Spaces:
Running
Running
Crea un videojuego de aventura estilo "Zelda" en una sola página web (HTML + CSS + JavaScript) con las siguientes especificaciones: 1) Modo de juego: - Local, **2 jugadores** simultáneos en **pantalla dividida** (split-screen). Cada jugador controla a su personaje y mueve su propia cámara en el mismo mapa grande. - La pantalla debe dividirse **verticalmente** (jugador 1 a la izquierda, jugador 2 a la derecha). Si el tamaño del viewport es estrecho, usa división horizontal como respaldo. 2) Mecánica & diseño: - Vista superior (top-down) con movimiento 8 direcciones (arriba/abajo/izq/der y diagonales). - Mapa tile-based (mosaicos), tamaño razonable (por ejemplo 60x40 tiles) con zonas: bosque, pueblo, río, mazmorra pequeña. - Incluye exploración libre, objetos recogibles (llaves, pociones), puertas que requieren llaves, y al menos **una mazmorra** con 1 jefe. - Puzles simples (palancas, bloques que empujar) y enemigos básicos con IA sencilla (patrullan y persiguen si ven al jugador). - Inventario por jugador (3 ranuras visibles) y barra de vida por jugador. - Sistema sencillo de combate cuerpo a cuerpo: ataque con espada (ataque en frente), tiempo de invulnerabilidad corto al recibir daño. 3) Controles: - Jugador 1: WASD para moverse, F para atacar/usar, G para interactuar. - Jugador 2: Flechas para moverse, Numpad 0 (o tecla L) para atacar/usar, Numpad 1 (o tecla K) para interactuar. - Soporte para gamepad si es posible (pero no obligatorio). 4) Cámara & pantalla partida: - Cada mitad de pantalla muestra la cámara centrada en su jugador; las cámaras se mueven independientemente (no forzar unión). - HUD separado para cada jugador (vida, pociones, llaves) en su lado de la pantalla. - Minimapa pequeño compartido en la parte superior central (muestra la posición aproximada de ambos jugadores y la mazmorra si está explorada). 5) Estética y assets: - Estilo pixel art 16×16 o 32×32, paleta simple tipo 8-12 colores. Usa sprites simples generados por la IA o patrones CSS/Canvas si no hay assets externos. - Sonidos simples (pasos, golpe, recolectar objeto, abrir puerta, efecto de daño) generados por la web o sonidos cortos en base64. 6) Entregables: - Generar **un solo archivo HTML** funcional o un paquete descargable con HTML/CSS/JS y carpeta `assets/`. Debe ser fácil de ejecutar localmente (doble clic en el HTML). - Incluir comentarios en el código explicando las partes principales (mapa, cámara, colisiones, IA, controles). - Proveer en el archivo un pequeño README visible como comentario con instrucciones de control y cómo cambiar tamaño de mapa o añadir enemigos. 7) Rendimiento y fallback: - Optimizar para navegador moderno; si el navegador no soporta WebAudio o gamepad, debe seguir funcionando sin esas características. - Si no hay tiempo para generación de todo el mapa, crear una versión jugable limitada (un mapa pequeño con una mazmorra) claramente comentada en el código. Entrega: juego jugable en local con pantalla dividida, dos personajes, exploración, combate básico, mazmorra y jefe. - Initial Deployment
Browse files- README.md +7 -5
- index.html +1491 -19
README.md
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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- deepsite
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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|
| 1 |
+
<!DOCTYPE html>
|
| 2 |
+
<html lang="en">
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
| 6 |
+
<title>Pixel Quest - Split-Screen Adventure</title>
|
| 7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
+
<style>
|
| 9 |
+
/* Custom CSS for game elements */
|
| 10 |
+
body {
|
| 11 |
+
margin: 0;
|
| 12 |
+
padding: 0;
|
| 13 |
+
overflow: hidden;
|
| 14 |
+
background-color: #222;
|
| 15 |
+
font-family: 'Courier New', monospace;
|
| 16 |
+
}
|
| 17 |
+
|
| 18 |
+
#game-container {
|
| 19 |
+
position: relative;
|
| 20 |
+
width: 100vw;
|
| 21 |
+
height: 100vh;
|
| 22 |
+
display: flex;
|
| 23 |
+
flex-direction: row;
|
| 24 |
+
}
|
| 25 |
+
|
| 26 |
+
@media (max-width: 768px) {
|
| 27 |
+
#game-container {
|
| 28 |
+
flex-direction: column;
|
| 29 |
+
}
|
| 30 |
+
}
|
| 31 |
+
|
| 32 |
+
.player-view {
|
| 33 |
+
position: relative;
|
| 34 |
+
flex: 1;
|
| 35 |
+
overflow: hidden;
|
| 36 |
+
border: 2px solid #444;
|
| 37 |
+
}
|
| 38 |
+
|
| 39 |
+
.game-canvas {
|
| 40 |
+
position: absolute;
|
| 41 |
+
top: 0;
|
| 42 |
+
left: 0;
|
| 43 |
+
image-rendering: pixelated;
|
| 44 |
+
}
|
| 45 |
+
|
| 46 |
+
.hud {
|
| 47 |
+
position: absolute;
|
| 48 |
+
padding: 10px;
|
| 49 |
+
color: white;
|
| 50 |
+
text-shadow: 2px 2px 0 #000;
|
| 51 |
+
font-size: 16px;
|
| 52 |
+
z-index: 100;
|
| 53 |
+
}
|
| 54 |
+
|
| 55 |
+
.health-bar {
|
| 56 |
+
height: 10px;
|
| 57 |
+
background-color: #ff0000;
|
| 58 |
+
border: 2px solid #000;
|
| 59 |
+
margin-top: 5px;
|
| 60 |
+
}
|
| 61 |
+
|
| 62 |
+
.health-fill {
|
| 63 |
+
height: 100%;
|
| 64 |
+
background-color: #00ff00;
|
| 65 |
+
width: 100%;
|
| 66 |
+
transition: width 0.3s;
|
| 67 |
+
}
|
| 68 |
+
|
| 69 |
+
.inventory {
|
| 70 |
+
display: flex;
|
| 71 |
+
gap: 5px;
|
| 72 |
+
margin-top: 10px;
|
| 73 |
+
}
|
| 74 |
+
|
| 75 |
+
.inventory-slot {
|
| 76 |
+
width: 32px;
|
| 77 |
+
height: 32px;
|
| 78 |
+
background-color: rgba(0, 0, 0, 0.5);
|
| 79 |
+
border: 2px solid #555;
|
| 80 |
+
display: flex;
|
| 81 |
+
align-items: center;
|
| 82 |
+
justify-content: center;
|
| 83 |
+
}
|
| 84 |
+
|
| 85 |
+
#minimap {
|
| 86 |
+
position: absolute;
|
| 87 |
+
top: 10px;
|
| 88 |
+
left: 50%;
|
| 89 |
+
transform: translateX(-50%);
|
| 90 |
+
width: 200px;
|
| 91 |
+
height: 150px;
|
| 92 |
+
background-color: rgba(0, 0, 0, 0.7);
|
| 93 |
+
border: 2px solid #555;
|
| 94 |
+
z-index: 200;
|
| 95 |
+
image-rendering: pixelated;
|
| 96 |
+
}
|
| 97 |
+
|
| 98 |
+
.game-object {
|
| 99 |
+
position: absolute;
|
| 100 |
+
image-rendering: pixelated;
|
| 101 |
+
}
|
| 102 |
+
|
| 103 |
+
.damage-effect {
|
| 104 |
+
position: absolute;
|
| 105 |
+
width: 100%;
|
| 106 |
+
height: 100%;
|
| 107 |
+
background-color: rgba(255, 0, 0, 0.3);
|
| 108 |
+
pointer-events: none;
|
| 109 |
+
opacity: 0;
|
| 110 |
+
z-index: 90;
|
| 111 |
+
}
|
| 112 |
+
|
| 113 |
+
.title-screen {
|
| 114 |
+
position: absolute;
|
| 115 |
+
top: 0;
|
| 116 |
+
left: 0;
|
| 117 |
+
width: 100%;
|
| 118 |
+
height: 100%;
|
| 119 |
+
background-color: rgba(0, 0, 0, 0.8);
|
| 120 |
+
display: flex;
|
| 121 |
+
flex-direction: column;
|
| 122 |
+
justify-content: center;
|
| 123 |
+
align-items: center;
|
| 124 |
+
color: white;
|
| 125 |
+
z-index: 1000;
|
| 126 |
+
}
|
| 127 |
+
|
| 128 |
+
.title-screen h1 {
|
| 129 |
+
font-size: 48px;
|
| 130 |
+
margin-bottom: 30px;
|
| 131 |
+
text-shadow: 4px 4px 0 #8b4513;
|
| 132 |
+
color: #ffcc00;
|
| 133 |
+
}
|
| 134 |
+
|
| 135 |
+
.start-button {
|
| 136 |
+
padding: 15px 30px;
|
| 137 |
+
background-color: #8b4513;
|
| 138 |
+
color: white;
|
| 139 |
+
border: none;
|
| 140 |
+
font-size: 24px;
|
| 141 |
+
cursor: pointer;
|
| 142 |
+
border-radius: 5px;
|
| 143 |
+
transition: background-color 0.3s;
|
| 144 |
+
}
|
| 145 |
+
|
| 146 |
+
.start-button:hover {
|
| 147 |
+
background-color: #a0522d;
|
| 148 |
+
}
|
| 149 |
+
|
| 150 |
+
.controls {
|
| 151 |
+
margin-top: 30px;
|
| 152 |
+
text-align: center;
|
| 153 |
+
}
|
| 154 |
+
|
| 155 |
+
.controls h2 {
|
| 156 |
+
color: #ffcc00;
|
| 157 |
+
margin-bottom: 10px;
|
| 158 |
+
}
|
| 159 |
+
|
| 160 |
+
.control-group {
|
| 161 |
+
display: inline-block;
|
| 162 |
+
margin: 0 20px;
|
| 163 |
+
text-align: left;
|
| 164 |
+
}
|
| 165 |
+
</style>
|
| 166 |
+
</head>
|
| 167 |
+
<body>
|
| 168 |
+
<div id="game-container">
|
| 169 |
+
<!-- Player 1 View -->
|
| 170 |
+
<div class="player-view" id="player1-view">
|
| 171 |
+
<canvas class="game-canvas" id="player1-canvas"></canvas>
|
| 172 |
+
<div class="hud" id="player1-hud">
|
| 173 |
+
<div>Player 1</div>
|
| 174 |
+
<div class="health-bar">
|
| 175 |
+
<div class="health-fill" id="player1-health"></div>
|
| 176 |
+
</div>
|
| 177 |
+
<div class="inventory" id="player1-inventory">
|
| 178 |
+
<div class="inventory-slot"></div>
|
| 179 |
+
<div class="inventory-slot"></div>
|
| 180 |
+
<div class="inventory-slot"></div>
|
| 181 |
+
</div>
|
| 182 |
+
</div>
|
| 183 |
+
<div class="damage-effect" id="player1-damage"></div>
|
| 184 |
+
</div>
|
| 185 |
+
|
| 186 |
+
<!-- Player 2 View -->
|
| 187 |
+
<div class="player-view" id="player2-view">
|
| 188 |
+
<canvas class="game-canvas" id="player2-canvas"></canvas>
|
| 189 |
+
<div class="hud" id="player2-hud">
|
| 190 |
+
<div>Player 2</div>
|
| 191 |
+
<div class="health-bar">
|
| 192 |
+
<div class="health-fill" id="player2-health"></div>
|
| 193 |
+
</div>
|
| 194 |
+
<div class="inventory" id="player2-inventory">
|
| 195 |
+
<div class="inventory-slot"></div>
|
| 196 |
+
<div class="inventory-slot"></div>
|
| 197 |
+
<div class="inventory-slot"></div>
|
| 198 |
+
</div>
|
| 199 |
+
</div>
|
| 200 |
+
<div class="damage-effect" id="player2-damage"></div>
|
| 201 |
+
</div>
|
| 202 |
+
|
| 203 |
+
<!-- Minimap -->
|
| 204 |
+
<canvas id="minimap"></canvas>
|
| 205 |
+
|
| 206 |
+
<!-- Title Screen -->
|
| 207 |
+
<div class="title-screen" id="title-screen">
|
| 208 |
+
<h1>Pixel Quest</h1>
|
| 209 |
+
<button class="start-button" id="start-button">Start Adventure</button>
|
| 210 |
+
<div class="controls">
|
| 211 |
+
<h2>Controls</h2>
|
| 212 |
+
<div class="control-group">
|
| 213 |
+
<h3>Player 1</h3>
|
| 214 |
+
<p>WASD: Move</p>
|
| 215 |
+
<p>F: Attack/Use</p>
|
| 216 |
+
<p>G: Interact</p>
|
| 217 |
+
</div>
|
| 218 |
+
<div class="control-group">
|
| 219 |
+
<h3>Player 2</h3>
|
| 220 |
+
<p>Arrow Keys: Move</p>
|
| 221 |
+
<p>L: Attack/Use</p>
|
| 222 |
+
<p>K: Interact</p>
|
| 223 |
+
</div>
|
| 224 |
+
</div>
|
| 225 |
+
</div>
|
| 226 |
+
</div>
|
| 227 |
+
|
| 228 |
+
<script>
|
| 229 |
+
/*
|
| 230 |
+
* PIXEL QUEST - Split-Screen Adventure Game
|
| 231 |
+
*
|
| 232 |
+
* Features:
|
| 233 |
+
* - Split-screen multiplayer (vertical/horizontal based on screen size)
|
| 234 |
+
* - Top-down 8-directional movement
|
| 235 |
+
* - Tile-based map with different zones
|
| 236 |
+
* - Collectible items (keys, potions)
|
| 237 |
+
* - Locked doors requiring keys
|
| 238 |
+
* - Dungeon with a boss
|
| 239 |
+
* - Simple puzzles (levers, pushable blocks)
|
| 240 |
+
* - Enemy AI (patrol and chase)
|
| 241 |
+
* - Health system and inventory
|
| 242 |
+
* - Melee combat with invulnerability frames
|
| 243 |
+
* - Minimap showing player positions
|
| 244 |
+
*/
|
| 245 |
+
|
| 246 |
+
// Game Constants
|
| 247 |
+
const TILE_SIZE = 32;
|
| 248 |
+
const MAP_WIDTH = 60;
|
| 249 |
+
const MAP_HEIGHT = 40;
|
| 250 |
+
const PLAYER_SPEED = 3;
|
| 251 |
+
const ATTACK_RANGE = 20;
|
| 252 |
+
const ATTACK_DURATION = 300; // ms
|
| 253 |
+
const INVULNERABILITY_DURATION = 1000; // ms
|
| 254 |
+
const CAMERA_SMOOTHING = 0.1;
|
| 255 |
+
|
| 256 |
+
// Game State
|
| 257 |
+
let gameState = {
|
| 258 |
+
players: [],
|
| 259 |
+
enemies: [],
|
| 260 |
+
items: [],
|
| 261 |
+
doors: [],
|
| 262 |
+
levers: [],
|
| 263 |
+
blocks: [],
|
| 264 |
+
boss: null,
|
| 265 |
+
gameTime: 0,
|
| 266 |
+
gameStarted: false
|
| 267 |
+
};
|
| 268 |
+
|
| 269 |
+
// Tile Types
|
| 270 |
+
const TILE_TYPES = {
|
| 271 |
+
GRASS: 0,
|
| 272 |
+
WATER: 1,
|
| 273 |
+
SAND: 2,
|
| 274 |
+
STONE: 3,
|
| 275 |
+
WOOD: 4,
|
| 276 |
+
BRICK: 5,
|
| 277 |
+
LAVA: 6
|
| 278 |
+
};
|
| 279 |
+
|
| 280 |
+
// Game Objects
|
| 281 |
+
class GameObject {
|
| 282 |
+
constructor(x, y, width, height) {
|
| 283 |
+
this.x = x;
|
| 284 |
+
this.y = y;
|
| 285 |
+
this.width = width;
|
| 286 |
+
this.height = height;
|
| 287 |
+
this.vx = 0;
|
| 288 |
+
this.vy = 0;
|
| 289 |
+
}
|
| 290 |
+
|
| 291 |
+
get centerX() {
|
| 292 |
+
return this.x + this.width / 2;
|
| 293 |
+
}
|
| 294 |
+
|
| 295 |
+
get centerY() {
|
| 296 |
+
return this.y + this.height / 2;
|
| 297 |
+
}
|
| 298 |
+
|
| 299 |
+
collidesWith(other) {
|
| 300 |
+
return this.x < other.x + other.width &&
|
| 301 |
+
this.x + this.width > other.x &&
|
| 302 |
+
this.y < other.y + other.height &&
|
| 303 |
+
this.y + this.height > other.y;
|
| 304 |
+
}
|
| 305 |
+
|
| 306 |
+
distanceTo(other) {
|
| 307 |
+
const dx = this.centerX - other.centerX;
|
| 308 |
+
const dy = this.centerY - other.centerY;
|
| 309 |
+
return Math.sqrt(dx * dx + dy * dy);
|
| 310 |
+
}
|
| 311 |
+
|
| 312 |
+
update(deltaTime) {
|
| 313 |
+
this.x += this.vx * deltaTime;
|
| 314 |
+
this.y += this.vy * deltaTime;
|
| 315 |
+
}
|
| 316 |
+
}
|
| 317 |
+
|
| 318 |
+
class Player extends GameObject {
|
| 319 |
+
constructor(x, y, playerId) {
|
| 320 |
+
super(x, y, 24, 24);
|
| 321 |
+
this.playerId = playerId;
|
| 322 |
+
this.maxHealth = 100;
|
| 323 |
+
this.health = this.maxHealth;
|
| 324 |
+
this.inventory = [];
|
| 325 |
+
this.facing = { x: 0, y: 1 }; // Facing down by default
|
| 326 |
+
this.isAttacking = false;
|
| 327 |
+
this.attackCooldown = 0;
|
| 328 |
+
this.isInvulnerable = false;
|
| 329 |
+
this.invulnerabilityTimer = 0;
|
| 330 |
+
this.keys = 0;
|
| 331 |
+
this.color = playerId === 1 ? '#3498db' : '#e74c3c';
|
| 332 |
+
}
|
| 333 |
+
|
| 334 |
+
update(deltaTime) {
|
| 335 |
+
super.update(deltaTime);
|
| 336 |
+
|
| 337 |
+
// Update attack cooldown
|
| 338 |
+
if (this.attackCooldown > 0) {
|
| 339 |
+
this.attackCooldown -= deltaTime;
|
| 340 |
+
if (this.attackCooldown <= 0) {
|
| 341 |
+
this.isAttacking = false;
|
| 342 |
+
}
|
| 343 |
+
}
|
| 344 |
+
|
| 345 |
+
// Update invulnerability
|
| 346 |
+
if (this.isInvulnerable) {
|
| 347 |
+
this.invulnerabilityTimer -= deltaTime;
|
| 348 |
+
if (this.invulnerabilityTimer <= 0) {
|
| 349 |
+
this.isInvulnerable = false;
|
| 350 |
+
}
|
| 351 |
+
}
|
| 352 |
+
|
| 353 |
+
// Apply friction
|
| 354 |
+
this.vx *= 0.9;
|
| 355 |
+
this.vy *= 0.9;
|
| 356 |
+
|
| 357 |
+
// Update facing direction if moving
|
| 358 |
+
if (Math.abs(this.vx) > 0.1 || Math.abs(this.vy) > 0.1) {
|
| 359 |
+
this.facing = { x: Math.sign(this.vx), y: Math.sign(this.vy) };
|
| 360 |
+
}
|
| 361 |
+
|
| 362 |
+
// Keep player within bounds
|
| 363 |
+
this.x = Math.max(0, Math.min(MAP_WIDTH * TILE_SIZE - this.width, this.x));
|
| 364 |
+
this.y = Math.max(0, Math.min(MAP_HEIGHT * TILE_SIZE - this.height, this.y));
|
| 365 |
+
}
|
| 366 |
+
|
| 367 |
+
attack() {
|
| 368 |
+
if (!this.isAttacking && this.attackCooldown <= 0) {
|
| 369 |
+
this.isAttacking = true;
|
| 370 |
+
this.attackCooldown = ATTACK_DURATION;
|
| 371 |
+
return true;
|
| 372 |
+
}
|
| 373 |
+
return false;
|
| 374 |
+
}
|
| 375 |
+
|
| 376 |
+
takeDamage(amount) {
|
| 377 |
+
if (!this.isInvulnerable) {
|
| 378 |
+
this.health = Math.max(0, this.health - amount);
|
| 379 |
+
this.isInvulnerable = true;
|
| 380 |
+
this.invulnerabilityTimer = INVULNERABILITY_DURATION;
|
| 381 |
+
|
| 382 |
+
// Show damage effect
|
| 383 |
+
const damageEffect = document.getElementById(`player${this.playerId}-damage`);
|
| 384 |
+
damageEffect.style.opacity = 1;
|
| 385 |
+
setTimeout(() => {
|
| 386 |
+
damageEffect.style.opacity = 0;
|
| 387 |
+
}, 200);
|
| 388 |
+
|
| 389 |
+
return true;
|
| 390 |
+
}
|
| 391 |
+
return false;
|
| 392 |
+
}
|
| 393 |
+
|
| 394 |
+
useItem(index) {
|
| 395 |
+
if (index >= 0 && index < this.inventory.length) {
|
| 396 |
+
const item = this.inventory[index];
|
| 397 |
+
if (item.type === 'potion') {
|
| 398 |
+
this.health = Math.min(this.maxHealth, this.health + 30);
|
| 399 |
+
this.inventory.splice(index, 1);
|
| 400 |
+
playSound('potion');
|
| 401 |
+
return true;
|
| 402 |
+
}
|
| 403 |
+
}
|
| 404 |
+
return false;
|
| 405 |
+
}
|
| 406 |
+
|
| 407 |
+
addToInventory(item) {
|
| 408 |
+
if (this.inventory.length < 3) {
|
| 409 |
+
this.inventory.push(item);
|
| 410 |
+
return true;
|
| 411 |
+
}
|
| 412 |
+
return false;
|
| 413 |
+
}
|
| 414 |
+
|
| 415 |
+
draw(ctx, cameraX, cameraY) {
|
| 416 |
+
const screenX = this.x - cameraX;
|
| 417 |
+
const screenY = this.y - cameraY;
|
| 418 |
+
|
| 419 |
+
// Draw player body
|
| 420 |
+
ctx.fillStyle = this.color;
|
| 421 |
+
ctx.fillRect(screenX, screenY, this.width, this.height);
|
| 422 |
+
|
| 423 |
+
// Draw facing indicator (head)
|
| 424 |
+
ctx.fillStyle = '#fff';
|
| 425 |
+
const headX = screenX + this.width / 2 + this.facing.x * 5;
|
| 426 |
+
const headY = screenY + this.height / 2 + this.facing.y * 5;
|
| 427 |
+
ctx.beginPath();
|
| 428 |
+
ctx.arc(headX, headY, 5, 0, Math.PI * 2);
|
| 429 |
+
ctx.fill();
|
| 430 |
+
|
| 431 |
+
// Draw attack if attacking
|
| 432 |
+
if (this.isAttacking) {
|
| 433 |
+
ctx.fillStyle = 'rgba(255, 255, 0, 0.5)';
|
| 434 |
+
const attackX = screenX + this.width / 2 + this.facing.x * ATTACK_RANGE;
|
| 435 |
+
const attackY = screenY + this.height / 2 + this.facing.y * ATTACK_RANGE;
|
| 436 |
+
ctx.beginPath();
|
| 437 |
+
ctx.arc(attackX, attackY, 15, 0, Math.PI * 2);
|
| 438 |
+
ctx.fill();
|
| 439 |
+
}
|
| 440 |
+
}
|
| 441 |
+
}
|
| 442 |
+
|
| 443 |
+
class Enemy extends GameObject {
|
| 444 |
+
constructor(x, y, type) {
|
| 445 |
+
super(x, y, 24, 24);
|
| 446 |
+
this.type = type;
|
| 447 |
+
this.health = type === 'boss' ? 150 : 50;
|
| 448 |
+
this.speed = type === 'boss' ? 1.5 : 1;
|
| 449 |
+
this.damage = type === 'boss' ? 20 : 10;
|
| 450 |
+
this.detectionRange = type === 'boss' ? 300 : 150;
|
| 451 |
+
this.attackCooldown = 0;
|
| 452 |
+
this.patrolPoints = [];
|
| 453 |
+
this.currentPatrolIndex = 0;
|
| 454 |
+
this.color = type === 'boss' ? '#8b0000' : '#9b59b6';
|
| 455 |
+
}
|
| 456 |
+
|
| 457 |
+
update(deltaTime, players) {
|
| 458 |
+
super.update(deltaTime);
|
| 459 |
+
|
| 460 |
+
// Update attack cooldown
|
| 461 |
+
if (this.attackCooldown > 0) {
|
| 462 |
+
this.attackCooldown -= deltaTime;
|
| 463 |
+
}
|
| 464 |
+
|
| 465 |
+
// Find closest player
|
| 466 |
+
let closestPlayer = null;
|
| 467 |
+
let minDistance = Infinity;
|
| 468 |
+
|
| 469 |
+
for (const player of players) {
|
| 470 |
+
const distance = this.distanceTo(player);
|
| 471 |
+
if (distance < minDistance) {
|
| 472 |
+
minDistance = distance;
|
| 473 |
+
closestPlayer = player;
|
| 474 |
+
}
|
| 475 |
+
}
|
| 476 |
+
|
| 477 |
+
// Behavior based on distance to player
|
| 478 |
+
if (closestPlayer && minDistance < this.detectionRange) {
|
| 479 |
+
// Chase player
|
| 480 |
+
const dx = closestPlayer.centerX - this.centerX;
|
| 481 |
+
const dy = closestPlayer.centerY - this.centerY;
|
| 482 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 483 |
+
|
| 484 |
+
if (distance > 0) {
|
| 485 |
+
this.vx = (dx / distance) * this.speed;
|
| 486 |
+
this.vy = (dy / distance) * this.speed;
|
| 487 |
+
}
|
| 488 |
+
|
| 489 |
+
// Attack if close enough
|
| 490 |
+
if (minDistance < ATTACK_RANGE && this.attackCooldown <= 0) {
|
| 491 |
+
closestPlayer.takeDamage(this.damage);
|
| 492 |
+
this.attackCooldown = 1000; // 1 second cooldown
|
| 493 |
+
}
|
| 494 |
+
} else {
|
| 495 |
+
// Patrol behavior
|
| 496 |
+
if (this.patrolPoints.length > 0) {
|
| 497 |
+
const target = this.patrolPoints[this.currentPatrolIndex];
|
| 498 |
+
const dx = target.x - this.centerX;
|
| 499 |
+
const dy = target.y - this.centerY;
|
| 500 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 501 |
+
|
| 502 |
+
if (distance > 10) {
|
| 503 |
+
this.vx = (dx / distance) * this.speed * 0.5;
|
| 504 |
+
this.vy = (dy / distance) * this.speed * 0.5;
|
| 505 |
+
} else {
|
| 506 |
+
this.currentPatrolIndex = (this.currentPatrolIndex + 1) % this.patrolPoints.length;
|
| 507 |
+
}
|
| 508 |
+
} else {
|
| 509 |
+
// Random wandering if no patrol points
|
| 510 |
+
if (Math.random() < 0.02) {
|
| 511 |
+
this.vx = (Math.random() - 0.5) * this.speed * 0.5;
|
| 512 |
+
this.vy = (Math.random() - 0.5) * this.speed * 0.5;
|
| 513 |
+
}
|
| 514 |
+
}
|
| 515 |
+
}
|
| 516 |
+
|
| 517 |
+
// Apply friction
|
| 518 |
+
this.vx *= 0.95;
|
| 519 |
+
this.vy *= 0.95;
|
| 520 |
+
}
|
| 521 |
+
|
| 522 |
+
takeDamage(amount) {
|
| 523 |
+
this.health = Math.max(0, this.health - amount);
|
| 524 |
+
return this.health <= 0;
|
| 525 |
+
}
|
| 526 |
+
|
| 527 |
+
draw(ctx, cameraX, cameraY) {
|
| 528 |
+
const screenX = this.x - cameraX;
|
| 529 |
+
const screenY = this.y - cameraY;
|
| 530 |
+
|
| 531 |
+
// Draw enemy body
|
| 532 |
+
ctx.fillStyle = this.color;
|
| 533 |
+
ctx.fillRect(screenX, screenY, this.width, this.height);
|
| 534 |
+
|
| 535 |
+
// Draw health bar for bosses
|
| 536 |
+
if (this.type === 'boss') {
|
| 537 |
+
const healthWidth = 30;
|
| 538 |
+
const healthHeight = 5;
|
| 539 |
+
const healthX = screenX + (this.width - healthWidth) / 2;
|
| 540 |
+
const healthY = screenY - 10;
|
| 541 |
+
|
| 542 |
+
ctx.fillStyle = '#ff0000';
|
| 543 |
+
ctx.fillRect(healthX, healthY, healthWidth, healthHeight);
|
| 544 |
+
|
| 545 |
+
ctx.fillStyle = '#00ff00';
|
| 546 |
+
ctx.fillRect(healthX, healthY, healthWidth * (this.health / 150), healthHeight);
|
| 547 |
+
}
|
| 548 |
+
}
|
| 549 |
+
}
|
| 550 |
+
|
| 551 |
+
class Item extends GameObject {
|
| 552 |
+
constructor(x, y, type) {
|
| 553 |
+
super(x, y, 16, 16);
|
| 554 |
+
this.type = type;
|
| 555 |
+
this.color = this.getItemColor();
|
| 556 |
+
}
|
| 557 |
+
|
| 558 |
+
getItemColor() {
|
| 559 |
+
switch (this.type) {
|
| 560 |
+
case 'key': return '#ffcc00';
|
| 561 |
+
case 'potion': return '#ff0000';
|
| 562 |
+
case 'sword': return '#999999';
|
| 563 |
+
default: return '#ffffff';
|
| 564 |
+
}
|
| 565 |
+
}
|
| 566 |
+
|
| 567 |
+
draw(ctx, cameraX, cameraY) {
|
| 568 |
+
const screenX = this.x - cameraX;
|
| 569 |
+
const screenY = this.y - cameraY;
|
| 570 |
+
|
| 571 |
+
ctx.fillStyle = this.color;
|
| 572 |
+
|
| 573 |
+
if (this.type === 'key') {
|
| 574 |
+
// Draw key shape
|
| 575 |
+
ctx.fillRect(screenX + 5, screenY + 3, 10, 2); // Key handle
|
| 576 |
+
ctx.fillRect(screenX + 10, screenY, 2, 10); // Key shaft
|
| 577 |
+
ctx.fillRect(screenX + 12, screenY + 2, 3, 2); // Teeth
|
| 578 |
+
ctx.fillRect(screenX + 12, screenY + 6, 3, 2); // Teeth
|
| 579 |
+
} else if (this.type === 'potion') {
|
| 580 |
+
// Draw potion shape
|
| 581 |
+
ctx.beginPath();
|
| 582 |
+
ctx.moveTo(screenX + 5, screenY + 12);
|
| 583 |
+
ctx.lineTo(screenX + 5, screenY + 5);
|
| 584 |
+
ctx.lineTo(screenX + 11, screenY + 5);
|
| 585 |
+
ctx.lineTo(screenX + 11, screenY + 12);
|
| 586 |
+
ctx.lineTo(screenX + 8, screenY + 15);
|
| 587 |
+
ctx.lineTo(screenX + 5, screenY + 12);
|
| 588 |
+
ctx.fill();
|
| 589 |
+
|
| 590 |
+
// Draw potion liquid
|
| 591 |
+
ctx.fillStyle = '#ff6666';
|
| 592 |
+
ctx.beginPath();
|
| 593 |
+
ctx.moveTo(screenX + 6, screenY + 11);
|
| 594 |
+
ctx.lineTo(screenX + 6, screenY + 7);
|
| 595 |
+
ctx.lineTo(screenX + 10, screenY + 7);
|
| 596 |
+
ctx.lineTo(screenX + 10, screenY + 11);
|
| 597 |
+
ctx.lineTo(screenX + 8, screenY + 13);
|
| 598 |
+
ctx.lineTo(screenX + 6, screenY + 11);
|
| 599 |
+
ctx.fill();
|
| 600 |
+
} else if (this.type === 'sword') {
|
| 601 |
+
// Draw sword shape
|
| 602 |
+
ctx.fillRect(screenX + 7, screenY, 2, 12); // Blade
|
| 603 |
+
ctx.fillRect(screenX + 3, screenY + 10, 10, 2); // Crossguard
|
| 604 |
+
ctx.fillRect(screenX + 6, screenY + 12, 4, 4); // Hilt
|
| 605 |
+
}
|
| 606 |
+
}
|
| 607 |
+
}
|
| 608 |
+
|
| 609 |
+
class Door extends GameObject {
|
| 610 |
+
constructor(x, y, width, height, locked, keyId) {
|
| 611 |
+
super(x, y, width, height);
|
| 612 |
+
this.locked = locked;
|
| 613 |
+
this.keyId = keyId;
|
| 614 |
+
this.isOpen = false;
|
| 615 |
+
}
|
| 616 |
+
|
| 617 |
+
unlock(player) {
|
| 618 |
+
if (this.locked) {
|
| 619 |
+
// Check if player has the key
|
| 620 |
+
for (let i = 0; i < player.inventory.length; i++) {
|
| 621 |
+
const item = player.inventory[i];
|
| 622 |
+
if (item.type === 'key' && item.keyId === this.keyId) {
|
| 623 |
+
player.inventory.splice(i, 1);
|
| 624 |
+
this.locked = false;
|
| 625 |
+
playSound('door');
|
| 626 |
+
return true;
|
| 627 |
+
}
|
| 628 |
+
}
|
| 629 |
+
return false;
|
| 630 |
+
}
|
| 631 |
+
return true;
|
| 632 |
+
}
|
| 633 |
+
|
| 634 |
+
draw(ctx, cameraX, cameraY) {
|
| 635 |
+
const screenX = this.x - cameraX;
|
| 636 |
+
const screenY = this.y - cameraY;
|
| 637 |
+
|
| 638 |
+
if (this.isOpen) {
|
| 639 |
+
ctx.fillStyle = 'rgba(139, 69, 19, 0.5)';
|
| 640 |
+
} else if (this.locked) {
|
| 641 |
+
ctx.fillStyle = '#8b4513';
|
| 642 |
+
} else {
|
| 643 |
+
ctx.fillStyle = '#a0522d';
|
| 644 |
+
}
|
| 645 |
+
|
| 646 |
+
ctx.fillRect(screenX, screenY, this.width, this.height);
|
| 647 |
+
|
| 648 |
+
// Draw door details
|
| 649 |
+
if (!this.isOpen) {
|
| 650 |
+
ctx.fillStyle = '#8b0000';
|
| 651 |
+
ctx.beginPath();
|
| 652 |
+
ctx.arc(screenX + this.width - 5, screenY + this.height / 2, 3, 0, Math.PI * 2);
|
| 653 |
+
ctx.fill();
|
| 654 |
+
|
| 655 |
+
if (this.locked) {
|
| 656 |
+
// Draw lock icon
|
| 657 |
+
ctx.fillStyle = '#ffcc00';
|
| 658 |
+
ctx.fillRect(screenX + this.width - 10, screenY + this.height / 2 - 5, 5, 8);
|
| 659 |
+
ctx.fillRect(screenX + this.width - 12, screenY + this.height / 2 + 3, 9, 2);
|
| 660 |
+
}
|
| 661 |
+
}
|
| 662 |
+
}
|
| 663 |
+
}
|
| 664 |
+
|
| 665 |
+
class Lever extends GameObject {
|
| 666 |
+
constructor(x, y, target) {
|
| 667 |
+
super(x, y, 16, 16);
|
| 668 |
+
this.target = target;
|
| 669 |
+
this.isActivated = false;
|
| 670 |
+
}
|
| 671 |
+
|
| 672 |
+
activate() {
|
| 673 |
+
this.isActivated = !this.isActivated;
|
| 674 |
+
playSound('lever');
|
| 675 |
+
|
| 676 |
+
if (this.target) {
|
| 677 |
+
if (Array.isArray(this.target)) {
|
| 678 |
+
this.target.forEach(t => t.trigger());
|
| 679 |
+
} else {
|
| 680 |
+
this.target.trigger();
|
| 681 |
+
}
|
| 682 |
+
}
|
| 683 |
+
return true;
|
| 684 |
+
}
|
| 685 |
+
|
| 686 |
+
draw(ctx, cameraX, cameraY) {
|
| 687 |
+
const screenX = this.x - cameraX;
|
| 688 |
+
const screenY = this.y - cameraY;
|
| 689 |
+
|
| 690 |
+
// Draw lever base
|
| 691 |
+
ctx.fillStyle = '#999999';
|
| 692 |
+
ctx.fillRect(screenX + 6, screenY + 4, 4, 8);
|
| 693 |
+
|
| 694 |
+
// Draw lever handle
|
| 695 |
+
ctx.fillStyle = '#666666';
|
| 696 |
+
if (this.isActivated) {
|
| 697 |
+
ctx.fillRect(screenX + 4, screenY + 8, 8, 2);
|
| 698 |
+
} else {
|
| 699 |
+
ctx.fillRect(screenX + 8, screenY + 2, 2, 8);
|
| 700 |
+
}
|
| 701 |
+
}
|
| 702 |
+
}
|
| 703 |
+
|
| 704 |
+
class PushableBlock extends GameObject {
|
| 705 |
+
constructor(x, y) {
|
| 706 |
+
super(x, y, TILE_SIZE, TILE_SIZE);
|
| 707 |
+
this.isBeingPushed = false;
|
| 708 |
+
this.pushDirection = { x: 0, y: 0 };
|
| 709 |
+
}
|
| 710 |
+
|
| 711 |
+
push(directionX, directionY) {
|
| 712 |
+
this.vx = directionX * 0.5;
|
| 713 |
+
this.vy = directionY * 0.5;
|
| 714 |
+
this.isBeingPushed = true;
|
| 715 |
+
this.pushDirection = { x: directionX, y: directionY };
|
| 716 |
+
return true;
|
| 717 |
+
}
|
| 718 |
+
|
| 719 |
+
update(deltaTime) {
|
| 720 |
+
super.update(deltaTime);
|
| 721 |
+
|
| 722 |
+
// Stop pushing if no velocity
|
| 723 |
+
if (Math.abs(this.vx) < 0.1 && Math.abs(this.vy) < 0.1) {
|
| 724 |
+
this.isBeingPushed = false;
|
| 725 |
+
}
|
| 726 |
+
|
| 727 |
+
// Snap to grid when not being pushed
|
| 728 |
+
if (!this.isBeingPushed) {
|
| 729 |
+
const targetX = Math.round(this.x / TILE_SIZE) * TILE_SIZE;
|
| 730 |
+
const targetY = Math.round(this.y / TILE_SIZE) * TILE_SIZE;
|
| 731 |
+
|
| 732 |
+
if (Math.abs(this.x - targetX) > 0.1 || Math.abs(this.y - targetY) > 0.1) {
|
| 733 |
+
this.x += (targetX - this.x) * 0.2;
|
| 734 |
+
this.y += (targetY - this.y) * 0.2;
|
| 735 |
+
} else {
|
| 736 |
+
this.x = targetX;
|
| 737 |
+
this.y = targetY;
|
| 738 |
+
this.vx = 0;
|
| 739 |
+
this.vy = 0;
|
| 740 |
+
}
|
| 741 |
+
}
|
| 742 |
+
}
|
| 743 |
+
|
| 744 |
+
draw(ctx, cameraX, cameraY) {
|
| 745 |
+
const screenX = this.x - cameraX;
|
| 746 |
+
const screenY = this.y - cameraY;
|
| 747 |
+
|
| 748 |
+
// Draw block
|
| 749 |
+
ctx.fillStyle = '#8b4513';
|
| 750 |
+
ctx.fillRect(screenX, screenY, this.width, this.height);
|
| 751 |
+
|
| 752 |
+
// Draw wood grain
|
| 753 |
+
ctx.fillStyle = '#a0522d';
|
| 754 |
+
for (let i = 0; i < 3; i++) {
|
| 755 |
+
ctx.fillRect(screenX + 2, screenY + 6 + i * 6, this.width - 4, 2);
|
| 756 |
+
}
|
| 757 |
+
}
|
| 758 |
+
}
|
| 759 |
+
|
| 760 |
+
// Game Map
|
| 761 |
+
class GameMap {
|
| 762 |
+
constructor(width, height) {
|
| 763 |
+
this.width = width;
|
| 764 |
+
this.height = height;
|
| 765 |
+
this.tiles = [];
|
| 766 |
+
this.initMap();
|
| 767 |
+
}
|
| 768 |
+
|
| 769 |
+
initMap() {
|
| 770 |
+
// Create empty map
|
| 771 |
+
for (let y = 0; y < this.height; y++) {
|
| 772 |
+
this.tiles[y] = [];
|
| 773 |
+
for (let x = 0; x < this.width; x++) {
|
| 774 |
+
// Default to grass
|
| 775 |
+
this.tiles[y][x] = TILE_TYPES.GRASS;
|
| 776 |
+
}
|
| 777 |
+
}
|
| 778 |
+
|
| 779 |
+
// Create a river
|
| 780 |
+
for (let x = 15; x < 45; x++) {
|
| 781 |
+
for (let y = 15; y < 25; y++) {
|
| 782 |
+
this.tiles[y][x] = TILE_TYPES.WATER;
|
| 783 |
+
}
|
| 784 |
+
}
|
| 785 |
+
|
| 786 |
+
// Create a village
|
| 787 |
+
for (let x = 5; x < 15; x++) {
|
| 788 |
+
for (let y = 5; y < 15; y++) {
|
| 789 |
+
this.tiles[y][x] = TILE_TYPES.WOOD;
|
| 790 |
+
}
|
| 791 |
+
}
|
| 792 |
+
|
| 793 |
+
// Create a forest
|
| 794 |
+
for (let x = 40; x < 55; x++) {
|
| 795 |
+
for (let y = 5; y < 15; y++) {
|
| 796 |
+
if (Math.random() > 0.3) {
|
| 797 |
+
this.tiles[y][x] = TILE_TYPES.GRASS;
|
| 798 |
+
} else {
|
| 799 |
+
this.tiles[y][x] = TILE_TYPES.SAND;
|
| 800 |
+
}
|
| 801 |
+
}
|
| 802 |
+
}
|
| 803 |
+
|
| 804 |
+
// Create a dungeon
|
| 805 |
+
for (let x = 25; x < 35; x++) {
|
| 806 |
+
for (let y = 30; y < 38; y++) {
|
| 807 |
+
this.tiles[y][x] = TILE_TYPES.STONE;
|
| 808 |
+
}
|
| 809 |
+
}
|
| 810 |
+
|
| 811 |
+
// Dungeon entrance
|
| 812 |
+
this.tiles[29][30] = TILE_TYPES.GRASS;
|
| 813 |
+
this.tiles[29][31] = TILE_TYPES.GRASS;
|
| 814 |
+
|
| 815 |
+
// Boss room
|
| 816 |
+
for (let x = 28; x < 32; x++) {
|
| 817 |
+
for (let y = 35; y < 38; y++) {
|
| 818 |
+
this.tiles[y][x] = TILE_TYPES.BRICK;
|
| 819 |
+
}
|
| 820 |
+
}
|
| 821 |
+
|
| 822 |
+
// Lava around boss
|
| 823 |
+
this.tiles[34][30] = TILE_TYPES.LAVA;
|
| 824 |
+
this.tiles[34][31] = TILE_TYPES.LAVA;
|
| 825 |
+
this.tiles[34][32] = TILE_TYPES.LAVA;
|
| 826 |
+
this.tiles[34][33] = TILE_TYPES.LAVA;
|
| 827 |
+
}
|
| 828 |
+
|
| 829 |
+
getTileColor(tileType) {
|
| 830 |
+
switch (tileType) {
|
| 831 |
+
case TILE_TYPES.GRASS: return '#2ecc71';
|
| 832 |
+
case TILE_TYPES.WATER: return '#3498db';
|
| 833 |
+
case TILE_TYPES.SAND: return '#f1c40f';
|
| 834 |
+
case TILE_TYPES.STONE: return '#95a5a6';
|
| 835 |
+
case TILE_TYPES.WOOD: return '#8b4513';
|
| 836 |
+
case TILE_TYPES.BRICK: return '#c0392b';
|
| 837 |
+
case TILE_TYPES.LAVA: return '#e74c3c';
|
| 838 |
+
default: return '#2ecc71';
|
| 839 |
+
}
|
| 840 |
+
}
|
| 841 |
+
|
| 842 |
+
isSolid(x, y) {
|
| 843 |
+
// Check if coordinates are out of bounds
|
| 844 |
+
if (x < 0 || x >= this.width || y < 0 || y >= this.height) {
|
| 845 |
+
return true;
|
| 846 |
+
}
|
| 847 |
+
|
| 848 |
+
const tile = this.tiles[y][x];
|
| 849 |
+
return tile === TILE_TYPES.WATER || tile === TILE_TYPES.LAVA;
|
| 850 |
+
}
|
| 851 |
+
|
| 852 |
+
draw(ctx, cameraX, cameraY, viewWidth, viewHeight) {
|
| 853 |
+
// Calculate visible tile range
|
| 854 |
+
const startX = Math.max(0, Math.floor(cameraX / TILE_SIZE));
|
| 855 |
+
const startY = Math.max(0, Math.floor(cameraY / TILE_SIZE));
|
| 856 |
+
const endX = Math.min(this.width, Math.ceil((cameraX + viewWidth) / TILE_SIZE) + 1);
|
| 857 |
+
const endY = Math.min(this.height, Math.ceil((cameraY + viewHeight) / TILE_SIZE) + 1);
|
| 858 |
+
|
| 859 |
+
// Draw visible tiles
|
| 860 |
+
for (let y = startY; y < endY; y++) {
|
| 861 |
+
for (let x = startX; x < endX; x++) {
|
| 862 |
+
const tileX = x * TILE_SIZE - cameraX;
|
| 863 |
+
const tileY = y * TILE_SIZE - cameraY;
|
| 864 |
+
|
| 865 |
+
// Draw tile
|
| 866 |
+
ctx.fillStyle = this.getTileColor(this.tiles[y][x]);
|
| 867 |
+
ctx.fillRect(tileX, tileY, TILE_SIZE, TILE_SIZE);
|
| 868 |
+
|
| 869 |
+
// Add some variation to grass tiles
|
| 870 |
+
if (this.tiles[y][x] === TILE_TYPES.GRASS && Math.random() > 0.7) {
|
| 871 |
+
ctx.fillStyle = '#27ae60';
|
| 872 |
+
ctx.beginPath();
|
| 873 |
+
ctx.arc(
|
| 874 |
+
tileX + Math.random() * TILE_SIZE,
|
| 875 |
+
tileY + Math.random() * TILE_SIZE,
|
| 876 |
+
Math.random() * 2 + 1,
|
| 877 |
+
0,
|
| 878 |
+
Math.PI * 2
|
| 879 |
+
);
|
| 880 |
+
ctx.fill();
|
| 881 |
+
}
|
| 882 |
+
|
| 883 |
+
// Add waves to water
|
| 884 |
+
if (this.tiles[y][x] === TILE_TYPES.WATER) {
|
| 885 |
+
ctx.fillStyle = '#2980b9';
|
| 886 |
+
for (let i = 0; i < 3; i++) {
|
| 887 |
+
ctx.beginPath();
|
| 888 |
+
ctx.arc(
|
| 889 |
+
tileX + Math.random() * TILE_SIZE,
|
| 890 |
+
tileY + Math.random() * TILE_SIZE,
|
| 891 |
+
Math.random() * 1.5,
|
| 892 |
+
0,
|
| 893 |
+
Math.PI * 2
|
| 894 |
+
);
|
| 895 |
+
ctx.fill();
|
| 896 |
+
}
|
| 897 |
+
}
|
| 898 |
+
|
| 899 |
+
// Add wood grain
|
| 900 |
+
if (this.tiles[y][x] === TILE_TYPES.WOOD) {
|
| 901 |
+
ctx.fillStyle = '#a0522d';
|
| 902 |
+
for (let i = 0; i < 3; i++) {
|
| 903 |
+
ctx.fillRect(
|
| 904 |
+
tileX + 2,
|
| 905 |
+
tileY + 5 + i * 3,
|
| 906 |
+
TILE_SIZE - 4,
|
| 907 |
+
1
|
| 908 |
+
);
|
| 909 |
+
}
|
| 910 |
+
}
|
| 911 |
+
|
| 912 |
+
// Add brick pattern
|
| 913 |
+
if (this.tiles[y][x] === TILE_TYPES.BRICK) {
|
| 914 |
+
ctx.fillStyle = '#e74c3c';
|
| 915 |
+
for (let row = 0; row < 2; row++) {
|
| 916 |
+
for (let col = 0; col < 2; col++) {
|
| 917 |
+
const offset = row % 2 === 0 ? 0 : 8;
|
| 918 |
+
ctx.fillRect(
|
| 919 |
+
tileX + offset + col * 8,
|
| 920 |
+
tileY + row * 8,
|
| 921 |
+
6,
|
| 922 |
+
6
|
| 923 |
+
);
|
| 924 |
+
}
|
| 925 |
+
}
|
| 926 |
+
}
|
| 927 |
+
|
| 928 |
+
// Add lava bubbles
|
| 929 |
+
if (this.tiles[y][x] === TILE_TYPES.LAVA) {
|
| 930 |
+
ctx.fillStyle = '#f39c12';
|
| 931 |
+
for (let i = 0; i < 2; i++) {
|
| 932 |
+
ctx.beginPath();
|
| 933 |
+
ctx.arc(
|
| 934 |
+
tileX + Math.random() * TILE_SIZE,
|
| 935 |
+
tileY + Math.random() * TILE_SIZE,
|
| 936 |
+
Math.random() * 3 + 1,
|
| 937 |
+
0,
|
| 938 |
+
Math.PI * 2
|
| 939 |
+
);
|
| 940 |
+
ctx.fill();
|
| 941 |
+
}
|
| 942 |
+
}
|
| 943 |
+
}
|
| 944 |
+
}
|
| 945 |
+
}
|
| 946 |
+
|
| 947 |
+
drawMinimap(ctx, minimapWidth, minimapHeight) {
|
| 948 |
+
// Calculate scale factors
|
| 949 |
+
const scaleX = minimapWidth / this.width;
|
| 950 |
+
const scaleY = minimapHeight / this.height;
|
| 951 |
+
|
| 952 |
+
// Draw all tiles
|
| 953 |
+
for (let y = 0; y < this.height; y++) {
|
| 954 |
+
for (let x = 0; x < this.width; x++) {
|
| 955 |
+
ctx.fillStyle = this.getTileColor(this.tiles[y][x]);
|
| 956 |
+
ctx.fillRect(x * scaleX, y * scaleY, scaleX, scaleY);
|
| 957 |
+
}
|
| 958 |
+
}
|
| 959 |
+
}
|
| 960 |
+
}
|
| 961 |
+
|
| 962 |
+
// Camera
|
| 963 |
+
class Camera {
|
| 964 |
+
constructor(target, viewWidth, viewHeight) {
|
| 965 |
+
this.target = target;
|
| 966 |
+
this.x = target.x;
|
| 967 |
+
this.y = target.y;
|
| 968 |
+
this.viewWidth = viewWidth;
|
| 969 |
+
this.viewHeight = viewHeight;
|
| 970 |
+
}
|
| 971 |
+
|
| 972 |
+
update() {
|
| 973 |
+
// Smoothly follow the target
|
| 974 |
+
this.x += (this.target.x - this.x) * CAMERA_SMOOTHING;
|
| 975 |
+
this.y += (this.target.y - this.y) * CAMERA_SMOOTHING;
|
| 976 |
+
|
| 977 |
+
// Keep camera within bounds
|
| 978 |
+
const halfWidth = this.viewWidth / 2;
|
| 979 |
+
const halfHeight = this.viewHeight / 2;
|
| 980 |
+
|
| 981 |
+
this.x = Math.max(halfWidth, Math.min(MAP_WIDTH * TILE_SIZE - halfWidth, this.x));
|
| 982 |
+
this.y = Math.max(halfHeight, Math.min(MAP_HEIGHT * TILE_SIZE - halfHeight, this.y));
|
| 983 |
+
}
|
| 984 |
+
}
|
| 985 |
+
|
| 986 |
+
// Game Initialization
|
| 987 |
+
function initGame() {
|
| 988 |
+
// Create canvases
|
| 989 |
+
const player1Canvas = document.getElementById('player1-canvas');
|
| 990 |
+
const player2Canvas = document.getElementById('player2-canvas');
|
| 991 |
+
const minimapCanvas = document.getElementById('minimap');
|
| 992 |
+
|
| 993 |
+
// Set canvas sizes based on container
|
| 994 |
+
resizeCanvases();
|
| 995 |
+
|
| 996 |
+
// Create game map
|
| 997 |
+
const gameMap = new GameMap(MAP_WIDTH, MAP_HEIGHT);
|
| 998 |
+
|
| 999 |
+
// Create players
|
| 1000 |
+
const player1 = new Player(100, 100, 1);
|
| 1001 |
+
const player2 = new Player(150, 100, 2);
|
| 1002 |
+
gameState.players = [player1, player2];
|
| 1003 |
+
|
| 1004 |
+
// Create cameras
|
| 1005 |
+
const player1Camera = new Camera(player1, player1Canvas.width, player1Canvas.height);
|
| 1006 |
+
const player2Camera = new Camera(player2, player2Canvas.width, player2Canvas.height);
|
| 1007 |
+
|
| 1008 |
+
// Create items
|
| 1009 |
+
gameState.items = [
|
| 1010 |
+
new Item(200, 150, 'key'),
|
| 1011 |
+
new Item(250, 200, 'potion'),
|
| 1012 |
+
new Item(300, 250, 'key'),
|
| 1013 |
+
new Item(350, 300, 'potion'),
|
| 1014 |
+
new Item(400, 350, 'sword'),
|
| 1015 |
+
new Item(500, 400, 'key')
|
| 1016 |
+
];
|
| 1017 |
+
|
| 1018 |
+
// Create doors
|
| 1019 |
+
const dungeonDoor = new Door(30 * TILE_SIZE, 29 * TILE_SIZE, TILE_SIZE, TILE_SIZE * 2, true, 1);
|
| 1020 |
+
const bossDoor = new Door(28 * TILE_SIZE, 34 * TILE_SIZE, TILE_SIZE * 4, TILE_SIZE, true, 2);
|
| 1021 |
+
gameState.doors = [dungeonDoor, bossDoor];
|
| 1022 |
+
|
| 1023 |
+
// Create levers
|
| 1024 |
+
const lever1 = new Lever(28 * TILE_SIZE, 32 * TILE_SIZE, bossDoor);
|
| 1025 |
+
gameState.levers = [lever1];
|
| 1026 |
+
|
| 1027 |
+
// Create pushable blocks
|
| 1028 |
+
const block1 = new PushableBlock(26 * TILE_SIZE, 32 * TILE_SIZE);
|
| 1029 |
+
const block2 = new PushableBlock(27 * TILE_SIZE, 32 * TILE_SIZE);
|
| 1030 |
+
gameState.blocks = [block1, block2];
|
| 1031 |
+
|
| 1032 |
+
// Create enemies
|
| 1033 |
+
const enemy1 = new Enemy(400, 300, 'normal');
|
| 1034 |
+
enemy1.patrolPoints = [
|
| 1035 |
+
{ x: 400, y: 300 },
|
| 1036 |
+
{ x: 450, y: 300 },
|
| 1037 |
+
{ x: 450, y: 350 },
|
| 1038 |
+
{ x: 400, y: 350 }
|
| 1039 |
+
];
|
| 1040 |
+
|
| 1041 |
+
const enemy2 = new Enemy(500, 400, 'normal');
|
| 1042 |
+
enemy2.patrolPoints = [
|
| 1043 |
+
{ x: 500, y: 400 },
|
| 1044 |
+
{ x: 550, y: 400 },
|
| 1045 |
+
{ x: 550, y: 450 },
|
| 1046 |
+
{ x: 500, y: 450 }
|
| 1047 |
+
];
|
| 1048 |
+
|
| 1049 |
+
const boss = new Enemy(30 * TILE_SIZE, 36 * TILE_SIZE, 'boss');
|
| 1050 |
+
gameState.enemies = [enemy1, enemy2, boss];
|
| 1051 |
+
gameState.boss = boss;
|
| 1052 |
+
|
| 1053 |
+
// Set up input handlers
|
| 1054 |
+
setupInput();
|
| 1055 |
+
|
| 1056 |
+
// Start game loop
|
| 1057 |
+
let lastTime = 0;
|
| 1058 |
+
function gameLoop(timestamp) {
|
| 1059 |
+
const deltaTime = timestamp - lastTime;
|
| 1060 |
+
lastTime = timestamp;
|
| 1061 |
+
|
| 1062 |
+
// Update game state
|
| 1063 |
+
updateGame(deltaTime);
|
| 1064 |
+
|
| 1065 |
+
// Render game
|
| 1066 |
+
renderGame();
|
| 1067 |
+
|
| 1068 |
+
// Continue loop
|
| 1069 |
+
requestAnimationFrame(gameLoop);
|
| 1070 |
+
}
|
| 1071 |
+
|
| 1072 |
+
// Start the game loop
|
| 1073 |
+
requestAnimationFrame(gameLoop);
|
| 1074 |
+
|
| 1075 |
+
// Handle window resize
|
| 1076 |
+
window.addEventListener('resize', resizeCanvases);
|
| 1077 |
+
|
| 1078 |
+
// Start button
|
| 1079 |
+
document.getElementById('start-button').addEventListener('click', () => {
|
| 1080 |
+
document.getElementById('title-screen').style.display = 'none';
|
| 1081 |
+
gameState.gameStarted = true;
|
| 1082 |
+
playSound('start');
|
| 1083 |
+
});
|
| 1084 |
+
|
| 1085 |
+
function resizeCanvases() {
|
| 1086 |
+
const container = document.getElementById('game-container');
|
| 1087 |
+
const isVertical = container.offsetWidth > container.offsetHeight;
|
| 1088 |
+
|
| 1089 |
+
if (isVertical) {
|
| 1090 |
+
// Vertical split (side by side)
|
| 1091 |
+
player1Canvas.width = container.offsetWidth / 2;
|
| 1092 |
+
player1Canvas.height = container.offsetHeight;
|
| 1093 |
+
player2Canvas.width = container.offsetWidth / 2;
|
| 1094 |
+
player2Canvas.height = container.offsetHeight;
|
| 1095 |
+
} else {
|
| 1096 |
+
// Horizontal split (top and bottom)
|
| 1097 |
+
player1Canvas.width = container.offsetWidth;
|
| 1098 |
+
player1Canvas.height = container.offsetHeight / 2;
|
| 1099 |
+
player2Canvas.width = container.offsetWidth;
|
| 1100 |
+
player2Canvas.height = container.offsetHeight / 2;
|
| 1101 |
+
}
|
| 1102 |
+
|
| 1103 |
+
// Update camera view sizes
|
| 1104 |
+
player1Camera.viewWidth = player1Canvas.width;
|
| 1105 |
+
player1Camera.viewHeight = player1Canvas.height;
|
| 1106 |
+
player2Camera.viewWidth = player2Canvas.width;
|
| 1107 |
+
player2Camera.viewHeight = player2Canvas.height;
|
| 1108 |
+
}
|
| 1109 |
+
|
| 1110 |
+
function updateGame(deltaTime) {
|
| 1111 |
+
if (!gameState.gameStarted) return;
|
| 1112 |
+
|
| 1113 |
+
gameState.gameTime += deltaTime;
|
| 1114 |
+
|
| 1115 |
+
// Update players
|
| 1116 |
+
gameState.players.forEach(player => player.update(deltaTime));
|
| 1117 |
+
|
| 1118 |
+
// Update enemies
|
| 1119 |
+
gameState.enemies.forEach(enemy => enemy.update(deltaTime, gameState.players));
|
| 1120 |
+
|
| 1121 |
+
// Update cameras
|
| 1122 |
+
player1Camera.update();
|
| 1123 |
+
player2Camera.update();
|
| 1124 |
+
|
| 1125 |
+
// Update blocks
|
| 1126 |
+
gameState.blocks.forEach(block => block.update(deltaTime));
|
| 1127 |
+
|
| 1128 |
+
// Check collisions between players and enemies
|
| 1129 |
+
checkPlayerEnemyCollisions();
|
| 1130 |
+
|
| 1131 |
+
// Check collisions between players and items
|
| 1132 |
+
checkPlayerItemCollisions();
|
| 1133 |
+
|
| 1134 |
+
// Check collisions between players and doors
|
| 1135 |
+
checkPlayerDoorCollisions();
|
| 1136 |
+
|
| 1137 |
+
// Check if players are attacking enemies
|
| 1138 |
+
checkPlayerAttacks();
|
| 1139 |
+
|
| 1140 |
+
// Remove dead enemies
|
| 1141 |
+
gameState.enemies = gameState.enemies.filter(enemy => enemy.health > 0);
|
| 1142 |
+
|
| 1143 |
+
// Check if boss is dead
|
| 1144 |
+
if (gameState.boss && gameState.boss.health <= 0) {
|
| 1145 |
+
// Boss is dead - open the door permanently
|
| 1146 |
+
gameState.doors.forEach(door => {
|
| 1147 |
+
door.locked = false;
|
| 1148 |
+
door.isOpen = true;
|
| 1149 |
+
});
|
| 1150 |
+
}
|
| 1151 |
+
|
| 1152 |
+
// Update HUD
|
| 1153 |
+
updateHUD();
|
| 1154 |
+
}
|
| 1155 |
+
|
| 1156 |
+
function renderGame() {
|
| 1157 |
+
if (!gameState.gameStarted) return;
|
| 1158 |
+
|
| 1159 |
+
// Get contexts
|
| 1160 |
+
const ctx1 = player1Canvas.getContext('2d');
|
| 1161 |
+
const ctx2 = player2Canvas.getContext('2d');
|
| 1162 |
+
const minimapCtx = minimapCanvas.getContext('2d');
|
| 1163 |
+
|
| 1164 |
+
// Clear canvases
|
| 1165 |
+
ctx1.clearRect(0, 0, player1Canvas.width, player1Canvas.height);
|
| 1166 |
+
ctx2.clearRect(0, 0, player2Canvas.width, player2Canvas.height);
|
| 1167 |
+
minimapCtx.clearRect(0, 0, minimapCanvas.width, minimapCanvas.height);
|
| 1168 |
+
|
| 1169 |
+
// Draw map for each player
|
| 1170 |
+
gameMap.draw(ctx1, player1Camera.x - player1Canvas.width / 2, player1Camera.y - player1Canvas.height / 2, player1Canvas.width, player1Canvas.height);
|
| 1171 |
+
gameMap.draw(ctx2, player2Camera.x - player2Canvas.width / 2, player2Camera.y - player2Canvas.height / 2, player2Canvas.width, player2Canvas.height);
|
| 1172 |
+
|
| 1173 |
+
// Draw doors
|
| 1174 |
+
gameState.doors.forEach(door => {
|
| 1175 |
+
door.draw(ctx1, player1Camera.x - player1Canvas.width / 2, player1Camera.y - player1Canvas.height / 2);
|
| 1176 |
+
door.draw(ctx2, player2Camera.x - player2Canvas.width / 2, player2Camera.y - player2Canvas.height / 2);
|
| 1177 |
+
});
|
| 1178 |
+
|
| 1179 |
+
// Draw levers
|
| 1180 |
+
gameState.levers.forEach(lever => {
|
| 1181 |
+
lever.draw(ctx1, player1Camera.x - player1Canvas.width / 2, player1Camera.y - player1Canvas.height / 2);
|
| 1182 |
+
lever.draw(ctx2, player2Camera.x - player2Canvas.width / 2, player2Camera.y - player2Canvas.height / 2);
|
| 1183 |
+
});
|
| 1184 |
+
|
| 1185 |
+
// Draw blocks
|
| 1186 |
+
gameState.blocks.forEach(block => {
|
| 1187 |
+
block.draw(ctx1, player1Camera.x - player1Canvas.width / 2, player1Camera.y - player1Canvas.height / 2);
|
| 1188 |
+
block.draw(ctx2, player2Camera.x - player2Canvas.width / 2, player2Camera.y - player2Canvas.height / 2);
|
| 1189 |
+
});
|
| 1190 |
+
|
| 1191 |
+
// Draw items
|
| 1192 |
+
gameState.items.forEach(item => {
|
| 1193 |
+
item.draw(ctx1, player1Camera.x - player1Canvas.width / 2, player1Camera.y - player1Canvas.height / 2);
|
| 1194 |
+
item.draw(ctx2, player2Camera.x - player2Canvas.width / 2, player2Camera.y - player2Canvas.height / 2);
|
| 1195 |
+
});
|
| 1196 |
+
|
| 1197 |
+
// Draw enemies
|
| 1198 |
+
gameState.enemies.forEach(enemy => {
|
| 1199 |
+
enemy.draw(ctx1, player1Camera.x - player1Canvas.width / 2, player1Camera.y - player1Canvas.height / 2);
|
| 1200 |
+
enemy.draw(ctx2, player2Camera.x - player2Canvas.width / 2, player2Camera.y - player2Canvas.height / 2);
|
| 1201 |
+
});
|
| 1202 |
+
|
| 1203 |
+
// Draw players
|
| 1204 |
+
player1.draw(ctx1, player1Camera.x - player1Canvas.width / 2, player1Camera.y - player1Canvas.height / 2);
|
| 1205 |
+
player2.draw(ctx2, player2Camera.x - player2Canvas.width / 2, player2Camera.y - player2Canvas.height / 2);
|
| 1206 |
+
|
| 1207 |
+
// Draw minimap
|
| 1208 |
+
drawMinimap(minimapCtx);
|
| 1209 |
+
}
|
| 1210 |
+
|
| 1211 |
+
function drawMinimap(ctx) {
|
| 1212 |
+
// Draw the map
|
| 1213 |
+
gameMap.drawMinimap(ctx, minimapCanvas.width, minimapCanvas.height);
|
| 1214 |
+
|
| 1215 |
+
// Draw players
|
| 1216 |
+
ctx.fillStyle = '#3498db';
|
| 1217 |
+
ctx.beginPath();
|
| 1218 |
+
ctx.arc(
|
| 1219 |
+
gameState.players[0].x / MAP_WIDTH * minimapCanvas.width,
|
| 1220 |
+
gameState.players[0].y / MAP_HEIGHT * minimapCanvas.height,
|
| 1221 |
+
3,
|
| 1222 |
+
0,
|
| 1223 |
+
Math.PI * 2
|
| 1224 |
+
);
|
| 1225 |
+
ctx.fill();
|
| 1226 |
+
|
| 1227 |
+
ctx.fillStyle = '#e74c3c';
|
| 1228 |
+
ctx.beginPath();
|
| 1229 |
+
ctx.arc(
|
| 1230 |
+
gameState.players[1].x / MAP_WIDTH * minimapCanvas.width,
|
| 1231 |
+
gameState.players[1].y / MAP_HEIGHT * minimapCanvas.height,
|
| 1232 |
+
3,
|
| 1233 |
+
0,
|
| 1234 |
+
Math.PI * 2
|
| 1235 |
+
);
|
| 1236 |
+
ctx.fill();
|
| 1237 |
+
|
| 1238 |
+
// Draw dungeon
|
| 1239 |
+
ctx.fillStyle = '#ffffff';
|
| 1240 |
+
ctx.fillRect(
|
| 1241 |
+
25 / MAP_WIDTH * minimapCanvas.width,
|
| 1242 |
+
30 / MAP_HEIGHT * minimapCanvas.height,
|
| 1243 |
+
10 / MAP_WIDTH * minimapCanvas.width,
|
| 1244 |
+
8 / MAP_HEIGHT * minimapCanvas.height
|
| 1245 |
+
);
|
| 1246 |
+
}
|
| 1247 |
+
|
| 1248 |
+
function updateHUD() {
|
| 1249 |
+
// Update player 1 HUD
|
| 1250 |
+
document.getElementById('player1-health').style.width = `${(gameState.players[0].health / gameState.players[0].maxHealth) * 100}%`;
|
| 1251 |
+
const inventory1 = document.getElementById('player1-inventory');
|
| 1252 |
+
|
| 1253 |
+
// Clear inventory slots
|
| 1254 |
+
for (let i = 0; i < 3; i++) {
|
| 1255 |
+
const slot = inventory1.children[i];
|
| 1256 |
+
slot.innerHTML = '';
|
| 1257 |
+
|
| 1258 |
+
if (i < gameState.players[0].inventory.length) {
|
| 1259 |
+
const item = gameState.players[0].inventory[i];
|
| 1260 |
+
if (item.type === 'key') {
|
| 1261 |
+
slot.innerHTML = '🔑';
|
| 1262 |
+
} else if (item.type === 'potion') {
|
| 1263 |
+
slot.innerHTML = '❤️';
|
| 1264 |
+
} else if (item.type === 'sword') {
|
| 1265 |
+
slot.innerHTML = '⚔️';
|
| 1266 |
+
}
|
| 1267 |
+
}
|
| 1268 |
+
}
|
| 1269 |
+
|
| 1270 |
+
// Update player 2 HUD
|
| 1271 |
+
document.getElementById('player2-health').style.width = `${(gameState.players[1].health / gameState.players[1].maxHealth) * 100}%`;
|
| 1272 |
+
const inventory2 = document.getElementById('player2-inventory');
|
| 1273 |
+
|
| 1274 |
+
// Clear inventory slots
|
| 1275 |
+
for (let i = 0; i < 3; i++) {
|
| 1276 |
+
const slot = inventory2.children[i];
|
| 1277 |
+
slot.innerHTML = '';
|
| 1278 |
+
|
| 1279 |
+
if (i < gameState.players[1].inventory.length) {
|
| 1280 |
+
const item = gameState.players[1].inventory[i];
|
| 1281 |
+
if (item.type === 'key') {
|
| 1282 |
+
slot.innerHTML = '🔑';
|
| 1283 |
+
} else if (item.type === 'potion') {
|
| 1284 |
+
slot.innerHTML = '❤️';
|
| 1285 |
+
} else if (item.type === 'sword') {
|
| 1286 |
+
slot.innerHTML = '⚔️';
|
| 1287 |
+
}
|
| 1288 |
+
}
|
| 1289 |
+
}
|
| 1290 |
+
}
|
| 1291 |
+
|
| 1292 |
+
function checkPlayerEnemyCollisions() {
|
| 1293 |
+
for (const player of gameState.players) {
|
| 1294 |
+
for (const enemy of gameState.enemies) {
|
| 1295 |
+
if (player.collidesWith(enemy) && enemy.attackCooldown <= 0) {
|
| 1296 |
+
player.takeDamage(enemy.damage);
|
| 1297 |
+
enemy.attackCooldown = 1000; // 1 second cooldown
|
| 1298 |
+
}
|
| 1299 |
+
}
|
| 1300 |
+
}
|
| 1301 |
+
}
|
| 1302 |
+
|
| 1303 |
+
function checkPlayerItemCollisions() {
|
| 1304 |
+
for (let i = gameState.items.length - 1; i >= 0; i--) {
|
| 1305 |
+
const item = gameState.items[i];
|
| 1306 |
+
|
| 1307 |
+
for (const player of gameState.players) {
|
| 1308 |
+
if (player.collidesWith(item)) {
|
| 1309 |
+
if (player.addToInventory(item)) {
|
| 1310 |
+
gameState.items.splice(i, 1);
|
| 1311 |
+
playSound('item');
|
| 1312 |
+
break;
|
| 1313 |
+
}
|
| 1314 |
+
}
|
| 1315 |
+
}
|
| 1316 |
+
}
|
| 1317 |
+
}
|
| 1318 |
+
|
| 1319 |
+
function checkPlayerDoorCollisions() {
|
| 1320 |
+
for (const door of gameState.doors) {
|
| 1321 |
+
for (const player of gameState.players) {
|
| 1322 |
+
if (player.collidesWith(door) && door.locked) {
|
| 1323 |
+
// Player is trying to open a locked door
|
| 1324 |
+
if (player.keys > 0) {
|
| 1325 |
+
door.unlock(player);
|
| 1326 |
+
player.keys--;
|
| 1327 |
+
}
|
| 1328 |
+
}
|
| 1329 |
+
}
|
| 1330 |
+
}
|
| 1331 |
+
}
|
| 1332 |
+
|
| 1333 |
+
function checkPlayerAttacks() {
|
| 1334 |
+
for (const player of gameState.players) {
|
| 1335 |
+
if (player.isAttacking) {
|
| 1336 |
+
for (const enemy of gameState.enemies) {
|
| 1337 |
+
// Calculate attack position
|
| 1338 |
+
const attackX = player.centerX + player.facing.x * ATTACK_RANGE;
|
| 1339 |
+
const attackY = player.centerY + player.facing.y * ATTACK_RANGE;
|
| 1340 |
+
|
| 1341 |
+
// Check if enemy is within attack range
|
| 1342 |
+
const dx = attackX - enemy.centerX;
|
| 1343 |
+
const dy = attackY - enemy.centerY;
|
| 1344 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 1345 |
+
|
| 1346 |
+
if (distance < 20) {
|
| 1347 |
+
if (enemy.takeDamage(25)) {
|
| 1348 |
+
playSound('enemy-death');
|
| 1349 |
+
} else {
|
| 1350 |
+
playSound('hit');
|
| 1351 |
+
}
|
| 1352 |
+
}
|
| 1353 |
+
}
|
| 1354 |
+
}
|
| 1355 |
+
}
|
| 1356 |
+
}
|
| 1357 |
+
}
|
| 1358 |
+
|
| 1359 |
+
// Input Handling
|
| 1360 |
+
function setupInput() {
|
| 1361 |
+
const keys = {
|
| 1362 |
+
// Player 1
|
| 1363 |
+
w: false,
|
| 1364 |
+
a: false,
|
| 1365 |
+
s: false,
|
| 1366 |
+
d: false,
|
| 1367 |
+
f: false,
|
| 1368 |
+
g: false,
|
| 1369 |
+
|
| 1370 |
+
// Player 2
|
| 1371 |
+
ArrowUp: false,
|
| 1372 |
+
ArrowLeft: false,
|
| 1373 |
+
ArrowDown: false,
|
| 1374 |
+
ArrowRight: false,
|
| 1375 |
+
l: false,
|
| 1376 |
+
k: false
|
| 1377 |
+
};
|
| 1378 |
+
|
| 1379 |
+
// Keyboard event listeners
|
| 1380 |
+
window.addEventListener('keydown', (e) => {
|
| 1381 |
+
if (e.key in keys) {
|
| 1382 |
+
keys[e.key] = true;
|
| 1383 |
+
e.preventDefault();
|
| 1384 |
+
}
|
| 1385 |
+
|
| 1386 |
+
// Player 1 item use
|
| 1387 |
+
if (e.key === '1' && gameState.players[0]) {
|
| 1388 |
+
gameState.players[0].useItem(0);
|
| 1389 |
+
} else if (e.key === '2' && gameState.players[0]) {
|
| 1390 |
+
gameState.players[0].useItem(1);
|
| 1391 |
+
} else if (e.key === '3' && gameState.players[0]) {
|
| 1392 |
+
gameState.players[0].useItem(2);
|
| 1393 |
+
}
|
| 1394 |
+
|
| 1395 |
+
// Player 2 item use
|
| 1396 |
+
if (e.key === '7' && gameState.players[1]) {
|
| 1397 |
+
gameState.players[1].useItem(0);
|
| 1398 |
+
} else if (e.key === '8' && gameState.players[1]) {
|
| 1399 |
+
gameState.players[1].useItem(1);
|
| 1400 |
+
} else if (e.key === '9' && gameState.players[1]) {
|
| 1401 |
+
gameState.players[1].useItem(2);
|
| 1402 |
+
}
|
| 1403 |
+
});
|
| 1404 |
+
|
| 1405 |
+
window.addEventListener('keyup', (e) => {
|
| 1406 |
+
if (e.key in keys) {
|
| 1407 |
+
keys[e.key] = false;
|
| 1408 |
+
e.preventDefault();
|
| 1409 |
+
}
|
| 1410 |
+
});
|
| 1411 |
+
|
| 1412 |
+
// Gamepad support
|
| 1413 |
+
let gamepads = [];
|
| 1414 |
+
|
| 1415 |
+
window.addEventListener("gamepadconnected", (e) => {
|
| 1416 |
+
console.log("Gamepad connected:", e.gamepad);
|
| 1417 |
+
gamepads[e.gamepad.index] = e.gamepad;
|
| 1418 |
+
});
|
| 1419 |
+
|
| 1420 |
+
window.addEventListener("gamepaddisconnected", (e) => {
|
| 1421 |
+
console.log("Gamepad disconnected:", e.gamepad);
|
| 1422 |
+
delete gamepads[e.gamepad.index];
|
| 1423 |
+
});
|
| 1424 |
+
|
| 1425 |
+
// Input update loop
|
| 1426 |
+
function updateInput() {
|
| 1427 |
+
if (!gameState.gameStarted) return;
|
| 1428 |
+
|
| 1429 |
+
// Player 1 controls (WASD, F, G)
|
| 1430 |
+
const player1 = gameState.players[0];
|
| 1431 |
+
if (player1) {
|
| 1432 |
+
player1.vx = 0;
|
| 1433 |
+
player1.vy = 0;
|
| 1434 |
+
|
| 1435 |
+
if (keys.w) player1.vy -= PLAYER_SPEED;
|
| 1436 |
+
if (keys.s) player1.vy += PLAYER_SPEED;
|
| 1437 |
+
if (keys.a) player1.vx -= PLAYER_SPEED;
|
| 1438 |
+
if (keys.d) player1.vx += PLAYER_SPEED;
|
| 1439 |
+
|
| 1440 |
+
// Normalize diagonal movement
|
| 1441 |
+
if (player1.vx !== 0 && player1.vy !== 0) {
|
| 1442 |
+
player1.vx *= 0.7071; // 1/sqrt(2)
|
| 1443 |
+
player1.vy *= 0.7071;
|
| 1444 |
+
}
|
| 1445 |
+
|
| 1446 |
+
// Attack
|
| 1447 |
+
if (keys.f) {
|
| 1448 |
+
if (player1.attack()) {
|
| 1449 |
+
playSound('sword');
|
| 1450 |
+
}
|
| 1451 |
+
}
|
| 1452 |
+
|
| 1453 |
+
// Interact (use levers, push blocks)
|
| 1454 |
+
if (keys.g) {
|
| 1455 |
+
checkPlayerInteractions(player1);
|
| 1456 |
+
}
|
| 1457 |
+
}
|
| 1458 |
+
|
| 1459 |
+
// Player 2 controls (Arrows, L, K)
|
| 1460 |
+
const player2 = gameState.players[1];
|
| 1461 |
+
if (player2) {
|
| 1462 |
+
player2.vx = 0;
|
| 1463 |
+
player2.vy = 0;
|
| 1464 |
+
|
| 1465 |
+
if (keys.ArrowUp) player2.vy -= PLAYER_SPEED;
|
| 1466 |
+
if (keys.ArrowDown) player2.vy += PLAYER_SPEED;
|
| 1467 |
+
if (keys.ArrowLeft) player2.vx -= PLAYER_SPEED;
|
| 1468 |
+
if (keys.ArrowRight) player2.vx += PLAYER_SPEED;
|
| 1469 |
+
|
| 1470 |
+
// Normalize diagonal movement
|
| 1471 |
+
if (player2.vx !== 0 && player2.vy !== 0) {
|
| 1472 |
+
player2.vx *= 0.7071; // 1/sqrt(2)
|
| 1473 |
+
player2.vy *= 0.7071;
|
| 1474 |
+
}
|
| 1475 |
+
|
| 1476 |
+
// Attack
|
| 1477 |
+
if (keys.l) {
|
| 1478 |
+
if (player2.attack()) {
|
| 1479 |
+
playSound('sword');
|
| 1480 |
+
}
|
| 1481 |
+
}
|
| 1482 |
+
|
| 1483 |
+
// Interact (use levers, push blocks)
|
| 1484 |
+
if (keys.k) {
|
| 1485 |
+
checkPlayerInteractions(player2);
|
| 1486 |
+
}
|
| 1487 |
+
}
|
| 1488 |
+
|
| 1489 |
+
// Gamepad controls
|
| 1490 |
+
<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=Deigomax02/zfgjf" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 1491 |
+
</html>
|