Add 2 files
Browse files- README.md +6 -4
- index.html +582 -19
README.md
CHANGED
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---
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title:
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emoji:
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colorFrom: blue
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colorTo:
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sdk: static
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pinned: false
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---
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-
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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---
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+
title: cybernetic-pong-x
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+
emoji: 🐳
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colorFrom: blue
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+
colorTo: gray
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sdk: static
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pinned: false
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+
tags:
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+
- deepsite
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---
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+
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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@@ -1,19 +1,582 @@
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<!
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<html>
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| 1 |
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<!DOCTYPE html>
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| 2 |
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<html lang="en">
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| 3 |
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<head>
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| 4 |
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<meta charset="UTF-8">
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| 5 |
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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>Cybernetic Pong X</title>
|
| 7 |
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<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
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<script src="https://kit.fontawesome.com/a076d05399.js" crossorigin="anonymous"></script>
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| 9 |
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<style>
|
| 10 |
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@import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap');
|
| 11 |
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|
| 12 |
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body {
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| 13 |
+
font-family: 'Orbitron', sans-serif;
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| 14 |
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background-color: #0a0a1a;
|
| 15 |
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overflow: hidden;
|
| 16 |
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color: #00fffc;
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| 17 |
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}
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| 18 |
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| 19 |
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#gameCanvas {
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| 20 |
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background-color: #000022;
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| 21 |
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border: 2px solid #00fffc;
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| 22 |
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box-shadow: 0 0 20px #00fffc, inset 0 0 20px #00fffc;
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| 23 |
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}
|
| 24 |
+
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| 25 |
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.particle {
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| 26 |
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position: absolute;
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| 27 |
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border-radius: 50%;
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| 28 |
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pointer-events: none;
|
| 29 |
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}
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| 30 |
+
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| 31 |
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.glow-text {
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| 32 |
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text-shadow: 0 0 10px #00fffc, 0 0 20px #00fffc;
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| 33 |
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}
|
| 34 |
+
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| 35 |
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.cyber-btn {
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| 36 |
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background: linear-gradient(45deg, #00fffc, #0088ff);
|
| 37 |
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border: none;
|
| 38 |
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color: #000;
|
| 39 |
+
font-weight: bold;
|
| 40 |
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transition: all 0.3s;
|
| 41 |
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box-shadow: 0 0 15px #00fffc;
|
| 42 |
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}
|
| 43 |
+
|
| 44 |
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.cyber-btn:hover {
|
| 45 |
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transform: scale(1.05);
|
| 46 |
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box-shadow: 0 0 25px #00fffc;
|
| 47 |
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}
|
| 48 |
+
|
| 49 |
+
.grid-overlay {
|
| 50 |
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position: absolute;
|
| 51 |
+
top: 0;
|
| 52 |
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left: 0;
|
| 53 |
+
width: 100%;
|
| 54 |
+
height: 100%;
|
| 55 |
+
background:
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| 56 |
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linear-gradient(rgba(0, 255, 252, 0.1) 1px, transparent 1px),
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| 57 |
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linear-gradient(90deg, rgba(0, 255, 252, 0.1) 1px, transparent 1px);
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| 58 |
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background-size: 30px 30px;
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| 59 |
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pointer-events: none;
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| 60 |
+
}
|
| 61 |
+
|
| 62 |
+
.score-display {
|
| 63 |
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background: rgba(0, 20, 40, 0.7);
|
| 64 |
+
border: 2px solid #00fffc;
|
| 65 |
+
box-shadow: 0 0 15px #00fffc;
|
| 66 |
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}
|
| 67 |
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</style>
|
| 68 |
+
</head>
|
| 69 |
+
<body class="flex flex-col items-center justify-center min-h-screen">
|
| 70 |
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<div class="grid-overlay"></div>
|
| 71 |
+
|
| 72 |
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<h1 class="text-5xl font-bold mb-6 glow-text">CYBERNETIC PONG X</h1>
|
| 73 |
+
|
| 74 |
+
<div class="relative">
|
| 75 |
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<canvas id="gameCanvas" width="800" height="500" class="mb-4"></canvas>
|
| 76 |
+
|
| 77 |
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<div id="playerScore" class="score-display absolute top-4 left-4 px-4 py-2 rounded-lg text-2xl font-bold">0</div>
|
| 78 |
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<div id="aiScore" class="score-display absolute top-4 right-4 px-4 py-2 rounded-lg text-2xl font-bold">0</div>
|
| 79 |
+
|
| 80 |
+
<div id="startScreen" class="absolute inset-0 flex flex-col items-center justify-center bg-black bg-opacity-80">
|
| 81 |
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<h2 class="text-4xl font-bold mb-8 glow-text">READY FOR CYBER COMBAT?</h2>
|
| 82 |
+
<button id="startBtn" class="cyber-btn px-8 py-3 rounded-full text-xl mb-4">
|
| 83 |
+
<i class="fas fa-play mr-2"></i> INITIATE
|
| 84 |
+
</button>
|
| 85 |
+
<div class="flex space-x-4">
|
| 86 |
+
<button id="easyBtn" class="cyber-btn px-4 py-2 rounded-full">EASY MODE</button>
|
| 87 |
+
<button id="mediumBtn" class="cyber-btn px-4 py-2 rounded-full">NORMAL MODE</button>
|
| 88 |
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<button id="hardBtn" class="cyber-btn px-4 py-2 rounded-full">HACKER MODE</button>
|
| 89 |
+
</div>
|
| 90 |
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</div>
|
| 91 |
+
|
| 92 |
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<div id="gameOverScreen" class="absolute inset-0 hidden flex-col items-center justify-center bg-black bg-opacity-80">
|
| 93 |
+
<h2 id="gameOverText" class="text-4xl font-bold mb-8 glow-text"></h2>
|
| 94 |
+
<button id="restartBtn" class="cyber-btn px-8 py-3 rounded-full text-xl">
|
| 95 |
+
<i class="fas fa-redo mr-2"></i> REBOOT
|
| 96 |
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</button>
|
| 97 |
+
</div>
|
| 98 |
+
</div>
|
| 99 |
+
|
| 100 |
+
<div class="flex space-x-8 mt-6">
|
| 101 |
+
<div class="flex items-center">
|
| 102 |
+
<i class="fas fa-keyboard text-2xl mr-2 glow-text"></i>
|
| 103 |
+
<span class="text-xl">W/S: Move Paddle</span>
|
| 104 |
+
</div>
|
| 105 |
+
<div class="flex items-center">
|
| 106 |
+
<i class="fas fa-bolt text-2xl mr-2 glow-text"></i>
|
| 107 |
+
<span class="text-xl">SPACE: Power Shot</span>
|
| 108 |
+
</div>
|
| 109 |
+
</div>
|
| 110 |
+
|
| 111 |
+
<script>
|
| 112 |
+
document.addEventListener('DOMContentLoaded', () => {
|
| 113 |
+
const canvas = document.getElementById('gameCanvas');
|
| 114 |
+
const ctx = canvas.getContext('2d');
|
| 115 |
+
const playerScoreDisplay = document.getElementById('playerScore');
|
| 116 |
+
const aiScoreDisplay = document.getElementById('aiScore');
|
| 117 |
+
const startScreen = document.getElementById('startScreen');
|
| 118 |
+
const gameOverScreen = document.getElementById('gameOverScreen');
|
| 119 |
+
const gameOverText = document.getElementById('gameOverText');
|
| 120 |
+
const startBtn = document.getElementById('startBtn');
|
| 121 |
+
const restartBtn = document.getElementById('restartBtn');
|
| 122 |
+
const easyBtn = document.getElementById('easyBtn');
|
| 123 |
+
const mediumBtn = document.getElementById('mediumBtn');
|
| 124 |
+
const hardBtn = document.getElementById('hardBtn');
|
| 125 |
+
|
| 126 |
+
// Game variables
|
| 127 |
+
let gameRunning = false;
|
| 128 |
+
let difficulty = 5; // Default medium difficulty
|
| 129 |
+
let playerScore = 0;
|
| 130 |
+
let aiScore = 0;
|
| 131 |
+
let powerCharge = 0;
|
| 132 |
+
let powerActive = false;
|
| 133 |
+
|
| 134 |
+
// Paddle and ball properties
|
| 135 |
+
const paddleWidth = 15;
|
| 136 |
+
const paddleHeight = 100;
|
| 137 |
+
const ballSize = 15;
|
| 138 |
+
|
| 139 |
+
let playerPaddle = {
|
| 140 |
+
x: 30,
|
| 141 |
+
y: canvas.height / 2 - paddleHeight / 2,
|
| 142 |
+
width: paddleWidth,
|
| 143 |
+
height: paddleHeight,
|
| 144 |
+
speed: 8,
|
| 145 |
+
dy: 0
|
| 146 |
+
};
|
| 147 |
+
|
| 148 |
+
let aiPaddle = {
|
| 149 |
+
x: canvas.width - 30 - paddleWidth,
|
| 150 |
+
y: canvas.height / 2 - paddleHeight / 2,
|
| 151 |
+
width: paddleWidth,
|
| 152 |
+
height: paddleHeight,
|
| 153 |
+
speed: difficulty,
|
| 154 |
+
dy: 0
|
| 155 |
+
};
|
| 156 |
+
|
| 157 |
+
let ball = {
|
| 158 |
+
x: canvas.width / 2,
|
| 159 |
+
y: canvas.height / 2,
|
| 160 |
+
width: ballSize,
|
| 161 |
+
height: ballSize,
|
| 162 |
+
dx: 5,
|
| 163 |
+
dy: 5,
|
| 164 |
+
speed: 5,
|
| 165 |
+
trail: []
|
| 166 |
+
};
|
| 167 |
+
|
| 168 |
+
// Particles for explosions
|
| 169 |
+
let particles = [];
|
| 170 |
+
|
| 171 |
+
// Event listeners
|
| 172 |
+
startBtn.addEventListener('click', startGame);
|
| 173 |
+
restartBtn.addEventListener('click', restartGame);
|
| 174 |
+
easyBtn.addEventListener('click', () => setDifficulty(3));
|
| 175 |
+
mediumBtn.addEventListener('click', () => setDifficulty(5));
|
| 176 |
+
hardBtn.addEventListener('click', () => setDifficulty(8));
|
| 177 |
+
|
| 178 |
+
document.addEventListener('keydown', keyDownHandler);
|
| 179 |
+
document.addEventListener('keyup', keyUpHandler);
|
| 180 |
+
|
| 181 |
+
function setDifficulty(level) {
|
| 182 |
+
difficulty = level;
|
| 183 |
+
aiPaddle.speed = level;
|
| 184 |
+
|
| 185 |
+
// Update active button style
|
| 186 |
+
[easyBtn, mediumBtn, hardBtn].forEach(btn => btn.classList.remove('bg-purple-600'));
|
| 187 |
+
if (level === 3) easyBtn.classList.add('bg-purple-600');
|
| 188 |
+
if (level === 5) mediumBtn.classList.add('bg-purple-600');
|
| 189 |
+
if (level === 8) hardBtn.classList.add('bg-purple-600');
|
| 190 |
+
}
|
| 191 |
+
|
| 192 |
+
function keyDownHandler(e) {
|
| 193 |
+
if (!gameRunning) return;
|
| 194 |
+
|
| 195 |
+
if (e.key === 'w' || e.key === 'W') {
|
| 196 |
+
playerPaddle.dy = -playerPaddle.speed;
|
| 197 |
+
} else if (e.key === 's' || e.key === 'S') {
|
| 198 |
+
playerPaddle.dy = playerPaddle.speed;
|
| 199 |
+
} else if (e.key === ' ' && powerCharge >= 100) {
|
| 200 |
+
activatePowerShot();
|
| 201 |
+
}
|
| 202 |
+
}
|
| 203 |
+
|
| 204 |
+
function keyUpHandler(e) {
|
| 205 |
+
if (e.key === 'w' || e.key === 'W' || e.key === 's' || e.key === 'S') {
|
| 206 |
+
playerPaddle.dy = 0;
|
| 207 |
+
}
|
| 208 |
+
}
|
| 209 |
+
|
| 210 |
+
function activatePowerShot() {
|
| 211 |
+
powerActive = true;
|
| 212 |
+
powerCharge = 0;
|
| 213 |
+
|
| 214 |
+
// Create particles for power activation
|
| 215 |
+
for (let i = 0; i < 30; i++) {
|
| 216 |
+
createParticle(
|
| 217 |
+
playerPaddle.x + playerPaddle.width,
|
| 218 |
+
playerPaddle.y + playerPaddle.height / 2,
|
| 219 |
+
'#00fffc',
|
| 220 |
+
true
|
| 221 |
+
);
|
| 222 |
+
}
|
| 223 |
+
|
| 224 |
+
// Ball gets super speed temporarily
|
| 225 |
+
ball.dx = 15 * Math.sign(ball.dx);
|
| 226 |
+
ball.dy = 15 * Math.sign(ball.dy);
|
| 227 |
+
|
| 228 |
+
setTimeout(() => {
|
| 229 |
+
powerActive = false;
|
| 230 |
+
ball.dx = 5 * Math.sign(ball.dx);
|
| 231 |
+
ball.dy = 5 * Math.sign(ball.dy);
|
| 232 |
+
}, 1000);
|
| 233 |
+
}
|
| 234 |
+
|
| 235 |
+
function startGame() {
|
| 236 |
+
gameRunning = true;
|
| 237 |
+
startScreen.classList.add('hidden');
|
| 238 |
+
resetGame();
|
| 239 |
+
requestAnimationFrame(gameLoop);
|
| 240 |
+
}
|
| 241 |
+
|
| 242 |
+
function restartGame() {
|
| 243 |
+
gameOverScreen.classList.add('hidden');
|
| 244 |
+
playerScore = 0;
|
| 245 |
+
aiScore = 0;
|
| 246 |
+
updateScore();
|
| 247 |
+
resetGame();
|
| 248 |
+
requestAnimationFrame(gameLoop);
|
| 249 |
+
}
|
| 250 |
+
|
| 251 |
+
function resetGame() {
|
| 252 |
+
ball.x = canvas.width / 2;
|
| 253 |
+
ball.y = canvas.height / 2;
|
| 254 |
+
ball.dx = 5 * (Math.random() > 0.5 ? 1 : -1);
|
| 255 |
+
ball.dy = 5 * (Math.random() > 0.5 ? 1 : -1);
|
| 256 |
+
ball.trail = [];
|
| 257 |
+
|
| 258 |
+
playerPaddle.y = canvas.height / 2 - paddleHeight / 2;
|
| 259 |
+
aiPaddle.y = canvas.height / 2 - paddleHeight / 2;
|
| 260 |
+
|
| 261 |
+
powerCharge = 0;
|
| 262 |
+
powerActive = false;
|
| 263 |
+
}
|
| 264 |
+
|
| 265 |
+
function gameLoop() {
|
| 266 |
+
if (!gameRunning) return;
|
| 267 |
+
|
| 268 |
+
clearCanvas();
|
| 269 |
+
update();
|
| 270 |
+
draw();
|
| 271 |
+
|
| 272 |
+
requestAnimationFrame(gameLoop);
|
| 273 |
+
}
|
| 274 |
+
|
| 275 |
+
function clearCanvas() {
|
| 276 |
+
ctx.fillStyle = '#000022';
|
| 277 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
| 278 |
+
|
| 279 |
+
// Draw grid lines
|
| 280 |
+
ctx.strokeStyle = 'rgba(0, 255, 252, 0.1)';
|
| 281 |
+
ctx.lineWidth = 1;
|
| 282 |
+
|
| 283 |
+
// Vertical lines
|
| 284 |
+
for (let x = 0; x < canvas.width; x += 30) {
|
| 285 |
+
ctx.beginPath();
|
| 286 |
+
ctx.moveTo(x, 0);
|
| 287 |
+
ctx.lineTo(x, canvas.height);
|
| 288 |
+
ctx.stroke();
|
| 289 |
+
}
|
| 290 |
+
|
| 291 |
+
// Horizontal lines
|
| 292 |
+
for (let y = 0; y < canvas.height; y += 30) {
|
| 293 |
+
ctx.beginPath();
|
| 294 |
+
ctx.moveTo(0, y);
|
| 295 |
+
ctx.lineTo(canvas.width, y);
|
| 296 |
+
ctx.stroke();
|
| 297 |
+
}
|
| 298 |
+
|
| 299 |
+
// Center line
|
| 300 |
+
ctx.strokeStyle = 'rgba(0, 255, 252, 0.3)';
|
| 301 |
+
ctx.setLineDash([10, 10]);
|
| 302 |
+
ctx.beginPath();
|
| 303 |
+
ctx.moveTo(canvas.width / 2, 0);
|
| 304 |
+
ctx.lineTo(canvas.width / 2, canvas.height);
|
| 305 |
+
ctx.stroke();
|
| 306 |
+
ctx.setLineDash([]);
|
| 307 |
+
}
|
| 308 |
+
|
| 309 |
+
function update() {
|
| 310 |
+
// Update player paddle position
|
| 311 |
+
playerPaddle.y += playerPaddle.dy;
|
| 312 |
+
|
| 313 |
+
// Keep player paddle in bounds
|
| 314 |
+
if (playerPaddle.y < 0) {
|
| 315 |
+
playerPaddle.y = 0;
|
| 316 |
+
} else if (playerPaddle.y + playerPaddle.height > canvas.height) {
|
| 317 |
+
playerPaddle.y = canvas.height - playerPaddle.height;
|
| 318 |
+
}
|
| 319 |
+
|
| 320 |
+
// AI paddle follows ball with some imperfection
|
| 321 |
+
const aiPaddleCenter = aiPaddle.y + aiPaddle.height / 2;
|
| 322 |
+
const ballCenter = ball.y + ball.height / 2;
|
| 323 |
+
|
| 324 |
+
// Add some randomness to AI difficulty
|
| 325 |
+
const aiError = Math.random() * (difficulty * 5);
|
| 326 |
+
|
| 327 |
+
if (aiPaddleCenter < ballCenter - aiError) {
|
| 328 |
+
aiPaddle.dy = aiPaddle.speed;
|
| 329 |
+
} else if (aiPaddleCenter > ballCenter + aiError) {
|
| 330 |
+
aiPaddle.dy = -aiPaddle.speed;
|
| 331 |
+
} else {
|
| 332 |
+
aiPaddle.dy = 0;
|
| 333 |
+
}
|
| 334 |
+
|
| 335 |
+
aiPaddle.y += aiPaddle.dy;
|
| 336 |
+
|
| 337 |
+
// Keep AI paddle in bounds
|
| 338 |
+
if (aiPaddle.y < 0) {
|
| 339 |
+
aiPaddle.y = 0;
|
| 340 |
+
} else if (aiPaddle.y + aiPaddle.height > canvas.height) {
|
| 341 |
+
aiPaddle.y = canvas.height - aiPaddle.height;
|
| 342 |
+
}
|
| 343 |
+
|
| 344 |
+
// Update ball position
|
| 345 |
+
ball.x += ball.dx;
|
| 346 |
+
ball.y += ball.dy;
|
| 347 |
+
|
| 348 |
+
// Add current position to trail (for cool effect)
|
| 349 |
+
ball.trail.push({x: ball.x, y: ball.y});
|
| 350 |
+
if (ball.trail.length > 10) {
|
| 351 |
+
ball.trail.shift();
|
| 352 |
+
}
|
| 353 |
+
|
| 354 |
+
// Ball collision with top and bottom walls
|
| 355 |
+
if (ball.y < 0 || ball.y + ball.height > canvas.height) {
|
| 356 |
+
ball.dy = -ball.dy;
|
| 357 |
+
createImpactParticles(ball.x, ball.y);
|
| 358 |
+
}
|
| 359 |
+
|
| 360 |
+
// Ball collision with paddles
|
| 361 |
+
if (
|
| 362 |
+
ball.x < playerPaddle.x + playerPaddle.width &&
|
| 363 |
+
ball.x + ball.width > playerPaddle.x &&
|
| 364 |
+
ball.y < playerPaddle.y + playerPaddle.height &&
|
| 365 |
+
ball.y + ball.height > playerPaddle.y
|
| 366 |
+
) {
|
| 367 |
+
// Calculate angle based on where ball hits paddle
|
| 368 |
+
const hitPosition = (ball.y - playerPaddle.y) / playerPaddle.height;
|
| 369 |
+
const angle = (hitPosition - 0.5) * Math.PI / 2;
|
| 370 |
+
|
| 371 |
+
ball.dx = Math.abs(ball.dx) + 0.2; // Increase speed slightly
|
| 372 |
+
ball.dy = Math.sin(angle) * ball.speed;
|
| 373 |
+
|
| 374 |
+
// Charge power on hit
|
| 375 |
+
powerCharge = Math.min(100, powerCharge + 20);
|
| 376 |
+
|
| 377 |
+
createImpactParticles(playerPaddle.x + playerPaddle.width, ball.y);
|
| 378 |
+
}
|
| 379 |
+
|
| 380 |
+
if (
|
| 381 |
+
ball.x < aiPaddle.x + aiPaddle.width &&
|
| 382 |
+
ball.x + ball.width > aiPaddle.x &&
|
| 383 |
+
ball.y < aiPaddle.y + aiPaddle.height &&
|
| 384 |
+
ball.y + ball.height > aiPaddle.y
|
| 385 |
+
) {
|
| 386 |
+
// Calculate angle based on where ball hits paddle
|
| 387 |
+
const hitPosition = (ball.y - aiPaddle.y) / aiPaddle.height;
|
| 388 |
+
const angle = (hitPosition - 0.5) * Math.PI / 2;
|
| 389 |
+
|
| 390 |
+
ball.dx = -Math.abs(ball.dx) - 0.2; // Increase speed slightly
|
| 391 |
+
ball.dy = Math.sin(angle) * ball.speed;
|
| 392 |
+
|
| 393 |
+
createImpactParticles(aiPaddle.x, ball.y);
|
| 394 |
+
}
|
| 395 |
+
|
| 396 |
+
// Ball out of bounds (score)
|
| 397 |
+
if (ball.x < 0) {
|
| 398 |
+
aiScore++;
|
| 399 |
+
updateScore();
|
| 400 |
+
createExplosion(ball.x, ball.y);
|
| 401 |
+
resetBall();
|
| 402 |
+
} else if (ball.x + ball.width > canvas.width) {
|
| 403 |
+
playerScore++;
|
| 404 |
+
updateScore();
|
| 405 |
+
createExplosion(ball.x, ball.y);
|
| 406 |
+
resetBall();
|
| 407 |
+
}
|
| 408 |
+
|
| 409 |
+
// Update particles
|
| 410 |
+
updateParticles();
|
| 411 |
+
|
| 412 |
+
// Check for game over
|
| 413 |
+
if (playerScore >= 5 || aiScore >= 5) {
|
| 414 |
+
endGame();
|
| 415 |
+
}
|
| 416 |
+
}
|
| 417 |
+
|
| 418 |
+
function resetBall() {
|
| 419 |
+
ball.x = canvas.width / 2;
|
| 420 |
+
ball.y = canvas.height / 2;
|
| 421 |
+
ball.dx = 5 * (Math.random() > 0.5 ? 1 : -1);
|
| 422 |
+
ball.dy = 5 * (Math.random() > 0.5 ? 1 : -1);
|
| 423 |
+
ball.trail = [];
|
| 424 |
+
|
| 425 |
+
// Small delay before next round
|
| 426 |
+
gameRunning = false;
|
| 427 |
+
setTimeout(() => {
|
| 428 |
+
gameRunning = true;
|
| 429 |
+
}, 1000);
|
| 430 |
+
}
|
| 431 |
+
|
| 432 |
+
function updateScore() {
|
| 433 |
+
playerScoreDisplay.textContent = playerScore;
|
| 434 |
+
aiScoreDisplay.textContent = aiScore;
|
| 435 |
+
}
|
| 436 |
+
|
| 437 |
+
function endGame() {
|
| 438 |
+
gameRunning = false;
|
| 439 |
+
gameOverScreen.classList.remove('hidden');
|
| 440 |
+
|
| 441 |
+
if (playerScore > aiScore) {
|
| 442 |
+
gameOverText.textContent = "SYSTEM DOMINATION COMPLETE";
|
| 443 |
+
gameOverText.style.color = "#00ff00";
|
| 444 |
+
} else {
|
| 445 |
+
gameOverText.textContent = "SYSTEM FAILURE DETECTED";
|
| 446 |
+
gameOverText.style.color = "#ff0033";
|
| 447 |
+
}
|
| 448 |
+
}
|
| 449 |
+
|
| 450 |
+
function draw() {
|
| 451 |
+
// Draw ball trail
|
| 452 |
+
for (let i = 0; i < ball.trail.length; i++) {
|
| 453 |
+
const alpha = i / ball.trail.length;
|
| 454 |
+
ctx.fillStyle = `rgba(0, 255, 252, ${alpha * 0.5})`;
|
| 455 |
+
ctx.beginPath();
|
| 456 |
+
ctx.arc(ball.trail[i].x + ball.width / 2, ball.trail[i].y + ball.height / 2, ball.width / 2 * alpha, 0, Math.PI * 2);
|
| 457 |
+
ctx.fill();
|
| 458 |
+
}
|
| 459 |
+
|
| 460 |
+
// Draw ball
|
| 461 |
+
const gradient = ctx.createRadialGradient(
|
| 462 |
+
ball.x + ball.width / 2, ball.y + ball.height / 2, 0,
|
| 463 |
+
ball.x + ball.width / 2, ball.y + ball.height / 2, ball.width / 2
|
| 464 |
+
);
|
| 465 |
+
gradient.addColorStop(0, powerActive ? '#ff00ff' : '#00fffc');
|
| 466 |
+
gradient.addColorStop(1, powerActive ? '#ff0000' : '#0088ff');
|
| 467 |
+
|
| 468 |
+
ctx.fillStyle = gradient;
|
| 469 |
+
ctx.beginPath();
|
| 470 |
+
ctx.arc(ball.x + ball.width / 2, ball.y + ball.height / 2, ball.width / 2, 0, Math.PI * 2);
|
| 471 |
+
ctx.fill();
|
| 472 |
+
|
| 473 |
+
// Draw player paddle
|
| 474 |
+
const paddleGradient = ctx.createLinearGradient(
|
| 475 |
+
playerPaddle.x, playerPaddle.y,
|
| 476 |
+
playerPaddle.x + playerPaddle.width, playerPaddle.y + playerPaddle.height
|
| 477 |
+
);
|
| 478 |
+
paddleGradient.addColorStop(0, '#00fffc');
|
| 479 |
+
paddleGradient.addColorStop(1, '#0088ff');
|
| 480 |
+
|
| 481 |
+
ctx.fillStyle = paddleGradient;
|
| 482 |
+
ctx.fillRect(playerPaddle.x, playerPaddle.y, playerPaddle.width, playerPaddle.height);
|
| 483 |
+
|
| 484 |
+
// Draw AI paddle
|
| 485 |
+
const aiPaddleGradient = ctx.createLinearGradient(
|
| 486 |
+
aiPaddle.x, aiPaddle.y,
|
| 487 |
+
aiPaddle.x + aiPaddle.width, aiPaddle.y + aiPaddle.height
|
| 488 |
+
);
|
| 489 |
+
aiPaddleGradient.addColorStop(0, '#ff00ff');
|
| 490 |
+
aiPaddleGradient.addColorStop(1, '#ff0033');
|
| 491 |
+
|
| 492 |
+
ctx.fillStyle = aiPaddleGradient;
|
| 493 |
+
ctx.fillRect(aiPaddle.x, aiPaddle.y, aiPaddle.width, aiPaddle.height);
|
| 494 |
+
|
| 495 |
+
// Draw power meter
|
| 496 |
+
ctx.fillStyle = 'rgba(0, 20, 40, 0.7)';
|
| 497 |
+
ctx.fillRect(20, canvas.height - 30, 200, 20);
|
| 498 |
+
|
| 499 |
+
ctx.fillStyle = powerCharge >= 100 ? '#ff00ff' : '#00fffc';
|
| 500 |
+
ctx.fillRect(20, canvas.height - 30, 200 * (powerCharge / 100), 20);
|
| 501 |
+
|
| 502 |
+
ctx.strokeStyle = '#00fffc';
|
| 503 |
+
ctx.strokeRect(20, canvas.height - 30, 200, 20);
|
| 504 |
+
|
| 505 |
+
ctx.fillStyle = '#00fffc';
|
| 506 |
+
ctx.font = '14px Orbitron';
|
| 507 |
+
ctx.fillText('POWER SHOT', 25, canvas.height - 35);
|
| 508 |
+
|
| 509 |
+
if (powerCharge >= 100) {
|
| 510 |
+
ctx.fillStyle = '#ff00ff';
|
| 511 |
+
ctx.font = 'bold 14px Orbitron';
|
| 512 |
+
ctx.fillText('READY!', 150, canvas.height - 35);
|
| 513 |
+
}
|
| 514 |
+
|
| 515 |
+
// Draw particles
|
| 516 |
+
drawParticles();
|
| 517 |
+
}
|
| 518 |
+
|
| 519 |
+
function createImpactParticles(x, y) {
|
| 520 |
+
for (let i = 0; i < 10; i++) {
|
| 521 |
+
createParticle(x, y, '#00fffc');
|
| 522 |
+
}
|
| 523 |
+
}
|
| 524 |
+
|
| 525 |
+
function createExplosion(x, y) {
|
| 526 |
+
for (let i = 0; i < 50; i++) {
|
| 527 |
+
createParticle(x, y, i % 2 === 0 ? '#ff00ff' : '#00fffc', true);
|
| 528 |
+
}
|
| 529 |
+
}
|
| 530 |
+
|
| 531 |
+
function createParticle(x, y, color, isExplosion = false) {
|
| 532 |
+
const size = Math.random() * 4 + 2;
|
| 533 |
+
const angle = Math.random() * Math.PI * 2;
|
| 534 |
+
const speed = isExplosion ? Math.random() * 5 + 2 : Math.random() * 3 + 1;
|
| 535 |
+
|
| 536 |
+
particles.push({
|
| 537 |
+
x: x,
|
| 538 |
+
y: y,
|
| 539 |
+
size: size,
|
| 540 |
+
color: color,
|
| 541 |
+
dx: Math.cos(angle) * speed,
|
| 542 |
+
dy: Math.sin(angle) * speed,
|
| 543 |
+
life: isExplosion ? 60 : 30,
|
| 544 |
+
maxLife: isExplosion ? 60 : 30
|
| 545 |
+
});
|
| 546 |
+
}
|
| 547 |
+
|
| 548 |
+
function updateParticles() {
|
| 549 |
+
for (let i = particles.length - 1; i >= 0; i--) {
|
| 550 |
+
const p = particles[i];
|
| 551 |
+
|
| 552 |
+
p.x += p.dx;
|
| 553 |
+
p.y += p.dy;
|
| 554 |
+
p.life--;
|
| 555 |
+
|
| 556 |
+
// Apply gravity to explosion particles
|
| 557 |
+
if (p.life < p.maxLife / 2) {
|
| 558 |
+
p.dy += 0.1;
|
| 559 |
+
}
|
| 560 |
+
|
| 561 |
+
if (p.life <= 0) {
|
| 562 |
+
particles.splice(i, 1);
|
| 563 |
+
}
|
| 564 |
+
}
|
| 565 |
+
}
|
| 566 |
+
|
| 567 |
+
function drawParticles() {
|
| 568 |
+
for (const p of particles) {
|
| 569 |
+
const alpha = p.life / p.maxLife;
|
| 570 |
+
ctx.fillStyle = `${p.color.replace(')', `, ${alpha})`).replace('rgb', 'rgba')}`;
|
| 571 |
+
ctx.beginPath();
|
| 572 |
+
ctx.arc(p.x, p.y, p.size * alpha, 0, Math.PI * 2);
|
| 573 |
+
ctx.fill();
|
| 574 |
+
}
|
| 575 |
+
}
|
| 576 |
+
|
| 577 |
+
// Set default difficulty
|
| 578 |
+
setDifficulty(5);
|
| 579 |
+
});
|
| 580 |
+
</script>
|
| 581 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=andreaschandra/cybernetic-pong-x" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 582 |
+
</html>
|