| | <!DOCTYPE html> |
| | <html lang="en"> |
| | <head> |
| | <meta charset="UTF-8"> |
| | <meta name="viewport" content="width=device-width, initial-scale=1.0"> |
| | <title>Galaxy Defender</title> |
| | <style> |
| | @import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap'); |
| | |
| | * { |
| | margin: 0; |
| | padding: 0; |
| | box-sizing: border-box; |
| | } |
| | |
| | body { |
| | background-color: #000; |
| | color: #0ff; |
| | font-family: 'Orbitron', sans-serif; |
| | overflow: hidden; |
| | height: 100vh; |
| | background-image: |
| | radial-gradient(circle at 20% 30%, rgba(20, 20, 80, 0.8), transparent 40%), |
| | radial-gradient(circle at 80% 70%, rgba(80, 20, 80, 0.6), transparent 40%), |
| | url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><circle cx="20" cy="50" r="1" fill="white" opacity="0.8"/><circle cx="50" cy="20" r="1" fill="white" opacity="0.6"/><circle cx="80" cy="50" r="1" fill="white" opacity="0.7"/><circle cx="50" cy="80" r="1" fill="white" opacity="0.9"/></svg>'); |
| | background-size: 100% 100%, 100% 100%, 100px 100px; |
| | } |
| | |
| | #gameContainer { |
| | position: relative; |
| | width: 100%; |
| | height: 100vh; |
| | perspective: 1000px; |
| | } |
| | |
| | #gameCanvas { |
| | position: absolute; |
| | top: 0; |
| | left: 0; |
| | z-index: 1; |
| | } |
| | |
| | #uiOverlay { |
| | position: absolute; |
| | top: 0; |
| | left: 0; |
| | width: 100%; |
| | height: 100%; |
| | z-index: 2; |
| | pointer-events: none; |
| | } |
| | |
| | #scoreDisplay { |
| | position: absolute; |
| | top: 20px; |
| | left: 20px; |
| | font-size: 24px; |
| | color: #0ff; |
| | text-shadow: 0 0 10px #0ff; |
| | } |
| | |
| | #healthBar { |
| | position: absolute; |
| | top: 20px; |
| | right: 20px; |
| | width: 200px; |
| | height: 20px; |
| | background-color: rgba(255, 0, 0, 0.3); |
| | border: 2px solid #f00; |
| | border-radius: 10px; |
| | overflow: hidden; |
| | } |
| | |
| | #healthFill { |
| | height: 100%; |
| | width: 100%; |
| | background-color: #f00; |
| | transition: width 0.3s; |
| | } |
| | |
| | #startScreen, #gameOverScreen { |
| | position: absolute; |
| | top: 0; |
| | left: 0; |
| | width: 100%; |
| | height: 100%; |
| | display: flex; |
| | flex-direction: column; |
| | justify-content: center; |
| | align-items: center; |
| | background-color: rgba(0, 0, 0, 0.8); |
| | z-index: 3; |
| | } |
| | |
| | #gameOverScreen { |
| | display: none; |
| | } |
| | |
| | h1 { |
| | font-size: 3rem; |
| | margin-bottom: 2rem; |
| | color: #0ff; |
| | text-shadow: 0 0 15px #0ff; |
| | text-align: center; |
| | } |
| | |
| | p { |
| | font-size: 1.2rem; |
| | margin-bottom: 2rem; |
| | color: #fff; |
| | max-width: 600px; |
| | text-align: center; |
| | line-height: 1.6; |
| | } |
| | |
| | .btn { |
| | padding: 12px 30px; |
| | background: linear-gradient(45deg, #0ff, #00aaff); |
| | border: none; |
| | border-radius: 30px; |
| | color: #000; |
| | font-family: 'Orbitron', sans-serif; |
| | font-size: 1.2rem; |
| | font-weight: bold; |
| | cursor: pointer; |
| | transition: all 0.3s; |
| | pointer-events: auto; |
| | box-shadow: 0 0 15px #0ff; |
| | } |
| | |
| | .btn:hover { |
| | transform: scale(1.05); |
| | box-shadow: 0 0 25px #0ff; |
| | } |
| | |
| | #finalScore { |
| | font-size: 2rem; |
| | color: #0ff; |
| | margin: 20px 0; |
| | text-shadow: 0 0 10px #0ff; |
| | } |
| | |
| | #powerups { |
| | position: absolute; |
| | bottom: 20px; |
| | left: 20px; |
| | display: flex; |
| | gap: 10px; |
| | } |
| | |
| | .powerup-icon { |
| | width: 30px; |
| | height: 30px; |
| | border-radius: 50%; |
| | display: flex; |
| | justify-content: center; |
| | align-items: center; |
| | font-size: 16px; |
| | color: #000; |
| | background: #ff0; |
| | box-shadow: 0 0 10px #ff0; |
| | } |
| | |
| | #earth { |
| | position: absolute; |
| | bottom: -50px; |
| | left: 50%; |
| | transform: translateX(-50%); |
| | width: 300px; |
| | height: 300px; |
| | background: radial-gradient(circle at 30% 30%, #1a66ff, #003399 60%, #001a33); |
| | border-radius: 50%; |
| | box-shadow: |
| | 0 0 60px rgba(0, 150, 255, 0.6), |
| | inset 0 0 100px rgba(255, 255, 255, 0.3); |
| | z-index: 0; |
| | } |
| | |
| | #earth::before { |
| | content: ''; |
| | position: absolute; |
| | top: 0; |
| | left: 0; |
| | width: 100%; |
| | height: 100%; |
| | background-image: |
| | url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><path d="M20,50 Q35,40 50,50 T80,50" fill="none" stroke="%23007733" stroke-width="2"/><path d="M40,30 Q45,25 50,30 T60,30" fill="none" stroke="%23007733" stroke-width="1"/><path d="M25,65 Q35,60 45,65 T60,65" fill="none" stroke="%23007733" stroke-width="1"/></svg>'); |
| | background-size: 100%; |
| | opacity: 0.6; |
| | } |
| | </style> |
| | </head> |
| | <body> |
| | <div id="gameContainer"> |
| | <div id="earth"></div> |
| | <canvas id="gameCanvas"></canvas> |
| | <div id="uiOverlay"> |
| | <div id="scoreDisplay">SCORE: 0</div> |
| | <div id="healthBar"> |
| | <div id="healthFill"></div> |
| | </div> |
| | <div id="powerups"> |
| | |
| | </div> |
| | </div> |
| | |
| | <div id="startScreen"> |
| | <h1>GALAXY DEFENDER</h1> |
| | <p>Aliens are attacking Earth from all directions! Take control of the state-of-the-art starfighter and defend our planet.</p> |
| | <p>Controls: Arrow keys to move, Spacebar to shoot</p> |
| | <button class="btn" id="startBtn">LAUNCH STARFIGHTER</button> |
| | </div> |
| | |
| | <div id="gameOverScreen"> |
| | <h1>MISSION FAILED</h1> |
| | <p>The alien invasion was too strong. Earth has fallen under their control.</p> |
| | <div id="finalScore">SCORE: 0</div> |
| | <button class="btn" id="restartBtn">TRY AGAIN</button> |
| | </div> |
| | </div> |
| |
|
| | <audio id="laserSound" src="https://assets.mixkit.co/active_storage/sfx/2347/2347-preview.mp3" preload="auto"></audio> |
| | <audio id="explosionSound" src="https://assets.mixkit.co/active_storage/sfx/2099/2099-preview.mp3" preload="auto"></audio> |
| | <audio id="powerupSound" src="https://assets.mixkit.co/active_storage/sfx/2329/2329-preview.mp3" preload="auto"></audio> |
| | <audio id="backgroundMusic" loop> |
| | <source src="https://assets.mixkit.co/music/preview/mixkit-space-game-668.mp3" type="audio/mpeg"> |
| | </audio> |
| |
|
| | <script> |
| | |
| | const GAME_WIDTH = window.innerWidth; |
| | const GAME_HEIGHT = window.innerHeight; |
| | const PLAYER_WIDTH = 60; |
| | const PLAYER_HEIGHT = 40; |
| | const BULLET_SIZE = 8; |
| | const ENEMY_SIZE = 40; |
| | const POWERUP_SIZE = 30; |
| | const ENEMY_SPAWN_RATE = 2000; |
| | const POWERUP_SPAWN_RATE = 15000; |
| | const POWERUP_DURATION = 10000; |
| | |
| | |
| | let score = 0; |
| | let health = 100; |
| | let gameOver = false; |
| | let gameStarted = false; |
| | let lastEnemySpawn = 0; |
| | let lastPowerupSpawn = 0; |
| | let powerupsActive = { |
| | tripleShot: false, |
| | rapidFire: false, |
| | shield: false |
| | }; |
| | |
| | |
| | const canvas = document.getElementById('gameCanvas'); |
| | const ctx = canvas.getContext('2d'); |
| | const scoreDisplay = document.getElementById('scoreDisplay'); |
| | const healthFill = document.getElementById('healthFill'); |
| | const startScreen = document.getElementById('startScreen'); |
| | const gameOverScreen = document.getElementById('gameOverScreen'); |
| | const startBtn = document.getElementById('startBtn'); |
| | const restartBtn = document.getElementById('restartBtn'); |
| | const finalScore = document.getElementById('finalScore'); |
| | const powerupsContainer = document.getElementById('powerups'); |
| | |
| | |
| | const laserSound = document.getElementById('laserSound'); |
| | const explosionSound = document.getElementById('explosionSound'); |
| | const powerupSound = document.getElementById('powerupSound'); |
| | const backgroundMusic = document.getElementById('backgroundMusic'); |
| | |
| | |
| | canvas.width = GAME_WIDTH; |
| | canvas.height = GAME_HEIGHT; |
| | |
| | |
| | const player = { |
| | x: GAME_WIDTH / 2, |
| | y: GAME_HEIGHT - 100, |
| | width: PLAYER_WIDTH, |
| | height: PLAYER_HEIGHT, |
| | speed: 8, |
| | color: '#0ff', |
| | bullets: [], |
| | lastShot: 0, |
| | shootDelay: 500, |
| | isAlive: true |
| | }; |
| | |
| | const enemies = []; |
| | const powerups = []; |
| | const explosions = []; |
| | |
| | |
| | const keys = { |
| | ArrowLeft: false, |
| | ArrowRight: false, |
| | ArrowUp: false, |
| | ArrowDown: false, |
| | Space: false |
| | }; |
| | |
| | |
| | window.addEventListener('resize', () => { |
| | canvas.width = window.innerWidth; |
| | canvas.height = window.innerHeight; |
| | player.y = canvas.height - 100; |
| | }); |
| | |
| | document.addEventListener('keydown', (e) => { |
| | if (keys.hasOwnProperty(e.key)) { |
| | keys[e.key] = true; |
| | e.preventDefault(); |
| | } |
| | }); |
| | |
| | document.addEventListener('keyup', (e) => { |
| | if (keys.hasOwnProperty(e.key)) { |
| | keys[e.key] = false; |
| | e.preventDefault(); |
| | } |
| | }); |
| | |
| | startBtn.addEventListener('click', startGame); |
| | restartBtn.addEventListener('click', startGame); |
| | |
| | function startGame() { |
| | |
| | score = 0; |
| | health = 100; |
| | gameOver = false; |
| | gameStarted = true; |
| | player.isAlive = true; |
| | player.bullets = []; |
| | enemies.length = 0; |
| | powerups.length = 0; |
| | explosions.length = 0; |
| | powerupsActive = { |
| | tripleShot: false, |
| | rapidFire: false, |
| | shield: false |
| | }; |
| | updatePowerupDisplay(); |
| | |
| | |
| | while (powerupsContainer.firstChild) { |
| | powerupsContainer.removeChild(powerupsContainer.firstChild); |
| | } |
| | |
| | |
| | player.x = canvas.width / 2; |
| | player.y = canvas.height - 100; |
| | player.lastShot = 0; |
| | |
| | |
| | scoreDisplay.textContent = `SCORE: ${score}`; |
| | healthFill.style.width = '100%'; |
| | |
| | |
| | startScreen.style.display = 'none'; |
| | gameOverScreen.style.display = 'none'; |
| | |
| | |
| | requestAnimationFrame(gameLoop); |
| | |
| | |
| | backgroundMusic.volume = 0.3; |
| | backgroundMusic.play().catch(e => console.log("Audio play failed:", e)); |
| | } |
| | |
| | function gameLoop(timestamp) { |
| | if (gameOver) { |
| | endGame(); |
| | return; |
| | } |
| | |
| | |
| | ctx.clearRect(0, 0, canvas.width, canvas.height); |
| | |
| | |
| | if (timestamp - lastEnemySpawn > ENEMY_SPAWN_RATE) { |
| | spawnEnemy(); |
| | lastEnemySpawn = timestamp; |
| | |
| | |
| | ENEMY_SPAWN_RATE = Math.max(500, 2000 - Math.floor(score / 10) * 50); |
| | } |
| | |
| | |
| | if (timestamp - lastPowerupSpawn > POWERUP_SPAWN_RATE) { |
| | spawnPowerup(); |
| | lastPowerupSpawn = timestamp; |
| | } |
| | |
| | |
| | updatePlayer(); |
| | |
| | |
| | updateBullets(); |
| | |
| | |
| | updateEnemies(); |
| | |
| | |
| | updatePowerups(); |
| | |
| | |
| | updateExplosions(); |
| | |
| | |
| | drawPlayer(); |
| | |
| | |
| | drawBullets(); |
| | |
| | |
| | drawEnemies(); |
| | |
| | |
| | drawPowerups(); |
| | |
| | |
| | drawExplosions(); |
| | |
| | |
| | requestAnimationFrame(gameLoop); |
| | } |
| | |
| | function spawnEnemy() { |
| | const size = Math.random() * 30 + 30; |
| | const x = Math.random() * (canvas.width - size); |
| | const y = -size; |
| | const speed = Math.random() * 3 + 1; |
| | const health = Math.floor(Math.random() * 2) + 1; |
| | |
| | enemies.push({ |
| | x: x, |
| | y: y, |
| | width: size, |
| | height: size, |
| | speed: speed, |
| | health: health, |
| | origX: x, |
| | movePattern: Math.random() > 0.5 ? 'straight' : 'zigzag', |
| | zigzagSpeed: Math.random() * 0.1, |
| | zigzagAmplitude: Math.random() * 100 + 50 |
| | }); |
| | } |
| | |
| | function spawnPowerup() { |
| | const x = Math.random() * (canvas.width - POWERUP_SIZE); |
| | const y = -POWERUP_SIZE; |
| | const types = ['tripleShot', 'rapidFire', 'shield']; |
| | const type = types[Math.floor(Math.random() * types.length)]; |
| | |
| | powerups.push({ |
| | x: x, |
| | y: y, |
| | width: POWERUP_SIZE, |
| | height: POWERUP_SIZE, |
| | speed: 3, |
| | type: type |
| | }); |
| | } |
| | |
| | function updatePlayer() { |
| | |
| | if (keys.ArrowLeft && player.x > 0) { |
| | player.x -= player.speed; |
| | } |
| | if (keys.ArrowRight && player.x < canvas.width - player.width) { |
| | player.x += player.speed; |
| | } |
| | if (keys.ArrowUp && player.y > canvas.height / 2) { |
| | player.y -= player.speed; |
| | } |
| | if (keys.ArrowDown && player.y < canvas.height - player.height) { |
| | player.y += player.speed; |
| | } |
| | |
| | |
| | if (keys.Space && Date.now() - player.lastShot > (powerupsActive.rapidFire ? 100 : player.shootDelay)) { |
| | shoot(); |
| | player.lastShot = Date.now(); |
| | } |
| | } |
| | |
| | function shoot() { |
| | if (powerupsActive.tripleShot) { |
| | |
| | player.bullets.push({ |
| | x: player.x + player.width / 2 - BULLET_SIZE / 2, |
| | y: player.y, |
| | width: BULLET_SIZE, |
| | height: BULLET_SIZE, |
| | speed: -10, |
| | angle: -0.1 |
| | }); |
| | player.bullets.push({ |
| | x: player.x + player.width / 2 - BULLET_SIZE / 2, |
| | y: player.y, |
| | width: BULLET_SIZE, |
| | height: BULLET_SIZE, |
| | speed: -10, |
| | angle: 0 |
| | }); |
| | player.bullets.push({ |
| | x: player.x + player.width / 2 - BULLET_SIZE / 2, |
| | y: player.y, |
| | width: BULLET_SIZE, |
| | height: BULLET_SIZE, |
| | speed: -10, |
| | angle: 0.1 |
| | }); |
| | } else { |
| | |
| | player.bullets.push({ |
| | x: player.x + player.width / 2 - BULLET_SIZE / 2, |
| | y: player.y, |
| | width: BULLET_SIZE, |
| | height: BULLET_SIZE, |
| | speed: -10, |
| | angle: 0 |
| | }); |
| | } |
| | |
| | |
| | laserSound.currentTime = 0; |
| | laserSound.play().catch(e => console.log("Audio play failed:", e)); |
| | } |
| | |
| | function updateBullets() { |
| | for (let i = player.bullets.length - 1; i >= 0; i--) { |
| | const bullet = player.bullets[i]; |
| | bullet.y += bullet.speed; |
| | if (bullet.angle !== 0) { |
| | bullet.x += Math.sin(bullet.angle) * 5; |
| | } |
| | |
| | |
| | if (bullet.y + bullet.height < 0) { |
| | player.bullets.splice(i, 1); |
| | } |
| | } |
| | } |
| | |
| | function updateEnemies() { |
| | for (let i = enemies.length - 1; i >= 0; i--) { |
| | const enemy = enemies[i]; |
| | |
| | |
| | if (enemy.movePattern === 'straight') { |
| | enemy.y += enemy.speed; |
| | } else if (enemy.movePattern === 'zigzag') { |
| | enemy.y += enemy.speed; |
| | enemy.x = enemy.origX + Math.sin(enemy.y * enemy.zigzagSpeed) * enemy.zigzagAmplitude; |
| | } |
| | |
| | |
| | if ( |
| | player.isAlive && |
| | enemy.y + enemy.height > player.y && |
| | enemy.y < player.y + player.height && |
| | enemy.x + enemy.width > player.x && |
| | enemy.x < player.x + player.width |
| | ) { |
| | takeDamage(10); |
| | |
| | createExplosion(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width * 1.5); |
| | enemies.splice(i, 1); |
| | |
| | |
| | explosionSound.currentTime = 0; |
| | explosionSound.play().catch(e => console.log("Audio play failed:", e)); |
| | continue; |
| | } |
| | |
| | |
| | if (enemy.y > canvas.height) { |
| | enemies.splice(i, 1); |
| | continue; |
| | } |
| | |
| | |
| | for (let j = player.bullets.length - 1; j >= 0; j--) { |
| | const bullet = player.bullets[j]; |
| | |
| | if ( |
| | bullet.y + bullet.height > enemy.y && |
| | bullet.y < enemy.y + enemy.height && |
| | bullet.x + bullet.width > enemy.x && |
| | bullet.x < enemy.x + enemy.width |
| | ) { |
| | |
| | enemy.health--; |
| | |
| | if (enemy.health <= 0) { |
| | |
| | score += 10; |
| | scoreDisplay.textContent = `SCORE: ${score}`; |
| | enemies.splice(i, 1); |
| | createExplosion(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width); |
| | |
| | |
| | explosionSound.currentTime = 0; |
| | explosionSound.play().catch(e => console.log("Audio play failed:", e)); |
| | } |
| | |
| | player.bullets.splice(j, 1); |
| | break; |
| | } |
| | } |
| | } |
| | } |
| | |
| | function updatePowerups() { |
| | for (let i = powerups.length - 1; i >= 0; i--) { |
| | const powerup = powerups[i]; |
| | powerup.y += powerup.speed; |
| | |
| | |
| | if ( |
| | player.isAlive && |
| | powerup.y + powerup.height > player.y && |
| | powerup.y < player.y + player.height && |
| | powerup.x + powerup.width > player.x && |
| | powerup.x < player.x + player.width |
| | ) { |
| | activatePowerup(powerup.type); |
| | powerups.splice(i, 1); |
| | |
| | |
| | powerupSound.currentTime = 0; |
| | powerupSound.play().catch(e => console.log("Audio play failed:", e)); |
| | continue; |
| | } |
| | |
| | |
| | if (powerup.y > canvas.height) { |
| | powerups.splice(i, 1); |
| | } |
| | } |
| | |
| | |
| | const now = Date.now(); |
| | for (const type in powerupsActive) { |
| | if (powerupsActive[type] && now - powerupsActive[type] > POWERUP_DURATION) { |
| | powerupsActive[type] = false; |
| | updatePowerupDisplay(); |
| | } |
| | } |
| | } |
| | |
| | function activatePowerup(type) { |
| | powerupsActive[type] = Date.now(); |
| | updatePowerupDisplay(); |
| | |
| | |
| | const notification = document.createElement('div'); |
| | notification.className = 'powerup-notification'; |
| | notification.textContent = type === 'tripleShot' ? 'TRIPLE SHOT ACTIVATED' : |
| | type === 'rapidFire' ? 'RAPID FIRE ACTIVATED' : |
| | 'SHIELD ACTIVATED'; |
| | notification.style.position = 'absolute'; |
| | notification.style.left = '50%'; |
| | notification.style.top = '30%'; |
| | notification.style.transform = 'translateX(-50%)'; |
| | notification.style.color = '#ff0'; |
| | notification.style.fontSize = '24px'; |
| | notification.style.textShadow = '0 0 10px #ff0'; |
| | notification.style.opacity = '0'; |
| | notification.style.transition = 'opacity 1s'; |
| | |
| | document.getElementById('uiOverlay').appendChild(notification); |
| | |
| | |
| | setTimeout(() => { |
| | notification.style.opacity = '1'; |
| | }, 10); |
| | |
| | |
| | setTimeout(() => { |
| | notification.style.opacity = '0'; |
| | setTimeout(() => { |
| | notification.remove(); |
| | }, 1000); |
| | }, 3000); |
| | } |
| | |
| | function updatePowerupDisplay() { |
| | |
| | powerupsContainer.innerHTML = ''; |
| | |
| | |
| | for (const type in powerupsActive) { |
| | if (powerupsActive[type]) { |
| | const icon = document.createElement('div'); |
| | icon.className = 'powerup-icon'; |
| | icon.textContent = type === 'tripleShot' ? '3x' : |
| | type === 'rapidFire' ? 'RF' : |
| | 'S'; |
| | icon.title = type === 'tripleShot' ? 'Triple Shot' : |
| | type === 'rapidFire' ? 'Rapid Fire' : |
| | 'Shield'; |
| | |
| | |
| | const progress = document.createElement('div'); |
| | progress.style.position = 'absolute'; |
| | progress.style.bottom = '-5px'; |
| | progress.style.left = '0'; |
| | progress.style.width = '100%'; |
| | progress.style.height = '3px'; |
| | progress.style.backgroundColor = '#ff0'; |
| | progress.style.transformOrigin = 'left center'; |
| | |
| | |
| | const durationLeft = Math.max(0, POWERUP_DURATION - (Date.now() - powerupsActive[type])); |
| | const percentageLeft = (durationLeft / POWERUP_DURATION) * 100; |
| | progress.style.transform = `scaleX(${percentageLeft / 100})`; |
| | |
| | icon.appendChild(progress); |
| | powerupsContainer.appendChild(icon); |
| | |
| | |
| | const interval = setInterval(() => { |
| | const timeLeft = Math.max(0, POWERUP_DURATION - (Date.now() - powerupsActive[type])); |
| | const percentage = (timeLeft / POWERUP_DURATION) * 100; |
| | progress.style.transform = `scaleX(${percentage / 100})`; |
| | |
| | if (timeLeft <= 0) { |
| | clearInterval(interval); |
| | } |
| | }, 100); |
| | } |
| | } |
| | } |
| | |
| | function createExplosion(x, y, radius) { |
| | explosions.push({ |
| | x: x, |
| | y: y, |
| | radius: radius, |
| | maxRadius: radius * 1.5, |
| | alpha: 1, |
| | life: 1 |
| | }); |
| | } |
| | |
| | function updateExplosions() { |
| | for (let i = explosions.length - 1; i >= 0; i--) { |
| | const explosion = explosions[i]; |
| | explosion.radius += 0.5; |
| | explosion.life -= 0.02; |
| | |
| | if (explosion.life <= 0) { |
| | explosions.splice(i, 1); |
| | } |
| | } |
| | } |
| | |
| | function takeDamage(amount) { |
| | if (powerupsActive.shield) return; |
| | |
| | health = Math.max(0, health - amount); |
| | healthFill.style.width = `${health}%`; |
| | |
| | if (health <= 0) { |
| | player.isAlive = false; |
| | gameOver = true; |
| | createExplosion(player.x + player.width/2, player.y + player.height/2, player.width * 2); |
| | } |
| | } |
| | |
| | function drawPlayer() { |
| | if (!player.isAlive) return; |
| | |
| | |
| | ctx.fillStyle = player.color; |
| | ctx.beginPath(); |
| | ctx.moveTo(player.x + player.width/2, player.y); |
| | ctx.lineTo(player.x + player.width, player.y + player.height); |
| | ctx.lineTo(player.x, player.y + player.height); |
| | ctx.closePath(); |
| | ctx.fill(); |
| | |
| | |
| | ctx.fillStyle = '#0af'; |
| | ctx.beginPath(); |
| | ctx.arc(player.x + player.width/2, player.y + player.height/2, player.width/4, 0, Math.PI * 2); |
| | ctx.fill(); |
| | |
| | |
| | if (Date.now() % 200 < 100) { |
| | ctx.fillStyle = '#f80'; |
| | ctx.beginPath(); |
| | ctx.moveTo(player.x + player.width/3, player.y + player.height); |
| | ctx.lineTo(player.x + player.width/2, player.y + player.height + 10); |
| | ctx.lineTo(player.x + 2*player.width/3, player.y + player.height); |
| | ctx.closePath(); |
| | ctx.fill(); |
| | } |
| | |
| | |
| | if (powerupsActive.shield) { |
| | ctx.strokeStyle = '#0ff'; |
| | ctx.lineWidth = 2; |
| | ctx.beginPath(); |
| | ctx.arc(player.x + player.width/2, player.y + player.height/2, player.width, 0, Math.PI * 2); |
| | ctx.stroke(); |
| | |
| | ctx.strokeStyle = '#0ff'; |
| | ctx.lineWidth = 1; |
| | ctx.beginPath(); |
| | ctx.arc(player.x + player.width/2, player.y + player.height/2, player.width * 1.3, 0, Math.PI * 2); |
| | ctx.stroke(); |
| | } |
| | } |
| | |
| | function drawBullets() { |
| | ctx.fillStyle = '#ff0'; |
| | for (const bullet of player.bullets) { |
| | ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height); |
| | |
| | |
| | ctx.fillStyle = 'rgba(255, 255, 0, 0.5)'; |
| | ctx.fillRect(bullet.x, bullet.y + bullet.height, bullet.width, bullet.height/2); |
| | ctx.fillStyle = '#ff0'; |
| | } |
| | } |
| | |
| | function drawEnemies() { |
| | for (const enemy of enemies) { |
| | |
| | ctx.fillStyle = enemy.health === 2 ? '#f60' : '#f06'; |
| | |
| | |
| | ctx.beginPath(); |
| | ctx.moveTo(enemy.x + enemy.width/2, enemy.y); |
| | ctx.lineTo(enemy.x + enemy.width, enemy.y + enemy.height); |
| | ctx.lineTo(enemy.x, enemy.y + enemy.height); |
| | ctx.closePath(); |
| | ctx.fill(); |
| | |
| | |
| | if (enemy.health === 2) { |
| | ctx.strokeStyle = '#0f0'; |
| | ctx.lineWidth = 2; |
| | ctx.beginPath(); |
| | ctx.moveTo(enemy.x + enemy.width/3, enemy.y + enemy.height/2); |
| | ctx.lineTo(enemy.x + 2*enemy.width/3, enemy.y + enemy.height/2); |
| | ctx.stroke(); |
| | } |
| | |
| | |
| | ctx.fillStyle = 'rgba(255, 0, 0, 0.2)'; |
| | ctx.beginPath(); |
| | ctx.arc(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width * 0.8, 0, Math.PI * 2); |
| | ctx.fill(); |
| | } |
| | } |
| | |
| | function drawPowerups() { |
| | for (const powerup of powerups) { |
| | let color; |
| | let symbol; |
| | |
| | if (powerup.type === 'tripleShot') { |
| | color = '#0f0'; |
| | symbol = '3x'; |
| | } else if (powerup.type === 'rapidFire') { |
| | color = '#00f'; |
| | symbol = 'RF'; |
| | } else { |
| | color = '#0ff'; |
| | symbol = 'S'; |
| | } |
| | |
| | |
| | ctx.fillStyle = color; |
| | ctx.beginPath(); |
| | ctx.arc(powerup.x + powerup.width/2, powerup.y + powerup.height/2, powerup.width/2, 0, Math.PI * 2); |
| | ctx.fill(); |
| | |
| | |
| | ctx.fillStyle = '#000'; |
| | ctx.font = 'bold 12px Orbitron'; |
| | ctx.textAlign = 'center'; |
| | ctx.textBaseline = 'middle'; |
| | ctx.fillText(symbol, powerup.x + powerup.width/2, powerup.y + powerup.height/2); |
| | |
| | |
| | const pulse = Math.sin(Date.now() / 200) * 0.3 + 0.7; |
| | ctx.strokeStyle = `rgba(${color === '#0f0' ? '0,255,0' : color === '#00f' ? '0,0,255' : '0,255,255'},${pulse})`; |
| | ctx.lineWidth = 2; |
| | ctx.beginPath(); |
| | ctx.arc(powerup.x + powerup.width/2, powerup.y + powerup.height/2, powerup.width/2 + 2, 0, Math.PI * 2); |
| | ctx.stroke(); |
| | } |
| | } |
| | |
| | function drawExplosions() { |
| | for (const explosion of explosions) { |
| | const gradient = ctx.createRadialGradient( |
| | explosion.x, |
| | explosion.y, |
| | 0, |
| | explosion.x, |
| | explosion.y, |
| | explosion.radius |
| | ); |
| | |
| | gradient.addColorStop(0, `rgba(255, 255, 0, ${explosion.life})`); |
| | gradient.addColorStop(0.5, `rgba(255, 100, 0, ${explosion.life * 0.7})`); |
| | gradient.addColorStop(1, `rgba(255, 0, 0, 0)`); |
| | |
| | ctx.beginPath(); |
| | ctx.fillStyle = gradient; |
| | ctx.arc(explosion.x, explosion.y, explosion.radius, 0, Math.PI * 2); |
| | ctx.fill(); |
| | |
| | |
| | if (explosion.life > 0.5) { |
| | const outerRadius = explosion.radius * 1.5; |
| | const outerAlpha = (explosion.life - 0.5) * 2; |
| | |
| | const outerGradient = ctx.createRadialGradient( |
| | explosion.x, |
| | explosion.y, |
| | 0, |
| | explosion.x, |
| | explosion.y, |
| | outerRadius |
| | ); |
| | |
| | outerGradient.addColorStop(0, `rgba(255, 255, 255, ${outerAlpha})`); |
| | outerGradient.addColorStop(1, `rgba(255, 255, 255, 0)`); |
| | |
| | ctx.beginPath(); |
| | ctx.fillStyle = outerGradient; |
| | ctx.arc(explosion.x, explosion.y, outerRadius, 0, Math.PI * 2); |
| | ctx.fill(); |
| | } |
| | } |
| | } |
| | |
| | function endGame() { |
| | gameOver = true; |
| | gameOverScreen.style.display = 'flex'; |
| | finalScore.textContent = `SCORE: ${score}`; |
| | backgroundMusic.pause(); |
| | backgroundMusic.currentTime = 0; |
| | } |
| | </script> |
| | <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 <a href="https://enzostvs-deepsite.hf.space" style="color: #fff;" target="_blank" >DeepSite</a> <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;"></p></body> |
| | </html> |