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Running
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Update index.html
Browse files- index.html +357 -0
index.html
CHANGED
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@@ -188,4 +188,361 @@ playAudioForDuration('reflected-light-147979.mp3', 31000);
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</script>
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</body>
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</html>
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</script>
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</body>
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+
</html>
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after 1 sec
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+
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<!DOCTYPE html>
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<html>
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<head>
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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: black;
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}
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#gameCanvas {
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background-image: url('stage 1.jpg');
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background-size: cover;
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}
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#message {
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position: fixed;
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bottom: 550px;
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left: 0;
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width: 100%;
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color: white;
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text-align: center;
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font-size: 30px;
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font-family: Arial;
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}
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#stats {
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position: fixed;
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top: 20px;
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left: 20px;
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color: white;
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font-family: Arial;
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font-size: 28px;
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}
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#villainCount {
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position: fixed;
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top: 20px;
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right: 20px;
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color: white;
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font-family: Arial;
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font-size: 28px;
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}
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#healthBar {
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width: 300px;
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height: 30px;
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background: #333;
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margin-top: 5px;
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}
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#healthFill {
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width: 100%;
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height: 100%;
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background: red;
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transition: width 0.3s;
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}
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#bulletCount, #enemyCount {
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font-size: 28px;
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}
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#replayButton {
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position: fixed;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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padding: 15px 30px;
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font-size: 20px;
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font-family: Arial;
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background-color: white;
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color: black;
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border: none;
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border-radius: 5px;
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display: none;
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cursor: pointer;
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}
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#replayButton:hover {
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background-color: lightgray;
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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="message"></div>
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<div id="stats">
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Health:<div id="healthBar"><div id="healthFill"></div></div>
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Bullets: <span id="bulletCount">35</span>
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</div>
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<div id="villainCount">Villains: <span id="enemyCount">30</span></div>
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<button id="replayButton">Replay</button>
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<audio id="bgMusic" src="cinematic-time-lapse-115672.mp3" loop></audio>
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<audio id="playerShootSound" src="Maincharactergunsound.mp3"></audio>
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<audio id="enemyShootSound" src="Renovatorsgunshot.mp3"></audio>
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<audio id="playerHitSound" src="Maincharactershot.mp3"></audio>
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<audio id="enemyHitSound" src="Renovatorsgetshot.mp3"></audio>
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<script>
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const message = document.getElementById('message');
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const healthFill = document.getElementById('healthFill');
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const bulletCount = document.getElementById('bulletCount');
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const enemyCount = document.getElementById('enemyCount');
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const bgMusic = document.getElementById('bgMusic');
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const replayButton = document.getElementById('replayButton');
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const playerShootSound = document.getElementById('playerShootSound');
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const enemyShootSound = document.getElementById('enemyShootSound');
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const playerHitSound = document.getElementById('playerHitSound');
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const enemyHitSound = document.getElementById('enemyHitSound');
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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+
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const player = {
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x: canvas.width / 2.3,
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y: canvas.height - 260,
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width: 250,
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height: 250,
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+
speed: 10,
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+
health: 10,
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bullets: 35,
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direction: 1,
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image: new Image(),
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imageLeft: 'Maincharacterdefaultleft.png',
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imageRight: 'Maincharacterdefaultright.png',
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imageShootLeft: 'gunshotleft.png',
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imageShootRight: 'gunshotright.png',
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imageHitLeft: 'ExplosionLeft.png',
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imageHitRight: 'ExplosionRight.png'
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};
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player.image.src = player.imageRight;
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let enemies = [];
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let bullets = [];
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let enemyBullets = [];
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let enemiesRemaining = 30;
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let mouseX = 0;
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let gameStarted = false;
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let gameOver = false;
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function spawnEnemy() {
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if (!gameStarted || gameOver) {
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return;
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}
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if (enemies.length >= 10) { // λμμ μ‘΄μ¬ν μ μλ μ μ μ μ ν
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return;
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}
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const side = Math.random() < 0.5 ? 0 : canvas.width;
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const enemy = {
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x: side,
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y: Math.random() * (canvas.height - 150),
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width: 250,
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height: 250,
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speed: side === 0 ? 1 : -1,
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image: new Image(),
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imageLeft: 'Renovators Default Right.png',
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imageRight: 'RenovatorsDefaultLeft.png',
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imageShootLeft: 'RenovatorsgunLeft.png',
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imageShootRight: 'RenovatorsGunRight.png',
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imageHitLeft: 'RenovatorsExplodeLeft.png',
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imageHitRight: 'RenovatorsExplodeRight.png',
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lastShootTime: Date.now()
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};
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enemy.image.src = side === 0 ? enemy.imageLeft : enemy.imageRight;
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enemies.push(enemy);
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}
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function updateGame() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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player.direction = mouseX > player.x ? 1 : -1;
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player.image.src = player.direction === 1 ? player.imageRight : player.imageLeft;
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ctx.drawImage(player.image, player.x, player.y, player.width, player.height);
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+
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// νλ μ΄μ΄κ° λ°μ¬ν μ΄μ μ²λ¦¬
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bullets.forEach((bullet, index) => {
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bullet.x += bullet.speed;
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ctx.fillStyle = 'yellow';
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ctx.fillRect(bullet.x, bullet.y, 10, 5);
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});
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| 370 |
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// μ μ²λ¦¬
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| 371 |
+
enemies.forEach((enemy, enemyIndex) => {
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+
enemy.x += enemy.speed;
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ctx.drawImage(enemy.image, enemy.x, enemy.y, enemy.width, enemy.height);
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| 374 |
+
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// νλ μ΄μ΄μ μ μ΄ μΆ©λνμ κ²½μ° μ²λ¦¬
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if (checkCollision(player, enemy)) {
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player.health--;
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+
healthFill.style.width = (player.health / 5 * 100) + '%';
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| 379 |
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player.image.src = player.direction === 1 ? player.imageHitRight : player.imageHitLeft;
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| 380 |
+
enemies.splice(enemyIndex, 1); // μ μ κ±°
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| 381 |
+
playerHitSound.play();
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+
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if (player.health <= 0) {
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endGame("Game Over! Go back to the past and change the current result!");
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| 385 |
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}
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| 386 |
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}
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// νλ μ΄μ΄μ μ΄μμ΄ μ μ λ§μ·μ κ²½μ° μ²λ¦¬
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+
bullets.forEach((bullet, bulletIndex) => {
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+
if (checkCollision(bullet, enemy)) {
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// μ΄μμ΄ μ μ λ§μ·μ λ μ²λ¦¬
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| 392 |
+
enemy.image.src = enemy.speed > 0 ? enemy.imageHitRight : enemy.imageHitLeft;
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| 393 |
+
setTimeout(() => {
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| 394 |
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enemies.splice(enemyIndex, 1); // μ μ κ±°
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| 395 |
+
bullets.splice(bulletIndex, 1); // μ΄μ μ κ±°
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enemiesRemaining--;
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enemyCount.textContent = enemiesRemaining;
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}, 100);
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| 399 |
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enemyHitSound.play();
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| 400 |
+
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if (enemiesRemaining <= 0) {
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| 402 |
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endGame("You have successfully protected New York. Return to the time machine.");
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| 403 |
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}
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| 404 |
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}
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});
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| 406 |
+
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| 407 |
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// μ μ μ΄μ λ°μ¬
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| 408 |
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enemyShoot(enemy);
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| 409 |
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});
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| 410 |
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if (enemiesRemaining <= 0 && enemies.length === 0) {
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| 411 |
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endGame("You have successfully protected New York. Return to the time machine.");
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| 412 |
+
return; // κ²μ μ’
λ£ ν λ μ΄μ μ
λ°μ΄νΈνμ§ μμ
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}
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| 414 |
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// μ μ μ΄μ μ²λ¦¬
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+
enemyBullets.forEach((bullet, index) => {
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bullet.x += bullet.speed;
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ctx.fillStyle = 'orange';
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| 418 |
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ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
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+
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| 420 |
+
// μ΄μμ΄ νλ μ΄μ΄μ μΆ©λνμ κ²½μ° μ²λ¦¬
|
| 421 |
+
if (
|
| 422 |
+
bullet.x < player.x + player.width - 30 &&
|
| 423 |
+
bullet.x + bullet.width > player.x + 30 &&
|
| 424 |
+
bullet.y < player.y + player.height - 30 &&
|
| 425 |
+
bullet.y + bullet.height > player.y + 30
|
| 426 |
+
) {
|
| 427 |
+
player.health--;
|
| 428 |
+
healthFill.style.width = (player.health / 5 * 100) + '%';
|
| 429 |
+
player.image.src = player.direction === 1 ? player.imageHitRight : player.imageHitLeft;
|
| 430 |
+
enemyBullets.splice(index, 1); // μ΄μ μ κ±°
|
| 431 |
+
playerHitSound.play();
|
| 432 |
+
|
| 433 |
+
if (player.health <= 0) {
|
| 434 |
+
endGame("Game Over! Go back to the past and change the current result!");
|
| 435 |
+
}
|
| 436 |
+
}
|
| 437 |
+
});
|
| 438 |
+
|
| 439 |
+
// νλ©΄ λ°μΌλ‘ λκ° μ΄μ μ κ±°
|
| 440 |
+
bullets = bullets.filter(bullet =>
|
| 441 |
+
bullet.x >= 0 && bullet.x <= canvas.width
|
| 442 |
+
);
|
| 443 |
+
enemyBullets = enemyBullets.filter(bullet =>
|
| 444 |
+
bullet.x >= 0 && bullet.x <= canvas.width
|
| 445 |
+
);
|
| 446 |
+
|
| 447 |
+
// κ²μμ΄ μ’
λ£λμ§ μμΌλ©΄ κ³μ μ
λ°μ΄νΈ
|
| 448 |
+
if (!gameOver) {
|
| 449 |
+
requestAnimationFrame(updateGame);
|
| 450 |
+
}
|
| 451 |
+
}
|
| 452 |
+
setTimeout(() => {
|
| 453 |
+
message.textContent = "Click on the character";
|
| 454 |
+
setTimeout(() => {
|
| 455 |
+
message.textContent = "You can move your character using the arrow keys.";
|
| 456 |
+
setTimeout(() => {
|
| 457 |
+
message.textContent = "The character's direction follows the mouse cursor.";
|
| 458 |
+
setTimeout(() => {
|
| 459 |
+
message.textContent = "Press the space bar to shoot a bullet.";
|
| 460 |
+
setTimeout(() => {
|
| 461 |
+
message.textContent = "Your mission is to defeat the Renovators who have attacked New York. Defeat them all and save New York in 2030!";
|
| 462 |
+
setTimeout(() => {
|
| 463 |
+
message.textContent = "";
|
| 464 |
+
gameStarted = true;
|
| 465 |
+
}, 5000);
|
| 466 |
+
}, 3000);
|
| 467 |
+
}, 4000);
|
| 468 |
+
}, 4000);
|
| 469 |
+
}, 4000);
|
| 470 |
+
}, 0);
|
| 471 |
+
|
| 472 |
+
function endGame(messageText) {
|
| 473 |
+
gameOver = true;
|
| 474 |
+
message.textContent = messageText;
|
| 475 |
+
replayButton.style.display = 'block';
|
| 476 |
+
}
|
| 477 |
+
function checkCollision(rect1, rect2) {
|
| 478 |
+
return (
|
| 479 |
+
rect1.x + rect1.width * 0.2 < rect2.x + rect2.width * 0.8 &&
|
| 480 |
+
rect1.x + rect1.width * 0.8 > rect2.x + rect2.width * 0.2 &&
|
| 481 |
+
rect1.y + rect1.height * 0.2 < rect2.y + rect2.height * 0.8 &&
|
| 482 |
+
rect1.y + rect1.height * 0.8 > rect2.y + rect2.height * 0.2
|
| 483 |
+
);
|
| 484 |
+
}
|
| 485 |
+
function enemyShoot(enemy) {
|
| 486 |
+
const now = Date.now();
|
| 487 |
+
if (now - enemy.lastShootTime >= 3000 && !gameOver) {
|
| 488 |
+
enemy.image.src = enemy.speed > 0 ? enemy.imageShootRight : enemy.imageShootLeft;
|
| 489 |
+
enemyBullets.push({
|
| 490 |
+
x: enemy.x + enemy.width / 2,
|
| 491 |
+
y: enemy.y + enemy.height / 2.5,
|
| 492 |
+
width: 10,
|
| 493 |
+
height: 5,
|
| 494 |
+
speed: enemy.speed > 0 ? 5 : -5
|
| 495 |
+
});
|
| 496 |
+
enemy.lastShootTime = now; // Update the last shoot time
|
| 497 |
+
enemyShootSound.play();
|
| 498 |
+
}
|
| 499 |
+
}
|
| 500 |
+
|
| 501 |
+
window.addEventListener('keydown', (e) => {
|
| 502 |
+
if (!gameOver) {
|
| 503 |
+
switch (e.key) {
|
| 504 |
+
case 'ArrowUp':
|
| 505 |
+
if (player.y > 0) player.y -= player.speed;
|
| 506 |
+
break;
|
| 507 |
+
case 'ArrowDown':
|
| 508 |
+
if (player.y < canvas.height - player.height) player.y += player.speed;
|
| 509 |
+
break;
|
| 510 |
+
case 'ArrowLeft':
|
| 511 |
+
if (player.x > 0) player.x -= player.speed;
|
| 512 |
+
break;
|
| 513 |
+
case 'ArrowRight':
|
| 514 |
+
if (player.x < canvas.width - player.width) player.x += player.speed;
|
| 515 |
+
break;
|
| 516 |
+
case ' ':
|
| 517 |
+
if (player.bullets > 0) {
|
| 518 |
+
player.image.src = player.direction === 1 ? player.imageShootRight : player.imageShootLeft;
|
| 519 |
+
bullets.push({
|
| 520 |
+
x: player.x + player.width / 2,
|
| 521 |
+
y: player.y + player.height / 2.5,
|
| 522 |
+
width: 10,
|
| 523 |
+
height: 5,
|
| 524 |
+
speed: player.direction * 10
|
| 525 |
+
});
|
| 526 |
+
player.bullets--;
|
| 527 |
+
bulletCount.textContent = player.bullets;
|
| 528 |
+
playerShootSound.play();
|
| 529 |
+
}
|
| 530 |
+
break;
|
| 531 |
+
}
|
| 532 |
+
}
|
| 533 |
+
});
|
| 534 |
+
|
| 535 |
+
window.addEventListener('mousemove', (e) => {
|
| 536 |
+
mouseX = e.clientX;
|
| 537 |
+
});
|
| 538 |
+
|
| 539 |
+
replayButton.addEventListener('click', () => {
|
| 540 |
+
location.reload();
|
| 541 |
+
});
|
| 542 |
+
|
| 543 |
+
setInterval(spawnEnemy, 2000);
|
| 544 |
+
bgMusic.play();
|
| 545 |
+
updateGame();
|
| 546 |
+
</script>
|
| 547 |
+
</body>
|
| 548 |
</html>
|