Add 2 files
Browse files- README.md +6 -4
- index.html +571 -19
README.md
CHANGED
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@@ -1,10 +1,12 @@
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---
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title:
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-
emoji:
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colorFrom:
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colorTo: blue
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sdk: static
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pinned: false
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---
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-
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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---
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title: asteroids
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+
emoji: 🐳
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colorFrom: blue
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colorTo: blue
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sdk: static
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pinned: false
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+
tags:
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+
- deepsite
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---
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+
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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@@ -1,19 +1,571 @@
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<!
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<html>
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| 1 |
+
<!DOCTYPE html>
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| 2 |
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<html lang="en">
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| 3 |
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<head>
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| 4 |
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<meta charset="UTF-8">
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| 5 |
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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| 6 |
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<title>Simple Asteroids Game</title>
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| 7 |
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<style>
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| 8 |
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body {
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| 9 |
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margin: 0;
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| 10 |
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padding: 0;
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| 11 |
+
overflow: hidden;
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| 12 |
+
background-color: #000;
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| 13 |
+
display: flex;
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| 14 |
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flex-direction: column;
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| 15 |
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align-items: center;
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| 16 |
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font-family: 'Arial', sans-serif;
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| 17 |
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color: #fff;
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| 18 |
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}
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| 19 |
+
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| 20 |
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#game-container {
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| 21 |
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position: relative;
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| 22 |
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width: 800px;
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| 23 |
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height: 600px;
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| 24 |
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margin-top: 20px;
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| 25 |
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background-color: #111;
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| 26 |
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box-shadow: 0 0 20px rgba(0, 0, 255, 0.5);
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| 27 |
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border: 1px solid #444;
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| 28 |
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}
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| 29 |
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| 30 |
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#game-canvas {
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| 31 |
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position: absolute;
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| 32 |
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top: 0;
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| 33 |
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left: 0;
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| 34 |
+
width: 100%;
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| 35 |
+
height: 100%;
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| 36 |
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}
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| 37 |
+
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| 38 |
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#ui {
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| 39 |
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position: absolute;
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| 40 |
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top: 10px;
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| 41 |
+
left: 10px;
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| 42 |
+
color: #0f0;
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| 43 |
+
font-size: 18px;
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| 44 |
+
user-select: none;
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| 45 |
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text-shadow: 0 0 5px #0f0;
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| 46 |
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}
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| 47 |
+
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| 48 |
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#controls {
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| 49 |
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margin-top: 10px;
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| 50 |
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color: #aaa;
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text-align: center;
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| 52 |
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line-height: 1.5;
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| 53 |
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}
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| 54 |
+
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| 55 |
+
#game-over {
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| 56 |
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position: absolute;
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| 57 |
+
top: 50%;
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| 58 |
+
left: 50%;
|
| 59 |
+
transform: translate(-50%, -50%);
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| 60 |
+
font-size: 48px;
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| 61 |
+
color: #f00;
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| 62 |
+
text-shadow: 0 0 10px #f00;
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| 63 |
+
display: none;
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| 64 |
+
text-align: center;
|
| 65 |
+
}
|
| 66 |
+
|
| 67 |
+
#restart {
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| 68 |
+
margin-top: 20px;
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| 69 |
+
padding: 10px 20px;
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| 70 |
+
font-size: 18px;
|
| 71 |
+
background: linear-gradient(#333, #111);
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| 72 |
+
color: #0f0;
|
| 73 |
+
border: 1px solid #0f0;
|
| 74 |
+
border-radius: 5px;
|
| 75 |
+
cursor: pointer;
|
| 76 |
+
}
|
| 77 |
+
|
| 78 |
+
#restart:hover {
|
| 79 |
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background: linear-gradient(#444, #222);
|
| 80 |
+
}
|
| 81 |
+
</style>
|
| 82 |
+
</head>
|
| 83 |
+
<body>
|
| 84 |
+
<h1>ASTEROIDS</h1>
|
| 85 |
+
<div id="game-container">
|
| 86 |
+
<canvas id="game-canvas"></canvas>
|
| 87 |
+
<div id="ui">
|
| 88 |
+
SCORE: <span id="score">0</span><br>
|
| 89 |
+
LIVES: <span id="lives">3</span>
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| 90 |
+
</div>
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| 91 |
+
<div id="game-over">
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| 92 |
+
GAME OVER<br>
|
| 93 |
+
<button id="restart">PLAY AGAIN</button>
|
| 94 |
+
</div>
|
| 95 |
+
</div>
|
| 96 |
+
<div id="controls">
|
| 97 |
+
CONTROLS:<br>
|
| 98 |
+
Arrow Keys to rotate and thrust<br>
|
| 99 |
+
Space to shoot
|
| 100 |
+
</div>
|
| 101 |
+
|
| 102 |
+
<script>
|
| 103 |
+
// Game elements
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| 104 |
+
const canvas = document.getElementById('game-canvas');
|
| 105 |
+
const ctx = canvas.getContext('2d');
|
| 106 |
+
const scoreElement = document.getElementById('score');
|
| 107 |
+
const livesElement = document.getElementById('lives');
|
| 108 |
+
const gameOverElement = document.getElementById('game-over');
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| 109 |
+
const restartButton = document.getElementById('restart');
|
| 110 |
+
|
| 111 |
+
// Set canvas dimensions
|
| 112 |
+
canvas.width = 800;
|
| 113 |
+
canvas.height = 600;
|
| 114 |
+
|
| 115 |
+
// Game state
|
| 116 |
+
let score = 0;
|
| 117 |
+
let lives = 3;
|
| 118 |
+
let gameOver = false;
|
| 119 |
+
let asteroids = [];
|
| 120 |
+
let bullets = [];
|
| 121 |
+
let particles = [];
|
| 122 |
+
let keys = {};
|
| 123 |
+
|
| 124 |
+
// Player ship
|
| 125 |
+
const ship = {
|
| 126 |
+
x: canvas.width / 2,
|
| 127 |
+
y: canvas.height / 2,
|
| 128 |
+
radius: 15,
|
| 129 |
+
angle: 0,
|
| 130 |
+
rotation: 0,
|
| 131 |
+
thrusting: false,
|
| 132 |
+
thrust: {
|
| 133 |
+
x: 0,
|
| 134 |
+
y: 0
|
| 135 |
+
},
|
| 136 |
+
velocity: {
|
| 137 |
+
x: 0,
|
| 138 |
+
y: 0
|
| 139 |
+
}
|
| 140 |
+
};
|
| 141 |
+
|
| 142 |
+
// Key listeners
|
| 143 |
+
window.addEventListener('keydown', (e) => {
|
| 144 |
+
keys[e.key] = true;
|
| 145 |
+
});
|
| 146 |
+
|
| 147 |
+
window.addEventListener('keyup', (e) => {
|
| 148 |
+
keys[e.key] = false;
|
| 149 |
+
});
|
| 150 |
+
|
| 151 |
+
// Restart game
|
| 152 |
+
restartButton.addEventListener('click', () => {
|
| 153 |
+
resetGame();
|
| 154 |
+
});
|
| 155 |
+
|
| 156 |
+
function resetGame() {
|
| 157 |
+
score = 0;
|
| 158 |
+
lives = 3;
|
| 159 |
+
gameOver = false;
|
| 160 |
+
asteroids = [];
|
| 161 |
+
bullets = [];
|
| 162 |
+
particles = [];
|
| 163 |
+
|
| 164 |
+
ship.x = canvas.width / 2;
|
| 165 |
+
ship.y = canvas.height / 2;
|
| 166 |
+
ship.angle = 0;
|
| 167 |
+
ship.velocity.x = 0;
|
| 168 |
+
ship.velocity.y = 0;
|
| 169 |
+
|
| 170 |
+
scoreElement.textContent = score;
|
| 171 |
+
livesElement.textContent = lives;
|
| 172 |
+
gameOverElement.style.display = 'none';
|
| 173 |
+
|
| 174 |
+
createAsteroids(4);
|
| 175 |
+
}
|
| 176 |
+
|
| 177 |
+
// Create initial asteroids
|
| 178 |
+
function createAsteroids(count) {
|
| 179 |
+
for (let i = ;0; i < count; i++) {
|
| 180 |
+
asteroids.push(createAsteroid());
|
| 181 |
+
}
|
| 182 |
+
}
|
| 183 |
+
|
| 184 |
+
// Create a single asteroid
|
| 185 |
+
function createAsteroid() {
|
| 186 |
+
const x = Math.random() < 0.5 ?
|
| 187 |
+
0 - 50 : canvas.width + 50;
|
| 188 |
+
const y = Math.random() * canvas.height;
|
| 189 |
+
|
| 190 |
+
const size = Math.floor(Math.random() * 3) + 1; // 1 (large), 2 (medium), 3 (small)
|
| 191 |
+
|
| 192 |
+
let radius;
|
| 193 |
+
let points;
|
| 194 |
+
|
| 195 |
+
switch(size) {
|
| 196 |
+
case 1:
|
| 197 |
+
radius = 50;
|
| 198 |
+
points = 100;
|
| 199 |
+
break;
|
| 200 |
+
case 2:
|
| 201 |
+
radius = 25;
|
| 202 |
+
points = 50;
|
| 203 |
+
break;
|
| 204 |
+
case 3:
|
| 205 |
+
radius = 10;
|
| 206 |
+
points = 20;
|
| 207 |
+
break;
|
| 208 |
+
}
|
| 209 |
+
|
| 210 |
+
const angle = Math.random() * Math.PI * 2;
|
| 211 |
+
const speed = 1 + Math.random() * 2;
|
| 212 |
+
|
| 213 |
+
const asteroid = {
|
| 214 |
+
x,
|
| 215 |
+
y,
|
| 216 |
+
radius,
|
| 217 |
+
size,
|
| 218 |
+
points,
|
| 219 |
+
vertices: Math.floor(Math.random() * 9) + 5,
|
| 220 |
+
angle,
|
| 221 |
+
speed,
|
| 222 |
+
velocity: {
|
| 223 |
+
x: Math.cos(angle) * speed,
|
| 224 |
+
y: Math.sin(angle) * speed
|
| 225 |
+
},
|
| 226 |
+
rotation: (Math.random() - 0.5) * 0.2
|
| 227 |
+
};
|
| 228 |
+
|
| 229 |
+
return asteroid;
|
| 230 |
+
}
|
| 231 |
+
|
| 232 |
+
// Main game loop
|
| 233 |
+
function gameLoop() {
|
| 234 |
+
if (gameOver) return;
|
| 235 |
+
|
| 236 |
+
ctx.fillStyle = '#111';
|
| 237 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
| 238 |
+
|
| 239 |
+
updateShip();
|
| 240 |
+
drawShip();
|
| 241 |
+
|
| 242 |
+
updateBullets();
|
| 243 |
+
drawBullets();
|
| 244 |
+
|
| 245 |
+
updateAsteroids();
|
| 246 |
+
drawAsteroids();
|
| 247 |
+
|
| 248 |
+
updateParticles();
|
| 249 |
+
drawParticles();
|
| 250 |
+
|
| 251 |
+
checkCollisions();
|
| 252 |
+
|
| 253 |
+
spawnAsteroids();
|
| 254 |
+
|
| 255 |
+
requestAnimationFrame(gameLoop);
|
| 256 |
+
}
|
| 257 |
+
|
| 258 |
+
function updateShip() {
|
| 259 |
+
// Rotate ship
|
| 260 |
+
if (keys['ArrowLeft']) {
|
| 261 |
+
ship.rotation = -0.1;
|
| 262 |
+
} else if (keys['ArrowRight']) {
|
| 263 |
+
ship.rotation = 0.1;
|
| 264 |
+
} else {
|
| 265 |
+
ship.rotation = 0;
|
| 266 |
+
}
|
| 267 |
+
|
| 268 |
+
// Apply rotation
|
| 269 |
+
ship.angle += ship.rotation;
|
| 270 |
+
|
| 271 |
+
// Thrust
|
| 272 |
+
if (keys['ArrowUp']) {
|
| 273 |
+
ship.thrusting = true;
|
| 274 |
+
|
| 275 |
+
ship.thrust.x = Math.cos(ship.angle) * 0.1;
|
| 276 |
+
ship.thrust.y = Math.sin(ship.angle) * 0.1;
|
| 277 |
+
} else {
|
| 278 |
+
ship.thrusting = false;
|
| 279 |
+
ship.thrust.x = 0;
|
| 280 |
+
ship.thrust.y = 0;
|
| 281 |
+
}
|
| 282 |
+
|
| 283 |
+
// Apply thrust to velocity
|
| 284 |
+
ship.velocity.x += ship.thrust.x;
|
| 285 |
+
ship.velocity.y += ship.thrust.y;
|
| 286 |
+
|
| 287 |
+
// Friction
|
| 288 |
+
ship.velocity.x *= 0.98;
|
| 289 |
+
ship.velocity.y *= 0.98;
|
| 290 |
+
|
| 291 |
+
// Update position
|
| 292 |
+
ship.x += ship.velocity.x;
|
| 293 |
+
ship.y += ship.velocity.y;
|
| 294 |
+
|
| 295 |
+
// Screen wrapping
|
| 296 |
+
if (ship.x < 0 - ship.radius) {
|
| 297 |
+
ship.x = canvas.width + ship.radius;
|
| 298 |
+
} else if (ship.x > canvas.width + ship.radius) {
|
| 299 |
+
ship.x = 0 - ship.radius;
|
| 300 |
+
}
|
| 301 |
+
|
| 302 |
+
if (ship.y < 0 - ship.radius) {
|
| 303 |
+
ship.y = canvas.height + ship.radius;
|
| 304 |
+
} else if (ship.y > canvas.height + ship.radius) {
|
| 305 |
+
ship.y = 0 - ship.radius;
|
| 306 |
+
}
|
| 307 |
+
|
| 308 |
+
// Fire bullets
|
| 309 |
+
if (keys[' '] && !keys['_space']) {
|
| 310 |
+
keys['_space'] = true;
|
| 311 |
+
fireBullet();
|
| 312 |
+
} else if (!keys[' ']) {
|
| 313 |
+
keys['_space'] = false;
|
| 314 |
+
}
|
| 315 |
+
}
|
| 316 |
+
|
| 317 |
+
function drawShip() {
|
| 318 |
+
ctx.save();
|
| 319 |
+
ctx.translate(ship.x, ship.y);
|
| 320 |
+
ctx.rotate(ship.angle);
|
| 321 |
+
|
| 322 |
+
// Ship body
|
| 323 |
+
ctx.strokeStyle = '#0f0';
|
| 324 |
+
ctx.lineWidth = 2;
|
| 325 |
+
ctx.beginPath();
|
| 326 |
+
ctx.moveTo(20, 0);
|
| 327 |
+
ctx.lineTo(-10, -10);
|
| 328 |
+
ctx.lineTo(-5, 0);
|
| 329 |
+
ctx.lineTo(-10, 10);
|
| 330 |
+
ctx.closePath();
|
| 331 |
+
ctx.stroke();
|
| 332 |
+
|
| 333 |
+
// Thrust flame
|
| 334 |
+
if (ship.thrusting) {
|
| 335 |
+
ctx.beginPath();
|
| 336 |
+
ctx.moveTo(-15, 0);
|
| 337 |
+
ctx.lineTo(-25, 0);
|
| 338 |
+
ctx.strokeStyle = '#f80';
|
| 339 |
+
ctx.stroke();
|
| 340 |
+
}
|
| 341 |
+
|
| 342 |
+
ctx.restore();
|
| 343 |
+
}
|
| 344 |
+
|
| 345 |
+
function fireBullet() {
|
| 346 |
+
const bullet = {
|
| 347 |
+
x: ship.x + Math.cos(ship.angle) * 20,
|
| 348 |
+
y: ship.y + Math.sin(ship.angle) * 20,
|
| 349 |
+
velocity: {
|
| 350 |
+
x: Math.cos(ship.angle) * 7 + ship.velocity.x,
|
| 351 |
+
y: Math.sin(ship.angle) * 7 + ship.velocity.y
|
| 352 |
+
},
|
| 353 |
+
radius: 2,
|
| 354 |
+
life: 60
|
| 355 |
+
};
|
| 356 |
+
|
| 357 |
+
bullets.push(bullet);
|
| 358 |
+
}
|
| 359 |
+
|
| 360 |
+
function updateBullets() {
|
| 361 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
| 362 |
+
bullets[i].x += bullets[i].velocity.x;
|
| 363 |
+
bullets[i].y += bullets[i].velocity.y;
|
| 364 |
+
bullets[i].life--;
|
| 365 |
+
|
| 366 |
+
// Screen wrapping
|
| 367 |
+
if (bullets[i].x < 0) bullets[i].x = canvas.width;
|
| 368 |
+
else if (bullets[i].x > canvas.width) bullets[i].x = 0;
|
| 369 |
+
|
| 370 |
+
if (bullets[i].y < 0) bullets[i].y = canvas.height;
|
| 371 |
+
else if (bullets[i].y > canvas.height) bullets[i].y = 0;
|
| 372 |
+
|
| 373 |
+
// Remove old bullets
|
| 374 |
+
if (bullets[i].life <= 0) {
|
| 375 |
+
bullets.splice(i, 1);
|
| 376 |
+
}
|
| 377 |
+
}
|
| 378 |
+
}
|
| 379 |
+
|
| 380 |
+
function drawBullets() {
|
| 381 |
+
ctx.fillStyle = '#0f0';
|
| 382 |
+
for (let bullet of bullets) {
|
| 383 |
+
ctx.beginPath();
|
| 384 |
+
ctx.arc(bullet.x, bullet.y, bullet.radius, 0, Math.PI * 2);
|
| 385 |
+
ctx.fill();
|
| 386 |
+
}
|
| 387 |
+
}
|
| 388 |
+
|
| 389 |
+
function updateAsteroids() {
|
| 390 |
+
for (let asteroid of asteroids) {
|
| 391 |
+
asteroid.x += asteroid.velocity.x;
|
| 392 |
+
asteroid.y += asteroid.velocity.y;
|
| 393 |
+
asteroid.angle += asteroid.rotation;
|
| 394 |
+
|
| 395 |
+
// Screen wrapping
|
| 396 |
+
if (asteroid.x < 0 - asteroid.radius) {
|
| 397 |
+
asteroid.x = canvas.width + asteroid.radius;
|
| 398 |
+
} else if (asteroid.x > canvas.width + asteroid.radius) {
|
| 399 |
+
asteroid.x = 0 - asteroid.radius;
|
| 400 |
+
}
|
| 401 |
+
|
| 402 |
+
if (asteroid.y < 0 - asteroid.radius) {
|
| 403 |
+
asteroid.y = canvas.height + asteroid.radius;
|
| 404 |
+
} else if (asteroid.y > canvas.height + asteroid.radius) {
|
| 405 |
+
asteroid.y = 0 - asteroid.radius;
|
| 406 |
+
}
|
| 407 |
+
}
|
| 408 |
+
}
|
| 409 |
+
|
| 410 |
+
function drawAsteroids() {
|
| 411 |
+
for (const asteroid of asteroids) {
|
| 412 |
+
ctx.save();
|
| 413 |
+
ctx.translate(asteroid.x, asteroid.y);
|
| 414 |
+
ctx.rotate(asteroid.angle);
|
| 415 |
+
|
| 416 |
+
ctx.strokeStyle = '#fff';
|
| 417 |
+
ctx.lineWidth = 2;
|
| 418 |
+
ctx.beginPath();
|
| 419 |
+
|
| 420 |
+
// Draw irregular polygon
|
| 421 |
+
for (let i = 0; i < asteroid.vertices; i++) {
|
| 422 |
+
const angle = (i / asteroid.vertices) * Math.PI * 2;
|
| 423 |
+
const offset = asteroid.radius * (1 - Math.random() * 0.3);
|
| 424 |
+
const x = Math.cos(angle) * offset;
|
| 425 |
+
const y = Math.sin(angle) * offset;
|
| 426 |
+
|
| 427 |
+
if (i === 0) {
|
| 428 |
+
ctx.moveTo(x, y);
|
| 429 |
+
} else {
|
| 430 |
+
ctx.lineTo(x, y);
|
| 431 |
+
}
|
| 432 |
+
}
|
| 433 |
+
|
| 434 |
+
ctx.closePath();
|
| 435 |
+
ctx.stroke();
|
| 436 |
+
ctx.restore();
|
| 437 |
+
}
|
| 438 |
+
}
|
| 439 |
+
|
| 440 |
+
function checkCollisions() {
|
| 441 |
+
// Bullets vs Asteroids
|
| 442 |
+
for (let i = asteroids.length - 1; i >= 0; i--) {
|
| 443 |
+
const asteroid = asteroids[i];
|
| 444 |
+
|
| 445 |
+
for (let j = bullets.length - 1; j >= 0; j--) {
|
| 446 |
+
const bullet = bullets[j];
|
| 447 |
+
|
| 448 |
+
const dx = asteroid.x - bullet.x;
|
| 449 |
+
const dy = asteroid.y - bullet.y;
|
| 450 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 451 |
+
|
| 452 |
+
if (distance < asteroid.radius + bullet.radius) {
|
| 453 |
+
// Hit!
|
| 454 |
+
createParticles(asteroid);
|
| 455 |
+
score += asteroid.points;
|
| 456 |
+
scoreElement.textContent = score;
|
| 457 |
+
|
| 458 |
+
// Break apart asteroid if it's large enough
|
| 459 |
+
if (asteroid.size > 1) {
|
| 460 |
+
const numNew = 2 + Math.floor(Math.random() * 2);
|
| 461 |
+
for (let n = 0; n < numNew; n++) {
|
| 462 |
+
const newAsteroid = {
|
| 463 |
+
x: asteroid.x + (Math.random() * 20 - 10),
|
| 464 |
+
y: asteroid.y + (Math.random() * 20 - 10),
|
| 465 |
+
radius: asteroid.radius / 1.5,
|
| 466 |
+
size: asteroid.size - 1,
|
| 467 |
+
points: asteroid.points / 2,
|
| 468 |
+
vertices: asteroid.vertices,
|
| 469 |
+
angle: Math.random() * Math.PI * 2,
|
| 470 |
+
speed: asteroid.speed * 1.5,
|
| 471 |
+
velocity: {
|
| 472 |
+
x: (Math.cos(Math.random() * Math.PI * 2) * asteroid.speed * 1.5),
|
| 473 |
+
y: (Math.sin(Math.random() * Math.PI * 2) * asteroid.speed * 1.5)
|
| 474 |
+
},
|
| 475 |
+
rotation: (Math.random() - 0.5) * 0.3
|
| 476 |
+
};
|
| 477 |
+
asteroids.push(newAsteroid);
|
| 478 |
+
}
|
| 479 |
+
}
|
| 480 |
+
|
| 481 |
+
// Remove asteroid and bullet
|
| 482 |
+
asteroids.splice(i, 1);
|
| 483 |
+
bullets.splice(j, 1);
|
| 484 |
+
break;
|
| 485 |
+
}
|
| 486 |
+
}
|
| 487 |
+
}
|
| 488 |
+
|
| 489 |
+
// Ship vs Asteroids
|
| 490 |
+
for (let i = 0; i < asteroids.length; i++) {
|
| 491 |
+
const asteroid = asteroids[i];
|
| 492 |
+
const dx = ship.x - asteroid.x;
|
| 493 |
+
const dy = ship.y - asteroid.y;
|
| 494 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 495 |
+
|
| 496 |
+
if (distance < ship.radius + asteroid.radius) {
|
| 497 |
+
// Collision!
|
| 498 |
+
lives--;
|
| 499 |
+
livesElement.textContent = lives;
|
| 500 |
+
createParticles(asteroid);
|
| 501 |
+
|
| 502 |
+
if (lives <= 0) {
|
| 503 |
+
gameOver = true;
|
| 504 |
+
gameOverElement.style.display = 'block';
|
| 505 |
+
return;
|
| 506 |
+
}
|
| 507 |
+
|
| 508 |
+
// Respawn ship
|
| 509 |
+
ship.x = canvas.width / 2;
|
| 510 |
+
ship.y = canvas.height / 2;
|
| 511 |
+
ship.velocity.x = 0;
|
| 512 |
+
ship.velocity.y = 0;
|
| 513 |
+
|
| 514 |
+
// Remove the asteroid (optional)
|
| 515 |
+
// asteroids.splice(i, 1);
|
| 516 |
+
break;
|
| 517 |
+
}
|
| 518 |
+
}
|
| 519 |
+
}
|
| 520 |
+
|
| 521 |
+
function createParticles(asteroid) {
|
| 522 |
+
const particleCount = 15 + Math.floor(Math.random() * 10);
|
| 523 |
+
|
| 524 |
+
for (let i = 0; i < particleCount; i++) {
|
| 525 |
+
const size = 1 + Math.random() * 3;
|
| 526 |
+
particles.push({
|
| 527 |
+
x: asteroid.x + (Math.random() * 20 - 10),
|
| 528 |
+
y: asteroid.y + (Math.random() * 20 - 10),
|
| 529 |
+
size: size,
|
| 530 |
+
color: `hsl(${Math.random() * 60 + 30}, 100%, 50%)`,
|
| 531 |
+
speed: 1 + Math.random() * 3 * (asteroid.radius / 30),
|
| 532 |
+
angle: Math.random() * Math.PI * 2,
|
| 533 |
+
life: 30 + Math.random() * 40
|
| 534 |
+
});
|
| 535 |
+
}
|
| 536 |
+
}
|
| 537 |
+
|
| 538 |
+
function updateParticles() {
|
| 539 |
+
for (let i = particles.length - 1; i >= 0; i--) {
|
| 540 |
+
particles[i].x += Math.cos(particles[i].angle) * particles[i].speed;
|
| 541 |
+
particles[i].y += Math.sin(particles[i].angle) * particles[i].speed;
|
| 542 |
+
particles[i].life--;
|
| 543 |
+
|
| 544 |
+
if (particles[i].life <= 0) {
|
| 545 |
+
particles.splice(i, 1);
|
| 546 |
+
}
|
| 547 |
+
}
|
| 548 |
+
}
|
| 549 |
+
|
| 550 |
+
function drawParticles() {
|
| 551 |
+
for (const particle of particles) {
|
| 552 |
+
ctx.fillStyle = particle.color;
|
| 553 |
+
ctx.beginPath();
|
| 554 |
+
ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
|
| 555 |
+
ctx.fill();
|
| 556 |
+
}
|
| 557 |
+
}
|
| 558 |
+
|
| 559 |
+
function spawnAsteroids() {
|
| 560 |
+
// Only spawn new asteroids if there are 3 or less
|
| 561 |
+
if (asteroids.length <= 3 && Math.random() < 0.01) {
|
| 562 |
+
asteroids.push(createAsteroid());
|
| 563 |
+
}
|
| 564 |
+
}
|
| 565 |
+
|
| 566 |
+
// Start the game
|
| 567 |
+
resetGame();
|
| 568 |
+
gameLoop();
|
| 569 |
+
</script>
|
| 570 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <a href="https://enzostvs-deepsite.hf.space" style="color: #fff;" target="_blank" >DeepSite</a> <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;"></p></body>
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| 571 |
+
</html>
|