Spaces:
Running
Running
update
Browse files- index.html +443 -19
index.html
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@@ -1,19 +1,443 @@
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<html>
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| 1 |
+
<!DOCTYPE html>
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| 2 |
+
<html lang="en">
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| 3 |
+
<head>
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<meta charset="UTF-8">
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+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
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| 6 |
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<title>Tower Defense</title>
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| 7 |
+
<style>
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| 8 |
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* {
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margin: 0;
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| 10 |
+
padding: 0;
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| 11 |
+
box-sizing: border-box;
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| 12 |
+
}
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| 13 |
+
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+
body {
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| 15 |
+
display: flex;
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| 16 |
+
justify-content: center;
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| 17 |
+
align-items: center;
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| 18 |
+
min-height: 100vh;
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| 19 |
+
background: #1a1a1a;
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| 20 |
+
font-family: Arial, sans-serif;
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| 21 |
+
color: white;
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| 22 |
+
}
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| 23 |
+
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| 24 |
+
#gameContainer {
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| 25 |
+
position: relative;
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| 26 |
+
width: 800px;
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| 27 |
+
height: 600px;
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| 28 |
+
background: #2a2a2a;
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| 29 |
+
border-radius: 10px;
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| 30 |
+
overflow: hidden;
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| 31 |
+
}
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| 32 |
+
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| 33 |
+
#gameCanvas {
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position: absolute;
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| 35 |
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left: 0;
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| 36 |
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top: 0;
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| 37 |
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}
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| 38 |
+
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| 39 |
+
.ui-panel {
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| 40 |
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position: absolute;
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| 41 |
+
right: 0;
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| 42 |
+
top: 0;
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| 43 |
+
width: 200px;
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| 44 |
+
height: 100%;
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| 45 |
+
background: rgba(0, 0, 0, 0.8);
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| 46 |
+
padding: 10px;
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| 47 |
+
}
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| 48 |
+
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| 49 |
+
.tower-btn {
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| 50 |
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display: block;
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| 51 |
+
width: 100%;
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| 52 |
+
padding: 10px;
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| 53 |
+
margin: 5px 0;
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| 54 |
+
background: #4a4a4a;
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| 55 |
+
border: none;
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| 56 |
+
border-radius: 5px;
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| 57 |
+
color: white;
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| 58 |
+
cursor: pointer;
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| 59 |
+
transition: background 0.3s;
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| 60 |
+
}
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| 61 |
+
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| 62 |
+
.tower-btn:hover {
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| 63 |
+
background: #5a5a5a;
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| 64 |
+
}
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| 65 |
+
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| 66 |
+
#stats {
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| 67 |
+
position: absolute;
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| 68 |
+
left: 10px;
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| 69 |
+
top: 10px;
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| 70 |
+
font-size: 16px;
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| 71 |
+
text-shadow: 2px 2px 2px rgba(0,0,0,0.5);
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| 72 |
+
z-index: 1;
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| 73 |
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}
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| 74 |
+
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| 75 |
+
#waveMessage {
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| 76 |
+
position: absolute;
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| 77 |
+
left: 50%;
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| 78 |
+
top: 50%;
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| 79 |
+
transform: translate(-50%, -50%);
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| 80 |
+
font-size: 24px;
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| 81 |
+
color: white;
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| 82 |
+
text-shadow: 2px 2px 4px rgba(0,0,0,0.7);
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| 83 |
+
display: none;
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| 84 |
+
z-index: 2;
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| 85 |
+
}
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| 86 |
+
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| 87 |
+
@keyframes fadeInOut {
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| 88 |
+
0% { opacity: 0; transform: translate(-50%, -50%) scale(0.5); }
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| 89 |
+
10% { opacity: 1; transform: translate(-50%, -50%) scale(1.1); }
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| 90 |
+
20% { transform: translate(-50%, -50%) scale(1); }
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| 91 |
+
80% { opacity: 1; }
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| 92 |
+
100% { opacity: 0; }
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| 93 |
+
}
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| 94 |
+
</style>
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| 95 |
+
</head>
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| 96 |
+
<body>
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| 97 |
+
<div id="gameContainer">
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| 98 |
+
<canvas id="gameCanvas"></canvas>
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| 99 |
+
<div id="stats">
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| 100 |
+
Lives: <span id="lives">20</span>
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| 101 |
+
Gold: <span id="gold">200</span>
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| 102 |
+
Wave: <span id="wave">1</span>
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| 103 |
+
</div>
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| 104 |
+
<div id="waveMessage"></div>
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| 105 |
+
<div class="ui-panel">
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| 106 |
+
<button class="tower-btn" data-type="basic">Basic Tower ($100)</button>
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| 107 |
+
<button class="tower-btn" data-type="sniper">Sniper Tower ($200)</button>
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| 108 |
+
<button class="tower-btn" data-type="splash">Splash Tower ($300)</button>
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| 109 |
+
</div>
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| 110 |
+
</div>
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| 111 |
+
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| 112 |
+
<script>
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| 113 |
+
const canvas = document.getElementById('gameCanvas');
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| 114 |
+
const ctx = canvas.getContext('2d');
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| 115 |
+
const waveMessage = document.getElementById('waveMessage');
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| 116 |
+
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| 117 |
+
canvas.width = 600;
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| 118 |
+
canvas.height = 600;
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| 119 |
+
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| 120 |
+
let gameState = {
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| 121 |
+
lives: 20,
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| 122 |
+
gold: 200,
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| 123 |
+
wave: 0,
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| 124 |
+
towers: [],
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| 125 |
+
enemies: [],
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| 126 |
+
path: [],
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| 127 |
+
projectiles: [],
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| 128 |
+
selectedTower: null,
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| 129 |
+
waveInProgress: false,
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| 130 |
+
enemiesSpawned: 0,
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| 131 |
+
totalEnemiesInWave: 10,
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| 132 |
+
spawnInterval: null,
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| 133 |
+
timeBetweenWaves: 5000
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| 134 |
+
};
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| 135 |
+
|
| 136 |
+
const towerTypes = {
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| 137 |
+
basic: {
|
| 138 |
+
cost: 100,
|
| 139 |
+
range: 120,
|
| 140 |
+
damage: 30,
|
| 141 |
+
fireRate: 2,
|
| 142 |
+
color: '#4a90e2',
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| 143 |
+
projectileColor: '#4a90e2',
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| 144 |
+
projectileSize: 5
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| 145 |
+
},
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| 146 |
+
sniper: {
|
| 147 |
+
cost: 200,
|
| 148 |
+
range: 250,
|
| 149 |
+
damage: 100,
|
| 150 |
+
fireRate: 1,
|
| 151 |
+
color: '#e24a4a',
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| 152 |
+
projectileColor: '#e24a4a',
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| 153 |
+
projectileSize: 7
|
| 154 |
+
},
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| 155 |
+
splash: {
|
| 156 |
+
cost: 300,
|
| 157 |
+
range: 100,
|
| 158 |
+
damage: 45,
|
| 159 |
+
fireRate: 3,
|
| 160 |
+
color: '#4ae24a',
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| 161 |
+
projectileColor: '#4ae24a',
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| 162 |
+
projectileSize: 6
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| 163 |
+
}
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| 164 |
+
};
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| 165 |
+
|
| 166 |
+
function generatePath() {
|
| 167 |
+
const path = [];
|
| 168 |
+
let x = 0;
|
| 169 |
+
let y = Math.random() * (canvas.height - 200) + 100;
|
| 170 |
+
let direction = 1;
|
| 171 |
+
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| 172 |
+
while (x < canvas.width - 50) {
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| 173 |
+
path.push({ x, y });
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| 174 |
+
x += 20;
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| 175 |
+
y += Math.random() * 40 * direction;
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| 176 |
+
direction = -direction;
|
| 177 |
+
y = Math.max(50, Math.min(canvas.height - 50, y));
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| 178 |
+
}
|
| 179 |
+
|
| 180 |
+
return path;
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| 181 |
+
}
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| 182 |
+
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| 183 |
+
function showWaveMessage(message, duration = 3000) {
|
| 184 |
+
waveMessage.textContent = message;
|
| 185 |
+
waveMessage.style.display = 'block';
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| 186 |
+
waveMessage.style.animation = 'fadeInOut 3s ease-in-out';
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| 187 |
+
|
| 188 |
+
setTimeout(() => {
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| 189 |
+
waveMessage.style.display = 'none';
|
| 190 |
+
}, duration);
|
| 191 |
+
}
|
| 192 |
+
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| 193 |
+
class Enemy {
|
| 194 |
+
constructor() {
|
| 195 |
+
this.pathIndex = 0;
|
| 196 |
+
this.x = gameState.path[0].x;
|
| 197 |
+
this.y = gameState.path[0].y;
|
| 198 |
+
this.health = 100;
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| 199 |
+
this.maxHealth = 100;
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| 200 |
+
this.speed = 1;
|
| 201 |
+
this.value = 20;
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| 202 |
+
}
|
| 203 |
+
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| 204 |
+
update() {
|
| 205 |
+
if (this.pathIndex < gameState.path.length - 1) {
|
| 206 |
+
const target = gameState.path[this.pathIndex + 1];
|
| 207 |
+
const dx = target.x - this.x;
|
| 208 |
+
const dy = target.y - this.y;
|
| 209 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 210 |
+
|
| 211 |
+
if (distance < this.speed) {
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| 212 |
+
this.pathIndex++;
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| 213 |
+
} else {
|
| 214 |
+
this.x += (dx / distance) * this.speed;
|
| 215 |
+
this.y += (dy / distance) * this.speed;
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| 216 |
+
}
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| 217 |
+
} else {
|
| 218 |
+
gameState.lives--;
|
| 219 |
+
return true;
|
| 220 |
+
}
|
| 221 |
+
|
| 222 |
+
if (this.health <= 0) {
|
| 223 |
+
gameState.gold += this.value;
|
| 224 |
+
return true;
|
| 225 |
+
}
|
| 226 |
+
return false;
|
| 227 |
+
}
|
| 228 |
+
|
| 229 |
+
draw() {
|
| 230 |
+
ctx.fillStyle = '#ff0000';
|
| 231 |
+
ctx.beginPath();
|
| 232 |
+
ctx.arc(this.x, this.y, 10, 0, Math.PI * 2);
|
| 233 |
+
ctx.fill();
|
| 234 |
+
|
| 235 |
+
ctx.fillStyle = '#000000';
|
| 236 |
+
ctx.fillRect(this.x - 15, this.y - 20, 30, 5);
|
| 237 |
+
ctx.fillStyle = '#00ff00';
|
| 238 |
+
ctx.fillRect(this.x - 15, this.y - 20, (this.health / this.maxHealth) * 30, 5);
|
| 239 |
+
}
|
| 240 |
+
}
|
| 241 |
+
|
| 242 |
+
class Projectile {
|
| 243 |
+
constructor(x, y, target, damage, color, size, speed = 8) {
|
| 244 |
+
this.x = x;
|
| 245 |
+
this.y = y;
|
| 246 |
+
this.target = target;
|
| 247 |
+
this.damage = damage;
|
| 248 |
+
this.color = color;
|
| 249 |
+
this.size = size;
|
| 250 |
+
this.speed = speed;
|
| 251 |
+
}
|
| 252 |
+
|
| 253 |
+
update() {
|
| 254 |
+
if (!this.target) return true;
|
| 255 |
+
|
| 256 |
+
const dx = this.target.x - this.x;
|
| 257 |
+
const dy = this.target.y - this.y;
|
| 258 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 259 |
+
|
| 260 |
+
if (distance < this.speed) {
|
| 261 |
+
this.target.health -= this.damage;
|
| 262 |
+
return true;
|
| 263 |
+
}
|
| 264 |
+
|
| 265 |
+
this.x += (dx / distance) * this.speed;
|
| 266 |
+
this.y += (dy / distance) * this.speed;
|
| 267 |
+
return false;
|
| 268 |
+
}
|
| 269 |
+
|
| 270 |
+
draw() {
|
| 271 |
+
ctx.fillStyle = this.color;
|
| 272 |
+
ctx.beginPath();
|
| 273 |
+
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
|
| 274 |
+
ctx.fill();
|
| 275 |
+
}
|
| 276 |
+
}
|
| 277 |
+
|
| 278 |
+
class Tower {
|
| 279 |
+
constructor(x, y, type) {
|
| 280 |
+
this.x = x;
|
| 281 |
+
this.y = y;
|
| 282 |
+
this.type = type;
|
| 283 |
+
this.lastShot = 0;
|
| 284 |
+
this.level = 1;
|
| 285 |
+
Object.assign(this, towerTypes[type]);
|
| 286 |
+
}
|
| 287 |
+
|
| 288 |
+
update(time) {
|
| 289 |
+
if (time - this.lastShot > 1000 / this.fireRate) {
|
| 290 |
+
for (let enemy of gameState.enemies) {
|
| 291 |
+
const dx = enemy.x - this.x;
|
| 292 |
+
const dy = enemy.y - this.y;
|
| 293 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 294 |
+
|
| 295 |
+
if (distance <= this.range) {
|
| 296 |
+
gameState.projectiles.push(
|
| 297 |
+
new Projectile(
|
| 298 |
+
this.x,
|
| 299 |
+
this.y,
|
| 300 |
+
enemy,
|
| 301 |
+
this.damage * this.level,
|
| 302 |
+
this.projectileColor,
|
| 303 |
+
this.projectileSize
|
| 304 |
+
)
|
| 305 |
+
);
|
| 306 |
+
this.lastShot = time;
|
| 307 |
+
break;
|
| 308 |
+
}
|
| 309 |
+
}
|
| 310 |
+
}
|
| 311 |
+
}
|
| 312 |
+
|
| 313 |
+
draw() {
|
| 314 |
+
ctx.fillStyle = this.color;
|
| 315 |
+
ctx.beginPath();
|
| 316 |
+
ctx.arc(this.x, this.y, 20, 0, Math.PI * 2);
|
| 317 |
+
ctx.fill();
|
| 318 |
+
|
| 319 |
+
if (this === gameState.selectedTower) {
|
| 320 |
+
ctx.strokeStyle = 'rgba(255, 255, 255, 0.3)';
|
| 321 |
+
ctx.beginPath();
|
| 322 |
+
ctx.arc(this.x, this.y, this.range, 0, Math.PI * 2);
|
| 323 |
+
ctx.stroke();
|
| 324 |
+
}
|
| 325 |
+
}
|
| 326 |
+
}
|
| 327 |
+
|
| 328 |
+
function drawPath() {
|
| 329 |
+
ctx.strokeStyle = '#666666';
|
| 330 |
+
ctx.lineWidth = 30;
|
| 331 |
+
ctx.lineCap = 'round';
|
| 332 |
+
ctx.lineJoin = 'round';
|
| 333 |
+
|
| 334 |
+
ctx.beginPath();
|
| 335 |
+
ctx.moveTo(gameState.path[0].x, gameState.path[0].y);
|
| 336 |
+
for (let i = 1; i < gameState.path.length; i++) {
|
| 337 |
+
ctx.lineTo(gameState.path[i].x, gameState.path[i].y);
|
| 338 |
+
}
|
| 339 |
+
ctx.stroke();
|
| 340 |
+
}
|
| 341 |
+
|
| 342 |
+
function startNewWave() {
|
| 343 |
+
gameState.wave++;
|
| 344 |
+
gameState.waveInProgress = true;
|
| 345 |
+
gameState.enemiesSpawned = 0;
|
| 346 |
+
gameState.totalEnemiesInWave = Math.floor(10 + gameState.wave * 2);
|
| 347 |
+
gameState.path = generatePath();
|
| 348 |
+
gameState.towers = [];
|
| 349 |
+
gameState.projectiles = [];
|
| 350 |
+
gameState.enemies = [];
|
| 351 |
+
|
| 352 |
+
showWaveMessage(`Wave ${gameState.wave} Starting!`);
|
| 353 |
+
|
| 354 |
+
if(gameState.spawnInterval) clearInterval(gameState.spawnInterval);
|
| 355 |
+
|
| 356 |
+
setTimeout(() => {
|
| 357 |
+
gameState.spawnInterval = setInterval(() => {
|
| 358 |
+
if(gameState.enemiesSpawned < gameState.totalEnemiesInWave) {
|
| 359 |
+
const enemy = new Enemy();
|
| 360 |
+
enemy.health = 100 + (gameState.wave - 1) * 20;
|
| 361 |
+
enemy.maxHealth = enemy.health;
|
| 362 |
+
enemy.value = 20 + Math.floor(gameState.wave / 2) * 10;
|
| 363 |
+
gameState.enemies.push(enemy);
|
| 364 |
+
gameState.enemiesSpawned++;
|
| 365 |
+
} else {
|
| 366 |
+
clearInterval(gameState.spawnInterval);
|
| 367 |
+
}
|
| 368 |
+
}, 1000);
|
| 369 |
+
}, 2000);
|
| 370 |
+
}
|
| 371 |
+
|
| 372 |
+
function checkWaveStatus() {
|
| 373 |
+
if (!gameState.waveInProgress) return;
|
| 374 |
+
|
| 375 |
+
if (gameState.enemiesSpawned >= gameState.totalEnemiesInWave &&
|
| 376 |
+
gameState.enemies.length === 0) {
|
| 377 |
+
gameState.waveInProgress = false;
|
| 378 |
+
const bonus = 100 + gameState.wave * 20;
|
| 379 |
+
gameState.gold += bonus;
|
| 380 |
+
|
| 381 |
+
setTimeout(startNewWave, gameState.timeBetweenWaves);
|
| 382 |
+
}
|
| 383 |
+
}
|
| 384 |
+
|
| 385 |
+
function gameLoop(timestamp) {
|
| 386 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
| 387 |
+
|
| 388 |
+
drawPath();
|
| 389 |
+
|
| 390 |
+
gameState.enemies = gameState.enemies.filter(enemy => !enemy.update());
|
| 391 |
+
gameState.enemies.forEach(enemy => enemy.draw());
|
| 392 |
+
|
| 393 |
+
gameState.towers.forEach(tower => {
|
| 394 |
+
tower.update(timestamp);
|
| 395 |
+
tower.draw();
|
| 396 |
+
});
|
| 397 |
+
|
| 398 |
+
gameState.projectiles = gameState.projectiles.filter(proj => !proj.update());
|
| 399 |
+
gameState.projectiles.forEach(proj => proj.draw());
|
| 400 |
+
|
| 401 |
+
checkWaveStatus();
|
| 402 |
+
|
| 403 |
+
document.getElementById('lives').textContent = gameState.lives;
|
| 404 |
+
document.getElementById('gold').textContent = gameState.gold;
|
| 405 |
+
document.getElementById('wave').textContent = gameState.wave;
|
| 406 |
+
|
| 407 |
+
if (gameState.lives <= 0) {
|
| 408 |
+
alert('Game Over!');
|
| 409 |
+
return;
|
| 410 |
+
}
|
| 411 |
+
|
| 412 |
+
requestAnimationFrame(gameLoop);
|
| 413 |
+
}
|
| 414 |
+
|
| 415 |
+
canvas.addEventListener('click', (e) => {
|
| 416 |
+
const rect = canvas.getBoundingClientRect();
|
| 417 |
+
const x = e.clientX - rect.left;
|
| 418 |
+
const y = e.clientY - rect.top;
|
| 419 |
+
|
| 420 |
+
if (gameState.selectedTower) {
|
| 421 |
+
const tower = new Tower(x, y, gameState.selectedTower);
|
| 422 |
+
if (gameState.gold >= tower.cost) {
|
| 423 |
+
gameState.towers.push(tower);
|
| 424 |
+
gameState.gold -= tower.cost;
|
| 425 |
+
gameState.selectedTower = null;
|
| 426 |
+
}
|
| 427 |
+
}
|
| 428 |
+
});
|
| 429 |
+
|
| 430 |
+
document.querySelectorAll('.tower-btn').forEach(btn => {
|
| 431 |
+
btn.addEventListener('click', () => {
|
| 432 |
+
const type = btn.dataset.type;
|
| 433 |
+
if (gameState.gold >= towerTypes[type].cost) {
|
| 434 |
+
gameState.selectedTower = type;
|
| 435 |
+
}
|
| 436 |
+
});
|
| 437 |
+
});
|
| 438 |
+
|
| 439 |
+
startNewWave();
|
| 440 |
+
requestAnimationFrame(gameLoop);
|
| 441 |
+
</script>
|
| 442 |
+
</body>
|
| 443 |
+
</html>
|