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- 219 Bytes Create a complete, standalone HTML5 game that offers a fresh and innovative twist on the classic Tetris, ensuring it's entirely original and not plagiarized from existing implementations. Call this game "AquaFlow Tetris," where instead of traditional tetrominoes, the falling pieces are fluid, water-themed shapes representing aquatic elements (e.g., wave patterns, fish silhouettes, coral branches, or bubble clusters) composed of 5-7 connected cells in irregular, organic forms that mimic water flow. These shapes can "ripple" slightly on impact (via subtle CSS animations), and clearing lines releases "water bursts" that temporarily flood the board, allowing players to strategically dissolve partial lines or rearrange blocks for bonus points. The core mechanics include falling pieces, rotation, line clearing for scores, increasing speed over time, and game over when the board overflows—but with the unique addition of a "tide meter" that fills as lines are cleared, enabling periodic power-ups like slowing time or shape morphing. The game must be built using only HTML5 (with Canvas for rendering the game board), CSS (for styling, animations, and responsiveness), and vanilla JavaScript (for game logic, event handling, and audio if applicable—no external libraries or frameworks like Phaser). Ensure the entire game is contained in a single HTML file with embedded CSS and JS for easy deployment. Make the game fully responsive across devices: Use flexible grid layouts, viewport meta tags, and media queries to adapt the canvas size and UI elements for desktops, tablets, and mobiles (e.g., scale the board to fit screen width, with touch-friendly buttons on smaller screens). Automatically detect the control scheme based on the device: On desktops/laptops, use keyboard controls (arrow keys for movement/rotation, space for hard drop, P for pause). On mobile/touch devices, detect via touch events and switch to on-screen virtual buttons (swipe left/right for movement, tap to rotate, swipe down for drop) that appear only when touch is detected—hide them on keyboard input. Include a brief on-screen tutorial or controls overlay that appears on first load. Key features to implement: A 10x20 grid board (adjustable for responsiveness). 5-7 unique aquatic shapes, each with 4 rotation states. Smooth falling animation at 60 FPS using requestAnimationFrame. Collision detection, line clearing with particle effects for water bursts. Scoring system: Base points for lines cleared, multipliers for combos, and bonuses for tide meter activations. High score tracking via localStorage. Background music and sound effects (use HTML5 Audio; provide placeholder URLs or generate simple tones if needed). Pause/resume functionality, start screen, and game over screen with restart button. Accessibility: Keyboard-navigable menus, color contrast for visibility. Output the full code in a multiple, well-commented HTML, CSS and Javascript files. Ensure it's bug-free, performant, and tested for cross-browser compatibility - Initial Deployment
- 59.7 kB Why is the enemies starting the chase when game starts ? - Follow Up Deployment
- 388 Bytes initial commit