Add 2 files
Browse files- index.html +952 -128
- prompts.txt +2 -1
index.html
CHANGED
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@@ -3,25 +3,45 @@
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background-color: #
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font-family:
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}
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#gameCanvas {
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display: block;
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-
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}
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#ui {
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position: absolute;
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-
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left:
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}
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#startScreen {
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position: absolute;
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@@ -29,36 +49,206 @@
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left: 0;
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width: 100%;
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height: 100%;
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background-color: rgba(0, 0, 0, 0.
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display: flex;
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flex-direction: column;
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justify-content: center;
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align-items: center;
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color:
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}
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#startButton {
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padding: 15px 30px;
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font-size: 20px;
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background-color: #
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color: white;
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border:
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border-radius: 5px;
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cursor: pointer;
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margin-top:
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}
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</style>
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</head>
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<body>
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<canvas id="gameCanvas"></canvas>
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<div id="ui">
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<div
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<div
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</div>
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<div id="startScreen">
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<h1>
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<p>
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<button id="startButton">START GAME</button>
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</div>
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<script>
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// Game setup
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@@ -66,8 +256,19 @@
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const ctx = canvas.getContext('2d');
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const startScreen = document.getElementById('startScreen');
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const startButton = document.getElementById('startButton');
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const
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const
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// Set canvas size
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canvas.width = window.innerWidth;
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@@ -75,105 +276,654 @@
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// Game state
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let gameRunning = false;
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let
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let
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// Player
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const player = {
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x:
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y:
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};
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//
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-
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//
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//
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}
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//
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for (let
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});
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}
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//
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player.y = 200;
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}
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//
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function
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ctx.rotate(rotation);
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ctx.fillStyle = color;
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ctx.fillRect(-width/2, -height/2, width, height);
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}
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-
//
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function
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if (!gameRunning) return;
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//
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}
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}
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}
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}
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-
//
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-
player.
|
| 167 |
-
|
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|
|
| 168 |
|
| 169 |
-
|
| 170 |
-
|
| 171 |
-
|
| 172 |
-
|
| 173 |
-
|
| 174 |
|
| 175 |
-
//
|
| 176 |
-
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|
| 177 |
|
| 178 |
// Request next frame
|
| 179 |
requestAnimationFrame(gameLoop);
|
|
@@ -181,49 +931,98 @@
|
|
| 181 |
|
| 182 |
// Keyboard controls
|
| 183 |
const keys = {
|
| 184 |
-
|
| 185 |
-
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|
| 186 |
ArrowLeft: false,
|
| 187 |
ArrowRight: false,
|
| 188 |
-
|
| 189 |
};
|
| 190 |
|
| 191 |
document.addEventListener('keydown', (e) => {
|
| 192 |
if (e.key in keys) keys[e.key] = true;
|
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|
| 193 |
});
|
| 194 |
|
| 195 |
document.addEventListener('keyup', (e) => {
|
| 196 |
if (e.key in keys) keys[e.key] = false;
|
| 197 |
});
|
| 198 |
|
| 199 |
-
//
|
| 200 |
-
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|
| 201 |
if (!gameRunning) return;
|
| 202 |
|
| 203 |
-
|
| 204 |
-
if (keys.ArrowUp) {
|
| 205 |
-
player.speed = Math.min(player.speed + 0.05, player.maxSpeed);
|
| 206 |
-
} else if (keys.ArrowDown) {
|
| 207 |
-
player.speed = Math.max(player.speed - 0.05, -player.maxSpeed/2);
|
| 208 |
-
} else {
|
| 209 |
-
// Friction
|
| 210 |
-
player.speed *= 0.95;
|
| 211 |
-
if (Math.abs(player.speed) < 0.1) player.speed = 0;
|
| 212 |
-
}
|
| 213 |
|
| 214 |
-
//
|
| 215 |
-
if (
|
| 216 |
-
|
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|
| 217 |
}
|
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|
| 218 |
|
| 219 |
-
|
| 220 |
-
|
| 221 |
-
|
| 222 |
-
|
| 223 |
-
|
| 224 |
-
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|
| 225 |
}
|
| 226 |
-
}
|
|
|
|
|
|
|
|
|
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|
|
|
| 227 |
|
| 228 |
// Start game
|
| 229 |
function startGame() {
|
|
@@ -231,30 +1030,55 @@
|
|
| 231 |
gameRunning = true;
|
| 232 |
|
| 233 |
// Reset game state
|
| 234 |
-
|
| 235 |
-
|
| 236 |
-
|
| 237 |
-
|
|
|
|
| 238 |
|
| 239 |
-
// Generate
|
| 240 |
-
|
| 241 |
|
| 242 |
// Start game loop
|
| 243 |
gameLoop();
|
| 244 |
-
|
| 245 |
-
|
| 246 |
-
|
|
|
|
|
|
|
|
|
|
| 247 |
}
|
| 248 |
|
| 249 |
// Start button event
|
| 250 |
startButton.addEventListener('click', startGame);
|
|
|
|
| 251 |
|
| 252 |
// Handle window resize
|
| 253 |
window.addEventListener('resize', () => {
|
| 254 |
canvas.width = window.innerWidth;
|
| 255 |
canvas.height = window.innerHeight;
|
| 256 |
-
if (gameRunning) generateCity();
|
| 257 |
});
|
|
|
|
|
|
|
|
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|
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|
|
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|
|
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|
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|
|
|
|
|
|
| 258 |
</script>
|
| 259 |
<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=Greats/clone" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 260 |
</html>
|
|
|
|
| 3 |
<head>
|
| 4 |
<meta charset="UTF-8">
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
| 6 |
+
<title>DOOM Style Game</title>
|
| 7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
<style>
|
| 9 |
body {
|
| 10 |
margin: 0;
|
| 11 |
overflow: hidden;
|
| 12 |
+
background-color: #000;
|
| 13 |
+
font-family: 'Courier New', monospace;
|
| 14 |
+
color: white;
|
| 15 |
+
touch-action: none;
|
| 16 |
}
|
| 17 |
#gameCanvas {
|
| 18 |
display: block;
|
| 19 |
+
width: 100%;
|
| 20 |
+
height: 100%;
|
| 21 |
}
|
| 22 |
#ui {
|
| 23 |
position: absolute;
|
| 24 |
+
bottom: 0;
|
| 25 |
+
left: 0;
|
| 26 |
+
width: 100%;
|
| 27 |
+
padding: 20px;
|
| 28 |
+
box-sizing: border-box;
|
| 29 |
+
background: linear-gradient(transparent, rgba(0, 0, 0, 0.7));
|
| 30 |
+
display: flex;
|
| 31 |
+
flex-direction: column;
|
| 32 |
+
align-items: center;
|
| 33 |
+
}
|
| 34 |
+
#healthAmmo {
|
| 35 |
+
display: flex;
|
| 36 |
+
justify-content: space-between;
|
| 37 |
+
width: 100%;
|
| 38 |
+
max-width: 600px;
|
| 39 |
+
margin-bottom: 10px;
|
| 40 |
+
}
|
| 41 |
+
#weapon {
|
| 42 |
+
font-size: 24px;
|
| 43 |
+
margin-bottom: 10px;
|
| 44 |
+
text-shadow: 0 0 5px red;
|
| 45 |
}
|
| 46 |
#startScreen {
|
| 47 |
position: absolute;
|
|
|
|
| 49 |
left: 0;
|
| 50 |
width: 100%;
|
| 51 |
height: 100%;
|
| 52 |
+
background-color: rgba(0, 0, 0, 0.9);
|
| 53 |
display: flex;
|
| 54 |
flex-direction: column;
|
| 55 |
justify-content: center;
|
| 56 |
align-items: center;
|
| 57 |
+
color: red;
|
| 58 |
+
text-align: center;
|
| 59 |
+
z-index: 10;
|
| 60 |
}
|
| 61 |
#startButton {
|
| 62 |
padding: 15px 30px;
|
| 63 |
font-size: 20px;
|
| 64 |
+
background-color: #8B0000;
|
| 65 |
color: white;
|
| 66 |
+
border: 2px solid #FF0000;
|
| 67 |
border-radius: 5px;
|
| 68 |
cursor: pointer;
|
| 69 |
+
margin-top: 30px;
|
| 70 |
+
font-family: 'Courier New', monospace;
|
| 71 |
+
text-transform: uppercase;
|
| 72 |
+
letter-spacing: 2px;
|
| 73 |
+
}
|
| 74 |
+
#startButton:hover {
|
| 75 |
+
background-color: #FF0000;
|
| 76 |
+
}
|
| 77 |
+
#crosshair {
|
| 78 |
+
position: absolute;
|
| 79 |
+
top: 50%;
|
| 80 |
+
left: 50%;
|
| 81 |
+
width: 20px;
|
| 82 |
+
height: 20px;
|
| 83 |
+
transform: translate(-50%, -50%);
|
| 84 |
+
pointer-events: none;
|
| 85 |
+
}
|
| 86 |
+
#crosshair::before, #crosshair::after {
|
| 87 |
+
content: '';
|
| 88 |
+
position: absolute;
|
| 89 |
+
background-color: red;
|
| 90 |
+
}
|
| 91 |
+
#crosshair::before {
|
| 92 |
+
width: 20px;
|
| 93 |
+
height: 2px;
|
| 94 |
+
top: 9px;
|
| 95 |
+
left: 0;
|
| 96 |
+
}
|
| 97 |
+
#crosshair::after {
|
| 98 |
+
width: 2px;
|
| 99 |
+
height: 20px;
|
| 100 |
+
left: 9px;
|
| 101 |
+
top: 0;
|
| 102 |
+
}
|
| 103 |
+
#gameOverScreen {
|
| 104 |
+
position: absolute;
|
| 105 |
+
top: 0;
|
| 106 |
+
left: 0;
|
| 107 |
+
width: 100%;
|
| 108 |
+
height: 100%;
|
| 109 |
+
background-color: rgba(0, 0, 0, 0.9);
|
| 110 |
+
display: none;
|
| 111 |
+
flex-direction: column;
|
| 112 |
+
justify-content: center;
|
| 113 |
+
align-items: center;
|
| 114 |
+
color: red;
|
| 115 |
+
text-align: center;
|
| 116 |
+
z-index: 10;
|
| 117 |
+
}
|
| 118 |
+
#restartButton {
|
| 119 |
+
padding: 15px 30px;
|
| 120 |
+
font-size: 20px;
|
| 121 |
+
background-color: #8B0000;
|
| 122 |
+
color: white;
|
| 123 |
+
border: 2px solid #FF0000;
|
| 124 |
+
border-radius: 5px;
|
| 125 |
+
cursor: pointer;
|
| 126 |
+
margin-top: 30px;
|
| 127 |
+
font-family: 'Courier New', monospace;
|
| 128 |
+
text-transform: uppercase;
|
| 129 |
+
letter-spacing: 2px;
|
| 130 |
+
}
|
| 131 |
+
#restartButton:hover {
|
| 132 |
+
background-color: #FF0000;
|
| 133 |
+
}
|
| 134 |
+
#hud {
|
| 135 |
+
position: absolute;
|
| 136 |
+
top: 10px;
|
| 137 |
+
left: 10px;
|
| 138 |
+
font-size: 16px;
|
| 139 |
+
color: white;
|
| 140 |
+
text-shadow: 0 0 5px black;
|
| 141 |
+
}
|
| 142 |
+
#enemiesLeft {
|
| 143 |
+
position: absolute;
|
| 144 |
+
top: 10px;
|
| 145 |
+
right: 10px;
|
| 146 |
+
font-size: 16px;
|
| 147 |
+
color: white;
|
| 148 |
+
text-shadow: 0 0 5px black;
|
| 149 |
+
}
|
| 150 |
+
.health-bar, .ammo-bar {
|
| 151 |
+
width: 200px;
|
| 152 |
+
height: 20px;
|
| 153 |
+
border: 2px solid #333;
|
| 154 |
+
border-radius: 3px;
|
| 155 |
+
overflow: hidden;
|
| 156 |
+
position: relative;
|
| 157 |
+
}
|
| 158 |
+
.health-fill {
|
| 159 |
+
height: 100%;
|
| 160 |
+
background: linear-gradient(to right, #8B0000, #FF0000);
|
| 161 |
+
transition: width 0.3s;
|
| 162 |
+
}
|
| 163 |
+
.ammo-fill {
|
| 164 |
+
height: 100%;
|
| 165 |
+
background: linear-gradient(to right, #006400, #00FF00);
|
| 166 |
+
transition: width 0.3s;
|
| 167 |
+
}
|
| 168 |
+
#weaponImage {
|
| 169 |
+
width: 200px;
|
| 170 |
+
height: 100px;
|
| 171 |
+
background-size: contain;
|
| 172 |
+
background-repeat: no-repeat;
|
| 173 |
+
background-position: center;
|
| 174 |
+
margin-bottom: 10px;
|
| 175 |
+
}
|
| 176 |
+
#bloodEffect {
|
| 177 |
+
position: absolute;
|
| 178 |
+
top: 0;
|
| 179 |
+
left: 0;
|
| 180 |
+
width: 100%;
|
| 181 |
+
height: 100%;
|
| 182 |
+
background-color: rgba(255, 0, 0, 0);
|
| 183 |
+
pointer-events: none;
|
| 184 |
+
transition: background-color 0.1s;
|
| 185 |
+
z-index: 5;
|
| 186 |
+
}
|
| 187 |
+
#damageIndicator {
|
| 188 |
+
position: absolute;
|
| 189 |
+
top: 50%;
|
| 190 |
+
left: 50%;
|
| 191 |
+
transform: translate(-50%, -50%);
|
| 192 |
+
font-size: 24px;
|
| 193 |
+
color: red;
|
| 194 |
+
opacity: 0;
|
| 195 |
+
pointer-events: none;
|
| 196 |
+
transition: opacity 0.3s;
|
| 197 |
+
text-shadow: 0 0 5px black;
|
| 198 |
}
|
| 199 |
</style>
|
| 200 |
</head>
|
| 201 |
<body>
|
| 202 |
<canvas id="gameCanvas"></canvas>
|
| 203 |
+
<div id="crosshair"></div>
|
| 204 |
+
<div id="bloodEffect"></div>
|
| 205 |
+
<div id="damageIndicator">HIT!</div>
|
| 206 |
+
|
| 207 |
+
<div id="hud">
|
| 208 |
+
<div>Level: <span id="level">1</span></div>
|
| 209 |
+
<div>Kills: <span id="kills">0</span></div>
|
| 210 |
+
</div>
|
| 211 |
+
|
| 212 |
+
<div id="enemiesLeft">
|
| 213 |
+
Enemies: <span id="enemiesCount">0</span>
|
| 214 |
+
</div>
|
| 215 |
+
|
| 216 |
<div id="ui">
|
| 217 |
+
<div id="weaponImage"></div>
|
| 218 |
+
<div id="weapon">PISTOL</div>
|
| 219 |
+
<div id="healthAmmo">
|
| 220 |
+
<div>
|
| 221 |
+
<div>HEALTH</div>
|
| 222 |
+
<div class="health-bar">
|
| 223 |
+
<div class="health-fill" id="healthBar"></div>
|
| 224 |
+
</div>
|
| 225 |
+
</div>
|
| 226 |
+
<div>
|
| 227 |
+
<div>AMMO</div>
|
| 228 |
+
<div class="ammo-bar">
|
| 229 |
+
<div class="ammo-fill" id="ammoBar"></div>
|
| 230 |
+
</div>
|
| 231 |
+
</div>
|
| 232 |
+
</div>
|
| 233 |
</div>
|
| 234 |
+
|
| 235 |
<div id="startScreen">
|
| 236 |
+
<h1 class="text-4xl font-bold mb-4">DOOM STYLE GAME</h1>
|
| 237 |
+
<p class="text-xl mb-8">KILL ALL DEMONS TO ADVANCE TO THE NEXT LEVEL</p>
|
| 238 |
+
<p class="mb-2">WASD - Move</p>
|
| 239 |
+
<p class="mb-2">Mouse - Look and Shoot</p>
|
| 240 |
+
<p class="mb-2">R - Reload</p>
|
| 241 |
+
<p class="mb-2">1-3 - Switch Weapons</p>
|
| 242 |
+
<p class="mb-2">Space - Jump</p>
|
| 243 |
<button id="startButton">START GAME</button>
|
| 244 |
</div>
|
| 245 |
+
|
| 246 |
+
<div id="gameOverScreen">
|
| 247 |
+
<h1 class="text-4xl font-bold mb-4">GAME OVER</h1>
|
| 248 |
+
<p class="text-xl mb-2">You killed <span id="finalKills">0</span> demons</p>
|
| 249 |
+
<p class="text-xl mb-8">Reached level <span id="finalLevel">1</span></p>
|
| 250 |
+
<button id="restartButton">TRY AGAIN</button>
|
| 251 |
+
</div>
|
| 252 |
|
| 253 |
<script>
|
| 254 |
// Game setup
|
|
|
|
| 256 |
const ctx = canvas.getContext('2d');
|
| 257 |
const startScreen = document.getElementById('startScreen');
|
| 258 |
const startButton = document.getElementById('startButton');
|
| 259 |
+
const gameOverScreen = document.getElementById('gameOverScreen');
|
| 260 |
+
const restartButton = document.getElementById('restartButton');
|
| 261 |
+
const weaponImage = document.getElementById('weaponImage');
|
| 262 |
+
const weaponDisplay = document.getElementById('weapon');
|
| 263 |
+
const healthBar = document.getElementById('healthBar');
|
| 264 |
+
const ammoBar = document.getElementById('ammoBar');
|
| 265 |
+
const levelDisplay = document.getElementById('level');
|
| 266 |
+
const killsDisplay = document.getElementById('kills');
|
| 267 |
+
const enemiesCountDisplay = document.getElementById('enemiesCount');
|
| 268 |
+
const finalKillsDisplay = document.getElementById('finalKills');
|
| 269 |
+
const finalLevelDisplay = document.getElementById('finalLevel');
|
| 270 |
+
const bloodEffect = document.getElementById('bloodEffect');
|
| 271 |
+
const damageIndicator = document.getElementById('damageIndicator');
|
| 272 |
|
| 273 |
// Set canvas size
|
| 274 |
canvas.width = window.innerWidth;
|
|
|
|
| 276 |
|
| 277 |
// Game state
|
| 278 |
let gameRunning = false;
|
| 279 |
+
let level = 1;
|
| 280 |
+
let kills = 0;
|
| 281 |
+
let enemiesLeft = 0;
|
| 282 |
|
| 283 |
+
// Player
|
| 284 |
const player = {
|
| 285 |
+
x: 1.5,
|
| 286 |
+
y: 1.5,
|
| 287 |
+
dirX: -1,
|
| 288 |
+
dirY: 0,
|
| 289 |
+
planeX: 0,
|
| 290 |
+
planeY: 0.66,
|
| 291 |
+
moveSpeed: 0.05,
|
| 292 |
+
rotSpeed: 0.03,
|
| 293 |
+
health: 100,
|
| 294 |
+
weapons: [
|
| 295 |
+
{
|
| 296 |
+
name: "PISTOL",
|
| 297 |
+
damage: 25,
|
| 298 |
+
ammo: 12,
|
| 299 |
+
maxAmmo: 12,
|
| 300 |
+
reloadTime: 1000,
|
| 301 |
+
fireRate: 500,
|
| 302 |
+
range: 10,
|
| 303 |
+
accuracy: 0.95,
|
| 304 |
+
color: "#888",
|
| 305 |
+
image: "data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 200 100'%3E%3Crect x='20' y='40' width='120' height='20' fill='%23ccc'/%3E%3Crect x='140' y='30' width='40' height='40' fill='%23aaa'/%3E%3Crect x='180' y='40' width='10' height='20' fill='%23888'/%3E%3C/svg%3E"
|
| 306 |
+
},
|
| 307 |
+
{
|
| 308 |
+
name: "SHOTGUN",
|
| 309 |
+
damage: 50,
|
| 310 |
+
ammo: 6,
|
| 311 |
+
maxAmmo: 6,
|
| 312 |
+
reloadTime: 1500,
|
| 313 |
+
fireRate: 1000,
|
| 314 |
+
range: 5,
|
| 315 |
+
accuracy: 0.7,
|
| 316 |
+
color: "#964B00",
|
| 317 |
+
image: "data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 200 100'%3E%3Crect x='20' y='40' width='150' height='20' fill='%23b87333'/%3E%3Crect x='170' y='20' width='20' height='60' fill='%238B4513'/%3E%3C/svg%3E"
|
| 318 |
+
},
|
| 319 |
+
{
|
| 320 |
+
name: "CHAINGUN",
|
| 321 |
+
damage: 15,
|
| 322 |
+
ammo: 50,
|
| 323 |
+
maxAmmo: 50,
|
| 324 |
+
reloadTime: 2000,
|
| 325 |
+
fireRate: 100,
|
| 326 |
+
range: 15,
|
| 327 |
+
accuracy: 0.85,
|
| 328 |
+
color: "#333",
|
| 329 |
+
image: "data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 200 100'%3E%3Crect x='20' y='40' width='150' height='20' fill='%23444'/%3E%3Crect x='170' y='30' width='20' height='40' fill='%23222'/%3E%3Ccircle cx='40' cy='50' r='15' fill='%23555'/%3E%3C/svg%3E"
|
| 330 |
+
}
|
| 331 |
+
],
|
| 332 |
+
currentWeapon: 0,
|
| 333 |
+
lastShot: 0,
|
| 334 |
+
reloading: false,
|
| 335 |
+
isMoving: false,
|
| 336 |
+
isShooting: false,
|
| 337 |
+
jumpHeight: 0,
|
| 338 |
+
isJumping: false
|
| 339 |
};
|
| 340 |
|
| 341 |
+
// Map (1 = wall, 0 = empty space)
|
| 342 |
+
let map = [
|
| 343 |
+
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
|
| 344 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
| 345 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
| 346 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
| 347 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
| 348 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
| 349 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
| 350 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
| 351 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
| 352 |
+
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
| 353 |
+
];
|
| 354 |
+
|
| 355 |
+
// Wall textures (colors for simplicity)
|
| 356 |
+
const wallTextures = [
|
| 357 |
+
'#8B0000', // Red brick
|
| 358 |
+
'#006400', // Green stone
|
| 359 |
+
'#00008B', // Blue metal
|
| 360 |
+
'#4B0082', // Purple tech
|
| 361 |
+
'#8B4513' // Brown wood
|
| 362 |
+
];
|
| 363 |
|
| 364 |
+
// Enemies
|
| 365 |
+
let enemies = [];
|
| 366 |
+
|
| 367 |
+
// Generate level
|
| 368 |
+
function generateLevel() {
|
| 369 |
+
// Clear previous enemies
|
| 370 |
+
enemies = [];
|
| 371 |
|
| 372 |
+
// Generate maze-like map
|
| 373 |
+
const size = 10 + level * 2;
|
| 374 |
+
map = Array(size).fill().map(() => Array(size).fill(1));
|
| 375 |
+
|
| 376 |
+
// Carve out maze
|
| 377 |
+
const stack = [];
|
| 378 |
+
const visited = Array(size).fill().map(() => Array(size).fill(false));
|
| 379 |
+
|
| 380 |
+
// Start at player position
|
| 381 |
+
player.x = 1.5;
|
| 382 |
+
player.y = 1.5;
|
| 383 |
+
map[1][1] = 0;
|
| 384 |
+
visited[1][1] = true;
|
| 385 |
+
stack.push([1, 1]);
|
| 386 |
+
|
| 387 |
+
while (stack.length > 0) {
|
| 388 |
+
const [x, y] = stack[stack.length - 1];
|
| 389 |
+
const directions = [
|
| 390 |
+
[0, 1], [1, 0], [0, -1], [-1, 0]
|
| 391 |
+
].sort(() => Math.random() - 0.5);
|
| 392 |
+
|
| 393 |
+
let moved = false;
|
| 394 |
+
|
| 395 |
+
for (const [dx, dy] of directions) {
|
| 396 |
+
const nx = x + dx * 2;
|
| 397 |
+
const ny = y + dy * 2;
|
| 398 |
+
|
| 399 |
+
if (nx > 0 && nx < size - 1 && ny > 0 && ny < size - 1 && !visited[nx][ny]) {
|
| 400 |
+
map[x + dx][y + dy] = 0;
|
| 401 |
+
map[nx][ny] = 0;
|
| 402 |
+
visited[nx][ny] = true;
|
| 403 |
+
stack.push([nx, ny]);
|
| 404 |
+
moved = true;
|
| 405 |
+
break;
|
| 406 |
+
}
|
| 407 |
+
}
|
| 408 |
+
|
| 409 |
+
if (!moved) {
|
| 410 |
+
stack.pop();
|
| 411 |
+
}
|
| 412 |
}
|
| 413 |
|
| 414 |
+
// Add some random walls
|
| 415 |
+
for (let i = 1; i < size - 1; i++) {
|
| 416 |
+
for (let j = 1; j < size - 1; j++) {
|
| 417 |
+
if (map[i][j] === 0 && Math.random() < 0.1) {
|
| 418 |
+
map[i][j] = 2 + Math.floor(Math.random() * (wallTextures.length - 1));
|
| 419 |
+
}
|
| 420 |
+
}
|
| 421 |
+
}
|
| 422 |
+
|
| 423 |
+
// Place exit
|
| 424 |
+
const exitX = size - 2;
|
| 425 |
+
const exitY = size - 2;
|
| 426 |
+
map[exitX][exitY] = 0;
|
| 427 |
+
|
| 428 |
+
// Place enemies
|
| 429 |
+
enemiesLeft = 5 + level * 3;
|
| 430 |
+
for (let i = 0; i < enemiesLeft; i++) {
|
| 431 |
+
let x, y;
|
| 432 |
+
do {
|
| 433 |
+
x = 1 + Math.floor(Math.random() * (size - 2));
|
| 434 |
+
y = 1 + Math.floor(Math.random() * (size - 2));
|
| 435 |
+
} while (map[x][y] !== 0 || (x === 1 && y === 1) || (x === exitX && y === exitY));
|
| 436 |
+
|
| 437 |
+
enemies.push({
|
| 438 |
+
x: x + 0.5,
|
| 439 |
+
y: y + 0.5,
|
| 440 |
+
health: 50 + level * 10,
|
| 441 |
+
speed: 0.02 + level * 0.005,
|
| 442 |
+
damage: 10 + level * 2,
|
| 443 |
+
color: `hsl(${Math.random() * 60}, 100%, 50%)`,
|
| 444 |
+
lastAttack: 0,
|
| 445 |
+
attackCooldown: 1000,
|
| 446 |
+
size: 0.5
|
| 447 |
});
|
| 448 |
}
|
| 449 |
|
| 450 |
+
// Update UI
|
| 451 |
+
enemiesCountDisplay.textContent = enemiesLeft;
|
|
|
|
| 452 |
}
|
| 453 |
|
| 454 |
+
// Raycasting
|
| 455 |
+
function castRays() {
|
| 456 |
+
const width = canvas.width;
|
| 457 |
+
const height = canvas.height;
|
|
|
|
|
|
|
|
|
|
| 458 |
|
| 459 |
+
for (let x = 0; x < width; x++) {
|
| 460 |
+
// Calculate ray position and direction
|
| 461 |
+
const cameraX = 2 * x / width - 1;
|
| 462 |
+
const rayDirX = player.dirX + player.planeX * cameraX;
|
| 463 |
+
const rayDirY = player.dirY + player.planeY * cameraX;
|
| 464 |
+
|
| 465 |
+
// Which box of the map we're in
|
| 466 |
+
let mapX = Math.floor(player.x);
|
| 467 |
+
let mapY = Math.floor(player.y);
|
| 468 |
+
|
| 469 |
+
// Length of ray from current position to next x or y-side
|
| 470 |
+
let sideDistX, sideDistY;
|
| 471 |
+
|
| 472 |
+
// Length of ray from one x or y-side to next x or y-side
|
| 473 |
+
const deltaDistX = Math.abs(1 / rayDirX);
|
| 474 |
+
const deltaDistY = Math.abs(1 / rayDirY);
|
| 475 |
+
|
| 476 |
+
// Direction to step in x or y direction (either +1 or -1)
|
| 477 |
+
let stepX, stepY;
|
| 478 |
+
|
| 479 |
+
// Was a wall hit?
|
| 480 |
+
let hit = false;
|
| 481 |
+
// Was a wall hit that was NS or EW?
|
| 482 |
+
let side;
|
| 483 |
+
// Distance to wall
|
| 484 |
+
let perpWallDist;
|
| 485 |
+
|
| 486 |
+
// Calculate step and initial sideDist
|
| 487 |
+
if (rayDirX < 0) {
|
| 488 |
+
stepX = -1;
|
| 489 |
+
sideDistX = (player.x - mapX) * deltaDistX;
|
| 490 |
+
} else {
|
| 491 |
+
stepX = 1;
|
| 492 |
+
sideDistX = (mapX + 1.0 - player.x) * deltaDistX;
|
| 493 |
+
}
|
| 494 |
+
|
| 495 |
+
if (rayDirY < 0) {
|
| 496 |
+
stepY = -1;
|
| 497 |
+
sideDistY = (player.y - mapY) * deltaDistY;
|
| 498 |
+
} else {
|
| 499 |
+
stepY = 1;
|
| 500 |
+
sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
|
| 501 |
+
}
|
| 502 |
+
|
| 503 |
+
// Perform DDA (Digital Differential Analysis)
|
| 504 |
+
while (!hit) {
|
| 505 |
+
// Jump to next map square, either in x-direction, or in y-direction
|
| 506 |
+
if (sideDistX < sideDistY) {
|
| 507 |
+
sideDistX += deltaDistX;
|
| 508 |
+
mapX += stepX;
|
| 509 |
+
side = 0;
|
| 510 |
+
} else {
|
| 511 |
+
sideDistY += deltaDistY;
|
| 512 |
+
mapY += stepY;
|
| 513 |
+
side = 1;
|
| 514 |
+
}
|
| 515 |
+
|
| 516 |
+
// Check if ray has hit a wall
|
| 517 |
+
if (mapX < 0 || mapX >= map.length || mapY < 0 || mapY >= map[0].length) {
|
| 518 |
+
hit = true;
|
| 519 |
+
} else if (map[mapX][mapY] > 0) {
|
| 520 |
+
hit = true;
|
| 521 |
+
}
|
| 522 |
+
}
|
| 523 |
+
|
| 524 |
+
// Calculate distance projected on camera direction
|
| 525 |
+
if (side === 0) {
|
| 526 |
+
perpWallDist = (mapX - player.x + (1 - stepX) / 2) / rayDirX;
|
| 527 |
+
} else {
|
| 528 |
+
perpWallDist = (mapY - player.y + (1 - stepY) / 2) / rayDirY;
|
| 529 |
+
}
|
| 530 |
+
|
| 531 |
+
// Calculate height of line to draw on screen
|
| 532 |
+
let lineHeight = Math.floor(height / perpWallDist);
|
| 533 |
+
|
| 534 |
+
// Calculate lowest and highest pixel to fill in current stripe
|
| 535 |
+
let drawStart = -lineHeight / 2 + height / 2;
|
| 536 |
+
if (drawStart < 0) drawStart = 0;
|
| 537 |
+
let drawEnd = lineHeight / 2 + height / 2;
|
| 538 |
+
if (drawEnd >= height) drawEnd = height - 1;
|
| 539 |
+
|
| 540 |
+
// Choose wall color based on map value
|
| 541 |
+
let color;
|
| 542 |
+
if (mapX < 0 || mapX >= map.length || mapY < 0 || mapY >= map[0].length) {
|
| 543 |
+
color = '#000';
|
| 544 |
+
} else {
|
| 545 |
+
const wallType = map[mapX][mapY];
|
| 546 |
+
color = wallTextures[wallType - 1] || '#FFF';
|
| 547 |
+
}
|
| 548 |
+
|
| 549 |
+
// Give x and y sides different brightness
|
| 550 |
+
if (side === 1) {
|
| 551 |
+
color = shadeColor(color, -30);
|
| 552 |
+
}
|
| 553 |
+
|
| 554 |
+
// Draw the wall slice
|
| 555 |
+
ctx.fillStyle = color;
|
| 556 |
+
ctx.fillRect(x, drawStart + player.jumpHeight, 1, drawEnd - drawStart);
|
| 557 |
+
|
| 558 |
+
// Draw floor (simplified)
|
| 559 |
+
ctx.fillStyle = '#333';
|
| 560 |
+
ctx.fillRect(x, drawEnd + player.jumpHeight, 1, height - drawEnd);
|
| 561 |
+
}
|
| 562 |
}
|
| 563 |
|
| 564 |
+
// Draw enemies
|
| 565 |
+
function drawEnemies() {
|
| 566 |
+
const width = canvas.width;
|
| 567 |
+
const height = canvas.height;
|
| 568 |
+
|
| 569 |
+
// Sort enemies by distance (for proper rendering order)
|
| 570 |
+
enemies.sort((a, b) => {
|
| 571 |
+
const distA = Math.pow(player.x - a.x, 2) + Math.pow(player.y - a.y, 2);
|
| 572 |
+
const distB = Math.pow(player.x - b.x, 2) + Math.pow(player.y - b.y, 2);
|
| 573 |
+
return distB - distA;
|
| 574 |
+
});
|
| 575 |
+
|
| 576 |
+
for (const enemy of enemies) {
|
| 577 |
+
// Calculate enemy position relative to player
|
| 578 |
+
const relX = enemy.x - player.x;
|
| 579 |
+
const relY = enemy.y - player.y;
|
| 580 |
+
|
| 581 |
+
// Transform enemy position with inverse camera matrix
|
| 582 |
+
const invDet = 1.0 / (player.planeX * player.dirY - player.dirX * player.planeY);
|
| 583 |
+
const transformX = invDet * (player.dirY * relX - player.dirX * relY);
|
| 584 |
+
const transformY = invDet * (-player.planeY * relX + player.planeX * relY);
|
| 585 |
+
|
| 586 |
+
// Don't draw enemies behind the player
|
| 587 |
+
if (transformY <= 0) continue;
|
| 588 |
+
|
| 589 |
+
// Calculate sprite position on screen
|
| 590 |
+
const spriteScreenX = Math.floor((width / 2) * (1 + transformX / transformY));
|
| 591 |
+
|
| 592 |
+
// Calculate sprite dimensions
|
| 593 |
+
const spriteHeight = Math.abs(Math.floor(height / transformY));
|
| 594 |
+
const spriteWidth = spriteHeight;
|
| 595 |
+
|
| 596 |
+
// Calculate drawing coordinates
|
| 597 |
+
let drawStartX = -spriteWidth / 2 + spriteScreenX;
|
| 598 |
+
let drawEndX = spriteWidth / 2 + spriteScreenX;
|
| 599 |
+
let drawStartY = -spriteHeight / 2 + height / 2;
|
| 600 |
+
let drawEndY = spriteHeight / 2 + height / 2;
|
| 601 |
+
|
| 602 |
+
// Clamp to screen bounds
|
| 603 |
+
if (drawStartX < 0) drawStartX = 0;
|
| 604 |
+
if (drawEndX >= width) drawEndX = width - 1;
|
| 605 |
+
if (drawStartY < 0) drawStartY = 0;
|
| 606 |
+
if (drawEndY >= height) drawEndY = height - 1;
|
| 607 |
+
|
| 608 |
+
// Draw enemy
|
| 609 |
+
for (let stripe = drawStartX; stripe < drawEndX; stripe++) {
|
| 610 |
+
const texX = Math.floor((stripe - (-spriteWidth / 2 + spriteScreenX)) * enemy.size / spriteWidth);
|
| 611 |
+
|
| 612 |
+
if (transformY > 0 && stripe > 0 && stripe < width) {
|
| 613 |
+
for (let y = drawStartY; y < drawEndY; y++) {
|
| 614 |
+
const d = (y - (-spriteHeight / 2 + height / 2)) * 256 / spriteHeight;
|
| 615 |
+
const texY = Math.floor(d * enemy.size / spriteHeight);
|
| 616 |
+
|
| 617 |
+
// Simple enemy drawing (just a colored rectangle)
|
| 618 |
+
if (texX >= 0 && texX < enemy.size * 100 && texY >= 0 && texY < enemy.size * 100) {
|
| 619 |
+
ctx.fillStyle = enemy.color;
|
| 620 |
+
ctx.fillRect(stripe, y + player.jumpHeight, 1, 1);
|
| 621 |
+
}
|
| 622 |
+
}
|
| 623 |
+
}
|
| 624 |
+
}
|
| 625 |
+
}
|
| 626 |
+
}
|
| 627 |
+
|
| 628 |
+
// Draw weapon
|
| 629 |
+
function drawWeapon() {
|
| 630 |
+
const weapon = player.weapons[player.currentWeapon];
|
| 631 |
+
weaponImage.style.backgroundImage = `url("${weapon.image}")`;
|
| 632 |
+
weaponDisplay.textContent = weapon.name;
|
| 633 |
+
|
| 634 |
+
// Weapon bob when moving
|
| 635 |
+
let bobOffset = 0;
|
| 636 |
+
if (player.isMoving) {
|
| 637 |
+
bobOffset = Math.sin(Date.now() / 100) * 5;
|
| 638 |
+
}
|
| 639 |
+
|
| 640 |
+
// Weapon recoil when shooting
|
| 641 |
+
let recoilOffset = 0;
|
| 642 |
+
if (player.isShooting) {
|
| 643 |
+
recoilOffset = Math.sin(Date.now() / 50) * 10;
|
| 644 |
+
}
|
| 645 |
+
|
| 646 |
+
weaponImage.style.transform = `translateY(${bobOffset + recoilOffset}px)`;
|
| 647 |
+
}
|
| 648 |
+
|
| 649 |
+
// Update HUD
|
| 650 |
+
function updateHUD() {
|
| 651 |
+
const weapon = player.weapons[player.currentWeapon];
|
| 652 |
+
healthBar.style.width = `${player.health}%`;
|
| 653 |
+
ammoBar.style.width = `${(weapon.ammo / weapon.maxAmmo) * 100}%`;
|
| 654 |
+
levelDisplay.textContent = level;
|
| 655 |
+
killsDisplay.textContent = kills;
|
| 656 |
+
enemiesCountDisplay.textContent = enemiesLeft;
|
| 657 |
+
|
| 658 |
+
// Blood effect when hurt
|
| 659 |
+
if (player.health < 30) {
|
| 660 |
+
bloodEffect.style.backgroundColor = `rgba(255, 0, 0, ${0.3 - (player.health / 100)})`;
|
| 661 |
+
} else {
|
| 662 |
+
bloodEffect.style.backgroundColor = 'rgba(255, 0, 0, 0)';
|
| 663 |
+
}
|
| 664 |
+
}
|
| 665 |
+
|
| 666 |
+
// Move player
|
| 667 |
+
function movePlayer() {
|
| 668 |
if (!gameRunning) return;
|
| 669 |
|
| 670 |
+
// Movement speed
|
| 671 |
+
const moveSpeed = player.moveSpeed;
|
| 672 |
+
const rotSpeed = player.rotSpeed;
|
| 673 |
+
|
| 674 |
+
// Rotate left/right
|
| 675 |
+
if (keys.ArrowLeft) {
|
| 676 |
+
const oldDirX = player.dirX;
|
| 677 |
+
player.dirX = player.dirX * Math.cos(rotSpeed) - player.dirY * Math.sin(rotSpeed);
|
| 678 |
+
player.dirY = oldDirX * Math.sin(rotSpeed) + player.dirY * Math.cos(rotSpeed);
|
| 679 |
+
|
| 680 |
+
const oldPlaneX = player.planeX;
|
| 681 |
+
player.planeX = player.planeX * Math.cos(rotSpeed) - player.planeY * Math.sin(rotSpeed);
|
| 682 |
+
player.planeY = oldPlaneX * Math.sin(rotSpeed) + player.planeY * Math.cos(rotSpeed);
|
| 683 |
+
}
|
| 684 |
|
| 685 |
+
if (keys.ArrowRight) {
|
| 686 |
+
const oldDirX = player.dirX;
|
| 687 |
+
player.dirX = player.dirX * Math.cos(-rotSpeed) - player.dirY * Math.sin(-rotSpeed);
|
| 688 |
+
player.dirY = oldDirX * Math.sin(-rotSpeed) + player.dirY * Math.cos(-rotSpeed);
|
| 689 |
|
| 690 |
+
const oldPlaneX = player.planeX;
|
| 691 |
+
player.planeX = player.planeX * Math.cos(-rotSpeed) - player.planeY * Math.sin(-rotSpeed);
|
| 692 |
+
player.planeY = oldPlaneX * Math.sin(-rotSpeed) + player.planeY * Math.cos(-rotSpeed);
|
| 693 |
+
}
|
| 694 |
+
|
| 695 |
+
// Move forward/backward
|
| 696 |
+
let moveX = 0, moveY = 0;
|
| 697 |
+
player.isMoving = false;
|
| 698 |
+
|
| 699 |
+
if (keys.w) {
|
| 700 |
+
moveX += player.dirX * moveSpeed;
|
| 701 |
+
moveY += player.dirY * moveSpeed;
|
| 702 |
+
player.isMoving = true;
|
| 703 |
+
}
|
| 704 |
+
|
| 705 |
+
if (keys.s) {
|
| 706 |
+
moveX -= player.dirX * moveSpeed;
|
| 707 |
+
moveY -= player.dirY * moveSpeed;
|
| 708 |
+
player.isMoving = true;
|
| 709 |
+
}
|
| 710 |
+
|
| 711 |
+
// Strafe left/right
|
| 712 |
+
if (keys.a) {
|
| 713 |
+
moveX -= player.planeX * moveSpeed;
|
| 714 |
+
moveY -= player.planeY * moveSpeed;
|
| 715 |
+
player.isMoving = true;
|
| 716 |
+
}
|
| 717 |
+
|
| 718 |
+
if (keys.d) {
|
| 719 |
+
moveX += player.planeX * moveSpeed;
|
| 720 |
+
moveY += player.planeY * moveSpeed;
|
| 721 |
+
player.isMoving = true;
|
| 722 |
+
}
|
| 723 |
+
|
| 724 |
+
// Jump
|
| 725 |
+
if (keys[' '] && !player.isJumping) {
|
| 726 |
+
player.isJumping = true;
|
| 727 |
+
player.jumpHeight = -20;
|
| 728 |
+
}
|
| 729 |
+
|
| 730 |
+
// Handle jumping
|
| 731 |
+
if (player.isJumping) {
|
| 732 |
+
player.jumpHeight += 2;
|
| 733 |
+
if (player.jumpHeight >= 0) {
|
| 734 |
+
player.jumpHeight = 0;
|
| 735 |
+
player.isJumping = false;
|
| 736 |
+
}
|
| 737 |
+
}
|
| 738 |
+
|
| 739 |
+
// Collision detection
|
| 740 |
+
if (map[Math.floor(player.x + moveX)][Math.floor(player.y)] === 0) {
|
| 741 |
+
player.x += moveX;
|
| 742 |
+
}
|
| 743 |
+
|
| 744 |
+
if (map[Math.floor(player.x)][Math.floor(player.y + moveY)] === 0) {
|
| 745 |
+
player.y += moveY;
|
| 746 |
+
}
|
| 747 |
+
|
| 748 |
+
// Check if player reached exit
|
| 749 |
+
if (Math.floor(player.x) === map.length - 2 && Math.floor(player.y) === map[0].length - 2) {
|
| 750 |
+
if (enemiesLeft === 0) {
|
| 751 |
+
level++;
|
| 752 |
+
generateLevel();
|
| 753 |
+
}
|
| 754 |
+
}
|
| 755 |
+
}
|
| 756 |
+
|
| 757 |
+
// Update enemies
|
| 758 |
+
function updateEnemies() {
|
| 759 |
+
const now = Date.now();
|
| 760 |
+
|
| 761 |
+
for (let i = enemies.length - 1; i >= 0; i--) {
|
| 762 |
+
const enemy = enemies[i];
|
| 763 |
+
|
| 764 |
+
// Move towards player
|
| 765 |
+
const dx = player.x - enemy.x;
|
| 766 |
+
const dy = player.y - enemy.y;
|
| 767 |
+
const dist = Math.sqrt(dx * dx + dy * dy);
|
| 768 |
+
|
| 769 |
+
if (dist > 0.5) { // Don't get too close
|
| 770 |
+
enemy.x += (dx / dist) * enemy.speed;
|
| 771 |
+
enemy.y += (dy / dist) * enemy.speed;
|
| 772 |
+
|
| 773 |
+
// Simple collision with walls
|
| 774 |
+
if (map[Math.floor(enemy.x)][Math.floor(enemy.y)] !== 0) {
|
| 775 |
+
enemy.x -= (dx / dist) * enemy.speed;
|
| 776 |
+
enemy.y -= (dy / dist) * enemy.speed;
|
| 777 |
}
|
| 778 |
+
}
|
| 779 |
+
|
| 780 |
+
// Attack player if close enough
|
| 781 |
+
if (dist < 1.5 && now - enemy.lastAttack > enemy.attackCooldown) {
|
| 782 |
+
player.health -= enemy.damage;
|
| 783 |
+
enemy.lastAttack = now;
|
| 784 |
+
|
| 785 |
+
// Show damage indicator
|
| 786 |
+
damageIndicator.style.opacity = 1;
|
| 787 |
+
setTimeout(() => {
|
| 788 |
+
damageIndicator.style.opacity = 0;
|
| 789 |
+
}, 300);
|
| 790 |
+
|
| 791 |
+
// Blood effect
|
| 792 |
+
bloodEffect.style.backgroundColor = 'rgba(255, 0, 0, 0.5)';
|
| 793 |
+
setTimeout(() => {
|
| 794 |
+
bloodEffect.style.backgroundColor = 'rgba(255, 0, 0, 0)';
|
| 795 |
+
}, 100);
|
| 796 |
+
|
| 797 |
+
// Check if player died
|
| 798 |
+
if (player.health <= 0) {
|
| 799 |
+
gameOver();
|
| 800 |
}
|
| 801 |
}
|
| 802 |
+
|
| 803 |
+
// Remove dead enemies
|
| 804 |
+
if (enemy.health <= 0) {
|
| 805 |
+
enemies.splice(i, 1);
|
| 806 |
+
enemiesLeft--;
|
| 807 |
+
kills++;
|
| 808 |
+
|
| 809 |
+
// Update UI
|
| 810 |
+
enemiesCountDisplay.textContent = enemiesLeft;
|
| 811 |
+
killsDisplay.textContent = kills;
|
| 812 |
+
}
|
| 813 |
+
}
|
| 814 |
+
}
|
| 815 |
+
|
| 816 |
+
// Shoot
|
| 817 |
+
function shoot() {
|
| 818 |
+
const now = Date.now();
|
| 819 |
+
const weapon = player.weapons[player.currentWeapon];
|
| 820 |
|
| 821 |
+
// Check if can shoot
|
| 822 |
+
if (now - player.lastShot < weapon.fireRate || player.reloading || weapon.ammo <= 0) {
|
| 823 |
+
return;
|
| 824 |
+
}
|
| 825 |
|
| 826 |
+
player.lastShot = now;
|
| 827 |
+
player.isShooting = true;
|
| 828 |
+
setTimeout(() => {
|
| 829 |
+
player.isShooting = false;
|
| 830 |
+
}, 100);
|
| 831 |
|
| 832 |
+
// Reduce ammo
|
| 833 |
+
weapon.ammo--;
|
| 834 |
+
|
| 835 |
+
// Check for hits
|
| 836 |
+
for (let i = 0; i < enemies.length; i++) {
|
| 837 |
+
const enemy = enemies[i];
|
| 838 |
+
|
| 839 |
+
// Calculate angle to enemy
|
| 840 |
+
const dx = enemy.x - player.x;
|
| 841 |
+
const dy = enemy.y - player.y;
|
| 842 |
+
const dist = Math.sqrt(dx * dx + dy * dy);
|
| 843 |
+
|
| 844 |
+
// Angle between player direction and enemy
|
| 845 |
+
const playerAngle = Math.atan2(player.dirY, player.dirX);
|
| 846 |
+
const enemyAngle = Math.atan2(dy, dx);
|
| 847 |
+
let angleDiff = Math.abs(playerAngle - enemyAngle);
|
| 848 |
+
|
| 849 |
+
// Normalize angle
|
| 850 |
+
if (angleDiff > Math.PI) {
|
| 851 |
+
angleDiff = 2 * Math.PI - angleDiff;
|
| 852 |
+
}
|
| 853 |
+
|
| 854 |
+
// Check if enemy is in front and within range
|
| 855 |
+
if (dist < weapon.range && angleDiff < 0.5 * weapon.accuracy) {
|
| 856 |
+
// Hit the enemy
|
| 857 |
+
enemy.health -= weapon.damage;
|
| 858 |
+
|
| 859 |
+
// Show damage indicator
|
| 860 |
+
damageIndicator.style.opacity = 1;
|
| 861 |
+
setTimeout(() => {
|
| 862 |
+
damageIndicator.style.opacity = 0;
|
| 863 |
+
}, 300);
|
| 864 |
+
|
| 865 |
+
// Enemy hit effect
|
| 866 |
+
enemy.color = `hsl(${Math.random() * 60}, 100%, 70%)`;
|
| 867 |
+
setTimeout(() => {
|
| 868 |
+
enemy.color = `hsl(${Math.random() * 60}, 100%, 50%)`;
|
| 869 |
+
}, 100);
|
| 870 |
+
}
|
| 871 |
+
}
|
| 872 |
+
|
| 873 |
+
// Reload if out of ammo
|
| 874 |
+
if (weapon.ammo <= 0) {
|
| 875 |
+
reload();
|
| 876 |
+
}
|
| 877 |
+
}
|
| 878 |
+
|
| 879 |
+
// Reload
|
| 880 |
+
function reload() {
|
| 881 |
+
if (player.reloading) return;
|
| 882 |
+
|
| 883 |
+
const weapon = player.weapons[player.currentWeapon];
|
| 884 |
+
if (weapon.ammo === weapon.maxAmmo) return;
|
| 885 |
+
|
| 886 |
+
player.reloading = true;
|
| 887 |
+
setTimeout(() => {
|
| 888 |
+
weapon.ammo = weapon.maxAmmo;
|
| 889 |
+
player.reloading = false;
|
| 890 |
+
}, weapon.reloadTime);
|
| 891 |
+
}
|
| 892 |
+
|
| 893 |
+
// Game over
|
| 894 |
+
function gameOver() {
|
| 895 |
+
gameRunning = false;
|
| 896 |
+
finalKillsDisplay.textContent = kills;
|
| 897 |
+
finalLevelDisplay.textContent = level;
|
| 898 |
+
gameOverScreen.style.display = 'flex';
|
| 899 |
+
}
|
| 900 |
+
|
| 901 |
+
// Game loop
|
| 902 |
+
function gameLoop() {
|
| 903 |
+
if (!gameRunning) return;
|
| 904 |
+
|
| 905 |
+
// Clear canvas
|
| 906 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
| 907 |
+
|
| 908 |
+
// Draw ceiling (simplified)
|
| 909 |
+
ctx.fillStyle = '#111';
|
| 910 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height / 2);
|
| 911 |
+
|
| 912 |
+
// Cast rays and draw walls
|
| 913 |
+
castRays();
|
| 914 |
+
|
| 915 |
+
// Draw enemies
|
| 916 |
+
drawEnemies();
|
| 917 |
+
|
| 918 |
+
// Update player and enemies
|
| 919 |
+
movePlayer();
|
| 920 |
+
updateEnemies();
|
| 921 |
+
|
| 922 |
+
// Draw weapon
|
| 923 |
+
drawWeapon();
|
| 924 |
+
|
| 925 |
+
// Update HUD
|
| 926 |
+
updateHUD();
|
| 927 |
|
| 928 |
// Request next frame
|
| 929 |
requestAnimationFrame(gameLoop);
|
|
|
|
| 931 |
|
| 932 |
// Keyboard controls
|
| 933 |
const keys = {
|
| 934 |
+
w: false,
|
| 935 |
+
a: false,
|
| 936 |
+
s: false,
|
| 937 |
+
d: false,
|
| 938 |
+
' ': false,
|
| 939 |
ArrowLeft: false,
|
| 940 |
ArrowRight: false,
|
| 941 |
+
r: false
|
| 942 |
};
|
| 943 |
|
| 944 |
document.addEventListener('keydown', (e) => {
|
| 945 |
if (e.key in keys) keys[e.key] = true;
|
| 946 |
+
|
| 947 |
+
// Switch weapons
|
| 948 |
+
if (e.key >= '1' && e.key <= '3') {
|
| 949 |
+
player.currentWeapon = parseInt(e.key) - 1;
|
| 950 |
+
}
|
| 951 |
+
|
| 952 |
+
// Reload
|
| 953 |
+
if (e.key === 'r') {
|
| 954 |
+
reload();
|
| 955 |
+
}
|
| 956 |
});
|
| 957 |
|
| 958 |
document.addEventListener('keyup', (e) => {
|
| 959 |
if (e.key in keys) keys[e.key] = false;
|
| 960 |
});
|
| 961 |
|
| 962 |
+
// Mouse controls
|
| 963 |
+
let mouseX = 0;
|
| 964 |
+
let mouseDown = false;
|
| 965 |
+
|
| 966 |
+
canvas.addEventListener('mousedown', () => {
|
| 967 |
+
mouseDown = true;
|
| 968 |
+
if (gameRunning) shoot();
|
| 969 |
+
});
|
| 970 |
+
|
| 971 |
+
canvas.addEventListener('mouseup', () => {
|
| 972 |
+
mouseDown = false;
|
| 973 |
+
});
|
| 974 |
+
|
| 975 |
+
canvas.addEventListener('mousemove', (e) => {
|
| 976 |
if (!gameRunning) return;
|
| 977 |
|
| 978 |
+
const movementX = e.movementX || 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 979 |
|
| 980 |
+
// Rotate view based on mouse movement
|
| 981 |
+
if (movementX !== 0) {
|
| 982 |
+
const rotSpeed = 0.002 * movementX;
|
| 983 |
+
const oldDirX = player.dirX;
|
| 984 |
+
player.dirX = player.dirX * Math.cos(rotSpeed) - player.dirY * Math.sin(rotSpeed);
|
| 985 |
+
player.dirY = oldDirX * Math.sin(rotSpeed) + player.dirY * Math.cos(rotSpeed);
|
| 986 |
+
|
| 987 |
+
const oldPlaneX = player.planeX;
|
| 988 |
+
player.planeX = player.planeX * Math.cos(rotSpeed) - player.planeY * Math.sin(rotSpeed);
|
| 989 |
+
player.planeY = oldPlaneX * Math.sin(rotSpeed) + player.planeY * Math.cos(rotSpeed);
|
| 990 |
}
|
| 991 |
+
});
|
| 992 |
+
|
| 993 |
+
// Touch controls for mobile
|
| 994 |
+
let touchStartX = 0;
|
| 995 |
+
|
| 996 |
+
canvas.addEventListener('touchstart', (e) => {
|
| 997 |
+
e.preventDefault();
|
| 998 |
+
touchStartX = e.touches[0].clientX;
|
| 999 |
+
if (gameRunning) shoot();
|
| 1000 |
+
});
|
| 1001 |
+
|
| 1002 |
+
canvas.addEventListener('touchmove', (e) => {
|
| 1003 |
+
e.preventDefault();
|
| 1004 |
+
if (!gameRunning) return;
|
| 1005 |
|
| 1006 |
+
const touchX = e.touches[0].clientX;
|
| 1007 |
+
const movementX = (touchX - touchStartX) * 0.1;
|
| 1008 |
+
touchStartX = touchX;
|
| 1009 |
+
|
| 1010 |
+
// Rotate view based on touch movement
|
| 1011 |
+
if (movementX !== 0) {
|
| 1012 |
+
const rotSpeed = 0.002 * movementX;
|
| 1013 |
+
const oldDirX = player.dirX;
|
| 1014 |
+
player.dirX = player.dirX * Math.cos(rotSpeed) - player.dirY * Math.sin(rotSpeed);
|
| 1015 |
+
player.dirY = oldDirX * Math.sin(rotSpeed) + player.dirY * Math.cos(rotSpeed);
|
| 1016 |
+
|
| 1017 |
+
const oldPlaneX = player.planeX;
|
| 1018 |
+
player.planeX = player.planeX * Math.cos(rotSpeed) - player.planeY * Math.sin(rotSpeed);
|
| 1019 |
+
player.planeY = oldPlaneX * Math.sin(rotSpeed) + player.planeY * Math.cos(rotSpeed);
|
| 1020 |
}
|
| 1021 |
+
});
|
| 1022 |
+
|
| 1023 |
+
canvas.addEventListener('touchend', (e) => {
|
| 1024 |
+
e.preventDefault();
|
| 1025 |
+
});
|
| 1026 |
|
| 1027 |
// Start game
|
| 1028 |
function startGame() {
|
|
|
|
| 1030 |
gameRunning = true;
|
| 1031 |
|
| 1032 |
// Reset game state
|
| 1033 |
+
level = 1;
|
| 1034 |
+
kills = 0;
|
| 1035 |
+
player.health = 100;
|
| 1036 |
+
player.currentWeapon = 0;
|
| 1037 |
+
player.weapons.forEach(w => w.ammo = w.maxAmmo);
|
| 1038 |
|
| 1039 |
+
// Generate level
|
| 1040 |
+
generateLevel();
|
| 1041 |
|
| 1042 |
// Start game loop
|
| 1043 |
gameLoop();
|
| 1044 |
+
}
|
| 1045 |
+
|
| 1046 |
+
// Restart game
|
| 1047 |
+
function restartGame() {
|
| 1048 |
+
gameOverScreen.style.display = 'none';
|
| 1049 |
+
startGame();
|
| 1050 |
}
|
| 1051 |
|
| 1052 |
// Start button event
|
| 1053 |
startButton.addEventListener('click', startGame);
|
| 1054 |
+
restartButton.addEventListener('click', restartGame);
|
| 1055 |
|
| 1056 |
// Handle window resize
|
| 1057 |
window.addEventListener('resize', () => {
|
| 1058 |
canvas.width = window.innerWidth;
|
| 1059 |
canvas.height = window.innerHeight;
|
|
|
|
| 1060 |
});
|
| 1061 |
+
|
| 1062 |
+
// Helper function to shade colors
|
| 1063 |
+
function shadeColor(color, percent) {
|
| 1064 |
+
let R = parseInt(color.substring(1, 3), 16);
|
| 1065 |
+
let G = parseInt(color.substring(3, 5), 16);
|
| 1066 |
+
let B = parseInt(color.substring(5, 7), 16);
|
| 1067 |
+
|
| 1068 |
+
R = parseInt(R * (100 + percent) / 100);
|
| 1069 |
+
G = parseInt(G * (100 + percent) / 100);
|
| 1070 |
+
B = parseInt(B * (100 + percent) / 100);
|
| 1071 |
+
|
| 1072 |
+
R = R < 255 ? R : 255;
|
| 1073 |
+
G = G < 255 ? G : 255;
|
| 1074 |
+
B = B < 255 ? B : 255;
|
| 1075 |
+
|
| 1076 |
+
const RR = R.toString(16).length === 1 ? '0' + R.toString(16) : R.toString(16);
|
| 1077 |
+
const GG = G.toString(16).length === 1 ? '0' + G.toString(16) : G.toString(16);
|
| 1078 |
+
const BB = B.toString(16).length === 1 ? '0' + B.toString(16) : B.toString(16);
|
| 1079 |
+
|
| 1080 |
+
return '#' + RR + GG + BB;
|
| 1081 |
+
}
|
| 1082 |
</script>
|
| 1083 |
<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=Greats/clone" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 1084 |
</html>
|
prompts.txt
CHANGED
|
@@ -1,4 +1,5 @@
|
|
| 1 |
создай чудо
|
| 2 |
сделай огромный проект ссобой полностью законченный и рабочий
|
| 3 |
сделай сайт онлайн игру на подобе гта5
|
| 4 |
-
не работает
|
|
|
|
|
|
| 1 |
создай чудо
|
| 2 |
сделай огромный проект ссобой полностью законченный и рабочий
|
| 3 |
сделай сайт онлайн игру на подобе гта5
|
| 4 |
+
не работает
|
| 5 |
+
сделай полную игру в стиле doom
|