Spaces:
Running
Running
Manual changes saved
Browse files- index.html +481 -132
index.html
CHANGED
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@@ -3,13 +3,18 @@
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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 -
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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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html,body { height:100%; margin:0; background:#0b1220; color:#fff; font-family:monospace; }
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#canvasContainer { position:relative; flex:1; display:flex; justify-content:center; align-items:center; height:100vh; overflow:hidden; }
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#gameCanvas { display:block; user-select:none; cursor:crosshair; box-shadow:0 0 20px rgba(0,0,0,.5); width:100%; height:100%; }
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/* HUD */
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#hudHealth { position:absolute; left:12px; bottom:12px; background:rgba(0,0,0,0.55); padding:6px 8px; border-radius:8px; font-weight:700; font-size:13px; display:flex; align-items:center; gap:8px; z-index:30; }
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#hudGearWrap { position:absolute; right:12px; bottom:12px; display:flex; gap:8px; align-items:center; z-index:30; }
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@@ -91,6 +96,11 @@
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<div id="canvasContainer" class="relative bg-gray-900 border-4 border-gray-700 rounded-xl max-w-full max-h-full">
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<canvas id="gameCanvas"></canvas>
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<div id="stormWarning" class="hidden absolute top-6 left-1/2 transform -translate-x-1/2 bg-red-900 bg-opacity-80 text-white px-6 py-3 rounded-lg flex items-center">
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<i data-feather="alert-circle" class="mr-2"></i>
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<span>STORM APPROACHING! MOVE TO SAFE ZONE!</span>
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@@ -149,6 +159,11 @@
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const continueBtn = document.getElementById('continueBtn');
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const biomeGrid = document.getElementById('biomeGrid');
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// World
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const WORLD = { width: 6000, height: 4000 };
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let camera = { x:0, y:0 };
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@@ -157,7 +172,11 @@
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const ctn = document.getElementById('canvasContainer');
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canvas.width = Math.max(900, Math.floor(ctn.clientWidth));
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canvas.height = Math.max(560, Math.floor(ctn.clientHeight));
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cameraUpdate();
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}
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window.addEventListener('resize', resizeCanvas);
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@@ -254,7 +273,7 @@
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function generateLootForBiome(b){
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const roll = Math.random();
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if (roll < 0.35) return { type:'medkit', amount:1 };
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if (roll < 0.7) return { type:'materials', amount: 10 };
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const weapons = [
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{ name:'Pistol', dmg:12, rate:320, color:'#ffd86b', magSize:12, startReserve:24 },
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{ name:'SMG', dmg:6, rate:120, color:'#8ef0ff', magSize:30, startReserve:90 },
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@@ -265,17 +284,61 @@
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}
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// Behaviour tuning
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const VIEW_RANGE = 1200;
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const SPAWN_PROTECT_MS = 1200;
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// Populate world
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function populateWorld(){
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chests.length = 0; objects.length = 0; enemies.length = 0; pickups.length = 0;
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for (let i=0;i<260;i++){
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const x = rand(150, WORLD.width-150);
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const y = rand(150, WORLD.height-150);
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const loot = generateLootForBiome(biomeAt(x,y));
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if (loot.type === 'materials') loot.amount = 10;
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chests.push({ x,y, opened:false, loot });
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}
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for (let i=0;i<700;i++){
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@@ -287,7 +350,6 @@
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const hp = type==='wood'?40 : (type==='stone'?80:160);
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objects.push({ x,y, type, hp, maxHp:hp, dead:false });
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}
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// spawn enemies - ensure they start unarmed and must loot to obtain weapons
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const now = performance.now();
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for (let i=0;i<49;i++){
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const ex = rand(300, WORLD.width-300);
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@@ -296,7 +358,7 @@
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id:'e'+i, x:ex, y:ey, radius:14, angle:rand(0,Math.PI*2), 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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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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@@ -308,7 +370,10 @@
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gatherTimeLeft: rand(8,16),
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target: null,
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nextHealTime: 0,
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spawnSafeUntil: now + SPAWN_PROTECT_MS
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});
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}
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updatePlayerCount();
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@@ -372,7 +437,7 @@
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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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// Combat utilities
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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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@@ -492,37 +557,70 @@
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}
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}
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// Enemy helpers
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function enemyEquipBestWeapon(e){
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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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const it = e.inventory[i];
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if (it && it.type === 'weapon'){
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const
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if (score > bestScore){ bestScore = score; bestIdx = i; }
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}
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}
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if (bestIdx !== -1)
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-
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}
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function enemyPickupCollect(e, p){
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if (p.type === '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 ===
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it.ammoReserve
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it.ammoInMag = Math.min(it.weapon.magSize, it.ammoInMag +
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enemyEquipBestWeapon(e);
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return;
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}
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}
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for (let s=0;s<5;s++){
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if (!e.inventory[s])
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}
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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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const it = e.inventory[s];
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if (it && it.type==='weapon'){
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@@ -530,11 +628,14 @@
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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:
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enemyEquipBestWeapon(e);
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} else {
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e.materials += Math.floor((
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}
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} else if (p.type === 'medkit'){
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for (let s=0;s<5;s++){
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@@ -605,6 +706,34 @@
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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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@@ -676,41 +805,52 @@
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return best;
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}
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// Enemy AI
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function updateEnemies(dt, now){
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const minSeparation = 20; // minimal distance between enemies
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// Update each enemy movement and actions
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for (const e of enemies){
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if (e.health <= 0) continue;
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// ensure spawn protection exists
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if (!e.spawnSafeUntil) e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
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//
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if (storm.active){
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const distToSafeCenter = Math.hypot(e.x - storm.centerX, e.y - storm.centerY);
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if (distToSafeCenter > storm.radius){
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// move towards safe zone center
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e.state = 'toSafe';
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e.angle = Math.atan2(storm.centerY - e.y, storm.centerX - e.x);
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-
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if (Math.random() < 0.02) e.angle += (Math.random()-0.5)*0.5;
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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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continue; // priority movement to safe zone
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}
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}
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//
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if (now - e.lastAttackedTime < 4000) e.state = 'combat';
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if (e.state === 'gather') e.gatherTimeLeft -= dt;
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// Medkit-only heal (consume medkit, with cooldown)
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if (e.health < 60 && now >= (e.nextHealTime || 0)){
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let medIdx = -1;
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for (let s=0;s<5;s++){
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}
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}
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//
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const hasUsefulWeapon = e.inventory.some(it => it && it.type === 'weapon' && (it.ammoInMag > 0 || it.ammoReserve > 0));
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if ((e.gatherTimeLeft <= 0 || e.materials >= 20 || hasUsefulWeapon) && e.state === 'gather') e.state = 'combat';
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if (e.state === 'gather'){
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// Prioritize pickup -> chest -> harvest -> roam
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// Respect spawn protection so they don't instantly pick up something they spawned on
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if (now >= (e.spawnSafeUntil || 0)){
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let p = findNearestPickup(e, 240);
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if (p){
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const angle = Math.atan2(p.y - e.y, p.x - e.x);
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e.angle = angle;
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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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const idx = pickups.indexOf(p);
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if (idx >= 0) pickups.splice(idx,1);
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}
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continue;
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}
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}
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-
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if (chestTarget){
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const d = Math.hypot(chestTarget.x - e.x, chestTarget.y - e.y);
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if (d > 20){
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e.angle = Math.atan2(chestTarget.y - e.y, chestTarget.x - e.x);
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} else {
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-
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-
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}
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continue;
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}
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let objTarget = findNearestHarvestable(e, 700);
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if (objTarget){
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const d = Math.hypot(objTarget.x - e.x, objTarget.y - e.y);
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if (d > 26){
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e.angle = Math.atan2(objTarget.y - e.y, objTarget.x - e.x);
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-
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} else {
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objTarget.hp -= 40 * dt;
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if (objTarget.hp <= 0 && !objTarget.dead){
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continue;
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}
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-
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-
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e
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if (Math.random() < 0.01) e.angle += (Math.random()-0.5)*2;
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continue;
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}
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// Combat state
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if (e.equippedIndex === -1) enemyEquipBestWeapon(e);
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-
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// Handle reload pending (delayed reload to simulate player reload)
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if (e.reloadPending){
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if (now >= e.reloadingUntil){
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const eq = e.inventory[e.equippedIndex];
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e.reloadingUntil = 0;
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}
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}
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// If equipped weapon empty and reserve present, start reload (delayed)
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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 && !e.reloadPending && now >= e.reloadingUntil){
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e.reloadPending = true;
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e.reloadingUntil = now + 600 + rand(-100,100);
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}
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}
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// choose a target: prefer player if within view range, otherwise pick something else (pickup/chest/harvest/nearest enemy)
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let target = player;
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let bestDist = Math.hypot(player.x - e.x, player.y - e.y);
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if (bestDist > VIEW_RANGE){
|
| 826 |
-
// player is too far: find the nearest meaningful target
|
| 827 |
const p = findNearestPickup(e, 1200);
|
| 828 |
const c = findNearestChest(e, 1200);
|
| 829 |
const h = findNearestHarvestable(e, 1200);
|
|
@@ -831,7 +1046,6 @@
|
|
| 831 |
if (p){ const d=Math.hypot(p.x-e.x,p.y-e.y); if (d<cd){ candidate=p; cd=d; } }
|
| 832 |
if (c){ const d=Math.hypot(c.x-e.x,c.y-e.y); if (d<cd){ candidate=c; cd=d; } }
|
| 833 |
if (h){ const d=Math.hypot(h.x-e.x,h.y-e.y); if (d<cd){ candidate=h; cd=d; } }
|
| 834 |
-
// try target nearest enemy (tend to form small groups) but don't go after a dead one
|
| 835 |
for (const other of enemies){
|
| 836 |
if (other === e || other.health <= 0) continue;
|
| 837 |
const d = Math.hypot(other.x - e.x, other.y - e.y);
|
|
@@ -841,10 +1055,9 @@
|
|
| 841 |
target = candidate;
|
| 842 |
bestDist = cd;
|
| 843 |
} else {
|
| 844 |
-
target = null; bestDist = Infinity;
|
| 845 |
}
|
| 846 |
} else {
|
| 847 |
-
// still consider switching to another close enemy sometimes
|
| 848 |
for (const other of enemies){
|
| 849 |
if (other === e || other.health <= 0) continue;
|
| 850 |
const d = Math.hypot(other.x - e.x, other.y - e.y);
|
|
@@ -852,20 +1065,20 @@
|
|
| 852 |
}
|
| 853 |
}
|
| 854 |
|
| 855 |
-
// retreat/build if low HP and has materials
|
| 856 |
const distToPlayer = Math.hypot(player.x - e.x, player.y - e.y);
|
| 857 |
if (distToPlayer < 160 && e.health < 35 && e.materials >= 10 && Math.random() < 0.5){
|
| 858 |
enemyTryBuild(e);
|
| 859 |
}
|
| 860 |
|
| 861 |
-
// If no target (roaming), do simple roam
|
| 862 |
if (!target){
|
| 863 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.7;
|
| 864 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.7;
|
| 865 |
if (Math.random() < 0.02) e.angle += (Math.random()-0.5)*1.5;
|
|
|
|
| 866 |
continue;
|
| 867 |
}
|
| 868 |
|
|
|
|
| 869 |
const blocked = !hasLineOfSight(e.x, e.y, target.x, target.y);
|
| 870 |
if (blocked){
|
| 871 |
const blocker = findBlockingObject(e.x, e.y, target.x, target.y);
|
|
@@ -883,19 +1096,34 @@
|
|
| 883 |
const angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 884 |
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);
|
| 885 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 886 |
} else {
|
| 887 |
e.angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 888 |
-
e.x += Math.cos(e.angle) * e.speed * dt * 0.
|
| 889 |
-
e.y += Math.sin(e.angle) * e.speed * dt * 0.
|
| 890 |
}
|
| 891 |
}
|
| 892 |
continue;
|
| 893 |
}
|
| 894 |
}
|
| 895 |
|
| 896 |
-
// If target is player, perform attack logic; if target is other entity/object, adapt accordingly
|
| 897 |
if (target === player){
|
| 898 |
-
// Attack: if melee range
|
| 899 |
if (distToPlayer < 36 && now - e.lastMelee > e.meleeRate){
|
| 900 |
e.lastMelee = now;
|
| 901 |
const dmg = 10 + randInt(0,8);
|
|
@@ -906,7 +1134,14 @@
|
|
| 906 |
const eq = e.inventory[e.equippedIndex];
|
| 907 |
if (eq && eq.type === 'weapon' && !e.reloadPending && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
|
| 908 |
if (eq.ammoInMag <= 0){
|
| 909 |
-
// reload
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 910 |
} else {
|
| 911 |
if (hasLineOfSight(e.x, e.y, target.x, target.y)){
|
| 912 |
e.lastShot = now;
|
|
@@ -915,56 +1150,57 @@
|
|
| 915 |
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);
|
| 916 |
e.lastAttackedTime = now;
|
| 917 |
} else {
|
| 918 |
-
// move to get LOS
|
| 919 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 920 |
-
e.
|
| 921 |
-
e.y += Math.sin(e.angle) * e.speed * dt * 0.6;
|
| 922 |
}
|
| 923 |
}
|
| 924 |
} else {
|
| 925 |
-
// unarmed behavior: rush to melee
|
| 926 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 927 |
-
e.
|
| 928 |
-
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 929 |
}
|
| 930 |
} else {
|
| 931 |
-
// no weapon: rush in
|
| 932 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 933 |
-
e.
|
| 934 |
-
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 935 |
}
|
| 936 |
} else {
|
| 937 |
-
// Target is a chest/pickup/harvestable/other enemy
|
| 938 |
const td = Math.hypot(target.x - e.x, target.y - e.y);
|
| 939 |
-
if (target.type === 'weapon' || target.type === 'medkit' || target.type === 'materials' || target.type === 'ammo'){
|
| 940 |
if (td > 20){
|
| 941 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 942 |
-
e.
|
| 943 |
-
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 944 |
} else {
|
| 945 |
enemyPickupCollect(e, target);
|
| 946 |
const idx = pickups.indexOf(target);
|
| 947 |
if (idx >= 0) pickups.splice(idx,1);
|
| 948 |
e.state = 'gather';
|
|
|
|
| 949 |
}
|
| 950 |
-
} else if (target.hasOwnProperty('loot')){
|
| 951 |
if (td > 20){
|
| 952 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 953 |
-
e.
|
| 954 |
-
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 955 |
} else {
|
| 956 |
-
target.opened
|
| 957 |
-
|
| 958 |
-
|
| 959 |
-
|
| 960 |
-
|
| 961 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 962 |
}
|
| 963 |
-
} else if (target.hasOwnProperty('type') && (target.type === 'wood' || target.type === 'stone')){
|
| 964 |
if (td > 26){
|
| 965 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 966 |
-
e.
|
| 967 |
-
e.y += Math.sin(e.angle) * e.speed * dt * 0.8;
|
| 968 |
} else {
|
| 969 |
target.hp -= 40 * dt;
|
| 970 |
if (target.hp <= 0 && !target.dead){
|
|
@@ -974,20 +1210,25 @@
|
|
| 974 |
e.state = 'gather';
|
| 975 |
}
|
| 976 |
} else {
|
| 977 |
-
// target is another enemy (group up / follow)
|
| 978 |
if (td > 40){
|
| 979 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 980 |
-
e.
|
| 981 |
-
e.y += Math.sin(e.angle) * e.speed * dt * 0.7;
|
| 982 |
} else {
|
| 983 |
-
|
| 984 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 985 |
}
|
| 986 |
}
|
| 987 |
}
|
| 988 |
}
|
| 989 |
|
| 990 |
-
// Separation
|
| 991 |
for (let i = 0; i < enemies.length; i++){
|
| 992 |
const a = enemies[i];
|
| 993 |
if (!a || a.health <= 0) continue;
|
|
@@ -1000,14 +1241,12 @@
|
|
| 1000 |
if (d < minD){
|
| 1001 |
const overlap = (minD - d) * 0.5;
|
| 1002 |
const nx = dx / d, ny = dy / d;
|
| 1003 |
-
// push both away proportional to overlap
|
| 1004 |
b.x += nx * overlap;
|
| 1005 |
b.y += ny * overlap;
|
| 1006 |
a.x -= nx * overlap;
|
| 1007 |
a.y -= ny * overlap;
|
| 1008 |
}
|
| 1009 |
}
|
| 1010 |
-
// also avoid getting on top of player
|
| 1011 |
const pdx = a.x - player.x, pdy = a.y - player.y;
|
| 1012 |
const pd = Math.hypot(pdx,pdy) || 0.0001;
|
| 1013 |
const avoidDist = 24;
|
|
@@ -1017,7 +1256,6 @@
|
|
| 1017 |
a.x += nx * overlap;
|
| 1018 |
a.y += ny * overlap;
|
| 1019 |
}
|
| 1020 |
-
// clamp to world
|
| 1021 |
a.x = Math.max(12, Math.min(WORLD.width-12, a.x));
|
| 1022 |
a.y = Math.max(12, Math.min(WORLD.height-12, a.y));
|
| 1023 |
}
|
|
@@ -1062,7 +1300,7 @@
|
|
| 1062 |
}
|
| 1063 |
}
|
| 1064 |
|
| 1065 |
-
// Drawing
|
| 1066 |
function drawWorld(){
|
| 1067 |
const TILE = 600;
|
| 1068 |
const cols = Math.ceil(WORLD.width / TILE);
|
|
@@ -1161,7 +1399,6 @@
|
|
| 1161 |
const hpPct = Math.max(0, Math.min(1, e.health/120));
|
| 1162 |
ctx.fillStyle='#ff6b6b'; ctx.fillRect(-18,-22,36*hpPct,6);
|
| 1163 |
|
| 1164 |
-
// visible equipped weapon
|
| 1165 |
if (e.equippedIndex >= 0 && e.inventory[e.equippedIndex] && e.inventory[e.equippedIndex].type === 'weapon'){
|
| 1166 |
const we = e.inventory[e.equippedIndex];
|
| 1167 |
const color = we.weapon.color || '#ddd';
|
|
@@ -1191,7 +1428,6 @@
|
|
| 1191 |
}
|
| 1192 |
}
|
| 1193 |
|
| 1194 |
-
// state marker
|
| 1195 |
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)');
|
| 1196 |
ctx.beginPath(); ctx.arc(18, -18, 5, 0, Math.PI*2); ctx.fill();
|
| 1197 |
ctx.restore();
|
|
@@ -1258,6 +1494,108 @@
|
|
| 1258 |
|
| 1259 |
function drawCrosshair(){}
|
| 1260 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1261 |
// Main loop
|
| 1262 |
let lastTime = 0;
|
| 1263 |
function gameLoop(ts){
|
|
@@ -1266,13 +1604,25 @@
|
|
| 1266 |
const dt = Math.min(0.05, (ts - lastTime)/1000);
|
| 1267 |
lastTime = ts;
|
| 1268 |
|
| 1269 |
-
// player movement
|
| 1270 |
let dx=0, dy=0;
|
| 1271 |
if (keys.w) dy -= 1; if (keys.s) dy += 1; if (keys.a) dx -= 1; if (keys.d) dx += 1;
|
| 1272 |
if (dx !== 0 || dy !== 0){
|
| 1273 |
const len = Math.hypot(dx,dy) || 1;
|
| 1274 |
-
|
| 1275 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1276 |
}
|
| 1277 |
player.x = Math.max(16, Math.min(WORLD.width-16, player.x));
|
| 1278 |
player.y = Math.max(16, Math.min(WORLD.height-16, player.y));
|
|
@@ -1289,7 +1639,6 @@
|
|
| 1289 |
if (selected && selected.type === 'weapon') activeWeaponItem = selected;
|
| 1290 |
}
|
| 1291 |
|
| 1292 |
-
// player attack
|
| 1293 |
if (mouse.down){
|
| 1294 |
if (player.equippedIndex === -1) playerMeleeHit();
|
| 1295 |
else if (activeWeaponItem && activeWeaponItem.type === 'weapon'){
|
|
@@ -1308,27 +1657,26 @@
|
|
| 1308 |
if (keys.e){ interactNearby(); keys.e = false; }
|
| 1309 |
if (keys.q){ tryBuild(); keys.q = false; }
|
| 1310 |
|
| 1311 |
-
// update
|
| 1312 |
updateEnemies(dt, performance.now());
|
| 1313 |
bulletsUpdate(dt);
|
| 1314 |
|
| 1315 |
-
// player pickup auto-collect
|
| 1316 |
for (let i=pickups.length-1;i>=0;i--){
|
| 1317 |
const p = pickups[i];
|
| 1318 |
if (Math.hypot(p.x - player.x, p.y - player.y) < 18){ pickupCollect(p); pickups.splice(i,1); updateHUD(); }
|
| 1319 |
}
|
| 1320 |
|
| 1321 |
-
// clean dead objects
|
| 1322 |
for (let i=objects.length-1;i>=0;i--) if (objects[i].dead) objects.splice(i,1);
|
| 1323 |
|
| 1324 |
updatePlayerCount();
|
| 1325 |
updateStorm(dt);
|
| 1326 |
|
| 1327 |
-
// render
|
| 1328 |
ctx.clearRect(0,0,canvas.width,canvas.height);
|
| 1329 |
drawWorld(); drawObjects(); drawChests(); drawPickups(); drawEnemies(); drawBullets(); drawPlayer(); drawCrosshair();
|
| 1330 |
updateHUD();
|
| 1331 |
|
|
|
|
|
|
|
|
|
|
| 1332 |
if (storm.active && playerInStorm()) stormWarning.classList.remove('hidden'); else stormWarning.classList.add('hidden');
|
| 1333 |
|
| 1334 |
requestAnimationFrame(gameLoop);
|
|
@@ -1337,7 +1685,6 @@
|
|
| 1337 |
// Landing -> spawn selection
|
| 1338 |
let selectedBiome = null;
|
| 1339 |
function getSpawnForBiome(b){
|
| 1340 |
-
// choose a spawn area region for each biome
|
| 1341 |
if (!b) return { x: WORLD.width/2 + (Math.random()-0.5)*400, y: WORLD.height/2 + (Math.random()-0.5)*400 };
|
| 1342 |
if (b === 'desert') return { x: rand(200, WORLD.width*0.3), y: rand(200, WORLD.height*0.3) };
|
| 1343 |
if (b === 'forest') return { x: rand(WORLD.width*0.7, WORLD.width-200), y: rand(200, WORLD.height*0.3) };
|
|
@@ -1352,7 +1699,6 @@
|
|
| 1352 |
let gameActive = false;
|
| 1353 |
|
| 1354 |
function startGame(biome){
|
| 1355 |
-
// set current biome & spawn where selected
|
| 1356 |
selectedBiome = biome || selectedBiome;
|
| 1357 |
const spawn = getSpawnForBiome(selectedBiome);
|
| 1358 |
document.getElementById('currentBiome').textContent = selectedBiome ? selectedBiome.toUpperCase() : 'CENTER';
|
|
@@ -1375,17 +1721,23 @@
|
|
| 1375 |
initHUD();
|
| 1376 |
cameraUpdate();
|
| 1377 |
|
| 1378 |
-
//
|
| 1379 |
for (const e of enemies){
|
| 1380 |
if (Math.hypot(e.x - player.x, e.y - player.y) < 180){
|
| 1381 |
e.x += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1382 |
e.y += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1383 |
}
|
| 1384 |
-
// ensure they are unarmed at start
|
| 1385 |
e.inventory = [null,null,null,null,null];
|
| 1386 |
e.equippedIndex = -1;
|
| 1387 |
e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
|
| 1388 |
e.state = 'gather';
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1389 |
}
|
| 1390 |
|
| 1391 |
gameTime = 300; storm.active = false; storm.radius = storm.maxRadius;
|
|
@@ -1418,20 +1770,17 @@
|
|
| 1418 |
goHomeBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); gameScreen.classList.add('hidden'); landingScreen.classList.remove('hidden'); });
|
| 1419 |
continueBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); startGame(selectedBiome); });
|
| 1420 |
|
| 1421 |
-
// Biome click behavior: select & start spawn there
|
| 1422 |
document.querySelectorAll('.biome-selector').forEach(el => {
|
| 1423 |
el.addEventListener('click', (ev)=>{
|
| 1424 |
-
// visual selection feedback
|
| 1425 |
document.querySelectorAll('.biome-selector').forEach(x=>x.classList.remove('biome-selected'));
|
| 1426 |
el.classList.add('biome-selected');
|
| 1427 |
const biome = el.dataset.biome;
|
| 1428 |
selectedBiome = biome;
|
| 1429 |
-
// start game immediately with the selected biome spawn region
|
| 1430 |
startGame(biome);
|
| 1431 |
});
|
| 1432 |
});
|
| 1433 |
|
| 1434 |
-
//
|
| 1435 |
resizeCanvas();
|
| 1436 |
populateWorld();
|
| 1437 |
feather.replace();
|
|
|
|
| 3 |
<head>
|
| 4 |
<meta charset="utf-8" />
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
| 6 |
+
<title>BattleZone Royale - Minimap Added</title>
|
| 7 |
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
<script src="https://unpkg.com/feather-icons"></script>
|
| 9 |
<style>
|
| 10 |
html,body { height:100%; margin:0; background:#0b1220; color:#fff; font-family:monospace; }
|
| 11 |
#canvasContainer { position:relative; flex:1; display:flex; justify-content:center; align-items:center; height:100vh; overflow:hidden; }
|
| 12 |
#gameCanvas { display:block; user-select:none; cursor:crosshair; box-shadow:0 0 20px rgba(0,0,0,.5); width:100%; height:100%; }
|
| 13 |
+
|
| 14 |
+
/* Minimap (top-right) */
|
| 15 |
+
#minimap { position: absolute; top:12px; right:12px; width:220px; height:140px; border-radius:8px; background: rgba(0,0,0,0.45); padding:6px; z-index:40; box-shadow: 0 6px 30px rgba(0,0,0,0.6); pointer-events: none; }
|
| 16 |
+
#minimapCanvas { width:100%; height:100%; display:block; image-rendering: pixelated; border-radius:6px; background:transparent; }
|
| 17 |
+
|
| 18 |
/* HUD */
|
| 19 |
#hudHealth { position:absolute; left:12px; bottom:12px; background:rgba(0,0,0,0.55); padding:6px 8px; border-radius:8px; font-weight:700; font-size:13px; display:flex; align-items:center; gap:8px; z-index:30; }
|
| 20 |
#hudGearWrap { position:absolute; right:12px; bottom:12px; display:flex; gap:8px; align-items:center; z-index:30; }
|
|
|
|
| 96 |
<div id="canvasContainer" class="relative bg-gray-900 border-4 border-gray-700 rounded-xl max-w-full max-h-full">
|
| 97 |
<canvas id="gameCanvas"></canvas>
|
| 98 |
|
| 99 |
+
<!-- Minimap (top-right) -->
|
| 100 |
+
<div id="minimap">
|
| 101 |
+
<canvas id="minimapCanvas" width="220" height="140"></canvas>
|
| 102 |
+
</div>
|
| 103 |
+
|
| 104 |
<div id="stormWarning" class="hidden absolute top-6 left-1/2 transform -translate-x-1/2 bg-red-900 bg-opacity-80 text-white px-6 py-3 rounded-lg flex items-center">
|
| 105 |
<i data-feather="alert-circle" class="mr-2"></i>
|
| 106 |
<span>STORM APPROACHING! MOVE TO SAFE ZONE!</span>
|
|
|
|
| 159 |
const continueBtn = document.getElementById('continueBtn');
|
| 160 |
const biomeGrid = document.getElementById('biomeGrid');
|
| 161 |
|
| 162 |
+
// Minimap elements and cache
|
| 163 |
+
const minimapCanvas = document.getElementById('minimapCanvas');
|
| 164 |
+
const miniCtx = minimapCanvas.getContext('2d');
|
| 165 |
+
let miniTerrainCache = null;
|
| 166 |
+
|
| 167 |
// World
|
| 168 |
const WORLD = { width: 6000, height: 4000 };
|
| 169 |
let camera = { x:0, y:0 };
|
|
|
|
| 172 |
const ctn = document.getElementById('canvasContainer');
|
| 173 |
canvas.width = Math.max(900, Math.floor(ctn.clientWidth));
|
| 174 |
canvas.height = Math.max(560, Math.floor(ctn.clientHeight));
|
| 175 |
+
// keep minimap internal pixel buffer consistent
|
| 176 |
+
minimapCanvas.width = 220;
|
| 177 |
+
minimapCanvas.height = 140;
|
| 178 |
cameraUpdate();
|
| 179 |
+
miniTerrainCache = null; // rebuild on resize
|
| 180 |
}
|
| 181 |
window.addEventListener('resize', resizeCanvas);
|
| 182 |
|
|
|
|
| 273 |
function generateLootForBiome(b){
|
| 274 |
const roll = Math.random();
|
| 275 |
if (roll < 0.35) return { type:'medkit', amount:1 };
|
| 276 |
+
if (roll < 0.7) return { type:'materials', amount: 10 };
|
| 277 |
const weapons = [
|
| 278 |
{ name:'Pistol', dmg:12, rate:320, color:'#ffd86b', magSize:12, startReserve:24 },
|
| 279 |
{ name:'SMG', dmg:6, rate:120, color:'#8ef0ff', magSize:30, startReserve:90 },
|
|
|
|
| 284 |
}
|
| 285 |
|
| 286 |
// Behaviour tuning
|
| 287 |
+
const VIEW_RANGE = 1200;
|
| 288 |
+
const SPAWN_PROTECT_MS = 1200;
|
| 289 |
+
|
| 290 |
+
// collision helpers
|
| 291 |
+
function getObjectRadius(obj){
|
| 292 |
+
if (!obj) return 18;
|
| 293 |
+
if (obj.type === 'wall') return 28;
|
| 294 |
+
if (obj.type === 'stone') return 18;
|
| 295 |
+
if (obj.type === 'wood') return 18;
|
| 296 |
+
return 16;
|
| 297 |
+
}
|
| 298 |
+
function chestRadius(){ return 18; }
|
| 299 |
+
function circleOverlap(x1,y1,r1,x2,y2,r2){
|
| 300 |
+
return Math.hypot(x1-x2,y1-y2) < (r1 + r2);
|
| 301 |
+
}
|
| 302 |
+
|
| 303 |
+
function isCollidingSolid(x,y,r){
|
| 304 |
+
for (const o of objects){
|
| 305 |
+
if (o.dead) continue;
|
| 306 |
+
const rr = getObjectRadius(o);
|
| 307 |
+
if (circleOverlap(x,y,r,o.x,o.y,rr)) return true;
|
| 308 |
+
}
|
| 309 |
+
for (const c of chests){
|
| 310 |
+
if (c.opened) continue;
|
| 311 |
+
if (circleOverlap(x,y,r,c.x,c.y,chestRadius())) return true;
|
| 312 |
+
}
|
| 313 |
+
return false;
|
| 314 |
+
}
|
| 315 |
+
|
| 316 |
+
function moveEntityWithCollision(entity, dx, dy, radius){
|
| 317 |
+
const oldX = entity.x, oldY = entity.y;
|
| 318 |
+
let nx = entity.x + dx;
|
| 319 |
+
entity.x = nx;
|
| 320 |
+
if (entity.x < radius) entity.x = radius;
|
| 321 |
+
if (entity.x > WORLD.width - radius) entity.x = WORLD.width - radius;
|
| 322 |
+
if (isCollidingSolid(entity.x, entity.y, radius)){
|
| 323 |
+
entity.x = oldX;
|
| 324 |
+
}
|
| 325 |
+
let ny = entity.y + dy;
|
| 326 |
+
entity.y = ny;
|
| 327 |
+
if (entity.y < radius) entity.y = radius;
|
| 328 |
+
if (entity.y > WORLD.height - radius) entity.y = WORLD.height - radius;
|
| 329 |
+
if (isCollidingSolid(entity.x, entity.y, radius)){
|
| 330 |
+
entity.y = oldY;
|
| 331 |
+
}
|
| 332 |
+
}
|
| 333 |
|
| 334 |
+
// Populate world
|
| 335 |
function populateWorld(){
|
| 336 |
chests.length = 0; objects.length = 0; enemies.length = 0; pickups.length = 0;
|
| 337 |
for (let i=0;i<260;i++){
|
| 338 |
const x = rand(150, WORLD.width-150);
|
| 339 |
const y = rand(150, WORLD.height-150);
|
| 340 |
const loot = generateLootForBiome(biomeAt(x,y));
|
| 341 |
+
if (loot.type === 'materials') loot.amount = 10;
|
| 342 |
chests.push({ x,y, opened:false, loot });
|
| 343 |
}
|
| 344 |
for (let i=0;i<700;i++){
|
|
|
|
| 350 |
const hp = type==='wood'?40 : (type==='stone'?80:160);
|
| 351 |
objects.push({ x,y, type, hp, maxHp:hp, dead:false });
|
| 352 |
}
|
|
|
|
| 353 |
const now = performance.now();
|
| 354 |
for (let i=0;i<49;i++){
|
| 355 |
const ex = rand(300, WORLD.width-300);
|
|
|
|
| 358 |
id:'e'+i, x:ex, y:ey, radius:14, angle:rand(0,Math.PI*2), speed:110+rand(-20,20),
|
| 359 |
health: 80 + randInt(0,40), lastMelee:0, meleeRate:800 + randInt(-200,200),
|
| 360 |
roamTimer: rand(0,3),
|
| 361 |
+
inventory: [null,null,null,null,null],
|
| 362 |
selectedSlot: 0,
|
| 363 |
equippedIndex: -1,
|
| 364 |
materials: 0,
|
|
|
|
| 370 |
gatherTimeLeft: rand(8,16),
|
| 371 |
target: null,
|
| 372 |
nextHealTime: 0,
|
| 373 |
+
spawnSafeUntil: now + SPAWN_PROTECT_MS,
|
| 374 |
+
tempTarget: null,
|
| 375 |
+
tempTargetExpiry: 0,
|
| 376 |
+
prioritizeChestsUntil: 0
|
| 377 |
});
|
| 378 |
}
|
| 379 |
updatePlayerCount();
|
|
|
|
| 437 |
}
|
| 438 |
function worldToScreen(wx,wy){ return { x: Math.round(wx - camera.x), y: Math.round(wy - camera.y) }; }
|
| 439 |
|
| 440 |
+
// Combat utilities (kept same as before)
|
| 441 |
function shootBullet(originX, originY, targetX, targetY, weaponObj, shooterId){
|
| 442 |
if (!weaponObj || (typeof weaponObj.ammoInMag === 'number' && weaponObj.ammoInMag <= 0)) return false;
|
| 443 |
const speed = 1100;
|
|
|
|
| 557 |
}
|
| 558 |
}
|
| 559 |
|
| 560 |
+
// Enemy helpers
|
| 561 |
function enemyEquipBestWeapon(e){
|
| 562 |
+
// prefer weapons that have ammo loaded or reserve; compute score and prefer loaded ones
|
| 563 |
let bestIdx = -1;
|
| 564 |
let bestScore = -Infinity;
|
| 565 |
for (let i=0;i<5;i++){
|
| 566 |
const it = e.inventory[i];
|
| 567 |
if (it && it.type === 'weapon'){
|
| 568 |
+
const dmg = (it.weapon && it.weapon.dmg) ? it.weapon.dmg : 1;
|
| 569 |
+
const rate = (it.weapon && it.weapon.rate) ? it.weapon.rate : 300;
|
| 570 |
+
let score = dmg / rate;
|
| 571 |
+
// bonus if currently has ammo in mag
|
| 572 |
+
if (typeof it.ammoInMag === 'number' && it.ammoInMag > 0) score += 0.5;
|
| 573 |
+
if (typeof it.ammoReserve === 'number' && it.ammoReserve > 0) score += 0.2;
|
| 574 |
if (score > bestScore){ bestScore = score; bestIdx = i; }
|
| 575 |
}
|
| 576 |
}
|
| 577 |
+
if (bestIdx !== -1) {
|
| 578 |
+
e.equippedIndex = bestIdx;
|
| 579 |
+
} else {
|
| 580 |
+
e.equippedIndex = -1;
|
| 581 |
+
}
|
| 582 |
+
}
|
| 583 |
+
|
| 584 |
+
function normalizeWeaponPickup(p){
|
| 585 |
+
// ensure fields exist and are numbers
|
| 586 |
+
const w = p.weapon ? p.weapon : makeWeaponProto(p);
|
| 587 |
+
const ammoInMag = (typeof p.ammoInMag === 'number') ? p.ammoInMag : (w.magSize || w.magSize || 12);
|
| 588 |
+
const ammoReserve = (typeof p.ammoReserve === 'number') ? p.ammoReserve : (w.startReserve || (w.magSize*2) || 24);
|
| 589 |
+
return { type:'weapon', weapon: w, ammoInMag: Math.max(0, Math.floor(ammoInMag)), ammoReserve: Math.max(0, Math.floor(ammoReserve)) };
|
| 590 |
}
|
| 591 |
|
| 592 |
function enemyPickupCollect(e, p){
|
| 593 |
+
if (!e || !p) return;
|
| 594 |
if (p.type === 'weapon'){
|
| 595 |
+
const normalized = normalizeWeaponPickup(p);
|
| 596 |
+
// merge into existing same weapon
|
| 597 |
for (let s=0;s<5;s++){
|
| 598 |
const it = e.inventory[s];
|
| 599 |
+
if (it && it.type==='weapon' && it.weapon.name === normalized.weapon.name){
|
| 600 |
+
it.ammoReserve = (it.ammoReserve || 0) + (normalized.ammoReserve || 0);
|
| 601 |
+
it.ammoInMag = Math.min(it.weapon.magSize, (it.ammoInMag || 0) + (normalized.ammoInMag || 0));
|
| 602 |
enemyEquipBestWeapon(e);
|
| 603 |
+
// ensure they equip a loaded weapon if present
|
| 604 |
+
if (it.ammoInMag > 0) e.equippedIndex = s;
|
| 605 |
+
e.state = 'combat';
|
| 606 |
+
e.lastAttackedTime = performance.now();
|
| 607 |
return;
|
| 608 |
}
|
| 609 |
}
|
| 610 |
+
// place into empty slot if available
|
| 611 |
for (let s=0;s<5;s++){
|
| 612 |
+
if (!e.inventory[s]){
|
| 613 |
+
e.inventory[s] = { type:'weapon', weapon: normalized.weapon, ammoInMag: normalized.ammoInMag, ammoReserve: normalized.ammoReserve };
|
| 614 |
+
enemyEquipBestWeapon(e);
|
| 615 |
+
// equip this weapon if it has ammo or if no other better weapon
|
| 616 |
+
if (e.inventory[s].ammoInMag > 0) e.equippedIndex = s;
|
| 617 |
+
e.state = 'combat';
|
| 618 |
+
e.lastAttackedTime = performance.now();
|
| 619 |
+
return;
|
| 620 |
+
}
|
| 621 |
}
|
| 622 |
+
// replace worst weapon if pickup is better
|
| 623 |
let worstIdx = -1, worstScore = Infinity;
|
|
|
|
| 624 |
for (let s=0;s<5;s++){
|
| 625 |
const it = e.inventory[s];
|
| 626 |
if (it && it.type==='weapon'){
|
|
|
|
| 628 |
if (score < worstScore){ worstScore = score; worstIdx = s; }
|
| 629 |
}
|
| 630 |
}
|
| 631 |
+
const pickupScore = (normalized.weapon.dmg || 1) / (normalized.weapon.rate || 300);
|
| 632 |
if (pickupScore > worstScore && worstIdx !== -1){
|
| 633 |
+
e.inventory[worstIdx] = { type:'weapon', weapon: normalized.weapon, ammoInMag: normalized.ammoInMag, ammoReserve: normalized.ammoReserve };
|
| 634 |
enemyEquipBestWeapon(e);
|
| 635 |
+
e.state = 'combat';
|
| 636 |
+
e.lastAttackedTime = performance.now();
|
| 637 |
} else {
|
| 638 |
+
e.materials += Math.floor((normalized.ammoReserve || 0) / 2);
|
| 639 |
}
|
| 640 |
} else if (p.type === 'medkit'){
|
| 641 |
for (let s=0;s<5;s++){
|
|
|
|
| 706 |
return closest;
|
| 707 |
}
|
| 708 |
|
| 709 |
+
// New helper: compute detour waypoint around blocker
|
| 710 |
+
function computeDetourWaypoint(fromX, fromY, blocker, goalX, goalY, padding = 12){
|
| 711 |
+
if (!blocker) return null;
|
| 712 |
+
let br = 0;
|
| 713 |
+
if (blocker.type === 'wall') br = 28;
|
| 714 |
+
else if (blocker.type === 'stone') br = 22;
|
| 715 |
+
else if (blocker.type === 'wood') br = 16;
|
| 716 |
+
else br = 18;
|
| 717 |
+
// vector from blocker to from
|
| 718 |
+
const vx = fromX - blocker.x;
|
| 719 |
+
const vy = fromY - blocker.y;
|
| 720 |
+
const len = Math.hypot(vx, vy) || 0.0001;
|
| 721 |
+
// perp directions
|
| 722 |
+
const px = -vy / len;
|
| 723 |
+
const py = vx / len;
|
| 724 |
+
const radius = br + padding + 8;
|
| 725 |
+
const cand1 = { x: blocker.x + px * radius, y: blocker.y + py * radius };
|
| 726 |
+
const cand2 = { x: blocker.x - px * radius, y: blocker.y - py * radius };
|
| 727 |
+
// choose candidate that's closer to goal and not inside other solids (approx)
|
| 728 |
+
const d1 = Math.hypot(cand1.x - goalX, cand1.y - goalY);
|
| 729 |
+
const d2 = Math.hypot(cand2.x - goalX, cand2.y - goalY);
|
| 730 |
+
const chosen = d1 < d2 ? cand1 : cand2;
|
| 731 |
+
// clamp to world
|
| 732 |
+
chosen.x = Math.max(16, Math.min(WORLD.width-16, chosen.x));
|
| 733 |
+
chosen.y = Math.max(16, Math.min(WORLD.height-16, chosen.y));
|
| 734 |
+
return chosen;
|
| 735 |
+
}
|
| 736 |
+
|
| 737 |
// Bullets update
|
| 738 |
function bulletsUpdate(dt){
|
| 739 |
for (let i=bullets.length-1;i>=0;i--){
|
|
|
|
| 805 |
return best;
|
| 806 |
}
|
| 807 |
|
| 808 |
+
// Enemy AI (improved: detour around obstacles and prioritize chest looting early, ensure equipping)
|
| 809 |
function updateEnemies(dt, now){
|
| 810 |
+
const minSeparation = 20;
|
|
|
|
|
|
|
| 811 |
for (const e of enemies){
|
| 812 |
if (e.health <= 0) continue;
|
|
|
|
|
|
|
| 813 |
if (!e.spawnSafeUntil) e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
|
| 814 |
|
| 815 |
+
// clear expired tempTarget
|
| 816 |
+
if (e.tempTarget && now > (e.tempTargetExpiry || 0)) { e.tempTarget = null; e.tempTargetExpiry = 0; }
|
| 817 |
+
|
| 818 |
+
// If in storm move towards safe zone, using detours around blockers
|
| 819 |
if (storm.active){
|
| 820 |
const distToSafeCenter = Math.hypot(e.x - storm.centerX, e.y - storm.centerY);
|
| 821 |
if (distToSafeCenter > storm.radius){
|
|
|
|
| 822 |
e.state = 'toSafe';
|
| 823 |
+
if (e.tempTarget){
|
| 824 |
+
const td = Math.hypot(e.tempTarget.x - e.x, e.tempTarget.y - e.y);
|
| 825 |
+
if (td > 8){
|
| 826 |
+
e.angle = Math.atan2(e.tempTarget.y - e.y, e.tempTarget.x - e.x);
|
| 827 |
+
const dx = Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 828 |
+
const dy = Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 829 |
+
moveEntityWithCollision(e, dx, dy, e.radius);
|
| 830 |
+
continue;
|
| 831 |
+
} else {
|
| 832 |
+
e.tempTarget = null;
|
| 833 |
+
e.tempTargetExpiry = 0;
|
| 834 |
+
}
|
| 835 |
+
}
|
| 836 |
+
if (!hasLineOfSight(e.x, e.y, storm.centerX, storm.centerY)){
|
| 837 |
+
const blocker = findBlockingObject(e.x, e.y, storm.centerX, storm.centerY);
|
| 838 |
+
if (blocker){
|
| 839 |
+
e.tempTarget = computeDetourWaypoint(e.x, e.y, blocker, storm.centerX, storm.centerY);
|
| 840 |
+
e.tempTargetExpiry = now + 2500;
|
| 841 |
+
if (e.tempTarget) { e.angle = Math.atan2(e.tempTarget.y - e.y, e.tempTarget.x - e.x); const dx = Math.cos(e.angle) * e.speed * dt * 0.95; const dy = Math.sin(e.angle) * e.speed * dt * 0.95; moveEntityWithCollision(e, dx, dy, e.radius); continue; }
|
| 842 |
+
}
|
| 843 |
+
}
|
| 844 |
e.angle = Math.atan2(storm.centerY - e.y, storm.centerX - e.x);
|
| 845 |
+
const dx = Math.cos(e.angle) * e.speed * dt * 0.95;
|
| 846 |
+
const dy = Math.sin(e.angle) * e.speed * dt * 0.95;
|
| 847 |
+
moveEntityWithCollision(e, dx, dy, e.radius);
|
| 848 |
if (Math.random() < 0.02) e.angle += (Math.random()-0.5)*0.5;
|
| 849 |
+
continue;
|
|
|
|
|
|
|
|
|
|
| 850 |
}
|
| 851 |
}
|
| 852 |
|
| 853 |
+
// Healing logic
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 854 |
if (e.health < 60 && now >= (e.nextHealTime || 0)){
|
| 855 |
let medIdx = -1;
|
| 856 |
for (let s=0;s<5;s++){
|
|
|
|
| 867 |
}
|
| 868 |
}
|
| 869 |
|
| 870 |
+
// State transitions
|
| 871 |
const hasUsefulWeapon = e.inventory.some(it => it && it.type === 'weapon' && (it.ammoInMag > 0 || it.ammoReserve > 0));
|
| 872 |
if ((e.gatherTimeLeft <= 0 || e.materials >= 20 || hasUsefulWeapon) && e.state === 'gather') e.state = 'combat';
|
| 873 |
|
| 874 |
+
if (e.state === 'gather') e.gatherTimeLeft -= dt;
|
| 875 |
+
|
| 876 |
+
// Early-game chest priority: force chest-seeking for first few seconds to equip weapons quickly
|
| 877 |
+
const prioritizeChests = (e.prioritizeChestsUntil && now < e.prioritizeChestsUntil);
|
| 878 |
if (e.state === 'gather'){
|
|
|
|
|
|
|
| 879 |
if (now >= (e.spawnSafeUntil || 0)){
|
| 880 |
+
// pickups nearby priority (quick ammo/weapon)
|
| 881 |
let p = findNearestPickup(e, 240);
|
| 882 |
+
if (p && !prioritizeChests){
|
| 883 |
const angle = Math.atan2(p.y - e.y, p.x - e.x);
|
| 884 |
e.angle = angle;
|
| 885 |
+
const dx = Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 886 |
+
const dy = Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 887 |
+
moveEntityWithCollision(e, dx, dy, e.radius);
|
| 888 |
if (Math.hypot(p.x - e.x, p.y - e.y) < 18){
|
| 889 |
enemyPickupCollect(e, p);
|
| 890 |
const idx = pickups.indexOf(p);
|
| 891 |
if (idx >= 0) pickups.splice(idx,1);
|
| 892 |
+
// equip best weapon immediately if any
|
| 893 |
+
enemyEquipBestWeapon(e);
|
| 894 |
}
|
| 895 |
continue;
|
| 896 |
}
|
| 897 |
}
|
| 898 |
|
| 899 |
+
// If we don't have a useful weapon yet, prioritize chests strongly (extended radius)
|
| 900 |
+
let chestSearchRadius = prioritizeChests || !hasUsefulWeapon ? 1400 : 900;
|
| 901 |
+
let chestTarget = findNearestChest(e, chestSearchRadius);
|
| 902 |
if (chestTarget){
|
| 903 |
const d = Math.hypot(chestTarget.x - e.x, chestTarget.y - e.y);
|
| 904 |
if (d > 20){
|
| 905 |
e.angle = Math.atan2(chestTarget.y - e.y, chestTarget.x - e.x);
|
| 906 |
+
// navigate with detour logic if blocked
|
| 907 |
+
if (!hasLineOfSight(e.x, e.y, chestTarget.x, chestTarget.y)){
|
| 908 |
+
const blocker = findBlockingObject(e.x, e.y, chestTarget.x, chestTarget.y);
|
| 909 |
+
if (blocker){
|
| 910 |
+
if (!e.tempTarget){
|
| 911 |
+
e.tempTarget = computeDetourWaypoint(e.x, e.y, blocker, chestTarget.x, chestTarget.y);
|
| 912 |
+
e.tempTargetExpiry = now + 2500;
|
| 913 |
+
}
|
| 914 |
+
if (e.tempTarget){
|
| 915 |
+
const td = Math.hypot(e.tempTarget.x - e.x, e.tempTarget.y - e.y);
|
| 916 |
+
if (td > 8){
|
| 917 |
+
e.angle = Math.atan2(e.tempTarget.y - e.y, e.tempTarget.x - e.x);
|
| 918 |
+
const dx = Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 919 |
+
const dy = Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 920 |
+
moveEntityWithCollision(e, dx, dy, e.radius);
|
| 921 |
+
continue;
|
| 922 |
+
} else {
|
| 923 |
+
e.tempTarget = null;
|
| 924 |
+
e.tempTargetExpiry = 0;
|
| 925 |
+
}
|
| 926 |
+
}
|
| 927 |
+
}
|
| 928 |
+
}
|
| 929 |
+
// If unobstructed or detour not set/needed, move directly
|
| 930 |
+
const dx = Math.cos(e.angle) * e.speed * dt * 0.95;
|
| 931 |
+
const dy = Math.sin(e.angle) * e.speed * dt * 0.95;
|
| 932 |
+
moveEntityWithCollision(e, dx, dy, e.radius);
|
| 933 |
} else {
|
| 934 |
+
// open chest and collect
|
| 935 |
+
if (!chestTarget.opened){
|
| 936 |
+
chestTarget.opened = true;
|
| 937 |
+
const loot = chestTarget.loot;
|
| 938 |
+
if (loot.type === 'weapon') {
|
| 939 |
+
const wp = { type:'weapon', weapon: makeWeaponProto(loot.weapon), ammoInMag:loot.weapon.magSize||12, ammoReserve:loot.weapon.startReserve||24 };
|
| 940 |
+
enemyPickupCollect(e, wp);
|
| 941 |
+
} else if (loot.type === 'medkit') enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
|
| 942 |
+
else if (loot.type === 'materials') enemyPickupCollect(e, { type:'materials', amount: loot.amount || 10 });
|
| 943 |
+
// ensure equip
|
| 944 |
+
enemyEquipBestWeapon(e);
|
| 945 |
+
if (e.equippedIndex !== -1){
|
| 946 |
+
const eq = e.inventory[e.equippedIndex];
|
| 947 |
+
if (eq && eq.type==='weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
|
| 948 |
+
// immediate reload
|
| 949 |
+
reloadItem(eq);
|
| 950 |
+
}
|
| 951 |
+
}
|
| 952 |
+
// after opening chest, prioritize combat if weapon obtained
|
| 953 |
+
if (e.inventory.some(it => it && it.type==='weapon')) {
|
| 954 |
+
e.state = 'combat';
|
| 955 |
+
e.lastAttackedTime = now;
|
| 956 |
+
}
|
| 957 |
+
}
|
| 958 |
}
|
| 959 |
continue;
|
| 960 |
}
|
| 961 |
|
| 962 |
let objTarget = findNearestHarvestable(e, 700);
|
| 963 |
+
if (objTarget && !prioritizeChests){
|
| 964 |
const d = Math.hypot(objTarget.x - e.x, objTarget.y - e.y);
|
| 965 |
if (d > 26){
|
| 966 |
e.angle = Math.atan2(objTarget.y - e.y, objTarget.x - e.x);
|
| 967 |
+
const dx = Math.cos(e.angle) * e.speed * dt * 0.8;
|
| 968 |
+
const dy = Math.sin(e.angle) * e.speed * dt * 0.8;
|
| 969 |
+
moveEntityWithCollision(e, dx, dy, e.radius);
|
| 970 |
} else {
|
| 971 |
objTarget.hp -= 40 * dt;
|
| 972 |
if (objTarget.hp <= 0 && !objTarget.dead){
|
|
|
|
| 983 |
continue;
|
| 984 |
}
|
| 985 |
|
| 986 |
+
const dx = Math.cos(e.angle) * e.speed * dt * 0.25;
|
| 987 |
+
const dy = Math.sin(e.angle) * e.speed * dt * 0.25;
|
| 988 |
+
moveEntityWithCollision(e, dx, dy, e.radius);
|
| 989 |
if (Math.random() < 0.01) e.angle += (Math.random()-0.5)*2;
|
| 990 |
continue;
|
| 991 |
}
|
| 992 |
|
| 993 |
// Combat state
|
| 994 |
if (e.equippedIndex === -1) enemyEquipBestWeapon(e);
|
|
|
|
|
|
|
| 995 |
if (e.reloadPending){
|
| 996 |
if (now >= e.reloadingUntil){
|
| 997 |
const eq = e.inventory[e.equippedIndex];
|
|
|
|
| 1000 |
e.reloadingUntil = 0;
|
| 1001 |
}
|
| 1002 |
}
|
|
|
|
|
|
|
| 1003 |
if (e.equippedIndex >= 0){
|
| 1004 |
const eq = e.inventory[e.equippedIndex];
|
| 1005 |
if (eq && eq.type === 'weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0 && !e.reloadPending && now >= e.reloadingUntil){
|
| 1006 |
e.reloadPending = true;
|
| 1007 |
+
e.reloadingUntil = now + 600 + rand(-100,100);
|
| 1008 |
+
}
|
| 1009 |
+
}
|
| 1010 |
+
|
| 1011 |
+
// If equipped weapon is empty and no reserve, try to swap to another loaded weapon
|
| 1012 |
+
if (e.equippedIndex >= 0){
|
| 1013 |
+
const eq = e.inventory[e.equippedIndex];
|
| 1014 |
+
if (eq && eq.type === 'weapon' && eq.ammoInMag <= 0 && eq.ammoReserve <= 0){
|
| 1015 |
+
// try to find another weapon with ammo
|
| 1016 |
+
for (let i=0;i<5;i++){
|
| 1017 |
+
const it = e.inventory[i];
|
| 1018 |
+
if (it && it.type === 'weapon' && it.ammoInMag > 0){
|
| 1019 |
+
e.equippedIndex = i;
|
| 1020 |
+
break;
|
| 1021 |
+
}
|
| 1022 |
+
}
|
| 1023 |
+
// if still no mag ammo, pick weapon with reserve
|
| 1024 |
+
if (e.equippedIndex === -1 || (e.inventory[e.equippedIndex] && e.inventory[e.equippedIndex].ammoInMag <= 0)){
|
| 1025 |
+
for (let i=0;i<5;i++){
|
| 1026 |
+
const it = e.inventory[i];
|
| 1027 |
+
if (it && it.type === 'weapon' && it.ammoReserve > 0){
|
| 1028 |
+
e.equippedIndex = i;
|
| 1029 |
+
// schedule reload
|
| 1030 |
+
e.reloadPending = true;
|
| 1031 |
+
e.reloadingUntil = now + 500 + rand(-80,80);
|
| 1032 |
+
break;
|
| 1033 |
+
}
|
| 1034 |
+
}
|
| 1035 |
+
}
|
| 1036 |
}
|
| 1037 |
}
|
| 1038 |
|
|
|
|
| 1039 |
let target = player;
|
| 1040 |
let bestDist = Math.hypot(player.x - e.x, player.y - e.y);
|
| 1041 |
if (bestDist > VIEW_RANGE){
|
|
|
|
| 1042 |
const p = findNearestPickup(e, 1200);
|
| 1043 |
const c = findNearestChest(e, 1200);
|
| 1044 |
const h = findNearestHarvestable(e, 1200);
|
|
|
|
| 1046 |
if (p){ const d=Math.hypot(p.x-e.x,p.y-e.y); if (d<cd){ candidate=p; cd=d; } }
|
| 1047 |
if (c){ const d=Math.hypot(c.x-e.x,c.y-e.y); if (d<cd){ candidate=c; cd=d; } }
|
| 1048 |
if (h){ const d=Math.hypot(h.x-e.x,h.y-e.y); if (d<cd){ candidate=h; cd=d; } }
|
|
|
|
| 1049 |
for (const other of enemies){
|
| 1050 |
if (other === e || other.health <= 0) continue;
|
| 1051 |
const d = Math.hypot(other.x - e.x, other.y - e.y);
|
|
|
|
| 1055 |
target = candidate;
|
| 1056 |
bestDist = cd;
|
| 1057 |
} else {
|
| 1058 |
+
target = null; bestDist = Infinity;
|
| 1059 |
}
|
| 1060 |
} else {
|
|
|
|
| 1061 |
for (const other of enemies){
|
| 1062 |
if (other === e || other.health <= 0) continue;
|
| 1063 |
const d = Math.hypot(other.x - e.x, other.y - e.y);
|
|
|
|
| 1065 |
}
|
| 1066 |
}
|
| 1067 |
|
|
|
|
| 1068 |
const distToPlayer = Math.hypot(player.x - e.x, player.y - e.y);
|
| 1069 |
if (distToPlayer < 160 && e.health < 35 && e.materials >= 10 && Math.random() < 0.5){
|
| 1070 |
enemyTryBuild(e);
|
| 1071 |
}
|
| 1072 |
|
|
|
|
| 1073 |
if (!target){
|
| 1074 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.7;
|
| 1075 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.7;
|
| 1076 |
if (Math.random() < 0.02) e.angle += (Math.random()-0.5)*1.5;
|
| 1077 |
+
moveEntityWithCollision(e, 0, 0, e.radius);
|
| 1078 |
continue;
|
| 1079 |
}
|
| 1080 |
|
| 1081 |
+
// If a target exists but blocked, try detour waypoint instead of always breaking/shooting blocker
|
| 1082 |
const blocked = !hasLineOfSight(e.x, e.y, target.x, target.y);
|
| 1083 |
if (blocked){
|
| 1084 |
const blocker = findBlockingObject(e.x, e.y, target.x, target.y);
|
|
|
|
| 1096 |
const angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 1097 |
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);
|
| 1098 |
}
|
| 1099 |
+
}
|
| 1100 |
+
if (!e.tempTarget){
|
| 1101 |
+
const waypoint = computeDetourWaypoint(e.x, e.y, blocker, target.x, target.y);
|
| 1102 |
+
if (waypoint){
|
| 1103 |
+
e.tempTarget = waypoint;
|
| 1104 |
+
e.tempTargetExpiry = now + 3000;
|
| 1105 |
+
}
|
| 1106 |
+
}
|
| 1107 |
+
if (e.tempTarget){
|
| 1108 |
+
const td = Math.hypot(e.tempTarget.x - e.x, e.tempTarget.y - e.y);
|
| 1109 |
+
if (td > 8){
|
| 1110 |
+
e.angle = Math.atan2(e.tempTarget.y - e.y, e.tempTarget.x - e.x);
|
| 1111 |
+
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.8, Math.sin(e.angle) * e.speed * dt * 0.8, e.radius);
|
| 1112 |
+
} else {
|
| 1113 |
+
e.tempTarget = null;
|
| 1114 |
+
e.tempTargetExpiry = 0;
|
| 1115 |
+
}
|
| 1116 |
} else {
|
| 1117 |
e.angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 1118 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.6;
|
| 1119 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.6;
|
| 1120 |
}
|
| 1121 |
}
|
| 1122 |
continue;
|
| 1123 |
}
|
| 1124 |
}
|
| 1125 |
|
|
|
|
| 1126 |
if (target === player){
|
|
|
|
| 1127 |
if (distToPlayer < 36 && now - e.lastMelee > e.meleeRate){
|
| 1128 |
e.lastMelee = now;
|
| 1129 |
const dmg = 10 + randInt(0,8);
|
|
|
|
| 1134 |
const eq = e.inventory[e.equippedIndex];
|
| 1135 |
if (eq && eq.type === 'weapon' && !e.reloadPending && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
|
| 1136 |
if (eq.ammoInMag <= 0){
|
| 1137 |
+
// try reload or swap
|
| 1138 |
+
if (eq.ammoReserve > 0 && !e.reloadPending){
|
| 1139 |
+
e.reloadPending = true;
|
| 1140 |
+
e.reloadingUntil = now + 600 + rand(-100,100);
|
| 1141 |
+
} else {
|
| 1142 |
+
// swap to other weapon
|
| 1143 |
+
enemyEquipBestWeapon(e);
|
| 1144 |
+
}
|
| 1145 |
} else {
|
| 1146 |
if (hasLineOfSight(e.x, e.y, target.x, target.y)){
|
| 1147 |
e.lastShot = now;
|
|
|
|
| 1150 |
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);
|
| 1151 |
e.lastAttackedTime = now;
|
| 1152 |
} else {
|
|
|
|
| 1153 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 1154 |
+
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.6, Math.sin(e.angle) * e.speed * dt * 0.6, e.radius);
|
|
|
|
| 1155 |
}
|
| 1156 |
}
|
| 1157 |
} else {
|
|
|
|
| 1158 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 1159 |
+
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.9, Math.sin(e.angle) * e.speed * dt * 0.9, e.radius);
|
|
|
|
| 1160 |
}
|
| 1161 |
} else {
|
|
|
|
| 1162 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 1163 |
+
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.9, Math.sin(e.angle) * e.speed * dt * 0.9, e.radius);
|
|
|
|
| 1164 |
}
|
| 1165 |
} else {
|
|
|
|
| 1166 |
const td = Math.hypot(target.x - e.x, target.y - e.y);
|
| 1167 |
+
if (target.type === 'weapon' || target.type === 'medkit' || target.type === 'materials' || target.type === 'ammo'){
|
| 1168 |
if (td > 20){
|
| 1169 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 1170 |
+
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.9, Math.sin(e.angle) * e.speed * dt * 0.9, e.radius);
|
|
|
|
| 1171 |
} else {
|
| 1172 |
enemyPickupCollect(e, target);
|
| 1173 |
const idx = pickups.indexOf(target);
|
| 1174 |
if (idx >= 0) pickups.splice(idx,1);
|
| 1175 |
e.state = 'gather';
|
| 1176 |
+
enemyEquipBestWeapon(e);
|
| 1177 |
}
|
| 1178 |
+
} else if (target.hasOwnProperty('loot')){
|
| 1179 |
if (td > 20){
|
| 1180 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 1181 |
+
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.9, Math.sin(e.angle) * e.speed * dt * 0.9, e.radius);
|
|
|
|
| 1182 |
} else {
|
| 1183 |
+
if (!target.opened){
|
| 1184 |
+
target.opened = true;
|
| 1185 |
+
const loot = target.loot;
|
| 1186 |
+
if (loot.type === 'weapon') enemyPickupCollect(e, { type:'weapon', weapon: makeWeaponProto(loot.weapon), ammoInMag:loot.weapon.magSize||12, ammoReserve:loot.weapon.startReserve||24 });
|
| 1187 |
+
else if (loot.type === 'medkit') enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
|
| 1188 |
+
else if (loot.type === 'materials') enemyPickupCollect(e, { type:'materials', amount: loot.amount || 10 });
|
| 1189 |
+
e.state = 'gather';
|
| 1190 |
+
enemyEquipBestWeapon(e);
|
| 1191 |
+
if (e.equippedIndex !== -1){
|
| 1192 |
+
const eq = e.inventory[e.equippedIndex];
|
| 1193 |
+
if (eq && eq.type==='weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
|
| 1194 |
+
reloadItem(eq);
|
| 1195 |
+
}
|
| 1196 |
+
}
|
| 1197 |
+
if (e.inventory.some(it => it && it.type === 'weapon')){ e.state = 'combat'; e.lastAttackedTime = now; }
|
| 1198 |
+
}
|
| 1199 |
}
|
| 1200 |
+
} else if (target.hasOwnProperty('type') && (target.type === 'wood' || target.type === 'stone')){
|
| 1201 |
if (td > 26){
|
| 1202 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 1203 |
+
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.8, Math.sin(e.angle) * e.speed * dt * 0.8, e.radius);
|
|
|
|
| 1204 |
} else {
|
| 1205 |
target.hp -= 40 * dt;
|
| 1206 |
if (target.hp <= 0 && !target.dead){
|
|
|
|
| 1210 |
e.state = 'gather';
|
| 1211 |
}
|
| 1212 |
} else {
|
|
|
|
| 1213 |
if (td > 40){
|
| 1214 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 1215 |
+
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.7, Math.sin(e.angle) * e.speed * dt * 0.7, e.radius);
|
|
|
|
| 1216 |
} else {
|
| 1217 |
+
if (now - e.lastMelee > e.meleeRate){
|
| 1218 |
+
e.lastMelee = now;
|
| 1219 |
+
if (target && target.health > 0){
|
| 1220 |
+
target.health -= 8 + randInt(0,6);
|
| 1221 |
+
target.lastAttackedTime = now;
|
| 1222 |
+
target.lastAttackerId = e.id;
|
| 1223 |
+
if (target.health <= 0) target.health = 0;
|
| 1224 |
+
}
|
| 1225 |
+
}
|
| 1226 |
}
|
| 1227 |
}
|
| 1228 |
}
|
| 1229 |
}
|
| 1230 |
|
| 1231 |
+
// Separation
|
| 1232 |
for (let i = 0; i < enemies.length; i++){
|
| 1233 |
const a = enemies[i];
|
| 1234 |
if (!a || a.health <= 0) continue;
|
|
|
|
| 1241 |
if (d < minD){
|
| 1242 |
const overlap = (minD - d) * 0.5;
|
| 1243 |
const nx = dx / d, ny = dy / d;
|
|
|
|
| 1244 |
b.x += nx * overlap;
|
| 1245 |
b.y += ny * overlap;
|
| 1246 |
a.x -= nx * overlap;
|
| 1247 |
a.y -= ny * overlap;
|
| 1248 |
}
|
| 1249 |
}
|
|
|
|
| 1250 |
const pdx = a.x - player.x, pdy = a.y - player.y;
|
| 1251 |
const pd = Math.hypot(pdx,pdy) || 0.0001;
|
| 1252 |
const avoidDist = 24;
|
|
|
|
| 1256 |
a.x += nx * overlap;
|
| 1257 |
a.y += ny * overlap;
|
| 1258 |
}
|
|
|
|
| 1259 |
a.x = Math.max(12, Math.min(WORLD.width-12, a.x));
|
| 1260 |
a.y = Math.max(12, Math.min(WORLD.height-12, a.y));
|
| 1261 |
}
|
|
|
|
| 1300 |
}
|
| 1301 |
}
|
| 1302 |
|
| 1303 |
+
// Drawing world & entities
|
| 1304 |
function drawWorld(){
|
| 1305 |
const TILE = 600;
|
| 1306 |
const cols = Math.ceil(WORLD.width / TILE);
|
|
|
|
| 1399 |
const hpPct = Math.max(0, Math.min(1, e.health/120));
|
| 1400 |
ctx.fillStyle='#ff6b6b'; ctx.fillRect(-18,-22,36*hpPct,6);
|
| 1401 |
|
|
|
|
| 1402 |
if (e.equippedIndex >= 0 && e.inventory[e.equippedIndex] && e.inventory[e.equippedIndex].type === 'weapon'){
|
| 1403 |
const we = e.inventory[e.equippedIndex];
|
| 1404 |
const color = we.weapon.color || '#ddd';
|
|
|
|
| 1428 |
}
|
| 1429 |
}
|
| 1430 |
|
|
|
|
| 1431 |
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)');
|
| 1432 |
ctx.beginPath(); ctx.arc(18, -18, 5, 0, Math.PI*2); ctx.fill();
|
| 1433 |
ctx.restore();
|
|
|
|
| 1494 |
|
| 1495 |
function drawCrosshair(){}
|
| 1496 |
|
| 1497 |
+
// Minimap: build terrain cache and draw overlay (EXCLUDES enemies & chests)
|
| 1498 |
+
function buildMiniTerrainCache(){
|
| 1499 |
+
const mw = minimapCanvas.width;
|
| 1500 |
+
const mh = minimapCanvas.height;
|
| 1501 |
+
const scaleX = WORLD.width / mw;
|
| 1502 |
+
const scaleY = WORLD.height / mh;
|
| 1503 |
+
const img = miniCtx.createImageData(mw, mh);
|
| 1504 |
+
for (let my=0; my<mh; my++){
|
| 1505 |
+
for (let mx=0; mx<mw; mx++){
|
| 1506 |
+
const wx = Math.floor(mx * scaleX + scaleX/2);
|
| 1507 |
+
const wy = Math.floor(my * scaleY + scaleY/2);
|
| 1508 |
+
const b = biomeAt(wx, wy);
|
| 1509 |
+
let col = [32,58,43];
|
| 1510 |
+
if (b==='desert') col = [203,183,139];
|
| 1511 |
+
else if (b==='forest') col = [22,65,31];
|
| 1512 |
+
else if (b==='oasis') col = [39,75,82];
|
| 1513 |
+
else if (b==='ruins') col = [74,59,59];
|
| 1514 |
+
const idx = (my*mw + mx)*4;
|
| 1515 |
+
img.data[idx] = col[0];
|
| 1516 |
+
img.data[idx+1] = col[1];
|
| 1517 |
+
img.data[idx+2] = col[2];
|
| 1518 |
+
img.data[idx+3] = 255;
|
| 1519 |
+
}
|
| 1520 |
+
}
|
| 1521 |
+
miniTerrainCache = img;
|
| 1522 |
+
}
|
| 1523 |
+
|
| 1524 |
+
function drawMinimap(){
|
| 1525 |
+
const mw = minimapCanvas.width;
|
| 1526 |
+
const mh = minimapCanvas.height;
|
| 1527 |
+
if (!miniTerrainCache) buildMiniTerrainCache();
|
| 1528 |
+
// draw base terrain
|
| 1529 |
+
miniCtx.putImageData(miniTerrainCache, 0, 0);
|
| 1530 |
+
|
| 1531 |
+
// draw world objects (trees/stones/walls) as tiny marks - chests excluded per request
|
| 1532 |
+
miniCtx.save();
|
| 1533 |
+
const scaleX = mw / WORLD.width;
|
| 1534 |
+
const scaleY = mh / WORLD.height;
|
| 1535 |
+
for (const obj of objects){
|
| 1536 |
+
if (obj.dead) continue;
|
| 1537 |
+
const px = Math.round(obj.x * scaleX);
|
| 1538 |
+
const py = Math.round(obj.y * scaleY);
|
| 1539 |
+
if (obj.type === 'wood'){
|
| 1540 |
+
miniCtx.fillStyle = '#3f210f';
|
| 1541 |
+
miniCtx.fillRect(px-1, py-1, 2, 2);
|
| 1542 |
+
} else if (obj.type === 'stone'){
|
| 1543 |
+
miniCtx.fillStyle = '#666';
|
| 1544 |
+
miniCtx.fillRect(px-1, py-1, 2, 2);
|
| 1545 |
+
} else if (obj.type === 'wall'){
|
| 1546 |
+
miniCtx.fillStyle = '#8b5a32';
|
| 1547 |
+
miniCtx.fillRect(px-2, py-2, 4, 4);
|
| 1548 |
+
}
|
| 1549 |
+
}
|
| 1550 |
+
// optionally show pickups (not enemies/chests) - small blue/green dots
|
| 1551 |
+
for (const p of pickups){
|
| 1552 |
+
const px = Math.round(p.x * scaleX);
|
| 1553 |
+
const py = Math.round(p.y * scaleY);
|
| 1554 |
+
if (p.type === 'weapon'){
|
| 1555 |
+
miniCtx.fillStyle = '#ffd86b'; miniCtx.fillRect(px-1, py-1, 2, 2);
|
| 1556 |
+
} else if (p.type === 'medkit'){
|
| 1557 |
+
miniCtx.fillStyle = '#ff6b6b'; miniCtx.fillRect(px-1, py-1, 2, 2);
|
| 1558 |
+
} else if (p.type === 'materials'){
|
| 1559 |
+
miniCtx.fillStyle = '#cfe0a6'; miniCtx.fillRect(px-1, py-1, 2, 2);
|
| 1560 |
+
} else if (p.type === 'ammo'){
|
| 1561 |
+
miniCtx.fillStyle = '#e6e6e6'; miniCtx.fillRect(px-1, py-1, 2, 2);
|
| 1562 |
+
}
|
| 1563 |
+
}
|
| 1564 |
+
|
| 1565 |
+
// Storm safe zone: draw overlay darkening outside safe zone and stroke the safe circle
|
| 1566 |
+
if (storm.active){
|
| 1567 |
+
// darken everything
|
| 1568 |
+
miniCtx.fillStyle = 'rgba(0,0,0,0.35)';
|
| 1569 |
+
miniCtx.fillRect(0,0,mw,mh);
|
| 1570 |
+
// carve out safe zone
|
| 1571 |
+
miniCtx.globalCompositeOperation = 'destination-out';
|
| 1572 |
+
const cx = storm.centerX * scaleX;
|
| 1573 |
+
const cy = storm.centerY * scaleY;
|
| 1574 |
+
// radius scaled by average axis to keep circle shape close
|
| 1575 |
+
const r = storm.radius * ((scaleX + scaleY) / 2);
|
| 1576 |
+
miniCtx.beginPath();
|
| 1577 |
+
miniCtx.arc(cx, cy, r, 0, Math.PI*2);
|
| 1578 |
+
miniCtx.fill();
|
| 1579 |
+
miniCtx.globalCompositeOperation = 'source-over';
|
| 1580 |
+
// border
|
| 1581 |
+
miniCtx.strokeStyle = 'rgba(255,200,80,0.95)';
|
| 1582 |
+
miniCtx.lineWidth = 2;
|
| 1583 |
+
miniCtx.beginPath();
|
| 1584 |
+
miniCtx.arc(cx, cy, r, 0, Math.PI*2);
|
| 1585 |
+
miniCtx.stroke();
|
| 1586 |
+
}
|
| 1587 |
+
|
| 1588 |
+
// draw player dot (always visible)
|
| 1589 |
+
const ppx = Math.round(player.x * (mw / WORLD.width));
|
| 1590 |
+
const ppy = Math.round(player.y * (mh / WORLD.height));
|
| 1591 |
+
miniCtx.fillStyle = '#ffff66';
|
| 1592 |
+
miniCtx.beginPath();
|
| 1593 |
+
miniCtx.arc(ppx, ppy, 3, 0, Math.PI*2);
|
| 1594 |
+
miniCtx.fill();
|
| 1595 |
+
|
| 1596 |
+
miniCtx.restore();
|
| 1597 |
+
}
|
| 1598 |
+
|
| 1599 |
// Main loop
|
| 1600 |
let lastTime = 0;
|
| 1601 |
function gameLoop(ts){
|
|
|
|
| 1604 |
const dt = Math.min(0.05, (ts - lastTime)/1000);
|
| 1605 |
lastTime = ts;
|
| 1606 |
|
|
|
|
| 1607 |
let dx=0, dy=0;
|
| 1608 |
if (keys.w) dy -= 1; if (keys.s) dy += 1; if (keys.a) dx -= 1; if (keys.d) dx += 1;
|
| 1609 |
if (dx !== 0 || dy !== 0){
|
| 1610 |
const len = Math.hypot(dx,dy) || 1;
|
| 1611 |
+
const mvx = (dx/len) * player.speed * dt;
|
| 1612 |
+
const mvy = (dy/len) * player.speed * dt;
|
| 1613 |
+
const oldX = player.x, oldY = player.y;
|
| 1614 |
+
player.x += mvx;
|
| 1615 |
+
if (player.x < player.radius) player.x = player.radius;
|
| 1616 |
+
if (player.x > WORLD.width - player.radius) player.x = WORLD.width - player.radius;
|
| 1617 |
+
if (isCollidingSolid(player.x, player.y, player.radius)){
|
| 1618 |
+
player.x = oldX;
|
| 1619 |
+
}
|
| 1620 |
+
player.y += mvy;
|
| 1621 |
+
if (player.y < player.radius) player.y = player.radius;
|
| 1622 |
+
if (player.y > WORLD.height - player.radius) player.y = WORLD.height - player.radius;
|
| 1623 |
+
if (isCollidingSolid(player.x, player.y, player.radius)){
|
| 1624 |
+
player.y = oldY;
|
| 1625 |
+
}
|
| 1626 |
}
|
| 1627 |
player.x = Math.max(16, Math.min(WORLD.width-16, player.x));
|
| 1628 |
player.y = Math.max(16, Math.min(WORLD.height-16, player.y));
|
|
|
|
| 1639 |
if (selected && selected.type === 'weapon') activeWeaponItem = selected;
|
| 1640 |
}
|
| 1641 |
|
|
|
|
| 1642 |
if (mouse.down){
|
| 1643 |
if (player.equippedIndex === -1) playerMeleeHit();
|
| 1644 |
else if (activeWeaponItem && activeWeaponItem.type === 'weapon'){
|
|
|
|
| 1657 |
if (keys.e){ interactNearby(); keys.e = false; }
|
| 1658 |
if (keys.q){ tryBuild(); keys.q = false; }
|
| 1659 |
|
|
|
|
| 1660 |
updateEnemies(dt, performance.now());
|
| 1661 |
bulletsUpdate(dt);
|
| 1662 |
|
|
|
|
| 1663 |
for (let i=pickups.length-1;i>=0;i--){
|
| 1664 |
const p = pickups[i];
|
| 1665 |
if (Math.hypot(p.x - player.x, p.y - player.y) < 18){ pickupCollect(p); pickups.splice(i,1); updateHUD(); }
|
| 1666 |
}
|
| 1667 |
|
|
|
|
| 1668 |
for (let i=objects.length-1;i>=0;i--) if (objects[i].dead) objects.splice(i,1);
|
| 1669 |
|
| 1670 |
updatePlayerCount();
|
| 1671 |
updateStorm(dt);
|
| 1672 |
|
|
|
|
| 1673 |
ctx.clearRect(0,0,canvas.width,canvas.height);
|
| 1674 |
drawWorld(); drawObjects(); drawChests(); drawPickups(); drawEnemies(); drawBullets(); drawPlayer(); drawCrosshair();
|
| 1675 |
updateHUD();
|
| 1676 |
|
| 1677 |
+
// Draw the minimap last so it reflects the latest world state
|
| 1678 |
+
drawMinimap();
|
| 1679 |
+
|
| 1680 |
if (storm.active && playerInStorm()) stormWarning.classList.remove('hidden'); else stormWarning.classList.add('hidden');
|
| 1681 |
|
| 1682 |
requestAnimationFrame(gameLoop);
|
|
|
|
| 1685 |
// Landing -> spawn selection
|
| 1686 |
let selectedBiome = null;
|
| 1687 |
function getSpawnForBiome(b){
|
|
|
|
| 1688 |
if (!b) return { x: WORLD.width/2 + (Math.random()-0.5)*400, y: WORLD.height/2 + (Math.random()-0.5)*400 };
|
| 1689 |
if (b === 'desert') return { x: rand(200, WORLD.width*0.3), y: rand(200, WORLD.height*0.3) };
|
| 1690 |
if (b === 'forest') return { x: rand(WORLD.width*0.7, WORLD.width-200), y: rand(200, WORLD.height*0.3) };
|
|
|
|
| 1699 |
let gameActive = false;
|
| 1700 |
|
| 1701 |
function startGame(biome){
|
|
|
|
| 1702 |
selectedBiome = biome || selectedBiome;
|
| 1703 |
const spawn = getSpawnForBiome(selectedBiome);
|
| 1704 |
document.getElementById('currentBiome').textContent = selectedBiome ? selectedBiome.toUpperCase() : 'CENTER';
|
|
|
|
| 1721 |
initHUD();
|
| 1722 |
cameraUpdate();
|
| 1723 |
|
| 1724 |
+
// Set each enemy to prioritize chests for a short time so they grab weapons early, and reposition away from player spawn
|
| 1725 |
for (const e of enemies){
|
| 1726 |
if (Math.hypot(e.x - player.x, e.y - player.y) < 180){
|
| 1727 |
e.x += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1728 |
e.y += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1729 |
}
|
|
|
|
| 1730 |
e.inventory = [null,null,null,null,null];
|
| 1731 |
e.equippedIndex = -1;
|
| 1732 |
e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
|
| 1733 |
e.state = 'gather';
|
| 1734 |
+
e.nextHealTime = 0;
|
| 1735 |
+
e.tempTarget = null;
|
| 1736 |
+
e.tempTargetExpiry = 0;
|
| 1737 |
+
// this flag makes them aggressively seek chests in the first few seconds
|
| 1738 |
+
e.prioritizeChestsUntil = performance.now() + 6000 + rand(0,3000);
|
| 1739 |
+
// also slightly reduce gatherTimeLeft so they don't linger on harvesting
|
| 1740 |
+
e.gatherTimeLeft = Math.min(e.gatherTimeLeft, 6);
|
| 1741 |
}
|
| 1742 |
|
| 1743 |
gameTime = 300; storm.active = false; storm.radius = storm.maxRadius;
|
|
|
|
| 1770 |
goHomeBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); gameScreen.classList.add('hidden'); landingScreen.classList.remove('hidden'); });
|
| 1771 |
continueBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); startGame(selectedBiome); });
|
| 1772 |
|
|
|
|
| 1773 |
document.querySelectorAll('.biome-selector').forEach(el => {
|
| 1774 |
el.addEventListener('click', (ev)=>{
|
|
|
|
| 1775 |
document.querySelectorAll('.biome-selector').forEach(x=>x.classList.remove('biome-selected'));
|
| 1776 |
el.classList.add('biome-selected');
|
| 1777 |
const biome = el.dataset.biome;
|
| 1778 |
selectedBiome = biome;
|
|
|
|
| 1779 |
startGame(biome);
|
| 1780 |
});
|
| 1781 |
});
|
| 1782 |
|
| 1783 |
+
// initialization
|
| 1784 |
resizeCanvas();
|
| 1785 |
populateWorld();
|
| 1786 |
feather.replace();
|