Spaces:
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Manual changes saved
Browse files- index.html +194 -123
index.html
CHANGED
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@@ -3,7 +3,7 @@
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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-
<title>BattleZone Royale - Enemies
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<script src="https://cdn.tailwindcss.com"></script>
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<script src="https://unpkg.com/feather-icons"></script>
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<style>
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@@ -167,11 +167,7 @@
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const keys = { w:false,a:false,s:false,d:false,e:false,q:false,r:false,f:false };
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const mouse = { canvasX:0, canvasY:0, worldX:0, worldY:0, down:false };
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-
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| 171 |
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function equipSlot(index){
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player.equippedIndex = index;
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updateHUD();
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}
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window.addEventListener('keydown',(e)=>{
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const k = e.key.toLowerCase();
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@@ -200,7 +196,7 @@
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window.addEventListener('keyup',(e)=>{
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const k = e.key.toLowerCase();
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if (k in keys) keys[k] = false;
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-
if (k === 'e') keys.e = true;
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if (k === 'q') keys.q = true;
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});
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@@ -285,19 +281,23 @@
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id:'e'+i, x:ex, y:ey, radius:14, angle:0, speed:110+rand(-20,20),
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health: 80 + randInt(0,40), lastMelee:0, meleeRate:800 + randInt(-200,200),
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roamTimer: rand(0,3),
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//
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inventory: [null,null,null,null,null],
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selectedSlot: 0,
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equippedIndex: -1,
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materials: 0,
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lastShot:0,
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reloadingUntil: 0
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});
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}
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updatePlayerCount();
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}
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// HUD init
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function initHUD(){
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hudHealth.classList.remove('hidden');
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hudGearWrap.classList.remove('hidden');
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@@ -345,7 +345,7 @@
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feather.replace();
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}
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// Camera
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function cameraUpdate(){
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if (!canvas.width || !canvas.height) return;
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camera.x = player.x - canvas.width/2;
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@@ -355,7 +355,7 @@
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}
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function worldToScreen(wx,wy){ return { x: Math.round(wx - camera.x), y: Math.round(wy - camera.y) }; }
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// Shooting, reload, melee
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function shootBullet(originX, originY, targetX, targetY, weaponObj, shooterId){
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if (!weaponObj || (typeof weaponObj.ammoInMag === 'number' && weaponObj.ammoInMag <= 0)) return false;
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const speed = 1100;
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@@ -395,7 +395,7 @@
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for (const e of enemies){
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if (e.health <= 0) continue;
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const d = Math.hypot(e.x - player.x, e.y - player.y);
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if (d < 36){ e.health -= 18; if (e.health <= 0) { e.health = 0; player.kills++; player.materials += 2; updatePlayerCount(); } }
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}
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for (const obj of objects){
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if (obj.dead) continue;
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@@ -407,7 +407,7 @@
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}
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}
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// Interact
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function interactNearby(){
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const sel = player.selectedSlot;
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const selItem = player.inventory[sel];
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@@ -418,22 +418,18 @@
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updateHUD();
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return;
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}
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-
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const range = 56;
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for (const chest of chests){
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if (chest.opened) continue;
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const d = Math.hypot(chest.x - player.x, chest.y - player.y);
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if (d < range){
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chest.opened = true;
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const loot = chest.loot;
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const px = chest.x + rand(-20,20), py = chest.y + rand(-20,20);
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if (loot.type === 'weapon'){
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pickups.push({ x:px, y:py, type:'medkit', amount: loot.amount || 1 });
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} else if (loot.type === 'materials') {
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pickups.push({ x:px, y:py, type:'materials', amount: loot.amount || 5 });
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}
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if (Math.random() < 0.25){
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pickups.push({ x:px+8, y:py+8, type:'ammo', forWeapon: null, amount: randInt(6,30) });
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}
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@@ -441,7 +437,6 @@
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return;
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}
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}
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-
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for (let i=pickups.length-1;i>=0;i--){
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const p = pickups[i];
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const d = Math.hypot(p.x - player.x, p.y - player.y);
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@@ -485,7 +480,6 @@
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// Enemy helpers: equip best weapon, reload, collect pickups
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function enemyEquipBestWeapon(e){
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// choose weapon with highest effective DPS (approx = dmg / rate)
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let bestIdx = -1;
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let bestScore = -Infinity;
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for (let i=0;i<5;i++){
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@@ -500,20 +494,18 @@
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function enemyPickupCollect(e, p){
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if (p.type === 'weapon'){
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// try to merge into existing same weapon
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for (let s=0;s<5;s++){
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const it = e.inventory[s];
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if (it && it.type==='weapon' && it.weapon.name === p.weapon.name){
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it.ammoReserve += p.ammoReserve;
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it.ammoInMag = Math.min(it.weapon.magSize, it.ammoInMag + p.ammoInMag);
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return;
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}
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}
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// place in empty slot
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for (let s=0;s<5;s++){
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if (!e.inventory[s]) { e.inventory[s] = { type:'weapon', weapon:p.weapon, ammoInMag:p.ammoInMag, ammoReserve:p.ammoReserve }; enemyEquipBestWeapon(e); return; }
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}
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// replace worst weapon if pickup is better
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let worstIdx = -1, worstScore = Infinity;
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const pickupScore = (p.weapon.dmg || 1) / (p.weapon.rate || 300);
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for (let s=0;s<5;s++){
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@@ -521,28 +513,24 @@
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if (it && it.type==='weapon'){
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const score = (it.weapon.dmg || 1) / (it.weapon.rate || 300);
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if (score < worstScore){ worstScore = score; worstIdx = s; }
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}
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}
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if (pickupScore > worstScore && worstIdx !== -1){
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e.inventory[worstIdx] = { type:'weapon', weapon:p.weapon, ammoInMag:p.ammoInMag, ammoReserve:p.ammoReserve };
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enemyEquipBestWeapon(e);
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} else {
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// otherwise stash as materials/ammo
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e.materials += Math.floor((p.ammoReserve || 0) / 2);
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}
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} else if (p.type === 'medkit'){
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// stack or place
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for (let s=0;s<5;s++){
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const it = e.inventory[s];
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if (it && it.type==='medkit'){ it.amount += p.amount; return; }
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}
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for (let s=0;s<5;s++){ if (!e.inventory[s]) { e.inventory[s] = { type:'medkit', amount:p.amount }; return; } }
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// stash as materials fallback
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e.materials += 3;
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} else if (p.type === 'materials'){
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e.materials += p.amount;
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} else if (p.type === 'ammo'){
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// add to any weapon
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for (let s=0;s<5;s++){ const it=e.inventory[s]; if (it && it.type==='weapon'){ it.ammoReserve += p.amount; return; } }
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e.materials += p.amount;
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}
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@@ -559,7 +547,6 @@
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}
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function enemyTryBuild(e){
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if (e.materials < 10) return false;
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// build with small chance or when under pressure
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e.materials -= 10;
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const bx = e.x + Math.cos(e.angle) * 48;
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const by = e.y + Math.sin(e.angle) * 48;
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@@ -604,7 +591,7 @@
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return closest;
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}
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// Bullets update
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function bulletsUpdate(dt){
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for (let i=bullets.length-1;i>=0;i--){
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const b = bullets[i];
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@@ -626,6 +613,7 @@
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if (b.shooter === e.id) continue;
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if (Math.hypot(e.x - b.x, e.y - b.y) < 14){
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e.health -= b.dmg;
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if (e.health <= 0){ e.health = 0; if (b.shooter === 'player'){ player.kills++; player.materials += 2; updatePlayerCount(); } }
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bullets.splice(i,1); break;
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}
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@@ -660,83 +648,142 @@
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}
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}
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//
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function updateEnemies(dt, now){
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for (const e of enemies){
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if (e.health <= 0) continue;
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e.roamTimer -= dt;
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//
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-
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-
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for (const other of enemies){
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if (other === e || other.health <= 0) continue;
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const d = Math.hypot(other.x - e.x, other.y - e.y);
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if (d < bestDist && Math.random() < 0.6){ bestDist = d; target = other; }
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}
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//
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if (
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e.
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const avoid = e.health < 20 && Math.random() < 0.6;
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const moveDir = avoid ? -1 : 1;
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e.x += Math.cos(e.angle) * e.speed * dt * moveDir;
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e.y += Math.sin(e.angle) * e.speed * dt * moveDir;
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} else {
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e.x += Math.cos(e.angle) * e.speed * dt * 0.25;
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e.y += Math.sin(e.angle) * e.speed * dt * 0.25;
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if (Math.random() < 0.01) e.angle += (Math.random()-0.5)*2;
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}
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e.x = Math.max(12, Math.min(WORLD.width-12, e.x));
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e.y = Math.max(12, Math.min(WORLD.height-12, e.y));
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-
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// enemy loot chests if close
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for (const chest of chests){
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if (chest.opened) continue;
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const d = Math.hypot(chest.x - e.x, chest.y - e.y);
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if (d < 24){
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chest.opened = true;
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const loot = chest.loot;
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const px = chest.x + rand(-12,12), py = chest.y + rand(-12,12);
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if (loot.type === 'weapon') pickups.push({ x:px, y:py, type:'weapon', weapon: makeWeaponProto(loot.weapon), ammoInMag: loot.weapon.magSize || 12, ammoReserve: loot.weapon.startReserve || (loot.weapon.magSize*2 || 24) });
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else if (loot.type === 'medkit') pickups.push({ x:px, y:py, type:'medkit', amount: loot.amount || 1 });
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else if (loot.type === 'materials') pickups.push({ x:px, y:py, type:'materials', amount: loot.amount || 5 });
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}
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}
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// enemies pick up nearby pickups automatically using enemyPickupCollect
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for (let i=pickups.length-1;i>=0;i--){
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const p = pickups[i];
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if (Math.hypot(p.x - e.x, p.y - e.y) < 18){
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enemyPickupCollect(e, p);
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pickups.splice(i,1);
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}
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}
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//
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if (e.health < 60){
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for (let s=0;s<5;s++){
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const it = e.inventory[s];
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if (it && it.type === 'medkit'){
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it.amount -= 1;
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e.health = Math.min(120, e.health + 50);
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if (it.amount <= 0) e.inventory[s] = null;
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break;
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}
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}
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}
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//
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-
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-
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}
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//
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if (e.
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enemyEquipBestWeapon(e);
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}
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-
//
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if (e.equippedIndex >= 0){
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const eq = e.inventory[e.equippedIndex];
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if (eq && eq.type === 'weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
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}
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}
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//
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-
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// If
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const blocked = !hasLineOfSight(e.x, e.y, target.x, target.y);
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if (blocked){
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const blocker = findBlockingObject(e.x, e.y, target.x, target.y);
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| 754 |
if (blocker){
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| 755 |
const db = Math.hypot(blocker.x - e.x, blocker.y - e.y);
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// if close, melee to break
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if (db < 36){
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blocker.hp -= 18 * dt * 2;
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if (blocker.hp <= 0){ blocker.dead = true;
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} else {
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// shoot at blocker if
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if (e.equippedIndex >= 0){
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const eq = e.inventory[e.equippedIndex];
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if (eq && eq.type === 'weapon' && eq.ammoInMag > 0 && now - e.lastShot > (eq.weapon.rate || 300)){
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@@ -768,43 +826,58 @@
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shootBullet(e.x + Math.cos(angle)*12, e.y + Math.sin(angle)*12, blocker.x + (Math.random()-0.5)*6, blocker.y + (Math.random()-0.5)*6, eq, e.id);
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}
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} else {
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// move towards blocker to melee
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e.angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
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e.x += Math.cos(e.angle) * e.speed * dt * 0.8;
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e.y += Math.sin(e.angle) * e.speed * dt * 0.8;
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| 775 |
}
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}
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-
continue;
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| 778 |
}
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}
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| 780 |
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| 781 |
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// Attack: melee if close
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-
if (
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e.lastMelee = now;
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const dmg = 10 + randInt(0,8);
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-
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-
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-
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} else {
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target.health -= dmg;
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-
if (target.health <= 0) target.health = 0;
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-
}
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} else if (e.equippedIndex >= 0){
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const eq = e.inventory[e.equippedIndex];
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if (eq && eq.type === 'weapon' && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
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-
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-
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-
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-
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| 800 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 801 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 802 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 803 |
}
|
| 804 |
}
|
| 805 |
}
|
| 806 |
|
| 807 |
-
// Storm
|
| 808 |
const storm = { maxRadius: 2400, radius:2400, centerX: WORLD.width/2, centerY: WORLD.height/2, damagePerSecond:1, closingSpeed: 0.6, active:false };
|
| 809 |
let stormDamageAccumulator = 0;
|
| 810 |
function playerInStorm(){ return Math.hypot(player.x - storm.centerX, player.y - storm.centerY) > storm.radius; }
|
|
@@ -881,7 +954,6 @@
|
|
| 881 |
ctx.fillStyle='rgba(0,0,0,0.18)'; ctx.beginPath(); ctx.ellipse(s.x,s.y+8,18,8,0,0,Math.PI*2); ctx.fill();
|
| 882 |
ctx.fillStyle = obj.type==='wood'? '#6b3b1a' : (obj.type==='stone'? '#6b6b6b' : '#8b5a32');
|
| 883 |
ctx.fillRect(s.x-12, s.y-h, 24, h);
|
| 884 |
-
// HP bar for walls
|
| 885 |
if (obj.type==='wall'){
|
| 886 |
ctx.fillStyle='rgba(0,0,0,0.6)'; ctx.fillRect(s.x-18, s.y-h-10, 36, 6);
|
| 887 |
const hpPct = Math.max(0, obj.hp / obj.maxHp);
|
|
@@ -946,6 +1018,9 @@
|
|
| 946 |
ctx.fillStyle = e.inventory[e.equippedIndex].weapon.color || '#fff';
|
| 947 |
ctx.fillRect(-10,12,8,6);
|
| 948 |
}
|
|
|
|
|
|
|
|
|
|
| 949 |
ctx.restore();
|
| 950 |
}
|
| 951 |
}
|
|
@@ -1018,7 +1093,7 @@
|
|
| 1018 |
const dt = Math.min(0.05, (ts - lastTime)/1000);
|
| 1019 |
lastTime = ts;
|
| 1020 |
|
| 1021 |
-
// movement
|
| 1022 |
let dx=0, dy=0;
|
| 1023 |
if (keys.w) dy -= 1; if (keys.s) dy += 1; if (keys.a) dx -= 1; if (keys.d) dx += 1;
|
| 1024 |
if (dx !== 0 || dy !== 0){
|
|
@@ -1043,7 +1118,7 @@
|
|
| 1043 |
if (selected && selected.type === 'weapon') activeWeaponItem = selected;
|
| 1044 |
}
|
| 1045 |
|
| 1046 |
-
//
|
| 1047 |
if (mouse.down){
|
| 1048 |
if (player.equippedIndex === -1){
|
| 1049 |
playerMeleeHit();
|
|
@@ -1059,20 +1134,16 @@
|
|
| 1059 |
}
|
| 1060 |
}
|
| 1061 |
|
| 1062 |
-
// reload
|
| 1063 |
if (keys.r) { reloadEquipped(); keys.r = false; }
|
| 1064 |
-
|
| 1065 |
-
// interact/use
|
| 1066 |
if (keys.e){ interactNearby(); keys.e = false; }
|
| 1067 |
-
|
| 1068 |
-
// build
|
| 1069 |
if (keys.q){ tryBuild(); keys.q = false; }
|
| 1070 |
|
| 1071 |
-
//
|
| 1072 |
updateEnemies(dt, performance.now());
|
| 1073 |
bulletsUpdate(dt);
|
| 1074 |
|
| 1075 |
-
//
|
| 1076 |
for (let i=pickups.length-1;i>=0;i--){
|
| 1077 |
const p = pickups[i];
|
| 1078 |
if (Math.hypot(p.x - player.x, p.y - player.y) < 18){ pickupCollect(p); pickups.splice(i,1); updateHUD(); }
|
|
|
|
| 3 |
<head>
|
| 4 |
<meta charset="utf-8" />
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
| 6 |
+
<title>BattleZone Royale - Enemies Gather First</title>
|
| 7 |
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
<script src="https://unpkg.com/feather-icons"></script>
|
| 9 |
<style>
|
|
|
|
| 167 |
const keys = { w:false,a:false,s:false,d:false,e:false,q:false,r:false,f:false };
|
| 168 |
const mouse = { canvasX:0, canvasY:0, worldX:0, worldY:0, down:false };
|
| 169 |
|
| 170 |
+
function equipSlot(index){ player.equippedIndex = index; updateHUD(); }
|
|
|
|
|
|
|
|
|
|
|
|
|
| 171 |
|
| 172 |
window.addEventListener('keydown',(e)=>{
|
| 173 |
const k = e.key.toLowerCase();
|
|
|
|
| 196 |
window.addEventListener('keyup',(e)=>{
|
| 197 |
const k = e.key.toLowerCase();
|
| 198 |
if (k in keys) keys[k] = false;
|
| 199 |
+
if (k === 'e') keys.e = true;
|
| 200 |
if (k === 'q') keys.q = true;
|
| 201 |
});
|
| 202 |
|
|
|
|
| 281 |
id:'e'+i, x:ex, y:ey, radius:14, angle:0, speed:110+rand(-20,20),
|
| 282 |
health: 80 + randInt(0,40), lastMelee:0, meleeRate:800 + randInt(-200,200),
|
| 283 |
roamTimer: rand(0,3),
|
| 284 |
+
// enemy state machine and inventory
|
| 285 |
inventory: [null,null,null,null,null],
|
| 286 |
selectedSlot: 0,
|
| 287 |
+
equippedIndex: -1,
|
| 288 |
materials: 0,
|
| 289 |
+
lastShot: 0,
|
| 290 |
+
reloadingUntil: 0,
|
| 291 |
+
lastAttackedTime: 0,
|
| 292 |
+
state: 'gather', // 'gather' -> 'combat' -> 'defend' ...
|
| 293 |
+
gatherTimeLeft: rand(8,16), // seconds to try gather before switching
|
| 294 |
+
target: null // {type:'chest'|'object'|'pickup'|'player', ref:...}
|
| 295 |
});
|
| 296 |
}
|
| 297 |
updatePlayerCount();
|
| 298 |
}
|
| 299 |
|
| 300 |
+
// HUD init
|
| 301 |
function initHUD(){
|
| 302 |
hudHealth.classList.remove('hidden');
|
| 303 |
hudGearWrap.classList.remove('hidden');
|
|
|
|
| 345 |
feather.replace();
|
| 346 |
}
|
| 347 |
|
| 348 |
+
// Camera helpers
|
| 349 |
function cameraUpdate(){
|
| 350 |
if (!canvas.width || !canvas.height) return;
|
| 351 |
camera.x = player.x - canvas.width/2;
|
|
|
|
| 355 |
}
|
| 356 |
function worldToScreen(wx,wy){ return { x: Math.round(wx - camera.x), y: Math.round(wy - camera.y) }; }
|
| 357 |
|
| 358 |
+
// Shooting, reload, melee (player)
|
| 359 |
function shootBullet(originX, originY, targetX, targetY, weaponObj, shooterId){
|
| 360 |
if (!weaponObj || (typeof weaponObj.ammoInMag === 'number' && weaponObj.ammoInMag <= 0)) return false;
|
| 361 |
const speed = 1100;
|
|
|
|
| 395 |
for (const e of enemies){
|
| 396 |
if (e.health <= 0) continue;
|
| 397 |
const d = Math.hypot(e.x - player.x, e.y - player.y);
|
| 398 |
+
if (d < 36){ e.health -= 18; if (e.health <= 0) { e.health = 0; player.kills++; player.materials += 2; updatePlayerCount(); e.lastAttackedTime = performance.now(); } }
|
| 399 |
}
|
| 400 |
for (const obj of objects){
|
| 401 |
if (obj.dead) continue;
|
|
|
|
| 407 |
}
|
| 408 |
}
|
| 409 |
|
| 410 |
+
// Interact (player)
|
| 411 |
function interactNearby(){
|
| 412 |
const sel = player.selectedSlot;
|
| 413 |
const selItem = player.inventory[sel];
|
|
|
|
| 418 |
updateHUD();
|
| 419 |
return;
|
| 420 |
}
|
|
|
|
| 421 |
const range = 56;
|
| 422 |
for (const chest of chests){
|
| 423 |
if (chest.opened) continue;
|
| 424 |
const d = Math.hypot(chest.x - player.x, chest.y - player.y);
|
| 425 |
if (d < range){
|
| 426 |
+
// open and spawn pickups (player)
|
| 427 |
chest.opened = true;
|
| 428 |
const loot = chest.loot;
|
| 429 |
const px = chest.x + rand(-20,20), py = chest.y + rand(-20,20);
|
| 430 |
+
if (loot.type === 'weapon') pickups.push({ x:px, y:py, type:'weapon', weapon: makeWeaponProto(loot.weapon), ammoInMag: loot.weapon.magSize || 12, ammoReserve: loot.weapon.startReserve || (loot.weapon.magSize*2 || 24) });
|
| 431 |
+
else if (loot.type === 'medkit') pickups.push({ x:px, y:py, type:'medkit', amount: loot.amount || 1 });
|
| 432 |
+
else if (loot.type === 'materials') pickups.push({ x:px, y:py, type:'materials', amount: loot.amount || 5 });
|
|
|
|
|
|
|
|
|
|
|
|
|
| 433 |
if (Math.random() < 0.25){
|
| 434 |
pickups.push({ x:px+8, y:py+8, type:'ammo', forWeapon: null, amount: randInt(6,30) });
|
| 435 |
}
|
|
|
|
| 437 |
return;
|
| 438 |
}
|
| 439 |
}
|
|
|
|
| 440 |
for (let i=pickups.length-1;i>=0;i--){
|
| 441 |
const p = pickups[i];
|
| 442 |
const d = Math.hypot(p.x - player.x, p.y - player.y);
|
|
|
|
| 480 |
|
| 481 |
// Enemy helpers: equip best weapon, reload, collect pickups
|
| 482 |
function enemyEquipBestWeapon(e){
|
|
|
|
| 483 |
let bestIdx = -1;
|
| 484 |
let bestScore = -Infinity;
|
| 485 |
for (let i=0;i<5;i++){
|
|
|
|
| 494 |
|
| 495 |
function enemyPickupCollect(e, p){
|
| 496 |
if (p.type === 'weapon'){
|
|
|
|
| 497 |
for (let s=0;s<5;s++){
|
| 498 |
const it = e.inventory[s];
|
| 499 |
if (it && it.type==='weapon' && it.weapon.name === p.weapon.name){
|
| 500 |
it.ammoReserve += p.ammoReserve;
|
| 501 |
it.ammoInMag = Math.min(it.weapon.magSize, it.ammoInMag + p.ammoInMag);
|
| 502 |
+
enemyEquipBestWeapon(e);
|
| 503 |
return;
|
| 504 |
}
|
| 505 |
}
|
|
|
|
| 506 |
for (let s=0;s<5;s++){
|
| 507 |
if (!e.inventory[s]) { e.inventory[s] = { type:'weapon', weapon:p.weapon, ammoInMag:p.ammoInMag, ammoReserve:p.ammoReserve }; enemyEquipBestWeapon(e); return; }
|
| 508 |
}
|
|
|
|
| 509 |
let worstIdx = -1, worstScore = Infinity;
|
| 510 |
const pickupScore = (p.weapon.dmg || 1) / (p.weapon.rate || 300);
|
| 511 |
for (let s=0;s<5;s++){
|
|
|
|
| 513 |
if (it && it.type==='weapon'){
|
| 514 |
const score = (it.weapon.dmg || 1) / (it.weapon.rate || 300);
|
| 515 |
if (score < worstScore){ worstScore = score; worstIdx = s; }
|
| 516 |
+
}
|
| 517 |
}
|
| 518 |
if (pickupScore > worstScore && worstIdx !== -1){
|
| 519 |
e.inventory[worstIdx] = { type:'weapon', weapon:p.weapon, ammoInMag:p.ammoInMag, ammoReserve:p.ammoReserve };
|
| 520 |
enemyEquipBestWeapon(e);
|
| 521 |
} else {
|
|
|
|
| 522 |
e.materials += Math.floor((p.ammoReserve || 0) / 2);
|
| 523 |
}
|
| 524 |
} else if (p.type === 'medkit'){
|
|
|
|
| 525 |
for (let s=0;s<5;s++){
|
| 526 |
const it = e.inventory[s];
|
| 527 |
if (it && it.type==='medkit'){ it.amount += p.amount; return; }
|
| 528 |
}
|
| 529 |
for (let s=0;s<5;s++){ if (!e.inventory[s]) { e.inventory[s] = { type:'medkit', amount:p.amount }; return; } }
|
|
|
|
| 530 |
e.materials += 3;
|
| 531 |
} else if (p.type === 'materials'){
|
| 532 |
e.materials += p.amount;
|
| 533 |
} else if (p.type === 'ammo'){
|
|
|
|
| 534 |
for (let s=0;s<5;s++){ const it=e.inventory[s]; if (it && it.type==='weapon'){ it.ammoReserve += p.amount; return; } }
|
| 535 |
e.materials += p.amount;
|
| 536 |
}
|
|
|
|
| 547 |
}
|
| 548 |
function enemyTryBuild(e){
|
| 549 |
if (e.materials < 10) return false;
|
|
|
|
| 550 |
e.materials -= 10;
|
| 551 |
const bx = e.x + Math.cos(e.angle) * 48;
|
| 552 |
const by = e.y + Math.sin(e.angle) * 48;
|
|
|
|
| 591 |
return closest;
|
| 592 |
}
|
| 593 |
|
| 594 |
+
// Bullets update: mark enemies as attacked when hit
|
| 595 |
function bulletsUpdate(dt){
|
| 596 |
for (let i=bullets.length-1;i>=0;i--){
|
| 597 |
const b = bullets[i];
|
|
|
|
| 613 |
if (b.shooter === e.id) continue;
|
| 614 |
if (Math.hypot(e.x - b.x, e.y - b.y) < 14){
|
| 615 |
e.health -= b.dmg;
|
| 616 |
+
e.lastAttackedTime = performance.now();
|
| 617 |
if (e.health <= 0){ e.health = 0; if (b.shooter === 'player'){ player.kills++; player.materials += 2; updatePlayerCount(); } }
|
| 618 |
bullets.splice(i,1); break;
|
| 619 |
}
|
|
|
|
| 648 |
}
|
| 649 |
}
|
| 650 |
|
| 651 |
+
// Find nearest unopened chest or nearest harvestable object
|
| 652 |
+
function findNearestChest(e, maxDist = 1200){
|
| 653 |
+
let best = null; let bd = Infinity;
|
| 654 |
+
for (const c of chests){ if (c.opened) continue; const d = Math.hypot(c.x - e.x, c.y - e.y); if (d < bd && d <= maxDist){ bd = d; best = c; } }
|
| 655 |
+
return best;
|
| 656 |
+
}
|
| 657 |
+
function findNearestHarvestable(e, maxDist = 1000){
|
| 658 |
+
let best = null; let bd = Infinity;
|
| 659 |
+
for (const o of objects){ if (o.dead || o.type === 'wall') continue; const d = Math.hypot(o.x - e.x, o.y - e.y); if (d < bd && d <= maxDist){ bd = d; best = o; } }
|
| 660 |
+
return best;
|
| 661 |
+
}
|
| 662 |
+
function findNearestPickup(e, maxDist = 500){
|
| 663 |
+
let best = null; let bd = Infinity;
|
| 664 |
+
for (const p of pickups){ const d = Math.hypot(p.x - e.x, p.y - e.y); if (d < bd && d <= maxDist){ bd = d; best = p; } }
|
| 665 |
+
return best;
|
| 666 |
+
}
|
| 667 |
+
|
| 668 |
+
// Enemies: improved state machine - gather then combat
|
| 669 |
function updateEnemies(dt, now){
|
| 670 |
for (const e of enemies){
|
| 671 |
if (e.health <= 0) continue;
|
|
|
|
| 672 |
|
| 673 |
+
// If recently attacked by player, switch to combat immediately
|
| 674 |
+
if (now - e.lastAttackedTime < 4000){
|
| 675 |
+
e.state = 'combat';
|
|
|
|
|
|
|
|
|
|
|
|
|
| 676 |
}
|
| 677 |
|
| 678 |
+
// Decrease gather timer if still gathering
|
| 679 |
+
if (e.state === 'gather'){
|
| 680 |
+
e.gatherTimeLeft -= dt;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 681 |
}
|
| 682 |
|
| 683 |
+
// If underheal and has medkit, heal immediately (even while gathering)
|
| 684 |
if (e.health < 60){
|
| 685 |
+
let used = false;
|
| 686 |
for (let s=0;s<5;s++){
|
| 687 |
const it = e.inventory[s];
|
| 688 |
if (it && it.type === 'medkit'){
|
| 689 |
it.amount -= 1;
|
| 690 |
e.health = Math.min(120, e.health + 50);
|
| 691 |
if (it.amount <= 0) e.inventory[s] = null;
|
| 692 |
+
used = true;
|
| 693 |
break;
|
| 694 |
}
|
| 695 |
}
|
| 696 |
+
if (used) continue; // use time to heal this tick
|
| 697 |
}
|
| 698 |
|
| 699 |
+
// Determine transition from 'gather' to 'combat'
|
| 700 |
+
const hasUsefulWeapon = e.inventory.some(it => it && it.type === 'weapon' && (it.ammoInMag > 0 || it.ammoReserve > 0));
|
| 701 |
+
if ((e.gatherTimeLeft <= 0 || e.materials >= 20 || hasUsefulWeapon) && e.state === 'gather'){
|
| 702 |
+
e.state = 'combat';
|
| 703 |
}
|
| 704 |
|
| 705 |
+
// State behavior:
|
| 706 |
+
if (e.state === 'gather'){
|
| 707 |
+
// prefer pickups, then chests, then harvest objects
|
| 708 |
+
let targetPickup = findNearestPickup(e, 240);
|
| 709 |
+
if (targetPickup){
|
| 710 |
+
// move to pickup
|
| 711 |
+
const angle = Math.atan2(targetPickup.y - e.y, targetPickup.x - e.x);
|
| 712 |
+
e.angle = angle;
|
| 713 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 714 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 715 |
+
if (Math.hypot(targetPickup.x - e.x, targetPickup.y - e.y) < 18){
|
| 716 |
+
enemyPickupCollect(e, targetPickup);
|
| 717 |
+
// remove pickup from global array
|
| 718 |
+
const idx = pickups.indexOf(targetPickup);
|
| 719 |
+
if (idx >= 0) pickups.splice(idx,1);
|
| 720 |
+
}
|
| 721 |
+
continue;
|
| 722 |
+
}
|
| 723 |
+
|
| 724 |
+
let chestTarget = findNearestChest(e, 900);
|
| 725 |
+
if (chestTarget){
|
| 726 |
+
const d = Math.hypot(chestTarget.x - e.x, chestTarget.y - e.y);
|
| 727 |
+
if (d > 20){
|
| 728 |
+
e.angle = Math.atan2(chestTarget.y - e.y, chestTarget.x - e.x);
|
| 729 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 730 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 731 |
+
} else {
|
| 732 |
+
// open chest and directly give loot to enemy (avoid leaving pickups, faster)
|
| 733 |
+
chestTarget.opened = true;
|
| 734 |
+
const loot = chestTarget.loot;
|
| 735 |
+
if (loot.type === 'weapon'){
|
| 736 |
+
enemyPickupCollect(e, { type:'weapon', weapon: makeWeaponProto(loot.weapon), ammoInMag:loot.weapon.magSize||12, ammoReserve:loot.weapon.startReserve||24 });
|
| 737 |
+
} else if (loot.type === 'medkit'){
|
| 738 |
+
enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
|
| 739 |
+
} else if (loot.type === 'materials'){
|
| 740 |
+
enemyPickupCollect(e, { type:'materials', amount: loot.amount || 5 });
|
| 741 |
+
}
|
| 742 |
+
}
|
| 743 |
+
continue;
|
| 744 |
+
}
|
| 745 |
+
|
| 746 |
+
// no chest nearby -> try harvest nearest wood/stone
|
| 747 |
+
let objTarget = findNearestHarvestable(e, 700);
|
| 748 |
+
if (objTarget){
|
| 749 |
+
const d = Math.hypot(objTarget.x - e.x, objTarget.y - e.y);
|
| 750 |
+
if (d > 26){
|
| 751 |
+
e.angle = Math.atan2(objTarget.y - e.y, objTarget.x - e.x);
|
| 752 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.8;
|
| 753 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.8;
|
| 754 |
+
} else {
|
| 755 |
+
// melee hit slice: reduce object hp over time
|
| 756 |
+
objTarget.hp -= 40 * dt; // faster than player to let enemies gather
|
| 757 |
+
if (objTarget.hp <= 0 && !objTarget.dead){
|
| 758 |
+
objTarget.dead = true;
|
| 759 |
+
const matGain = objTarget.type === 'wood' ? 3 : 6;
|
| 760 |
+
e.materials += matGain;
|
| 761 |
+
// small chance to spawn a weapon or medkit when breaking
|
| 762 |
+
if (Math.random() < 0.08){
|
| 763 |
+
const lootRoll = Math.random();
|
| 764 |
+
if (lootRoll < 0.4) enemyPickupCollect(e, { type:'medkit', amount:1 });
|
| 765 |
+
else if (lootRoll < 0.9) enemyPickupCollect(e, { type:'materials', amount: randInt(3,8) });
|
| 766 |
+
else enemyPickupCollect(e, { type:'weapon', weapon: makeWeaponProto({ name:'Pistol', dmg:12, rate:320, color:'#ffd86b', magSize:12, startReserve:24 }), ammoInMag:12, ammoReserve:24 });
|
| 767 |
+
}
|
| 768 |
+
}
|
| 769 |
+
}
|
| 770 |
+
continue;
|
| 771 |
+
}
|
| 772 |
+
|
| 773 |
+
// nothing to gather -> roam slowly
|
| 774 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.25;
|
| 775 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.25;
|
| 776 |
+
if (Math.random() < 0.01) e.angle += (Math.random()-0.5)*2;
|
| 777 |
+
continue;
|
| 778 |
+
} // end gather
|
| 779 |
+
|
| 780 |
+
// Combat or defend state
|
| 781 |
+
// ensure equipped weapon selected if present
|
| 782 |
+
if (e.equippedIndex === -1){
|
| 783 |
enemyEquipBestWeapon(e);
|
| 784 |
}
|
| 785 |
|
| 786 |
+
// auto-reload if needed
|
| 787 |
if (e.equippedIndex >= 0){
|
| 788 |
const eq = e.inventory[e.equippedIndex];
|
| 789 |
if (eq && eq.type === 'weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
|
|
|
|
| 791 |
}
|
| 792 |
}
|
| 793 |
|
| 794 |
+
// pick nearest target (player preferred)
|
| 795 |
+
let target = player;
|
| 796 |
+
let bestDist = Math.hypot(player.x - e.x, player.y - e.y);
|
| 797 |
+
for (const other of enemies){
|
| 798 |
+
if (other === e || other.health <= 0) continue;
|
| 799 |
+
const d = Math.hypot(other.x - e.x, other.y - e.y);
|
| 800 |
+
if (d < bestDist && Math.random() < 0.6){ bestDist = d; target = other; }
|
| 801 |
+
}
|
| 802 |
+
|
| 803 |
+
// If target is player & player is very close while enemy has low HP: try to heal/build/retreat rather than attack
|
| 804 |
+
const distToPlayer = Math.hypot(player.x - e.x, player.y - e.y);
|
| 805 |
+
if (distToPlayer < 160 && e.health < 35 && e.materials >= 10 && Math.random() < 0.5){
|
| 806 |
+
enemyTryBuild(e);
|
| 807 |
+
}
|
| 808 |
|
| 809 |
+
// If target blocked by structure, try to break it first
|
| 810 |
const blocked = !hasLineOfSight(e.x, e.y, target.x, target.y);
|
| 811 |
if (blocked){
|
| 812 |
const blocker = findBlockingObject(e.x, e.y, target.x, target.y);
|
| 813 |
if (blocker){
|
| 814 |
const db = Math.hypot(blocker.x - e.x, blocker.y - e.y);
|
|
|
|
| 815 |
if (db < 36){
|
| 816 |
+
blocker.hp -= 18 * dt * 2;
|
| 817 |
+
if (blocker.hp <= 0){ blocker.dead = true; e.materials += (blocker.type === 'wood' ? 3 : 6); }
|
| 818 |
} else {
|
| 819 |
+
// shoot at blocker if possible
|
| 820 |
if (e.equippedIndex >= 0){
|
| 821 |
const eq = e.inventory[e.equippedIndex];
|
| 822 |
if (eq && eq.type === 'weapon' && eq.ammoInMag > 0 && now - e.lastShot > (eq.weapon.rate || 300)){
|
|
|
|
| 826 |
shootBullet(e.x + Math.cos(angle)*12, e.y + Math.sin(angle)*12, blocker.x + (Math.random()-0.5)*6, blocker.y + (Math.random()-0.5)*6, eq, e.id);
|
| 827 |
}
|
| 828 |
} else {
|
|
|
|
| 829 |
e.angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 830 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.8;
|
| 831 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.8;
|
| 832 |
}
|
| 833 |
}
|
| 834 |
+
continue;
|
| 835 |
}
|
| 836 |
}
|
| 837 |
|
| 838 |
+
// Attack logic: melee if close, otherwise ranged if has weapon and LOS
|
| 839 |
+
if (distToPlayer < 36 && now - e.lastMelee > e.meleeRate){
|
| 840 |
e.lastMelee = now;
|
| 841 |
const dmg = 10 + randInt(0,8);
|
| 842 |
+
player.health -= dmg;
|
| 843 |
+
e.lastAttackedTime = now;
|
| 844 |
+
if (player.health <= 0) { player.health = 0; playerDeath(); }
|
|
|
|
|
|
|
|
|
|
|
|
|
| 845 |
} else if (e.equippedIndex >= 0){
|
| 846 |
const eq = e.inventory[e.equippedIndex];
|
| 847 |
if (eq && eq.type === 'weapon' && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
|
| 848 |
+
if (eq.ammoInMag <= 0){
|
| 849 |
+
// reload if ammoReserve available
|
| 850 |
+
if (eq.ammoReserve > 0) reloadItem(eq);
|
| 851 |
+
} else {
|
| 852 |
+
if (hasLineOfSight(e.x, e.y, target.x, target.y)){
|
| 853 |
+
e.lastShot = now;
|
| 854 |
+
eq.ammoInMag -= 1;
|
| 855 |
+
const angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 856 |
+
shootBullet(e.x + Math.cos(angle)*12, e.y + Math.sin(angle)*12, target.x + (Math.random()-0.5)*6, target.y + (Math.random()-0.5)*6, eq, e.id);
|
| 857 |
+
e.lastAttackedTime = now;
|
| 858 |
+
} else {
|
| 859 |
+
// move to get LOS
|
| 860 |
+
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 861 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.6;
|
| 862 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.6;
|
| 863 |
+
}
|
| 864 |
}
|
| 865 |
+
} else {
|
| 866 |
+
// no weapon -> move toward target to melee
|
| 867 |
+
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 868 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 869 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 870 |
}
|
| 871 |
+
} else {
|
| 872 |
+
// unarmed: move in and melee
|
| 873 |
+
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 874 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 875 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 876 |
}
|
| 877 |
}
|
| 878 |
}
|
| 879 |
|
| 880 |
+
// Storm (unchanged)
|
| 881 |
const storm = { maxRadius: 2400, radius:2400, centerX: WORLD.width/2, centerY: WORLD.height/2, damagePerSecond:1, closingSpeed: 0.6, active:false };
|
| 882 |
let stormDamageAccumulator = 0;
|
| 883 |
function playerInStorm(){ return Math.hypot(player.x - storm.centerX, player.y - storm.centerY) > storm.radius; }
|
|
|
|
| 954 |
ctx.fillStyle='rgba(0,0,0,0.18)'; ctx.beginPath(); ctx.ellipse(s.x,s.y+8,18,8,0,0,Math.PI*2); ctx.fill();
|
| 955 |
ctx.fillStyle = obj.type==='wood'? '#6b3b1a' : (obj.type==='stone'? '#6b6b6b' : '#8b5a32');
|
| 956 |
ctx.fillRect(s.x-12, s.y-h, 24, h);
|
|
|
|
| 957 |
if (obj.type==='wall'){
|
| 958 |
ctx.fillStyle='rgba(0,0,0,0.6)'; ctx.fillRect(s.x-18, s.y-h-10, 36, 6);
|
| 959 |
const hpPct = Math.max(0, obj.hp / obj.maxHp);
|
|
|
|
| 1018 |
ctx.fillStyle = e.inventory[e.equippedIndex].weapon.color || '#fff';
|
| 1019 |
ctx.fillRect(-10,12,8,6);
|
| 1020 |
}
|
| 1021 |
+
// draw state marker small
|
| 1022 |
+
ctx.fillStyle = e.state === 'gather' ? 'rgba(0,200,200,0.9)' : (e.state === 'combat' ? 'rgba(255,80,80,0.95)' : 'rgba(255,200,80,0.9)');
|
| 1023 |
+
ctx.beginPath(); ctx.arc(18, -18, 5, 0, Math.PI*2); ctx.fill();
|
| 1024 |
ctx.restore();
|
| 1025 |
}
|
| 1026 |
}
|
|
|
|
| 1093 |
const dt = Math.min(0.05, (ts - lastTime)/1000);
|
| 1094 |
lastTime = ts;
|
| 1095 |
|
| 1096 |
+
// player movement
|
| 1097 |
let dx=0, dy=0;
|
| 1098 |
if (keys.w) dy -= 1; if (keys.s) dy += 1; if (keys.a) dx -= 1; if (keys.d) dx += 1;
|
| 1099 |
if (dx !== 0 || dy !== 0){
|
|
|
|
| 1118 |
if (selected && selected.type === 'weapon') activeWeaponItem = selected;
|
| 1119 |
}
|
| 1120 |
|
| 1121 |
+
// player attack
|
| 1122 |
if (mouse.down){
|
| 1123 |
if (player.equippedIndex === -1){
|
| 1124 |
playerMeleeHit();
|
|
|
|
| 1134 |
}
|
| 1135 |
}
|
| 1136 |
|
| 1137 |
+
// reload/interact/build
|
| 1138 |
if (keys.r) { reloadEquipped(); keys.r = false; }
|
|
|
|
|
|
|
| 1139 |
if (keys.e){ interactNearby(); keys.e = false; }
|
|
|
|
|
|
|
| 1140 |
if (keys.q){ tryBuild(); keys.q = false; }
|
| 1141 |
|
| 1142 |
+
// update
|
| 1143 |
updateEnemies(dt, performance.now());
|
| 1144 |
bulletsUpdate(dt);
|
| 1145 |
|
| 1146 |
+
// pickups auto-collect for player
|
| 1147 |
for (let i=pickups.length-1;i>=0;i--){
|
| 1148 |
const p = pickups[i];
|
| 1149 |
if (Math.hypot(p.x - player.x, p.y - player.y) < 18){ pickupCollect(p); pickups.splice(i,1); updateHUD(); }
|