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Browse files- index.html +103 -86
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 Gather First</title>
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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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@@ -76,7 +76,7 @@
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<div class="flex space-x-4 items-center">
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<div style="background:#111827;padding:.5rem .75rem;border-radius:.5rem;display:flex;align-items:center;gap:.5rem;"><i data-feather="map-pin"></i><span id="currentBiome">-</span></div>
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<div style="background:#111827;padding:.5rem .75rem;border-radius:.5rem;display:flex;align-items:center;gap:.5rem;"><i data-feather="clock"></i><span id="gameTimer">5:00</span></div>
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-
<div style="background:#111827;padding:.5rem .75rem;border-radius:.5rem;display:flex;align-items:center;gap:.5rem;"><i data-feather="users"></i><span id="playerCount">1/
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</div>
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</header>
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@@ -141,7 +141,7 @@
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const goHomeBtn = document.getElementById('goHomeBtn');
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const continueBtn = document.getElementById('continueBtn');
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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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@@ -153,13 +153,13 @@
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}
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window.addEventListener('resize', resizeCanvas);
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// Player
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const player = {
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id:'player', x: WORLD.width/2, y: WORLD.height/2, radius:16, angle:0, speed:220,
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health:100, armor:0, kills:0, materials:0,
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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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lastShot:0, lastMelee:0
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};
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@@ -222,9 +222,9 @@
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// Entities
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const bullets = [];
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const chests = [];
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-
const objects = [];
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const enemies = [];
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const pickups = [];
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function rand(min,max){ return Math.random()*(max-min)+min; }
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function randInt(min,max){ return Math.floor(Math.random()*(max-min))+min; }
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@@ -239,7 +239,6 @@
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return 'ruins';
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}
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// Weapon factory
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function makeWeaponProto(w){
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return { name:w.name, dmg:w.dmg, rate:w.rate, color:w.color, magSize:w.magSize || 12, startReserve:w.startReserve || (w.magSize*2 || 24) };
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}
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@@ -247,7 +246,7 @@
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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:
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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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@@ -257,13 +256,16 @@
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return { type:'weapon', weapon: weapons[randInt(0, weapons.length)] };
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}
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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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-
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}
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for (let i=0;i<700;i++){
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const t = Math.random();
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@@ -274,14 +276,14 @@
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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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-
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const ex = rand(300, WORLD.width-300);
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const ey = rand(300, WORLD.height-300);
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enemies.push({
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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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// enemy state machine and inventory
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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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@@ -289,15 +291,16 @@
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lastShot: 0,
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reloadingUntil: 0,
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lastAttackedTime: 0,
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state: 'gather',
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gatherTimeLeft: rand(8,16),
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target: null
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});
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}
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updatePlayerCount();
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}
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-
// HUD
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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 +348,7 @@
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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 +358,7 @@
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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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//
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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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@@ -407,7 +410,7 @@
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}
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}
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//
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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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@@ -423,13 +426,12 @@
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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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// open and spawn pickups (player)
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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') 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 ||
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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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@@ -478,7 +480,7 @@
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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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@@ -536,7 +538,6 @@
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}
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}
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// Build Q
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function tryBuild(){
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if (player.materials < 10) return;
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player.materials -= 10;
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@@ -554,7 +555,7 @@
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return true;
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}
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// LOS
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function hasLineOfSight(x1,y1,x2,y2){
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const vx = x2 - x1, vy = y2 - y1;
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const vlen2 = vx*vx + vy*vy;
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@@ -591,14 +592,13 @@
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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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b.x += b.vx * dt; b.y += b.vy * dt;
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b.traveled += Math.hypot(b.vx*dt, b.vy*dt);
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b.life -= dt;
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// hit player
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if (b.dmg > 0 && b.shooter !== 'player'){
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if (Math.hypot(player.x - b.x, player.y - b.y) < 16){
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player.health -= b.dmg;
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@@ -606,7 +606,6 @@
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bullets.splice(i,1); continue;
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}
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}
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-
// hit enemies
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if (b.dmg > 0){
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for (const e of enemies){
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if (e.health <= 0) continue;
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@@ -620,7 +619,6 @@
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}
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if (!bullets[i]) continue;
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}
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-
// collision with objects & chests
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if (!b.tracer && b.dmg > 0){
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for (const obj of objects){
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if (obj.dead) continue;
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@@ -638,7 +636,7 @@
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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') 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 ||
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bullets.splice(i,1); break;
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}
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}
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@@ -648,7 +646,7 @@
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}
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}
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//
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function findNearestChest(e, maxDist = 1200){
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let best = null; let bd = Infinity;
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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; } }
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@@ -665,56 +663,56 @@
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return best;
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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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// If recently attacked
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if (now - e.lastAttackedTime < 4000){
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e.state = 'combat';
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}
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// Decrease gather timer if still gathering
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if (e.state === 'gather'){
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e.gatherTimeLeft -= dt;
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}
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//
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if (e.health < 60){
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-
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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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-
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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 (used) continue; // use time to heal this tick
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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'){
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e.state = 'combat';
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}
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// State behavior:
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if (e.state === 'gather'){
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//
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let targetPickup = findNearestPickup(e, 240);
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if (targetPickup){
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// move to pickup
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const angle = Math.atan2(targetPickup.y - e.y, targetPickup.x - e.x);
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e.angle = angle;
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e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
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e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
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if (Math.hypot(targetPickup.x - e.x, targetPickup.y - e.y) < 18){
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enemyPickupCollect(e, targetPickup);
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// remove pickup from global array
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const idx = pickups.indexOf(targetPickup);
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if (idx >= 0) pickups.splice(idx,1);
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}
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@@ -729,7 +727,6 @@
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e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
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e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
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} else {
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// open chest and directly give loot to enemy (avoid leaving pickups, faster)
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chestTarget.opened = true;
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const loot = chestTarget.loot;
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if (loot.type === 'weapon'){
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@@ -737,13 +734,12 @@
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} else if (loot.type === 'medkit'){
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enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
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} else if (loot.type === 'materials'){
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enemyPickupCollect(e, { type:'materials', amount: loot.amount ||
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}
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}
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continue;
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}
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-
// no chest nearby -> try harvest nearest wood/stone
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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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@@ -752,13 +748,11 @@
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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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} else {
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-
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-
objTarget.hp -= 40 * dt; // faster than player to let enemies gather
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if (objTarget.hp <= 0 && !objTarget.dead){
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objTarget.dead = true;
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const matGain = objTarget.type === 'wood' ? 3 : 6;
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e.materials += matGain;
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-
// small chance to spawn a weapon or medkit when breaking
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if (Math.random() < 0.08){
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const lootRoll = Math.random();
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if (lootRoll < 0.4) enemyPickupCollect(e, { type:'medkit', amount:1 });
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continue;
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}
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-
//
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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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continue;
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} // end gather
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-
// Combat
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-
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-
if (e.equippedIndex === -1){
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enemyEquipBestWeapon(e);
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-
}
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-
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-
// auto-reload if needed
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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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@@ -791,7 +780,7 @@
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}
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}
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-
//
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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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for (const other of enemies){
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@@ -800,13 +789,11 @@
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if (d < bestDist && Math.random() < 0.6){ bestDist = d; target = other; }
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}
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-
// If target is player & player is very close while enemy has low HP: try to heal/build/retreat rather than attack
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const distToPlayer = Math.hypot(player.x - e.x, player.y - e.y);
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if (distToPlayer < 160 && e.health < 35 && e.materials >= 10 && Math.random() < 0.5){
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enemyTryBuild(e);
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}
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-
// If target blocked by structure, try to break it first
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| 810 |
const blocked = !hasLineOfSight(e.x, e.y, target.x, target.y);
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| 811 |
if (blocked){
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const blocker = findBlockingObject(e.x, e.y, target.x, target.y);
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@@ -816,7 +803,6 @@
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blocker.hp -= 18 * dt * 2;
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if (blocker.hp <= 0){ blocker.dead = true; e.materials += (blocker.type === 'wood' ? 3 : 6); }
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} else {
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-
// shoot at blocker if possible
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| 820 |
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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@@ -835,7 +821,7 @@
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| 835 |
}
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| 836 |
}
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| 837 |
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| 838 |
-
// Attack
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| 839 |
if (distToPlayer < 36 && now - e.lastMelee > e.meleeRate){
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| 840 |
e.lastMelee = now;
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| 841 |
const dmg = 10 + randInt(0,8);
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@@ -846,7 +832,6 @@
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| 846 |
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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| 848 |
if (eq.ammoInMag <= 0){
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-
// reload if ammoReserve available
|
| 850 |
if (eq.ammoReserve > 0) reloadItem(eq);
|
| 851 |
} else {
|
| 852 |
if (hasLineOfSight(e.x, e.y, target.x, target.y)){
|
|
@@ -856,20 +841,17 @@
|
|
| 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;
|
|
@@ -877,7 +859,7 @@
|
|
| 877 |
}
|
| 878 |
}
|
| 879 |
|
| 880 |
-
// Storm
|
| 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; }
|
|
@@ -905,10 +887,9 @@
|
|
| 905 |
}
|
| 906 |
}
|
| 907 |
|
| 908 |
-
// Utility
|
| 909 |
function updatePlayerCount(){
|
| 910 |
const aliveEnemies = enemies.filter(e => e.health > 0).length;
|
| 911 |
-
document.getElementById('playerCount').textContent = `${1 + aliveEnemies}/
|
| 912 |
if (gameActive && aliveEnemies === 0 && player.health > 0){
|
| 913 |
gameActive = false;
|
| 914 |
victoryScreen.classList.remove('hidden');
|
|
@@ -916,7 +897,7 @@
|
|
| 916 |
}
|
| 917 |
}
|
| 918 |
|
| 919 |
-
// Drawing
|
| 920 |
function drawWorld(){
|
| 921 |
const TILE = 600;
|
| 922 |
const cols = Math.ceil(WORLD.width / TILE);
|
|
@@ -1009,18 +990,55 @@
|
|
| 1009 |
const s = worldToScreen(e.x,e.y);
|
| 1010 |
ctx.save();
|
| 1011 |
ctx.translate(s.x,s.y); ctx.rotate(e.angle);
|
|
|
|
|
|
|
| 1012 |
ctx.fillStyle='rgba(0,0,0,0.18)'; ctx.beginPath(); ctx.ellipse(0,12,14,6,0,0,Math.PI*2); ctx.fill();
|
| 1013 |
ctx.fillStyle='#ff6b6b'; ctx.beginPath(); ctx.moveTo(12,0); ctx.lineTo(-10,-8); ctx.lineTo(-10,8); ctx.closePath(); ctx.fill();
|
|
|
|
|
|
|
| 1014 |
ctx.fillStyle='rgba(0,0,0,0.6)'; ctx.fillRect(-18,-22,36,6);
|
| 1015 |
const hpPct = Math.max(0, Math.min(1, e.health/120));
|
| 1016 |
ctx.fillStyle='#ff6b6b'; ctx.fillRect(-18,-22,36*hpPct,6);
|
| 1017 |
-
|
| 1018 |
-
|
| 1019 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1020 |
}
|
| 1021 |
-
|
|
|
|
| 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 |
}
|
|
@@ -1085,7 +1103,7 @@
|
|
| 1085 |
|
| 1086 |
function drawCrosshair(){ }
|
| 1087 |
|
| 1088 |
-
//
|
| 1089 |
let lastTime = 0;
|
| 1090 |
function gameLoop(ts){
|
| 1091 |
if (!gameActive) return;
|
|
@@ -1110,7 +1128,6 @@
|
|
| 1110 |
|
| 1111 |
player.angle = Math.atan2(mouse.worldY - player.y, mouse.worldX - player.x);
|
| 1112 |
|
| 1113 |
-
// determine active weapon for player
|
| 1114 |
let activeWeaponItem = null;
|
| 1115 |
if (player.equippedIndex >= 0) activeWeaponItem = player.inventory[player.equippedIndex];
|
| 1116 |
else {
|
|
@@ -1143,7 +1160,7 @@
|
|
| 1143 |
updateEnemies(dt, performance.now());
|
| 1144 |
bulletsUpdate(dt);
|
| 1145 |
|
| 1146 |
-
//
|
| 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(); }
|
|
|
|
| 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 (Improved)</title>
|
| 7 |
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
<script src="https://unpkg.com/feather-icons"></script>
|
| 9 |
<style>
|
|
|
|
| 76 |
<div class="flex space-x-4 items-center">
|
| 77 |
<div style="background:#111827;padding:.5rem .75rem;border-radius:.5rem;display:flex;align-items:center;gap:.5rem;"><i data-feather="map-pin"></i><span id="currentBiome">-</span></div>
|
| 78 |
<div style="background:#111827;padding:.5rem .75rem;border-radius:.5rem;display:flex;align-items:center;gap:.5rem;"><i data-feather="clock"></i><span id="gameTimer">5:00</span></div>
|
| 79 |
+
<div style="background:#111827;padding:.5rem .75rem;border-radius:.5rem;display:flex;align-items:center;gap:.5rem;"><i data-feather="users"></i><span id="playerCount">1/50</span></div>
|
| 80 |
</div>
|
| 81 |
</header>
|
| 82 |
|
|
|
|
| 141 |
const goHomeBtn = document.getElementById('goHomeBtn');
|
| 142 |
const continueBtn = document.getElementById('continueBtn');
|
| 143 |
|
| 144 |
+
// World
|
| 145 |
const WORLD = { width: 6000, height: 4000 };
|
| 146 |
let camera = { x:0, y:0 };
|
| 147 |
|
|
|
|
| 153 |
}
|
| 154 |
window.addEventListener('resize', resizeCanvas);
|
| 155 |
|
| 156 |
+
// Player
|
| 157 |
const player = {
|
| 158 |
id:'player', x: WORLD.width/2, y: WORLD.height/2, radius:16, angle:0, speed:220,
|
| 159 |
health:100, armor:0, kills:0, materials:0,
|
| 160 |
+
inventory: [null,null,null,null,null],
|
| 161 |
selectedSlot:0,
|
| 162 |
+
equippedIndex: -1,
|
| 163 |
lastShot:0, lastMelee:0
|
| 164 |
};
|
| 165 |
|
|
|
|
| 222 |
// Entities
|
| 223 |
const bullets = [];
|
| 224 |
const chests = [];
|
| 225 |
+
const objects = [];
|
| 226 |
const enemies = [];
|
| 227 |
+
const pickups = [];
|
| 228 |
|
| 229 |
function rand(min,max){ return Math.random()*(max-min)+min; }
|
| 230 |
function randInt(min,max){ return Math.floor(Math.random()*(max-min))+min; }
|
|
|
|
| 239 |
return 'ruins';
|
| 240 |
}
|
| 241 |
|
|
|
|
| 242 |
function makeWeaponProto(w){
|
| 243 |
return { name:w.name, dmg:w.dmg, rate:w.rate, color:w.color, magSize:w.magSize || 12, startReserve:w.startReserve || (w.magSize*2 || 24) };
|
| 244 |
}
|
|
|
|
| 246 |
function generateLootForBiome(b){
|
| 247 |
const roll = Math.random();
|
| 248 |
if (roll < 0.35) return { type:'medkit', amount:1 };
|
| 249 |
+
if (roll < 0.7) return { type:'materials', amount: 10 }; // always 10 per request
|
| 250 |
const weapons = [
|
| 251 |
{ name:'Pistol', dmg:12, rate:320, color:'#ffd86b', magSize:12, startReserve:24 },
|
| 252 |
{ name:'SMG', dmg:6, rate:120, color:'#8ef0ff', magSize:30, startReserve:90 },
|
|
|
|
| 256 |
return { type:'weapon', weapon: weapons[randInt(0, weapons.length)] };
|
| 257 |
}
|
| 258 |
|
| 259 |
+
// Populate world - spawn 49 enemies
|
| 260 |
function populateWorld(){
|
| 261 |
chests.length = 0; objects.length = 0; enemies.length = 0; pickups.length = 0;
|
| 262 |
for (let i=0;i<260;i++){
|
| 263 |
const x = rand(150, WORLD.width-150);
|
| 264 |
const y = rand(150, WORLD.height-150);
|
| 265 |
+
const loot = generateLootForBiome(biomeAt(x,y));
|
| 266 |
+
// ensure materials amount=10 (per request) if type materials
|
| 267 |
+
if (loot.type === 'materials') loot.amount = 10;
|
| 268 |
+
chests.push({ x,y, opened:false, loot });
|
| 269 |
}
|
| 270 |
for (let i=0;i<700;i++){
|
| 271 |
const t = Math.random();
|
|
|
|
| 276 |
const hp = type==='wood'?40 : (type==='stone'?80:160);
|
| 277 |
objects.push({ x,y, type, hp, maxHp:hp, dead:false });
|
| 278 |
}
|
| 279 |
+
// spawn 49 enemies
|
| 280 |
+
for (let i=0;i<49;i++){
|
| 281 |
const ex = rand(300, WORLD.width-300);
|
| 282 |
const ey = rand(300, WORLD.height-300);
|
| 283 |
enemies.push({
|
| 284 |
+
id:'e'+i, x:ex, y:ey, radius:14, angle:rand(0,Math.PI*2), speed:110+rand(-20,20),
|
| 285 |
health: 80 + randInt(0,40), lastMelee:0, meleeRate:800 + randInt(-200,200),
|
| 286 |
roamTimer: rand(0,3),
|
|
|
|
| 287 |
inventory: [null,null,null,null,null],
|
| 288 |
selectedSlot: 0,
|
| 289 |
equippedIndex: -1,
|
|
|
|
| 291 |
lastShot: 0,
|
| 292 |
reloadingUntil: 0,
|
| 293 |
lastAttackedTime: 0,
|
| 294 |
+
state: 'gather',
|
| 295 |
+
gatherTimeLeft: rand(8,16),
|
| 296 |
+
target: null,
|
| 297 |
+
nextHealTime: 0 // only heal using medkit and with cooldown
|
| 298 |
});
|
| 299 |
}
|
| 300 |
updatePlayerCount();
|
| 301 |
}
|
| 302 |
|
| 303 |
+
// HUD
|
| 304 |
function initHUD(){
|
| 305 |
hudHealth.classList.remove('hidden');
|
| 306 |
hudGearWrap.classList.remove('hidden');
|
|
|
|
| 348 |
feather.replace();
|
| 349 |
}
|
| 350 |
|
| 351 |
+
// Camera
|
| 352 |
function cameraUpdate(){
|
| 353 |
if (!canvas.width || !canvas.height) return;
|
| 354 |
camera.x = player.x - canvas.width/2;
|
|
|
|
| 358 |
}
|
| 359 |
function worldToScreen(wx,wy){ return { x: Math.round(wx - camera.x), y: Math.round(wy - camera.y) }; }
|
| 360 |
|
| 361 |
+
// Combat utilities
|
| 362 |
function shootBullet(originX, originY, targetX, targetY, weaponObj, shooterId){
|
| 363 |
if (!weaponObj || (typeof weaponObj.ammoInMag === 'number' && weaponObj.ammoInMag <= 0)) return false;
|
| 364 |
const speed = 1100;
|
|
|
|
| 410 |
}
|
| 411 |
}
|
| 412 |
|
| 413 |
+
// Player interact
|
| 414 |
function interactNearby(){
|
| 415 |
const sel = player.selectedSlot;
|
| 416 |
const selItem = player.inventory[sel];
|
|
|
|
| 426 |
if (chest.opened) continue;
|
| 427 |
const d = Math.hypot(chest.x - player.x, chest.y - player.y);
|
| 428 |
if (d < range){
|
|
|
|
| 429 |
chest.opened = true;
|
| 430 |
const loot = chest.loot;
|
| 431 |
const px = chest.x + rand(-20,20), py = chest.y + rand(-20,20);
|
| 432 |
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) });
|
| 433 |
else if (loot.type === 'medkit') pickups.push({ x:px, y:py, type:'medkit', amount: loot.amount || 1 });
|
| 434 |
+
else if (loot.type === 'materials') pickups.push({ x:px, y:py, type:'materials', amount: loot.amount || 10 });
|
| 435 |
if (Math.random() < 0.25){
|
| 436 |
pickups.push({ x:px+8, y:py+8, type:'ammo', forWeapon: null, amount: randInt(6,30) });
|
| 437 |
}
|
|
|
|
| 480 |
}
|
| 481 |
}
|
| 482 |
|
| 483 |
+
// Enemy helpers
|
| 484 |
function enemyEquipBestWeapon(e){
|
| 485 |
let bestIdx = -1;
|
| 486 |
let bestScore = -Infinity;
|
|
|
|
| 538 |
}
|
| 539 |
}
|
| 540 |
|
|
|
|
| 541 |
function tryBuild(){
|
| 542 |
if (player.materials < 10) return;
|
| 543 |
player.materials -= 10;
|
|
|
|
| 555 |
return true;
|
| 556 |
}
|
| 557 |
|
| 558 |
+
// LOS helpers
|
| 559 |
function hasLineOfSight(x1,y1,x2,y2){
|
| 560 |
const vx = x2 - x1, vy = y2 - y1;
|
| 561 |
const vlen2 = vx*vx + vy*vy;
|
|
|
|
| 592 |
return closest;
|
| 593 |
}
|
| 594 |
|
| 595 |
+
// Bullets update
|
| 596 |
function bulletsUpdate(dt){
|
| 597 |
for (let i=bullets.length-1;i>=0;i--){
|
| 598 |
const b = bullets[i];
|
| 599 |
b.x += b.vx * dt; b.y += b.vy * dt;
|
| 600 |
b.traveled += Math.hypot(b.vx*dt, b.vy*dt);
|
| 601 |
b.life -= dt;
|
|
|
|
| 602 |
if (b.dmg > 0 && b.shooter !== 'player'){
|
| 603 |
if (Math.hypot(player.x - b.x, player.y - b.y) < 16){
|
| 604 |
player.health -= b.dmg;
|
|
|
|
| 606 |
bullets.splice(i,1); continue;
|
| 607 |
}
|
| 608 |
}
|
|
|
|
| 609 |
if (b.dmg > 0){
|
| 610 |
for (const e of enemies){
|
| 611 |
if (e.health <= 0) continue;
|
|
|
|
| 619 |
}
|
| 620 |
if (!bullets[i]) continue;
|
| 621 |
}
|
|
|
|
| 622 |
if (!b.tracer && b.dmg > 0){
|
| 623 |
for (const obj of objects){
|
| 624 |
if (obj.dead) continue;
|
|
|
|
| 636 |
const px = chest.x + rand(-20,20), py = chest.y + rand(-20,20);
|
| 637 |
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) });
|
| 638 |
else if (loot.type === 'medkit') pickups.push({ x:px, y:py, type:'medkit', amount: loot.amount || 1 });
|
| 639 |
+
else if (loot.type === 'materials') pickups.push({ x:px, y:py, type:'materials', amount: loot.amount || 10 });
|
| 640 |
bullets.splice(i,1); break;
|
| 641 |
}
|
| 642 |
}
|
|
|
|
| 646 |
}
|
| 647 |
}
|
| 648 |
|
| 649 |
+
// Nearest helpers
|
| 650 |
function findNearestChest(e, maxDist = 1200){
|
| 651 |
let best = null; let bd = Infinity;
|
| 652 |
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; } }
|
|
|
|
| 663 |
return best;
|
| 664 |
}
|
| 665 |
|
| 666 |
+
// Enemy AI: gather-first state machine, heal only using medkits, visible weapon drawing logic supported in drawEnemies
|
| 667 |
function updateEnemies(dt, now){
|
| 668 |
for (const e of enemies){
|
| 669 |
if (e.health <= 0) continue;
|
| 670 |
|
| 671 |
+
// If recently attacked, go combat
|
| 672 |
if (now - e.lastAttackedTime < 4000){
|
| 673 |
e.state = 'combat';
|
| 674 |
}
|
| 675 |
|
|
|
|
| 676 |
if (e.state === 'gather'){
|
| 677 |
e.gatherTimeLeft -= dt;
|
| 678 |
}
|
| 679 |
|
| 680 |
+
// Only heal using medkit: check cooldown and presence in inventory
|
| 681 |
+
if (e.health < 60 && now >= (e.nextHealTime || 0)){
|
| 682 |
+
// find medkit in inventory
|
| 683 |
+
let medIdx = -1;
|
| 684 |
for (let s=0;s<5;s++){
|
| 685 |
const it = e.inventory[s];
|
| 686 |
+
if (it && it.type === 'medkit' && it.amount > 0){ medIdx = s; break; }
|
| 687 |
+
}
|
| 688 |
+
if (medIdx !== -1){
|
| 689 |
+
// use medkit (consume one), set cooldown so it's not instant recurring
|
| 690 |
+
const kit = e.inventory[medIdx];
|
| 691 |
+
kit.amount -= 1;
|
| 692 |
+
e.health = Math.min(120, e.health + 50);
|
| 693 |
+
if (kit.amount <= 0) e.inventory[medIdx] = null;
|
| 694 |
+
e.nextHealTime = now + 6000; // 6s cooldown before next possible medkit use
|
| 695 |
+
// do not switch state to combat just because healing occurred
|
| 696 |
+
continue;
|
| 697 |
}
|
|
|
|
| 698 |
}
|
| 699 |
|
| 700 |
+
// transition gather -> combat if conditions met
|
| 701 |
const hasUsefulWeapon = e.inventory.some(it => it && it.type === 'weapon' && (it.ammoInMag > 0 || it.ammoReserve > 0));
|
| 702 |
if ((e.gatherTimeLeft <= 0 || e.materials >= 20 || hasUsefulWeapon) && e.state === 'gather'){
|
| 703 |
e.state = 'combat';
|
| 704 |
}
|
| 705 |
|
|
|
|
| 706 |
if (e.state === 'gather'){
|
| 707 |
+
// prioritize nearby pickups, then chests, then harvest objects
|
| 708 |
let targetPickup = findNearestPickup(e, 240);
|
| 709 |
if (targetPickup){
|
|
|
|
| 710 |
const angle = Math.atan2(targetPickup.y - e.y, targetPickup.x - e.x);
|
| 711 |
e.angle = angle;
|
| 712 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 713 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 714 |
if (Math.hypot(targetPickup.x - e.x, targetPickup.y - e.y) < 18){
|
| 715 |
enemyPickupCollect(e, targetPickup);
|
|
|
|
| 716 |
const idx = pickups.indexOf(targetPickup);
|
| 717 |
if (idx >= 0) pickups.splice(idx,1);
|
| 718 |
}
|
|
|
|
| 727 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 728 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 729 |
} else {
|
|
|
|
| 730 |
chestTarget.opened = true;
|
| 731 |
const loot = chestTarget.loot;
|
| 732 |
if (loot.type === 'weapon'){
|
|
|
|
| 734 |
} else if (loot.type === 'medkit'){
|
| 735 |
enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
|
| 736 |
} else if (loot.type === 'materials'){
|
| 737 |
+
enemyPickupCollect(e, { type:'materials', amount: loot.amount || 10 });
|
| 738 |
}
|
| 739 |
}
|
| 740 |
continue;
|
| 741 |
}
|
| 742 |
|
|
|
|
| 743 |
let objTarget = findNearestHarvestable(e, 700);
|
| 744 |
if (objTarget){
|
| 745 |
const d = Math.hypot(objTarget.x - e.x, objTarget.y - e.y);
|
|
|
|
| 748 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.8;
|
| 749 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.8;
|
| 750 |
} else {
|
| 751 |
+
objTarget.hp -= 40 * dt;
|
|
|
|
| 752 |
if (objTarget.hp <= 0 && !objTarget.dead){
|
| 753 |
objTarget.dead = true;
|
| 754 |
const matGain = objTarget.type === 'wood' ? 3 : 6;
|
| 755 |
e.materials += matGain;
|
|
|
|
| 756 |
if (Math.random() < 0.08){
|
| 757 |
const lootRoll = Math.random();
|
| 758 |
if (lootRoll < 0.4) enemyPickupCollect(e, { type:'medkit', amount:1 });
|
|
|
|
| 764 |
continue;
|
| 765 |
}
|
| 766 |
|
| 767 |
+
// roam
|
| 768 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.25;
|
| 769 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.25;
|
| 770 |
if (Math.random() < 0.01) e.angle += (Math.random()-0.5)*2;
|
| 771 |
continue;
|
| 772 |
} // end gather
|
| 773 |
|
| 774 |
+
// Combat behavior
|
| 775 |
+
if (e.equippedIndex === -1) enemyEquipBestWeapon(e);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 776 |
if (e.equippedIndex >= 0){
|
| 777 |
const eq = e.inventory[e.equippedIndex];
|
| 778 |
if (eq && eq.type === 'weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
|
|
|
|
| 780 |
}
|
| 781 |
}
|
| 782 |
|
| 783 |
+
// choose target (player preferred)
|
| 784 |
let target = player;
|
| 785 |
let bestDist = Math.hypot(player.x - e.x, player.y - e.y);
|
| 786 |
for (const other of enemies){
|
|
|
|
| 789 |
if (d < bestDist && Math.random() < 0.6){ bestDist = d; target = other; }
|
| 790 |
}
|
| 791 |
|
|
|
|
| 792 |
const distToPlayer = Math.hypot(player.x - e.x, player.y - e.y);
|
| 793 |
if (distToPlayer < 160 && e.health < 35 && e.materials >= 10 && Math.random() < 0.5){
|
| 794 |
enemyTryBuild(e);
|
| 795 |
}
|
| 796 |
|
|
|
|
| 797 |
const blocked = !hasLineOfSight(e.x, e.y, target.x, target.y);
|
| 798 |
if (blocked){
|
| 799 |
const blocker = findBlockingObject(e.x, e.y, target.x, target.y);
|
|
|
|
| 803 |
blocker.hp -= 18 * dt * 2;
|
| 804 |
if (blocker.hp <= 0){ blocker.dead = true; e.materials += (blocker.type === 'wood' ? 3 : 6); }
|
| 805 |
} else {
|
|
|
|
| 806 |
if (e.equippedIndex >= 0){
|
| 807 |
const eq = e.inventory[e.equippedIndex];
|
| 808 |
if (eq && eq.type === 'weapon' && eq.ammoInMag > 0 && now - e.lastShot > (eq.weapon.rate || 300)){
|
|
|
|
| 821 |
}
|
| 822 |
}
|
| 823 |
|
| 824 |
+
// Attack
|
| 825 |
if (distToPlayer < 36 && now - e.lastMelee > e.meleeRate){
|
| 826 |
e.lastMelee = now;
|
| 827 |
const dmg = 10 + randInt(0,8);
|
|
|
|
| 832 |
const eq = e.inventory[e.equippedIndex];
|
| 833 |
if (eq && eq.type === 'weapon' && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
|
| 834 |
if (eq.ammoInMag <= 0){
|
|
|
|
| 835 |
if (eq.ammoReserve > 0) reloadItem(eq);
|
| 836 |
} else {
|
| 837 |
if (hasLineOfSight(e.x, e.y, target.x, target.y)){
|
|
|
|
| 841 |
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);
|
| 842 |
e.lastAttackedTime = now;
|
| 843 |
} else {
|
|
|
|
| 844 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 845 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.6;
|
| 846 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.6;
|
| 847 |
}
|
| 848 |
}
|
| 849 |
} else {
|
|
|
|
| 850 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 851 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 852 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 853 |
}
|
| 854 |
} else {
|
|
|
|
| 855 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 856 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 857 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
|
|
|
| 859 |
}
|
| 860 |
}
|
| 861 |
|
| 862 |
+
// Storm
|
| 863 |
const storm = { maxRadius: 2400, radius:2400, centerX: WORLD.width/2, centerY: WORLD.height/2, damagePerSecond:1, closingSpeed: 0.6, active:false };
|
| 864 |
let stormDamageAccumulator = 0;
|
| 865 |
function playerInStorm(){ return Math.hypot(player.x - storm.centerX, player.y - storm.centerY) > storm.radius; }
|
|
|
|
| 887 |
}
|
| 888 |
}
|
| 889 |
|
|
|
|
| 890 |
function updatePlayerCount(){
|
| 891 |
const aliveEnemies = enemies.filter(e => e.health > 0).length;
|
| 892 |
+
document.getElementById('playerCount').textContent = `${1 + aliveEnemies}/50`;
|
| 893 |
if (gameActive && aliveEnemies === 0 && player.health > 0){
|
| 894 |
gameActive = false;
|
| 895 |
victoryScreen.classList.remove('hidden');
|
|
|
|
| 897 |
}
|
| 898 |
}
|
| 899 |
|
| 900 |
+
// Drawing
|
| 901 |
function drawWorld(){
|
| 902 |
const TILE = 600;
|
| 903 |
const cols = Math.ceil(WORLD.width / TILE);
|
|
|
|
| 990 |
const s = worldToScreen(e.x,e.y);
|
| 991 |
ctx.save();
|
| 992 |
ctx.translate(s.x,s.y); ctx.rotate(e.angle);
|
| 993 |
+
|
| 994 |
+
// shadow & body
|
| 995 |
ctx.fillStyle='rgba(0,0,0,0.18)'; ctx.beginPath(); ctx.ellipse(0,12,14,6,0,0,Math.PI*2); ctx.fill();
|
| 996 |
ctx.fillStyle='#ff6b6b'; ctx.beginPath(); ctx.moveTo(12,0); ctx.lineTo(-10,-8); ctx.lineTo(-10,8); ctx.closePath(); ctx.fill();
|
| 997 |
+
|
| 998 |
+
// HP bar
|
| 999 |
ctx.fillStyle='rgba(0,0,0,0.6)'; ctx.fillRect(-18,-22,36,6);
|
| 1000 |
const hpPct = Math.max(0, Math.min(1, e.health/120));
|
| 1001 |
ctx.fillStyle='#ff6b6b'; ctx.fillRect(-18,-22,36*hpPct,6);
|
| 1002 |
+
|
| 1003 |
+
// If equipped with weapon, draw it in hand visibly
|
| 1004 |
+
if (e.equippedIndex >= 0 && e.inventory[e.equippedIndex] && e.inventory[e.equippedIndex].type === 'weapon'){
|
| 1005 |
+
const we = e.inventory[e.equippedIndex];
|
| 1006 |
+
const color = we.weapon.color || '#ddd';
|
| 1007 |
+
ctx.save();
|
| 1008 |
+
// position weapon in right-hand area
|
| 1009 |
+
ctx.translate(12, 2);
|
| 1010 |
+
ctx.rotate(-0.08);
|
| 1011 |
+
// body of weapon
|
| 1012 |
+
ctx.fillStyle = color;
|
| 1013 |
+
ctx.fillRect(0, -4, 24, 8);
|
| 1014 |
+
// muzzle detail
|
| 1015 |
+
ctx.fillStyle = '#222';
|
| 1016 |
+
ctx.fillRect(18, -2, 6, 4);
|
| 1017 |
+
// small magazine indicator
|
| 1018 |
+
const magPct = Math.max(0, we.ammoInMag / we.weapon.magSize);
|
| 1019 |
+
ctx.fillStyle = 'rgba(0,0,0,0.35)';
|
| 1020 |
+
ctx.fillRect(4, 6, 18, 4);
|
| 1021 |
+
ctx.fillStyle = '#0f0';
|
| 1022 |
+
ctx.fillRect(4, 6, 18 * magPct, 4);
|
| 1023 |
+
ctx.restore();
|
| 1024 |
+
} else {
|
| 1025 |
+
// draw pickaxe if unarmed (small icon)
|
| 1026 |
+
if (e.equippedIndex === -1){
|
| 1027 |
+
ctx.save();
|
| 1028 |
+
ctx.translate(12, 6);
|
| 1029 |
+
ctx.rotate(-0.22);
|
| 1030 |
+
ctx.fillStyle = '#8b6b4a';
|
| 1031 |
+
ctx.fillRect(-2,0,4,10);
|
| 1032 |
+
ctx.fillStyle = '#cfcfcf';
|
| 1033 |
+
ctx.fillRect(-6,-4,10,4);
|
| 1034 |
+
ctx.restore();
|
| 1035 |
+
}
|
| 1036 |
}
|
| 1037 |
+
|
| 1038 |
+
// draw state marker
|
| 1039 |
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)');
|
| 1040 |
ctx.beginPath(); ctx.arc(18, -18, 5, 0, Math.PI*2); ctx.fill();
|
| 1041 |
+
|
| 1042 |
ctx.restore();
|
| 1043 |
}
|
| 1044 |
}
|
|
|
|
| 1103 |
|
| 1104 |
function drawCrosshair(){ }
|
| 1105 |
|
| 1106 |
+
// Game loop
|
| 1107 |
let lastTime = 0;
|
| 1108 |
function gameLoop(ts){
|
| 1109 |
if (!gameActive) return;
|
|
|
|
| 1128 |
|
| 1129 |
player.angle = Math.atan2(mouse.worldY - player.y, mouse.worldX - player.x);
|
| 1130 |
|
|
|
|
| 1131 |
let activeWeaponItem = null;
|
| 1132 |
if (player.equippedIndex >= 0) activeWeaponItem = player.inventory[player.equippedIndex];
|
| 1133 |
else {
|
|
|
|
| 1160 |
updateEnemies(dt, performance.now());
|
| 1161 |
bulletsUpdate(dt);
|
| 1162 |
|
| 1163 |
+
// player pickup auto-collect
|
| 1164 |
for (let i=pickups.length-1;i>=0;i--){
|
| 1165 |
const p = pickups[i];
|
| 1166 |
if (Math.hypot(p.x - player.x, p.y - player.y) < 18){ pickupCollect(p); pickups.splice(i,1); updateHUD(); }
|