EarlGrey3150 commited on
Commit
eaa4c32
·
verified ·
1 Parent(s): bf91598

Upload folder using huggingface_hub

Browse files
Files changed (1) hide show
  1. index.html +326 -292
index.html CHANGED
@@ -1,234 +1,262 @@
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>Counter-Strike: Web Ops</title>
7
- <script src="https://cdn.tailwindcss.com"></script>
8
- <link href="https://fonts.googleapis.com/css2?family=Rajdhani:wght@400;600;700&display=swap" rel="stylesheet">
9
- <script src="https://cdnjs.cloudflare.com/ajax/libs/tone/14.8.49/Tone.js"></script>
10
- <style>
11
- :root {
12
- --cs-orange: #d57b00;
13
- --cs-blue: #4f7cac;
14
- --cs-bg: #1a1a1a;
15
- --cs-dark: #111;
16
- }
17
-
18
- body {
19
- margin: 0;
20
- overflow: hidden;
21
- background-color: #000;
22
- font-family: 'Rajdhani', sans-serif;
23
- user-select: none;
24
- }
25
-
26
- /* UI Styling */
27
- .cs-hud {
28
- text-shadow: 0 0 2px rgba(0,0,0,0.8);
29
- letter-spacing: 1px;
30
- }
31
-
32
- .weapon-slot {
33
- transition: all 0.2s;
34
- }
35
- .weapon-slot.active {
36
- background: rgba(255, 255, 255, 0.2);
37
- border-left: 3px solid white;
38
- }
39
-
40
- /* Crosshair */
41
- #crosshair {
42
- position: absolute;
43
- top: 50%;
44
- left: 50%;
45
- transform: translate(-50%, -50%);
46
- pointer-events: none;
47
- z-index: 10;
48
- }
49
-
50
- /* Hit Marker */
51
- #hitmarker {
52
- position: absolute;
53
- top: 50%;
54
- left: 50%;
55
- transform: translate(-50%, -50%);
56
- width: 40px;
57
- height: 40px;
58
- opacity: 0;
59
- pointer-events: none;
60
- z-index: 11;
61
- }
62
- #hitmarker.active {
63
- animation: hitmarker-anim 0.1s ease-out;
64
- }
65
- @keyframes hitmarker-anim {
66
- 0% { opacity: 1; transform: translate(-50%, -50%) scale(1.2); }
67
- 100% { opacity: 0; transform: translate(-50%, -50%) scale(1); }
68
- }
69
 
70
- /* Damage Overlay */
71
- #damage-overlay {
72
- background: radial-gradient(circle, transparent 50%, rgba(255, 0, 0, 0.6) 100%);
73
- opacity: 0;
74
- transition: opacity 0.2s;
75
- pointer-events: none;
76
- }
77
-
78
- /* Muzzle Flash */
79
- .muzzle-flash {
80
- position: absolute;
81
- width: 100px;
82
- height: 100px;
83
- background: radial-gradient(circle, #ffaa00 0%, transparent 70%);
84
- border-radius: 50%;
85
- opacity: 0;
86
- pointer-events: none;
87
- mix-blend-mode: screen;
88
- z-index: 5;
89
- }
90
- .muzzle-flash.active {
91
- animation: flash-anim 0.05s linear;
92
- }
93
- @keyframes flash-anim {
94
- 0% { opacity: 0.8; transform: scale(0.5); }
95
- 100% { opacity: 0; transform: scale(1.5); }
96
- }
97
-
98
- /* Menus */
99
- .menu-overlay {
100
- background: rgba(0, 0, 0, 0.85);
101
- backdrop-filter: blur(5px);
102
- }
103
-
104
- .btn-cs {
105
- background: linear-gradient(to bottom, #555, #333);
106
- border: 1px solid #777;
107
- color: white;
108
- text-transform: uppercase;
109
- clip-path: polygon(10px 0, 100% 0, 100% calc(100% - 10px), calc(100% - 10px) 100%, 0 100%, 0 10px);
110
- transition: all 0.2s;
111
- }
112
- .btn-cs:hover {
113
- background: linear-gradient(to bottom, #666, #444);
114
- border-color: white;
115
- transform: translateY(-2px);
116
- }
117
-
118
- canvas {
119
- display: block;
120
- }
121
- </style>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
122
  </head>
 
123
  <body class="text-white">
124
 
125
- <!-- Canvas Layer -->
126
- <canvas id="gameCanvas" class="absolute top-0 left-0 w-full h-full"></canvas>
127
-
128
- <!-- Visual Effects Layer -->
129
- <div id="muzzle-flash" class="muzzle-flash" style="top: 60%; left: 50%; transform: translate(-50%, -50%);"></div>
130
- <div id="hitmarker">
131
- <svg width="40" height="40" viewBox="0 0 40 40">
132
- <line x1="5" y1="5" x2="15" y2="15" stroke="white" stroke-width="2" />
133
- <line x1="35" y1="5" x2="25" y2="15" stroke="white" stroke-width="2" />
134
- <line x1="5" y1="35" x2="15" y2="25" stroke="white" stroke-width="2" />
135
- <line x1="35" y1="35" x2="25" y2="25" stroke="white" stroke-width="2" />
136
- </svg>
137
- </div>
138
- <div id="damage-overlay" class="absolute top-0 left-0 w-full h-full z-20"></div>
139
-
140
- <!-- Crosshair -->
141
- <div id="crosshair">
142
- <svg width="32" height="32" viewBox="0 0 32 32" fill="none">
143
- <rect x="15" y="0" width="2" height="10" fill="white" />
144
- <rect x="15" y="22" width="2" height="10" fill="white" />
145
- <rect x="22" y="15" width="10" height="2" fill="white" />
146
- <rect x="0" y="15" width="10" height="2" fill="white" />
147
- <circle cx="16" cy="16" r="1.5" fill="white" />
148
- </svg>
 
 
 
 
 
 
 
 
 
 
 
149
  </div>
150
 
151
- <!-- HUD Layer -->
152
- <div id="hud" class="absolute top-0 left-0 w-full h-full z-30 pointer-events-none hidden">
153
- <!-- Top Info -->
154
- <div class="absolute top-4 left-0 w-full flex justify-center cs-hud">
155
- <div class="bg-black/50 px-6 py-2 border-b-2 border-white/20 flex items-center gap-8">
156
- <div class="text-red-500 font-bold text-2xl">T <span id="score-t">0</span></div>
157
- <div class="text-yellow-500 font-bold text-xl tracking-widest" id="timer">01:30</div>
158
- <div class="text-blue-400 font-bold text-2xl">CT <span id="score-ct">0</span></div>
159
- </div>
160
  </div>
161
-
162
- <!-- Bottom HUD -->
163
- <div class="absolute bottom-0 left-0 w-full flex justify-between items-end p-6 cs-hud">
164
- <!-- Health & Armor -->
165
- <div class="flex gap-4">
166
- <div class="bg-black/60 p-3 border-l-4 border-green-500">
167
- <div class="text-xs text-gray-400">HEALTH</div>
168
- <div class="text-3xl font-bold text-green-500" id="health-val">100</div>
169
- </div>
170
- <div class="bg-black/60 p-3 border-l-4 border-blue-400">
171
- <div class="text-xs text-gray-400">ARMOR</div>
172
- <div class="text-3xl font-bold text-blue-400" id="armor-val">100</div>
173
- </div>
174
- </div>
175
-
176
- <!-- Kill Feed -->
177
- <div id="kill-feed" class="absolute top-20 right-4 flex flex-col gap-1 text-right pointer-events-none">
178
- <!-- Dynamic content -->
179
- </div>
180
-
181
- <!-- Ammo & Weapons -->
182
- <div class="flex items-end gap-6">
183
- <div class="text-right">
184
- <div class="text-6xl font-bold leading-none" id="ammo-clip">30</div>
185
- <div class="text-xl text-gray-400" id="ammo-reserve">90</div>
186
- </div>
187
- <div class="flex flex-col gap-1 w-32">
188
- <div class="weapon-slot active bg-black/60 p-2 text-right text-sm font-bold" id="wep-primary">AK-47</div>
189
- <div class="weapon-slot bg-black/60 p-2 text-right text-sm font-bold" id="wep-secondary">GLOCK-18</div>
190
- <div class="weapon-slot bg-black/60 p-2 text-right text-sm font-bold" id="wep-knife">KNIFE</div>
191
- </div>
192
- </div>
193
  </div>
194
- </div>
195
-
196
- <!-- Start Menu -->
197
- <div id="start-menu" class="menu-overlay absolute top-0 left-0 w-full h-full z-50 flex flex-col items-center justify-center text-center">
198
- <h1 class="text-6xl font-bold mb-2 text-white italic tracking-tighter" style="text-shadow: 0 0 20px rgba(255,255,255,0.5);">COUNTER-STRIKE</h1>
199
- <h2 class="text-2xl text-gray-400 mb-8 tracking-[0.5em]">WEB OPS</h2>
200
-
201
- <div class="bg-black/80 p-8 border border-gray-700 max-w-md w-full rounded-lg shadow-2xl">
202
- <p class="text-gray-300 mb-6 text-sm">Mouse to Look | WASD to Move | Click to Shoot | 1/2/3 for Weapons | B to Buy</p>
203
- <button onclick="game.start()" class="btn-cs w-full py-4 text-xl font-bold mb-4">Start Mission</button>
204
- <div class="text-xs text-gray-500 mt-4">Built with <a href="https://huggingface.co/spaces/akhaliq/anycoder" target="_blank" class="text-blue-400 hover:underline">anycoder</a></div>
 
205
  </div>
 
 
 
 
 
 
206
  </div>
207
-
208
- <!-- Game Over Menu -->
209
- <div id="game-over-menu" class="menu-overlay absolute top-0 left-0 w-full h-full z-50 flex flex-col items-center justify-center hidden">
210
- <h1 class="text-5xl font-bold mb-4 text-red-500">MISSION FAILED</h1>
211
- <p class="text-xl text-white mb-8">Kills: <span id="final-score">0</span></p>
212
- <button onclick="location.reload()" class="btn-cs px-8 py-3 text-lg font-bold">RETRY</button>
 
 
 
 
 
 
 
 
 
213
  </div>
214
-
215
- <!-- Buy Menu (Hidden by default) -->
216
- <div id="buy-menu" class="menu-overlay absolute top-0 left-0 w-full h-full z-40 flex items-center justify-center hidden">
217
- <div class="bg-black/90 border border-yellow-600 p-8 w-[600px] max-w-full">
218
- <h2 class="text-3xl text-yellow-500 font-bold mb-6 border-b border-gray-700 pb-2">BUY MENU</h2>
219
- <div class="grid grid-cols-2 gap-4">
220
- <button onclick="game.buyWeapon('ak47')" class="btn-cs p-3 text-left flex justify-between"><span>AK-47</span> <span class="text-yellow-500">$2700</span></button>
221
- <button onclick="game.buyWeapon('m4a1')" class="btn-cs p-3 text-left flex justify-between"><span>M4A4</span> <span class="text-yellow-500">$3100</span></button>
222
- <button onclick="game.buyWeapon('awp')" class="btn-cs p-3 text-left flex justify-between"><span>AWP</span> <span class="text-yellow-500">$4750</span></button>
223
- <button onclick="game.buyWeapon('deagle')" class="btn-cs p-3 text-left flex justify-between"><span>DESERT EAGLE</span> <span class="text-yellow-500">$700</span></button>
224
- <button onclick="game.buyWeapon('armor')" class="btn-cs p-3 text-left flex justify-between"><span>KEVLAR + HELMET</span> <span class="text-yellow-500">$1000</span></button>
225
- </div>
226
- <p class="mt-6 text-center text-gray-400 text-sm">Press 'B' or 'ESC' to close</p>
227
- </div>
 
 
 
 
 
 
 
 
 
228
  </div>
 
229
 
230
- <script>
231
- // --- Audio Engine (Tone.js) ---
232
  const AudioEngine = {
233
  synth: null,
234
  noise: null,
@@ -345,8 +373,8 @@
345
  let nextX = this.pos.x + moveDir.x * 2 * dt;
346
  let nextZ = this.pos.z + moveDir.z * 2 * dt;
347
 
348
- if (map[Math.floor(nextX)][Math.floor(this.pos.z)] === 0) this.pos.x = nextX;
349
- if (map[Math.floor(this.pos.x)][Math.floor(nextZ)] === 0) this.pos.z = nextZ;
350
 
351
  // Attack
352
  if (dist < 10 && Date.now() - this.lastShot > 1000) {
@@ -376,7 +404,10 @@
376
  let t = i/steps;
377
  let cx = this.pos.x + dx * t;
378
  let cz = this.pos.z + dz * t;
379
- if (map[Math.floor(cx)][Math.floor(cz)] > 0) return false; // Wall hit
 
 
 
380
  }
381
  return true;
382
  }
@@ -408,7 +439,19 @@
408
  armor: 0,
409
  speed: 4,
410
  money: 800,
411
- kills: 0
 
 
 
 
 
 
 
 
 
 
 
 
412
  };
413
  this.camera.pos = this.player.pos;
414
 
@@ -461,7 +504,7 @@
461
  if (this.entities.length < 5) {
462
  let x = Math.floor(Math.random() * (this.mapSize-2)) + 1;
463
  let z = Math.floor(Math.random() * (this.mapSize-2)) + 1;
464
- if (this.map[x][z] === 0 && (Math.abs(x - this.player.pos.x) > 5)) {
465
  this.entities.push(new Entity(x, z, 'enemy', 100));
466
  }
467
  }
@@ -508,6 +551,12 @@
508
  if (e.code === 'Digit2') this.switchWeapon(this.weapons.secondary);
509
  if (e.code === 'Digit3') this.switchWeapon('knife');
510
  if (e.code === 'KeyR') this.reload();
 
 
 
 
 
 
511
  });
512
  document.addEventListener('keyup', (e) => this.keys[e.code] = false);
513
 
@@ -531,12 +580,22 @@
531
  this.currentWeapon = key;
532
  // Update UI
533
  ['primary', 'secondary', 'knife'].forEach(w => {
534
- document.getElementById(`wep-${w}`).classList.remove('active', 'bg-white/20', 'border-l-4');
 
 
 
 
 
535
  });
536
  let slot = 'primary';
537
  if (key === this.weapons.secondary) slot = 'secondary';
538
  if (key === 'knife') slot = 'knife';
539
- document.getElementById(`wep-${slot}`).classList.add('active');
 
 
 
 
 
540
  this.updateAmmoUI();
541
  }
542
 
@@ -574,6 +633,7 @@
574
  reload() {
575
  const w = WEAPONS[this.currentWeapon];
576
  const a = this.ammo[this.currentWeapon];
 
577
  if (a.clip < w.clip && a.reserve > 0) {
578
  let need = w.clip - a.clip;
579
  let take = Math.min(need, a.reserve);
@@ -587,6 +647,7 @@
587
  const now = Date.now();
588
  const w = WEAPONS[this.currentWeapon];
589
  const a = this.ammo[this.currentWeapon];
 
590
 
591
  if (now - this.lastShotTime < w.rate) return;
592
 
@@ -596,7 +657,7 @@
596
  return;
597
  }
598
 
599
- if (a.clip <= 0) {
600
  AudioEngine.playEmpty();
601
  return;
602
  }
@@ -607,14 +668,14 @@
607
  AudioEngine.playShoot(w.type);
608
 
609
  // Visuals
610
- document.getElementById('muzzle-flash').classList.remove('active');
611
- void document.getElementById('muzzle-flash').offsetWidth; // trigger reflow
612
- document.getElementById('muzzle-flash').classList.add('active');
 
613
 
614
  // Recoil kick
615
  this.recoil = 5;
616
 
617
- // Raycast
618
  // Add spread
619
  let spreadX = (Math.random() - 0.5) * w.spread;
620
  let spreadZ = (Math.random() - 0.5) * w.spread;
@@ -663,11 +724,9 @@
663
  let dist = e.pos.dist(this.player.pos);
664
  if (dist > maxDist) continue;
665
 
666
- // Check if ray passes near entity center (very rough box check)
667
  let ex = Math.floor(e.pos.x);
668
  let ez = Math.floor(e.pos.z);
669
  if (ex === mapX && ez === mapZ) {
670
- // Hit enemy
671
  this.hitEntity(e, w.damage);
672
  return;
673
  }
@@ -690,9 +749,10 @@
690
  AudioEngine.playHit();
691
 
692
  // Hitmarker
693
- document.getElementById('hitmarker').classList.remove('active');
694
- void document.getElementById('hitmarker').offsetWidth;
695
- document.getElementById('hitmarker').classList.add('active');
 
696
 
697
  if (entity.hp <= 0) {
698
  entity.dead = true;
@@ -701,7 +761,6 @@
701
  AudioEngine.playKill();
702
  this.addKillFeed("Player", "Terrorist", this.currentWeapon === 'knife' ? 'KNIFE' : WEAPONS[this.currentWeapon].name);
703
 
704
- // Respawn enemy logic (disappear after time)
705
  setTimeout(() => {
706
  this.entities = this.entities.filter(ent => ent !== entity);
707
  }, 5000);
@@ -718,19 +777,6 @@
718
  setTimeout(() => div.remove(), 5000);
719
  }
720
 
721
- takeDamage(amount) {
722
- if (this.player.armor > 0) {
723
- let absorb = amount * 0.66;
724
- this.player.armor -= absorb;
725
- this.player.hp -= (amount - absorb);
726
- } else {
727
- this.player.hp -= amount;
728
- }
729
-
730
- if (this.player.hp <= 0) this.gameOver();
731
- this.updateHealthUI();
732
- }
733
-
734
  updateHealthUI() {
735
  document.getElementById('health-val').innerText = Math.ceil(Math.max(0, this.player.hp));
736
  document.getElementById('armor-val').innerText = Math.ceil(Math.max(0, this.player.armor));
@@ -742,8 +788,10 @@
742
  document.getElementById('ammo-clip').innerText = a ? a.clip : 0;
743
  document.getElementById('ammo-reserve').innerText = a ? a.reserve : 0;
744
 
745
- document.getElementById('wep-primary').innerText = WEAPONS[this.weapons.primary].name;
746
- document.getElementById('wep-secondary').innerText = WEAPONS[this.weapons.secondary].name;
 
 
747
  }
748
 
749
  gameOver() {
@@ -766,26 +814,26 @@
766
 
767
  if (moveVec.length() > 0) {
768
  moveVec = moveVec.normalize().mul(moveSpeed);
769
- // Collision Detection
770
  let nextX = this.player.pos.x + moveVec.x;
771
  let nextZ = this.player.pos.z + moveVec.z;
772
 
773
- // Simple wall sliding
774
- if (this.map[Math.floor(nextX)][Math.floor(this.player.pos.z)] === 0) this.player.pos.x = nextX;
775
- if (this.map[Math.floor(this.player.pos.x)][Math.floor(nextZ)] === 0) this.player.pos.z = nextZ;
 
 
 
 
776
  }
777
 
778
- // Recoil recovery
779
  if (this.recoil > 0) this.recoil -= dt * 10;
780
  else this.recoil = 0;
781
 
782
- // Update entities
783
  this.entities.forEach(e => e.update(dt, this.player, this.map));
784
  }
785
 
786
- // --- THE RENDERER (Raycasting) ---
787
  render() {
788
- // Floor & Ceiling (Simple Gradient)
789
  const grad = this.ctx.createLinearGradient(0, 0, 0, this.height);
790
  grad.addColorStop(0, '#222');
791
  grad.addColorStop(0.5, '#444');
@@ -795,7 +843,7 @@
795
  this.ctx.fillRect(0, 0, this.width, this.height);
796
 
797
  // Raycasting Walls
798
- for (let x = 0; x < this.width; x += 2) { // Step 2 for performance (retro look)
799
  let cameraX = 2 * x / this.width - 1;
800
  let rayDirX = this.camera.dir.x + this.camera.plane.x * cameraX;
801
  let rayDirZ = this.camera.dir.z + this.camera.plane.z * cameraX;
@@ -815,7 +863,6 @@
815
 
816
  let hit = 0, side, wallDist;
817
 
818
- // DDA Loop
819
  while (hit === 0) {
820
  if (sideDistX < sideDistZ) {
821
  sideDistX += deltaDistX;
@@ -826,68 +873,51 @@
826
  mapZ += stepZ;
827
  side = 1;
828
  }
 
829
  if (this.map[mapX][mapZ] > 0) hit = 1;
830
  }
831
 
 
 
832
  if (side === 0) wallDist = (mapX - this.player.pos.x + (1 - stepX) / 2) / rayDirX;
833
  else wallDist = (mapZ - this.player.pos.z + (1 - stepZ) / 2) / rayDirZ;
834
 
835
  let lineHeight = Math.floor(this.height / wallDist);
836
  let drawStart = Math.floor(-lineHeight / 2 + this.height / 2) + this.recoil;
837
- let drawEnd = Math.floor(lineHeight / 2 + this.height / 2) + this.recoil;
838
-
839
- // Color
840
- let color = '#555'; // Default Wall
841
- if (this.map[mapX][mapZ] === 1) color = '#777';
842
 
843
- // Shading (Darken sides and distance)
844
- if (side === 1) {
845
- // Darken for Z side
846
- color = color.replace(/^#/, '#0'); // Cheap darken trick
847
- }
848
 
849
- // Distance fog
850
  let alpha = Math.min(1, wallDist / 15);
851
- let r=100, g=100, b=100;
852
- if(this.map[mapX][mapZ]===1) { r=180; g=180; b=180; } // Concrete
853
-
854
- if(side===1) { r-=40; g-=40; b-=40; }
855
-
856
- // Apply fog
857
- r = r * (1-alpha) + 0 * alpha;
858
- g = g * (1-alpha) + 0 * alpha;
859
- b = b * (1-alpha) + 0 * alpha;
860
 
861
- this.ctx.fillStyle = `rgb(${r},${g},${b})`;
862
  this.ctx.fillRect(x, drawStart, 2, lineHeight);
863
  }
864
 
865
- // Render Entities (Simple Projection)
866
  this.entities.forEach(e => {
867
  if (e.dead) return;
868
  let spriteX = e.pos.x - this.player.pos.x;
869
  let spriteZ = e.pos.z - this.player.pos.z;
870
 
871
- // Transform sprite with the inverse camera matrix
872
  let invDet = 1.0 / (this.camera.plane.x * this.camera.dir.z - this.camera.dir.x * this.camera.plane.z);
873
  let transformX = invDet * (this.camera.dir.z * spriteX - this.camera.dir.x * spriteZ);
874
  let transformY = invDet * (-this.camera.plane.z * spriteX + this.camera.plane.x * spriteZ);
875
 
 
 
876
  let spriteScreenX = Math.floor((this.width / 2) * (1 + transformX / transformY));
877
  let spriteHeight = Math.abs(Math.floor(this.height / (transformY)));
878
 
879
- // Don't draw if behind player or too far
880
- if (transformY < 0 || transformY > 20) return;
881
-
882
  let drawStartY = -spriteHeight / 2 + this.height / 2;
883
  let drawStartX = -spriteHeight / 2 + spriteScreenX;
884
- let drawEndX = spriteHeight / 2 + spriteScreenX;
885
 
886
- // Draw Enemy Box (Very primitive sprite)
887
  if (e.type === 'enemy') {
888
  this.ctx.fillStyle = 'rgba(255, 0, 0, 0.8)';
889
  this.ctx.fillRect(drawStartX, drawStartY, spriteHeight/2, spriteHeight);
890
- // Name tag
891
  this.ctx.font = "12px Arial";
892
  this.ctx.fillStyle = "white";
893
  this.ctx.fillText("TERRORIST", drawStartX, drawStartY - 5);
@@ -895,14 +925,13 @@
895
  });
896
 
897
  // Weapon Viewmodel
898
- this.ctx.fillStyle = '#333';
899
- // Gun body
900
  let bob = Math.sin(Date.now()/100) * 5;
901
  let recoilY = this.recoil * 2;
902
 
 
903
  this.ctx.fillRect(this.width/2 + 50 + bob, this.height - 150 - recoilY, 150, 100);
904
  this.ctx.fillStyle = '#111';
905
- this.ctx.fillRect(this.width/2 + 200 + bob, this.height - 120 - recoilY, 100, 40); // Barrel
906
  }
907
 
908
  loop(time) {
@@ -917,4 +946,9 @@
917
  }
918
  }
919
 
920
- // Init
 
 
 
 
 
 
1
  <!DOCTYPE html>
2
  <html lang="en">
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3
 
4
+ <head>
5
+ <meta charset="UTF-8">
6
+ <meta name="viewport" content="width=device-width, initial-scale=1.0">
7
+ <title>Counter-Strike: Web Ops</title>
8
+ <script src="https://cdn.tailwindcss.com"></script>
9
+ <link href="https://fonts.googleapis.com/css2?family=Rajdhani:wght@400;600;700&display=swap" rel="stylesheet">
10
+ <script src="https://cdnjs.cloudflare.com/ajax/libs/tone/14.8.49/Tone.js"></script>
11
+ <style>
12
+ :root {
13
+ --cs-orange: #d57b00;
14
+ --cs-blue: #4f7cac;
15
+ --cs-bg: #1a1a1a;
16
+ --cs-dark: #111;
17
+ }
18
+
19
+ body {
20
+ margin: 0;
21
+ overflow: hidden;
22
+ background-color: #000;
23
+ font-family: 'Rajdhani', sans-serif;
24
+ user-select: none;
25
+ }
26
+
27
+ /* UI Styling */
28
+ .cs-hud {
29
+ text-shadow: 0 0 2px rgba(0, 0, 0, 0.8);
30
+ letter-spacing: 1px;
31
+ }
32
+
33
+ .weapon-slot {
34
+ transition: all 0.2s;
35
+ }
36
+
37
+ .weapon-slot.active {
38
+ background: rgba(255, 255, 255, 0.2);
39
+ border-left: 3px solid white;
40
+ }
41
+
42
+ /* Crosshair */
43
+ #crosshair {
44
+ position: absolute;
45
+ top: 50%;
46
+ left: 50%;
47
+ transform: translate(-50%, -50%);
48
+ pointer-events: none;
49
+ z-index: 10;
50
+ }
51
+
52
+ /* Hit Marker */
53
+ #hitmarker {
54
+ position: absolute;
55
+ top: 50%;
56
+ left: 50%;
57
+ transform: translate(-50%, -50%);
58
+ width: 40px;
59
+ height: 40px;
60
+ opacity: 0;
61
+ pointer-events: none;
62
+ z-index: 11;
63
+ }
64
+
65
+ #hitmarker.active {
66
+ animation: hitmarker-anim 0.1s ease-out;
67
+ }
68
+
69
+ @keyframes hitmarker-anim {
70
+ 0% {
71
+ opacity: 1;
72
+ transform: translate(-50%, -50%) scale(1.2);
73
+ }
74
+
75
+ 100% {
76
+ opacity: 0;
77
+ transform: translate(-50%, -50%) scale(1);
78
+ }
79
+ }
80
+
81
+ /* Damage Overlay */
82
+ #damage-overlay {
83
+ background: radial-gradient(circle, transparent 50%, rgba(255, 0, 0, 0.6) 100%);
84
+ opacity: 0;
85
+ transition: opacity 0.2s;
86
+ pointer-events: none;
87
+ }
88
+
89
+ /* Muzzle Flash */
90
+ .muzzle-flash {
91
+ position: absolute;
92
+ width: 100px;
93
+ height: 100px;
94
+ background: radial-gradient(circle, #ffaa00 0%, transparent 70%);
95
+ border-radius: 50%;
96
+ opacity: 0;
97
+ pointer-events: none;
98
+ mix-blend-mode: screen;
99
+ z-index: 5;
100
+ }
101
+
102
+ .muzzle-flash.active {
103
+ animation: flash-anim 0.05s linear;
104
+ }
105
+
106
+ @keyframes flash-anim {
107
+ 0% {
108
+ opacity: 0.8;
109
+ transform: scale(0.5);
110
+ }
111
+
112
+ 100% {
113
+ opacity: 0;
114
+ transform: scale(1.5);
115
+ }
116
+ }
117
+
118
+ /* Menus */
119
+ .menu-overlay {
120
+ background: rgba(0, 0, 0, 0.85);
121
+ backdrop-filter: blur(5px);
122
+ }
123
+
124
+ .btn-cs {
125
+ background: linear-gradient(to bottom, #555, #333);
126
+ border: 1px solid #777;
127
+ color: white;
128
+ text-transform: uppercase;
129
+ clip-path: polygon(10px 0, 100% 0, 100% calc(100% - 10px), calc(100% - 10px) 100%, 0 100%, 0 10px);
130
+ transition: all 0.2s;
131
+ }
132
+
133
+ .btn-cs:hover {
134
+ background: linear-gradient(to bottom, #666, #444);
135
+ border-color: white;
136
+ transform: translateY(-2px);
137
+ }
138
+
139
+ canvas {
140
+ display: block;
141
+ }
142
+ </style>
143
  </head>
144
+
145
  <body class="text-white">
146
 
147
+ <!-- Canvas Layer -->
148
+ <canvas id="gameCanvas" class="absolute top-0 left-0 w-full h-full"></canvas>
149
+
150
+ <!-- Visual Effects Layer -->
151
+ <div id="muzzle-flash" class="muzzle-flash" style="top: 60%; left: 50%; transform: translate(-50%, -50%);"></div>
152
+ <div id="hitmarker">
153
+ <svg width="40" height="40" viewBox="0 0 40 40">
154
+ <line x1="5" y1="5" x2="15" y2="15" stroke="white" stroke-width="2" />
155
+ <line x1="35" y1="5" x2="25" y2="15" stroke="white" stroke-width="2" />
156
+ <line x1="5" y1="35" x2="15" y2="25" stroke="white" stroke-width="2" />
157
+ <line x1="35" y1="35" x2="25" y2="25" stroke="white" stroke-width="2" />
158
+ </svg>
159
+ </div>
160
+ <div id="damage-overlay" class="absolute top-0 left-0 w-full h-full z-20"></div>
161
+
162
+ <!-- Crosshair -->
163
+ <div id="crosshair">
164
+ <svg width="32" height="32" viewBox="0 0 32 32" fill="none">
165
+ <rect x="15" y="0" width="2" height="10" fill="white" />
166
+ <rect x="15" y="22" width="2" height="10" fill="white" />
167
+ <rect x="22" y="15" width="10" height="2" fill="white" />
168
+ <rect x="0" y="15" width="10" height="2" fill="white" />
169
+ <circle cx="16" cy="16" r="1.5" fill="white" />
170
+ </svg>
171
+ </div>
172
+
173
+ <!-- HUD Layer -->
174
+ <div id="hud" class="absolute top-0 left-0 w-full h-full z-30 pointer-events-none hidden">
175
+ <!-- Top Info -->
176
+ <div class="absolute top-4 left-0 w-full flex justify-center cs-hud">
177
+ <div class="bg-black/50 px-6 py-2 border-b-2 border-white/20 flex items-center gap-8">
178
+ <div class="text-red-500 font-bold text-2xl">T <span id="score-t">0</span></div>
179
+ <div class="text-yellow-500 font-bold text-xl tracking-widest" id="timer">01:30</div>
180
+ <div class="text-blue-400 font-bold text-2xl">CT <span id="score-ct">0</span></div>
181
+ </div>
182
  </div>
183
 
184
+ <!-- Bottom HUD -->
185
+ <div class="absolute bottom-0 left-0 w-full flex justify-between items-end p-6 cs-hud">
186
+ <!-- Health & Armor -->
187
+ <div class="flex gap-4">
188
+ <div class="bg-black/60 p-3 border-l-4 border-green-500">
189
+ <div class="text-xs text-gray-400">HEALTH</div>
190
+ <div class="text-3xl font-bold text-green-500" id="health-val">100</div>
 
 
191
  </div>
192
+ <div class="bg-black/60 p-3 border-l-4 border-blue-400">
193
+ <div class="text-xs text-gray-400">ARMOR</div>
194
+ <div class="text-3xl font-bold text-blue-400" id="armor-val">100</div>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
195
  </div>
196
+ </div>
197
+
198
+ <!-- Kill Feed -->
199
+ <div id="kill-feed" class="absolute top-20 right-4 flex flex-col gap-1 text-right pointer-events-none">
200
+ <!-- Dynamic content -->
201
+ </div>
202
+
203
+ <!-- Ammo & Weapons -->
204
+ <div class="flex items-end gap-6">
205
+ <div class="text-right">
206
+ <div class="text-6xl font-bold leading-none" id="ammo-clip">30</div>
207
+ <div class="text-xl text-gray-400" id="ammo-reserve">90</div>
208
  </div>
209
+ <div class="flex flex-col gap-1 w-32">
210
+ <div class="weapon-slot active bg-black/60 p-2 text-right text-sm font-bold" id="wep-primary">AK-47</div>
211
+ <div class="weapon-slot bg-black/60 p-2 text-right text-sm font-bold" id="wep-secondary">GLOCK-18</div>
212
+ <div class="weapon-slot bg-black/60 p-2 text-right text-sm font-bold" id="wep-knife">KNIFE</div>
213
+ </div>
214
+ </div>
215
  </div>
216
+ </div>
217
+
218
+ <!-- Start Menu -->
219
+ <div id="start-menu"
220
+ class="menu-overlay absolute top-0 left-0 w-full h-full z-50 flex flex-col items-center justify-center text-center">
221
+ <h1 class="text-6xl font-bold mb-2 text-white italic tracking-tighter"
222
+ style="text-shadow: 0 0 20px rgba(255,255,255,0.5);">COUNTER-STRIKE</h1>
223
+ <h2 class="text-2xl text-gray-400 mb-8 tracking-[0.5em]">WEB OPS</h2>
224
+
225
+ <div class="bg-black/80 p-8 border border-gray-700 max-w-md w-full rounded-lg shadow-2xl">
226
+ <p class="text-gray-300 mb-6 text-sm">Mouse to Look | WASD to Move | Click to Shoot | 1/2/3 for Weapons | B to Buy
227
+ </p>
228
+ <button onclick="game.start()" class="btn-cs w-full py-4 text-xl font-bold mb-4">Start Mission</button>
229
+ <div class="text-xs text-gray-500 mt-4">Built with <a href="https://huggingface.co/spaces/akhaliq/anycoder"
230
+ target="_blank" class="text-blue-400 hover:underline">anycoder</a></div>
231
  </div>
232
+ </div>
233
+
234
+ <!-- Game Over Menu -->
235
+ <div id="game-over-menu"
236
+ class="menu-overlay absolute top-0 left-0 w-full h-full z-50 flex flex-col items-center justify-center hidden">
237
+ <h1 class="text-5xl font-bold mb-4 text-red-500">MISSION FAILED</h1>
238
+ <p class="text-xl text-white mb-8">Kills: <span id="final-score">0</span></p>
239
+ <button onclick="location.reload()" class="btn-cs px-8 py-3 text-lg font-bold">RETRY</button>
240
+ </div>
241
+
242
+ <!-- Buy Menu (Hidden by default) -->
243
+ <div id="buy-menu"
244
+ class="menu-overlay absolute top-0 left-0 w-full h-full z-40 flex items-center justify-center hidden">
245
+ <div class="bg-black/90 border border-yellow-600 p-8 w-[600px] max-w-full">
246
+ <h2 class="text-3xl text-yellow-500 font-bold mb-6 border-b border-gray-700 pb-2">BUY MENU</h2>
247
+ <div class="grid grid-cols-2 gap-4">
248
+ <button onclick="game.buyWeapon('ak47')" class="btn-cs p-3 text-left flex justify-between"><span>AK-47</span> <span class="text-yellow-500">$2700</span></button>
249
+ <button onclick="game.buyWeapon('m4a1')" class="btn-cs p-3 text-left flex justify-between"><span>M4A4</span> <span class="text-yellow-500">$3100</span></button>
250
+ <button onclick="game.buyWeapon('awp')" class="btn-cs p-3 text-left flex justify-between"><span>AWP</span> <span class="text-yellow-500">$4750</span></button>
251
+ <button onclick="game.buyWeapon('deagle')" class="btn-cs p-3 text-left flex justify-between"><span>DESERT EAGLE</span> <span class="text-yellow-500">$700</span></button>
252
+ <button onclick="game.buyWeapon('armor')" class="btn-cs p-3 text-left flex justify-between"><span>KEVLAR + HELMET</span> <span class="text-yellow-500">$1000</span></button>
253
+ </div>
254
+ <p class="mt-6 text-center text-gray-400 text-sm">Press 'B' or 'ESC' to close</p>
255
  </div>
256
+ </div>
257
 
258
+ <script>
259
+ // --- Audio Engine (Tone.js) ---
260
  const AudioEngine = {
261
  synth: null,
262
  noise: null,
 
373
  let nextX = this.pos.x + moveDir.x * 2 * dt;
374
  let nextZ = this.pos.z + moveDir.z * 2 * dt;
375
 
376
+ if (map[Math.floor(nextX)] && map[Math.floor(nextX)][Math.floor(this.pos.z)] === 0) this.pos.x = nextX;
377
+ if (map[Math.floor(this.pos.x)] && map[Math.floor(this.pos.x)][Math.floor(nextZ)] === 0) this.pos.z = nextZ;
378
 
379
  // Attack
380
  if (dist < 10 && Date.now() - this.lastShot > 1000) {
 
404
  let t = i/steps;
405
  let cx = this.pos.x + dx * t;
406
  let cz = this.pos.z + dz * t;
407
+ let mx = Math.floor(cx);
408
+ let mz = Math.floor(cz);
409
+ if (mx < 0 || mx >= map.length || mz < 0 || mz >= map[0].length) return false;
410
+ if (map[mx][mz] > 0) return false; // Wall hit
411
  }
412
  return true;
413
  }
 
439
  armor: 0,
440
  speed: 4,
441
  money: 800,
442
+ kills: 0,
443
+ takeDamage: (amount) => {
444
+ if (this.player.armor > 0) {
445
+ let absorb = amount * 0.66;
446
+ this.player.armor -= absorb;
447
+ this.player.hp -= (amount - absorb);
448
+ } else {
449
+ this.player.hp -= amount;
450
+ }
451
+
452
+ if (this.player.hp <= 0) this.gameOver();
453
+ this.updateHealthUI();
454
+ }
455
  };
456
  this.camera.pos = this.player.pos;
457
 
 
504
  if (this.entities.length < 5) {
505
  let x = Math.floor(Math.random() * (this.mapSize-2)) + 1;
506
  let z = Math.floor(Math.random() * (this.mapSize-2)) + 1;
507
+ if (this.map[x] && this.map[x][z] === 0 && (Math.abs(x - this.player.pos.x) > 5)) {
508
  this.entities.push(new Entity(x, z, 'enemy', 100));
509
  }
510
  }
 
551
  if (e.code === 'Digit2') this.switchWeapon(this.weapons.secondary);
552
  if (e.code === 'Digit3') this.switchWeapon('knife');
553
  if (e.code === 'KeyR') this.reload();
554
+ if (e.code === 'Escape') {
555
+ const menu = document.getElementById('buy-menu');
556
+ if (!menu.classList.contains('hidden')) {
557
+ this.toggleBuyMenu();
558
+ }
559
+ }
560
  });
561
  document.addEventListener('keyup', (e) => this.keys[e.code] = false);
562
 
 
580
  this.currentWeapon = key;
581
  // Update UI
582
  ['primary', 'secondary', 'knife'].forEach(w => {
583
+ let el = document.getElementById(`wep-${w}`);
584
+ if(el) {
585
+ el.classList.remove('active');
586
+ el.style.borderLeft = 'none';
587
+ el.style.background = 'rgba(0,0,0,0.6)';
588
+ }
589
  });
590
  let slot = 'primary';
591
  if (key === this.weapons.secondary) slot = 'secondary';
592
  if (key === 'knife') slot = 'knife';
593
+ let activeEl = document.getElementById(`wep-${slot}`);
594
+ if(activeEl) {
595
+ activeEl.classList.add('active');
596
+ activeEl.style.borderLeft = '3px solid white';
597
+ activeEl.style.background = 'rgba(255,255,255,0.2)';
598
+ }
599
  this.updateAmmoUI();
600
  }
601
 
 
633
  reload() {
634
  const w = WEAPONS[this.currentWeapon];
635
  const a = this.ammo[this.currentWeapon];
636
+ if (!w || !a) return;
637
  if (a.clip < w.clip && a.reserve > 0) {
638
  let need = w.clip - a.clip;
639
  let take = Math.min(need, a.reserve);
 
647
  const now = Date.now();
648
  const w = WEAPONS[this.currentWeapon];
649
  const a = this.ammo[this.currentWeapon];
650
+ if (!w) return;
651
 
652
  if (now - this.lastShotTime < w.rate) return;
653
 
 
657
  return;
658
  }
659
 
660
+ if (!a || a.clip <= 0) {
661
  AudioEngine.playEmpty();
662
  return;
663
  }
 
668
  AudioEngine.playShoot(w.type);
669
 
670
  // Visuals
671
+ let flash = document.getElementById('muzzle-flash');
672
+ flash.classList.remove('active');
673
+ void flash.offsetWidth; // trigger reflow
674
+ flash.classList.add('active');
675
 
676
  // Recoil kick
677
  this.recoil = 5;
678
 
 
679
  // Add spread
680
  let spreadX = (Math.random() - 0.5) * w.spread;
681
  let spreadZ = (Math.random() - 0.5) * w.spread;
 
724
  let dist = e.pos.dist(this.player.pos);
725
  if (dist > maxDist) continue;
726
 
 
727
  let ex = Math.floor(e.pos.x);
728
  let ez = Math.floor(e.pos.z);
729
  if (ex === mapX && ez === mapZ) {
 
730
  this.hitEntity(e, w.damage);
731
  return;
732
  }
 
749
  AudioEngine.playHit();
750
 
751
  // Hitmarker
752
+ let hm = document.getElementById('hitmarker');
753
+ hm.classList.remove('active');
754
+ void hm.offsetWidth;
755
+ hm.classList.add('active');
756
 
757
  if (entity.hp <= 0) {
758
  entity.dead = true;
 
761
  AudioEngine.playKill();
762
  this.addKillFeed("Player", "Terrorist", this.currentWeapon === 'knife' ? 'KNIFE' : WEAPONS[this.currentWeapon].name);
763
 
 
764
  setTimeout(() => {
765
  this.entities = this.entities.filter(ent => ent !== entity);
766
  }, 5000);
 
777
  setTimeout(() => div.remove(), 5000);
778
  }
779
 
 
 
 
 
 
 
 
 
 
 
 
 
 
780
  updateHealthUI() {
781
  document.getElementById('health-val').innerText = Math.ceil(Math.max(0, this.player.hp));
782
  document.getElementById('armor-val').innerText = Math.ceil(Math.max(0, this.player.armor));
 
788
  document.getElementById('ammo-clip').innerText = a ? a.clip : 0;
789
  document.getElementById('ammo-reserve').innerText = a ? a.reserve : 0;
790
 
791
+ let pri = document.getElementById('wep-primary');
792
+ let sec = document.getElementById('wep-secondary');
793
+ if(pri) pri.innerText = WEAPONS[this.weapons.primary].name;
794
+ if(sec) sec.innerText = WEAPONS[this.weapons.secondary].name;
795
  }
796
 
797
  gameOver() {
 
814
 
815
  if (moveVec.length() > 0) {
816
  moveVec = moveVec.normalize().mul(moveSpeed);
 
817
  let nextX = this.player.pos.x + moveVec.x;
818
  let nextZ = this.player.pos.z + moveVec.z;
819
 
820
+ let mx = Math.floor(nextX);
821
+ let mz = Math.floor(nextZ);
822
+ let cx = Math.floor(this.player.pos.x);
823
+ let cz = Math.floor(this.player.pos.z);
824
+
825
+ if (mx >= 0 && mx < this.mapSize && this.map[mx] && this.map[mx][cz] === 0) this.player.pos.x = nextX;
826
+ if (mz >= 0 && mz < this.mapSize && this.map[cx] && this.map[cx][mz] === 0) this.player.pos.z = nextZ;
827
  }
828
 
 
829
  if (this.recoil > 0) this.recoil -= dt * 10;
830
  else this.recoil = 0;
831
 
 
832
  this.entities.forEach(e => e.update(dt, this.player, this.map));
833
  }
834
 
 
835
  render() {
836
+ // Floor & Ceiling
837
  const grad = this.ctx.createLinearGradient(0, 0, 0, this.height);
838
  grad.addColorStop(0, '#222');
839
  grad.addColorStop(0.5, '#444');
 
843
  this.ctx.fillRect(0, 0, this.width, this.height);
844
 
845
  // Raycasting Walls
846
+ for (let x = 0; x < this.width; x += 2) {
847
  let cameraX = 2 * x / this.width - 1;
848
  let rayDirX = this.camera.dir.x + this.camera.plane.x * cameraX;
849
  let rayDirZ = this.camera.dir.z + this.camera.plane.z * cameraX;
 
863
 
864
  let hit = 0, side, wallDist;
865
 
 
866
  while (hit === 0) {
867
  if (sideDistX < sideDistZ) {
868
  sideDistX += deltaDistX;
 
873
  mapZ += stepZ;
874
  side = 1;
875
  }
876
+ if (mapX < 0 || mapX >= this.mapSize || mapZ < 0 || mapZ >= this.mapSize) { hit = 1; break; }
877
  if (this.map[mapX][mapZ] > 0) hit = 1;
878
  }
879
 
880
+ if (hit === 0) continue;
881
+
882
  if (side === 0) wallDist = (mapX - this.player.pos.x + (1 - stepX) / 2) / rayDirX;
883
  else wallDist = (mapZ - this.player.pos.z + (1 - stepZ) / 2) / rayDirZ;
884
 
885
  let lineHeight = Math.floor(this.height / wallDist);
886
  let drawStart = Math.floor(-lineHeight / 2 + this.height / 2) + this.recoil;
 
 
 
 
 
887
 
888
+ let r=180, g=180, b=180;
889
+ if(side===1) { r=140; g=140; b=140; }
 
 
 
890
 
 
891
  let alpha = Math.min(1, wallDist / 15);
892
+ r = r * (1-alpha);
893
+ g = g * (1-alpha);
894
+ b = b * (1-alpha);
 
 
 
 
 
 
895
 
896
+ this.ctx.fillStyle = `rgb(${Math.floor(r)},${Math.floor(g)},${Math.floor(b)})`;
897
  this.ctx.fillRect(x, drawStart, 2, lineHeight);
898
  }
899
 
900
+ // Render Entities
901
  this.entities.forEach(e => {
902
  if (e.dead) return;
903
  let spriteX = e.pos.x - this.player.pos.x;
904
  let spriteZ = e.pos.z - this.player.pos.z;
905
 
 
906
  let invDet = 1.0 / (this.camera.plane.x * this.camera.dir.z - this.camera.dir.x * this.camera.plane.z);
907
  let transformX = invDet * (this.camera.dir.z * spriteX - this.camera.dir.x * spriteZ);
908
  let transformY = invDet * (-this.camera.plane.z * spriteX + this.camera.plane.x * spriteZ);
909
 
910
+ if (transformY <= 0 || transformY > 20) return;
911
+
912
  let spriteScreenX = Math.floor((this.width / 2) * (1 + transformX / transformY));
913
  let spriteHeight = Math.abs(Math.floor(this.height / (transformY)));
914
 
 
 
 
915
  let drawStartY = -spriteHeight / 2 + this.height / 2;
916
  let drawStartX = -spriteHeight / 2 + spriteScreenX;
 
917
 
 
918
  if (e.type === 'enemy') {
919
  this.ctx.fillStyle = 'rgba(255, 0, 0, 0.8)';
920
  this.ctx.fillRect(drawStartX, drawStartY, spriteHeight/2, spriteHeight);
 
921
  this.ctx.font = "12px Arial";
922
  this.ctx.fillStyle = "white";
923
  this.ctx.fillText("TERRORIST", drawStartX, drawStartY - 5);
 
925
  });
926
 
927
  // Weapon Viewmodel
 
 
928
  let bob = Math.sin(Date.now()/100) * 5;
929
  let recoilY = this.recoil * 2;
930
 
931
+ this.ctx.fillStyle = '#333';
932
  this.ctx.fillRect(this.width/2 + 50 + bob, this.height - 150 - recoilY, 150, 100);
933
  this.ctx.fillStyle = '#111';
934
+ this.ctx.fillRect(this.width/2 + 200 + bob, this.height - 120 - recoilY, 100, 40);
935
  }
936
 
937
  loop(time) {
 
946
  }
947
  }
948
 
949
+ // Init
950
+ const game = new Game();
951
+ </script>
952
+ </body>
953
+
954
+ </html>