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Browse files- index.html +451 -509
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="
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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,
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</style>
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</head>
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<body>
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<div id="landingScreen" class="flex flex-col items-center justify-center h-screen p-6">
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<h1 class="text-5xl font-bold text-yellow-400 mb-
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<i data-feather="target" class="mr-2"></i> BattleZone Royale
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</h1>
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<div class="grid grid-cols-2 gap-6 max-w-xl w-full">
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<div
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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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<p class="text-xs">High loot, high risk</p>
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</div>
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<div
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<i data-feather="tree" class="text-green-300 mb-2"></i>
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<h3 class="font-bold text-lg">Shadow Forest</h3>
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<p class="text-xs">Good cover, medium loot</p>
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</div>
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<div
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<i data-feather="droplet" class="text-blue-300 mb-2"></i>
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<h3 class="font-bold text-lg">Crystal Oasis</h3>
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<p class="text-xs">Medium loot, low risk</p>
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</div>
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<div
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<i data-feather="layers" class="text-purple-300 mb-2"></i>
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<h3 class="font-bold text-lg">Ancient Ruins</h3>
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<p class="text-xs">Legendary loot, dangerous</p>
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</div>
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<div id="gameScreen" class="hidden h-screen flex flex-col">
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</div>
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</header>
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<div class="flex flex-1 overflow-hidden">
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<canvas id="gameCanvas"></canvas>
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<i data-feather="alert-circle" class="mr-2"></i>
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<span>STORM APPROACHING! MOVE TO SAFE ZONE!</span>
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</div>
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<i data-feather="skull" class="w-16 h-16 text-red-500 mb-4"></i>
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<h2 class="text-4xl font-bold text-red-500 mb-4">YOU DIED!</h2>
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<p class="text-xl mb-6">Better luck next time, soldier!</p>
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<button
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<i data-feather="refresh-cw" class="mr-2"></i> Respawn
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</button>
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</div>
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</div>
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<section>
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<h2
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<div class="space-y-3">
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<div class="flex justify-between"
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</div>
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</section>
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<section>
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<h2
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</section>
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<section>
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<h2
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<div class="space-y-2 text-sm">
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<div class="flex items-center"
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</div>
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</section>
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</aside>
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</div>
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<script>
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//
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let gameActive = false;
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let
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const landingScreenEl = document.getElementById('landingScreen');
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const gameScreenEl = document.getElementById('gameScreen');
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const stormWarningEl = document.getElementById('stormWarning');
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const deathScreenEl = document.getElementById('deathScreen');
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function resizeCanvas() {
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const container = document.getElementById('canvasContainer');
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canvas.width = container.clientWidth;
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canvas.height = container.clientHeight;
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}
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window.addEventListener('resize', resizeCanvas);
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//
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function cameraUpdate() {
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camera.x = player.x - canvas.width / 2;
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camera.y = player.y - canvas.height / 2;
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camera.x = Math.max(0, Math.min(camera.x, WORLD.width - canvas.width));
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camera.y = Math.max(0, Math.min(camera.y, WORLD.height - canvas.height));
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}
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//
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//
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window.addEventListener('keydown', (e) => {
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if (!gameActive) return;
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const
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if (keys.hasOwnProperty(
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const idx = parseInt(k)-1;
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if (player.weapons[idx]) player.currentWeaponIndex = idx;
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}
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});
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window.addEventListener('keyup', (e) => {
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if (!gameActive) return;
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const
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if (keys.hasOwnProperty(
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// handled in loop interact
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}
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});
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canvas.addEventListener('mousemove', (e) => {
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const rect = canvas.getBoundingClientRect();
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mouse.canvasX = e.clientX - rect.left;
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mouse.canvasY = e.clientY - rect.top;
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const dx = mouse.
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const dy = mouse.
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player.angle = Math.atan2(dy, dx);
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});
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const bx = Math.floor(x / TILE_SIZE);
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const by = Math.floor(y / TILE_SIZE);
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const seed = (bx*73856093) ^ (by*19349663);
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const r = Math.abs(Math.sin(seed)) % 1;
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if (r < 0.25) return 'desert';
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if (r < 0.55) return 'forest';
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if (r < 0.75) return 'oasis';
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return 'ruins';
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}
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// --- Populate world with chests and breakables ---
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function populateWorld() {
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chests.length = 0;
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objects.length = 0;
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function rand(min,max){ return Math.random()*(max-min)+min; }
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// Place chests randomly across the world
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for (let i=0;i<150;i++){
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const x = rand(100, WORLD.width-100);
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const y = rand(100, WORLD.height-100);
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chests.push({ x,y, opened:false, openProgress:0, loot: generateLootForBiome(biomeAt(x,y)) });
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}
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// Place breakable objects
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for (let i=0;i<400;i++){
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const typeRand = Math.random();
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let type='wood';
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if (typeRand>0.75) type='stone';
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if (typeRand>0.95) type='wall';
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const x = rand(50, WORLD.width-50);
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const y = rand(50, WORLD.height-50);
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const hp = type==='wood'? 40 : (type==='stone'? 80:120);
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objects.push({ x,y, type, hp, maxHp:hp });
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}
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}
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function generateLootForBiome(biome) {
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const roll = Math.random();
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if (roll < 0.4) return { type:'medkit', heal:25 };
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if (roll < 0.75) return { type:'materials', amount: randInt(5,20) };
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// weapon loot
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const weapons = [
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{ name:'Pistol', dmg:12, rate:500, color:'#ffd86b' },
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{ name:'SMG', dmg:6, rate:120, color:'#8ef0ff' },
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{ name:'Shotgun', dmg:22, rate:800, color:'#ff9fb8' },
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{ name:'Rifle', dmg:18, rate:400, color:'#c7ff9a' },
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];
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const w = weapons[randInt(0,weapons.length-1)];
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return { type:'weapon', weapon: w };
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}
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function randInt(min,max) { return Math.floor(Math.random()*(max-min))+min; }
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const inventorySlots = document.getElementById('inventorySlots');
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inventorySlots.innerHTML='';
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for (let i=0;i<6;i++){
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const slot = document.createElement('div');
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slot.className='bg-gray-700 h-16 rounded-lg flex flex-col items-center justify-center text-xs';
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slot.dataset.index = i;
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updateSlot(slot, player.weapons[i] || null);
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inventorySlots.appendChild(slot);
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}
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updatePlayerStats();
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}
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function updateSlot(elem, weapon) {
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elem.innerHTML = weapon ? `<div style="font-size:10px">${weapon.name}</div><div style="color:${weapon.color}">●</div>` : '<i data-feather="box" class="text-gray-400"></i><span>Empty</span>';
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}
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document.getElementById('playerArmor').textContent = `${Math.floor(player.armor)}%`;
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document.getElementById('playerKills').textContent = player.kills;
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document.getElementById('playerMaterials').textContent = player.materials;
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document.getElementById('currentBiome').textContent = biomeAt(player.x, player.y);
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// refresh inventory slots visuals
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const slots = document.querySelectorAll('#inventorySlots > div');
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slots.forEach(s => updateSlot(s, player.weapons[parseInt(s.dataset.index)] || null));
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feather.replace();
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}
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//
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function
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x: originX, y: originY, vx: Math.cos(angle)*speed, vy: Math.sin(angle)*speed,
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dmg: weapon ? weapon.dmg : 8, color: weapon?weapon.color:'#fff', life: 1.5, traveled:0
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});
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}
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}
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}
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// Chests in range
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const range = 48;
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for (const chest of chests) {
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if (chest.opened) continue;
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const dx = chest.x - player.x, dy = chest.y - player.y;
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const dist = Math.hypot(dx,dy);
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if (dist < range) {
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chest.opened = true;
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chest.openProgress = 1;
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const loot = chest.loot;
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if (loot.type === 'medkit') {
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player.health = Math.min(100, player.health + loot.heal);
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} else if (loot.type === 'materials') {
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player.materials += loot.amount;
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} else if (loot.type === 'weapon') {
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// put into inventory first empty slot or replace current
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let placed=false;
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for (let i=0;i<6;i++){
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if (!player.weapons[i]) { player.weapons[i] = loot.weapon; player.currentWeaponIndex = i; placed=true; break; }
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}
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if (!placed) player.weapons[player.currentWeaponIndex] = loot.weapon;
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}
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updatePlayerStats();
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// small effect: spawn particles (simple)
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for (let i=0;i<8;i++) {
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bullets.push({ x:chest.x, y:chest.y, vx:(Math.random()-0.5)*200, vy:(Math.random()-0.5)*200, dmg:0, color:'#ffd86b', life:0.6, traveled:0, tracer:true });
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}
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return;
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}
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}
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// buildable objects: optionally harvest by 'E' if close and not shooting
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for (const obj of objects) {
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if (obj.dead) continue;
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const dx = obj.x - player.x, dy = obj.y - player.y;
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| 332 |
-
if (Math.hypot(dx,dy) < range) {
|
| 333 |
-
// harvest yields small materials and destroys object
|
| 334 |
-
const gain = obj.type==='wood'? 2 : 5;
|
| 335 |
-
player.materials += gain;
|
| 336 |
-
obj.dead = true;
|
| 337 |
-
updatePlayerStats();
|
| 338 |
-
return;
|
| 339 |
-
}
|
| 340 |
-
}
|
| 341 |
}
|
| 342 |
|
| 343 |
-
//
|
| 344 |
-
|
| 345 |
-
|
| 346 |
-
if (!gameActive) return;
|
| 347 |
-
if (!lastTime) lastTime = ts;
|
| 348 |
-
const dt = Math.min(0.05, (ts - lastTime) / 1000); // clamp to avoid big jumps
|
| 349 |
-
lastTime = ts;
|
| 350 |
-
|
| 351 |
-
// Movement
|
| 352 |
-
let dx=0, dy=0;
|
| 353 |
-
if (keys.w) dy -= 1;
|
| 354 |
-
if (keys.s) dy += 1;
|
| 355 |
-
if (keys.a) dx -= 1;
|
| 356 |
-
if (keys.d) dx += 1;
|
| 357 |
-
if (dx!==0 || dy!==0) {
|
| 358 |
-
const len = Math.hypot(dx,dy);
|
| 359 |
-
player.x += (dx/len) * player.speed * dt;
|
| 360 |
-
player.y += (dy/len) * player.speed * dt;
|
| 361 |
-
}
|
| 362 |
-
// confine to world
|
| 363 |
-
player.x = Math.max(16, Math.min(WORLD.width-16, player.x));
|
| 364 |
-
player.y = Math.max(16, Math.min(WORLD.height-16, player.y));
|
| 365 |
-
|
| 366 |
-
// camera
|
| 367 |
-
cameraUpdate();
|
| 368 |
-
|
| 369 |
-
// shooting
|
| 370 |
-
if (mouse.down) {
|
| 371 |
-
const weapon = player.weapons[player.currentWeaponIndex] || { dmg:10, rate:300, color:'#fff' };
|
| 372 |
-
if (ts - player.lastShot > (weapon.rate || 300)) {
|
| 373 |
-
player.lastShot = ts;
|
| 374 |
-
shootBullet(player.x + Math.cos(player.angle)*20, player.y + Math.sin(player.angle)*20, mouse.worldX, mouse.worldY, weapon);
|
| 375 |
-
}
|
| 376 |
-
}
|
| 377 |
|
| 378 |
-
//
|
| 379 |
-
|
| 380 |
-
|
| 381 |
-
|
| 382 |
-
|
| 383 |
-
|
| 384 |
-
|
| 385 |
-
|
| 386 |
-
|
| 387 |
-
|
| 388 |
-
|
| 389 |
-
|
| 390 |
-
|
| 391 |
-
|
| 392 |
-
|
| 393 |
-
break;
|
| 394 |
-
}
|
| 395 |
-
}
|
| 396 |
-
// collision with chests
|
| 397 |
-
for (const chest of chests) {
|
| 398 |
-
if (chest.opened) continue;
|
| 399 |
-
const d2 = Math.hypot(chest.x - b.x, chest.y - b.y);
|
| 400 |
-
if (d2 < 20) { chest.opened = true; chest.openProgress = 1; b.life = -1; /* chest opened early */ }
|
| 401 |
-
}
|
| 402 |
-
}
|
| 403 |
-
if (b.life <= 0 || b.traveled > 2000) bullets.splice(i,1);
|
| 404 |
-
}
|
| 405 |
|
| 406 |
-
//
|
| 407 |
-
|
| 408 |
-
|
| 409 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 410 |
|
| 411 |
-
|
| 412 |
-
|
| 413 |
-
drawWorld();
|
| 414 |
-
drawObjects();
|
| 415 |
-
drawChests();
|
| 416 |
-
drawBullets();
|
| 417 |
-
drawPlayer();
|
| 418 |
-
drawCrosshair();
|
| 419 |
|
| 420 |
-
|
| 421 |
-
|
| 422 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 423 |
|
| 424 |
-
|
| 425 |
-
|
| 426 |
|
| 427 |
-
|
| 428 |
-
|
| 429 |
-
}
|
| 430 |
|
| 431 |
-
|
| 432 |
-
|
| 433 |
-
|
| 434 |
-
|
| 435 |
-
|
| 436 |
-
|
| 437 |
-
|
| 438 |
-
|
| 439 |
-
for (let bx=0; bx<cols; bx++) {
|
| 440 |
-
const x = bx * TILE_SIZE, y = by * TILE_SIZE;
|
| 441 |
-
const b = biomeAt(x+1,y+1);
|
| 442 |
-
let color = '#203a2b';
|
| 443 |
-
if (b === 'desert') color = '#cbb78b';
|
| 444 |
-
if (b === 'forest') color = '#1f4d2c';
|
| 445 |
-
if (b === 'oasis') color = '#2a4f5a';
|
| 446 |
-
if (b === 'ruins') color = '#4a3b3b';
|
| 447 |
-
|
| 448 |
-
const scr = worldToScreen(x,y);
|
| 449 |
-
ctx.fillStyle = color;
|
| 450 |
-
ctx.fillRect(scr.x, scr.y, TILE_SIZE, TILE_SIZE);
|
| 451 |
-
// subtle grid
|
| 452 |
-
ctx.strokeStyle = 'rgba(0,0,0,0.15)';
|
| 453 |
-
ctx.strokeRect(scr.x, scr.y, TILE_SIZE, TILE_SIZE);
|
| 454 |
}
|
|
|
|
|
|
|
| 455 |
}
|
| 456 |
-
|
| 457 |
-
// draw storm (world space)
|
| 458 |
-
ctx.save();
|
| 459 |
-
const screenCenter = worldToScreen(storm.centerX, storm.centerY);
|
| 460 |
-
const sr = storm.radius;
|
| 461 |
-
const gradient = ctx.createRadialGradient(screenCenter.x, screenCenter.y, sr*0.2, screenCenter.x, screenCenter.y, sr);
|
| 462 |
-
gradient.addColorStop(0, 'rgba(100,149,237,0.05)');
|
| 463 |
-
gradient.addColorStop(1, 'rgba(100,149,237,0.35)');
|
| 464 |
-
ctx.fillStyle = gradient;
|
| 465 |
-
ctx.beginPath();
|
| 466 |
-
ctx.arc(screenCenter.x, screenCenter.y, sr, 0, Math.PI*2);
|
| 467 |
-
ctx.fill();
|
| 468 |
-
ctx.restore();
|
| 469 |
}
|
| 470 |
|
| 471 |
-
|
| 472 |
-
|
| 473 |
-
|
| 474 |
-
|
| 475 |
-
|
| 476 |
-
|
| 477 |
-
// shadow
|
| 478 |
-
ctx.fillStyle = 'rgba(0,0,0,0.18)';
|
| 479 |
-
ctx.beginPath();
|
| 480 |
-
ctx.ellipse(s.x, s.y + 8, 18, 8, 0, 0, Math.PI*2);
|
| 481 |
-
ctx.fill();
|
| 482 |
-
// body
|
| 483 |
-
if (obj.type === 'wood') ctx.fillStyle = '#6b3b1a';
|
| 484 |
-
if (obj.type === 'stone') ctx.fillStyle = '#6b6b6b';
|
| 485 |
-
if (obj.type === 'wall') ctx.fillStyle = '#8b5a32';
|
| 486 |
-
ctx.fillRect(s.x-12, s.y-h, 24, h);
|
| 487 |
-
// health bar
|
| 488 |
-
ctx.fillStyle = 'black';
|
| 489 |
-
ctx.fillRect(s.x-14, s.y-h-8, 28, 5);
|
| 490 |
-
ctx.fillStyle = 'lime';
|
| 491 |
-
const hpPct = Math.max(0, obj.hp / obj.maxHp);
|
| 492 |
-
ctx.fillRect(s.x-14, s.y-h-8, 28*hpPct, 5);
|
| 493 |
-
ctx.restore();
|
| 494 |
}
|
| 495 |
-
|
| 496 |
-
|
| 497 |
-
|
| 498 |
-
|
| 499 |
-
const s = worldToScreen(chest.x, chest.y);
|
| 500 |
-
ctx.save();
|
| 501 |
-
// shadow
|
| 502 |
-
ctx.fillStyle = 'rgba(0,0,0,0.25)';
|
| 503 |
-
ctx.beginPath();
|
| 504 |
-
ctx.ellipse(s.x, s.y+10, 22, 10, 0, 0, Math.PI*2);
|
| 505 |
-
ctx.fill();
|
| 506 |
-
|
| 507 |
-
// base
|
| 508 |
-
ctx.fillStyle = chest.opened ? '#7b3e00' : '#a56b2a';
|
| 509 |
-
ctx.fillRect(s.x-18, s.y-12, 36, 20);
|
| 510 |
-
|
| 511 |
-
// lid (open animation)
|
| 512 |
-
ctx.translate(s.x, s.y-12);
|
| 513 |
-
const openAngle = chest.opened ? Math.PI*0.45 : 0;
|
| 514 |
-
ctx.save();
|
| 515 |
-
ctx.rotate(-openAngle);
|
| 516 |
-
ctx.fillStyle = chest.opened ? '#ffd86b' : '#caa15e';
|
| 517 |
-
ctx.fillRect(-18, -12-4, 36, 8);
|
| 518 |
-
ctx.restore();
|
| 519 |
-
ctx.restore();
|
| 520 |
}
|
|
|
|
| 521 |
}
|
| 522 |
|
| 523 |
-
|
| 524 |
-
|
| 525 |
-
|
| 526 |
-
ctx.save();
|
| 527 |
-
if (b.tracer) {
|
| 528 |
-
ctx.fillStyle = b.color;
|
| 529 |
-
ctx.globalAlpha = 0.9;
|
| 530 |
-
ctx.beginPath();
|
| 531 |
-
ctx.arc(s.x, s.y, 3, 0, Math.PI*2);
|
| 532 |
-
ctx.fill();
|
| 533 |
-
} else {
|
| 534 |
-
// animated streak
|
| 535 |
-
const backX = s.x - (b.vx * 0.02);
|
| 536 |
-
const backY = s.y - (b.vy * 0.02);
|
| 537 |
-
const grad = ctx.createLinearGradient(backX, backY, s.x, s.y);
|
| 538 |
-
grad.addColorStop(0, 'rgba(255,255,255,0)');
|
| 539 |
-
grad.addColorStop(0.7, b.color);
|
| 540 |
-
grad.addColorStop(1, '#fff');
|
| 541 |
-
ctx.strokeStyle = grad;
|
| 542 |
-
ctx.lineWidth = 3;
|
| 543 |
-
ctx.beginPath();
|
| 544 |
-
ctx.moveTo(backX, backY);
|
| 545 |
-
ctx.lineTo(s.x, s.y);
|
| 546 |
-
ctx.stroke();
|
| 547 |
-
// tip
|
| 548 |
-
ctx.fillStyle = '#fff';
|
| 549 |
-
ctx.beginPath();
|
| 550 |
-
ctx.arc(s.x, s.y, 2.5, 0, Math.PI*2);
|
| 551 |
-
ctx.fill();
|
| 552 |
-
}
|
| 553 |
-
ctx.restore();
|
| 554 |
-
}
|
| 555 |
-
}
|
| 556 |
|
| 557 |
-
|
| 558 |
-
|
| 559 |
-
ctx.save();
|
| 560 |
-
ctx.translate(s.x, s.y);
|
| 561 |
-
ctx.rotate(player.angle);
|
| 562 |
-
// shadow
|
| 563 |
-
ctx.fillStyle = 'rgba(0,0,0,0.25)';
|
| 564 |
-
ctx.beginPath(); ctx.ellipse(0, 14, 18, 8, 0,0,Math.PI*2); ctx.fill();
|
| 565 |
-
// body - triangle
|
| 566 |
-
ctx.fillStyle = 'yellow';
|
| 567 |
-
ctx.beginPath();
|
| 568 |
-
ctx.moveTo(16,0); ctx.lineTo(-12,-10); ctx.lineTo(-12,10); ctx.closePath();
|
| 569 |
-
ctx.fill();
|
| 570 |
-
// small 3D 'height' effect
|
| 571 |
-
ctx.fillStyle = '#e6c04a';
|
| 572 |
-
ctx.fillRect(-6,6,4,6);
|
| 573 |
-
ctx.restore();
|
| 574 |
}
|
| 575 |
|
|
|
|
| 576 |
function drawCrosshair() {
|
| 577 |
-
const screenX = mouse.canvasX, screenY = mouse.canvasY;
|
| 578 |
ctx.save();
|
| 579 |
ctx.strokeStyle = 'yellow';
|
| 580 |
ctx.lineWidth = 2;
|
| 581 |
ctx.beginPath();
|
| 582 |
-
|
| 583 |
-
ctx.moveTo(
|
|
|
|
|
|
|
|
|
|
| 584 |
ctx.stroke();
|
| 585 |
ctx.restore();
|
| 586 |
}
|
| 587 |
|
| 588 |
-
//
|
| 589 |
-
|
| 590 |
-
const dx = player.x - storm.centerX, dy = player.y - storm.centerY;
|
| 591 |
-
return Math.hypot(dx,dy) > storm.radius;
|
| 592 |
-
}
|
| 593 |
-
let stormDamageAccumulator = 0;
|
| 594 |
-
function updateStorm(dt) {
|
| 595 |
-
if (!storm.active) return;
|
| 596 |
-
storm.radius -= storm.closingSpeed * dt * 50; // multiplier to make it noticeable
|
| 597 |
-
if (storm.radius < 80) storm.radius = 80;
|
| 598 |
-
if (playerInStorm()) {
|
| 599 |
-
const progress = 1 - storm.radius / storm.maxRadius;
|
| 600 |
-
const rate = storm.damagePerSecond * (1 + progress*4);
|
| 601 |
-
stormDamageAccumulator += rate * dt;
|
| 602 |
-
while (stormDamageAccumulator >= 1) {
|
| 603 |
-
stormDamageAccumulator -= 1;
|
| 604 |
-
player.health -= 1;
|
| 605 |
-
if (player.health <= 0) { player.health = 0; playerDeath(); }
|
| 606 |
-
}
|
| 607 |
-
} else {
|
| 608 |
-
stormDamageAccumulator = 0;
|
| 609 |
-
}
|
| 610 |
-
}
|
| 611 |
-
|
| 612 |
-
// --- Game start / end ---
|
| 613 |
function startGame() {
|
| 614 |
gameActive = true;
|
|
|
|
| 615 |
landingScreenEl.classList.add('hidden');
|
| 616 |
gameScreenEl.classList.remove('hidden');
|
| 617 |
-
|
| 618 |
-
|
| 619 |
-
// reset player & world
|
| 620 |
-
player.x = WORLD.width/2 + (Math.random()-0.5)*200;
|
| 621 |
-
player.y = WORLD.height/2 + (Math.random()-0.5)*200;
|
| 622 |
-
player.health = 100; player.armor = 0; player.kills = 0; player.materials = 0; player.weapons = [];
|
| 623 |
-
// give starter weapon
|
| 624 |
-
player.weapons[0] = { name:'Pistol', dmg:12, rate:320, color:'#ffd86b' };
|
| 625 |
-
player.currentWeaponIndex=0;
|
| 626 |
-
populateWorld();
|
| 627 |
-
initInventory();
|
| 628 |
-
cameraUpdate();
|
| 629 |
|
| 630 |
-
//
|
| 631 |
-
|
| 632 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 633 |
storm.radius = storm.maxRadius;
|
|
|
|
|
|
|
|
|
|
|
|
|
| 634 |
document.getElementById('gameTimer').textContent = '5:00';
|
|
|
|
| 635 |
timerInterval && clearInterval(timerInterval);
|
| 636 |
timerInterval = setInterval(() => {
|
| 637 |
-
if (!gameActive) {
|
|
|
|
|
|
|
|
|
|
| 638 |
gameTime--;
|
| 639 |
-
const
|
| 640 |
-
|
| 641 |
-
|
| 642 |
-
|
| 643 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 644 |
}, 1000);
|
| 645 |
|
| 646 |
-
|
| 647 |
requestAnimationFrame(gameLoop);
|
| 648 |
}
|
| 649 |
|
|
|
|
| 650 |
function endGame() {
|
| 651 |
gameActive = false;
|
| 652 |
-
alert('
|
| 653 |
}
|
| 654 |
|
|
|
|
| 655 |
function playerDeath() {
|
| 656 |
gameActive = false;
|
| 657 |
deathScreenEl.classList.remove('hidden');
|
| 658 |
}
|
| 659 |
|
|
|
|
| 660 |
document.getElementById('respawnBtn').addEventListener('click', () => {
|
| 661 |
deathScreenEl.classList.add('hidden');
|
| 662 |
landingScreenEl.classList.remove('hidden');
|
| 663 |
});
|
| 664 |
|
| 665 |
-
// Biome
|
| 666 |
-
document.querySelectorAll('.biome-selector').forEach(
|
| 667 |
-
|
| 668 |
-
selectedBiome =
|
| 669 |
startGame();
|
| 670 |
});
|
| 671 |
});
|
| 672 |
|
| 673 |
-
//
|
| 674 |
-
|
| 675 |
-
|
| 676 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 677 |
|
| 678 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 679 |
resizeCanvas();
|
| 680 |
-
populateWorld();
|
| 681 |
initInventory();
|
| 682 |
updatePlayerStats();
|
| 683 |
-
feather.replace();
|
| 684 |
</script>
|
| 685 |
</body>
|
| 686 |
</html>
|
|
|
|
| 1 |
<!DOCTYPE html>
|
| 2 |
<html lang="en">
|
| 3 |
<head>
|
| 4 |
+
<meta charset="UTF-8" />
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
| 6 |
+
<title>BattleZone Royale</title>
|
| 7 |
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
<script src="https://unpkg.com/feather-icons"></script>
|
| 9 |
<style>
|
| 10 |
+
html,
|
| 11 |
+
body,
|
| 12 |
+
#root {
|
| 13 |
+
height: 100%;
|
| 14 |
+
margin: 0;
|
| 15 |
+
background-color: #111827; /* Tailwind gray-900 */
|
| 16 |
+
color: white;
|
| 17 |
+
font-family: monospace;
|
| 18 |
+
}
|
| 19 |
+
#gameCanvas {
|
| 20 |
+
background-image: url('http://static.photos/nature/1200x630/42');
|
| 21 |
+
background-size: cover;
|
| 22 |
+
background-position: center;
|
| 23 |
+
display: block;
|
| 24 |
+
box-shadow: 0 0 20px rgba(0, 0, 0, 0.3);
|
| 25 |
+
user-select: none;
|
| 26 |
+
cursor: crosshair;
|
| 27 |
+
}
|
| 28 |
+
.biome-selector {
|
| 29 |
+
transition: all 0.3s ease;
|
| 30 |
+
}
|
| 31 |
+
.biome-selector:hover {
|
| 32 |
+
transform: scale(1.05);
|
| 33 |
+
box-shadow: 0 0 15px rgba(255, 215, 0, 0.5);
|
| 34 |
+
}
|
| 35 |
+
.storm-animation {
|
| 36 |
+
animation: stormPulse 3s infinite;
|
| 37 |
+
}
|
| 38 |
+
@keyframes stormPulse {
|
| 39 |
+
0% {
|
| 40 |
+
box-shadow: 0 0 10px rgba(100, 149, 237, 0.5);
|
| 41 |
+
}
|
| 42 |
+
50% {
|
| 43 |
+
box-shadow: 0 0 30px rgba(100, 149, 237, 0.8);
|
| 44 |
+
}
|
| 45 |
+
100% {
|
| 46 |
+
box-shadow: 0 0 10px rgba(100, 149, 237, 0.5);
|
| 47 |
+
}
|
| 48 |
+
}
|
| 49 |
+
#stormWarning {
|
| 50 |
+
z-index: 10;
|
| 51 |
+
}
|
| 52 |
+
#deathScreen {
|
| 53 |
+
z-index: 20;
|
| 54 |
+
}
|
| 55 |
+
/* Fullscreen canvas container */
|
| 56 |
+
#canvasContainer {
|
| 57 |
+
position: relative;
|
| 58 |
+
flex: 1;
|
| 59 |
+
display: flex;
|
| 60 |
+
justify-content: center;
|
| 61 |
+
align-items: center;
|
| 62 |
+
height: 100vh;
|
| 63 |
+
overflow: hidden;
|
| 64 |
+
}
|
| 65 |
</style>
|
| 66 |
</head>
|
| 67 |
<body>
|
| 68 |
+
<div id="landingScreen" class="flex flex-col items-center justify-center h-screen bg-gray-900 p-6">
|
| 69 |
+
<h1 class="text-5xl font-bold text-yellow-400 mb-8 flex items-center">
|
| 70 |
<i data-feather="target" class="mr-2"></i> BattleZone Royale
|
| 71 |
</h1>
|
| 72 |
+
<h2 class="text-3xl font-semibold text-yellow-400 mb-6 flex items-center">
|
| 73 |
+
<i data-feather="map-pin" class="mr-2"></i> Choose Landing Zone
|
| 74 |
+
</h2>
|
| 75 |
<div class="grid grid-cols-2 gap-6 max-w-xl w-full">
|
| 76 |
+
<div
|
| 77 |
+
class="biome-selector bg-gray-700 p-6 rounded-lg cursor-pointer hover:bg-yellow-800 flex flex-col items-center"
|
| 78 |
+
data-biome="desert"
|
| 79 |
+
>
|
| 80 |
<i data-feather="sun" class="text-yellow-300 mb-2"></i>
|
| 81 |
<h3 class="font-bold text-lg">Golden Dunes</h3>
|
| 82 |
<p class="text-xs">High loot, high risk</p>
|
| 83 |
</div>
|
| 84 |
+
<div
|
| 85 |
+
class="biome-selector bg-gray-700 p-6 rounded-lg cursor-pointer hover:bg-green-800 flex flex-col items-center"
|
| 86 |
+
data-biome="forest"
|
| 87 |
+
>
|
| 88 |
<i data-feather="tree" class="text-green-300 mb-2"></i>
|
| 89 |
<h3 class="font-bold text-lg">Shadow Forest</h3>
|
| 90 |
<p class="text-xs">Good cover, medium loot</p>
|
| 91 |
</div>
|
| 92 |
+
<div
|
| 93 |
+
class="biome-selector bg-gray-700 p-6 rounded-lg cursor-pointer hover:bg-blue-800 flex flex-col items-center"
|
| 94 |
+
data-biome="oasis"
|
| 95 |
+
>
|
| 96 |
<i data-feather="droplet" class="text-blue-300 mb-2"></i>
|
| 97 |
<h3 class="font-bold text-lg">Crystal Oasis</h3>
|
| 98 |
<p class="text-xs">Medium loot, low risk</p>
|
| 99 |
</div>
|
| 100 |
+
<div
|
| 101 |
+
class="biome-selector bg-gray-700 p-6 rounded-lg cursor-pointer hover:bg-purple-800 flex flex-col items-center"
|
| 102 |
+
data-biome="ruins"
|
| 103 |
+
>
|
| 104 |
<i data-feather="layers" class="text-purple-300 mb-2"></i>
|
| 105 |
<h3 class="font-bold text-lg">Ancient Ruins</h3>
|
| 106 |
<p class="text-xs">Legendary loot, dangerous</p>
|
|
|
|
| 109 |
</div>
|
| 110 |
|
| 111 |
<div id="gameScreen" class="hidden h-screen flex flex-col">
|
| 112 |
+
<!-- Game Header -->
|
| 113 |
+
<header
|
| 114 |
+
class="flex justify-between items-center border-b border-yellow-500 px-6 py-4"
|
| 115 |
+
style="flex-shrink: 0;"
|
| 116 |
+
>
|
| 117 |
+
<h1 class="text-4xl font-bold text-yellow-400 flex items-center">
|
| 118 |
+
<i data-feather="target" class="mr-2"></i> BattleZone Royale
|
| 119 |
+
</h1>
|
| 120 |
+
<div class="flex space-x-4 text-white">
|
| 121 |
+
<div class="bg-gray-800 px-4 py-2 rounded-lg flex items-center">
|
| 122 |
+
<i data-feather="users" class="mr-2"></i>
|
| 123 |
+
<span id="playerCount">1/100</span>
|
| 124 |
+
</div>
|
| 125 |
+
<div class="bg-gray-800 px-4 py-2 rounded-lg flex items-center">
|
| 126 |
+
<i data-feather="clock" class="mr-2"></i>
|
| 127 |
+
<span id="gameTimer">5:00</span>
|
| 128 |
+
</div>
|
| 129 |
</div>
|
| 130 |
</header>
|
| 131 |
|
| 132 |
<div class="flex flex-1 overflow-hidden">
|
| 133 |
+
<!-- Main Game Canvas -->
|
| 134 |
+
<div
|
| 135 |
+
id="canvasContainer"
|
| 136 |
+
class="relative bg-gray-900 border-4 border-gray-700 rounded-xl max-w-full max-h-full"
|
| 137 |
+
>
|
| 138 |
<canvas id="gameCanvas"></canvas>
|
| 139 |
|
| 140 |
+
<!-- Storm Warning -->
|
| 141 |
+
<div
|
| 142 |
+
id="stormWarning"
|
| 143 |
+
class="hidden absolute top-6 left-1/2 transform -translate-x-1/2 bg-red-900 bg-opacity-80 text-white px-6 py-3 rounded-lg flex items-center storm-animation"
|
| 144 |
+
>
|
| 145 |
<i data-feather="alert-circle" class="mr-2"></i>
|
| 146 |
<span>STORM APPROACHING! MOVE TO SAFE ZONE!</span>
|
| 147 |
</div>
|
| 148 |
|
| 149 |
+
<!-- Death Screen -->
|
| 150 |
+
<div
|
| 151 |
+
id="deathScreen"
|
| 152 |
+
class="hidden absolute inset-0 bg-black bg-opacity-80 flex flex-col items-center justify-center rounded-xl"
|
| 153 |
+
>
|
| 154 |
<i data-feather="skull" class="w-16 h-16 text-red-500 mb-4"></i>
|
| 155 |
<h2 class="text-4xl font-bold text-red-500 mb-4">YOU DIED!</h2>
|
| 156 |
<p class="text-xl mb-6">Better luck next time, soldier!</p>
|
| 157 |
+
<button
|
| 158 |
+
id="respawnBtn"
|
| 159 |
+
class="bg-yellow-500 hover:bg-yellow-600 text-black font-bold py-3 px-6 rounded-lg flex items-center"
|
| 160 |
+
>
|
| 161 |
<i data-feather="refresh-cw" class="mr-2"></i> Respawn
|
| 162 |
</button>
|
| 163 |
</div>
|
| 164 |
</div>
|
| 165 |
|
| 166 |
+
<!-- Game Controls and Info -->
|
| 167 |
+
<aside
|
| 168 |
+
class="w-80 bg-gray-800 rounded-xl p-6 overflow-y-auto flex-shrink-0 flex flex-col gap-8"
|
| 169 |
+
style="max-height: 100vh;"
|
| 170 |
+
>
|
| 171 |
+
<!-- Player Stats -->
|
| 172 |
<section>
|
| 173 |
+
<h2
|
| 174 |
+
class="text-2xl font-bold text-yellow-400 mb-4 flex items-center"
|
| 175 |
+
>
|
| 176 |
+
<i data-feather="activity" class="mr-2"></i> Player Stats
|
| 177 |
+
</h2>
|
| 178 |
<div class="space-y-3">
|
| 179 |
+
<div class="flex justify-between">
|
| 180 |
+
<span>Health:</span>
|
| 181 |
+
<span id="playerHealth" class="font-bold">100%</span>
|
| 182 |
+
</div>
|
| 183 |
+
<div class="flex justify-between">
|
| 184 |
+
<span>Armor:</span>
|
| 185 |
+
<span id="playerArmor" class="font-bold">0%</span>
|
| 186 |
+
</div>
|
| 187 |
+
<div class="flex justify-between">
|
| 188 |
+
<span>Kills:</span>
|
| 189 |
+
<span id="playerKills" class="font-bold text-red-400">0</span>
|
| 190 |
+
</div>
|
| 191 |
</div>
|
| 192 |
</section>
|
| 193 |
|
| 194 |
+
<!-- Inventory -->
|
| 195 |
<section>
|
| 196 |
+
<h2
|
| 197 |
+
class="text-2xl font-bold text-yellow-400 mb-4 flex items-center"
|
| 198 |
+
>
|
| 199 |
+
<i data-feather="briefcase" class="mr-2"></i> Inventory
|
| 200 |
+
</h2>
|
| 201 |
+
<div
|
| 202 |
+
id="inventorySlots"
|
| 203 |
+
class="grid grid-cols-3 gap-2"
|
| 204 |
+
aria-label="Inventory slots"
|
| 205 |
+
></div>
|
| 206 |
</section>
|
| 207 |
|
| 208 |
+
<!-- Controls Info -->
|
| 209 |
<section>
|
| 210 |
+
<h2
|
| 211 |
+
class="text-2xl font-bold text-yellow-400 mb-4 flex items-center"
|
| 212 |
+
>
|
| 213 |
+
<i data-feather="command" class="mr-2"></i> Controls
|
| 214 |
+
</h2>
|
| 215 |
<div class="space-y-2 text-sm">
|
| 216 |
+
<div class="flex items-center">
|
| 217 |
+
<span
|
| 218 |
+
class="bg-gray-700 px-2 py-1 rounded mr-2"
|
| 219 |
+
>WASD</span
|
| 220 |
+
>
|
| 221 |
+
<span>Move character</span>
|
| 222 |
+
</div>
|
| 223 |
+
<div class="flex items-center">
|
| 224 |
+
<span
|
| 225 |
+
class="bg-gray-700 px-2 py-1 rounded mr-2"
|
| 226 |
+
>Mouse</span
|
| 227 |
+
>
|
| 228 |
+
<span>Aim and shoot</span>
|
| 229 |
+
</div>
|
| 230 |
+
<div class="flex items-center">
|
| 231 |
+
<span
|
| 232 |
+
class="bg-gray-700 px-2 py-1 rounded mr-2"
|
| 233 |
+
>E</span
|
| 234 |
+
>
|
| 235 |
+
<span>Loot chests/open doors</span>
|
| 236 |
+
</div>
|
| 237 |
+
<div class="flex items-center">
|
| 238 |
+
<span
|
| 239 |
+
class="bg-gray-700 px-2 py-1 rounded mr-2"
|
| 240 |
+
>1-5</span
|
| 241 |
+
>
|
| 242 |
+
<span>Switch weapons</span>
|
| 243 |
+
</div>
|
| 244 |
</div>
|
| 245 |
</section>
|
| 246 |
</aside>
|
|
|
|
| 248 |
</div>
|
| 249 |
|
| 250 |
<script>
|
| 251 |
+
// Game variables
|
| 252 |
let gameActive = false;
|
| 253 |
+
let playerHealth = 100;
|
| 254 |
+
let playerArmor = 0;
|
| 255 |
+
let playerKills = 0;
|
| 256 |
+
let gameTime = 300; // 5 minutes in seconds
|
| 257 |
+
let stormActive = false;
|
| 258 |
+
let selectedBiome = null;
|
| 259 |
+
|
| 260 |
+
// Canvas and context
|
| 261 |
const canvas = document.getElementById('gameCanvas');
|
| 262 |
const ctx = canvas.getContext('2d');
|
|
|
|
|
|
|
| 263 |
const stormWarningEl = document.getElementById('stormWarning');
|
| 264 |
const deathScreenEl = document.getElementById('deathScreen');
|
| 265 |
+
const landingScreenEl = document.getElementById('landingScreen');
|
| 266 |
+
const gameScreenEl = document.getElementById('gameScreen');
|
| 267 |
|
| 268 |
+
// Player and storm state
|
| 269 |
+
const player = {
|
| 270 |
+
x: 0,
|
| 271 |
+
y: 0,
|
| 272 |
+
radius: 15,
|
| 273 |
+
angle: 0,
|
| 274 |
+
speed: 3,
|
| 275 |
+
health: 100,
|
| 276 |
+
armor: 0,
|
| 277 |
+
kills: 0,
|
| 278 |
+
};
|
| 279 |
+
|
| 280 |
+
const storm = {
|
| 281 |
+
maxRadius: 600,
|
| 282 |
+
radius: 600,
|
| 283 |
+
centerX: 0,
|
| 284 |
+
centerY: 0,
|
| 285 |
+
damagePerSecond: 1,
|
| 286 |
+
closingSpeed: 0.5, // radius shrink per second
|
| 287 |
+
};
|
| 288 |
+
|
| 289 |
+
// Movement input
|
| 290 |
+
const keys = {
|
| 291 |
+
w: false,
|
| 292 |
+
a: false,
|
| 293 |
+
s: false,
|
| 294 |
+
d: false,
|
| 295 |
+
};
|
| 296 |
+
|
| 297 |
+
// Mouse
|
| 298 |
+
const mouse = {
|
| 299 |
+
x: 0,
|
| 300 |
+
y: 0,
|
| 301 |
+
canvasX: 0,
|
| 302 |
+
canvasY: 0,
|
| 303 |
+
};
|
| 304 |
+
|
| 305 |
+
// Resize canvas to fill container
|
| 306 |
function resizeCanvas() {
|
| 307 |
const container = document.getElementById('canvasContainer');
|
| 308 |
canvas.width = container.clientWidth;
|
| 309 |
canvas.height = container.clientHeight;
|
| 310 |
+
// Reset storm center to canvas center on resize
|
| 311 |
+
storm.centerX = canvas.width / 2;
|
| 312 |
+
storm.centerY = canvas.height / 2;
|
| 313 |
}
|
| 314 |
window.addEventListener('resize', resizeCanvas);
|
| 315 |
|
| 316 |
+
// Initialize player position center of canvas on start
|
| 317 |
+
function initPlayerPosition() {
|
| 318 |
+
player.x = canvas.width / 2;
|
| 319 |
+
player.y = canvas.height / 2;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 320 |
}
|
| 321 |
|
| 322 |
+
// Update player stats UI
|
| 323 |
+
function updatePlayerStats() {
|
| 324 |
+
document.getElementById('playerHealth').textContent = `${playerHealth}%`;
|
| 325 |
+
document.getElementById('playerArmor').textContent = `${playerArmor}%`;
|
| 326 |
+
document.getElementById('playerKills').textContent = playerKills;
|
| 327 |
+
}
|
| 328 |
|
| 329 |
+
// Initialize inventory slots
|
| 330 |
+
function initInventory() {
|
| 331 |
+
const inventorySlots = document.getElementById('inventorySlots');
|
| 332 |
+
inventorySlots.innerHTML = '';
|
| 333 |
+
|
| 334 |
+
for (let i = 0; i < 6; i++) {
|
| 335 |
+
const slot = document.createElement('div');
|
| 336 |
+
slot.className =
|
| 337 |
+
'bg-gray-700 h-16 rounded-lg flex flex-col items-center justify-center text-xs';
|
| 338 |
+
slot.innerHTML = '<i data-feather="box" class="text-gray-400"></i><span>Empty</span>';
|
| 339 |
+
inventorySlots.appendChild(slot);
|
| 340 |
+
}
|
| 341 |
+
}
|
| 342 |
|
| 343 |
+
// Handle keyboard input for movement
|
| 344 |
window.addEventListener('keydown', (e) => {
|
| 345 |
if (!gameActive) return;
|
| 346 |
+
const key = e.key.toLowerCase();
|
| 347 |
+
if (keys.hasOwnProperty(key)) {
|
| 348 |
+
keys[key] = true;
|
|
|
|
|
|
|
| 349 |
}
|
| 350 |
});
|
| 351 |
window.addEventListener('keyup', (e) => {
|
| 352 |
if (!gameActive) return;
|
| 353 |
+
const key = e.key.toLowerCase();
|
| 354 |
+
if (keys.hasOwnProperty(key)) {
|
| 355 |
+
keys[key] = false;
|
|
|
|
| 356 |
}
|
| 357 |
});
|
| 358 |
|
| 359 |
+
// Handle mouse movement for aiming
|
| 360 |
canvas.addEventListener('mousemove', (e) => {
|
| 361 |
const rect = canvas.getBoundingClientRect();
|
| 362 |
mouse.canvasX = e.clientX - rect.left;
|
| 363 |
mouse.canvasY = e.clientY - rect.top;
|
| 364 |
+
|
| 365 |
+
// Calculate angle from player to mouse position
|
| 366 |
+
const dx = mouse.canvasX - player.x;
|
| 367 |
+
const dy = mouse.canvasY - player.y;
|
| 368 |
player.angle = Math.atan2(dy, dx);
|
| 369 |
});
|
| 370 |
|
| 371 |
+
// Move player based on keys pressed, constrained within canvas
|
| 372 |
+
function movePlayer() {
|
| 373 |
+
if (!gameActive) return;
|
| 374 |
+
let dx = 0,
|
| 375 |
+
dy = 0;
|
| 376 |
+
if (keys.w) dy -= player.speed;
|
| 377 |
+
if (keys.s) dy += player.speed;
|
| 378 |
+
if (keys.a) dx -= player.speed;
|
| 379 |
+
if (keys.d) dx += player.speed;
|
| 380 |
+
|
| 381 |
+
// Normalize diagonal movement
|
| 382 |
+
if (dx !== 0 && dy !== 0) {
|
| 383 |
+
dx *= Math.SQRT1_2;
|
| 384 |
+
dy *= Math.SQRT1_2;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 385 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 386 |
|
| 387 |
+
player.x += dx;
|
| 388 |
+
player.y += dy;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 389 |
|
| 390 |
+
// Confine player inside canvas
|
| 391 |
+
player.x = Math.min(Math.max(player.radius, player.x), canvas.width - player.radius);
|
| 392 |
+
player.y = Math.min(Math.max(player.radius, player.y), canvas.height - player.radius);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 393 |
}
|
| 394 |
|
| 395 |
+
// Draw player as a triangle pointing to aim direction
|
| 396 |
+
function drawPlayer() {
|
| 397 |
+
ctx.save();
|
| 398 |
+
ctx.translate(player.x, player.y);
|
| 399 |
+
ctx.rotate(player.angle);
|
|
|
|
|
|
|
|
|
|
|
|
|
| 400 |
|
| 401 |
+
// Player body (triangle)
|
| 402 |
+
ctx.fillStyle = 'yellow';
|
| 403 |
+
ctx.beginPath();
|
| 404 |
+
ctx.moveTo(20, 0);
|
| 405 |
+
ctx.lineTo(-15, -12);
|
| 406 |
+
ctx.lineTo(-15, 12);
|
| 407 |
+
ctx.closePath();
|
| 408 |
+
ctx.fill();
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|
| 409 |
|
| 410 |
+
ctx.restore();
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|
| 411 |
}
|
| 412 |
|
| 413 |
+
// Draw the shrinking storm circle with increasing damage indication
|
| 414 |
+
function drawStorm() {
|
| 415 |
+
ctx.save();
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|
| 416 |
|
| 417 |
+
// Storm fill with transparent blue
|
| 418 |
+
const gradient = ctx.createRadialGradient(
|
| 419 |
+
storm.centerX,
|
| 420 |
+
storm.centerY,
|
| 421 |
+
storm.radius * 0.6,
|
| 422 |
+
storm.centerX,
|
| 423 |
+
storm.centerY,
|
| 424 |
+
storm.radius
|
| 425 |
+
);
|
| 426 |
+
gradient.addColorStop(0, 'rgba(100, 149, 237, 0.1)');
|
| 427 |
+
gradient.addColorStop(1, 'rgba(100, 149, 237, 0.6)');
|
| 428 |
+
ctx.fillStyle = gradient;
|
| 429 |
+
ctx.beginPath();
|
| 430 |
+
ctx.arc(storm.centerX, storm.centerY, storm.radius, 0, Math.PI * 2);
|
| 431 |
+
ctx.fill();
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|
| 432 |
|
| 433 |
+
// Storm outline thickening and color shifting as radius shrinks
|
| 434 |
+
const stormProgress = 1 - storm.radius / storm.maxRadius; // 0 to 1
|
| 435 |
+
const outlineWidth = 10 + stormProgress * 20;
|
| 436 |
+
const redIntensity = Math.min(255, Math.floor(100 + stormProgress * 155));
|
| 437 |
+
ctx.strokeStyle = `rgba(${redIntensity}, 50, 150, 0.8)`;
|
| 438 |
+
ctx.lineWidth = outlineWidth;
|
| 439 |
+
ctx.beginPath();
|
| 440 |
+
ctx.arc(storm.centerX, storm.centerY, storm.radius, 0, Math.PI * 2);
|
| 441 |
+
ctx.stroke();
|
| 442 |
|
| 443 |
+
ctx.restore();
|
| 444 |
+
}
|
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|
| 445 |
|
| 446 |
+
// Check if player is outside storm radius
|
| 447 |
+
function playerInStorm() {
|
| 448 |
+
const dx = player.x - storm.centerX;
|
| 449 |
+
const dy = player.y - storm.centerY;
|
| 450 |
+
const dist = Math.sqrt(dx * dx + dy * dy);
|
| 451 |
+
return dist > storm.radius;
|
| 452 |
+
}
|
| 453 |
|
| 454 |
+
// Storm damage application
|
| 455 |
+
let stormDamageAccumulator = 0;
|
| 456 |
|
| 457 |
+
function applyStormDamage(deltaTime) {
|
| 458 |
+
if (!stormActive) return;
|
|
|
|
| 459 |
|
| 460 |
+
if (playerInStorm()) {
|
| 461 |
+
// Damage increases as storm closes
|
| 462 |
+
const stormProgress = 1 - storm.radius / storm.maxRadius; // 0 to 1
|
| 463 |
+
const damageRate = storm.damagePerSecond * (1 + stormProgress * 4); // up to 5x damage
|
| 464 |
+
stormDamageAccumulator += damageRate * deltaTime;
|
| 465 |
+
while (stormDamageAccumulator >= 1) {
|
| 466 |
+
stormDamageAccumulator -= 1;
|
| 467 |
+
applyDamage(1);
|
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|
| 468 |
}
|
| 469 |
+
} else {
|
| 470 |
+
stormDamageAccumulator = 0;
|
| 471 |
}
|
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|
| 472 |
}
|
| 473 |
|
| 474 |
+
// Apply damage to player health considering armor
|
| 475 |
+
function applyDamage(amount) {
|
| 476 |
+
if (playerArmor > 0) {
|
| 477 |
+
const armorAbsorb = Math.min(playerArmor, amount * 0.7); // Armor absorbs 70% of damage
|
| 478 |
+
playerArmor -= armorAbsorb;
|
| 479 |
+
amount -= armorAbsorb;
|
|
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|
| 480 |
}
|
| 481 |
+
playerHealth -= amount;
|
| 482 |
+
if (playerHealth <= 0) {
|
| 483 |
+
playerHealth = 0;
|
| 484 |
+
playerDeath();
|
|
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|
| 485 |
}
|
| 486 |
+
updatePlayerStats();
|
| 487 |
}
|
| 488 |
|
| 489 |
+
// Storm radius shrinking over time
|
| 490 |
+
function updateStorm(deltaTime) {
|
| 491 |
+
if (!stormActive) return;
|
|
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|
|
|
|
| 492 |
|
| 493 |
+
storm.radius -= storm.closingSpeed * deltaTime;
|
| 494 |
+
if (storm.radius < 50) storm.radius = 50;
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
| 495 |
}
|
| 496 |
|
| 497 |
+
// Draw aim crosshair at mouse position
|
| 498 |
function drawCrosshair() {
|
|
|
|
| 499 |
ctx.save();
|
| 500 |
ctx.strokeStyle = 'yellow';
|
| 501 |
ctx.lineWidth = 2;
|
| 502 |
ctx.beginPath();
|
| 503 |
+
const size = 10;
|
| 504 |
+
ctx.moveTo(mouse.canvasX - size, mouse.canvasY);
|
| 505 |
+
ctx.lineTo(mouse.canvasX + size, mouse.canvasY);
|
| 506 |
+
ctx.moveTo(mouse.canvasX, mouse.canvasY - size);
|
| 507 |
+
ctx.lineTo(mouse.canvasX, mouse.canvasY + size);
|
| 508 |
ctx.stroke();
|
| 509 |
ctx.restore();
|
| 510 |
}
|
| 511 |
|
| 512 |
+
// Game timer and storm activation
|
| 513 |
+
let timerInterval;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 514 |
function startGame() {
|
| 515 |
gameActive = true;
|
| 516 |
+
selectedBiome && console.log('Selected biome:', selectedBiome);
|
| 517 |
landingScreenEl.classList.add('hidden');
|
| 518 |
gameScreenEl.classList.remove('hidden');
|
| 519 |
+
stormWarningEl.classList.add('hidden');
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 520 |
|
| 521 |
+
// Reset stats
|
| 522 |
+
playerHealth = 100;
|
| 523 |
+
playerArmor = 0;
|
| 524 |
+
playerKills = 0;
|
| 525 |
+
updatePlayerStats();
|
| 526 |
+
initInventory();
|
| 527 |
+
initPlayerPosition();
|
| 528 |
storm.radius = storm.maxRadius;
|
| 529 |
+
stormActive = false;
|
| 530 |
+
stormWarningEl.classList.add('hidden');
|
| 531 |
+
|
| 532 |
+
gameTime = 300; // 5 minutes
|
| 533 |
document.getElementById('gameTimer').textContent = '5:00';
|
| 534 |
+
|
| 535 |
timerInterval && clearInterval(timerInterval);
|
| 536 |
timerInterval = setInterval(() => {
|
| 537 |
+
if (!gameActive) {
|
| 538 |
+
clearInterval(timerInterval);
|
| 539 |
+
return;
|
| 540 |
+
}
|
| 541 |
gameTime--;
|
| 542 |
+
const minutes = Math.floor(gameTime / 60);
|
| 543 |
+
const seconds = gameTime % 60;
|
| 544 |
+
document.getElementById('gameTimer').textContent = `${minutes}:${seconds < 10 ? '0' + seconds : seconds}`;
|
| 545 |
+
|
| 546 |
+
// Start storm after 60 seconds (4 minutes left)
|
| 547 |
+
if (gameTime === 240 && !stormActive) {
|
| 548 |
+
stormActive = true;
|
| 549 |
+
stormWarningEl.classList.remove('hidden');
|
| 550 |
+
setTimeout(() => stormWarningEl.classList.add('hidden'), 5000);
|
| 551 |
+
}
|
| 552 |
+
|
| 553 |
+
// End game when timer hits 0
|
| 554 |
+
if (gameTime <= 0) {
|
| 555 |
+
clearInterval(timerInterval);
|
| 556 |
+
endGame();
|
| 557 |
+
}
|
| 558 |
}, 1000);
|
| 559 |
|
| 560 |
+
lastFrameTime = performance.now();
|
| 561 |
requestAnimationFrame(gameLoop);
|
| 562 |
}
|
| 563 |
|
| 564 |
+
// End game
|
| 565 |
function endGame() {
|
| 566 |
gameActive = false;
|
| 567 |
+
alert('Congratulations! You survived the BattleZone!');
|
| 568 |
}
|
| 569 |
|
| 570 |
+
// Player death
|
| 571 |
function playerDeath() {
|
| 572 |
gameActive = false;
|
| 573 |
deathScreenEl.classList.remove('hidden');
|
| 574 |
}
|
| 575 |
|
| 576 |
+
// Respawn button handler
|
| 577 |
document.getElementById('respawnBtn').addEventListener('click', () => {
|
| 578 |
deathScreenEl.classList.add('hidden');
|
| 579 |
landingScreenEl.classList.remove('hidden');
|
| 580 |
});
|
| 581 |
|
| 582 |
+
// Biome selection handler
|
| 583 |
+
document.querySelectorAll('.biome-selector').forEach((selector) => {
|
| 584 |
+
selector.addEventListener('click', () => {
|
| 585 |
+
selectedBiome = selector.getAttribute('data-biome');
|
| 586 |
startGame();
|
| 587 |
});
|
| 588 |
});
|
| 589 |
|
| 590 |
+
// Game loop with delta time for smooth movement and storm update
|
| 591 |
+
let lastFrameTime = 0;
|
| 592 |
+
function gameLoop(timestamp) {
|
| 593 |
+
if (!gameActive) return;
|
| 594 |
+
if (!lastFrameTime) lastFrameTime = timestamp;
|
| 595 |
+
const deltaTime = (timestamp - lastFrameTime) / 1000; // seconds
|
| 596 |
+
lastFrameTime = timestamp;
|
| 597 |
+
|
| 598 |
+
// Update
|
| 599 |
+
movePlayer();
|
| 600 |
+
updateStorm(deltaTime);
|
| 601 |
+
applyStormDamage(deltaTime);
|
| 602 |
+
|
| 603 |
+
// Clear
|
| 604 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
| 605 |
+
|
| 606 |
+
// Draw
|
| 607 |
+
drawStorm();
|
| 608 |
+
drawPlayer();
|
| 609 |
+
drawCrosshair();
|
| 610 |
+
|
| 611 |
+
// Show storm warning if player is outside storm radius while storm active
|
| 612 |
+
if (stormActive && playerInStorm()) {
|
| 613 |
+
stormWarningEl.classList.remove('hidden');
|
| 614 |
+
} else {
|
| 615 |
+
stormWarningEl.classList.add('hidden');
|
| 616 |
+
}
|
| 617 |
|
| 618 |
+
requestAnimationFrame(gameLoop);
|
| 619 |
+
}
|
| 620 |
+
|
| 621 |
+
// Initialize feather icons and setup
|
| 622 |
+
feather.replace();
|
| 623 |
resizeCanvas();
|
|
|
|
| 624 |
initInventory();
|
| 625 |
updatePlayerStats();
|
|
|
|
| 626 |
</script>
|
| 627 |
</body>
|
| 628 |
</html>
|