+
powerup.element.remove();
|
| 500 |
+
powerups.splice(i, 1);
|
| 501 |
+
|
| 502 |
+
increaseLife();
|
| 503 |
+
}
|
| 504 |
+
}
|
| 505 |
+
|
| 506 |
+
// Check bullet collisions with enemies
|
| 507 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
| 508 |
+
const bullet = bullets[i];
|
| 509 |
+
|
| 510 |
+
if (bullet.fromEnemy) continue;
|
| 511 |
+
|
| 512 |
+
for (let j = enemies.length - 1; j >= 0; j--) {
|
| 513 |
+
const enemy = enemies[j];
|
| 514 |
+
|
| 515 |
+
if (bullet.x < enemy.x + enemy.width &&
|
| 516 |
+
bullet.x + bullet.width > enemy.x &&
|
| 517 |
+
bullet.y < enemy.y + enemy.height &&
|
| 518 |
+
bullet.y + bullet.height > enemy.y) {
|
| 519 |
+
|
| 520 |
+
// Hit enemy
|
| 521 |
+
createExplosion(enemy.x + enemy.width / 2, enemy.y + enemy.height / 2);
|
| 522 |
+
enemy.health--;
|
| 523 |
+
|
| 524 |
+
if (enemy.health <= 0) {
|
| 525 |
+
enemy.element.remove();
|
| 526 |
+
enemies.splice(j, 1);
|
| 527 |
+
score += enemy.type === 'strong' ? 20 : 10;
|
| 528 |
+
scoreDisplay.textContent = `Score: ${score}`;
|
| 529 |
+
|
| 530 |
+
// Level up every 100 points
|
| 531 |
+
if (score >= level * 100) {
|
| 532 |
+
level++;
|
| 533 |
+
levelDisplay.textContent = `Level: ${level}`;
|
| 534 |
+
}
|
| 535 |
+
}
|
| 536 |
+
|
| 537 |
+
bullet.element.remove();
|
| 538 |
+
bullets.splice(i, 1);
|
| 539 |
+
break;
|
| 540 |
+
}
|
| 541 |
+
}
|
| 542 |
+
}
|
| 543 |
+
}
|
| 544 |
+
|
| 545 |
+
// Decrease player life
|
| 546 |
+
function decreaseLife() {
|
| 547 |
+
if (gameOver) return;
|
| 548 |
+
|
| 549 |
+
lives--;
|
| 550 |
+
livesDisplay.innerHTML = '<div class="w-8 h-8 bg-red-500 rounded-full"></div>'.repeat(lives);
|
| 551 |
+
|
| 552 |
+
if (lives <= 0) {
|
| 553 |
+
gameOver = true;
|
| 554 |
+
gameOverOverlay.style.display = 'flex';
|
| 555 |
+
clearInterval(gameLoop);
|
| 556 |
+
clearInterval(enemySpawnLoop);
|
| 557 |
+
clearInterval(powerupSpawnLoop);
|
| 558 |
+
}
|
| 559 |
+
}
|
| 560 |
+
|
| 561 |
+
// Increase player life
|
| 562 |
+
function increaseLife() {
|
| 563 |
+
if (lives < 5) { // Max 5 lives
|
| 564 |
+
lives++;
|
| 565 |
+
livesDisplay.innerHTML += '<div class="w-8 h-8 bg-red-500 rounded-full"></div>';
|
| 566 |
+
}
|
| 567 |
+
}
|
| 568 |
+
|
| 569 |
+
// Update game state
|
| 570 |
+
function updateGame() {
|
| 571 |
+
if (gameOver) return;
|
| 572 |
+
|
| 573 |
+
const now = Date.now();
|
| 574 |
+
|
| 575 |
+
// Handle auto-pilot
|
| 576 |
+
autoPilot();
|
| 577 |
+
|
| 578 |
+
// Move player based on autopilot decision
|
| 579 |
+
const playerTop = parseInt(player.style.top) || 0;
|
| 580 |
+
const newPlayerTop = playerTop + moveDirection * PLAYER_SPEED;
|
| 581 |
+
|
| 582 |
+
// Keep player within bounds
|
| 583 |
+
if (newPlayerTop >= 0 && newPlayerTop <= screenHeight - 40) {
|
| 584 |
+
player.style.top = `${newPlayerTop}px`;
|
| 585 |
+
}
|
| 586 |
+
|
| 587 |
+
// Move bullets
|
| 588 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
| 589 |
+
const bullet = bullets[i];
|
| 590 |
+
bullet.x += bullet.speed;
|
| 591 |
+
bullet.element.style.left = `${bullet.x}px`;
|
| 592 |
+
|
| 593 |
+
// Remove bullets that go off screen
|
| 594 |
+
if (bullet.x > screenWidth || bullet.x < -bullet.width) {
|
| 595 |
+
bullet.element.remove();
|
| 596 |
+
bullets.splice(i, 1);
|
| 597 |
+
}
|
| 598 |
+
}
|
| 599 |
+
|
| 600 |
+
// Move enemies and have them shoot
|
| 601 |
+
for (let i = enemies.length - 1; i >= 0; i--) {
|
| 602 |
+
const enemy = enemies[i];
|
| 603 |
+
enemy.x -= ENEMY_SPEED * level * 0.5; // Enemies get faster with level
|
| 604 |
+
enemy.element.style.left = `${enemy.x}px`;
|
| 605 |
+
|
| 606 |
+
// Enemy shooting logic
|
| 607 |
+
if (enemy.canShoot && now - enemy.lastShot > 2000 && Math.random() < 0.02) {
|
| 608 |
+
enemyFireBullet(enemy);
|
| 609 |
+
}
|
| 610 |
+
|
| 611 |
+
// Remove enemies that go off screen
|
| 612 |
+
if (enemy.x < -enemy.width) {
|
| 613 |
+
enemy.element.remove();
|
| 614 |
+
enemies.splice(i, 1);
|
| 615 |
+
}
|
| 616 |
+
}
|
| 617 |
+
|
| 618 |
+
// Move powerups
|
| 619 |
+
for (let i = powerups.length - 1; i >= 0; i--) {
|
| 620 |
+
const powerup = powerups[i];
|
| 621 |
+
powerup.x -= 2;
|
| 622 |
+
powerup.element.style.left = `${powerup.x}px`;
|
| 623 |
+
|
| 624 |
+
// Remove powerups that go off screen
|
| 625 |
+
if (powerup.x < -powerup.width) {
|
| 626 |
+
powerup.element.remove();
|
| 627 |
+
powerups.splice(i, 1);
|
| 628 |
+
}
|
| 629 |
+
}
|
| 630 |
+
|
| 631 |
+
// Remove old explosions
|
| 632 |
+
for (let i = explosions.length - 1; i >= 0; i--) {
|
| 633 |
+
const explosion = explosions[i];
|
| 634 |
+
if (now - explosion.time > 500) {
|
| 635 |
+
explosion.element.remove();
|
| 636 |
+
explosions.splice(i, 1);
|
| 637 |
+
}
|
| 638 |
+
}
|
| 639 |
+
|
| 640 |
+
// Check collisions
|
| 641 |
+
checkCollisions();
|
| 642 |
+
}
|
| 643 |
+
|
| 644 |
+
// Start game on load
|
| 645 |
+
window.addEventListener('load', initGame);
|
| 646 |
+
|
| 647 |
+
// Restart game button
|
| 648 |
+
restartBtn.addEventListener('click', initGame);
|
| 649 |
+
|
| 650 |
+
// Handle window resize
|
| 651 |
+
window.addEventListener('resize', () => {
|
| 652 |
+
// Reinitialize player position to keep it visible
|
| 653 |
+
const playerRect = player.getBoundingClientRect();
|
| 654 |
+
const newY = Math.min(Math.max(playerRect.top, 0), screenHeight - playerRect.height);
|
| 655 |
+
player.style.top = `${newY}px`;
|
| 656 |
+
});
|
| 657 |
+
</script>
|
| 658 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=Agung1453/space-impact" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 659 |
+
|
| 660 |
+
</html>
|