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document.addEventListener('DOMContentLoaded', () => {
// Game constants
const GRID_SIZE = 41;
const CELL_COUNT = GRID_SIZE * GRID_SIZE;
const ENEMY_COUNT = 5;
const FOOD_COUNT = 5;
const MAX_HEALTH = 5;
const ENEMY_SCORE = 100;
const FOOD_SCORE = 50;
// Game state
let playerPosition = (2 * GRID_SIZE) + 2; // 2 rows down, 2 columns in
let health = MAX_HEALTH;
let score = 0;
let gameOver = false;
let maze = [];
let enemies = [];
let foodPositions = [];
let waterPosition = Math.floor((GRID_SIZE * GRID_SIZE) / 2); // Center
let goalPosition = (GRID_SIZE * (GRID_SIZE - 2)) + (GRID_SIZE - 2); // 2 from bottom, 2 from right
// DOM elements
const mazeGrid = document.querySelector('.maze-grid');
const scoreValue = document.getElementById('scoreValue');
const healthBars = document.querySelectorAll('.health-bars div');
const newMazeBtn = document.getElementById('newMazeBtn');
const resetBtn = document.getElementById('resetBtn');
// Initialize game
function initGame() {
generateMaze();
placePlayer();
placeEnemies();
placeFood();
placeWater();
updateUI();
addEventListeners();
}
// Generate maze with walls and paths ensuring a path exists
function generateMaze() {
mazeGrid.innerHTML = '';
maze = Array(CELL_COUNT).fill().map((_, i) => {
const cell = document.createElement('div');
cell.className = 'cell';
cell.dataset.index = i;
const row = Math.floor(i / GRID_SIZE);
const col = i % GRID_SIZE;
// Solid outer perimeter walls
let isWall = (row === 0 || row === GRID_SIZE-1 || col === 0 || col === GRID_SIZE-1);
// Create a guaranteed path from start to goal
if (!isWall) {
// Create a diagonal path from start to goal
const isOnPath =
(row === Math.floor(col * (GRID_SIZE-4)/(GRID_SIZE-4)) + 2) ||
(col === Math.floor(row * (GRID_SIZE-4)/(GRID_SIZE-4)) + 2);
// Add some randomness to the path
if (!isOnPath) {
isWall = Math.random() < 0.3;
}
}
// Ensure start, water and goal positions are accessible
if (i === playerPosition || i === waterPosition || i === goalPosition) {
isWall = false;
}
if (isWall) {
cell.classList.add('wall');
} else {
cell.classList.add('path');
}
mazeGrid.appendChild(cell);
return {
element: cell,
isWall: isWall
};
});
}
// Place player at start position
function placePlayer() {
playerPosition = (2 * GRID_SIZE) + 2;
const cell = maze[playerPosition].element;
cell.classList.add('player');
cell.innerHTML = 'π±';
}
// Place enemies randomly
function placeEnemies() {
enemies = [];
while (enemies.length < ENEMY_COUNT) {
const pos = Math.floor(Math.random() * CELL_COUNT);
if (!maze[pos].isWall &&
pos !== playerPosition &&
pos !== waterPosition &&
pos !== goalPosition &&
!enemies.includes(pos)) {
enemies.push(pos);
const cell = maze[pos].element;
cell.classList.add('enemy');
cell.innerHTML = 'πΈ';
}
}
}
// Place food randomly
function placeFood() {
foodPositions = [];
while (foodPositions.length < FOOD_COUNT) {
const pos = Math.floor(Math.random() * CELL_COUNT);
if (!maze[pos].isWall &&
pos !== playerPosition &&
pos !== waterPosition &&
!enemies.includes(pos) &&
!foodPositions.includes(pos)) {
foodPositions.push(pos);
const cell = maze[pos].element;
cell.classList.add('food');
cell.innerHTML = 'π';
}
}
}
// Place water at center with random outcome
function placeWater() {
const cell = maze[waterPosition].element;
cell.classList.add('water');
cell.innerHTML = 'π§';
updateWaterColor();
// Mark goal position
const goalCell = maze[goalPosition].element;
goalCell.classList.add('goal');
goalCell.innerHTML = 'π';
}
// Update water color based on random outcome
function updateWaterColor() {
const waterCell = maze[waterPosition].element;
const willWin = Math.random() > 0.5;
waterCell.style.backgroundColor = willWin ? '#bbf7d0' : '#fecaca';
waterCell.style.border = willWin ? '1px solid #4ade80' : '1px solid #ef4444';
}
// Update UI elements
function updateUI() {
scoreValue.textContent = score;
// Update health display
healthBars.forEach((bar, i) => {
if (i < health) {
bar.classList.add('bg-green-500');
bar.classList.remove('bg-gray-300');
} else {
bar.classList.add('bg-gray-300');
bar.classList.remove('bg-green-500');
}
});
}
// Handle player movement
function movePlayer(direction) {
if (gameOver) return;
let newPosition = playerPosition;
const row = Math.floor(playerPosition / GRID_SIZE);
const col = playerPosition % GRID_SIZE;
switch (direction) {
case 'up':
if (row > 0) newPosition = playerPosition - GRID_SIZE;
break;
case 'down':
if (row < GRID_SIZE - 1) newPosition = playerPosition + GRID_SIZE;
break;
case 'left':
if (col > 0) newPosition = playerPosition - 1;
break;
case 'right':
if (col < GRID_SIZE - 1) newPosition = playerPosition + 1;
break;
}
// Check if new position is valid (not a wall)
if (newPosition !== playerPosition && !maze[newPosition].isWall) {
// Clear current player position
const currentCell = maze[playerPosition].element;
currentCell.classList.remove('player');
currentCell.innerHTML = '';
// Check what's at new position
const newCell = maze[newPosition].element;
// Check for enemy collision
if (enemies.includes(newPosition)) {
health--;
score += ENEMY_SCORE;
enemies = enemies.filter(pos => pos !== newPosition);
newCell.classList.remove('enemy');
if (health <= 0) {
endGame(false);
return;
}
}
// Check for food collection
if (foodPositions.includes(newPosition)) {
health = Math.min(health + 1, MAX_HEALTH);
score += FOOD_SCORE;
foodPositions = foodPositions.filter(pos => pos !== newPosition);
newCell.classList.remove('food');
}
// Check for water pot
if (newPosition === waterPosition) {
const isWin = Math.random() > 0.5;
endGame(isWin);
return;
}
// Check for win condition (2 from bottom, 2 from right)
if (newPosition === goalPosition) {
endGame(true);
return;
}
// Move player
playerPosition = newPosition;
newCell.classList.add('player');
newCell.innerHTML = 'π±';
// Move enemies
moveEnemies();
// Update water color with each move
updateWaterColor();
// Update UI
updateUI();
}
}
// Move enemies towards player
function moveEnemies() {
enemies.forEach((enemyPos, index) => {
const enemyCell = maze[enemyPos].element;
enemyCell.classList.remove('enemy');
enemyCell.innerHTML = '';
const playerRow = Math.floor(playerPosition / GRID_SIZE);
const playerCol = playerPosition % GRID_SIZE;
const enemyRow = Math.floor(enemyPos / GRID_SIZE);
const enemyCol = enemyPos % GRID_SIZE;
// Simple AI: move towards player
let newRow = enemyRow;
let newCol = enemyCol;
if (enemyRow < playerRow) newRow++;
else if (enemyRow > playerRow) newRow--;
if (enemyCol < playerCol) newCol++;
else if (enemyCol > playerCol) newCol--;
// Randomize direction sometimes
if (Math.random() < 0.3) {
if (Math.random() < 0.5) {
newRow = enemyRow + (Math.random() < 0.5 ? 1 : -1);
} else {
newCol = enemyCol + (Math.random() < 0.5 ? 1 : -1);
}
}
// Ensure new position is within bounds
newRow = Math.max(0, Math.min(GRID_SIZE - 1, newRow));
newCol = Math.max(0, Math.min(GRID_SIZE - 1, newCol));
const newEnemyPos = newRow * GRID_SIZE + newCol;
// Only move if not a wall and not another enemy
if (!maze[newEnemyPos].isWall && !enemies.includes(newEnemyPos) && newEnemyPos !== playerPosition) {
enemies[index] = newEnemyPos;
}
// Update enemy display
const newEnemyCell = maze[enemies[index]].element;
newEnemyCell.classList.add('enemy');
newEnemyCell.innerHTML = 'πΈ';
});
}
// End game with win/lose
function endGame(isWin) {
gameOver = true;
const gameOverDiv = document.createElement('div');
gameOverDiv.className = 'game-over';
gameOverDiv.innerHTML = `
<h2>${isWin ? 'You Won! π' : 'Game Over! π'}</h2>
<p>Final Score: ${score}</p>
<button onclick="location.reload()">Play Again</button>
`;
mazeGrid.appendChild(gameOverDiv);
}
// Add event listeners
function addEventListeners() {
// Keyboard controls
document.addEventListener('keydown', (e) => {
switch (e.key) {
case 'ArrowUp':
movePlayer('up');
break;
case 'ArrowDown':
movePlayer('down');
break;
case 'ArrowLeft':
movePlayer('left');
break;
case 'ArrowRight':
movePlayer('right');
break;
}
});
// New maze button
newMazeBtn.addEventListener('click', () => {
generateMaze();
placePlayer();
placeEnemies();
placeFood();
placeWater();
gameOver = false;
score = 0;
health = MAX_HEALTH;
updateUI();
});
// Reset button
resetBtn.addEventListener('click', () => {
placePlayer();
placeEnemies();
placeFood();
gameOver = false;
score = 0;
health = MAX_HEALTH;
updateUI();
});
}
// Start the game
initGame();
}); |