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Browse files- index.html +214 -277
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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.biome-selected { outline: 3px solid rgba(96,165,250,0.9); }
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/* Loading screen */
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#loadingScreen {
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/* Mobile controls */
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#mobileControls {
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position: absolute;
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right: 14px;
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pointer-events: auto;
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z-index: 60;
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display: none;
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}
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display:flex; align-items:center; justify-content:center; -webkit-user-select:none; user-select:none;
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}
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.mobile-actions { position:absolute; right:14px; bottom:14px; display:flex; flex-direction:column; gap:10px; align-items:flex-end; z-index:61; }
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.action-btn { width:64px; height:64px; border-radius:12px; background: rgba(255,255,255,0.06); border:1px solid rgba(255,255,255,0.04); display:flex; align-items:center; justify-content:center; color:#fff; font-weight:700; }
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.action-btn:active { background: rgba(255,255,255,0.10); }
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.small-actions { display:flex; gap:8px; margin-top:8px; }
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/* progress ring for medkit button */
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.medkit-wrap { position:relative; width:64px; height:64px; display:flex; align-items:center; justify-content:center; }
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.medkit-progress {
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position:absolute; top:0; left:0; width:100%; height:100%; pointer-events:none;
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opacity:0.95;
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}
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</style>
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</head>
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<body>
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<li><strong>WASD</strong> — Move</li>
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<li><strong>Mouse</strong> — Aim</li>
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<li><strong>Left Click</strong> — Shoot (if weapon equipped or in selected slot) or pickaxe melee</li>
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<li><strong>E</strong> —
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<li><strong>Q</strong> — Build (costs 10 materials)</li>
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<li><strong>R</strong> — Reload selected weapon</li>
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<li><strong>1-5</strong> — Select inventory slot (also equips it)</li>
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@@ -207,38 +258,6 @@
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<div id="pickaxeSlot" class="pickaxe-slot" title="Pickaxe (press F to equip)">⛏️</div>
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<div id="hudGear" aria-label="gear"></div>
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</div>
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<!-- Mobile Controls -->
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<div id="mobileControls" aria-hidden="true">
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<div style="display:flex; justify-content:space-between;">
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<div class="mobile-left">
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<div class="dpad" id="dpad">
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<button class="up" data-dir="up">▲</button>
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<button class="down" data-dir="down">▼</button>
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<button class="left" data-dir="left">◀</button>
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<button class="right" data-dir="right">▶</button>
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</div>
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</div>
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<div class="mobile-right" style="align-items:flex-end; gap:14px;">
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<div style="display:flex; flex-direction:column; align-items:flex-end;">
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<div class="mobile-actions" id="mobileActions">
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<div class="medkit-wrap">
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<canvas class="medkit-progress" id="medkitProgress" width="64" height="64" style="border-radius:12px;"></canvas>
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<button id="fireBtn" class="action-btn" style="width:64px;height:64px;">FIRE</button>
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</div>
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<div class="small-actions">
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<button id="interactBtn" class="action-btn" style="width:64px;height:44px;">USE</button>
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<button id="buildBtn" class="action-btn" style="width:64px;height:44px;">BUILD</button>
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<button id="reloadBtn" class="action-btn" style="width:64px;height:44px;">RLD</button>
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<button id="equipBtn" class="action-btn" style="width:64px;height:44px;">EQ</button>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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@@ -261,22 +280,13 @@
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const continueBtn = document.getElementById('continueBtn');
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const biomeGrid = document.getElementById('biomeGrid');
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//
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const mobileControls = document.getElementById('mobileControls');
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const dpad = document.getElementById('dpad');
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const fireBtn = document.getElementById('fireBtn');
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const interactBtn = document.getElementById('interactBtn');
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const buildBtn = document.getElementById('buildBtn');
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const reloadBtn = document.getElementById('reloadBtn');
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const equipBtn = document.getElementById('equipBtn');
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const medkitCanvas = document.getElementById('medkitProgress');
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const medkitCtx = medkitCanvas.getContext('2d');
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// Loading screen elements and minimap
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const loadingScreen = document.getElementById('loadingScreen');
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const loadingTipEl = document.getElementById('loadingTip');
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const loadingProgressEl = document.getElementById('loadingProgress');
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const loadingTimerText = document.getElementById('loadingTimerText');
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const minimapCanvas = document.getElementById('minimapCanvas');
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const miniCtx = minimapCanvas.getContext('2d');
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let miniTerrainCache = null;
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const ctn = document.getElementById('canvasContainer');
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canvas.width = Math.max(900, Math.floor(ctn.clientWidth));
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canvas.height = Math.max(560, Math.floor(ctn.clientHeight));
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minimapCanvas.width = 220;
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minimapCanvas.height = 140;
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cameraUpdate();
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miniTerrainCache = null;
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}
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window.addEventListener('resize', resizeCanvas);
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// Detect mobile/touch
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const isMobile = ('ontouchstart' in window) || navigator.maxTouchPoints > 0;
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if (isMobile){
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mobileControls.style.display = 'block';
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mobileControls.setAttribute('aria-hidden', 'false');
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// hide cursor for better mobile feel
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canvas.style.cursor = 'none';
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}
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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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selectedSlot:0,
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equippedIndex: -1,
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lastShot:0, lastMelee:0,
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// medkit
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ePressApplied: false // whether medkit has been applied for current press
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};
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// Input
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window.addEventListener('keydown',(e)=>{
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const k = e.key.toLowerCase();
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if (
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if (
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}
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if (k === 'r') keys.r = true;
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});
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window.addEventListener('keyup',(e)=>{
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const k = e.key.toLowerCase();
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if (k in keys) keys[k] = false;
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if (k === '
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const now = performance.now();
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const held = player.ePressStart ? (now - player.ePressStart) : 0;
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if (!player.ePressApplied){
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if (held < 3000){
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interactNearby();
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} // else medkit applied automatically earlier
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}
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player.ePressStart = 0;
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player.ePressApplied = false;
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}
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if (k === 'q') { keys.q = false; }
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});
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canvas.addEventListener('mousemove',(e)=>{
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});
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window.addEventListener('mouseup', ()=> mouse.down = false);
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//
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function bindTouchButton(el, onStart, onEnd){
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if (!el) return;
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el.addEventListener('touchstart', (ev) => { ev.preventDefault(); onStart && onStart(ev); }, { passive:false });
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el.addEventListener('touchend', (ev) => { ev.preventDefault(); onEnd && onEnd(ev); }, { passive:false });
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el.addEventListener('touchcancel', (ev) => { ev.preventDefault(); onEnd && onEnd(ev); }, { passive:false });
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}
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// D-pad buttons
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const dirButtons = dpad.querySelectorAll('button');
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dirButtons.forEach(btn => {
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const dir = btn.dataset.dir;
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bindTouchButton(btn,
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() => { // start
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if (dir === 'up') keys.w = true;
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if (dir === 'down') keys.s = true;
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if (dir === 'left') keys.a = true;
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if (dir === 'right') keys.d = true;
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},
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() => { // end
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if (dir === 'up') keys.w = false;
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if (dir === 'down') keys.s = false;
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if (dir === 'left') keys.a = false;
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if (dir === 'right') keys.d = false;
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}
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);
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});
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// FIRE: hold to fire (maps to mouse.down)
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bindTouchButton(fireBtn, () => { mouse.down = true; }, () => { mouse.down = false; });
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// INTERACT / USE: tap to interact, hold to use medkit
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bindTouchButton(interactBtn,
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(ev) => {
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player.ePressStart = performance.now();
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player.ePressApplied = false;
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},
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(ev) => {
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const now = performance.now();
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const held = player.ePressStart ? (now - player.ePressStart) : 0;
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if (!player.ePressApplied){
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if (held < 3000){
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interactNearby();
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}
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}
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player.ePressStart = 0;
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player.ePressApplied = false;
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}
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);
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// BUILD (Q)
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bindTouchButton(buildBtn, null, () => { tryBuild(); });
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// RELOAD (R)
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bindTouchButton(reloadBtn, null, () => { reloadEquipped(); });
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// EQUIP toggle (F)
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bindTouchButton(equipBtn, null, () => {
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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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// Entities and world arrays
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const bullets = [];
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const chests = [];
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const objects = [];
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return { type:'weapon', weapon: weapons[randInt(0, weapons.length)] };
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}
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const VIEW_RANGE = 1200;
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const SPAWN_PROTECT_MS = 1200;
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function getObjectRadius(obj){
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if (!obj) return 18;
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if (obj.type === 'wall') return 28;
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tempTarget: null,
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tempTargetExpiry: 0,
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prioritizeChestsUntil: 0,
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usingMedkit: false, usingMedkitStart: 0, usingMedkitUntil: 0, usingMedkitSlot: -1
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};
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function updateHUD(){
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const now = performance.now();
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let healthText = `${Math.max(0,Math.floor(player.health))}%`;
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const remaining = Math.ceil((3000 - elapsed)/1000);
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healthText += ` (Holding to use medkit: ${Math.max(0, (3000 - Math.floor(elapsed))/1000).toFixed(1)}s)`;
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} else if (player.ePressApplied){
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healthText += ' (Medkit used)';
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}
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hudHealthText.textContent = healthText;
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const slots = hudGear.querySelectorAll('.gear-slot');
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}
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}
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// Player interact & medkit usage
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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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const range = 56;
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for (const chest of chests){
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if (chest.opened) continue;
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}
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}
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function applyPlayerMedkitNow(){
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const sel = player.selectedSlot;
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const it = player.inventory[sel];
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if (!it || it.type !== 'medkit' || it.amount <= 0) return false;
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it.amount -= 1;
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player.health = Math.min(100, player.health + 50);
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if (it.amount <= 0) player.inventory[sel] = null;
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player.ePressApplied = true;
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player.ePressStart = 0;
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updateHUD();
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return true;
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}
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function pickupCollect(p){
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if (p.type === 'weapon'){
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let merged=false;
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}
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}
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// Enemy medkit
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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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e.usingMedkitStart = now;
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e.usingMedkitUntil = now + 3000;
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| 805 |
e.usingMedkitSlot = s;
|
|
|
|
| 806 |
e.nextHealTime = now + 5000;
|
| 807 |
return true;
|
| 808 |
}
|
|
@@ -876,6 +845,7 @@
|
|
| 876 |
const it = e.inventory[s];
|
| 877 |
if (it && it.type==='medkit'){ it.amount += p.amount;
|
| 878 |
if (e.health < 60) {
|
|
|
|
| 879 |
if (!e.usingMedkit) enemyStartMedkitUse(e, performance.now());
|
| 880 |
}
|
| 881 |
return;
|
|
@@ -910,6 +880,7 @@
|
|
| 910 |
return true;
|
| 911 |
}
|
| 912 |
|
|
|
|
| 913 |
function hasLineOfSight(x1,y1,x2,y2){
|
| 914 |
const vx = x2 - x1, vy = y2 - y1;
|
| 915 |
const vlen2 = vx*vx + vy*vy;
|
|
@@ -946,6 +917,7 @@
|
|
| 946 |
return closest;
|
| 947 |
}
|
| 948 |
|
|
|
|
| 949 |
function computeDetourWaypoint(fromX, fromY, blocker, goalX, goalY, padding = 12){
|
| 950 |
if (!blocker) return null;
|
| 951 |
let br = 0;
|
|
@@ -969,7 +941,7 @@
|
|
| 969 |
return chosen;
|
| 970 |
}
|
| 971 |
|
| 972 |
-
// Bullets update
|
| 973 |
function bulletsUpdate(dt){
|
| 974 |
for (let i=bullets.length-1;i>=0;i--){
|
| 975 |
const b = bullets[i];
|
|
@@ -982,10 +954,10 @@
|
|
| 982 |
if (b.shooter !== 'player'){
|
| 983 |
const dPlayer = Math.hypot(player.x - b.x, player.y - b.y);
|
| 984 |
if (dPlayer < hitRadiusPlayer){
|
|
|
|
| 985 |
player.health -= b.dmg;
|
| 986 |
-
// cancel medkit
|
| 987 |
-
player.
|
| 988 |
-
player.ePressApplied = false;
|
| 989 |
if (player.health <= 0){ player.health = 0; playerDeath(); }
|
| 990 |
bullets.splice(i,1);
|
| 991 |
continue;
|
|
@@ -998,9 +970,12 @@
|
|
| 998 |
if (e.health <= 0) continue;
|
| 999 |
const d = Math.hypot(e.x - b.x, e.y - b.y);
|
| 1000 |
if (d < 14 && b.shooter !== e.id){
|
|
|
|
| 1001 |
e.health -= b.dmg;
|
| 1002 |
e.lastAttackedTime = performance.now();
|
|
|
|
| 1003 |
if (e.usingMedkit){
|
|
|
|
| 1004 |
e.usingMedkit = false; e.usingMedkitSlot = -1; e.usingMedkitStart = 0; e.usingMedkitUntil = 0;
|
| 1005 |
}
|
| 1006 |
if (e.health <= 0){
|
|
@@ -1022,10 +997,12 @@
|
|
| 1022 |
if (obj.dead) continue;
|
| 1023 |
const rr = getObjectRadius(obj);
|
| 1024 |
const d = Math.hypot(obj.x - b.x, obj.y - b.y);
|
|
|
|
| 1025 |
if (d < rr + 2){
|
| 1026 |
obj.hp -= b.dmg;
|
| 1027 |
if (obj.hp <= 0){
|
| 1028 |
obj.dead = true;
|
|
|
|
| 1029 |
if (b.shooter === 'player') player.materials += (obj.type === 'wood' ? 3 : 6);
|
| 1030 |
}
|
| 1031 |
hitObj = obj;
|
|
@@ -1037,7 +1014,7 @@
|
|
| 1037 |
continue;
|
| 1038 |
}
|
| 1039 |
|
| 1040 |
-
// 4) Hit chests
|
| 1041 |
for (const chest of chests){
|
| 1042 |
if (chest.opened) continue;
|
| 1043 |
const d = Math.hypot(chest.x - b.x, chest.y - b.y);
|
|
@@ -1059,6 +1036,7 @@
|
|
| 1059 |
}
|
| 1060 |
}
|
| 1061 |
|
|
|
|
| 1062 |
function findNearestChest(e, maxDist = 1200){
|
| 1063 |
let best = null; let bd = Infinity;
|
| 1064 |
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; } }
|
|
@@ -1075,12 +1053,14 @@
|
|
| 1075 |
return best;
|
| 1076 |
}
|
| 1077 |
|
|
|
|
| 1078 |
function updateEnemies(dt, now){
|
| 1079 |
const minSeparation = 20;
|
| 1080 |
for (const e of enemies){
|
| 1081 |
if (e.health <= 0) continue;
|
| 1082 |
if (!e.spawnSafeUntil) e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
|
| 1083 |
|
|
|
|
| 1084 |
for (const chest of chests){
|
| 1085 |
if (chest.opened) continue;
|
| 1086 |
const distChest = Math.hypot(chest.x - e.x, chest.y - e.y);
|
|
@@ -1099,16 +1079,20 @@
|
|
| 1099 |
}
|
| 1100 |
}
|
| 1101 |
|
|
|
|
| 1102 |
if (e.usingMedkit){
|
|
|
|
| 1103 |
if (e.lastAttackedTime > e.usingMedkitStart){
|
| 1104 |
e.usingMedkit = false; e.usingMedkitSlot = -1; e.usingMedkitStart = 0; e.usingMedkitUntil = 0;
|
| 1105 |
} else if (now >= e.usingMedkitUntil){
|
| 1106 |
applyEnemyMedkitUseNow(e);
|
| 1107 |
} else {
|
|
|
|
| 1108 |
continue;
|
| 1109 |
}
|
| 1110 |
}
|
| 1111 |
|
|
|
|
| 1112 |
if (storm.active){
|
| 1113 |
const distToSafeCenter = Math.hypot(e.x - storm.centerX, e.y - storm.centerY);
|
| 1114 |
if (distToSafeCenter > storm.radius){
|
|
@@ -1173,10 +1157,12 @@
|
|
| 1173 |
}
|
| 1174 |
}
|
| 1175 |
|
|
|
|
| 1176 |
if (now - e.lastAttackedTime < 4000) e.state = 'combat';
|
| 1177 |
if (e.state === 'gather') e.gatherTimeLeft -= dt;
|
| 1178 |
|
| 1179 |
if (e.health < 60 && now >= (e.nextHealTime || 0) && !e.usingMedkit){
|
|
|
|
| 1180 |
if (enemyStartMedkitUse(e, now)){
|
| 1181 |
continue;
|
| 1182 |
}
|
|
@@ -1261,6 +1247,7 @@
|
|
| 1261 |
continue;
|
| 1262 |
}
|
| 1263 |
|
|
|
|
| 1264 |
if (e.equippedIndex === -1) enemyEquipBestWeapon(e);
|
| 1265 |
if (e.reloadPending){
|
| 1266 |
if (now >= e.reloadingUntil){
|
|
@@ -1466,6 +1453,7 @@
|
|
| 1466 |
}
|
| 1467 |
}
|
| 1468 |
|
|
|
|
| 1469 |
const storm = { maxRadius: 2400, radius:2400, centerX: WORLD.width/2, centerY: WORLD.height/2, damagePerSecond:1, closingSpeed: 0.6, active:false };
|
| 1470 |
let stormDamageAccumulator = 0;
|
| 1471 |
function playerInStorm(){ return Math.hypot(player.x - storm.centerX, player.y - storm.centerY) > storm.radius; }
|
|
@@ -1480,7 +1468,7 @@
|
|
| 1480 |
while (stormDamageAccumulator >= 1){
|
| 1481 |
stormDamageAccumulator -=1;
|
| 1482 |
player.health -= 1;
|
| 1483 |
-
|
| 1484 |
if (player.health <= 0){ player.health = 0; playerDeath(); }
|
| 1485 |
}
|
| 1486 |
} else stormDamageAccumulator = 0;
|
|
@@ -1505,7 +1493,8 @@
|
|
| 1505 |
}
|
| 1506 |
}
|
| 1507 |
|
| 1508 |
-
// Drawing functions (
|
|
|
|
| 1509 |
function drawWorld(){
|
| 1510 |
const TILE = 600;
|
| 1511 |
const cols = Math.ceil(WORLD.width / TILE);
|
|
@@ -1713,7 +1702,7 @@
|
|
| 1713 |
|
| 1714 |
function drawCrosshair(){}
|
| 1715 |
|
| 1716 |
-
// Minimap functions
|
| 1717 |
function buildMiniTerrainCache(){
|
| 1718 |
const mw = minimapCanvas.width;
|
| 1719 |
const mh = minimapCanvas.height;
|
|
@@ -1806,36 +1795,6 @@
|
|
| 1806 |
miniCtx.restore();
|
| 1807 |
}
|
| 1808 |
|
| 1809 |
-
// Medkit progress draw (mobile ring)
|
| 1810 |
-
function drawMedkitProgress(){
|
| 1811 |
-
const ctxm = medkitCtx;
|
| 1812 |
-
ctxm.clearRect(0,0,64,64);
|
| 1813 |
-
const now = performance.now();
|
| 1814 |
-
let progress = 0;
|
| 1815 |
-
if (player.ePressStart && !player.ePressApplied){
|
| 1816 |
-
progress = Math.min(1, (now - player.ePressStart) / 3000);
|
| 1817 |
-
} else if (player.ePressApplied){
|
| 1818 |
-
progress = 1;
|
| 1819 |
-
}
|
| 1820 |
-
// background circle
|
| 1821 |
-
ctxm.beginPath();
|
| 1822 |
-
ctxm.arc(32,32,28,0,Math.PI*2);
|
| 1823 |
-
ctxm.fillStyle = 'rgba(255,255,255,0.02)';
|
| 1824 |
-
ctxm.fill();
|
| 1825 |
-
// progress arc
|
| 1826 |
-
ctxm.beginPath();
|
| 1827 |
-
ctxm.strokeStyle = 'rgba(255,107,107,0.95)';
|
| 1828 |
-
ctxm.lineWidth = 6;
|
| 1829 |
-
ctxm.lineCap = 'round';
|
| 1830 |
-
ctxm.arc(32,32,24,-Math.PI/2, -Math.PI/2 + (Math.PI*2*progress));
|
| 1831 |
-
ctxm.stroke();
|
| 1832 |
-
// center label
|
| 1833 |
-
ctxm.fillStyle = '#fff';
|
| 1834 |
-
ctxm.font = '10px monospace';
|
| 1835 |
-
ctxm.textAlign = 'center';
|
| 1836 |
-
ctxm.fillText('USE', 32, 36);
|
| 1837 |
-
}
|
| 1838 |
-
|
| 1839 |
// Main loop
|
| 1840 |
let lastTime = 0;
|
| 1841 |
function gameLoop(ts){
|
|
@@ -1863,11 +1822,8 @@
|
|
| 1863 |
if (isCollidingSolid(player.x, player.y, player.radius)){
|
| 1864 |
player.y = oldY;
|
| 1865 |
}
|
| 1866 |
-
// If player moves while
|
| 1867 |
-
if (player.
|
| 1868 |
-
player.ePressStart = 0;
|
| 1869 |
-
player.ePressApplied = false;
|
| 1870 |
-
}
|
| 1871 |
}
|
| 1872 |
player.x = Math.max(16, Math.min(WORLD.width-16, player.x));
|
| 1873 |
player.y = Math.max(16, Math.min(WORLD.height-16, player.y));
|
|
@@ -1899,25 +1855,9 @@
|
|
| 1899 |
}
|
| 1900 |
|
| 1901 |
if (keys.r) { reloadEquipped(); keys.r = false; }
|
|
|
|
| 1902 |
if (keys.q){ tryBuild(); keys.q = false; }
|
| 1903 |
|
| 1904 |
-
// Handle player medkit hold: if holding and not applied and reached duration, apply automatically
|
| 1905 |
-
if (player.ePressStart && !player.ePressApplied){
|
| 1906 |
-
const now = performance.now();
|
| 1907 |
-
const elapsed = now - player.ePressStart;
|
| 1908 |
-
const sel = player.selectedSlot;
|
| 1909 |
-
const it = player.inventory[sel];
|
| 1910 |
-
if (it && it.type === 'medkit'){
|
| 1911 |
-
if (elapsed >= 3000){
|
| 1912 |
-
// apply medkit
|
| 1913 |
-
applyPlayerMedkitNow();
|
| 1914 |
-
}
|
| 1915 |
-
} else {
|
| 1916 |
-
// if not medkit in slot, cancel hold and treat as simple interact on release
|
| 1917 |
-
// (we don't auto-interact here)
|
| 1918 |
-
}
|
| 1919 |
-
}
|
| 1920 |
-
|
| 1921 |
updateEnemies(dt, performance.now());
|
| 1922 |
bulletsUpdate(dt);
|
| 1923 |
|
|
@@ -1939,10 +1879,6 @@
|
|
| 1939 |
|
| 1940 |
if (storm.active && playerInStorm()) stormWarning.classList.remove('hidden'); else stormWarning.classList.add('hidden');
|
| 1941 |
|
| 1942 |
-
if (isMobile){
|
| 1943 |
-
drawMedkitProgress();
|
| 1944 |
-
}
|
| 1945 |
-
|
| 1946 |
requestAnimationFrame(gameLoop);
|
| 1947 |
}
|
| 1948 |
|
|
@@ -1980,7 +1916,7 @@
|
|
| 1980 |
player.health = 100; player.armor = 0; player.kills = 0; player.materials = 0;
|
| 1981 |
player.inventory = [null,null,null,null,null];
|
| 1982 |
player.selectedSlot = 0; player.equippedIndex = -1; player.lastShot = 0; player.lastMelee = 0;
|
| 1983 |
-
player.
|
| 1984 |
|
| 1985 |
populateWorld();
|
| 1986 |
initHUD();
|
|
@@ -2028,7 +1964,8 @@
|
|
| 2028 |
function endGame(){ gameActive = false; alert('Match over!'); }
|
| 2029 |
function playerDeath(){
|
| 2030 |
gameActive = false;
|
| 2031 |
-
|
|
|
|
| 2032 |
deathScreen.classList.remove('hidden');
|
| 2033 |
}
|
| 2034 |
|
|
@@ -2036,7 +1973,7 @@
|
|
| 2036 |
goHomeBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); gameScreen.classList.add('hidden'); landingScreen.classList.remove('hidden'); });
|
| 2037 |
continueBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); startGame(selectedBiome); });
|
| 2038 |
|
| 2039 |
-
// Loading
|
| 2040 |
const loadingTips = [
|
| 2041 |
"Stick to cover when approaching buildings — open areas get you killed.",
|
| 2042 |
"Loot chests quickly and move — enemies can hear opening animations.",
|
|
|
|
| 3 |
<head>
|
| 4 |
<meta charset="utf-8" />
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
| 6 |
+
<title>BattleZone Royale - Minimap Added</title>
|
| 7 |
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
<script src="https://unpkg.com/feather-icons"></script>
|
| 9 |
<style>
|
|
|
|
| 26 |
.biome-selected { outline: 3px solid rgba(96,165,250,0.9); }
|
| 27 |
|
| 28 |
/* Loading screen */
|
| 29 |
+
#loadingScreen {
|
|
|
|
|
|
|
|
|
|
| 30 |
position: absolute;
|
| 31 |
+
inset: 0;
|
| 32 |
+
z-index: 80;
|
|
|
|
|
|
|
|
|
|
| 33 |
display: none;
|
| 34 |
+
align-items: center;
|
| 35 |
+
justify-content: center;
|
| 36 |
+
overflow: hidden;
|
| 37 |
+
color: #fff;
|
| 38 |
+
padding: 24px;
|
| 39 |
+
box-sizing: border-box;
|
| 40 |
+
}
|
| 41 |
+
|
| 42 |
+
/* animated gradient background */
|
| 43 |
+
.loading-bg {
|
| 44 |
+
position: absolute;
|
| 45 |
+
inset: -20%;
|
| 46 |
+
background: linear-gradient(120deg, #0b1220 0%, #123049 30%, #5b2a6a 60%, #2f4b2f 100%);
|
| 47 |
+
filter: blur(20px) saturate(1.1);
|
| 48 |
+
animation: bgShift 18s linear infinite;
|
| 49 |
+
transform: scale(1.1);
|
| 50 |
+
opacity: 0.85;
|
| 51 |
+
}
|
| 52 |
+
@keyframes bgShift {
|
| 53 |
+
0% { filter: hue-rotate(0deg) blur(20px); transform: scale(1.06) rotate(0.01deg); }
|
| 54 |
+
25% { filter: hue-rotate(45deg) blur(18px); transform: scale(1.08) rotate(0.02deg); }
|
| 55 |
+
50% { filter: hue-rotate(90deg) blur(22px); transform: scale(1.04) rotate(-0.01deg); }
|
| 56 |
+
75% { filter: hue-rotate(180deg) blur(20px); transform: scale(1.07) rotate(0.01deg); }
|
| 57 |
+
100% { filter: hue-rotate(360deg) blur(20px); transform: scale(1.06) rotate(-0.02deg); }
|
| 58 |
+
}
|
| 59 |
+
|
| 60 |
+
.loading-card {
|
| 61 |
+
position: relative;
|
| 62 |
+
z-index: 2;
|
| 63 |
+
max-width: 880px;
|
| 64 |
+
width: calc(100% - 48px);
|
| 65 |
+
background: rgba(6,10,18,0.55);
|
| 66 |
+
border: 1px solid rgba(255,255,255,0.06);
|
| 67 |
+
box-shadow: 0 12px 40px rgba(0,0,0,0.7);
|
| 68 |
+
border-radius: 12px;
|
| 69 |
+
padding: 20px;
|
| 70 |
+
display:flex;
|
| 71 |
+
gap:18px;
|
| 72 |
+
align-items:center;
|
| 73 |
+
}
|
| 74 |
+
|
| 75 |
+
.loading-left {
|
| 76 |
+
flex: 1;
|
| 77 |
+
min-width: 260px;
|
| 78 |
+
display:flex; flex-direction:column; gap:10px;
|
| 79 |
+
}
|
| 80 |
+
.loading-right {
|
| 81 |
+
width: 260px;
|
| 82 |
+
display:flex; flex-direction:column; gap:12px; align-items:center;
|
| 83 |
+
}
|
| 84 |
+
|
| 85 |
+
.loader-spinner {
|
| 86 |
+
width: 84px; height:84px; border-radius:50%; position:relative;
|
| 87 |
+
display:flex; align-items:center; justify-content:center;
|
| 88 |
}
|
| 89 |
+
.ring {
|
| 90 |
+
position:absolute; inset:0; border-radius:50%; box-shadow: inset 0 0 24px rgba(255,255,255,0.02);
|
| 91 |
+
border: 6px solid rgba(255,255,255,0.06);
|
| 92 |
+
animation: ringRotate 1.8s linear infinite;
|
|
|
|
| 93 |
}
|
| 94 |
+
.ring::after {
|
| 95 |
+
content:'';
|
| 96 |
+
position:absolute; width:16px; height:16px; right:8px; top:50%; transform: translateY(-50%);
|
| 97 |
+
background: linear-gradient(90deg,#ffd86b,#8ef0ff);
|
| 98 |
+
border-radius:50%;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 99 |
}
|
| 100 |
+
@keyframes ringRotate { to { transform: rotate(360deg); } }
|
| 101 |
+
.loader-dots { display:flex; gap:6px; }
|
| 102 |
+
.dot { width:10px; height:10px; border-radius:50%; background:#ffd86b; opacity:0.6; animation: dotPulse 1.2s infinite; }
|
| 103 |
+
.dot:nth-child(2){ animation-delay: 0.15s; background:#8ef0ff; }
|
| 104 |
+
.dot:nth-child(3){ animation-delay: 0.3s; background:#ff9fb8; }
|
| 105 |
+
@keyframes dotPulse { 0%{ transform: scale(.8); opacity:0.4 } 50%{ transform: scale(1.2); opacity:1 } 100%{ transform: scale(.8); opacity:0.4 } }
|
| 106 |
+
|
| 107 |
+
.tips { font-size:14px; color:#e8eef7; background: rgba(0,0,0,0.18); padding:10px; border-radius:8px; line-height:1.3; }
|
| 108 |
+
.loading-title { font-size:18px; font-weight:800; color:#ffd86b; display:flex; align-items:center; gap:8px; }
|
| 109 |
+
|
| 110 |
+
.progress-wrap { width:100%; background: rgba(255,255,255,0.04); height:14px; border-radius:8px; overflow:hidden; }
|
| 111 |
+
.progress-bar { height:100%; width:0%; background: linear-gradient(90deg,#ffd86b,#8ef0ff); transition: width 0.12s linear; }
|
| 112 |
|
| 113 |
+
.loading-count { font-size:12px; color:#dfe9f9; }
|
| 114 |
+
|
| 115 |
+
.disabled-pane { pointer-events: none; opacity: 0.6; filter: grayscale(12%); }
|
| 116 |
+
|
| 117 |
+
@media (max-width: 820px){
|
| 118 |
+
.loading-card { flex-direction:column; align-items:center; text-align:center; }
|
| 119 |
+
.loading-right { width:100%; }
|
| 120 |
+
}
|
| 121 |
</style>
|
| 122 |
</head>
|
| 123 |
<body>
|
|
|
|
| 157 |
<li><strong>WASD</strong> — Move</li>
|
| 158 |
<li><strong>Mouse</strong> — Aim</li>
|
| 159 |
<li><strong>Left Click</strong> — Shoot (if weapon equipped or in selected slot) or pickaxe melee</li>
|
| 160 |
+
<li><strong>E</strong> — Use medkit in selected slot OR Interact / Loot</li>
|
| 161 |
<li><strong>Q</strong> — Build (costs 10 materials)</li>
|
| 162 |
<li><strong>R</strong> — Reload selected weapon</li>
|
| 163 |
<li><strong>1-5</strong> — Select inventory slot (also equips it)</li>
|
|
|
|
| 258 |
<div id="pickaxeSlot" class="pickaxe-slot" title="Pickaxe (press F to equip)">⛏️</div>
|
| 259 |
<div id="hudGear" aria-label="gear"></div>
|
| 260 |
</div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
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|
|
|
|
|
|
| 261 |
</div>
|
| 262 |
</div>
|
| 263 |
</div>
|
|
|
|
| 280 |
const continueBtn = document.getElementById('continueBtn');
|
| 281 |
const biomeGrid = document.getElementById('biomeGrid');
|
| 282 |
|
| 283 |
+
// Loading screen elements
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 284 |
const loadingScreen = document.getElementById('loadingScreen');
|
| 285 |
const loadingTipEl = document.getElementById('loadingTip');
|
| 286 |
const loadingProgressEl = document.getElementById('loadingProgress');
|
| 287 |
const loadingTimerText = document.getElementById('loadingTimerText');
|
| 288 |
+
|
| 289 |
+
// Minimap elements and cache
|
| 290 |
const minimapCanvas = document.getElementById('minimapCanvas');
|
| 291 |
const miniCtx = minimapCanvas.getContext('2d');
|
| 292 |
let miniTerrainCache = null;
|
|
|
|
| 299 |
const ctn = document.getElementById('canvasContainer');
|
| 300 |
canvas.width = Math.max(900, Math.floor(ctn.clientWidth));
|
| 301 |
canvas.height = Math.max(560, Math.floor(ctn.clientHeight));
|
| 302 |
+
// keep minimap internal pixel buffer consistent
|
| 303 |
minimapCanvas.width = 220;
|
| 304 |
minimapCanvas.height = 140;
|
| 305 |
cameraUpdate();
|
| 306 |
+
miniTerrainCache = null; // rebuild on resize
|
| 307 |
}
|
| 308 |
window.addEventListener('resize', resizeCanvas);
|
| 309 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 310 |
// Player
|
| 311 |
const player = {
|
| 312 |
id:'player', x: WORLD.width/2, y: WORLD.height/2, radius:16, angle:0, speed:220,
|
|
|
|
| 315 |
selectedSlot:0,
|
| 316 |
equippedIndex: -1,
|
| 317 |
lastShot:0, lastMelee:0,
|
| 318 |
+
// medkit usage state
|
| 319 |
+
usingMedkit: false, usingMedkitUntil: 0, usingMedkitStart: 0, usingMedkitTimeout: null
|
|
|
|
| 320 |
};
|
| 321 |
|
| 322 |
// Input
|
|
|
|
| 327 |
|
| 328 |
window.addEventListener('keydown',(e)=>{
|
| 329 |
const k = e.key.toLowerCase();
|
| 330 |
+
if (gameActive){
|
| 331 |
+
if (k in keys) keys[k] = true;
|
| 332 |
+
if (['1','2','3','4','5'].includes(k)) {
|
| 333 |
+
const idx = parseInt(k)-1;
|
| 334 |
+
player.selectedSlot = idx;
|
| 335 |
+
equipSlot(idx);
|
| 336 |
+
updateHUD();
|
| 337 |
+
}
|
| 338 |
+
if (k === 'f') {
|
| 339 |
+
if (player.equippedIndex === player.selectedSlot) equipSlot(-1);
|
| 340 |
+
else equipSlot(player.selectedSlot);
|
| 341 |
+
updateHUD();
|
| 342 |
+
}
|
| 343 |
+
if (k === 'r') keys.r = true;
|
| 344 |
+
} else {
|
| 345 |
+
if (['1','2','3','4','5'].includes(k)) {
|
| 346 |
+
player.selectedSlot = parseInt(k)-1;
|
| 347 |
+
updateHUD();
|
| 348 |
+
}
|
| 349 |
}
|
|
|
|
| 350 |
});
|
| 351 |
|
| 352 |
window.addEventListener('keyup',(e)=>{
|
| 353 |
const k = e.key.toLowerCase();
|
| 354 |
if (k in keys) keys[k] = false;
|
| 355 |
+
if (k === 'e') keys.e = true;
|
| 356 |
+
if (k === 'q') keys.q = true;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 357 |
});
|
| 358 |
|
| 359 |
canvas.addEventListener('mousemove',(e)=>{
|
|
|
|
| 375 |
});
|
| 376 |
window.addEventListener('mouseup', ()=> mouse.down = false);
|
| 377 |
|
| 378 |
+
// Entities
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 379 |
const bullets = [];
|
| 380 |
const chests = [];
|
| 381 |
const objects = [];
|
|
|
|
| 412 |
return { type:'weapon', weapon: weapons[randInt(0, weapons.length)] };
|
| 413 |
}
|
| 414 |
|
| 415 |
+
// Behaviour tuning
|
| 416 |
const VIEW_RANGE = 1200;
|
| 417 |
const SPAWN_PROTECT_MS = 1200;
|
| 418 |
|
| 419 |
+
// collision helpers
|
| 420 |
function getObjectRadius(obj){
|
| 421 |
if (!obj) return 18;
|
| 422 |
if (obj.type === 'wall') return 28;
|
|
|
|
| 505 |
tempTarget: null,
|
| 506 |
tempTargetExpiry: 0,
|
| 507 |
prioritizeChestsUntil: 0,
|
| 508 |
+
// medkit state for enemies
|
| 509 |
usingMedkit: false, usingMedkitStart: 0, usingMedkitUntil: 0, usingMedkitSlot: -1
|
| 510 |
};
|
| 511 |
|
|
|
|
| 549 |
function updateHUD(){
|
| 550 |
const now = performance.now();
|
| 551 |
let healthText = `${Math.max(0,Math.floor(player.health))}%`;
|
| 552 |
+
if (player.usingMedkit){
|
| 553 |
+
const remaining = Math.max(0, Math.ceil((player.usingMedkitUntil - now)/1000));
|
| 554 |
+
healthText += ` (Healing ${remaining}s)`;
|
|
|
|
|
|
|
|
|
|
|
|
|
| 555 |
}
|
| 556 |
hudHealthText.textContent = healthText;
|
| 557 |
const slots = hudGear.querySelectorAll('.gear-slot');
|
|
|
|
| 633 |
}
|
| 634 |
}
|
| 635 |
|
| 636 |
+
// Player interact & medkit usage
|
| 637 |
+
function attemptUseOrInteract(){
|
| 638 |
+
const sel = player.selectedSlot;
|
| 639 |
+
const selItem = player.inventory[sel];
|
| 640 |
+
if (selItem && selItem.type === 'medkit'){
|
| 641 |
+
// toggle or start medkit usage
|
| 642 |
+
if (player.usingMedkit){
|
| 643 |
+
cancelPlayerMedkitUse();
|
| 644 |
+
} else {
|
| 645 |
+
startPlayerMedkitUse(sel);
|
| 646 |
+
}
|
| 647 |
+
} else {
|
| 648 |
+
interactNearby();
|
| 649 |
+
}
|
| 650 |
+
}
|
| 651 |
+
|
| 652 |
+
function startPlayerMedkitUse(slot){
|
| 653 |
+
const it = player.inventory[slot];
|
| 654 |
+
if (!it || it.type !== 'medkit' || it.amount <= 0) return;
|
| 655 |
+
if (player.usingMedkit) return;
|
| 656 |
+
const now = performance.now();
|
| 657 |
+
player.usingMedkit = true;
|
| 658 |
+
player.usingMedkitStart = now;
|
| 659 |
+
player.usingMedkitUntil = now + 3000; // 3 seconds
|
| 660 |
+
// set a timeout to apply heal
|
| 661 |
+
player.usingMedkitTimeout = setTimeout(()=> {
|
| 662 |
+
// ensure still using and item present
|
| 663 |
+
if (!player.usingMedkit) return;
|
| 664 |
+
const cur = player.inventory[slot];
|
| 665 |
+
if (cur && cur.type === 'medkit'){
|
| 666 |
+
cur.amount -= 1;
|
| 667 |
+
player.health = Math.min(100, player.health + 50);
|
| 668 |
+
if (cur.amount <= 0) player.inventory[slot] = null;
|
| 669 |
+
}
|
| 670 |
+
player.usingMedkit = false;
|
| 671 |
+
player.usingMedkitTimeout = null;
|
| 672 |
+
updateHUD();
|
| 673 |
+
}, 3000);
|
| 674 |
+
updateHUD();
|
| 675 |
+
}
|
| 676 |
+
|
| 677 |
+
function cancelPlayerMedkitUse(){
|
| 678 |
+
if (!player.usingMedkit) return;
|
| 679 |
+
player.usingMedkit = false;
|
| 680 |
+
player.usingMedkitStart = 0;
|
| 681 |
+
player.usingMedkitUntil = 0;
|
| 682 |
+
if (player.usingMedkitTimeout){
|
| 683 |
+
clearTimeout(player.usingMedkitTimeout);
|
| 684 |
+
player.usingMedkitTimeout = null;
|
| 685 |
+
}
|
| 686 |
+
updateHUD();
|
| 687 |
+
}
|
| 688 |
+
|
| 689 |
function interactNearby(){
|
| 690 |
const sel = player.selectedSlot;
|
| 691 |
const selItem = player.inventory[sel];
|
| 692 |
+
// medkit immediate use removed — now 3s usage handled above
|
| 693 |
const range = 56;
|
| 694 |
for (const chest of chests){
|
| 695 |
if (chest.opened) continue;
|
|
|
|
| 718 |
}
|
| 719 |
}
|
| 720 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 721 |
function pickupCollect(p){
|
| 722 |
if (p.type === 'weapon'){
|
| 723 |
let merged=false;
|
|
|
|
| 747 |
}
|
| 748 |
}
|
| 749 |
|
| 750 |
+
// Enemy helpers (medkit usage now takes 3s)
|
| 751 |
function enemyEquipBestWeapon(e){
|
| 752 |
let bestIdx = -1;
|
| 753 |
let bestScore = -Infinity;
|
|
|
|
| 771 |
e.usingMedkitStart = now;
|
| 772 |
e.usingMedkitUntil = now + 3000;
|
| 773 |
e.usingMedkitSlot = s;
|
| 774 |
+
// set nextHealTime to prevent immediate re-trigger
|
| 775 |
e.nextHealTime = now + 5000;
|
| 776 |
return true;
|
| 777 |
}
|
|
|
|
| 845 |
const it = e.inventory[s];
|
| 846 |
if (it && it.type==='medkit'){ it.amount += p.amount;
|
| 847 |
if (e.health < 60) {
|
| 848 |
+
// start medkit use if not already using
|
| 849 |
if (!e.usingMedkit) enemyStartMedkitUse(e, performance.now());
|
| 850 |
}
|
| 851 |
return;
|
|
|
|
| 880 |
return true;
|
| 881 |
}
|
| 882 |
|
| 883 |
+
// LOS helpers
|
| 884 |
function hasLineOfSight(x1,y1,x2,y2){
|
| 885 |
const vx = x2 - x1, vy = y2 - y1;
|
| 886 |
const vlen2 = vx*vx + vy*vy;
|
|
|
|
| 917 |
return closest;
|
| 918 |
}
|
| 919 |
|
| 920 |
+
// New helper: compute detour waypoint around blocker
|
| 921 |
function computeDetourWaypoint(fromX, fromY, blocker, goalX, goalY, padding = 12){
|
| 922 |
if (!blocker) return null;
|
| 923 |
let br = 0;
|
|
|
|
| 941 |
return chosen;
|
| 942 |
}
|
| 943 |
|
| 944 |
+
// Bullets update (rewritten for consistent collision handling)
|
| 945 |
function bulletsUpdate(dt){
|
| 946 |
for (let i=bullets.length-1;i>=0;i--){
|
| 947 |
const b = bullets[i];
|
|
|
|
| 954 |
if (b.shooter !== 'player'){
|
| 955 |
const dPlayer = Math.hypot(player.x - b.x, player.y - b.y);
|
| 956 |
if (dPlayer < hitRadiusPlayer){
|
| 957 |
+
// apply damage
|
| 958 |
player.health -= b.dmg;
|
| 959 |
+
// cancel medkit usage if player is healing
|
| 960 |
+
if (player.usingMedkit) cancelPlayerMedkitUse();
|
|
|
|
| 961 |
if (player.health <= 0){ player.health = 0; playerDeath(); }
|
| 962 |
bullets.splice(i,1);
|
| 963 |
continue;
|
|
|
|
| 970 |
if (e.health <= 0) continue;
|
| 971 |
const d = Math.hypot(e.x - b.x, e.y - b.y);
|
| 972 |
if (d < 14 && b.shooter !== e.id){
|
| 973 |
+
// apply damage
|
| 974 |
e.health -= b.dmg;
|
| 975 |
e.lastAttackedTime = performance.now();
|
| 976 |
+
// cancel enemy medkit if they are healing
|
| 977 |
if (e.usingMedkit){
|
| 978 |
+
// if they were using medkit, cancel it when hit
|
| 979 |
e.usingMedkit = false; e.usingMedkitSlot = -1; e.usingMedkitStart = 0; e.usingMedkitUntil = 0;
|
| 980 |
}
|
| 981 |
if (e.health <= 0){
|
|
|
|
| 997 |
if (obj.dead) continue;
|
| 998 |
const rr = getObjectRadius(obj);
|
| 999 |
const d = Math.hypot(obj.x - b.x, obj.y - b.y);
|
| 1000 |
+
// use a small tolerance so bullets clearly collide
|
| 1001 |
if (d < rr + 2){
|
| 1002 |
obj.hp -= b.dmg;
|
| 1003 |
if (obj.hp <= 0){
|
| 1004 |
obj.dead = true;
|
| 1005 |
+
// reward materials if player shot the object
|
| 1006 |
if (b.shooter === 'player') player.materials += (obj.type === 'wood' ? 3 : 6);
|
| 1007 |
}
|
| 1008 |
hitObj = obj;
|
|
|
|
| 1014 |
continue;
|
| 1015 |
}
|
| 1016 |
|
| 1017 |
+
// 4) Hit chests (if wanted bullets can open chests) — keep old behaviour
|
| 1018 |
for (const chest of chests){
|
| 1019 |
if (chest.opened) continue;
|
| 1020 |
const d = Math.hypot(chest.x - b.x, chest.y - b.y);
|
|
|
|
| 1036 |
}
|
| 1037 |
}
|
| 1038 |
|
| 1039 |
+
// Helpers to find nearest
|
| 1040 |
function findNearestChest(e, maxDist = 1200){
|
| 1041 |
let best = null; let bd = Infinity;
|
| 1042 |
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; } }
|
|
|
|
| 1053 |
return best;
|
| 1054 |
}
|
| 1055 |
|
| 1056 |
+
// Enemy AI (with medkit use delay)
|
| 1057 |
function updateEnemies(dt, now){
|
| 1058 |
const minSeparation = 20;
|
| 1059 |
for (const e of enemies){
|
| 1060 |
if (e.health <= 0) continue;
|
| 1061 |
if (!e.spawnSafeUntil) e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
|
| 1062 |
|
| 1063 |
+
// Auto-open chests on proximity
|
| 1064 |
for (const chest of chests){
|
| 1065 |
if (chest.opened) continue;
|
| 1066 |
const distChest = Math.hypot(chest.x - e.x, chest.y - e.y);
|
|
|
|
| 1079 |
}
|
| 1080 |
}
|
| 1081 |
|
| 1082 |
+
// Handle enemy medkit usage finishing/cancelling
|
| 1083 |
if (e.usingMedkit){
|
| 1084 |
+
// if they were attacked while using, cancel
|
| 1085 |
if (e.lastAttackedTime > e.usingMedkitStart){
|
| 1086 |
e.usingMedkit = false; e.usingMedkitSlot = -1; e.usingMedkitStart = 0; e.usingMedkitUntil = 0;
|
| 1087 |
} else if (now >= e.usingMedkitUntil){
|
| 1088 |
applyEnemyMedkitUseNow(e);
|
| 1089 |
} else {
|
| 1090 |
+
// still using medkit; don't do other heavy actions
|
| 1091 |
continue;
|
| 1092 |
}
|
| 1093 |
}
|
| 1094 |
|
| 1095 |
+
// STORM behavior (unchanged)
|
| 1096 |
if (storm.active){
|
| 1097 |
const distToSafeCenter = Math.hypot(e.x - storm.centerX, e.y - storm.centerY);
|
| 1098 |
if (distToSafeCenter > storm.radius){
|
|
|
|
| 1157 |
}
|
| 1158 |
}
|
| 1159 |
|
| 1160 |
+
// NORMAL behavior
|
| 1161 |
if (now - e.lastAttackedTime < 4000) e.state = 'combat';
|
| 1162 |
if (e.state === 'gather') e.gatherTimeLeft -= dt;
|
| 1163 |
|
| 1164 |
if (e.health < 60 && now >= (e.nextHealTime || 0) && !e.usingMedkit){
|
| 1165 |
+
// start medkit use (3s) if possible
|
| 1166 |
if (enemyStartMedkitUse(e, now)){
|
| 1167 |
continue;
|
| 1168 |
}
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|
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|
| 1247 |
continue;
|
| 1248 |
}
|
| 1249 |
|
| 1250 |
+
// Combat logic remains (omitted here for brevity but preserved)
|
| 1251 |
if (e.equippedIndex === -1) enemyEquipBestWeapon(e);
|
| 1252 |
if (e.reloadPending){
|
| 1253 |
if (now >= e.reloadingUntil){
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|
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|
| 1453 |
}
|
| 1454 |
}
|
| 1455 |
|
| 1456 |
+
// Storm
|
| 1457 |
const storm = { maxRadius: 2400, radius:2400, centerX: WORLD.width/2, centerY: WORLD.height/2, damagePerSecond:1, closingSpeed: 0.6, active:false };
|
| 1458 |
let stormDamageAccumulator = 0;
|
| 1459 |
function playerInStorm(){ return Math.hypot(player.x - storm.centerX, player.y - storm.centerY) > storm.radius; }
|
|
|
|
| 1468 |
while (stormDamageAccumulator >= 1){
|
| 1469 |
stormDamageAccumulator -=1;
|
| 1470 |
player.health -= 1;
|
| 1471 |
+
if (player.usingMedkit) cancelPlayerMedkitUse();
|
| 1472 |
if (player.health <= 0){ player.health = 0; playerDeath(); }
|
| 1473 |
}
|
| 1474 |
} else stormDamageAccumulator = 0;
|
|
|
|
| 1493 |
}
|
| 1494 |
}
|
| 1495 |
|
| 1496 |
+
// Drawing functions (unchanged, omitted here for brevity)...
|
| 1497 |
+
// (All draw functions from the previous code remain unchanged and are present below.)
|
| 1498 |
function drawWorld(){
|
| 1499 |
const TILE = 600;
|
| 1500 |
const cols = Math.ceil(WORLD.width / TILE);
|
|
|
|
| 1702 |
|
| 1703 |
function drawCrosshair(){}
|
| 1704 |
|
| 1705 |
+
// Minimap functions (unchanged)
|
| 1706 |
function buildMiniTerrainCache(){
|
| 1707 |
const mw = minimapCanvas.width;
|
| 1708 |
const mh = minimapCanvas.height;
|
|
|
|
| 1795 |
miniCtx.restore();
|
| 1796 |
}
|
| 1797 |
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|
|
| 1798 |
// Main loop
|
| 1799 |
let lastTime = 0;
|
| 1800 |
function gameLoop(ts){
|
|
|
|
| 1822 |
if (isCollidingSolid(player.x, player.y, player.radius)){
|
| 1823 |
player.y = oldY;
|
| 1824 |
}
|
| 1825 |
+
// If player moves while using medkit, cancel use
|
| 1826 |
+
if (player.usingMedkit && (dx !== 0 || dy !== 0)) cancelPlayerMedkitUse();
|
|
|
|
|
|
|
|
|
|
| 1827 |
}
|
| 1828 |
player.x = Math.max(16, Math.min(WORLD.width-16, player.x));
|
| 1829 |
player.y = Math.max(16, Math.min(WORLD.height-16, player.y));
|
|
|
|
| 1855 |
}
|
| 1856 |
|
| 1857 |
if (keys.r) { reloadEquipped(); keys.r = false; }
|
| 1858 |
+
if (keys.e){ attemptUseOrInteract(); keys.e = false; }
|
| 1859 |
if (keys.q){ tryBuild(); keys.q = false; }
|
| 1860 |
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1861 |
updateEnemies(dt, performance.now());
|
| 1862 |
bulletsUpdate(dt);
|
| 1863 |
|
|
|
|
| 1879 |
|
| 1880 |
if (storm.active && playerInStorm()) stormWarning.classList.remove('hidden'); else stormWarning.classList.add('hidden');
|
| 1881 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1882 |
requestAnimationFrame(gameLoop);
|
| 1883 |
}
|
| 1884 |
|
|
|
|
| 1916 |
player.health = 100; player.armor = 0; player.kills = 0; player.materials = 0;
|
| 1917 |
player.inventory = [null,null,null,null,null];
|
| 1918 |
player.selectedSlot = 0; player.equippedIndex = -1; player.lastShot = 0; player.lastMelee = 0;
|
| 1919 |
+
player.usingMedkit = false; player.usingMedkitTimeout = null;
|
| 1920 |
|
| 1921 |
populateWorld();
|
| 1922 |
initHUD();
|
|
|
|
| 1964 |
function endGame(){ gameActive = false; alert('Match over!'); }
|
| 1965 |
function playerDeath(){
|
| 1966 |
gameActive = false;
|
| 1967 |
+
// cancel medkit use on death
|
| 1968 |
+
cancelPlayerMedkitUse();
|
| 1969 |
deathScreen.classList.remove('hidden');
|
| 1970 |
}
|
| 1971 |
|
|
|
|
| 1973 |
goHomeBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); gameScreen.classList.add('hidden'); landingScreen.classList.remove('hidden'); });
|
| 1974 |
continueBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); startGame(selectedBiome); });
|
| 1975 |
|
| 1976 |
+
// Loading screen logic (unchanged)
|
| 1977 |
const loadingTips = [
|
| 1978 |
"Stick to cover when approaching buildings — open areas get you killed.",
|
| 1979 |
"Loot chests quickly and move — enemies can hear opening animations.",
|