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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<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">
<!-- Power-up icons will be added here dynamically -->
</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>
// Game constants
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; // ms
const POWERUP_SPAWN_RATE = 15000; // ms
const POWERUP_DURATION = 10000; // ms
// Game variables
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
};
// DOM elements
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');
// Audio elements
const laserSound = document.getElementById('laserSound');
const explosionSound = document.getElementById('explosionSound');
const powerupSound = document.getElementById('powerupSound');
const backgroundMusic = document.getElementById('backgroundMusic');
// Set canvas size
canvas.width = GAME_WIDTH;
canvas.height = GAME_HEIGHT;
// Game objects
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, // ms
isAlive: true
};
const enemies = [];
const powerups = [];
const explosions = [];
// Keyboard state
const keys = {
ArrowLeft: false,
ArrowRight: false,
ArrowUp: false,
ArrowDown: false,
Space: false
};
// Event listeners
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() {
// Reset game state
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();
// Clear powerups container
while (powerupsContainer.firstChild) {
powerupsContainer.removeChild(powerupsContainer.firstChild);
}
// Reset player position
player.x = canvas.width / 2;
player.y = canvas.height - 100;
player.lastShot = 0;
// Reset UI
scoreDisplay.textContent = `SCORE: ${score}`;
healthFill.style.width = '100%';
// Hide screens
startScreen.style.display = 'none';
gameOverScreen.style.display = 'none';
// Start game loop
requestAnimationFrame(gameLoop);
// Start background music
backgroundMusic.volume = 0.3;
backgroundMusic.play().catch(e => console.log("Audio play failed:", e));
}
function gameLoop(timestamp) {
if (gameOver) {
endGame();
return;
}
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Spawn enemies
if (timestamp - lastEnemySpawn > ENEMY_SPAWN_RATE) {
spawnEnemy();
lastEnemySpawn = timestamp;
// Increase spawn rate as score increases
ENEMY_SPAWN_RATE = Math.max(500, 2000 - Math.floor(score / 10) * 50);
}
// Spawn powerups
if (timestamp - lastPowerupSpawn > POWERUP_SPAWN_RATE) {
spawnPowerup();
lastPowerupSpawn = timestamp;
}
// Update player
updatePlayer();
// Update bullets
updateBullets();
// Update enemies
updateEnemies();
// Update powerups
updatePowerups();
// Update explosions
updateExplosions();
// Draw player
drawPlayer();
// Draw bullets
drawBullets();
// Draw enemies
drawEnemies();
// Draw powerups
drawPowerups();
// Draw explosions
drawExplosions();
// Continue game loop
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() {
// Movement
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;
}
// Shooting
if (keys.Space && Date.now() - player.lastShot > (powerupsActive.rapidFire ? 100 : player.shootDelay)) {
shoot();
player.lastShot = Date.now();
}
}
function shoot() {
if (powerupsActive.tripleShot) {
// Three spread shots
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 {
// Single shot
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
});
}
// Play laser sound
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;
}
// Remove bullets that go off screen
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];
// Update position based on movement pattern
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;
}
// Check if enemy hits player
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);
// Create explosion at enemy position
createExplosion(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width * 1.5);
enemies.splice(i, 1);
// Play explosion sound
explosionSound.currentTime = 0;
explosionSound.play().catch(e => console.log("Audio play failed:", e));
continue;
}
// Remove enemies that go off screen
if (enemy.y > canvas.height) {
enemies.splice(i, 1);
continue;
}
// Check bullet collisions
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
) {
// Hit detected
enemy.health--;
if (enemy.health <= 0) {
// Enemy destroyed
score += 10;
scoreDisplay.textContent = `SCORE: ${score}`;
enemies.splice(i, 1);
createExplosion(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width);
// Play explosion sound
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;
// Check if player collects powerup
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);
// Play powerup sound
powerupSound.currentTime = 0;
powerupSound.play().catch(e => console.log("Audio play failed:", e));
continue;
}
// Remove powerups that go off screen
if (powerup.y > canvas.height) {
powerups.splice(i, 1);
}
}
// Check if powerups should expire
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();
// Display powerup notification
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);
// Fade in
setTimeout(() => {
notification.style.opacity = '1';
}, 10);
// Fade out and remove
setTimeout(() => {
notification.style.opacity = '0';
setTimeout(() => {
notification.remove();
}, 1000);
}, 3000);
}
function updatePowerupDisplay() {
// Clear existing icons
powerupsContainer.innerHTML = '';
// Add icons for active powerups
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';
// Add progress bar
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';
// Calculate remaining time
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);
// Update progress bar
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;
// Draw ship body
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();
// Draw cockpit
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();
// Draw engine glow
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();
}
// Draw shield if active
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);
// Add trail effect
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) {
// Different colors for different health levels
ctx.fillStyle = enemy.health === 2 ? '#f60' : '#f06';
// Draw alien ship
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();
// Draw alien markings
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();
}
// Draw glow effect
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';
}
// Draw powerup background
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();
// Draw symbol
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);
// Add pulsing glow effect
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();
// Add secondary explosion ring
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>