Spaces:
Running
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Manual changes saved
Browse files- index.html +144 -83
index.html
CHANGED
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@@ -3,16 +3,13 @@
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<title>BattleZone Royale -
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<script src="https://cdn.tailwindcss.com"></script>
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<script src="https://unpkg.com/feather-icons"></script>
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<style>
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html,body { height:100%; margin:0; background:#0b1220; color:#fff; font-family:monospace; }
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#canvasContainer { position:relative; flex:1; display:flex; justify-content:center; align-items:center; height:100vh; overflow:hidden; }
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#gameCanvas { display:block; user-select:none; cursor:crosshair; box-shadow:0 0 20px rgba(0,0,0,.5); width:100%; height:100%; }
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#stormWarning { z-index:10; }
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#deathScreen, #victoryScreen { z-index:20; }
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-
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/* HUD */
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#hudHealth { position:absolute; left:12px; bottom:12px; background:rgba(0,0,0,0.55); padding:6px 8px; border-radius:8px; font-weight:700; font-size:13px; display:flex; align-items:center; gap:8px; z-index:30; }
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#hudGearWrap { position:absolute; right:12px; bottom:12px; display:flex; gap:8px; align-items:center; z-index:30; }
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@@ -21,6 +18,7 @@
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.selected { outline: 2px solid rgba(255,215,0,0.9); box-shadow: 0 0 6px rgba(255,215,0,0.12); }
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.equipped { box-shadow: inset 0 -6px 14px rgba(255,255,255,0.03); border:1px solid rgba(255,255,255,0.04); }
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.medkit-count { position:absolute; right:4px; bottom:2px; font-size:10px; color:#ffd; }
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</style>
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</head>
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<body>
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@@ -31,7 +29,7 @@
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</h1>
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<h2 class="text-2xl text-yellow-300 mb-4">Choose Landing Zone</h2>
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<div class="grid grid-cols-2 gap-6 max-w-xl w-full mb-6">
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<div class="biome-selector bg-gray-700 p-6 rounded-lg cursor-pointer hover:bg-yellow-800 flex flex-col items-center" data-biome="desert">
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<i data-feather="sun" class="text-yellow-300 mb-2"></i>
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<h3 class="font-bold text-lg">Golden Dunes</h3>
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@@ -125,7 +123,7 @@
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</div>
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<script>
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// DOM
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const landingScreen = document.getElementById('landingScreen');
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const gameScreen = document.getElementById('gameScreen');
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const canvas = document.getElementById('gameCanvas');
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@@ -140,6 +138,7 @@
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const victoryScreen = document.getElementById('victoryScreen');
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const goHomeBtn = document.getElementById('goHomeBtn');
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const continueBtn = document.getElementById('continueBtn');
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// World
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const WORLD = { width: 6000, height: 4000 };
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@@ -246,7 +245,7 @@
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function generateLootForBiome(b){
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const roll = Math.random();
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if (roll < 0.35) return { type:'medkit', amount:1 };
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if (roll < 0.7) return { type:'materials', amount: 10 }; // always 10
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const weapons = [
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{ name:'Pistol', dmg:12, rate:320, color:'#ffd86b', magSize:12, startReserve:24 },
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{ name:'SMG', dmg:6, rate:120, color:'#8ef0ff', magSize:30, startReserve:90 },
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@@ -263,8 +262,7 @@
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const x = rand(150, WORLD.width-150);
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const y = rand(150, WORLD.height-150);
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const loot = generateLootForBiome(biomeAt(x,y));
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if (loot.type === 'materials') loot.amount = 10;
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chests.push({ x,y, opened:false, loot });
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}
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for (let i=0;i<700;i++){
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@@ -290,11 +288,12 @@
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materials: 0,
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lastShot: 0,
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reloadingUntil: 0,
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lastAttackedTime: 0,
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state: 'gather',
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gatherTimeLeft: rand(8,16),
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target: null,
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nextHealTime: 0
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});
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}
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updatePlayerCount();
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@@ -432,9 +431,7 @@
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if (loot.type === 'weapon') pickups.push({ x:px, y:py, type:'weapon', weapon: makeWeaponProto(loot.weapon), ammoInMag: loot.weapon.magSize || 12, ammoReserve: loot.weapon.startReserve || (loot.weapon.magSize*2 || 24) });
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else if (loot.type === 'medkit') pickups.push({ x:px, y:py, type:'medkit', amount: loot.amount || 1 });
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else if (loot.type === 'materials') pickups.push({ x:px, y:py, type:'materials', amount: loot.amount || 10 });
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if (Math.random() < 0.25){
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pickups.push({ x:px+8, y:py+8, type:'ammo', forWeapon: null, amount: randInt(6,30) });
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}
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updateHUD();
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return;
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}
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@@ -480,7 +477,7 @@
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}
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}
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// Enemy helpers
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function enemyEquipBestWeapon(e){
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let bestIdx = -1;
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let bestScore = -Infinity;
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@@ -646,7 +643,7 @@
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}
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}
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//
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function findNearestChest(e, maxDist = 1200){
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let best = null; let bd = Infinity;
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for (const c of chests){ if (c.opened) continue; const d = Math.hypot(c.x - e.x, c.y - e.y); if (d < bd && d <= maxDist){ bd = d; best = c; } }
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@@ -663,57 +660,51 @@
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return best;
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}
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// Enemy AI
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function updateEnemies(dt, now){
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for (const e of enemies){
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if (e.health <= 0) continue;
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//
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if (now - e.lastAttackedTime < 4000)
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e.state = 'combat';
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}
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if (e.state === 'gather')
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e.gatherTimeLeft -= dt;
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}
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//
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if (e.health < 60 && now >= (e.nextHealTime || 0)){
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// find medkit in inventory
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let medIdx = -1;
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for (let s=0;s<5;s++){
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const it = e.inventory[s];
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if (it && it.type === 'medkit' && it.amount > 0){ medIdx = s; break; }
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}
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if (medIdx !== -1){
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// use medkit (consume one), set cooldown so it's not instant recurring
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const kit = e.inventory[medIdx];
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kit.amount -= 1;
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e.health = Math.min(120, e.health + 50);
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if (kit.amount <= 0) e.inventory[medIdx] = null;
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e.nextHealTime = now + 6000;
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// do not switch state to combat just because healing occurred
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continue;
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}
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}
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//
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const hasUsefulWeapon = e.inventory.some(it => it && it.type === 'weapon' && (it.ammoInMag > 0 || it.ammoReserve > 0));
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if ((e.gatherTimeLeft <= 0 || e.materials >= 20 || hasUsefulWeapon) && e.state === 'gather')
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e.state = 'combat';
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}
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if (e.state === 'gather'){
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//
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let
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if (
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const angle = Math.atan2(
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e.angle = angle;
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e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
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e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
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if (Math.hypot(
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enemyPickupCollect(e,
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const idx = pickups.indexOf(
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if (idx >= 0) pickups.splice(idx,1);
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}
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continue;
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@@ -729,13 +720,9 @@
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} else {
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chestTarget.opened = true;
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const loot = chestTarget.loot;
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if (loot.type === 'weapon'){
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enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
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} else if (loot.type === 'materials'){
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enemyPickupCollect(e, { type:'materials', amount: loot.amount || 10 });
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}
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}
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continue;
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}
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@@ -751,8 +738,7 @@
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objTarget.hp -= 40 * dt;
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if (objTarget.hp <= 0 && !objTarget.dead){
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objTarget.dead = true;
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-
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e.materials += matGain;
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if (Math.random() < 0.08){
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const lootRoll = Math.random();
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if (lootRoll < 0.4) enemyPickupCollect(e, { type:'medkit', amount:1 });
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@@ -769,18 +755,31 @@
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e.y += Math.sin(e.angle) * e.speed * dt * 0.25;
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if (Math.random() < 0.01) e.angle += (Math.random()-0.5)*2;
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continue;
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-
}
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// Combat
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if (e.equippedIndex === -1) enemyEquipBestWeapon(e);
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if (e.equippedIndex >= 0){
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const eq = e.inventory[e.equippedIndex];
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if (eq && eq.type === 'weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
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-
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}
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}
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// choose target (player
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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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@@ -789,6 +788,7 @@
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if (d < bestDist && Math.random() < 0.6){ bestDist = d; target = other; }
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}
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const distToPlayer = Math.hypot(player.x - e.x, player.y - e.y);
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if (distToPlayer < 160 && e.health < 35 && e.materials >= 10 && Math.random() < 0.5){
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enemyTryBuild(e);
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} else {
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if (e.equippedIndex >= 0){
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const eq = e.inventory[e.equippedIndex];
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if (eq && eq.type === 'weapon' && eq.ammoInMag > 0 && now - e.lastShot > (eq.weapon.rate || 300)){
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e.lastShot = now;
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eq.ammoInMag -= 1;
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const angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
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@@ -821,7 +821,7 @@
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}
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}
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// Attack
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if (distToPlayer < 36 && 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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@@ -830,9 +830,9 @@
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if (player.health <= 0) { player.health = 0; playerDeath(); }
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} else if (e.equippedIndex >= 0){
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const eq = e.inventory[e.equippedIndex];
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if (eq && eq.type === 'weapon' && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
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if (eq.ammoInMag <= 0){
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-
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} else {
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if (hasLineOfSight(e.x, e.y, target.x, target.y)){
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e.lastShot = now;
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@@ -841,22 +841,60 @@
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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);
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e.lastAttackedTime = now;
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} else {
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e.angle = Math.atan2(target.y - e.y, target.x - e.x);
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e.x += Math.cos(e.angle) * e.speed * dt * 0.6;
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e.y += Math.sin(e.angle) * e.speed * dt * 0.6;
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}
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}
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} else {
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e.angle = Math.atan2(target.y - e.y, target.x - e.x);
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e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
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e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
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}
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} else {
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e.angle = Math.atan2(target.y - e.y, target.x - e.x);
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e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
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e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
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}
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}
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}
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// Storm
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@@ -990,31 +1028,23 @@
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const s = worldToScreen(e.x,e.y);
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ctx.save();
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ctx.translate(s.x,s.y); ctx.rotate(e.angle);
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-
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// shadow & body
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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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-
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// HP bar
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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, Math.min(1, e.health/120));
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ctx.fillStyle='#ff6b6b'; ctx.fillRect(-18,-22,36*hpPct,6);
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//
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if (e.equippedIndex >= 0 && e.inventory[e.equippedIndex] && e.inventory[e.equippedIndex].type === 'weapon'){
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const we = e.inventory[e.equippedIndex];
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const color = we.weapon.color || '#ddd';
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ctx.save();
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// position weapon in right-hand area
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ctx.translate(12, 2);
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ctx.rotate(-0.08);
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// body of weapon
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ctx.fillStyle = color;
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ctx.fillRect(0, -4, 24, 8);
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// muzzle detail
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ctx.fillStyle = '#222';
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ctx.fillRect(18, -2, 6, 4);
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// small magazine indicator
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const magPct = Math.max(0, we.ammoInMag / we.weapon.magSize);
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ctx.fillStyle = 'rgba(0,0,0,0.35)';
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ctx.fillRect(4, 6, 18, 4);
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@@ -1022,7 +1052,6 @@
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ctx.fillRect(4, 6, 18 * magPct, 4);
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ctx.restore();
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} else {
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-
// draw pickaxe if unarmed (small icon)
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if (e.equippedIndex === -1){
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ctx.save();
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ctx.translate(12, 6);
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}
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}
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//
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ctx.fillStyle = e.state === 'gather' ? 'rgba(0,200,200,0.9)' : (e.state === 'combat' ? 'rgba(255,80,80,0.95)' : 'rgba(255,200,80,0.9)');
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ctx.beginPath(); ctx.arc(18, -18, 5, 0, Math.PI*2); ctx.fill();
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-
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ctx.restore();
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}
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}
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@@ -1101,9 +1129,9 @@
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ctx.restore();
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}
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-
function drawCrosshair(){
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//
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let lastTime = 0;
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function gameLoop(ts){
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if (!gameActive) return;
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cameraUpdate();
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mouse.worldX = mouse.canvasX + camera.x;
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mouse.worldY = mouse.canvasY + camera.y;
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| 1128 |
-
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player.angle = Math.atan2(mouse.worldY - player.y, mouse.worldX - player.x);
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| 1130 |
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let activeWeaponItem = null;
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@@ -1137,9 +1164,8 @@
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// player attack
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if (mouse.down){
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if (player.equippedIndex === -1)
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-
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} else if (activeWeaponItem && activeWeaponItem.type === 'weapon'){
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const now = performance.now();
|
| 1144 |
if (now - player.lastShot > (activeWeaponItem.weapon.rate || 300)){
|
| 1145 |
if (activeWeaponItem.ammoInMag > 0){
|
|
@@ -1151,7 +1177,6 @@
|
|
| 1151 |
}
|
| 1152 |
}
|
| 1153 |
|
| 1154 |
-
// reload/interact/build
|
| 1155 |
if (keys.r) { reloadEquipped(); keys.r = false; }
|
| 1156 |
if (keys.e){ interactNearby(); keys.e = false; }
|
| 1157 |
if (keys.q){ tryBuild(); keys.q = false; }
|
|
@@ -1182,12 +1207,29 @@
|
|
| 1182 |
requestAnimationFrame(gameLoop);
|
| 1183 |
}
|
| 1184 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1185 |
// Start/end
|
| 1186 |
let timerInterval = null;
|
| 1187 |
let gameTime = 300;
|
| 1188 |
let gameActive = false;
|
| 1189 |
|
| 1190 |
-
function startGame(){
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1191 |
victoryScreen.classList.add('hidden');
|
| 1192 |
deathScreen.classList.add('hidden');
|
| 1193 |
|
|
@@ -1196,8 +1238,8 @@
|
|
| 1196 |
gameScreen.classList.remove('hidden');
|
| 1197 |
resizeCanvas();
|
| 1198 |
|
| 1199 |
-
player.x =
|
| 1200 |
-
player.y =
|
| 1201 |
player.health = 100; player.armor = 0; player.kills = 0; player.materials = 0;
|
| 1202 |
player.inventory = [null,null,null,null,null];
|
| 1203 |
player.selectedSlot = 0; player.equippedIndex = -1; player.lastShot = 0; player.lastMelee = 0;
|
|
@@ -1206,6 +1248,14 @@
|
|
| 1206 |
initHUD();
|
| 1207 |
cameraUpdate();
|
| 1208 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1209 |
gameTime = 300; storm.active = false; storm.radius = storm.maxRadius;
|
| 1210 |
document.getElementById('gameTimer').textContent = '5:00';
|
| 1211 |
timerInterval && clearInterval(timerInterval);
|
|
@@ -1234,11 +1284,22 @@
|
|
| 1234 |
|
| 1235 |
document.getElementById('respawnBtn').addEventListener('click', ()=>{ deathScreen.classList.add('hidden'); landingScreen.classList.remove('hidden'); });
|
| 1236 |
goHomeBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); gameScreen.classList.add('hidden'); landingScreen.classList.remove('hidden'); });
|
| 1237 |
-
continueBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); startGame(); });
|
| 1238 |
-
|
| 1239 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1240 |
|
| 1241 |
-
//
|
| 1242 |
resizeCanvas();
|
| 1243 |
populateWorld();
|
| 1244 |
feather.replace();
|
|
|
|
| 3 |
<head>
|
| 4 |
<meta charset="utf-8" />
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
| 6 |
+
<title>BattleZone Royale - Spawn & AI Fixes</title>
|
| 7 |
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
<script src="https://unpkg.com/feather-icons"></script>
|
| 9 |
<style>
|
| 10 |
html,body { height:100%; margin:0; background:#0b1220; color:#fff; font-family:monospace; }
|
| 11 |
#canvasContainer { position:relative; flex:1; display:flex; justify-content:center; align-items:center; height:100vh; overflow:hidden; }
|
| 12 |
#gameCanvas { display:block; user-select:none; cursor:crosshair; box-shadow:0 0 20px rgba(0,0,0,.5); width:100%; height:100%; }
|
|
|
|
|
|
|
|
|
|
| 13 |
/* HUD */
|
| 14 |
#hudHealth { position:absolute; left:12px; bottom:12px; background:rgba(0,0,0,0.55); padding:6px 8px; border-radius:8px; font-weight:700; font-size:13px; display:flex; align-items:center; gap:8px; z-index:30; }
|
| 15 |
#hudGearWrap { position:absolute; right:12px; bottom:12px; display:flex; gap:8px; align-items:center; z-index:30; }
|
|
|
|
| 18 |
.selected { outline: 2px solid rgba(255,215,0,0.9); box-shadow: 0 0 6px rgba(255,215,0,0.12); }
|
| 19 |
.equipped { box-shadow: inset 0 -6px 14px rgba(255,255,255,0.03); border:1px solid rgba(255,255,255,0.04); }
|
| 20 |
.medkit-count { position:absolute; right:4px; bottom:2px; font-size:10px; color:#ffd; }
|
| 21 |
+
.biome-selected { outline: 3px solid rgba(96,165,250,0.9); }
|
| 22 |
</style>
|
| 23 |
</head>
|
| 24 |
<body>
|
|
|
|
| 29 |
</h1>
|
| 30 |
|
| 31 |
<h2 class="text-2xl text-yellow-300 mb-4">Choose Landing Zone</h2>
|
| 32 |
+
<div id="biomeGrid" class="grid grid-cols-2 gap-6 max-w-xl w-full mb-6">
|
| 33 |
<div class="biome-selector bg-gray-700 p-6 rounded-lg cursor-pointer hover:bg-yellow-800 flex flex-col items-center" data-biome="desert">
|
| 34 |
<i data-feather="sun" class="text-yellow-300 mb-2"></i>
|
| 35 |
<h3 class="font-bold text-lg">Golden Dunes</h3>
|
|
|
|
| 123 |
</div>
|
| 124 |
|
| 125 |
<script>
|
| 126 |
+
// DOM references
|
| 127 |
const landingScreen = document.getElementById('landingScreen');
|
| 128 |
const gameScreen = document.getElementById('gameScreen');
|
| 129 |
const canvas = document.getElementById('gameCanvas');
|
|
|
|
| 138 |
const victoryScreen = document.getElementById('victoryScreen');
|
| 139 |
const goHomeBtn = document.getElementById('goHomeBtn');
|
| 140 |
const continueBtn = document.getElementById('continueBtn');
|
| 141 |
+
const biomeGrid = document.getElementById('biomeGrid');
|
| 142 |
|
| 143 |
// World
|
| 144 |
const WORLD = { width: 6000, height: 4000 };
|
|
|
|
| 245 |
function generateLootForBiome(b){
|
| 246 |
const roll = Math.random();
|
| 247 |
if (roll < 0.35) return { type:'medkit', amount:1 };
|
| 248 |
+
if (roll < 0.7) return { type:'materials', amount: 10 }; // always 10
|
| 249 |
const weapons = [
|
| 250 |
{ name:'Pistol', dmg:12, rate:320, color:'#ffd86b', magSize:12, startReserve:24 },
|
| 251 |
{ name:'SMG', dmg:6, rate:120, color:'#8ef0ff', magSize:30, startReserve:90 },
|
|
|
|
| 262 |
const x = rand(150, WORLD.width-150);
|
| 263 |
const y = rand(150, WORLD.height-150);
|
| 264 |
const loot = generateLootForBiome(biomeAt(x,y));
|
| 265 |
+
if (loot.type === 'materials') loot.amount = 10; // ensure 10
|
|
|
|
| 266 |
chests.push({ x,y, opened:false, loot });
|
| 267 |
}
|
| 268 |
for (let i=0;i<700;i++){
|
|
|
|
| 288 |
materials: 0,
|
| 289 |
lastShot: 0,
|
| 290 |
reloadingUntil: 0,
|
| 291 |
+
reloadPending: false,
|
| 292 |
lastAttackedTime: 0,
|
| 293 |
state: 'gather',
|
| 294 |
gatherTimeLeft: rand(8,16),
|
| 295 |
target: null,
|
| 296 |
+
nextHealTime: 0
|
| 297 |
});
|
| 298 |
}
|
| 299 |
updatePlayerCount();
|
|
|
|
| 431 |
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) });
|
| 432 |
else if (loot.type === 'medkit') pickups.push({ x:px, y:py, type:'medkit', amount: loot.amount || 1 });
|
| 433 |
else if (loot.type === 'materials') pickups.push({ x:px, y:py, type:'materials', amount: loot.amount || 10 });
|
| 434 |
+
if (Math.random() < 0.25) pickups.push({ x:px+8, y:py+8, type:'ammo', forWeapon: null, amount: randInt(6,30) });
|
|
|
|
|
|
|
| 435 |
updateHUD();
|
| 436 |
return;
|
| 437 |
}
|
|
|
|
| 477 |
}
|
| 478 |
}
|
| 479 |
|
| 480 |
+
// Enemy helpers (equip / collect)
|
| 481 |
function enemyEquipBestWeapon(e){
|
| 482 |
let bestIdx = -1;
|
| 483 |
let bestScore = -Infinity;
|
|
|
|
| 643 |
}
|
| 644 |
}
|
| 645 |
|
| 646 |
+
// Helpers to find nearest
|
| 647 |
function findNearestChest(e, maxDist = 1200){
|
| 648 |
let best = null; let bd = Infinity;
|
| 649 |
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; } }
|
|
|
|
| 660 |
return best;
|
| 661 |
}
|
| 662 |
|
| 663 |
+
// Enemy AI with gather-first + separation + reload with delay
|
| 664 |
function updateEnemies(dt, now){
|
| 665 |
+
// basic separation step variables
|
| 666 |
+
const minSeparation = 20; // minimal distance between enemies
|
| 667 |
+
// Update each enemy movement and actions
|
| 668 |
for (const e of enemies){
|
| 669 |
if (e.health <= 0) continue;
|
| 670 |
|
| 671 |
+
// if recently attacked go combat
|
| 672 |
+
if (now - e.lastAttackedTime < 4000) e.state = 'combat';
|
|
|
|
|
|
|
| 673 |
|
| 674 |
+
if (e.state === 'gather') e.gatherTimeLeft -= dt;
|
|
|
|
|
|
|
| 675 |
|
| 676 |
+
// Medkit-only heal (consume medkit, with cooldown)
|
| 677 |
if (e.health < 60 && now >= (e.nextHealTime || 0)){
|
|
|
|
| 678 |
let medIdx = -1;
|
| 679 |
for (let s=0;s<5;s++){
|
| 680 |
const it = e.inventory[s];
|
| 681 |
if (it && it.type === 'medkit' && it.amount > 0){ medIdx = s; break; }
|
| 682 |
}
|
| 683 |
if (medIdx !== -1){
|
|
|
|
| 684 |
const kit = e.inventory[medIdx];
|
| 685 |
kit.amount -= 1;
|
| 686 |
e.health = Math.min(120, e.health + 50);
|
| 687 |
if (kit.amount <= 0) e.inventory[medIdx] = null;
|
| 688 |
+
e.nextHealTime = now + 6000;
|
|
|
|
| 689 |
continue;
|
| 690 |
}
|
| 691 |
}
|
| 692 |
|
| 693 |
+
// Transition gather->combat
|
| 694 |
const hasUsefulWeapon = e.inventory.some(it => it && it.type === 'weapon' && (it.ammoInMag > 0 || it.ammoReserve > 0));
|
| 695 |
+
if ((e.gatherTimeLeft <= 0 || e.materials >= 20 || hasUsefulWeapon) && e.state === 'gather') e.state = 'combat';
|
|
|
|
|
|
|
| 696 |
|
| 697 |
if (e.state === 'gather'){
|
| 698 |
+
// Prioritize pickup -> chest -> harvest -> roam
|
| 699 |
+
let p = findNearestPickup(e, 240);
|
| 700 |
+
if (p){
|
| 701 |
+
const angle = Math.atan2(p.y - e.y, p.x - e.x);
|
| 702 |
e.angle = angle;
|
| 703 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 704 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 705 |
+
if (Math.hypot(p.x - e.x, p.y - e.y) < 18){
|
| 706 |
+
enemyPickupCollect(e, p);
|
| 707 |
+
const idx = pickups.indexOf(p);
|
| 708 |
if (idx >= 0) pickups.splice(idx,1);
|
| 709 |
}
|
| 710 |
continue;
|
|
|
|
| 720 |
} else {
|
| 721 |
chestTarget.opened = true;
|
| 722 |
const loot = chestTarget.loot;
|
| 723 |
+
if (loot.type === 'weapon') enemyPickupCollect(e, { type:'weapon', weapon: makeWeaponProto(loot.weapon), ammoInMag:loot.weapon.magSize||12, ammoReserve:loot.weapon.startReserve||24 });
|
| 724 |
+
else if (loot.type === 'medkit') enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
|
| 725 |
+
else if (loot.type === 'materials') enemyPickupCollect(e, { type:'materials', amount: loot.amount || 10 });
|
|
|
|
|
|
|
|
|
|
|
|
|
| 726 |
}
|
| 727 |
continue;
|
| 728 |
}
|
|
|
|
| 738 |
objTarget.hp -= 40 * dt;
|
| 739 |
if (objTarget.hp <= 0 && !objTarget.dead){
|
| 740 |
objTarget.dead = true;
|
| 741 |
+
e.materials += (objTarget.type === 'wood' ? 3 : 6);
|
|
|
|
| 742 |
if (Math.random() < 0.08){
|
| 743 |
const lootRoll = Math.random();
|
| 744 |
if (lootRoll < 0.4) enemyPickupCollect(e, { type:'medkit', amount:1 });
|
|
|
|
| 755 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.25;
|
| 756 |
if (Math.random() < 0.01) e.angle += (Math.random()-0.5)*2;
|
| 757 |
continue;
|
| 758 |
+
}
|
| 759 |
|
| 760 |
+
// Combat state
|
| 761 |
if (e.equippedIndex === -1) enemyEquipBestWeapon(e);
|
| 762 |
+
|
| 763 |
+
// Handle reload pending (delayed reload to simulate player reload)
|
| 764 |
+
if (e.reloadPending){
|
| 765 |
+
if (now >= e.reloadingUntil){
|
| 766 |
+
const eq = e.inventory[e.equippedIndex];
|
| 767 |
+
if (eq && eq.type === 'weapon') reloadItem(eq);
|
| 768 |
+
e.reloadPending = false;
|
| 769 |
+
e.reloadingUntil = 0;
|
| 770 |
+
}
|
| 771 |
+
}
|
| 772 |
+
|
| 773 |
+
// If equipped weapon empty and reserve present, start reload (delayed)
|
| 774 |
if (e.equippedIndex >= 0){
|
| 775 |
const eq = e.inventory[e.equippedIndex];
|
| 776 |
+
if (eq && eq.type === 'weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0 && !e.reloadPending && now >= e.reloadingUntil){
|
| 777 |
+
e.reloadPending = true;
|
| 778 |
+
e.reloadingUntil = now + 600 + rand(-100,100); // ~600ms reload time
|
| 779 |
}
|
| 780 |
}
|
| 781 |
|
| 782 |
+
// choose target (player preference)
|
| 783 |
let target = player;
|
| 784 |
let bestDist = Math.hypot(player.x - e.x, player.y - e.y);
|
| 785 |
for (const other of enemies){
|
|
|
|
| 788 |
if (d < bestDist && Math.random() < 0.6){ bestDist = d; target = other; }
|
| 789 |
}
|
| 790 |
|
| 791 |
+
// retreat/build if low HP and has materials
|
| 792 |
const distToPlayer = Math.hypot(player.x - e.x, player.y - e.y);
|
| 793 |
if (distToPlayer < 160 && e.health < 35 && e.materials >= 10 && Math.random() < 0.5){
|
| 794 |
enemyTryBuild(e);
|
|
|
|
| 805 |
} else {
|
| 806 |
if (e.equippedIndex >= 0){
|
| 807 |
const eq = e.inventory[e.equippedIndex];
|
| 808 |
+
if (eq && eq.type === 'weapon' && eq.ammoInMag > 0 && !e.reloadPending && now - e.lastShot > (eq.weapon.rate || 300)){
|
| 809 |
e.lastShot = now;
|
| 810 |
eq.ammoInMag -= 1;
|
| 811 |
const angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
|
|
|
| 821 |
}
|
| 822 |
}
|
| 823 |
|
| 824 |
+
// Attack: if melee range
|
| 825 |
if (distToPlayer < 36 && now - e.lastMelee > e.meleeRate){
|
| 826 |
e.lastMelee = now;
|
| 827 |
const dmg = 10 + randInt(0,8);
|
|
|
|
| 830 |
if (player.health <= 0) { player.health = 0; playerDeath(); }
|
| 831 |
} else if (e.equippedIndex >= 0){
|
| 832 |
const eq = e.inventory[e.equippedIndex];
|
| 833 |
+
if (eq && eq.type === 'weapon' && !e.reloadPending && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
|
| 834 |
if (eq.ammoInMag <= 0){
|
| 835 |
+
// reload will be handled above
|
| 836 |
} else {
|
| 837 |
if (hasLineOfSight(e.x, e.y, target.x, target.y)){
|
| 838 |
e.lastShot = now;
|
|
|
|
| 841 |
shootBullet(e.x + Math.cos(angle)*12, e.y + Math.sin(angle)*12, target.x + (Math.random()-0.5)*6, target.y + (Math.random()-0.5)*6, eq, e.id);
|
| 842 |
e.lastAttackedTime = now;
|
| 843 |
} else {
|
| 844 |
+
// move to get LOS
|
| 845 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 846 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.6;
|
| 847 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.6;
|
| 848 |
}
|
| 849 |
}
|
| 850 |
} else {
|
| 851 |
+
// unarmed behavior: rush to melee
|
| 852 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 853 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 854 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 855 |
}
|
| 856 |
} else {
|
| 857 |
+
// no weapon: rush in
|
| 858 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 859 |
e.x += Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 860 |
e.y += Math.sin(e.angle) * e.speed * dt * 0.9;
|
| 861 |
}
|
| 862 |
}
|
| 863 |
+
|
| 864 |
+
// Separation pass to avoid clumping (simple repulsion)
|
| 865 |
+
for (let i = 0; i < enemies.length; i++){
|
| 866 |
+
const a = enemies[i];
|
| 867 |
+
if (!a || a.health <= 0) continue;
|
| 868 |
+
for (let j = i+1; j < enemies.length; j++){
|
| 869 |
+
const b = enemies[j];
|
| 870 |
+
if (!b || b.health <= 0) continue;
|
| 871 |
+
const dx = b.x - a.x, dy = b.y - a.y;
|
| 872 |
+
const d = Math.hypot(dx,dy) || 0.0001;
|
| 873 |
+
const minD = minSeparation;
|
| 874 |
+
if (d < minD){
|
| 875 |
+
const overlap = (minD - d) * 0.5;
|
| 876 |
+
const nx = dx / d, ny = dy / d;
|
| 877 |
+
// push both away proportional to overlap
|
| 878 |
+
b.x += nx * overlap;
|
| 879 |
+
b.y += ny * overlap;
|
| 880 |
+
a.x -= nx * overlap;
|
| 881 |
+
a.y -= ny * overlap;
|
| 882 |
+
}
|
| 883 |
+
}
|
| 884 |
+
// also avoid getting on top of player
|
| 885 |
+
const pdx = a.x - player.x, pdy = a.y - player.y;
|
| 886 |
+
const pd = Math.hypot(pdx,pdy) || 0.0001;
|
| 887 |
+
const avoidDist = 24;
|
| 888 |
+
if (pd < avoidDist){
|
| 889 |
+
const overlap = (avoidDist - pd);
|
| 890 |
+
const nx = pdx / pd, ny = pdy / pd;
|
| 891 |
+
a.x += nx * overlap;
|
| 892 |
+
a.y += ny * overlap;
|
| 893 |
+
}
|
| 894 |
+
// clamp to world
|
| 895 |
+
a.x = Math.max(12, Math.min(WORLD.width-12, a.x));
|
| 896 |
+
a.y = Math.max(12, Math.min(WORLD.height-12, a.y));
|
| 897 |
+
}
|
| 898 |
}
|
| 899 |
|
| 900 |
// Storm
|
|
|
|
| 1028 |
const s = worldToScreen(e.x,e.y);
|
| 1029 |
ctx.save();
|
| 1030 |
ctx.translate(s.x,s.y); ctx.rotate(e.angle);
|
|
|
|
|
|
|
| 1031 |
ctx.fillStyle='rgba(0,0,0,0.18)'; ctx.beginPath(); ctx.ellipse(0,12,14,6,0,0,Math.PI*2); ctx.fill();
|
| 1032 |
ctx.fillStyle='#ff6b6b'; ctx.beginPath(); ctx.moveTo(12,0); ctx.lineTo(-10,-8); ctx.lineTo(-10,8); ctx.closePath(); ctx.fill();
|
|
|
|
|
|
|
| 1033 |
ctx.fillStyle='rgba(0,0,0,0.6)'; ctx.fillRect(-18,-22,36,6);
|
| 1034 |
const hpPct = Math.max(0, Math.min(1, e.health/120));
|
| 1035 |
ctx.fillStyle='#ff6b6b'; ctx.fillRect(-18,-22,36*hpPct,6);
|
| 1036 |
|
| 1037 |
+
// visible equipped weapon
|
| 1038 |
if (e.equippedIndex >= 0 && e.inventory[e.equippedIndex] && e.inventory[e.equippedIndex].type === 'weapon'){
|
| 1039 |
const we = e.inventory[e.equippedIndex];
|
| 1040 |
const color = we.weapon.color || '#ddd';
|
| 1041 |
ctx.save();
|
|
|
|
| 1042 |
ctx.translate(12, 2);
|
| 1043 |
ctx.rotate(-0.08);
|
|
|
|
| 1044 |
ctx.fillStyle = color;
|
| 1045 |
ctx.fillRect(0, -4, 24, 8);
|
|
|
|
| 1046 |
ctx.fillStyle = '#222';
|
| 1047 |
ctx.fillRect(18, -2, 6, 4);
|
|
|
|
| 1048 |
const magPct = Math.max(0, we.ammoInMag / we.weapon.magSize);
|
| 1049 |
ctx.fillStyle = 'rgba(0,0,0,0.35)';
|
| 1050 |
ctx.fillRect(4, 6, 18, 4);
|
|
|
|
| 1052 |
ctx.fillRect(4, 6, 18 * magPct, 4);
|
| 1053 |
ctx.restore();
|
| 1054 |
} else {
|
|
|
|
| 1055 |
if (e.equippedIndex === -1){
|
| 1056 |
ctx.save();
|
| 1057 |
ctx.translate(12, 6);
|
|
|
|
| 1064 |
}
|
| 1065 |
}
|
| 1066 |
|
| 1067 |
+
// state marker
|
| 1068 |
ctx.fillStyle = e.state === 'gather' ? 'rgba(0,200,200,0.9)' : (e.state === 'combat' ? 'rgba(255,80,80,0.95)' : 'rgba(255,200,80,0.9)');
|
| 1069 |
ctx.beginPath(); ctx.arc(18, -18, 5, 0, Math.PI*2); ctx.fill();
|
|
|
|
| 1070 |
ctx.restore();
|
| 1071 |
}
|
| 1072 |
}
|
|
|
|
| 1129 |
ctx.restore();
|
| 1130 |
}
|
| 1131 |
|
| 1132 |
+
function drawCrosshair(){}
|
| 1133 |
|
| 1134 |
+
// Main loop
|
| 1135 |
let lastTime = 0;
|
| 1136 |
function gameLoop(ts){
|
| 1137 |
if (!gameActive) return;
|
|
|
|
| 1153 |
cameraUpdate();
|
| 1154 |
mouse.worldX = mouse.canvasX + camera.x;
|
| 1155 |
mouse.worldY = mouse.canvasY + camera.y;
|
|
|
|
| 1156 |
player.angle = Math.atan2(mouse.worldY - player.y, mouse.worldX - player.x);
|
| 1157 |
|
| 1158 |
let activeWeaponItem = null;
|
|
|
|
| 1164 |
|
| 1165 |
// player attack
|
| 1166 |
if (mouse.down){
|
| 1167 |
+
if (player.equippedIndex === -1) playerMeleeHit();
|
| 1168 |
+
else if (activeWeaponItem && activeWeaponItem.type === 'weapon'){
|
|
|
|
| 1169 |
const now = performance.now();
|
| 1170 |
if (now - player.lastShot > (activeWeaponItem.weapon.rate || 300)){
|
| 1171 |
if (activeWeaponItem.ammoInMag > 0){
|
|
|
|
| 1177 |
}
|
| 1178 |
}
|
| 1179 |
|
|
|
|
| 1180 |
if (keys.r) { reloadEquipped(); keys.r = false; }
|
| 1181 |
if (keys.e){ interactNearby(); keys.e = false; }
|
| 1182 |
if (keys.q){ tryBuild(); keys.q = false; }
|
|
|
|
| 1207 |
requestAnimationFrame(gameLoop);
|
| 1208 |
}
|
| 1209 |
|
| 1210 |
+
// Landing -> spawn selection
|
| 1211 |
+
let selectedBiome = null;
|
| 1212 |
+
function getSpawnForBiome(b){
|
| 1213 |
+
// choose a spawn area region for each biome
|
| 1214 |
+
if (!b) return { x: WORLD.width/2 + (Math.random()-0.5)*400, y: WORLD.height/2 + (Math.random()-0.5)*400 };
|
| 1215 |
+
if (b === 'desert') return { x: rand(200, WORLD.width*0.3), y: rand(200, WORLD.height*0.3) };
|
| 1216 |
+
if (b === 'forest') return { x: rand(WORLD.width*0.7, WORLD.width-200), y: rand(200, WORLD.height*0.3) };
|
| 1217 |
+
if (b === 'oasis') return { x: rand(200, WORLD.width*0.3), y: rand(WORLD.height*0.7, WORLD.height-200) };
|
| 1218 |
+
if (b === 'ruins') return { x: rand(WORLD.width*0.7, WORLD.width-200), y: rand(WORLD.height*0.7, WORLD.height-200) };
|
| 1219 |
+
return { x: WORLD.width/2, y: WORLD.height/2 };
|
| 1220 |
+
}
|
| 1221 |
+
|
| 1222 |
// Start/end
|
| 1223 |
let timerInterval = null;
|
| 1224 |
let gameTime = 300;
|
| 1225 |
let gameActive = false;
|
| 1226 |
|
| 1227 |
+
function startGame(biome){
|
| 1228 |
+
// set current biome & spawn where selected
|
| 1229 |
+
selectedBiome = biome || selectedBiome;
|
| 1230 |
+
const spawn = getSpawnForBiome(selectedBiome);
|
| 1231 |
+
document.getElementById('currentBiome').textContent = selectedBiome ? selectedBiome.toUpperCase() : 'CENTER';
|
| 1232 |
+
|
| 1233 |
victoryScreen.classList.add('hidden');
|
| 1234 |
deathScreen.classList.add('hidden');
|
| 1235 |
|
|
|
|
| 1238 |
gameScreen.classList.remove('hidden');
|
| 1239 |
resizeCanvas();
|
| 1240 |
|
| 1241 |
+
player.x = spawn.x;
|
| 1242 |
+
player.y = spawn.y;
|
| 1243 |
player.health = 100; player.armor = 0; player.kills = 0; player.materials = 0;
|
| 1244 |
player.inventory = [null,null,null,null,null];
|
| 1245 |
player.selectedSlot = 0; player.equippedIndex = -1; player.lastShot = 0; player.lastMelee = 0;
|
|
|
|
| 1248 |
initHUD();
|
| 1249 |
cameraUpdate();
|
| 1250 |
|
| 1251 |
+
// small safety: ensure enemies don't spawn right on player
|
| 1252 |
+
for (const e of enemies){
|
| 1253 |
+
if (Math.hypot(e.x - player.x, e.y - player.y) < 180){
|
| 1254 |
+
e.x += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1255 |
+
e.y += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1256 |
+
}
|
| 1257 |
+
}
|
| 1258 |
+
|
| 1259 |
gameTime = 300; storm.active = false; storm.radius = storm.maxRadius;
|
| 1260 |
document.getElementById('gameTimer').textContent = '5:00';
|
| 1261 |
timerInterval && clearInterval(timerInterval);
|
|
|
|
| 1284 |
|
| 1285 |
document.getElementById('respawnBtn').addEventListener('click', ()=>{ deathScreen.classList.add('hidden'); landingScreen.classList.remove('hidden'); });
|
| 1286 |
goHomeBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); gameScreen.classList.add('hidden'); landingScreen.classList.remove('hidden'); });
|
| 1287 |
+
continueBtn.addEventListener('click', ()=>{ victoryScreen.classList.add('hidden'); startGame(selectedBiome); });
|
| 1288 |
+
|
| 1289 |
+
// Biome click behavior: select & start spawn there
|
| 1290 |
+
document.querySelectorAll('.biome-selector').forEach(el => {
|
| 1291 |
+
el.addEventListener('click', (ev)=>{
|
| 1292 |
+
// visual selection feedback
|
| 1293 |
+
document.querySelectorAll('.biome-selector').forEach(x=>x.classList.remove('biome-selected'));
|
| 1294 |
+
el.classList.add('biome-selected');
|
| 1295 |
+
const biome = el.dataset.biome;
|
| 1296 |
+
selectedBiome = biome;
|
| 1297 |
+
// start game immediately with the selected biome spawn region
|
| 1298 |
+
startGame(biome);
|
| 1299 |
+
});
|
| 1300 |
+
});
|
| 1301 |
|
| 1302 |
+
// initialisation
|
| 1303 |
resizeCanvas();
|
| 1304 |
populateWorld();
|
| 1305 |
feather.replace();
|