Spaces:
Running
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Manual changes saved
Browse files- index.html +210 -80
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 -
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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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@@ -169,37 +169,27 @@
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// Helper: equip slot index (or -1 for pickaxe)
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function equipSlot(index){
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// index: -1 for pickaxe, 0-4 for inventory
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player.equippedIndex = index;
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// if equipping a slot that is empty, still equip it (shows nothing but slot is 'equipped')
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updateHUD();
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}
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window.addEventListener('keydown',(e)=>{
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const k = e.key.toLowerCase();
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-
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// Movement & action keys only processed when game active
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if (gameActive){
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if (k in keys) keys[k] = true;
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-
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if (['1','2','3','4','5'].includes(k)) {
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const idx = parseInt(k)-1;
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player.selectedSlot = idx;
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// Equip the pressed slot (this ensures weapons swap immediately)
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equipSlot(idx);
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updateHUD();
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}
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-
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if (k === 'f') {
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// toggle between pickaxe and selected slot
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if (player.equippedIndex === player.selectedSlot) equipSlot(-1);
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else equipSlot(player.selectedSlot);
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updateHUD();
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}
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-
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if (k === 'r') keys.r = true;
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} else {
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// allow selection on landing screen
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if (['1','2','3','4','5'].includes(k)) {
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player.selectedSlot = parseInt(k)-1;
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updateHUD();
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@@ -294,7 +284,14 @@
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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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});
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}
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updatePlayerCount();
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@@ -312,17 +309,14 @@
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slot.addEventListener('click', ()=> {
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const idx = parseInt(slot.dataset.index);
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player.selectedSlot = idx;
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// if clicking currently equipped slot -> toggle unequip to pickaxe
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if (player.equippedIndex === idx) equipSlot(-1);
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else equipSlot(idx);
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updateHUD();
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});
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hudGear.appendChild(slot);
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}
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// pickaxe click toggles equip (explicit: clicking pickaxe equips/unequips it)
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pickaxeSlot.onclick = () => {
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if (player.equippedIndex === -1) {
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// pickaxe already equipped -> equip selected slot instead
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equipSlot(player.selectedSlot);
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} else {
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equipSlot(-1);
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@@ -346,7 +340,6 @@
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else if (it.type === 'materials') s.innerHTML = `<div style="font-size:11px">Mat</div><div class="medkit-count">x${it.amount}</div>`;
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else s.innerHTML = 'Item';
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});
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// pickaxe highlight when equipped
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pickaxeSlot.classList.toggle('selected', player.equippedIndex === -1);
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pickaxeSlot.title = (player.equippedIndex === -1) ? 'Pickaxe (equipped)' : 'Pickaxe (click or press F to equip)';
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feather.replace();
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@@ -367,7 +360,6 @@
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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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const angle = Math.atan2(targetY-originY, targetX-originX);
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// decrement ammo if present
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if (typeof weaponObj.ammoInMag === 'number') weaponObj.ammoInMag -= 1;
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const dmg = weaponObj.weapon && weaponObj.weapon.dmg ? weaponObj.weapon.dmg : (weaponObj.dmg || 10);
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const color = (weaponObj.weapon && weaponObj.weapon.color) || weaponObj.color || '#fff';
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@@ -379,16 +371,20 @@
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return true;
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}
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function
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let item = null;
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if (player.equippedIndex >= 0) item = player.inventory[player.equippedIndex];
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else item = player.inventory[player.selectedSlot];
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if (!item || item.type !== 'weapon') return;
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const need = item.weapon.magSize - item.ammoInMag;
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if (need <= 0 || item.ammoReserve <= 0) return;
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const take = Math.min(need, item.ammoReserve);
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item.ammoInMag += take;
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item.ammoReserve -= take;
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updateHUD();
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}
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@@ -396,7 +392,6 @@
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const now = performance.now();
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if (now - player.lastMelee < 350) return;
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player.lastMelee = now;
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// damage enemies and objects (pickaxe)
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for (const e of enemies){
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if (e.health <= 0) continue;
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const d = Math.hypot(e.x - player.x, e.y - player.y);
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@@ -413,9 +408,7 @@
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}
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// Interact: use medkit in selected slot OR loot chests / pickup items.
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// Builds (objects) are NOT harvested via E anymore; only via pickaxe melee or shooting.
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function interactNearby(){
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// use medkit in selected slot
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const sel = player.selectedSlot;
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const selItem = player.inventory[sel];
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if (selItem && selItem.type === 'medkit'){
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@@ -427,13 +420,11 @@
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}
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const range = 56;
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// chests
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for (const chest of chests){
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if (chest.opened) continue;
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const d = Math.hypot(chest.x - player.x, chest.y - player.y);
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if (d < range){
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chest.opened = true;
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// spawn pickup on ground (weapon/medkit/materials/ammo)
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const loot = chest.loot;
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const px = chest.x + rand(-20,20), py = chest.y + rand(-20,20);
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if (loot.type === 'weapon'){
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@@ -451,7 +442,6 @@
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}
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}
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// pick up ground pickups if near
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for (let i=pickups.length-1;i>=0;i--){
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const p = pickups[i];
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const d = Math.hypot(p.x - player.x, p.y - player.y);
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@@ -466,7 +456,6 @@
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function pickupCollect(p){
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if (p.type === 'weapon'){
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// place in first empty or merge ammo
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let merged=false;
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for (let s=0;s<5;s++){
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const it = player.inventory[s];
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@@ -488,13 +477,77 @@
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} else if (p.type === 'materials'){
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player.materials += p.amount;
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} else if (p.type === 'ammo'){
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// add ammo to any weapon or to materials as fallback
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let added=false;
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for (let s=0;s<5;s++){ const it=player.inventory[s]; if (it && it.type==='weapon'){ it.ammoReserve += p.amount; added=true; break; } }
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if (!added) player.materials += p.amount;
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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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@@ -504,8 +557,17 @@
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objects.push({ x:bx, y:by, type:'wall', hp:160, maxHp:160, dead:false });
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updateHUD();
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}
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// LOS helper
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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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}
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return true;
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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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@@ -566,7 +646,6 @@
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for (const chest of chests){
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if (!chest.opened && Math.hypot(chest.x - b.x, chest.y - b.y) < 18){
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chest.opened = true;
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// spawn pickup from chest
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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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@@ -581,12 +660,13 @@
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}
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}
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// Enemies: can loot chests;
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function updateEnemies(dt, now){
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for (const e of enemies){
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if (e.health <= 0) continue;
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e.roamTimer -= dt;
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-
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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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const d = Math.hypot(other.x - e.x, other.y - e.y);
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if (d < bestDist && Math.random() < 0.6){ bestDist = d; target = other; }
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}
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-
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if (bestDist < 900 || e.roamTimer <= 0){
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e.angle = Math.atan2(target.y - e.y, target.x - e.x);
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const avoid = e.health < 20 && Math.random() < 0.6;
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@@ -623,22 +704,81 @@
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}
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}
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// enemies pick up nearby pickups automatically
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for (let i=pickups.length-1;i>=0;i--){
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const p = pickups[i];
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if (Math.hypot(p.x - e.x, p.y - e.y) < 18){
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-
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-
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pickups.splice(i,1);
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} else if (p.type === 'medkit'){
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if (e.health < 60) e.health = Math.min(120, e.health + 50);
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pickups.splice(i,1);
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} else pickups.splice(i,1);
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}
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}
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-
//
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const distToTarget = Math.hypot(target.x - e.x, target.y - e.y);
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if (distToTarget < 34 && now - e.lastMelee > e.meleeRate){
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e.lastMelee = now;
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const dmg = 10 + randInt(0,8);
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target.health -= dmg;
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if (target.health <= 0) target.health = 0;
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}
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-
} else if (e.
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-
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if (
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e.
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}
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}
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}
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if (!storm.active) return;
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storm.radius -= storm.closingSpeed * dt * 60;
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if (storm.radius < 120) storm.radius = 120;
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// damage player
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if (playerInStorm()){
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const prog = 1 - storm.radius / storm.maxRadius;
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const rate = storm.damagePerSecond * (1 + prog*4);
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if (player.health <= 0){ player.health = 0; playerDeath(); }
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}
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} else stormDamageAccumulator = 0;
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// damage enemies
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for (const e of enemies){
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if (e.health <= 0) continue;
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const d = Math.hypot(e.x - storm.centerX, e.y - storm.centerY);
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function updatePlayerCount(){
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const aliveEnemies = enemies.filter(e => e.health > 0).length;
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document.getElementById('playerCount').textContent = `${1 + aliveEnemies}/20`;
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-
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// Victory check: if all enemies dead and player alive & game active -> show victory
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if (gameActive && aliveEnemies === 0 && player.health > 0){
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// stop game loop and show victory UI
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gameActive = false;
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victoryScreen.classList.remove('hidden');
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clearInterval(timerInterval);
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}
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}
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-
// Drawing (
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function drawWorld(){
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const TILE = 600;
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const cols = Math.ceil(WORLD.width / TILE);
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@@ -743,6 +881,12 @@
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ctx.fillStyle='rgba(0,0,0,0.18)'; ctx.beginPath(); ctx.ellipse(s.x,s.y+8,18,8,0,0,Math.PI*2); ctx.fill();
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ctx.fillStyle = obj.type==='wood'? '#6b3b1a' : (obj.type==='stone'? '#6b6b6b' : '#8b5a32');
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ctx.fillRect(s.x-12, s.y-h, 24, h);
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ctx.restore();
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}
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}
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ctx.fillStyle='rgba(0,0,0,0.18)'; ctx.beginPath(); ctx.ellipse(0,12,14,6,0,0,Math.PI*2); ctx.fill();
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ctx.fillStyle='#ff6b6b'; ctx.beginPath(); ctx.moveTo(12,0); ctx.lineTo(-10,-8); ctx.lineTo(-10,8); ctx.closePath(); ctx.fill();
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ctx.fillStyle='rgba(0,0,0,0.6)'; ctx.fillRect(-18,-22,36,6);
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const hpPct = Math.max(0, e.health/120);
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ctx.fillStyle='#ff6b6b'; ctx.fillRect(-18,-22,36*hpPct,6);
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if (e.
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ctx.restore();
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}
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}
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@@ -824,12 +971,9 @@
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const s = worldToScreen(player.x,player.y);
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ctx.save();
|
| 826 |
ctx.translate(s.x,s.y); ctx.rotate(player.angle);
|
| 827 |
-
// shadow
|
| 828 |
ctx.fillStyle='rgba(0,0,0,0.25)'; ctx.beginPath(); ctx.ellipse(0,14,18,8,0,0,Math.PI*2); ctx.fill();
|
| 829 |
-
// body
|
| 830 |
ctx.fillStyle='yellow'; ctx.beginPath(); ctx.moveTo(18,0); ctx.lineTo(-12,-10); ctx.lineTo(-12,10); ctx.closePath(); ctx.fill();
|
| 831 |
|
| 832 |
-
// draw currently held item: pickaxe or weapon
|
| 833 |
let activeWeaponItem = null;
|
| 834 |
if (player.equippedIndex >= 0) activeWeaponItem = player.inventory[player.equippedIndex];
|
| 835 |
else {
|
|
@@ -838,27 +982,22 @@
|
|
| 838 |
}
|
| 839 |
|
| 840 |
if (player.equippedIndex === -1){
|
| 841 |
-
// draw pickaxe in right hand
|
| 842 |
ctx.save();
|
| 843 |
ctx.translate(12, 6);
|
| 844 |
ctx.rotate(-0.2);
|
| 845 |
-
// handle
|
| 846 |
ctx.fillStyle = '#8b6b4a';
|
| 847 |
ctx.fillRect(-2,0,4,18);
|
| 848 |
-
// head
|
| 849 |
ctx.fillStyle = '#cfcfcf';
|
| 850 |
ctx.fillRect(-8,-6,12,6);
|
| 851 |
ctx.restore();
|
| 852 |
} else if (activeWeaponItem && activeWeaponItem.type === 'weapon'){
|
| 853 |
-
// draw weapon (simple shape) in right hand
|
| 854 |
ctx.save();
|
| 855 |
ctx.translate(12, 2);
|
| 856 |
ctx.rotate(-0.05);
|
| 857 |
ctx.fillStyle = activeWeaponItem.weapon.color || '#fff';
|
| 858 |
-
ctx.fillRect(0,-4,26,8);
|
| 859 |
ctx.fillStyle = '#222';
|
| 860 |
-
ctx.fillRect(18,-2,8,4);
|
| 861 |
-
// small magazine indicator with ammo fraction
|
| 862 |
const magPct = Math.max(0, activeWeaponItem.ammoInMag / activeWeaponItem.weapon.magSize);
|
| 863 |
ctx.fillStyle = 'rgba(0,0,0,0.35)';
|
| 864 |
ctx.fillRect(4,6,18,4);
|
|
@@ -869,10 +1008,7 @@
|
|
| 869 |
ctx.restore();
|
| 870 |
}
|
| 871 |
|
| 872 |
-
|
| 873 |
-
function drawCrosshair(){
|
| 874 |
-
// no-op: native cursor is used (black/system crosshair)
|
| 875 |
-
}
|
| 876 |
|
| 877 |
// Main loop
|
| 878 |
let lastTime = 0;
|
|
@@ -897,10 +1033,9 @@
|
|
| 897 |
mouse.worldX = mouse.canvasX + camera.x;
|
| 898 |
mouse.worldY = mouse.canvasY + camera.y;
|
| 899 |
|
| 900 |
-
// Ensure the player angle always faces the current mouse world position (covers camera/player movement)
|
| 901 |
player.angle = Math.atan2(mouse.worldY - player.y, mouse.worldX - player.x);
|
| 902 |
|
| 903 |
-
// determine active weapon
|
| 904 |
let activeWeaponItem = null;
|
| 905 |
if (player.equippedIndex >= 0) activeWeaponItem = player.inventory[player.equippedIndex];
|
| 906 |
else {
|
|
@@ -911,7 +1046,6 @@
|
|
| 911 |
// shooting or melee on mouse down
|
| 912 |
if (mouse.down){
|
| 913 |
if (player.equippedIndex === -1){
|
| 914 |
-
// pickaxe melee
|
| 915 |
playerMeleeHit();
|
| 916 |
} else if (activeWeaponItem && activeWeaponItem.type === 'weapon'){
|
| 917 |
const now = performance.now();
|
|
@@ -920,8 +1054,6 @@
|
|
| 920 |
player.lastShot = now;
|
| 921 |
shootBullet(player.x + Math.cos(player.angle)*18, player.y + Math.sin(player.angle)*18, mouse.worldX, mouse.worldY, activeWeaponItem, 'player');
|
| 922 |
updateHUD();
|
| 923 |
-
} else {
|
| 924 |
-
// out of mag - do nothing until reload with R
|
| 925 |
}
|
| 926 |
}
|
| 927 |
}
|
|
@@ -957,7 +1089,6 @@
|
|
| 957 |
drawWorld(); drawObjects(); drawChests(); drawPickups(); drawEnemies(); drawBullets(); drawPlayer(); drawCrosshair();
|
| 958 |
updateHUD();
|
| 959 |
|
| 960 |
-
// storm warning
|
| 961 |
if (storm.active && playerInStorm()) stormWarning.classList.remove('hidden'); else stormWarning.classList.add('hidden');
|
| 962 |
|
| 963 |
requestAnimationFrame(gameLoop);
|
|
@@ -987,7 +1118,6 @@
|
|
| 987 |
initHUD();
|
| 988 |
cameraUpdate();
|
| 989 |
|
| 990 |
-
// timer & storm: pick random center at activation
|
| 991 |
gameTime = 300; storm.active = false; storm.radius = storm.maxRadius;
|
| 992 |
document.getElementById('gameTimer').textContent = '5:00';
|
| 993 |
timerInterval && clearInterval(timerInterval);
|
|
|
|
| 3 |
<head>
|
| 4 |
<meta charset="utf-8" />
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
| 6 |
+
<title>BattleZone Royale - Enemies Improved</title>
|
| 7 |
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
<script src="https://unpkg.com/feather-icons"></script>
|
| 9 |
<style>
|
|
|
|
| 169 |
|
| 170 |
// Helper: equip slot index (or -1 for pickaxe)
|
| 171 |
function equipSlot(index){
|
|
|
|
| 172 |
player.equippedIndex = index;
|
|
|
|
| 173 |
updateHUD();
|
| 174 |
}
|
| 175 |
|
| 176 |
window.addEventListener('keydown',(e)=>{
|
| 177 |
const k = e.key.toLowerCase();
|
|
|
|
|
|
|
| 178 |
if (gameActive){
|
| 179 |
if (k in keys) keys[k] = true;
|
|
|
|
| 180 |
if (['1','2','3','4','5'].includes(k)) {
|
| 181 |
const idx = parseInt(k)-1;
|
| 182 |
player.selectedSlot = idx;
|
|
|
|
| 183 |
equipSlot(idx);
|
| 184 |
updateHUD();
|
| 185 |
}
|
|
|
|
| 186 |
if (k === 'f') {
|
|
|
|
| 187 |
if (player.equippedIndex === player.selectedSlot) equipSlot(-1);
|
| 188 |
else equipSlot(player.selectedSlot);
|
| 189 |
updateHUD();
|
| 190 |
}
|
|
|
|
| 191 |
if (k === 'r') keys.r = true;
|
| 192 |
} else {
|
|
|
|
| 193 |
if (['1','2','3','4','5'].includes(k)) {
|
| 194 |
player.selectedSlot = parseInt(k)-1;
|
| 195 |
updateHUD();
|
|
|
|
| 284 |
enemies.push({
|
| 285 |
id:'e'+i, x:ex, y:ey, radius:14, angle:0, speed:110+rand(-20,20),
|
| 286 |
health: 80 + randInt(0,40), lastMelee:0, meleeRate:800 + randInt(-200,200),
|
| 287 |
+
roamTimer: rand(0,3),
|
| 288 |
+
// new enemy-specific fields:
|
| 289 |
+
inventory: [null,null,null,null,null],
|
| 290 |
+
selectedSlot: 0,
|
| 291 |
+
equippedIndex: -1, // -1 = pickaxe
|
| 292 |
+
materials: 0,
|
| 293 |
+
lastShot:0,
|
| 294 |
+
reloadingUntil: 0
|
| 295 |
});
|
| 296 |
}
|
| 297 |
updatePlayerCount();
|
|
|
|
| 309 |
slot.addEventListener('click', ()=> {
|
| 310 |
const idx = parseInt(slot.dataset.index);
|
| 311 |
player.selectedSlot = idx;
|
|
|
|
| 312 |
if (player.equippedIndex === idx) equipSlot(-1);
|
| 313 |
else equipSlot(idx);
|
| 314 |
updateHUD();
|
| 315 |
});
|
| 316 |
hudGear.appendChild(slot);
|
| 317 |
}
|
|
|
|
| 318 |
pickaxeSlot.onclick = () => {
|
| 319 |
if (player.equippedIndex === -1) {
|
|
|
|
| 320 |
equipSlot(player.selectedSlot);
|
| 321 |
} else {
|
| 322 |
equipSlot(-1);
|
|
|
|
| 340 |
else if (it.type === 'materials') s.innerHTML = `<div style="font-size:11px">Mat</div><div class="medkit-count">x${it.amount}</div>`;
|
| 341 |
else s.innerHTML = 'Item';
|
| 342 |
});
|
|
|
|
| 343 |
pickaxeSlot.classList.toggle('selected', player.equippedIndex === -1);
|
| 344 |
pickaxeSlot.title = (player.equippedIndex === -1) ? 'Pickaxe (equipped)' : 'Pickaxe (click or press F to equip)';
|
| 345 |
feather.replace();
|
|
|
|
| 360 |
if (!weaponObj || (typeof weaponObj.ammoInMag === 'number' && weaponObj.ammoInMag <= 0)) return false;
|
| 361 |
const speed = 1100;
|
| 362 |
const angle = Math.atan2(targetY-originY, targetX-originX);
|
|
|
|
| 363 |
if (typeof weaponObj.ammoInMag === 'number') weaponObj.ammoInMag -= 1;
|
| 364 |
const dmg = weaponObj.weapon && weaponObj.weapon.dmg ? weaponObj.weapon.dmg : (weaponObj.dmg || 10);
|
| 365 |
const color = (weaponObj.weapon && weaponObj.weapon.color) || weaponObj.color || '#fff';
|
|
|
|
| 371 |
return true;
|
| 372 |
}
|
| 373 |
|
| 374 |
+
function reloadItem(item){
|
|
|
|
|
|
|
|
|
|
| 375 |
if (!item || item.type !== 'weapon') return;
|
| 376 |
const need = item.weapon.magSize - item.ammoInMag;
|
| 377 |
if (need <= 0 || item.ammoReserve <= 0) return;
|
| 378 |
const take = Math.min(need, item.ammoReserve);
|
| 379 |
item.ammoInMag += take;
|
| 380 |
item.ammoReserve -= take;
|
| 381 |
+
}
|
| 382 |
+
|
| 383 |
+
function reloadEquipped(){
|
| 384 |
+
let item = null;
|
| 385 |
+
if (player.equippedIndex >= 0) item = player.inventory[player.equippedIndex];
|
| 386 |
+
else item = player.inventory[player.selectedSlot];
|
| 387 |
+
reloadItem(item);
|
| 388 |
updateHUD();
|
| 389 |
}
|
| 390 |
|
|
|
|
| 392 |
const now = performance.now();
|
| 393 |
if (now - player.lastMelee < 350) return;
|
| 394 |
player.lastMelee = now;
|
|
|
|
| 395 |
for (const e of enemies){
|
| 396 |
if (e.health <= 0) continue;
|
| 397 |
const d = Math.hypot(e.x - player.x, e.y - player.y);
|
|
|
|
| 408 |
}
|
| 409 |
|
| 410 |
// Interact: use medkit in selected slot OR loot chests / pickup items.
|
|
|
|
| 411 |
function interactNearby(){
|
|
|
|
| 412 |
const sel = player.selectedSlot;
|
| 413 |
const selItem = player.inventory[sel];
|
| 414 |
if (selItem && selItem.type === 'medkit'){
|
|
|
|
| 420 |
}
|
| 421 |
|
| 422 |
const range = 56;
|
|
|
|
| 423 |
for (const chest of chests){
|
| 424 |
if (chest.opened) continue;
|
| 425 |
const d = Math.hypot(chest.x - player.x, chest.y - player.y);
|
| 426 |
if (d < range){
|
| 427 |
chest.opened = true;
|
|
|
|
| 428 |
const loot = chest.loot;
|
| 429 |
const px = chest.x + rand(-20,20), py = chest.y + rand(-20,20);
|
| 430 |
if (loot.type === 'weapon'){
|
|
|
|
| 442 |
}
|
| 443 |
}
|
| 444 |
|
|
|
|
| 445 |
for (let i=pickups.length-1;i>=0;i--){
|
| 446 |
const p = pickups[i];
|
| 447 |
const d = Math.hypot(p.x - player.x, p.y - player.y);
|
|
|
|
| 456 |
|
| 457 |
function pickupCollect(p){
|
| 458 |
if (p.type === 'weapon'){
|
|
|
|
| 459 |
let merged=false;
|
| 460 |
for (let s=0;s<5;s++){
|
| 461 |
const it = player.inventory[s];
|
|
|
|
| 477 |
} else if (p.type === 'materials'){
|
| 478 |
player.materials += p.amount;
|
| 479 |
} else if (p.type === 'ammo'){
|
|
|
|
| 480 |
let added=false;
|
| 481 |
for (let s=0;s<5;s++){ const it=player.inventory[s]; if (it && it.type==='weapon'){ it.ammoReserve += p.amount; added=true; break; } }
|
| 482 |
if (!added) player.materials += p.amount;
|
| 483 |
}
|
| 484 |
}
|
| 485 |
|
| 486 |
+
// Enemy helpers: equip best weapon, reload, collect pickups
|
| 487 |
+
function enemyEquipBestWeapon(e){
|
| 488 |
+
// choose weapon with highest effective DPS (approx = dmg / rate)
|
| 489 |
+
let bestIdx = -1;
|
| 490 |
+
let bestScore = -Infinity;
|
| 491 |
+
for (let i=0;i<5;i++){
|
| 492 |
+
const it = e.inventory[i];
|
| 493 |
+
if (it && it.type === 'weapon'){
|
| 494 |
+
const score = (it.weapon.dmg || 1) / (it.weapon.rate || 300);
|
| 495 |
+
if (score > bestScore){ bestScore = score; bestIdx = i; }
|
| 496 |
+
}
|
| 497 |
+
}
|
| 498 |
+
if (bestIdx !== -1) e.equippedIndex = bestIdx;
|
| 499 |
+
}
|
| 500 |
+
|
| 501 |
+
function enemyPickupCollect(e, p){
|
| 502 |
+
if (p.type === 'weapon'){
|
| 503 |
+
// try to merge into existing same weapon
|
| 504 |
+
for (let s=0;s<5;s++){
|
| 505 |
+
const it = e.inventory[s];
|
| 506 |
+
if (it && it.type==='weapon' && it.weapon.name === p.weapon.name){
|
| 507 |
+
it.ammoReserve += p.ammoReserve;
|
| 508 |
+
it.ammoInMag = Math.min(it.weapon.magSize, it.ammoInMag + p.ammoInMag);
|
| 509 |
+
return;
|
| 510 |
+
}
|
| 511 |
+
}
|
| 512 |
+
// place in empty slot
|
| 513 |
+
for (let s=0;s<5;s++){
|
| 514 |
+
if (!e.inventory[s]) { e.inventory[s] = { type:'weapon', weapon:p.weapon, ammoInMag:p.ammoInMag, ammoReserve:p.ammoReserve }; enemyEquipBestWeapon(e); return; }
|
| 515 |
+
}
|
| 516 |
+
// replace worst weapon if pickup is better
|
| 517 |
+
let worstIdx = -1, worstScore = Infinity;
|
| 518 |
+
const pickupScore = (p.weapon.dmg || 1) / (p.weapon.rate || 300);
|
| 519 |
+
for (let s=0;s<5;s++){
|
| 520 |
+
const it = e.inventory[s];
|
| 521 |
+
if (it && it.type==='weapon'){
|
| 522 |
+
const score = (it.weapon.dmg || 1) / (it.weapon.rate || 300);
|
| 523 |
+
if (score < worstScore){ worstScore = score; worstIdx = s; }
|
| 524 |
+
} else { worstIdx = s; worstScore = -Infinity; }
|
| 525 |
+
}
|
| 526 |
+
if (pickupScore > worstScore && worstIdx !== -1){
|
| 527 |
+
e.inventory[worstIdx] = { type:'weapon', weapon:p.weapon, ammoInMag:p.ammoInMag, ammoReserve:p.ammoReserve };
|
| 528 |
+
enemyEquipBestWeapon(e);
|
| 529 |
+
} else {
|
| 530 |
+
// otherwise stash as materials/ammo
|
| 531 |
+
e.materials += Math.floor((p.ammoReserve || 0) / 2);
|
| 532 |
+
}
|
| 533 |
+
} else if (p.type === 'medkit'){
|
| 534 |
+
// stack or place
|
| 535 |
+
for (let s=0;s<5;s++){
|
| 536 |
+
const it = e.inventory[s];
|
| 537 |
+
if (it && it.type==='medkit'){ it.amount += p.amount; return; }
|
| 538 |
+
}
|
| 539 |
+
for (let s=0;s<5;s++){ if (!e.inventory[s]) { e.inventory[s] = { type:'medkit', amount:p.amount }; return; } }
|
| 540 |
+
// stash as materials fallback
|
| 541 |
+
e.materials += 3;
|
| 542 |
+
} else if (p.type === 'materials'){
|
| 543 |
+
e.materials += p.amount;
|
| 544 |
+
} else if (p.type === 'ammo'){
|
| 545 |
+
// add to any weapon
|
| 546 |
+
for (let s=0;s<5;s++){ const it=e.inventory[s]; if (it && it.type==='weapon'){ it.ammoReserve += p.amount; return; } }
|
| 547 |
+
e.materials += p.amount;
|
| 548 |
+
}
|
| 549 |
+
}
|
| 550 |
+
|
| 551 |
// Build Q
|
| 552 |
function tryBuild(){
|
| 553 |
if (player.materials < 10) return;
|
|
|
|
| 557 |
objects.push({ x:bx, y:by, type:'wall', hp:160, maxHp:160, dead:false });
|
| 558 |
updateHUD();
|
| 559 |
}
|
| 560 |
+
function enemyTryBuild(e){
|
| 561 |
+
if (e.materials < 10) return false;
|
| 562 |
+
// build with small chance or when under pressure
|
| 563 |
+
e.materials -= 10;
|
| 564 |
+
const bx = e.x + Math.cos(e.angle) * 48;
|
| 565 |
+
const by = e.y + Math.sin(e.angle) * 48;
|
| 566 |
+
objects.push({ x:bx, y:by, type:'wall', hp:160, maxHp:160, dead:false });
|
| 567 |
+
return true;
|
| 568 |
+
}
|
| 569 |
|
| 570 |
+
// LOS helper + blocker finder
|
| 571 |
function hasLineOfSight(x1,y1,x2,y2){
|
| 572 |
const vx = x2 - x1, vy = y2 - y1;
|
| 573 |
const vlen2 = vx*vx + vy*vy;
|
|
|
|
| 585 |
}
|
| 586 |
return true;
|
| 587 |
}
|
| 588 |
+
function findBlockingObject(x1,y1,x2,y2){
|
| 589 |
+
const vx = x2 - x1, vy = y2 - y1;
|
| 590 |
+
const vlen2 = vx*vx + vy*vy;
|
| 591 |
+
let closest = null; let closestT = Infinity;
|
| 592 |
+
for (const obj of objects){
|
| 593 |
+
if (obj.dead) continue;
|
| 594 |
+
let br=0;
|
| 595 |
+
if (obj.type==='wall') br=28; else if (obj.type==='stone') br=22; else if (obj.type==='wood') br=16; else continue;
|
| 596 |
+
const wx = obj.x - x1, wy = obj.y - y1;
|
| 597 |
+
const c1 = vx*wx + vy*wy;
|
| 598 |
+
const t = vlen2>0 ? c1/vlen2 : 0;
|
| 599 |
+
if (t < 0 || t > 1) continue;
|
| 600 |
+
const projx = x1 + vx * t, projy = y1 + vy * t;
|
| 601 |
+
const dist = Math.hypot(projx - obj.x, projy - obj.y);
|
| 602 |
+
if (dist < br && t < closestT){ closestT = t; closest = obj; }
|
| 603 |
+
}
|
| 604 |
+
return closest;
|
| 605 |
+
}
|
| 606 |
|
| 607 |
+
// Bullets update
|
| 608 |
function bulletsUpdate(dt){
|
| 609 |
for (let i=bullets.length-1;i>=0;i--){
|
| 610 |
const b = bullets[i];
|
|
|
|
| 646 |
for (const chest of chests){
|
| 647 |
if (!chest.opened && Math.hypot(chest.x - b.x, chest.y - b.y) < 18){
|
| 648 |
chest.opened = true;
|
|
|
|
| 649 |
const loot = chest.loot;
|
| 650 |
const px = chest.x + rand(-20,20), py = chest.y + rand(-20,20);
|
| 651 |
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) });
|
|
|
|
| 660 |
}
|
| 661 |
}
|
| 662 |
|
| 663 |
+
// Enemies: can loot chests; improved behaviors added
|
| 664 |
function updateEnemies(dt, now){
|
| 665 |
for (const e of enemies){
|
| 666 |
if (e.health <= 0) continue;
|
| 667 |
e.roamTimer -= dt;
|
| 668 |
+
|
| 669 |
+
// pick target (player or nearby enemy) like before
|
| 670 |
let target = player;
|
| 671 |
let bestDist = Math.hypot(player.x - e.x, player.y - e.y);
|
| 672 |
for (const other of enemies){
|
|
|
|
| 674 |
const d = Math.hypot(other.x - e.x, other.y - e.y);
|
| 675 |
if (d < bestDist && Math.random() < 0.6){ bestDist = d; target = other; }
|
| 676 |
}
|
| 677 |
+
|
| 678 |
+
// movement: approach target but avoid if low HP
|
| 679 |
if (bestDist < 900 || e.roamTimer <= 0){
|
| 680 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 681 |
const avoid = e.health < 20 && Math.random() < 0.6;
|
|
|
|
| 704 |
}
|
| 705 |
}
|
| 706 |
|
| 707 |
+
// enemies pick up nearby pickups automatically using enemyPickupCollect
|
| 708 |
for (let i=pickups.length-1;i>=0;i--){
|
| 709 |
const p = pickups[i];
|
| 710 |
if (Math.hypot(p.x - e.x, p.y - e.y) < 18){
|
| 711 |
+
enemyPickupCollect(e, p);
|
| 712 |
+
pickups.splice(i,1);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 713 |
}
|
| 714 |
}
|
| 715 |
|
| 716 |
+
// Auto-heal: if medkit in inventory and health low -> use it
|
| 717 |
+
if (e.health < 60){
|
| 718 |
+
for (let s=0;s<5;s++){
|
| 719 |
+
const it = e.inventory[s];
|
| 720 |
+
if (it && it.type === 'medkit'){
|
| 721 |
+
it.amount -= 1;
|
| 722 |
+
e.health = Math.min(120, e.health + 50);
|
| 723 |
+
if (it.amount <= 0) e.inventory[s] = null;
|
| 724 |
+
break;
|
| 725 |
+
}
|
| 726 |
+
}
|
| 727 |
+
}
|
| 728 |
+
|
| 729 |
+
// Decide to build: if player nearby and enemy has materials, occasional build to block / protect
|
| 730 |
+
if (e.materials >= 10 && Math.random() < 0.006 && Math.hypot(player.x - e.x, player.y - e.y) < 400){
|
| 731 |
+
enemyTryBuild(e);
|
| 732 |
+
}
|
| 733 |
+
|
| 734 |
+
// If the enemy has weapons, ensure it's equipped
|
| 735 |
+
if (e.equippedIndex === -1){ // no weapon equipped
|
| 736 |
+
enemyEquipBestWeapon(e);
|
| 737 |
+
}
|
| 738 |
+
|
| 739 |
+
// Attempt reload if equipped weapon empty and ammoReserve > 0 and not currently reloading
|
| 740 |
+
if (e.equippedIndex >= 0){
|
| 741 |
+
const eq = e.inventory[e.equippedIndex];
|
| 742 |
+
if (eq && eq.type === 'weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
|
| 743 |
+
reloadItem(eq);
|
| 744 |
+
}
|
| 745 |
+
}
|
| 746 |
+
|
| 747 |
+
// Determine target for attack
|
| 748 |
const distToTarget = Math.hypot(target.x - e.x, target.y - e.y);
|
| 749 |
+
|
| 750 |
+
// If there's a blocking object between enemy and target, consider breaking it
|
| 751 |
+
const blocked = !hasLineOfSight(e.x, e.y, target.x, target.y);
|
| 752 |
+
if (blocked){
|
| 753 |
+
const blocker = findBlockingObject(e.x, e.y, target.x, target.y);
|
| 754 |
+
if (blocker){
|
| 755 |
+
const db = Math.hypot(blocker.x - e.x, blocker.y - e.y);
|
| 756 |
+
// if close, melee to break
|
| 757 |
+
if (db < 36){
|
| 758 |
+
blocker.hp -= 18 * dt * 2; // faster breaking via melee while close
|
| 759 |
+
if (blocker.hp <= 0){ blocker.dead = true; if (e.materials !== undefined) e.materials += (blocker.type === 'wood' ? 3 : 6); }
|
| 760 |
+
} else {
|
| 761 |
+
// shoot at blocker if has gun
|
| 762 |
+
if (e.equippedIndex >= 0){
|
| 763 |
+
const eq = e.inventory[e.equippedIndex];
|
| 764 |
+
if (eq && eq.type === 'weapon' && eq.ammoInMag > 0 && now - e.lastShot > (eq.weapon.rate || 300)){
|
| 765 |
+
e.lastShot = now;
|
| 766 |
+
eq.ammoInMag -= 1;
|
| 767 |
+
const angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 768 |
+
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);
|
| 769 |
+
}
|
| 770 |
+
} else {
|
| 771 |
+
// move towards blocker to melee
|
| 772 |
+
e.angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 773 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.8;
|
| 774 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.8;
|
| 775 |
+
}
|
| 776 |
+
}
|
| 777 |
+
continue; // handle blocking before attempting to hit the target
|
| 778 |
+
}
|
| 779 |
+
}
|
| 780 |
+
|
| 781 |
+
// Attack: melee if close; ranged if they have equipped weapon & LOS
|
| 782 |
if (distToTarget < 34 && now - e.lastMelee > e.meleeRate){
|
| 783 |
e.lastMelee = now;
|
| 784 |
const dmg = 10 + randInt(0,8);
|
|
|
|
| 789 |
target.health -= dmg;
|
| 790 |
if (target.health <= 0) target.health = 0;
|
| 791 |
}
|
| 792 |
+
} else if (e.equippedIndex >= 0){
|
| 793 |
+
const eq = e.inventory[e.equippedIndex];
|
| 794 |
+
if (eq && eq.type === 'weapon' && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
|
| 795 |
+
// check LOS; can shoot from any distance if line-of-sight
|
| 796 |
+
if (hasLineOfSight(e.x, e.y, target.x, target.y) && eq.ammoInMag > 0){
|
| 797 |
+
e.lastShot = now;
|
| 798 |
+
eq.ammoInMag -= 1;
|
| 799 |
+
const angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 800 |
+
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);
|
| 801 |
+
}
|
| 802 |
}
|
| 803 |
}
|
| 804 |
}
|
|
|
|
| 812 |
if (!storm.active) return;
|
| 813 |
storm.radius -= storm.closingSpeed * dt * 60;
|
| 814 |
if (storm.radius < 120) storm.radius = 120;
|
|
|
|
| 815 |
if (playerInStorm()){
|
| 816 |
const prog = 1 - storm.radius / storm.maxRadius;
|
| 817 |
const rate = storm.damagePerSecond * (1 + prog*4);
|
|
|
|
| 822 |
if (player.health <= 0){ player.health = 0; playerDeath(); }
|
| 823 |
}
|
| 824 |
} else stormDamageAccumulator = 0;
|
|
|
|
| 825 |
for (const e of enemies){
|
| 826 |
if (e.health <= 0) continue;
|
| 827 |
const d = Math.hypot(e.x - storm.centerX, e.y - storm.centerY);
|
|
|
|
| 836 |
function updatePlayerCount(){
|
| 837 |
const aliveEnemies = enemies.filter(e => e.health > 0).length;
|
| 838 |
document.getElementById('playerCount').textContent = `${1 + aliveEnemies}/20`;
|
|
|
|
|
|
|
| 839 |
if (gameActive && aliveEnemies === 0 && player.health > 0){
|
|
|
|
| 840 |
gameActive = false;
|
| 841 |
victoryScreen.classList.remove('hidden');
|
| 842 |
clearInterval(timerInterval);
|
| 843 |
}
|
| 844 |
}
|
| 845 |
|
| 846 |
+
// Drawing (unchanged)
|
| 847 |
function drawWorld(){
|
| 848 |
const TILE = 600;
|
| 849 |
const cols = Math.ceil(WORLD.width / TILE);
|
|
|
|
| 881 |
ctx.fillStyle='rgba(0,0,0,0.18)'; ctx.beginPath(); ctx.ellipse(s.x,s.y+8,18,8,0,0,Math.PI*2); ctx.fill();
|
| 882 |
ctx.fillStyle = obj.type==='wood'? '#6b3b1a' : (obj.type==='stone'? '#6b6b6b' : '#8b5a32');
|
| 883 |
ctx.fillRect(s.x-12, s.y-h, 24, h);
|
| 884 |
+
// HP bar for walls
|
| 885 |
+
if (obj.type==='wall'){
|
| 886 |
+
ctx.fillStyle='rgba(0,0,0,0.6)'; ctx.fillRect(s.x-18, s.y-h-10, 36, 6);
|
| 887 |
+
const hpPct = Math.max(0, obj.hp / obj.maxHp);
|
| 888 |
+
ctx.fillStyle = '#ffc966'; ctx.fillRect(s.x-18, s.y-h-10, 36*hpPct, 6);
|
| 889 |
+
}
|
| 890 |
ctx.restore();
|
| 891 |
}
|
| 892 |
}
|
|
|
|
| 940 |
ctx.fillStyle='rgba(0,0,0,0.18)'; ctx.beginPath(); ctx.ellipse(0,12,14,6,0,0,Math.PI*2); ctx.fill();
|
| 941 |
ctx.fillStyle='#ff6b6b'; ctx.beginPath(); ctx.moveTo(12,0); ctx.lineTo(-10,-8); ctx.lineTo(-10,8); ctx.closePath(); ctx.fill();
|
| 942 |
ctx.fillStyle='rgba(0,0,0,0.6)'; ctx.fillRect(-18,-22,36,6);
|
| 943 |
+
const hpPct = Math.max(0, Math.min(1, e.health/120));
|
| 944 |
ctx.fillStyle='#ff6b6b'; ctx.fillRect(-18,-22,36*hpPct,6);
|
| 945 |
+
if (e.equippedIndex >= 0 && e.inventory[e.equippedIndex] && e.inventory[e.equippedIndex].type === 'weapon') {
|
| 946 |
+
ctx.fillStyle = e.inventory[e.equippedIndex].weapon.color || '#fff';
|
| 947 |
+
ctx.fillRect(-10,12,8,6);
|
| 948 |
+
}
|
| 949 |
ctx.restore();
|
| 950 |
}
|
| 951 |
}
|
|
|
|
| 971 |
const s = worldToScreen(player.x,player.y);
|
| 972 |
ctx.save();
|
| 973 |
ctx.translate(s.x,s.y); ctx.rotate(player.angle);
|
|
|
|
| 974 |
ctx.fillStyle='rgba(0,0,0,0.25)'; ctx.beginPath(); ctx.ellipse(0,14,18,8,0,0,Math.PI*2); ctx.fill();
|
|
|
|
| 975 |
ctx.fillStyle='yellow'; ctx.beginPath(); ctx.moveTo(18,0); ctx.lineTo(-12,-10); ctx.lineTo(-12,10); ctx.closePath(); ctx.fill();
|
| 976 |
|
|
|
|
| 977 |
let activeWeaponItem = null;
|
| 978 |
if (player.equippedIndex >= 0) activeWeaponItem = player.inventory[player.equippedIndex];
|
| 979 |
else {
|
|
|
|
| 982 |
}
|
| 983 |
|
| 984 |
if (player.equippedIndex === -1){
|
|
|
|
| 985 |
ctx.save();
|
| 986 |
ctx.translate(12, 6);
|
| 987 |
ctx.rotate(-0.2);
|
|
|
|
| 988 |
ctx.fillStyle = '#8b6b4a';
|
| 989 |
ctx.fillRect(-2,0,4,18);
|
|
|
|
| 990 |
ctx.fillStyle = '#cfcfcf';
|
| 991 |
ctx.fillRect(-8,-6,12,6);
|
| 992 |
ctx.restore();
|
| 993 |
} else if (activeWeaponItem && activeWeaponItem.type === 'weapon'){
|
|
|
|
| 994 |
ctx.save();
|
| 995 |
ctx.translate(12, 2);
|
| 996 |
ctx.rotate(-0.05);
|
| 997 |
ctx.fillStyle = activeWeaponItem.weapon.color || '#fff';
|
| 998 |
+
ctx.fillRect(0,-4,26,8);
|
| 999 |
ctx.fillStyle = '#222';
|
| 1000 |
+
ctx.fillRect(18,-2,8,4);
|
|
|
|
| 1001 |
const magPct = Math.max(0, activeWeaponItem.ammoInMag / activeWeaponItem.weapon.magSize);
|
| 1002 |
ctx.fillStyle = 'rgba(0,0,0,0.35)';
|
| 1003 |
ctx.fillRect(4,6,18,4);
|
|
|
|
| 1008 |
ctx.restore();
|
| 1009 |
}
|
| 1010 |
|
| 1011 |
+
function drawCrosshair(){ }
|
|
|
|
|
|
|
|
|
|
| 1012 |
|
| 1013 |
// Main loop
|
| 1014 |
let lastTime = 0;
|
|
|
|
| 1033 |
mouse.worldX = mouse.canvasX + camera.x;
|
| 1034 |
mouse.worldY = mouse.canvasY + camera.y;
|
| 1035 |
|
|
|
|
| 1036 |
player.angle = Math.atan2(mouse.worldY - player.y, mouse.worldX - player.x);
|
| 1037 |
|
| 1038 |
+
// determine active weapon for player
|
| 1039 |
let activeWeaponItem = null;
|
| 1040 |
if (player.equippedIndex >= 0) activeWeaponItem = player.inventory[player.equippedIndex];
|
| 1041 |
else {
|
|
|
|
| 1046 |
// shooting or melee on mouse down
|
| 1047 |
if (mouse.down){
|
| 1048 |
if (player.equippedIndex === -1){
|
|
|
|
| 1049 |
playerMeleeHit();
|
| 1050 |
} else if (activeWeaponItem && activeWeaponItem.type === 'weapon'){
|
| 1051 |
const now = performance.now();
|
|
|
|
| 1054 |
player.lastShot = now;
|
| 1055 |
shootBullet(player.x + Math.cos(player.angle)*18, player.y + Math.sin(player.angle)*18, mouse.worldX, mouse.worldY, activeWeaponItem, 'player');
|
| 1056 |
updateHUD();
|
|
|
|
|
|
|
| 1057 |
}
|
| 1058 |
}
|
| 1059 |
}
|
|
|
|
| 1089 |
drawWorld(); drawObjects(); drawChests(); drawPickups(); drawEnemies(); drawBullets(); drawPlayer(); drawCrosshair();
|
| 1090 |
updateHUD();
|
| 1091 |
|
|
|
|
| 1092 |
if (storm.active && playerInStorm()) stormWarning.classList.remove('hidden'); else stormWarning.classList.add('hidden');
|
| 1093 |
|
| 1094 |
requestAnimationFrame(gameLoop);
|
|
|
|
| 1118 |
initHUD();
|
| 1119 |
cameraUpdate();
|
| 1120 |
|
|
|
|
| 1121 |
gameTime = 300; storm.active = false; storm.radius = storm.maxRadius;
|
| 1122 |
document.getElementById('gameTimer').textContent = '5:00';
|
| 1123 |
timerInterval && clearInterval(timerInterval);
|