Spaces:
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Add 2 files
Browse files- README.md +7 -5
- index.html +1726 -19
README.md
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---
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title:
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emoji:
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colorFrom:
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colorTo:
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sdk: static
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pinned: false
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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---
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title: dungeon-quest
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+
emoji: 🐳
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colorFrom: gray
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colorTo: red
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sdk: static
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pinned: false
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tags:
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- deepsite
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---
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+
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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| 1 |
+
<!DOCTYPE html>
|
| 2 |
+
<html lang="en">
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
| 6 |
+
<title>Prince of Persia: Forgotten Palace</title>
|
| 7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
+
<style>
|
| 9 |
+
@import url('https://fonts.googleapis.com/css2?family=Cinzel:wght@400;700&family=MedievalSharp&display=swap');
|
| 10 |
+
|
| 11 |
+
:root {
|
| 12 |
+
--primary-color: #d4a76a;
|
| 13 |
+
--secondary-color: #8b4513;
|
| 14 |
+
--dark-color: #1a1a1a;
|
| 15 |
+
--light-color: #f5e6c8;
|
| 16 |
+
--danger-color: #c41e3a;
|
| 17 |
+
}
|
| 18 |
+
|
| 19 |
+
body {
|
| 20 |
+
font-family: 'Cinzel', serif;
|
| 21 |
+
background-color: var(--dark-color);
|
| 22 |
+
color: var(--light-color);
|
| 23 |
+
overflow: hidden;
|
| 24 |
+
touch-action: none;
|
| 25 |
+
user-select: none;
|
| 26 |
+
}
|
| 27 |
+
|
| 28 |
+
#game-container {
|
| 29 |
+
position: relative;
|
| 30 |
+
width: 100vw;
|
| 31 |
+
height: 100vh;
|
| 32 |
+
overflow: hidden;
|
| 33 |
+
}
|
| 34 |
+
|
| 35 |
+
#game-canvas {
|
| 36 |
+
position: absolute;
|
| 37 |
+
top: 0;
|
| 38 |
+
left: 0;
|
| 39 |
+
width: 100%;
|
| 40 |
+
height: 100%;
|
| 41 |
+
background-color: #222;
|
| 42 |
+
}
|
| 43 |
+
|
| 44 |
+
#ui-overlay {
|
| 45 |
+
position: absolute;
|
| 46 |
+
top: 0;
|
| 47 |
+
left: 0;
|
| 48 |
+
width: 100%;
|
| 49 |
+
height: 100%;
|
| 50 |
+
pointer-events: none;
|
| 51 |
+
}
|
| 52 |
+
|
| 53 |
+
.health-bar {
|
| 54 |
+
position: absolute;
|
| 55 |
+
top: 20px;
|
| 56 |
+
left: 20px;
|
| 57 |
+
width: 200px;
|
| 58 |
+
height: 30px;
|
| 59 |
+
background-color: rgba(0, 0, 0, 0.5);
|
| 60 |
+
border: 2px solid var(--primary-color);
|
| 61 |
+
border-radius: 5px;
|
| 62 |
+
overflow: hidden;
|
| 63 |
+
}
|
| 64 |
+
|
| 65 |
+
.health-fill {
|
| 66 |
+
height: 100%;
|
| 67 |
+
width: 100%;
|
| 68 |
+
background-color: var(--danger-color);
|
| 69 |
+
transition: width 0.3s ease;
|
| 70 |
+
}
|
| 71 |
+
|
| 72 |
+
.controls {
|
| 73 |
+
position: absolute;
|
| 74 |
+
bottom: 20px;
|
| 75 |
+
width: 100%;
|
| 76 |
+
display: flex;
|
| 77 |
+
justify-content: space-between;
|
| 78 |
+
padding: 0 20px;
|
| 79 |
+
pointer-events: auto;
|
| 80 |
+
}
|
| 81 |
+
|
| 82 |
+
.mobile-control {
|
| 83 |
+
width: 70px;
|
| 84 |
+
height: 70px;
|
| 85 |
+
background-color: rgba(255, 255, 255, 0.2);
|
| 86 |
+
border-radius: 50%;
|
| 87 |
+
display: flex;
|
| 88 |
+
justify-content: center;
|
| 89 |
+
align-items: center;
|
| 90 |
+
font-size: 24px;
|
| 91 |
+
color: white;
|
| 92 |
+
touch-action: manipulation;
|
| 93 |
+
}
|
| 94 |
+
|
| 95 |
+
#start-screen, #game-over-screen, #victory-screen {
|
| 96 |
+
position: absolute;
|
| 97 |
+
top: 0;
|
| 98 |
+
left: 0;
|
| 99 |
+
width: 100%;
|
| 100 |
+
height: 100%;
|
| 101 |
+
display: flex;
|
| 102 |
+
flex-direction: column;
|
| 103 |
+
justify-content: center;
|
| 104 |
+
align-items: center;
|
| 105 |
+
background-color: rgba(0, 0, 0, 0.8);
|
| 106 |
+
z-index: 100;
|
| 107 |
+
}
|
| 108 |
+
|
| 109 |
+
.title {
|
| 110 |
+
font-size: 4rem;
|
| 111 |
+
color: var(--primary-color);
|
| 112 |
+
text-shadow: 0 0 10px rgba(212, 167, 106, 0.5);
|
| 113 |
+
margin-bottom: 2rem;
|
| 114 |
+
font-weight: 700;
|
| 115 |
+
letter-spacing: 3px;
|
| 116 |
+
}
|
| 117 |
+
|
| 118 |
+
.btn {
|
| 119 |
+
background-color: var(--primary-color);
|
| 120 |
+
color: var(--dark-color);
|
| 121 |
+
padding: 12px 30px;
|
| 122 |
+
border: none;
|
| 123 |
+
border-radius: 5px;
|
| 124 |
+
font-size: 1.2rem;
|
| 125 |
+
font-weight: bold;
|
| 126 |
+
cursor: pointer;
|
| 127 |
+
transition: all 0.3s ease;
|
| 128 |
+
margin-top: 20px;
|
| 129 |
+
font-family: 'Cinzel', serif;
|
| 130 |
+
}
|
| 131 |
+
|
| 132 |
+
.btn:hover {
|
| 133 |
+
background-color: var(--light-color);
|
| 134 |
+
transform: translateY(-2px);
|
| 135 |
+
box-shadow: 0 5px 15px rgba(0, 0, 0, 0.3);
|
| 136 |
+
}
|
| 137 |
+
|
| 138 |
+
.story-text {
|
| 139 |
+
max-width: 600px;
|
| 140 |
+
text-align: center;
|
| 141 |
+
margin-bottom: 30px;
|
| 142 |
+
line-height: 1.6;
|
| 143 |
+
font-size: 1.1rem;
|
| 144 |
+
}
|
| 145 |
+
|
| 146 |
+
#touch-controls {
|
| 147 |
+
display: none;
|
| 148 |
+
}
|
| 149 |
+
|
| 150 |
+
@media (max-width: 768px) {
|
| 151 |
+
#touch-controls {
|
| 152 |
+
display: flex;
|
| 153 |
+
}
|
| 154 |
+
|
| 155 |
+
.title {
|
| 156 |
+
font-size: 2.5rem;
|
| 157 |
+
}
|
| 158 |
+
}
|
| 159 |
+
|
| 160 |
+
/* Animation for torch flicker */
|
| 161 |
+
@keyframes torch-flicker {
|
| 162 |
+
0%, 100% { opacity: 0.8; }
|
| 163 |
+
25% { opacity: 1; }
|
| 164 |
+
50% { opacity: 0.7; }
|
| 165 |
+
75% { opacity: 0.9; }
|
| 166 |
+
}
|
| 167 |
+
|
| 168 |
+
/* Animation for sword slash */
|
| 169 |
+
@keyframes sword-slash {
|
| 170 |
+
0% { transform: rotate(0deg); }
|
| 171 |
+
50% { transform: rotate(90deg); }
|
| 172 |
+
100% { transform: rotate(0deg); }
|
| 173 |
+
}
|
| 174 |
+
|
| 175 |
+
/* Dust particle animation */
|
| 176 |
+
@keyframes dust-particle {
|
| 177 |
+
0% { transform: translateY(0) scale(1); opacity: 1; }
|
| 178 |
+
100% { transform: translateY(-50px) scale(0.5); opacity: 0; }
|
| 179 |
+
}
|
| 180 |
+
</style>
|
| 181 |
+
</head>
|
| 182 |
+
<body>
|
| 183 |
+
<div id="game-container">
|
| 184 |
+
<canvas id="game-canvas"></canvas>
|
| 185 |
+
|
| 186 |
+
<div id="ui-overlay">
|
| 187 |
+
<div class="health-bar">
|
| 188 |
+
<div id="health-fill" class="health-fill" style="width: 100%;"></div>
|
| 189 |
+
</div>
|
| 190 |
+
|
| 191 |
+
<div id="touch-controls" class="controls">
|
| 192 |
+
<div id="left-btn" class="mobile-control">←</div>
|
| 193 |
+
<div id="right-btn" class="mobile-control">→</div>
|
| 194 |
+
<div id="jump-btn" class="mobile-control">↑</div>
|
| 195 |
+
<div id="attack-btn" class="mobile-control">⚔️</div>
|
| 196 |
+
</div>
|
| 197 |
+
</div>
|
| 198 |
+
|
| 199 |
+
<div id="start-screen">
|
| 200 |
+
<h1 class="title">PRINCE OF PERSIA</h1>
|
| 201 |
+
<p class="story-text">The ancient palace holds many secrets... and dangers. You must navigate its treacherous halls, overcome deadly traps, and defeat the guards that stand between you and freedom.</p>
|
| 202 |
+
<button id="start-btn" class="btn">BEGIN YOUR QUEST</button>
|
| 203 |
+
</div>
|
| 204 |
+
|
| 205 |
+
<div id="game-over-screen" style="display: none;">
|
| 206 |
+
<h1 class="title">DEFEATED</h1>
|
| 207 |
+
<p class="story-text">The palace has claimed another victim. Will you rise to the challenge once more?</p>
|
| 208 |
+
<button id="restart-btn" class="btn">TRY AGAIN</button>
|
| 209 |
+
</div>
|
| 210 |
+
|
| 211 |
+
<div id="victory-screen" style="display: none;">
|
| 212 |
+
<h1 class="title">VICTORY</h1>
|
| 213 |
+
<p class="story-text">You have escaped the forgotten palace... but your journey is far from over.</p>
|
| 214 |
+
<button id="next-level-btn" class="btn">CONTINUE</button>
|
| 215 |
+
</div>
|
| 216 |
+
</div>
|
| 217 |
+
|
| 218 |
+
<script>
|
| 219 |
+
// Game Constants
|
| 220 |
+
const GAME_WIDTH = 1280;
|
| 221 |
+
const GAME_HEIGHT = 720;
|
| 222 |
+
const GRAVITY = 0.5;
|
| 223 |
+
const PLAYER_SPEED = 5;
|
| 224 |
+
const JUMP_FORCE = -12;
|
| 225 |
+
const PLAYER_WIDTH = 50;
|
| 226 |
+
const PLAYER_HEIGHT = 80;
|
| 227 |
+
const TILE_SIZE = 40;
|
| 228 |
+
|
| 229 |
+
// Game State
|
| 230 |
+
let gameState = {
|
| 231 |
+
player: {
|
| 232 |
+
x: 100,
|
| 233 |
+
y: GAME_HEIGHT - PLAYER_HEIGHT - 100,
|
| 234 |
+
width: PLAYER_WIDTH,
|
| 235 |
+
height: PLAYER_HEIGHT,
|
| 236 |
+
velocityX: 0,
|
| 237 |
+
velocityY: 0,
|
| 238 |
+
isJumping: false,
|
| 239 |
+
isAttacking: false,
|
| 240 |
+
isBlocking: false,
|
| 241 |
+
health: 100,
|
| 242 |
+
maxHealth: 100,
|
| 243 |
+
facingRight: true,
|
| 244 |
+
attackCooldown: 0,
|
| 245 |
+
invincible: false,
|
| 246 |
+
invincibleTimer: 0
|
| 247 |
+
},
|
| 248 |
+
enemies: [],
|
| 249 |
+
platforms: [],
|
| 250 |
+
traps: [],
|
| 251 |
+
torches: [],
|
| 252 |
+
particles: [],
|
| 253 |
+
camera: {
|
| 254 |
+
x: 0,
|
| 255 |
+
y: 0,
|
| 256 |
+
targetX: 0,
|
| 257 |
+
targetY: 0,
|
| 258 |
+
zoom: 1
|
| 259 |
+
},
|
| 260 |
+
keys: {
|
| 261 |
+
left: false,
|
| 262 |
+
right: false,
|
| 263 |
+
up: false,
|
| 264 |
+
down: false,
|
| 265 |
+
attack: false,
|
| 266 |
+
block: false
|
| 267 |
+
},
|
| 268 |
+
gameStarted: false,
|
| 269 |
+
gameOver: false,
|
| 270 |
+
victory: false,
|
| 271 |
+
levelBounds: {
|
| 272 |
+
left: 0,
|
| 273 |
+
right: 3000,
|
| 274 |
+
top: 0,
|
| 275 |
+
bottom: GAME_HEIGHT
|
| 276 |
+
},
|
| 277 |
+
checkpoints: [],
|
| 278 |
+
currentCheckpoint: 0,
|
| 279 |
+
lastTime: 0,
|
| 280 |
+
deltaTime: 0
|
| 281 |
+
};
|
| 282 |
+
|
| 283 |
+
// DOM Elements
|
| 284 |
+
const canvas = document.getElementById('game-canvas');
|
| 285 |
+
const ctx = canvas.getContext('2d');
|
| 286 |
+
const startScreen = document.getElementById('start-screen');
|
| 287 |
+
const gameOverScreen = document.getElementById('game-over-screen');
|
| 288 |
+
const victoryScreen = document.getElementById('victory-screen');
|
| 289 |
+
const startBtn = document.getElementById('start-btn');
|
| 290 |
+
const restartBtn = document.getElementById('restart-btn');
|
| 291 |
+
const nextLevelBtn = document.getElementById('next-level-btn');
|
| 292 |
+
const healthFill = document.getElementById('health-fill');
|
| 293 |
+
const leftBtn = document.getElementById('left-btn');
|
| 294 |
+
const rightBtn = document.getElementById('right-btn');
|
| 295 |
+
const jumpBtn = document.getElementById('jump-btn');
|
| 296 |
+
const attackBtn = document.getElementById('attack-btn');
|
| 297 |
+
|
| 298 |
+
// Initialize Game
|
| 299 |
+
function initGame() {
|
| 300 |
+
// Set canvas size
|
| 301 |
+
resizeCanvas();
|
| 302 |
+
window.addEventListener('resize', resizeCanvas);
|
| 303 |
+
|
| 304 |
+
// Initialize level
|
| 305 |
+
createLevel();
|
| 306 |
+
|
| 307 |
+
// Event listeners
|
| 308 |
+
startBtn.addEventListener('click', startGame);
|
| 309 |
+
restartBtn.addEventListener('click', restartGame);
|
| 310 |
+
nextLevelBtn.addEventListener('click', nextLevel);
|
| 311 |
+
|
| 312 |
+
// Keyboard controls
|
| 313 |
+
document.addEventListener('keydown', handleKeyDown);
|
| 314 |
+
document.addEventListener('keyup', handleKeyUp);
|
| 315 |
+
|
| 316 |
+
// Touch controls
|
| 317 |
+
leftBtn.addEventListener('touchstart', () => gameState.keys.left = true);
|
| 318 |
+
leftBtn.addEventListener('touchend', () => gameState.keys.left = false);
|
| 319 |
+
rightBtn.addEventListener('touchstart', () => gameState.keys.right = true);
|
| 320 |
+
rightBtn.addEventListener('touchend', () => gameState.keys.right = false);
|
| 321 |
+
jumpBtn.addEventListener('touchstart', () => gameState.keys.up = true);
|
| 322 |
+
jumpBtn.addEventListener('touchend', () => gameState.keys.up = false);
|
| 323 |
+
attackBtn.addEventListener('touchstart', () => gameState.keys.attack = true);
|
| 324 |
+
attackBtn.addEventListener('touchend', () => gameState.keys.attack = false);
|
| 325 |
+
|
| 326 |
+
// Start game loop
|
| 327 |
+
requestAnimationFrame(gameLoop);
|
| 328 |
+
}
|
| 329 |
+
|
| 330 |
+
// Resize canvas to fit window
|
| 331 |
+
function resizeCanvas() {
|
| 332 |
+
canvas.width = window.innerWidth;
|
| 333 |
+
canvas.height = window.innerHeight;
|
| 334 |
+
}
|
| 335 |
+
|
| 336 |
+
// Create level elements
|
| 337 |
+
function createLevel() {
|
| 338 |
+
// Platforms
|
| 339 |
+
gameState.platforms = [
|
| 340 |
+
// Ground
|
| 341 |
+
{ x: 0, y: GAME_HEIGHT - 50, width: 3000, height: 50 },
|
| 342 |
+
|
| 343 |
+
// First platform
|
| 344 |
+
{ x: 300, y: GAME_HEIGHT - 150, width: 200, height: 20 },
|
| 345 |
+
|
| 346 |
+
// Second platform (collapsing)
|
| 347 |
+
{ x: 600, y: GAME_HEIGHT - 200, width: 150, height: 20, collapsing: true, collapseTimer: 0 },
|
| 348 |
+
|
| 349 |
+
// Third platform
|
| 350 |
+
{ x: 900, y: GAME_HEIGHT - 250, width: 200, height: 20 },
|
| 351 |
+
|
| 352 |
+
// Final platform before exit
|
| 353 |
+
{ x: 2500, y: GAME_HEIGHT - 300, width: 200, height: 20 }
|
| 354 |
+
];
|
| 355 |
+
|
| 356 |
+
// Traps
|
| 357 |
+
gameState.traps = [
|
| 358 |
+
// Spike pit
|
| 359 |
+
{ x: 800, y: GAME_HEIGHT - 50, width: 100, height: 50, type: 'spikes' },
|
| 360 |
+
|
| 361 |
+
// Rolling blade
|
| 362 |
+
{ x: 1200, y: GAME_HEIGHT - 300, width: 20, height: 200, type: 'blade', direction: 1, speed: 3 },
|
| 363 |
+
|
| 364 |
+
// Pressure plate
|
| 365 |
+
{ x: 1500, y: GAME_HEIGHT - 30, width: 40, height: 20, type: 'pressurePlate', triggered: false }
|
| 366 |
+
];
|
| 367 |
+
|
| 368 |
+
// Torches
|
| 369 |
+
gameState.torches = [
|
| 370 |
+
{ x: 200, y: GAME_HEIGHT - 150, lit: true, flicker: 0 },
|
| 371 |
+
{ x: 500, y: GAME_HEIGHT - 200, lit: true, flicker: 0 },
|
| 372 |
+
{ x: 850, y: GAME_HEIGHT - 250, lit: true, flicker: 0 },
|
| 373 |
+
{ x: 1200, y: GAME_HEIGHT - 300, lit: true, flicker: 0 }
|
| 374 |
+
];
|
| 375 |
+
|
| 376 |
+
// Enemies
|
| 377 |
+
gameState.enemies = [
|
| 378 |
+
// First guard
|
| 379 |
+
{
|
| 380 |
+
x: 400,
|
| 381 |
+
y: GAME_HEIGHT - 170,
|
| 382 |
+
width: 40,
|
| 383 |
+
height: 70,
|
| 384 |
+
health: 50,
|
| 385 |
+
speed: 2,
|
| 386 |
+
direction: -1,
|
| 387 |
+
isAttacking: false,
|
| 388 |
+
attackCooldown: 0,
|
| 389 |
+
type: 'guard'
|
| 390 |
+
},
|
| 391 |
+
|
| 392 |
+
// Second guard
|
| 393 |
+
{
|
| 394 |
+
x: 950,
|
| 395 |
+
y: GAME_HEIGHT - 270,
|
| 396 |
+
width: 40,
|
| 397 |
+
height: 70,
|
| 398 |
+
health: 50,
|
| 399 |
+
speed: 2,
|
| 400 |
+
direction: -1,
|
| 401 |
+
isAttacking: false,
|
| 402 |
+
attackCooldown: 0,
|
| 403 |
+
type: 'guard'
|
| 404 |
+
},
|
| 405 |
+
|
| 406 |
+
// Elite guard (final enemy)
|
| 407 |
+
{
|
| 408 |
+
x: 2550,
|
| 409 |
+
y: GAME_HEIGHT - 320,
|
| 410 |
+
width: 50,
|
| 411 |
+
height: 80,
|
| 412 |
+
health: 100,
|
| 413 |
+
speed: 3,
|
| 414 |
+
direction: -1,
|
| 415 |
+
isAttacking: false,
|
| 416 |
+
attackCooldown: 0,
|
| 417 |
+
type: 'elite'
|
| 418 |
+
}
|
| 419 |
+
];
|
| 420 |
+
|
| 421 |
+
// Checkpoints
|
| 422 |
+
gameState.checkpoints = [
|
| 423 |
+
{ x: 100, y: GAME_HEIGHT - PLAYER_HEIGHT - 100 },
|
| 424 |
+
{ x: 700, y: GAME_HEIGHT - 220 },
|
| 425 |
+
{ x: 1600, y: GAME_HEIGHT - 270 }
|
| 426 |
+
];
|
| 427 |
+
|
| 428 |
+
gameState.currentCheckpoint = 0;
|
| 429 |
+
}
|
| 430 |
+
|
| 431 |
+
// Start game
|
| 432 |
+
function startGame() {
|
| 433 |
+
gameState.gameStarted = true;
|
| 434 |
+
startScreen.style.display = 'none';
|
| 435 |
+
gameState.player.x = gameState.checkpoints[0].x;
|
| 436 |
+
gameState.player.y = gameState.checkpoints[0].y;
|
| 437 |
+
}
|
| 438 |
+
|
| 439 |
+
// Restart game
|
| 440 |
+
function restartGame() {
|
| 441 |
+
gameState.gameOver = false;
|
| 442 |
+
gameOverScreen.style.display = 'none';
|
| 443 |
+
gameState.player.health = gameState.player.maxHealth;
|
| 444 |
+
gameState.player.x = gameState.checkpoints[gameState.currentCheckpoint].x;
|
| 445 |
+
gameState.player.y = gameState.checkpoints[gameState.currentCheckpoint].y;
|
| 446 |
+
gameState.player.velocityX = 0;
|
| 447 |
+
gameState.player.velocityY = 0;
|
| 448 |
+
gameState.player.isJumping = false;
|
| 449 |
+
gameState.player.isAttacking = false;
|
| 450 |
+
gameState.player.isBlocking = false;
|
| 451 |
+
gameState.player.invincible = false;
|
| 452 |
+
|
| 453 |
+
// Reset enemies
|
| 454 |
+
gameState.enemies.forEach(enemy => {
|
| 455 |
+
enemy.health = enemy.type === 'elite' ? 100 : 50;
|
| 456 |
+
});
|
| 457 |
+
|
| 458 |
+
// Reset traps
|
| 459 |
+
gameState.traps.forEach(trap => {
|
| 460 |
+
if (trap.type === 'pressurePlate') {
|
| 461 |
+
trap.triggered = false;
|
| 462 |
+
}
|
| 463 |
+
});
|
| 464 |
+
|
| 465 |
+
// Reset collapsing platforms
|
| 466 |
+
gameState.platforms.forEach(platform => {
|
| 467 |
+
if (platform.collapsing) {
|
| 468 |
+
platform.collapseTimer = 0;
|
| 469 |
+
}
|
| 470 |
+
});
|
| 471 |
+
}
|
| 472 |
+
|
| 473 |
+
// Next level (placeholder)
|
| 474 |
+
function nextLevel() {
|
| 475 |
+
victoryScreen.style.display = 'none';
|
| 476 |
+
gameState.victory = false;
|
| 477 |
+
// In a full game, this would load the next level
|
| 478 |
+
alert("This concludes the demo. Thanks for playing!");
|
| 479 |
+
}
|
| 480 |
+
|
| 481 |
+
// Handle keyboard input
|
| 482 |
+
function handleKeyDown(e) {
|
| 483 |
+
switch(e.key) {
|
| 484 |
+
case 'ArrowLeft':
|
| 485 |
+
case 'a':
|
| 486 |
+
gameState.keys.left = true;
|
| 487 |
+
break;
|
| 488 |
+
case 'ArrowRight':
|
| 489 |
+
case 'd':
|
| 490 |
+
gameState.keys.right = true;
|
| 491 |
+
break;
|
| 492 |
+
case 'ArrowUp':
|
| 493 |
+
case 'w':
|
| 494 |
+
case ' ':
|
| 495 |
+
gameState.keys.up = true;
|
| 496 |
+
break;
|
| 497 |
+
case 'ArrowDown':
|
| 498 |
+
case 's':
|
| 499 |
+
gameState.keys.down = true;
|
| 500 |
+
break;
|
| 501 |
+
case 'z':
|
| 502 |
+
gameState.keys.attack = true;
|
| 503 |
+
break;
|
| 504 |
+
case 'x':
|
| 505 |
+
gameState.keys.block = true;
|
| 506 |
+
break;
|
| 507 |
+
}
|
| 508 |
+
}
|
| 509 |
+
|
| 510 |
+
function handleKeyUp(e) {
|
| 511 |
+
switch(e.key) {
|
| 512 |
+
case 'ArrowLeft':
|
| 513 |
+
case 'a':
|
| 514 |
+
gameState.keys.left = false;
|
| 515 |
+
break;
|
| 516 |
+
case 'ArrowRight':
|
| 517 |
+
case 'd':
|
| 518 |
+
gameState.keys.right = false;
|
| 519 |
+
break;
|
| 520 |
+
case 'ArrowUp':
|
| 521 |
+
case 'w':
|
| 522 |
+
case ' ':
|
| 523 |
+
gameState.keys.up = false;
|
| 524 |
+
break;
|
| 525 |
+
case 'ArrowDown':
|
| 526 |
+
case 's':
|
| 527 |
+
gameState.keys.down = false;
|
| 528 |
+
break;
|
| 529 |
+
case 'z':
|
| 530 |
+
gameState.keys.attack = false;
|
| 531 |
+
break;
|
| 532 |
+
case 'x':
|
| 533 |
+
gameState.keys.block = false;
|
| 534 |
+
break;
|
| 535 |
+
}
|
| 536 |
+
}
|
| 537 |
+
|
| 538 |
+
// Game loop
|
| 539 |
+
function gameLoop(timestamp) {
|
| 540 |
+
if (!gameState.lastTime) {
|
| 541 |
+
gameState.lastTime = timestamp;
|
| 542 |
+
}
|
| 543 |
+
|
| 544 |
+
gameState.deltaTime = (timestamp - gameState.lastTime) / 1000;
|
| 545 |
+
gameState.lastTime = timestamp;
|
| 546 |
+
|
| 547 |
+
if (gameState.gameStarted && !gameState.gameOver && !gameState.victory) {
|
| 548 |
+
update();
|
| 549 |
+
}
|
| 550 |
+
|
| 551 |
+
render();
|
| 552 |
+
|
| 553 |
+
requestAnimationFrame(gameLoop);
|
| 554 |
+
}
|
| 555 |
+
|
| 556 |
+
// Update game state
|
| 557 |
+
function update() {
|
| 558 |
+
const { player, enemies, platforms, traps, torches, particles } = gameState;
|
| 559 |
+
|
| 560 |
+
// Update player
|
| 561 |
+
updatePlayer();
|
| 562 |
+
|
| 563 |
+
// Update enemies
|
| 564 |
+
updateEnemies();
|
| 565 |
+
|
| 566 |
+
// Update traps
|
| 567 |
+
updateTraps();
|
| 568 |
+
|
| 569 |
+
// Update platforms
|
| 570 |
+
updatePlatforms();
|
| 571 |
+
|
| 572 |
+
// Update torches
|
| 573 |
+
updateTorches();
|
| 574 |
+
|
| 575 |
+
// Update particles
|
| 576 |
+
updateParticles();
|
| 577 |
+
|
| 578 |
+
// Update camera
|
| 579 |
+
updateCamera();
|
| 580 |
+
|
| 581 |
+
// Check for victory condition
|
| 582 |
+
if (player.x > 2800 && player.y < GAME_HEIGHT - 200) {
|
| 583 |
+
gameState.victory = true;
|
| 584 |
+
victoryScreen.style.display = 'flex';
|
| 585 |
+
}
|
| 586 |
+
|
| 587 |
+
// Check for game over
|
| 588 |
+
if (player.health <= 0) {
|
| 589 |
+
gameState.gameOver = true;
|
| 590 |
+
gameOverScreen.style.display = 'flex';
|
| 591 |
+
}
|
| 592 |
+
}
|
| 593 |
+
|
| 594 |
+
// Update player
|
| 595 |
+
function updatePlayer() {
|
| 596 |
+
const { player, keys } = gameState;
|
| 597 |
+
|
| 598 |
+
// Horizontal movement
|
| 599 |
+
if (keys.left) {
|
| 600 |
+
player.velocityX = -PLAYER_SPEED;
|
| 601 |
+
player.facingRight = false;
|
| 602 |
+
} else if (keys.right) {
|
| 603 |
+
player.velocityX = PLAYER_SPEED;
|
| 604 |
+
player.facingRight = true;
|
| 605 |
+
} else {
|
| 606 |
+
// Apply friction
|
| 607 |
+
player.velocityX *= 0.7;
|
| 608 |
+
if (Math.abs(player.velocityX) < 0.5) player.velocityX = 0;
|
| 609 |
+
}
|
| 610 |
+
|
| 611 |
+
// Jumping
|
| 612 |
+
if (keys.up && !player.isJumping) {
|
| 613 |
+
player.velocityY = JUMP_FORCE;
|
| 614 |
+
player.isJumping = true;
|
| 615 |
+
createDustParticles(player.x + player.width/2, player.y + player.height, 10);
|
| 616 |
+
}
|
| 617 |
+
|
| 618 |
+
// Apply gravity
|
| 619 |
+
player.velocityY += GRAVITY;
|
| 620 |
+
|
| 621 |
+
// Update position
|
| 622 |
+
player.x += player.velocityX;
|
| 623 |
+
player.y += player.velocityY;
|
| 624 |
+
|
| 625 |
+
// Check for collisions with platforms
|
| 626 |
+
checkPlatformCollisions();
|
| 627 |
+
|
| 628 |
+
// Check for collisions with enemies
|
| 629 |
+
checkEnemyCollisions();
|
| 630 |
+
|
| 631 |
+
// Check for collisions with traps
|
| 632 |
+
checkTrapCollisions();
|
| 633 |
+
|
| 634 |
+
// Check for ledge grabbing
|
| 635 |
+
checkLedgeGrab();
|
| 636 |
+
|
| 637 |
+
// Update attack cooldown
|
| 638 |
+
if (player.attackCooldown > 0) {
|
| 639 |
+
player.attackCooldown -= gameState.deltaTime;
|
| 640 |
+
} else if (keys.attack) {
|
| 641 |
+
player.isAttacking = true;
|
| 642 |
+
player.attackCooldown = 0.5;
|
| 643 |
+
|
| 644 |
+
// Create sword slash effect
|
| 645 |
+
createSwordSlash();
|
| 646 |
+
|
| 647 |
+
// Check for enemy hits
|
| 648 |
+
checkAttackHit();
|
| 649 |
+
|
| 650 |
+
// Reset after animation would complete
|
| 651 |
+
setTimeout(() => {
|
| 652 |
+
player.isAttacking = false;
|
| 653 |
+
}, 200);
|
| 654 |
+
}
|
| 655 |
+
|
| 656 |
+
// Update blocking
|
| 657 |
+
player.isBlocking = keys.block;
|
| 658 |
+
|
| 659 |
+
// Update invincibility timer
|
| 660 |
+
if (player.invincible) {
|
| 661 |
+
player.invincibleTimer -= gameState.deltaTime;
|
| 662 |
+
if (player.invincibleTimer <= 0) {
|
| 663 |
+
player.invincible = false;
|
| 664 |
+
}
|
| 665 |
+
}
|
| 666 |
+
|
| 667 |
+
// Keep player within bounds
|
| 668 |
+
if (player.x < 0) player.x = 0;
|
| 669 |
+
if (player.x > gameState.levelBounds.right - player.width) {
|
| 670 |
+
player.x = gameState.levelBounds.right - player.width;
|
| 671 |
+
}
|
| 672 |
+
if (player.y > gameState.levelBounds.bottom - player.height) {
|
| 673 |
+
player.y = gameState.levelBounds.bottom - player.height;
|
| 674 |
+
player.velocityY = 0;
|
| 675 |
+
player.isJumping = false;
|
| 676 |
+
}
|
| 677 |
+
|
| 678 |
+
// Update health bar
|
| 679 |
+
healthFill.style.width = `${(player.health / player.maxHealth) * 100}%`;
|
| 680 |
+
}
|
| 681 |
+
|
| 682 |
+
// Check for platform collisions
|
| 683 |
+
function checkPlatformCollisions() {
|
| 684 |
+
const { player, platforms } = gameState;
|
| 685 |
+
|
| 686 |
+
player.isJumping = true;
|
| 687 |
+
|
| 688 |
+
for (const platform of platforms) {
|
| 689 |
+
// Skip if platform is collapsing and has collapsed
|
| 690 |
+
if (platform.collapsing && platform.collapseTimer >= 1) continue;
|
| 691 |
+
|
| 692 |
+
if (player.x < platform.x + platform.width &&
|
| 693 |
+
player.x + player.width > platform.x &&
|
| 694 |
+
player.y < platform.y + platform.height &&
|
| 695 |
+
player.y + player.height > platform.y) {
|
| 696 |
+
|
| 697 |
+
// Check if player is landing on top of platform
|
| 698 |
+
if (player.velocityY > 0 && player.y + player.height - player.velocityY <= platform.y) {
|
| 699 |
+
player.y = platform.y - player.height;
|
| 700 |
+
player.velocityY = 0;
|
| 701 |
+
player.isJumping = false;
|
| 702 |
+
|
| 703 |
+
// Create dust particles when landing
|
| 704 |
+
if (Math.abs(player.velocityY) > 5) {
|
| 705 |
+
createDustParticles(player.x + player.width/2, player.y + player.height, 5);
|
| 706 |
+
}
|
| 707 |
+
}
|
| 708 |
+
// Check if player hits platform from below
|
| 709 |
+
else if (player.velocityY < 0 && player.y - player.velocityY >= platform.y + platform.height) {
|
| 710 |
+
player.y = platform.y + platform.height;
|
| 711 |
+
player.velocityY = 0;
|
| 712 |
+
}
|
| 713 |
+
// Check if player hits platform from the left
|
| 714 |
+
else if (player.velocityX > 0 && player.x + player.width - player.velocityX <= platform.x) {
|
| 715 |
+
player.x = platform.x - player.width;
|
| 716 |
+
player.velocityX = 0;
|
| 717 |
+
}
|
| 718 |
+
// Check if player hits platform from the right
|
| 719 |
+
else if (player.velocityX < 0 && player.x - player.velocityX >= platform.x + platform.width) {
|
| 720 |
+
player.x = platform.x + platform.width;
|
| 721 |
+
player.velocityX = 0;
|
| 722 |
+
}
|
| 723 |
+
}
|
| 724 |
+
}
|
| 725 |
+
}
|
| 726 |
+
|
| 727 |
+
// Check for enemy collisions
|
| 728 |
+
function checkEnemyCollisions() {
|
| 729 |
+
const { player, enemies } = gameState;
|
| 730 |
+
|
| 731 |
+
for (const enemy of enemies) {
|
| 732 |
+
if (enemy.health <= 0) continue;
|
| 733 |
+
|
| 734 |
+
// Check collision with player
|
| 735 |
+
if (player.x < enemy.x + enemy.width &&
|
| 736 |
+
player.x + player.width > enemy.x &&
|
| 737 |
+
player.y < enemy.y + enemy.height &&
|
| 738 |
+
player.y + player.height > enemy.y) {
|
| 739 |
+
|
| 740 |
+
// If player is attacking and facing the enemy
|
| 741 |
+
if (player.isAttacking &&
|
| 742 |
+
((player.facingRight && player.x < enemy.x) ||
|
| 743 |
+
(!player.facingRight && player.x > enemy.x))) {
|
| 744 |
+
// Enemy takes damage (handled in attack check)
|
| 745 |
+
}
|
| 746 |
+
// If player is blocking
|
| 747 |
+
else if (player.isBlocking) {
|
| 748 |
+
// Create spark effect
|
| 749 |
+
createSparkEffect(enemy.x + enemy.width/2, enemy.y + enemy.height/2);
|
| 750 |
+
|
| 751 |
+
// Small knockback
|
| 752 |
+
if (player.x < enemy.x) {
|
| 753 |
+
player.velocityX = -5;
|
| 754 |
+
} else {
|
| 755 |
+
player.velocityX = 5;
|
| 756 |
+
}
|
| 757 |
+
}
|
| 758 |
+
// Otherwise, player takes damage
|
| 759 |
+
else if (!player.invincible) {
|
| 760 |
+
player.health -= 10;
|
| 761 |
+
player.invincible = true;
|
| 762 |
+
player.invincibleTimer = 1;
|
| 763 |
+
|
| 764 |
+
// Knockback
|
| 765 |
+
if (player.x < enemy.x) {
|
| 766 |
+
player.velocityX = -8;
|
| 767 |
+
} else {
|
| 768 |
+
player.velocityX = 8;
|
| 769 |
+
}
|
| 770 |
+
player.velocityY = -5;
|
| 771 |
+
|
| 772 |
+
// Blood effect
|
| 773 |
+
createBloodParticles(player.x + player.width/2, player.y + player.height/2, 10);
|
| 774 |
+
}
|
| 775 |
+
}
|
| 776 |
+
}
|
| 777 |
+
}
|
| 778 |
+
|
| 779 |
+
// Check for trap collisions
|
| 780 |
+
function checkTrapCollisions() {
|
| 781 |
+
const { player, traps } = gameState;
|
| 782 |
+
|
| 783 |
+
for (const trap of traps) {
|
| 784 |
+
if (trap.type === 'spikes' || trap.type === 'blade') {
|
| 785 |
+
if (player.x < trap.x + trap.width &&
|
| 786 |
+
player.x + player.width > trap.x &&
|
| 787 |
+
player.y < trap.y + trap.height &&
|
| 788 |
+
player.y + player.height > trap.y) {
|
| 789 |
+
|
| 790 |
+
if (!player.invincible) {
|
| 791 |
+
player.health -= 20;
|
| 792 |
+
player.invincible = true;
|
| 793 |
+
player.invincibleTimer = 1;
|
| 794 |
+
|
| 795 |
+
// Knockback
|
| 796 |
+
player.velocityY = -10;
|
| 797 |
+
createBloodParticles(player.x + player.width/2, player.y + player.height/2, 15);
|
| 798 |
+
}
|
| 799 |
+
}
|
| 800 |
+
} else if (trap.type === 'pressurePlate' && !trap.triggered) {
|
| 801 |
+
if (player.x < trap.x + trap.width &&
|
| 802 |
+
player.x + player.width > trap.x &&
|
| 803 |
+
player.y < trap.y + trap.height &&
|
| 804 |
+
player.y + player.height > trap.y) {
|
| 805 |
+
|
| 806 |
+
trap.triggered = true;
|
| 807 |
+
// In a full game, this would trigger something (like opening a door)
|
| 808 |
+
createSparkEffect(trap.x + trap.width/2, trap.y);
|
| 809 |
+
}
|
| 810 |
+
}
|
| 811 |
+
}
|
| 812 |
+
}
|
| 813 |
+
|
| 814 |
+
// Check for ledge grab
|
| 815 |
+
function checkLedgeGrab() {
|
| 816 |
+
const { player, platforms } = gameState;
|
| 817 |
+
|
| 818 |
+
// Only check for ledge grab if player is falling and near a platform edge
|
| 819 |
+
if (player.velocityY > 0 && player.isJumping) {
|
| 820 |
+
for (const platform of platforms) {
|
| 821 |
+
// Skip if platform is collapsing and has collapsed
|
| 822 |
+
if (platform.collapsing && platform.collapseTimer >= 1) continue;
|
| 823 |
+
|
| 824 |
+
// Check if player is near the edge of a platform
|
| 825 |
+
const ledgeLeft = platform.x - player.width;
|
| 826 |
+
const ledgeRight = platform.x + platform.width;
|
| 827 |
+
|
| 828 |
+
// Check left edge
|
| 829 |
+
if (player.x + player.width/2 > ledgeLeft - 10 &&
|
| 830 |
+
player.x + player.width/2 < ledgeLeft + 10 &&
|
| 831 |
+
player.y + player.height < platform.y - 5 &&
|
| 832 |
+
player.y + player.height + player.velocityY >= platform.y - 5) {
|
| 833 |
+
|
| 834 |
+
// Grab the ledge
|
| 835 |
+
if (gameState.keys.down) {
|
| 836 |
+
// Player chooses to drop
|
| 837 |
+
return;
|
| 838 |
+
} else {
|
| 839 |
+
player.y = platform.y - player.height;
|
| 840 |
+
player.velocityY = 0;
|
| 841 |
+
player.isJumping = false;
|
| 842 |
+
|
| 843 |
+
// If player presses up, climb onto platform
|
| 844 |
+
if (gameState.keys.up) {
|
| 845 |
+
player.y = platform.y - player.height;
|
| 846 |
+
} else {
|
| 847 |
+
// Otherwise, hang from the ledge
|
| 848 |
+
player.x = ledgeLeft;
|
| 849 |
+
player.y = platform.y - player.height + 10;
|
| 850 |
+
}
|
| 851 |
+
|
| 852 |
+
return;
|
| 853 |
+
}
|
| 854 |
+
}
|
| 855 |
+
|
| 856 |
+
// Check right edge
|
| 857 |
+
if (player.x + player.width/2 > ledgeRight - 10 &&
|
| 858 |
+
player.x + player.width/2 < ledgeRight + 10 &&
|
| 859 |
+
player.y + player.height < platform.y - 5 &&
|
| 860 |
+
player.y + player.height + player.velocityY >= platform.y - 5) {
|
| 861 |
+
|
| 862 |
+
// Grab the ledge
|
| 863 |
+
if (gameState.keys.down) {
|
| 864 |
+
// Player chooses to drop
|
| 865 |
+
return;
|
| 866 |
+
} else {
|
| 867 |
+
player.y = platform.y - player.height;
|
| 868 |
+
player.velocityY = 0;
|
| 869 |
+
player.isJumping = false;
|
| 870 |
+
|
| 871 |
+
// If player presses up, climb onto platform
|
| 872 |
+
if (gameState.keys.up) {
|
| 873 |
+
player.y = platform.y - player.height;
|
| 874 |
+
} else {
|
| 875 |
+
// Otherwise, hang from the ledge
|
| 876 |
+
player.x = ledgeRight - player.width;
|
| 877 |
+
player.y = platform.y - player.height + 10;
|
| 878 |
+
}
|
| 879 |
+
|
| 880 |
+
return;
|
| 881 |
+
}
|
| 882 |
+
}
|
| 883 |
+
}
|
| 884 |
+
}
|
| 885 |
+
}
|
| 886 |
+
|
| 887 |
+
// Check if player's attack hits an enemy
|
| 888 |
+
function checkAttackHit() {
|
| 889 |
+
const { player, enemies } = gameState;
|
| 890 |
+
|
| 891 |
+
for (const enemy of enemies) {
|
| 892 |
+
if (enemy.health <= 0) continue;
|
| 893 |
+
|
| 894 |
+
// Check if enemy is in front of player and within attack range
|
| 895 |
+
if ((player.facingRight && enemy.x > player.x && enemy.x < player.x + 100) ||
|
| 896 |
+
(!player.facingRight && enemy.x < player.x && enemy.x > player.x - 100)) {
|
| 897 |
+
|
| 898 |
+
// Check vertical overlap
|
| 899 |
+
if (player.y + player.height > enemy.y &&
|
| 900 |
+
player.y < enemy.y + enemy.height) {
|
| 901 |
+
|
| 902 |
+
// Enemy takes damage
|
| 903 |
+
enemy.health -= 25;
|
| 904 |
+
|
| 905 |
+
// Create blood effect
|
| 906 |
+
createBloodParticles(enemy.x + enemy.width/2, enemy.y + enemy.height/2, 10);
|
| 907 |
+
|
| 908 |
+
// Knockback
|
| 909 |
+
if (player.facingRight) {
|
| 910 |
+
enemy.x += 20;
|
| 911 |
+
} else {
|
| 912 |
+
enemy.x -= 20;
|
| 913 |
+
}
|
| 914 |
+
|
| 915 |
+
// If enemy is defeated
|
| 916 |
+
if (enemy.health <= 0) {
|
| 917 |
+
// Create more blood
|
| 918 |
+
createBloodParticles(enemy.x + enemy.width/2, enemy.y + enemy.height/2, 20);
|
| 919 |
+
|
| 920 |
+
// Check if this was the elite guard (final enemy)
|
| 921 |
+
if (enemy.type === 'elite') {
|
| 922 |
+
// Create victory particles
|
| 923 |
+
createVictoryParticles(enemy.x + enemy.width/2, enemy.y + enemy.height/2);
|
| 924 |
+
}
|
| 925 |
+
}
|
| 926 |
+
}
|
| 927 |
+
}
|
| 928 |
+
}
|
| 929 |
+
}
|
| 930 |
+
|
| 931 |
+
// Update enemies
|
| 932 |
+
function updateEnemies() {
|
| 933 |
+
const { enemies, player } = gameState;
|
| 934 |
+
|
| 935 |
+
for (const enemy of enemies) {
|
| 936 |
+
if (enemy.health <= 0) continue;
|
| 937 |
+
|
| 938 |
+
// Simple AI: move toward player if nearby
|
| 939 |
+
const distanceToPlayer = Math.abs(player.x - enemy.x);
|
| 940 |
+
|
| 941 |
+
if (distanceToPlayer < 300) {
|
| 942 |
+
if (player.x < enemy.x) {
|
| 943 |
+
enemy.direction = -1;
|
| 944 |
+
} else {
|
| 945 |
+
enemy.direction = 1;
|
| 946 |
+
}
|
| 947 |
+
|
| 948 |
+
// Move enemy
|
| 949 |
+
enemy.x += enemy.speed * enemy.direction;
|
| 950 |
+
|
| 951 |
+
// Simple platform following
|
| 952 |
+
let onPlatform = false;
|
| 953 |
+
for (const platform of gameState.platforms) {
|
| 954 |
+
// Skip if platform is collapsing and has collapsed
|
| 955 |
+
if (platform.collapsing && platform.collapseTimer >= 1) continue;
|
| 956 |
+
|
| 957 |
+
if (enemy.x >= platform.x &&
|
| 958 |
+
enemy.x <= platform.x + platform.width &&
|
| 959 |
+
enemy.y + enemy.height >= platform.y - 5 &&
|
| 960 |
+
enemy.y + enemy.height <= platform.y + 5) {
|
| 961 |
+
|
| 962 |
+
onPlatform = true;
|
| 963 |
+
enemy.y = platform.y - enemy.height;
|
| 964 |
+
|
| 965 |
+
// Check if enemy is at edge of platform
|
| 966 |
+
if ((enemy.direction === -1 && enemy.x <= platform.x) ||
|
| 967 |
+
(enemy.direction === 1 && enemy.x + enemy.width >= platform.x + platform.width)) {
|
| 968 |
+
enemy.direction *= -1;
|
| 969 |
+
}
|
| 970 |
+
|
| 971 |
+
break;
|
| 972 |
+
}
|
| 973 |
+
}
|
| 974 |
+
|
| 975 |
+
// Apply gravity if not on platform
|
| 976 |
+
if (!onPlatform) {
|
| 977 |
+
enemy.y += 5;
|
| 978 |
+
}
|
| 979 |
+
|
| 980 |
+
// Attack if close enough
|
| 981 |
+
if (distanceToPlayer < 60 && enemy.attackCooldown <= 0) {
|
| 982 |
+
enemy.isAttacking = true;
|
| 983 |
+
enemy.attackCooldown = 1.5;
|
| 984 |
+
|
| 985 |
+
// Check if attack hits player
|
| 986 |
+
if (Math.abs(player.y - enemy.y) < 30 && !player.invincible) {
|
| 987 |
+
player.health -= 10;
|
| 988 |
+
player.invincible = true;
|
| 989 |
+
player.invincibleTimer = 1;
|
| 990 |
+
|
| 991 |
+
// Knockback
|
| 992 |
+
if (player.x < enemy.x) {
|
| 993 |
+
player.velocityX = -8;
|
| 994 |
+
} else {
|
| 995 |
+
player.velocityX = 8;
|
| 996 |
+
}
|
| 997 |
+
player.velocityY = -5;
|
| 998 |
+
|
| 999 |
+
// Blood effect
|
| 1000 |
+
createBloodParticles(player.x + player.width/2, player.y + player.height/2, 10);
|
| 1001 |
+
}
|
| 1002 |
+
|
| 1003 |
+
setTimeout(() => {
|
| 1004 |
+
enemy.isAttacking = false;
|
| 1005 |
+
}, 300);
|
| 1006 |
+
}
|
| 1007 |
+
}
|
| 1008 |
+
|
| 1009 |
+
// Update attack cooldown
|
| 1010 |
+
if (enemy.attackCooldown > 0) {
|
| 1011 |
+
enemy.attackCooldown -= gameState.deltaTime;
|
| 1012 |
+
}
|
| 1013 |
+
}
|
| 1014 |
+
}
|
| 1015 |
+
|
| 1016 |
+
// Update traps
|
| 1017 |
+
function updateTraps() {
|
| 1018 |
+
const { traps } = gameState;
|
| 1019 |
+
|
| 1020 |
+
for (const trap of traps) {
|
| 1021 |
+
if (trap.type === 'blade') {
|
| 1022 |
+
// Move blade back and forth
|
| 1023 |
+
trap.x += trap.speed * trap.direction;
|
| 1024 |
+
|
| 1025 |
+
// Reverse direction at bounds
|
| 1026 |
+
if (trap.x < 1100 || trap.x > 1300) {
|
| 1027 |
+
trap.direction *= -1;
|
| 1028 |
+
}
|
| 1029 |
+
} else if (trap.type === 'pressurePlate' && trap.triggered) {
|
| 1030 |
+
// In a full game, this would trigger something (like opening a door)
|
| 1031 |
+
}
|
| 1032 |
+
}
|
| 1033 |
+
}
|
| 1034 |
+
|
| 1035 |
+
// Update platforms
|
| 1036 |
+
function updatePlatforms() {
|
| 1037 |
+
const { platforms } = gameState;
|
| 1038 |
+
|
| 1039 |
+
for (const platform of platforms) {
|
| 1040 |
+
if (platform.collapsing) {
|
| 1041 |
+
// Check if player is on the platform
|
| 1042 |
+
const { player } = gameState;
|
| 1043 |
+
if (player.x >= platform.x &&
|
| 1044 |
+
player.x <= platform.x + platform.width &&
|
| 1045 |
+
player.y + player.height >= platform.y - 5 &&
|
| 1046 |
+
player.y + player.height <= platform.y + 5) {
|
| 1047 |
+
|
| 1048 |
+
// Start collapse timer
|
| 1049 |
+
platform.collapseTimer += gameState.deltaTime;
|
| 1050 |
+
|
| 1051 |
+
// Create shaking effect
|
| 1052 |
+
if (platform.collapseTimer < 1) {
|
| 1053 |
+
platform.x += Math.sin(platform.collapseTimer * 30) * 2;
|
| 1054 |
+
}
|
| 1055 |
+
|
| 1056 |
+
// Platform disappears after timer reaches 1
|
| 1057 |
+
if (platform.collapseTimer >= 1) {
|
| 1058 |
+
// Create falling debris particles
|
| 1059 |
+
createDebrisParticles(platform.x + platform.width/2, platform.y + platform.height/2, 20);
|
| 1060 |
+
}
|
| 1061 |
+
}
|
| 1062 |
+
}
|
| 1063 |
+
}
|
| 1064 |
+
}
|
| 1065 |
+
|
| 1066 |
+
// Update torches
|
| 1067 |
+
function updateTorches() {
|
| 1068 |
+
const { torches } = gameState;
|
| 1069 |
+
|
| 1070 |
+
for (const torch of torches) {
|
| 1071 |
+
torch.flicker = Math.random();
|
| 1072 |
+
}
|
| 1073 |
+
}
|
| 1074 |
+
|
| 1075 |
+
// Update particles
|
| 1076 |
+
function updateParticles() {
|
| 1077 |
+
const { particles } = gameState;
|
| 1078 |
+
|
| 1079 |
+
for (let i = particles.length - 1; i >= 0; i--) {
|
| 1080 |
+
const p = particles[i];
|
| 1081 |
+
p.x += p.velocityX;
|
| 1082 |
+
p.y += p.velocityY;
|
| 1083 |
+
p.life -= gameState.deltaTime;
|
| 1084 |
+
|
| 1085 |
+
if (p.life <= 0) {
|
| 1086 |
+
particles.splice(i, 1);
|
| 1087 |
+
}
|
| 1088 |
+
}
|
| 1089 |
+
}
|
| 1090 |
+
|
| 1091 |
+
// Update camera
|
| 1092 |
+
function updateCamera() {
|
| 1093 |
+
const { camera, player } = gameState;
|
| 1094 |
+
|
| 1095 |
+
// Camera follows player with some delay
|
| 1096 |
+
camera.targetX = player.x - canvas.width / 3;
|
| 1097 |
+
camera.targetY = player.y - canvas.height / 2;
|
| 1098 |
+
|
| 1099 |
+
// Smooth camera movement
|
| 1100 |
+
camera.x += (camera.targetX - camera.x) * 0.1;
|
| 1101 |
+
camera.y += (camera.targetY - camera.y) * 0.1;
|
| 1102 |
+
|
| 1103 |
+
// Keep camera within level bounds
|
| 1104 |
+
camera.x = Math.max(0, Math.min(camera.x, gameState.levelBounds.right - canvas.width));
|
| 1105 |
+
camera.y = Math.max(0, Math.min(camera.y, gameState.levelBounds.bottom - canvas.height));
|
| 1106 |
+
|
| 1107 |
+
// Zoom in slightly when attacking
|
| 1108 |
+
if (player.isAttacking) {
|
| 1109 |
+
camera.zoom = 1.1;
|
| 1110 |
+
} else {
|
| 1111 |
+
camera.zoom = 1;
|
| 1112 |
+
}
|
| 1113 |
+
}
|
| 1114 |
+
|
| 1115 |
+
// Create dust particles
|
| 1116 |
+
function createDustParticles(x, y, count) {
|
| 1117 |
+
for (let i = 0; i < count; i++) {
|
| 1118 |
+
gameState.particles.push({
|
| 1119 |
+
x: x,
|
| 1120 |
+
y: y,
|
| 1121 |
+
velocityX: (Math.random() - 0.5) * 2,
|
| 1122 |
+
velocityY: -Math.random() * 2,
|
| 1123 |
+
size: Math.random() * 3 + 1,
|
| 1124 |
+
color: '#d4a76a',
|
| 1125 |
+
life: Math.random() * 0.5 + 0.5,
|
| 1126 |
+
type: 'dust'
|
| 1127 |
+
});
|
| 1128 |
+
}
|
| 1129 |
+
}
|
| 1130 |
+
|
| 1131 |
+
// Create blood particles
|
| 1132 |
+
function createBloodParticles(x, y, count) {
|
| 1133 |
+
for (let i = 0; i < count; i++) {
|
| 1134 |
+
gameState.particles.push({
|
| 1135 |
+
x: x,
|
| 1136 |
+
y: y,
|
| 1137 |
+
velocityX: (Math.random() - 0.5) * 10,
|
| 1138 |
+
velocityY: (Math.random() - 0.5) * 10,
|
| 1139 |
+
size: Math.random() * 4 + 2,
|
| 1140 |
+
color: '#c41e3a',
|
| 1141 |
+
life: Math.random() * 1 + 0.5,
|
| 1142 |
+
type: 'blood'
|
| 1143 |
+
});
|
| 1144 |
+
}
|
| 1145 |
+
}
|
| 1146 |
+
|
| 1147 |
+
// Create spark effect
|
| 1148 |
+
function createSparkEffect(x, y) {
|
| 1149 |
+
for (let i = 0; i < 10; i++) {
|
| 1150 |
+
gameState.particles.push({
|
| 1151 |
+
x: x,
|
| 1152 |
+
y: y,
|
| 1153 |
+
velocityX: (Math.random() - 0.5) * 10,
|
| 1154 |
+
velocityY: (Math.random() - 0.5) * 10,
|
| 1155 |
+
size: Math.random() * 2 + 1,
|
| 1156 |
+
color: '#ffffff',
|
| 1157 |
+
life: Math.random() * 0.3 + 0.2,
|
| 1158 |
+
type: 'spark'
|
| 1159 |
+
});
|
| 1160 |
+
}
|
| 1161 |
+
}
|
| 1162 |
+
|
| 1163 |
+
// Create debris particles
|
| 1164 |
+
function createDebrisParticles(x, y, count) {
|
| 1165 |
+
for (let i = 0; i < count; i++) {
|
| 1166 |
+
gameState.particles.push({
|
| 1167 |
+
x: x,
|
| 1168 |
+
y: y,
|
| 1169 |
+
velocityX: (Math.random() - 0.5) * 5,
|
| 1170 |
+
velocityY: -Math.random() * 5,
|
| 1171 |
+
size: Math.random() * 6 + 3,
|
| 1172 |
+
color: '#8b4513',
|
| 1173 |
+
life: Math.random() * 1 + 0.5,
|
| 1174 |
+
type: 'debris'
|
| 1175 |
+
});
|
| 1176 |
+
}
|
| 1177 |
+
}
|
| 1178 |
+
|
| 1179 |
+
// Create victory particles
|
| 1180 |
+
function createVictoryParticles(x, y) {
|
| 1181 |
+
for (let i = 0; i < 30; i++) {
|
| 1182 |
+
gameState.particles.push({
|
| 1183 |
+
x: x,
|
| 1184 |
+
y: y,
|
| 1185 |
+
velocityX: (Math.random() - 0.5) * 10,
|
| 1186 |
+
velocityY: (Math.random() - 0.5) * 10,
|
| 1187 |
+
size: Math.random() * 4 + 2,
|
| 1188 |
+
color: ['#ffd700', '#ffffff', '#d4a76a'][Math.floor(Math.random() * 3)],
|
| 1189 |
+
life: Math.random() * 1.5 + 0.5,
|
| 1190 |
+
type: 'victory'
|
| 1191 |
+
});
|
| 1192 |
+
}
|
| 1193 |
+
}
|
| 1194 |
+
|
| 1195 |
+
// Create sword slash effect
|
| 1196 |
+
function createSwordSlash() {
|
| 1197 |
+
const { player } = gameState;
|
| 1198 |
+
|
| 1199 |
+
gameState.particles.push({
|
| 1200 |
+
x: player.facingRight ? player.x + player.width : player.x,
|
| 1201 |
+
y: player.y + player.height/2,
|
| 1202 |
+
velocityX: 0,
|
| 1203 |
+
velocityY: 0,
|
| 1204 |
+
size: 30,
|
| 1205 |
+
color: '#ffffff',
|
| 1206 |
+
life: 0.2,
|
| 1207 |
+
type: 'swordSlash',
|
| 1208 |
+
facingRight: player.facingRight
|
| 1209 |
+
});
|
| 1210 |
+
}
|
| 1211 |
+
|
| 1212 |
+
// Render game
|
| 1213 |
+
function render() {
|
| 1214 |
+
const { camera, player, platforms, enemies, traps, torches, particles } = gameState;
|
| 1215 |
+
|
| 1216 |
+
// Clear canvas
|
| 1217 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
| 1218 |
+
|
| 1219 |
+
// Save context
|
| 1220 |
+
ctx.save();
|
| 1221 |
+
|
| 1222 |
+
// Apply camera transform
|
| 1223 |
+
ctx.translate(-camera.x, -camera.y);
|
| 1224 |
+
ctx.scale(camera.zoom, camera.zoom);
|
| 1225 |
+
|
| 1226 |
+
// Draw background
|
| 1227 |
+
drawBackground();
|
| 1228 |
+
|
| 1229 |
+
// Draw platforms
|
| 1230 |
+
drawPlatforms();
|
| 1231 |
+
|
| 1232 |
+
// Draw traps
|
| 1233 |
+
drawTraps();
|
| 1234 |
+
|
| 1235 |
+
// Draw torches
|
| 1236 |
+
drawTorches();
|
| 1237 |
+
|
| 1238 |
+
// Draw enemies
|
| 1239 |
+
drawEnemies();
|
| 1240 |
+
|
| 1241 |
+
// Draw player
|
| 1242 |
+
drawPlayer();
|
| 1243 |
+
|
| 1244 |
+
// Draw particles
|
| 1245 |
+
drawParticles();
|
| 1246 |
+
|
| 1247 |
+
// Draw exit door
|
| 1248 |
+
drawExit();
|
| 1249 |
+
|
| 1250 |
+
// Restore context
|
| 1251 |
+
ctx.restore();
|
| 1252 |
+
|
| 1253 |
+
// Draw UI elements (not affected by camera)
|
| 1254 |
+
drawUI();
|
| 1255 |
+
}
|
| 1256 |
+
|
| 1257 |
+
// Draw background
|
| 1258 |
+
function drawBackground() {
|
| 1259 |
+
const { camera } = gameState;
|
| 1260 |
+
|
| 1261 |
+
// Draw sky gradient
|
| 1262 |
+
const skyGradient = ctx.createLinearGradient(0, 0, 0, GAME_HEIGHT);
|
| 1263 |
+
skyGradient.addColorStop(0, '#1a1a2e');
|
| 1264 |
+
skyGradient.addColorStop(1, '#16213e');
|
| 1265 |
+
ctx.fillStyle = skyGradient;
|
| 1266 |
+
ctx.fillRect(0, 0, gameState.levelBounds.right, GAME_HEIGHT);
|
| 1267 |
+
|
| 1268 |
+
// Draw distant mountains
|
| 1269 |
+
ctx.fillStyle = '#0f3460';
|
| 1270 |
+
for (let i = 0; i < 5; i++) {
|
| 1271 |
+
const x = i * 600 - (camera.x * 0.2) % 600;
|
| 1272 |
+
const height = 150 + Math.sin(i) * 50;
|
| 1273 |
+
ctx.beginPath();
|
| 1274 |
+
ctx.moveTo(x, GAME_HEIGHT);
|
| 1275 |
+
ctx.lineTo(x + 300, GAME_HEIGHT - height);
|
| 1276 |
+
ctx.lineTo(x + 600, GAME_HEIGHT);
|
| 1277 |
+
ctx.closePath();
|
| 1278 |
+
ctx.fill();
|
| 1279 |
+
}
|
| 1280 |
+
|
| 1281 |
+
// Draw palace walls (parallax background)
|
| 1282 |
+
ctx.fillStyle = '#3d3d3d';
|
| 1283 |
+
for (let i = 0; i < 10; i++) {
|
| 1284 |
+
const x = i * 400 - (camera.x * 0.5) % 400;
|
| 1285 |
+
ctx.fillRect(x, GAME_HEIGHT - 300, 200, 300);
|
| 1286 |
+
|
| 1287 |
+
// Draw window details
|
| 1288 |
+
ctx.fillStyle = '#1a1a1a';
|
| 1289 |
+
ctx.fillRect(x + 50, GAME_HEIGHT - 250, 100, 150);
|
| 1290 |
+
ctx.fillStyle = '#3d3d3d';
|
| 1291 |
+
|
| 1292 |
+
// Draw pillars
|
| 1293 |
+
ctx.fillRect(x + 190, GAME_HEIGHT - 400, 20, 400);
|
| 1294 |
+
}
|
| 1295 |
+
}
|
| 1296 |
+
|
| 1297 |
+
// Draw platforms
|
| 1298 |
+
function drawPlatforms() {
|
| 1299 |
+
const { platforms } = gameState;
|
| 1300 |
+
|
| 1301 |
+
for (const platform of platforms) {
|
| 1302 |
+
// Skip if platform is collapsing and has collapsed
|
| 1303 |
+
if (platform.collapsing && platform.collapseTimer >= 1) continue;
|
| 1304 |
+
|
| 1305 |
+
// Draw platform base
|
| 1306 |
+
ctx.fillStyle = '#8b4513';
|
| 1307 |
+
ctx.fillRect(platform.x, platform.y, platform.width, platform.height);
|
| 1308 |
+
|
| 1309 |
+
// Draw platform details
|
| 1310 |
+
ctx.fillStyle = '#6b3100';
|
| 1311 |
+
for (let i = 0; i < platform.width; i += 40) {
|
| 1312 |
+
ctx.fillRect(platform.x + i, platform.y, 40, 5);
|
| 1313 |
+
}
|
| 1314 |
+
|
| 1315 |
+
// Draw cracks if platform is collapsing
|
| 1316 |
+
if (platform.collapsing && platform.collapseTimer > 0) {
|
| 1317 |
+
ctx.strokeStyle = '#ffffff';
|
| 1318 |
+
ctx.lineWidth = 2;
|
| 1319 |
+
|
| 1320 |
+
const crackCount = Math.floor(platform.collapseTimer * 5);
|
| 1321 |
+
for (let i = 0; i < crackCount; i++) {
|
| 1322 |
+
const startX = platform.x + Math.random() * platform.width;
|
| 1323 |
+
const startY = platform.y + Math.random() * platform.height;
|
| 1324 |
+
const length = 10 + Math.random() * 20;
|
| 1325 |
+
const angle = Math.random() * Math.PI;
|
| 1326 |
+
|
| 1327 |
+
ctx.beginPath();
|
| 1328 |
+
ctx.moveTo(startX, startY);
|
| 1329 |
+
ctx.lineTo(startX + Math.cos(angle) * length, startY + Math.sin(angle) * length);
|
| 1330 |
+
ctx.stroke();
|
| 1331 |
+
}
|
| 1332 |
+
}
|
| 1333 |
+
}
|
| 1334 |
+
}
|
| 1335 |
+
|
| 1336 |
+
// Draw traps
|
| 1337 |
+
function drawTraps() {
|
| 1338 |
+
const { traps } = gameState;
|
| 1339 |
+
|
| 1340 |
+
for (const trap of traps) {
|
| 1341 |
+
if (trap.type === 'spikes') {
|
| 1342 |
+
// Draw spike pit
|
| 1343 |
+
ctx.fillStyle = '#333333';
|
| 1344 |
+
ctx.fillRect(trap.x, trap.y, trap.width, trap.height);
|
| 1345 |
+
|
| 1346 |
+
// Draw spikes
|
| 1347 |
+
ctx.fillStyle = '#666666';
|
| 1348 |
+
const spikeCount = Math.floor(trap.width / 10);
|
| 1349 |
+
for (let i = 0; i < spikeCount; i++) {
|
| 1350 |
+
ctx.beginPath();
|
| 1351 |
+
ctx.moveTo(trap.x + i * 10 + 5, trap.y + trap.height);
|
| 1352 |
+
ctx.lineTo(trap.x + i * 10, trap.y);
|
| 1353 |
+
ctx.lineTo(trap.x + i * 10 + 10, trap.y);
|
| 1354 |
+
ctx.closePath();
|
| 1355 |
+
ctx.fill();
|
| 1356 |
+
}
|
| 1357 |
+
} else if (trap.type === 'blade') {
|
| 1358 |
+
// Draw rolling blade
|
| 1359 |
+
ctx.fillStyle = '#999999';
|
| 1360 |
+
ctx.beginPath();
|
| 1361 |
+
ctx.arc(trap.x + trap.width/2, trap.y + trap.height/2, trap.width/2, 0, Math.PI * 2);
|
| 1362 |
+
ctx.fill();
|
| 1363 |
+
|
| 1364 |
+
// Draw blade edges
|
| 1365 |
+
ctx.strokeStyle = '#333333';
|
| 1366 |
+
ctx.lineWidth = 3;
|
| 1367 |
+
ctx.beginPath();
|
| 1368 |
+
ctx.arc(trap.x + trap.width/2, trap.y + trap.height/2, trap.width/2 - 5, 0, Math.PI * 2);
|
| 1369 |
+
ctx.stroke();
|
| 1370 |
+
|
| 1371 |
+
// Draw spikes on blade
|
| 1372 |
+
ctx.fillStyle = '#ff0000';
|
| 1373 |
+
for (let i = 0; i < 8; i++) {
|
| 1374 |
+
const angle = (i / 8) * Math.PI * 2;
|
| 1375 |
+
const spikeX = trap.x + trap.width/2 + Math.cos(angle) * (trap.width/2 - 5);
|
| 1376 |
+
const spikeY = trap.y + trap.height/2 + Math.sin(angle) * (trap.height/2 - 5);
|
| 1377 |
+
|
| 1378 |
+
ctx.beginPath();
|
| 1379 |
+
ctx.moveTo(spikeX, spikeY);
|
| 1380 |
+
ctx.lineTo(
|
| 1381 |
+
spikeX + Math.cos(angle) * 10,
|
| 1382 |
+
spikeY + Math.sin(angle) * 10
|
| 1383 |
+
);
|
| 1384 |
+
ctx.lineWidth = 3;
|
| 1385 |
+
ctx.stroke();
|
| 1386 |
+
}
|
| 1387 |
+
} else if (trap.type === 'pressurePlate') {
|
| 1388 |
+
// Draw pressure plate
|
| 1389 |
+
ctx.fillStyle = trap.triggered ? '#555555' : '#999999';
|
| 1390 |
+
ctx.fillRect(trap.x, trap.y, trap.width, trap.height);
|
| 1391 |
+
|
| 1392 |
+
// Draw plate details
|
| 1393 |
+
ctx.strokeStyle = '#333333';
|
| 1394 |
+
ctx.lineWidth = 2;
|
| 1395 |
+
ctx.strokeRect(trap.x + 2, trap.y + 2, trap.width - 4, trap.height - 4);
|
| 1396 |
+
}
|
| 1397 |
+
}
|
| 1398 |
+
}
|
| 1399 |
+
|
| 1400 |
+
// Draw torches
|
| 1401 |
+
function drawTorches() {
|
| 1402 |
+
const { torches } = gameState;
|
| 1403 |
+
|
| 1404 |
+
for (const torch of torches) {
|
| 1405 |
+
// Draw torch holder
|
| 1406 |
+
ctx.fillStyle = '#8b4513';
|
| 1407 |
+
ctx.fillRect(torch.x - 5, torch.y - 40, 10, 40);
|
| 1408 |
+
|
| 1409 |
+
// Draw torch base
|
| 1410 |
+
ctx.fillStyle = '#6b3100';
|
| 1411 |
+
ctx.beginPath();
|
| 1412 |
+
ctx.arc(torch.x, torch.y - 10, 10, 0, Math.PI * 2);
|
| 1413 |
+
ctx.fill();
|
| 1414 |
+
|
| 1415 |
+
// Draw flame
|
| 1416 |
+
if (torch.lit) {
|
| 1417 |
+
const opacity = 0.6 + torch.flicker * 0.4;
|
| 1418 |
+
const flameGradient = ctx.createRadialGradient(
|
| 1419 |
+
torch.x, torch.y - 25, 5,
|
| 1420 |
+
torch.x, torch.y - 25, 15
|
| 1421 |
+
);
|
| 1422 |
+
flameGradient.addColorStop(0, `rgba(255, 200, 0, ${opacity})`);
|
| 1423 |
+
flameGradient.addColorStop(0.5, `rgba(255, 100, 0, ${opacity * 0.7})`);
|
| 1424 |
+
flameGradient.addColorStop(1, `rgba(255, 50, 0, 0)`);
|
| 1425 |
+
|
| 1426 |
+
ctx.fillStyle = flameGradient;
|
| 1427 |
+
ctx.beginPath();
|
| 1428 |
+
ctx.moveTo(torch.x - 10, torch.y - 10);
|
| 1429 |
+
ctx.quadraticCurveTo(torch.x, torch.y - 50, torch.x + 10, torch.y - 10);
|
| 1430 |
+
ctx.fill();
|
| 1431 |
+
|
| 1432 |
+
// Draw light cast by torch
|
| 1433 |
+
const lightGradient = ctx.createRadialGradient(
|
| 1434 |
+
torch.x, torch.y - 15, 0,
|
| 1435 |
+
torch.x, torch.y - 15, 100
|
| 1436 |
+
);
|
| 1437 |
+
lightGradient.addColorStop(0, `rgba(255, 200, 100, ${0.1 + torch.flicker * 0.05})`);
|
| 1438 |
+
lightGradient.addColorStop(1, `rgba(0, 0, 0, 0)`);
|
| 1439 |
+
|
| 1440 |
+
ctx.fillStyle = lightGradient;
|
| 1441 |
+
ctx.fillRect(torch.x - 100, torch.y - 115, 200, 200);
|
| 1442 |
+
}
|
| 1443 |
+
}
|
| 1444 |
+
}
|
| 1445 |
+
|
| 1446 |
+
// Draw enemies
|
| 1447 |
+
function drawEnemies() {
|
| 1448 |
+
const { enemies } = gameState;
|
| 1449 |
+
|
| 1450 |
+
for (const enemy of enemies) {
|
| 1451 |
+
if (enemy.health <= 0) continue;
|
| 1452 |
+
|
| 1453 |
+
// Draw enemy body
|
| 1454 |
+
ctx.fillStyle = enemy.type === 'elite' ? '#4a4a4a' : '#555555';
|
| 1455 |
+
ctx.fillRect(enemy.x, enemy.y, enemy.width, enemy.height);
|
| 1456 |
+
|
| 1457 |
+
// Draw enemy head
|
| 1458 |
+
ctx.fillStyle = enemy.type === 'elite' ? '#d4a76a' : '#8b4513';
|
| 1459 |
+
ctx.beginPath();
|
| 1460 |
+
ctx.arc(
|
| 1461 |
+
enemy.x + enemy.width/2,
|
| 1462 |
+
enemy.y - 10,
|
| 1463 |
+
15,
|
| 1464 |
+
0,
|
| 1465 |
+
Math.PI * 2
|
| 1466 |
+
);
|
| 1467 |
+
ctx.fill();
|
| 1468 |
+
|
| 1469 |
+
// Draw enemy eyes
|
| 1470 |
+
ctx.fillStyle = '#ffffff';
|
| 1471 |
+
ctx.beginPath();
|
| 1472 |
+
ctx.arc(
|
| 1473 |
+
enemy.x + enemy.width/2 - 5,
|
| 1474 |
+
enemy.y - 15,
|
| 1475 |
+
3,
|
| 1476 |
+
0,
|
| 1477 |
+
Math.PI * 2
|
| 1478 |
+
);
|
| 1479 |
+
ctx.arc(
|
| 1480 |
+
enemy.x + enemy.width/2 + 5,
|
| 1481 |
+
enemy.y - 15,
|
| 1482 |
+
3,
|
| 1483 |
+
0,
|
| 1484 |
+
Math.PI * 2
|
| 1485 |
+
);
|
| 1486 |
+
ctx.fill();
|
| 1487 |
+
|
| 1488 |
+
// Draw enemy weapon
|
| 1489 |
+
ctx.strokeStyle = '#999999';
|
| 1490 |
+
ctx.lineWidth = 3;
|
| 1491 |
+
ctx.beginPath();
|
| 1492 |
+
if (enemy.isAttacking) {
|
| 1493 |
+
// Draw sword in attack position
|
| 1494 |
+
ctx.moveTo(
|
| 1495 |
+
enemy.x + (enemy.direction === 1 ? enemy.width : 0),
|
| 1496 |
+
enemy.y + 20
|
| 1497 |
+
);
|
| 1498 |
+
ctx.lineTo(
|
| 1499 |
+
enemy.x + (enemy.direction === 1 ? enemy.width + 30 : -30),
|
| 1500 |
+
enemy.y + 40
|
| 1501 |
+
);
|
| 1502 |
+
} else {
|
| 1503 |
+
// Draw sword in ready position
|
| 1504 |
+
ctx.moveTo(
|
| 1505 |
+
enemy.x + (enemy.direction === 1 ? enemy.width : 0),
|
| 1506 |
+
enemy.y + 20
|
| 1507 |
+
);
|
| 1508 |
+
ctx.lineTo(
|
| 1509 |
+
enemy.x + (enemy.direction === 1 ? enemy.width + 10 : -10),
|
| 1510 |
+
enemy.y + 40
|
| 1511 |
+
);
|
| 1512 |
+
}
|
| 1513 |
+
ctx.stroke();
|
| 1514 |
+
|
| 1515 |
+
// Draw enemy health bar if damaged
|
| 1516 |
+
if (enemy.health < (enemy.type === 'elite' ? 100 : 50)) {
|
| 1517 |
+
const healthWidth = 40;
|
| 1518 |
+
const healthPercent = enemy.health / (enemy.type === 'elite' ? 100 : 50);
|
| 1519 |
+
|
| 1520 |
+
ctx.fillStyle = '#333333';
|
| 1521 |
+
ctx.fillRect(
|
| 1522 |
+
enemy.x + enemy.width/2 - healthWidth/2,
|
| 1523 |
+
enemy.y - 30,
|
| 1524 |
+
healthWidth,
|
| 1525 |
+
5
|
| 1526 |
+
);
|
| 1527 |
+
|
| 1528 |
+
ctx.fillStyle = healthPercent > 0.5 ? '#00ff00' : healthPercent > 0.25 ? '#ffff00' : '#ff0000';
|
| 1529 |
+
ctx.fillRect(
|
| 1530 |
+
enemy.x + enemy.width/2 - healthWidth/2,
|
| 1531 |
+
enemy.y - 30,
|
| 1532 |
+
healthWidth * healthPercent,
|
| 1533 |
+
5
|
| 1534 |
+
);
|
| 1535 |
+
}
|
| 1536 |
+
}
|
| 1537 |
+
}
|
| 1538 |
+
|
| 1539 |
+
// Draw player
|
| 1540 |
+
function drawPlayer() {
|
| 1541 |
+
const { player } = gameState;
|
| 1542 |
+
|
| 1543 |
+
// Draw player body
|
| 1544 |
+
ctx.fillStyle = player.invincible && Math.floor(Date.now() / 100) % 2 === 0 ?
|
| 1545 |
+
'rgba(212, 167, 106, 0.5)' : '#d4a76a';
|
| 1546 |
+
ctx.fillRect(player.x, player.y, player.width, player.height);
|
| 1547 |
+
|
| 1548 |
+
// Draw player head
|
| 1549 |
+
ctx.fillStyle = '#8b4513';
|
| 1550 |
+
ctx.beginPath();
|
| 1551 |
+
ctx.arc(
|
| 1552 |
+
player.x + player.width/2,
|
| 1553 |
+
player.y - 10,
|
| 1554 |
+
15,
|
| 1555 |
+
0,
|
| 1556 |
+
Math.PI * 2
|
| 1557 |
+
);
|
| 1558 |
+
ctx.fill();
|
| 1559 |
+
|
| 1560 |
+
// Draw player eyes
|
| 1561 |
+
ctx.fillStyle = '#ffffff';
|
| 1562 |
+
ctx.beginPath();
|
| 1563 |
+
ctx.arc(
|
| 1564 |
+
player.x + player.width/2 - (player.facingRight ? 5 : 8),
|
| 1565 |
+
player.y - 15,
|
| 1566 |
+
3,
|
| 1567 |
+
0,
|
| 1568 |
+
Math.PI * 2
|
| 1569 |
+
);
|
| 1570 |
+
ctx.arc(
|
| 1571 |
+
player.x + player.width/2 + (player.facingRight ? 8 : 5),
|
| 1572 |
+
player.y - 15,
|
| 1573 |
+
3,
|
| 1574 |
+
0,
|
| 1575 |
+
Math.PI * 2
|
| 1576 |
+
);
|
| 1577 |
+
ctx.fill();
|
| 1578 |
+
|
| 1579 |
+
// Draw player weapon if attacking
|
| 1580 |
+
if (player.isAttacking) {
|
| 1581 |
+
ctx.strokeStyle = '#ffffff';
|
| 1582 |
+
ctx.lineWidth = 4;
|
| 1583 |
+
ctx.beginPath();
|
| 1584 |
+
ctx.moveTo(
|
| 1585 |
+
player.x + (player.facingRight ? player.width : 0),
|
| 1586 |
+
player.y + 20
|
| 1587 |
+
);
|
| 1588 |
+
ctx.lineTo(
|
| 1589 |
+
player.x + (player.facingRight ? player.width + 40 : -40),
|
| 1590 |
+
player.y + 30
|
| 1591 |
+
);
|
| 1592 |
+
ctx.stroke();
|
| 1593 |
+
}
|
| 1594 |
+
|
| 1595 |
+
// Draw player cape
|
| 1596 |
+
ctx.fillStyle = player.invincible && Math.floor(Date.now() / 100) % 2 === 0 ?
|
| 1597 |
+
'rgba(139, 0, 0, 0.5)' : '#8b0000';
|
| 1598 |
+
ctx.beginPath();
|
| 1599 |
+
ctx.moveTo(player.x, player.y + 10);
|
| 1600 |
+
ctx.quadraticCurveTo(
|
| 1601 |
+
player.x - 15,
|
| 1602 |
+
player.y + player.height/2,
|
| 1603 |
+
player.x,
|
| 1604 |
+
player.y + player.height
|
| 1605 |
+
);
|
| 1606 |
+
ctx.quadraticCurveTo(
|
| 1607 |
+
player.x + 10,
|
| 1608 |
+
player.y + player.height/2,
|
| 1609 |
+
player.x,
|
| 1610 |
+
player.y + 10
|
| 1611 |
+
);
|
| 1612 |
+
ctx.fill();
|
| 1613 |
+
|
| 1614 |
+
// Draw player shadow
|
| 1615 |
+
ctx.fillStyle = 'rgba(0, 0, 0, 0.3)';
|
| 1616 |
+
ctx.beginPath();
|
| 1617 |
+
ctx.ellipse(
|
| 1618 |
+
player.x + player.width/2,
|
| 1619 |
+
player.y + player.height + 5,
|
| 1620 |
+
player.width/2,
|
| 1621 |
+
5,
|
| 1622 |
+
0,
|
| 1623 |
+
0,
|
| 1624 |
+
Math.PI * 2
|
| 1625 |
+
);
|
| 1626 |
+
ctx.fill();
|
| 1627 |
+
}
|
| 1628 |
+
|
| 1629 |
+
// Draw particles
|
| 1630 |
+
function drawParticles() {
|
| 1631 |
+
const { particles } = gameState;
|
| 1632 |
+
|
| 1633 |
+
for (const p of particles) {
|
| 1634 |
+
if (p.type === 'dust') {
|
| 1635 |
+
ctx.fillStyle = p.color;
|
| 1636 |
+
ctx.beginPath();
|
| 1637 |
+
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
|
| 1638 |
+
ctx.fill();
|
| 1639 |
+
} else if (p.type === 'blood') {
|
| 1640 |
+
ctx.fillStyle = p.color;
|
| 1641 |
+
ctx.beginPath();
|
| 1642 |
+
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
|
| 1643 |
+
ctx.fill();
|
| 1644 |
+
} else if (p.type === 'spark') {
|
| 1645 |
+
ctx.fillStyle = p.color;
|
| 1646 |
+
ctx.beginPath();
|
| 1647 |
+
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
|
| 1648 |
+
ctx.fill();
|
| 1649 |
+
} else if (p.type === 'debris') {
|
| 1650 |
+
ctx.fillStyle = p.color;
|
| 1651 |
+
ctx.fillRect(p.x - p.size/2, p.y - p.size/2, p.size, p.size);
|
| 1652 |
+
} else if (p.type === 'victory') {
|
| 1653 |
+
ctx.fillStyle = p.color;
|
| 1654 |
+
ctx.beginPath();
|
| 1655 |
+
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
|
| 1656 |
+
ctx.fill();
|
| 1657 |
+
} else if (p.type === 'swordSlash') {
|
| 1658 |
+
const gradient = ctx.createLinearGradient(
|
| 1659 |
+
p.x,
|
| 1660 |
+
p.y - 20,
|
| 1661 |
+
p.x,
|
| 1662 |
+
p.y + 20
|
| 1663 |
+
);
|
| 1664 |
+
gradient.addColorStop(0, 'rgba(255, 255, 255, 0.8)');
|
| 1665 |
+
gradient.addColorStop(1, 'rgba(255, 255, 255, 0)');
|
| 1666 |
+
|
| 1667 |
+
ctx.fillStyle = gradient;
|
| 1668 |
+
ctx.beginPath();
|
| 1669 |
+
if (p.facingRight) {
|
| 1670 |
+
ctx.moveTo(p.x, p.y - 20);
|
| 1671 |
+
ctx.lineTo(p.x + 40, p.y);
|
| 1672 |
+
ctx.lineTo(p.x, p.y + 20);
|
| 1673 |
+
} else {
|
| 1674 |
+
ctx.moveTo(p.x, p.y - 20);
|
| 1675 |
+
ctx.lineTo(p.x - 40, p.y);
|
| 1676 |
+
ctx.lineTo(p.x, p.y + 20);
|
| 1677 |
+
}
|
| 1678 |
+
ctx.closePath();
|
| 1679 |
+
ctx.fill();
|
| 1680 |
+
}
|
| 1681 |
+
}
|
| 1682 |
+
}
|
| 1683 |
+
|
| 1684 |
+
// Draw exit door
|
| 1685 |
+
function drawExit() {
|
| 1686 |
+
const { player } = gameState;
|
| 1687 |
+
|
| 1688 |
+
// Draw exit door
|
| 1689 |
+
ctx.fillStyle = '#6b3100';
|
| 1690 |
+
ctx.fillRect(2800, GAME_HEIGHT - 250, 50, 200);
|
| 1691 |
+
|
| 1692 |
+
// Draw door details
|
| 1693 |
+
ctx.fillStyle = '#8b4513';
|
| 1694 |
+
ctx.fillRect(2805, GAME_HEIGHT - 245, 40, 190);
|
| 1695 |
+
|
| 1696 |
+
// Draw door handle
|
| 1697 |
+
ctx.fillStyle = '#d4a76a';
|
| 1698 |
+
ctx.beginPath();
|
| 1699 |
+
ctx.arc(2830, GAME_HEIGHT - 150, 5, 0, Math.PI * 2);
|
| 1700 |
+
ctx.fill();
|
| 1701 |
+
|
| 1702 |
+
// Draw glowing effect if player is near
|
| 1703 |
+
if (player.x > 2700) {
|
| 1704 |
+
const gradient = ctx.createRadialGradient(
|
| 1705 |
+
2825, GAME_HEIGHT - 150, 0,
|
| 1706 |
+
2825, GAME_HEIGHT - 150, 100
|
| 1707 |
+
);
|
| 1708 |
+
gradient.addColorStop(0, 'rgba(255, 255, 255, 0.5)');
|
| 1709 |
+
gradient.addColorStop(1, 'rgba(255, 255, 255, 0)');
|
| 1710 |
+
|
| 1711 |
+
ctx.fillStyle = gradient;
|
| 1712 |
+
ctx.fillRect(2725, GAME_HEIGHT - 250, 200, 200);
|
| 1713 |
+
}
|
| 1714 |
+
}
|
| 1715 |
+
|
| 1716 |
+
// Draw UI
|
| 1717 |
+
function drawUI() {
|
| 1718 |
+
// In a full game, this would draw more UI elements
|
| 1719 |
+
// Currently handled by HTML/CSS
|
| 1720 |
+
}
|
| 1721 |
+
|
| 1722 |
+
// Initialize the game when the page loads
|
| 1723 |
+
window.addEventListener('load', initGame);
|
| 1724 |
+
</script>
|
| 1725 |
+
<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=LukasBe/dungeon-quest" style="color: #fff;text-decoration: underline;" target="_blank" >🧬 Remix</a></p></body>
|
| 1726 |
+
</html>
|