anycoder-3ef1e7b8 / index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<title>Dino Run - Bitcoin Edition</title>
<link href="https://fonts.googleapis.com/css2?family=Fredoka+One&family=Orbitron:wght@400;700;900&display=swap" rel="stylesheet">
<style>
:root {
--primary: #f7931a;
--primary-light: #ffb347;
--secondary: #4ade80;
--dark: #1a1a2e;
--darker: #0f0f1a;
--light: #ffffff;
--danger: #ef4444;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Fredoka One', cursive;
background: var(--darker);
overflow: hidden;
touch-action: none;
user-select: none;
-webkit-user-select: none;
}
#gameCanvas {
display: block;
width: 100vw;
height: 100vh;
}
.screen {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
background: linear-gradient(135deg, var(--darker) 0%, #16213e 50%, var(--darker) 100%);
z-index: 100;
opacity: 0;
pointer-events: none;
transition: opacity 0.5s ease;
}
.screen.active {
opacity: 1;
pointer-events: all;
}
.title {
font-family: 'Orbitron', sans-serif;
font-size: clamp(2rem, 8vw, 5rem);
font-weight: 900;
background: linear-gradient(180deg, var(--primary) 0%, var(--primary-light) 100%);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
background-clip: text;
text-shadow: 0 0 40px rgba(247, 147, 26, 0.5);
margin-bottom: 1rem;
animation: pulse 2s ease-in-out infinite;
}
@keyframes pulse {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.05); }
}
.subtitle {
font-family: 'Orbitron', sans-serif;
font-size: clamp(0.8rem, 3vw, 1.5rem);
color: var(--secondary);
margin-bottom: 2rem;
letter-spacing: 0.3em;
}
.btn {
font-family: 'Fredoka One', cursive;
font-size: clamp(1rem, 4vw, 1.5rem);
padding: 1rem 3rem;
border: none;
border-radius: 50px;
cursor: pointer;
transition: all 0.3s ease;
position: relative;
overflow: hidden;
}
.btn-primary {
background: linear-gradient(135deg, var(--primary) 0%, var(--primary-light) 100%);
color: var(--dark);
box-shadow: 0 10px 30px rgba(247, 147, 26, 0.4);
}
.btn-primary:hover {
transform: translateY(-5px) scale(1.05);
box-shadow: 0 20px 40px rgba(247, 147, 26, 0.6);
}
.btn-primary:active {
transform: translateY(0) scale(0.98);
}
.dino-preview {
width: clamp(120px, 30vw, 200px);
height: clamp(120px, 30vw, 200px);
margin: 2rem 0;
animation: bounce 1s ease-in-out infinite;
}
@keyframes bounce {
0%, 100% { transform: translateY(0); }
50% { transform: translateY(-20px); }
}
.hud {
position: fixed;
top: 0;
left: 0;
width: 100%;
padding: 1rem;
display: flex;
justify-content: space-between;
align-items: flex-start;
z-index: 50;
pointer-events: none;
}
.hud-item {
background: rgba(15, 15, 26, 0.85);
backdrop-filter: blur(10px);
border: 2px solid rgba(247, 147, 26, 0.3);
border-radius: 15px;
padding: 0.75rem 1.25rem;
color: var(--light);
}
.hud-label {
font-size: 0.7rem;
color: rgba(255, 255, 255, 0.6);
text-transform: uppercase;
letter-spacing: 0.1em;
}
.hud-value {
font-family: 'Orbitron', sans-serif;
font-size: clamp(1rem, 3vw, 1.5rem);
font-weight: 700;
}
.hud-value.btc {
color: var(--primary);
}
.hud-value.distance {
color: var(--secondary);
}
.powerup-indicator {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-family: 'Orbitron', sans-serif;
font-size: 2rem;
font-weight: 900;
color: var(--primary);
text-shadow: 0 0 20px var(--primary);
opacity: 0;
z-index: 60;
pointer-events: none;
}
.powerup-indicator.active {
animation: powerupPopup 1s ease-out forwards;
}
@keyframes powerupPopup {
0% { opacity: 0; transform: translate(-50%, -50%) scale(0.5); }
20% { opacity: 1; transform: translate(-50%, -50%) scale(1.2); }
80% { opacity: 1; transform: translate(-50%, -60%) scale(1); }
100% { opacity: 0; transform: translate(-50%, -80%) scale(0.8); }
}
.controls-hint {
position: fixed;
bottom: 2rem;
left: 50%;
transform: translateX(-50%);
display: flex;
gap: 1rem;
z-index: 50;
opacity: 0;
transition: opacity 0.5s;
}
.controls-hint.visible {
opacity: 1;
}
.control-key {
width: 60px;
height: 60px;
background: rgba(15, 15, 26, 0.8);
border: 2px solid rgba(255, 255, 255, 0.2);
border-radius: 15px;
display: flex;
align-items: center;
justify-content: center;
font-size: 1.5rem;
color: var(--light);
}
.game-over-stats {
display: flex;
flex-direction: column;
gap: 1rem;
margin: 2rem 0;
}
.stat-row {
display: flex;
justify-content: space-between;
gap: 2rem;
font-size: clamp(1rem, 3vw, 1.3rem);
}
.stat-label {
color: rgba(255, 255, 255, 0.6);
}
.stat-value {
font-family: 'Orbitron', sans-serif;
font-weight: 700;
}
.stat-value.btc {
color: var(--primary);
}
.high-score {
color: var(--primary-light);
}
.paused-overlay {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(15, 15, 26, 0.9);
display: flex;
align-items: center;
justify-content: center;
z-index: 90;
opacity: 0;
pointer-events: none;
transition: opacity 0.3s;
}
.paused-overlay.active {
opacity: 1;
pointer-events: all;
}
.paused-text {
font-family: 'Orbitron', sans-serif;
font-size: 3rem;
color: var(--light);
animation: pausePulse 1.5s ease-in-out infinite;
}
@keyframes pausePulse {
0%, 100% { opacity: 1; }
50% { opacity: 0.5; }
}
/* Built with anycoder */
.branding {
position: fixed;
bottom: 0.5rem;
left: 50%;
transform: translateX(-50%);
font-size: 0.7rem;
color: rgba(255, 255, 255, 0.3);
z-index: 200;
text-decoration: none;
transition: color 0.3s;
}
.branding:hover {
color: var(--primary);
}
</style>
</head>
<body>
<canvas id="gameCanvas"></canvas>
<!-- Start Screen -->
<div id="startScreen" class="screen active">
<div class="title">DINO RUN</div>
<div class="subtitle">BITCOIN EDITION</div>
<canvas id="dinoPreview" class="dino-preview" width="200" height="200"></canvas>
<button class="btn btn-primary" id="startBtn">START GAME</button>
<div style="margin-top: 2rem; color: rgba(255,255,255,0.4); font-size: 0.9rem;">
Use Arrow Keys or Touch to Play
</div>
</div>
<!-- HUD -->
<div id="hud" class="hud" style="display: none;">
<div class="hud-item">
<div class="hud-label">Balance</div>
<div class="hud-value btc" id="btcBalance">₿ 0.00000000</div>
</div>
<div class="hud-item">
<div class="hud-label">Distance</div>
<div class="hud-value distance" id="distanceDisplay">0m</div>
</div>
<div class="hud-item">
<div class="hud-label">Speed</div>
<div class="hud-value" id="speedDisplay">100%</div>
</div>
</div>
<!-- Power-up Indicator -->
<div id="powerupIndicator" class="powerup-indicator"></div>
<!-- Paused Overlay -->
<div id="pausedOverlay" class="paused-overlay">
<div class="paused-text">PAUSED</div>
</div>
<!-- Game Over Screen -->
<div id="gameOverScreen" class="screen">
<div class="title" style="font-size: clamp(2rem, 6vw, 3.5rem);">GAME OVER</div>
<div class="game-over-stats">
<div class="stat-row">
<span class="stat-label">Distance</span>
<span class="stat-value" id="finalDistance">0m</span>
</div>
<div class="stat-row">
<span class="stat-label">BTC Earned</span>
<span class="stat-value btc" id="finalBtc">₿ 0.00000000</span>
</div>
<div class="stat-row">
<span class="stat-label">High Score</span>
<span class="stat-value high-score" id="highScore">0m</span>
</div>
</div>
<button class="btn btn-primary" id="restartBtn">PLAY AGAIN</button>
</div>
<a href="https://huggingface.co/spaces/akhaliq/anycoder" target="_blank" class="branding">Built with anycoder</a>
<script>
// =====================================================
// GAME CONFIGURATION
// =====================================================
const CONFIG = {
LANES: 3,
LANE_WIDTH: 120,
INITIAL_SPEED: 400,
MAX_SPEED: 1200,
SPEED_INCREMENT: 5,
GRAVITY: 1800,
JUMP_FORCE: 700,
GROUND_Y: 0,
// Bitcoin values
BASE_COIN_VALUE: 0.00000001,
BONUS_COIN_VALUE: 0.00000005,
COIN_SPAWN_CHANCE: 0.7,
BONUS_COIN_CHANCE: 0.1,
// Power-up durations (seconds)
MAGNET_DURATION: 8,
SHIELD_DURATION: 5,
MULTIPLIER_DURATION: 10,
SPEEDBOOST_DURATION: 5,
// Spawn distances
MIN_OBSTACLE_DISTANCE: 300,
MAX_OBSTACLE_DISTANCE: 600,
// Colors
COLORS: {
primary: '#f7931a',
primaryLight: '#ffb347',
secondary: '#4ade80',
danger: '#ef4444',
sky: ['#1a1a2e', '#16213e', '#0f0f1a'],
ground: '#2d2d44',
laneMarker: '#3d3d5c'
}
};
// =====================================================
// GAME STATE
// =====================================================
const gameState = {
screen: 'start', // start, playing, paused, gameover
distance: 0,
btcBalance: 0,
speed: CONFIG.INITIAL_SPEED,
currentLane: 1,
targetLane: 1,
isJumping: false,
isSliding: false,
jumpVelocity: 0,
playerY: 0,
slideTimer: 0,
highScore: parseInt(localStorage.getItem('dinoRunHighScore')) || 0,
// Power-ups
activePowerups: {
magnet: 0,
shield: 0,
multiplier: 1,
speedboost: 0
},
// Game objects
obstacles: [],
coins: [],
powerups: [],
particles: [],
// Timing
lastTime: 0,
spawnTimer: 0,
obstacleSpawnDistance: 0,
// Screen shake
shakeIntensity: 0,
shakeDuration: 0
};
// =====================================================
// CANVAS SETUP
// =====================================================
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
let canvasWidth, canvasHeight, centerX, groundY;
function resizeCanvas() {
canvasWidth = canvas.width = window.innerWidth;
canvasHeight = canvas.height = window.innerHeight;
centerX = canvasWidth / 2;
groundY = canvasHeight * 0.75;
CONFIG.LANE_WIDTH = Math.min(120, canvasWidth / 6);
CONFIG.GROUND_Y = groundY;
}
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
// =====================================================
// UTILITY FUNCTIONS
// =====================================================
function lerp(a, b, t) {
return a + (b - a) * t;
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function randomInt(min, max) {
return Math.floor(randomRange(min, max + 1));
}
function formatBTC(value) {
return '₿ ' + value.toFixed(8);
}
function screenShake(intensity, duration) {
gameState.shakeIntensity = intensity;
gameState.shakeDuration = duration;
}
// =====================================================
// PARTICLE SYSTEM
// =====================================================
class Particle {
constructor(x, y, color, type = 'default') {
this.x = x;
this.y = y;
this.color = color;
this.type = type;
this.life = 1;
this.decay = randomRange(0.02, 0.05);
this.vx = randomRange(-100, 100);
this.vy = randomRange(-200, -50);
this.size = randomRange(3, 8);
if (type === 'coin') {
this.vy = randomRange(-150, -50);
this.decay = 0.03;
} else if (type === 'trail') {
this.vx = randomRange(-30, 30);
this.vy = 0;
this.decay = 0.1;
this.size = randomRange(2, 5);
} else if (type === 'shield') {
this.decay = 0.02;
this.size = randomRange(4, 10);
}
}
update(dt) {
this.x += this.vx * dt;
this.y += this.vy * dt;
this.vy += 400 * dt; // gravity
this.life -= this.decay;
return this.life > 0;
}
draw() {
ctx.save();
ctx.globalAlpha = this.life;
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size * this.life, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
}
function createParticleBurst(x, y, color, count = 10, type = 'default') {
for (let i = 0; i < count; i++) {
gameState.particles.push(new Particle(x, y, color, type));
}
}
// =====================================================
// DINOSAUR PLAYER
// =====================================================
const dinosaur = {
x: 0,
y: 0,
width: 60,
height: 80,
lane: 1,
targetX: 0,
animFrame: 0,
animTimer: 0,
bounceOffset: 0,
draw() {
const targetX = (gameState.targetLane - 1) * CONFIG.LANE_WIDTH - CONFIG.LANE_WIDTH;
this.x = lerp(this.x, targetX, 0.15);
const bounce = gameState.isJumping ? 0 : Math.sin(this.animFrame * 0.3) * 3;
const slideScale = gameState.isSliding ? 0.6 : 1;
const jumpOffset = gameState.playerY;
const drawX = centerX + this.x;
const drawY = groundY - this.height / 2 - 20 - jumpOffset + bounce;
// Running animation
this.animTimer += 1/60;
if (this.animTimer > 0.1) {
this.animTimer = 0;
this.animFrame++;
}
ctx.save();
ctx.translate(drawX, drawY);
ctx.scale(slideScale, slideScale);
// Shield effect
if (gameState.activePowerups.shield > 0) {
const shieldPulse = Math.sin(Date.now() * 0.01) * 0.2 + 0.8;
ctx.save();
ctx.globalAlpha = 0.3 * shieldPulse;
ctx.fillStyle = CONFIG.COLORS.secondary;
ctx.beginPath();
ctx.arc(0, 0, 60, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
ctx.save();
ctx.globalAlpha = shieldPulse;
ctx.strokeStyle = CONFIG.COLORS.secondary;
ctx.lineWidth = 3;
ctx.beginPath();
ctx.arc(0, 0, 55, 0, Math.PI * 2);
ctx.stroke();
ctx.restore();
}
// Magnet effect - draw attraction line
if (gameState.activePowerups.magnet > 0) {
ctx.save();
ctx.strokeStyle = CONFIG.COLORS.primary;
ctx.globalAlpha = 0.3;
ctx.lineWidth = 2;
ctx.setLineDash([5, 5]);
ctx.beginPath();
ctx.arc(0, 0, 150, 0, Math.PI * 2);
ctx.stroke();
ctx.restore();
}
// Shadow
ctx.save();
ctx.fillStyle = 'rgba(0,0,0,0.3)';
ctx.beginPath();
ctx.ellipse(0, this.height/2 + 5 - jumpOffset, 25, 8, 0, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
// Body
ctx.fillStyle = '#22c55e';
ctx.beginPath();
ctx.ellipse(0, 0, 28, 35, 0, 0, Math.PI * 2);
ctx.fill();
// Belly
ctx.fillStyle = '#86efac';
ctx.beginPath();
ctx.ellipse(0, 8, 18, 22, 0, 0, Math.PI * 2);
ctx.fill();
// Head
ctx.fillStyle = '#22c55e';
ctx.beginPath();
ctx.ellipse(0, -35, 22, 20, 0, 0, Math.PI * 2);
ctx.fill();
// Snout
ctx.fillStyle = '#86efac';
ctx.beginPath();
ctx.ellipse(8, -32, 12, 10, 0.2, 0, Math.PI * 2);
ctx.fill();
// Nostril
ctx.fillStyle = '#166534';
ctx.beginPath();
ctx.arc(14, -34, 2, 0, Math.PI * 2);
ctx.fill();
// Eye white
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.ellipse(-5, -40, 10, 12, 0, 0, Math.PI * 2);
ctx.fill();
// Eye pupil
ctx.fillStyle = '#1a1a2e';
ctx.beginPath();
ctx.ellipse(-3, -38, 6, 7, 0, 0, Math.PI * 2);
ctx.fill();
// Eye shine
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.arc(-6, -42, 3, 0, Math.PI * 2);
ctx.fill();
// Headband
ctx.fillStyle = '#dc2626';
ctx.fillRect(-24, -52, 48, 8);
// Bitcoin symbol on headband
ctx.fillStyle = CONFIG.COLORS.primary;
ctx.font = 'bold 12px Arial';
ctx.textAlign = 'center';
ctx.fillText('₿', 0, -45);
// Legs
const legOffset = gameState.isJumping ? 0 : Math.sin(this.animFrame * 0.4) * 8;
const legOffset2 = gameState.isJumping ? 0 : Math.sin(this.animFrame * 0.4 + Math.PI) * 8;
// Back leg
ctx.fillStyle = '#16a34a';
ctx.beginPath();
ctx.ellipse(-12 + legOffset2, 30, 8, 15, -0.2, 0, Math.PI * 2);
ctx.fill();
// Front leg
ctx.fillStyle = '#16a34a';
ctx.beginPath();
ctx.ellipse(12 + legOffset, 30, 8, 15, 0.2, 0, Math.PI * 2);
ctx.fill();
// Arms
const armOffset = gameState.isJumping ? 0 : Math.sin(this.animFrame * 0.4 + Math.PI/2) * 5;
ctx.fillStyle = '#22c55e';
// Left arm
ctx.beginPath();
ctx.ellipse(-25 + armOffset, -5, 6, 12, -0.5, 0, Math.PI * 2);
ctx.fill();
// Right arm
ctx.beginPath();
ctx.ellipse(25 - armOffset, -5, 6, 12, 0.5, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
// Running particles
if (!gameState.isJumping && Math.random() > 0.7) {
gameState.particles.push(new Particle(
drawX + randomRange(-10, 10),
groundY - 10,
'rgba(100, 100, 150, 0.5)',
'trail'
));
}
}
};
// =====================================================
// OBSTACLES
// =====================================================
class Obstacle {
constructor(lane, type) {
this.lane = lane;
this.type = type;
this.x = (lane - 1) * CONFIG.LANE_WIDTH - CONFIG.LANE_WIDTH;
this.z = 2000; // Far away
this.passed = false;
if (type === 'low') {
this.height = 40;
this.width = 50;
} else if (type === 'high') {
this.height = 70;
this.width = 50;
} else if (type === 'gap') {
this.height = 20;
this.width = CONFIG.LANE_WIDTH * 0.8;
} else {
this.height = 60;
this.width = 40;
}
}
update(dt, speed) {
this.z -= speed * dt;
return this.z > -100;
}
draw() {
const perspective = 1 - (this.z / 2000);
const scale = perspective * 0.8 + 0.2;
const drawX = centerX + this.x * scale;
const drawY = groundY - this.height * scale * 0.5;
const drawWidth = this.width * scale;
const drawHeight = this.height * scale;
if (this.type === 'gap') {
// Draw gap/hole
ctx.fillStyle = '#0f0f1a';
ctx.fillRect(drawX - drawWidth/2, drawY, drawWidth, 10 * scale);
return;
}
// Shadow
ctx.fillStyle = 'rgba(0,0,0,0.3)';
ctx.beginPath();
ctx.ellipse(drawX, groundY - 5, drawWidth/2, 8 * scale, 0, 0, Math.PI * 2);
ctx.fill();
// Main body
if (this.type === 'low') {
// Barrier (duck under)
ctx.fillStyle = '#dc2626';
ctx.fillRect(drawX - drawWidth/2, drawY - drawHeight/2, drawWidth, drawHeight);
// Stripe
ctx.fillStyle = '#fbbf24';
ctx.fillRect(drawX - drawWidth/2, drawY - drawHeight/4, drawWidth, drawHeight/4);
// Warning symbol
ctx.fillStyle = '#ffffff';
ctx.font = `bold ${14 * scale}px Arial`;
ctx.textAlign = 'center';
ctx.fillText('!', drawX, drawY + 5 * scale);
} else if (this.type === 'high') {
// High barrier (jump over)
ctx.fillStyle = '#7c3aed';
ctx.fillRect(drawX - drawWidth/2, drawY - drawHeight, drawWidth, drawHeight);
// Top cone
ctx.fillStyle = '#a78bfa';
ctx.beginPath();
ctx.moveTo(drawX - drawWidth/2, drawY - drawHeight);
ctx.lineTo(drawX + drawWidth/2, drawY - drawHeight);
ctx.lineTo(drawX, drawY - drawHeight - 20 * scale);
ctx.fill();
} else {
// Regular obstacle
ctx.fillStyle = '#ef4444';
ctx.beginPath();
ctx.roundRect(drawX - drawWidth/2, drawY - drawHeight, drawWidth, drawHeight, 8 * scale);
ctx.fill();
// Detail
ctx.fillStyle = '#fca5a5';
ctx.fillRect(drawX - drawWidth/4, drawY - drawHeight + 10*scale, drawWidth/2, 10*scale);
}
}
}
// =====================================================
// BITCOIN COINS
// =====================================================
class Coin {
constructor(lane, value, isBonus = false) {
this.lane = lane;
this.x = (lane - 1) * CONFIG.LANE_WIDTH - CONFIG.LANE_WIDTH;
this.z = 2000;
this.value = value;
this.isBonus = isBonus;
this.rotation = 0;
this.collected = false;
this.size = isBonus ? 25 : 20;
this.glowIntensity = 0;
}
update(dt, speed) {
this.z -= speed * dt;
this.rotation += dt * 5;
this.glowIntensity = (Math.sin(Date.now() * 0.005) + 1) / 2;
// Magnet effect
if (gameState.activePowerups.magnet > 0 && !this.collected) {
const playerX = (gameState.targetLane - 1) * CONFIG.LANE_WIDTH - CONFIG.LANE_WIDTH;
const dx = playerX - this.x;
if (Math.abs(dx) < CONFIG.LANE_WIDTH) {
this.x += dx * dt * 5;
}
}
return this.z > -50 && !this.collected;
}
draw() {
const perspective = 1 - (this.z / 2000);
const scale = perspective * 0.8 + 0.2;
const drawX = centerX + this.x * scale;
const drawY = groundY - 40 * scale;
// Spin effect (scale X based on rotation)
const spinScale = Math.abs(Math.cos(this.rotation));
const drawWidth = this.size * scale * spinScale;
const drawHeight = this.size * scale;
if (drawWidth < 2) return; // Don't draw when coin is edge-on
// Glow
if (this.isBonus) {
ctx.save();
ctx.shadowColor = CONFIG.COLORS.primary;
ctx.shadowBlur = 20 + this.glowIntensity * 10;
ctx.fillStyle = CONFIG.COLORS.primary;
ctx.beginPath();
ctx.ellipse(drawX, drawY, drawWidth, drawHeight, 0, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
} else {
ctx.save();
ctx.globalAlpha = 0.5 + this.glowIntensity * 0.3;
ctx.fillStyle = CONFIG.COLORS.primary;
ctx.beginPath();
ctx.ellipse(drawX, drawY, drawWidth + 5, drawHeight + 5, 0, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
// Main coin
ctx.fillStyle = this.isBonus ? '#ffd700' : CONFIG.COLORS.primary;
ctx.beginPath();
ctx.ellipse(drawX, drawY, drawWidth, drawHeight, 0, 0, Math.PI * 2);
ctx.fill();
// Inner circle
ctx.fillStyle = this.isBonus ? '#b8860b' : '#d97706';
ctx.beginPath();
ctx.ellipse(drawX, drawY, drawWidth * 0.75, drawHeight * 0.75, 0, 0, Math.PI * 2);
ctx.fill();
// Bitcoin symbol
if (drawWidth > 8) {
ctx.fillStyle = this.isBonus ? '#ffd700' : '#f7931a';
ctx.font = `bold ${10 * scale * spinScale}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('₿', drawX, drawY);
}
}
collect() {
if (this.collected) return false;
this.collected = true;
const multiplier = gameState.activePowerups.multiplier;
const earned = this.value * multiplier;
gameState.btcBalance += earned;
// Particles
createParticleBurst(
centerX + this.x * 0.8,
groundY - 40,
this.isBonus ? '#ffd700' : CONFIG.COLORS.primary,
15,
'coin'
);
return true;
}
}
// =====================================================
// POWER-UPS
// =====================================================
class PowerUp {
constructor(lane, type) {
this.lane = lane;
this.x = (lane - 1) * CONFIG.LANE_WIDTH - CONFIG.LANE_WIDTH;
this.z = 2000;
this.type = type;
this.collected = false;
this.bobOffset = 0;
}
update(dt, speed) {
this.z -= speed * dt;
this.bobOffset = Math.sin(Date.now() * 0.005) * 10;
return this.z > -50 && !this.collected;
}
draw() {
const perspective = 1 - (this.z / 2000);
const scale = perspective * 0.8 + 0.2;
const drawX = centerX + this.x * scale;
const drawY = groundY - 50 * scale + this.bobOffset * scale;
const size = 30 * scale;
// Glow
ctx.save();
ctx.shadowColor = this.getColor();
ctx.shadowBlur = 20;
ctx.fillStyle = this.getColor();
ctx.beginPath();
ctx.arc(drawX, drawY, size, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
// Inner circle
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.arc(drawX, drawY, size * 0.7, 0, Math.PI * 2);
ctx.fill();
// Icon
ctx.fillStyle = this.getColor();
ctx.font = `bold ${18 * scale}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(this.getIcon(), drawX, drawY);
}
getColor() {
switch(this.type) {
case 'magnet': return CONFIG.COLORS.primary;
case 'shield': return CONFIG.COLORS.secondary;
case 'multiplier': return '#a855f7';
case 'speedboost': return '#3b82f6';
default: return '#ffffff';
}
}
getIcon() {
switch(this.type) {
case 'magnet': return '🧲';
case 'shield': return '🛡️';
case 'multiplier': return '✖️';
case 'speedboost': return '⚡';
default: return '?';
}
}
collect() {
if (this.collected) return;
this.collected = true;
// Activate power-up
switch(this.type) {
case 'magnet':
gameState.activePowerups.magnet = CONFIG.MAGNET_DURATION;
break;
case 'shield':
gameState.activePowerups.shield = CONFIG.SHIELD_DURATION;
break;
case 'multiplier':
gameState.activePowerups.multiplier = 2;
gameState.activePowerups.multiplier = CONFIG.MULTIPLIER_DURATION;
break;
case 'speedboost':
gameState.activePowerups.speedboost = CONFIG.SPEEDBOOST_DURATION;
break;
}
showPowerupText(this.getText());
createParticleBurst(centerX, groundY - 50, this.getColor(), 20, 'shield');
}
getText() {
switch(this.type) {
case 'magnet': return 'MAGNET!';
case 'shield': return 'SHIELD!';
case 'multiplier': return '2X BTC!';
case 'speedboost': return 'SPEED BOOST!';
default: return 'POWER UP!';
}
}
}
// =====================================================
// BACKGROUND & ENVIRONMENT
// =====================================================
function drawBackground() {
// Sky gradient
const gradient = ctx.createLinearGradient(0, 0, 0, canvasHeight);
gradient.addColorStop(0, '#0f0f1a');
gradient.addColorStop(0.5, '#1a1a2e');
gradient.addColorStop(1, '#16213e');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
// Stars
ctx.fillStyle = '#ffffff';
for (let i = 0; i < 50; i++) {
const x = (i * 137.5) % canvasWidth;
const y = (i * 73.3) % (canvasHeight * 0.5);
const size = (i % 3) + 1;
const alpha = 0.3 + Math.sin(Date.now() * 0.001 + i) * 0.2;
ctx.globalAlpha = alpha;
ctx.beginPath();
ctx.arc(x, y, size, 0, Math.PI * 2);
ctx.fill();
}
ctx.globalAlpha = 1;
// Distant mountains (parallax layer 1)
const mountainOffset = (gameState.distance * 0.1) % canvasWidth;
ctx.fillStyle = '#1e1e3f';
ctx.beginPath();
ctx.moveTo(0, groundY);
for (let x = 0; x <= canvasWidth; x += 50) {
const height = Math.sin((x + mountainOffset) * 0.01) * 80 +
Math.sin((x + mountainOffset) * 0.02) * 40;
ctx.lineTo(x, groundY - 100 - height);
}
ctx.lineTo(canvasWidth, groundY);
ctx.fill();
// Mid mountains (parallax layer 2)
const midOffset = (gameState.distance * 0.3) % canvasWidth;
ctx.fillStyle = '#252547';
ctx.beginPath();
ctx.moveTo(0, groundY);
for (let x = 0; x <= canvasWidth; x += 30) {
const height = Math.sin((x + midOffset) * 0.015) * 60 +
Math.sin((x + midOffset) * 0.03) * 30;
ctx.lineTo(x, groundY - 60 - height);
}
ctx.lineTo(canvasWidth, groundY);
ctx.fill();
}
function drawGround() {
// Main ground
ctx.fillStyle = CONFIG.COLORS.ground;
ctx.fillRect(0, groundY, canvasWidth, canvasHeight - groundY);
// Lane lines
const lineOffset = (gameState.distance * 2) % CONFIG.LANE_WIDTH;
ctx.strokeStyle = CONFIG.COLORS.laneMarker;
ctx.lineWidth = 2;
for (let i = -1; i <= 3; i++) {
const x = centerX + (i - 1) * CONFIG.LANE_WIDTH - lineOffset;
ctx.beginPath();
ctx.moveTo(x, groundY);
ctx.lineTo(x + CONFIG.LANE_WIDTH * 0.5, canvasHeight);
ctx.stroke();
}
// Ground line
ctx.strokeStyle = CONFIG.COLORS.primary;
ctx.lineWidth = 3;
ctx.beginPath();
ctx.moveTo(0, groundY);
ctx.lineTo(canvasWidth, groundY);
ctx.stroke();
// Speed lines
if (gameState.speed > 600) {
const intensity = (gameState.speed - 600) / 600;
ctx.strokeStyle = `rgba(247, 147, 26, ${intensity * 0.3})`;
ctx.lineWidth = 2;
for (let i = 0; i < 10; i++) {
const x = randomRange(0, canvasWidth);
const y = randomRange(groundY, canvasHeight);
const length = randomRange(20, 50) * intensity;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x, y + length);
ctx.stroke();
}
}
}
// =====================================================
// SPAWNING SYSTEM
// =====================================================
function spawnObstacle() {
const lane = randomInt(0, 2);
const types = ['low', 'high', 'regular'];
const type = types[randomInt(0, types.length - 1)];
gameState.obstacles.push(new Obstacle(lane, type));
// Spawn coins in other lanes
for (let l = 0; l < 3; l++) {
if (l !== lane && Math.random() < CONFIG.COIN_SPAWN_CHANCE) {
const isBonus = Math.random() < CONFIG.BONUS_COIN_CHANCE;
const value = isBonus ? CONFIG.BONUS_COIN_VALUE : CONFIG.BASE_COIN_VALUE;
// Spawn multiple coins in a row
const coinCount = isBonus ? randomInt(3, 5) : randomInt(3, 7);
for (let c = 0; c < coinCount; c++) {
const coin = new Coin(l, value, isBonus);
coin.z = 1800 - c * 40;
gameState.coins.push(coin);
}
}
}
// Chance to spawn power-up
if (Math.random() < 0.08) {
const powerTypes = ['magnet', 'shield', 'multiplier', 'speedboost'];
const pType = powerTypes[randomInt(0, powerTypes.length - 1)];
// Find a lane without obstacle
let pLane = lane;
while (pLane === lane) {
pLane = randomInt(0, 2);
}
gameState.powerups.push(new PowerUp(pLane, pType));
}
}
// =====================================================
// COLLISION DETECTION
// =====================================================
function checkCollisions() {
const playerLane = gameState.targetLane;
// Check obstacles
for (const obstacle of gameState.obstacles) {
if (obstacle.z < 100 && obstacle.z > -50 &&
obstacle.lane === playerLane && !obstacle.passed) {
// Check collision based on player state
let collided = false;
if (obstacle.type === 'low' && !gameState.isSliding) {
collided = true;
} else if (obstacle.type === 'high' && !gameState.is