Spaces:
Running
Running
undefined - Initial Deployment
Browse files- README.md +7 -5
- index.html +726 -19
README.md
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---
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title:
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emoji:
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colorFrom:
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colorTo:
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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: jerome
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emoji: 🐳
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colorFrom: red
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colorTo: purple
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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 +1,726 @@
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<!
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<html>
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| 1 |
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<!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>Pacman Game</title>
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| 7 |
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<script src="https://cdn.tailwindcss.com"></script>
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<style>
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| 9 |
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@keyframes pacman-mouth {
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0% { clip-path: polygon(50% 50%, 100% 0%, 100% 100%); }
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50% { clip-path: polygon(50% 50%, 100% 25%, 100% 75%); }
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| 12 |
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100% { clip-path: polygon(50% 50%, 100% 0%, 100% 100%); }
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| 13 |
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}
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@keyframes ghost-movement {
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| 16 |
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0% { transform: translateY(0); }
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| 17 |
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50% { transform: translateY(-5px); }
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| 18 |
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100% { transform: translateY(0); }
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}
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| 20 |
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.pacman {
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| 22 |
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animation: pacman-mouth 0.7s infinite;
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clip-path: polygon(50% 50%, 100% 0%, 100% 100%);
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| 24 |
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}
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| 25 |
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| 26 |
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.ghost {
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| 27 |
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animation: ghost-movement 2s infinite;
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| 28 |
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}
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| 29 |
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.maze {
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background-color: #000033;
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| 32 |
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position: relative;
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| 33 |
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overflow: hidden;
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| 34 |
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}
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| 35 |
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| 36 |
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.wall {
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background-color: #0000AA;
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}
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.pellet {
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width: 8px;
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| 42 |
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height: 8px;
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| 43 |
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background-color: #FFD700;
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| 44 |
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border-radius: 50%;
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| 45 |
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position: absolute;
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| 46 |
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}
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| 47 |
+
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| 48 |
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.power-pellet {
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| 49 |
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width: 16px;
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| 50 |
+
height: 16px;
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| 51 |
+
background-color: #FFD700;
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| 52 |
+
border-radius: 50%;
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| 53 |
+
position: absolute;
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| 54 |
+
animation: pulse 1s infinite;
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| 55 |
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}
|
| 56 |
+
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| 57 |
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@keyframes pulse {
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| 58 |
+
0% { transform: scale(1); opacity: 1; }
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| 59 |
+
50% { transform: scale(1.2); opacity: 0.7; }
|
| 60 |
+
100% { transform: scale(1); opacity: 1; }
|
| 61 |
+
}
|
| 62 |
+
|
| 63 |
+
.game-over {
|
| 64 |
+
display: none;
|
| 65 |
+
position: absolute;
|
| 66 |
+
top: 0;
|
| 67 |
+
left: 0;
|
| 68 |
+
width: 100%;
|
| 69 |
+
height: 100%;
|
| 70 |
+
background-color: rgba(0, 0, 0, 0.8);
|
| 71 |
+
z-index: 100;
|
| 72 |
+
flex-direction: column;
|
| 73 |
+
justify-content: center;
|
| 74 |
+
align-items: center;
|
| 75 |
+
}
|
| 76 |
+
|
| 77 |
+
.controls {
|
| 78 |
+
touch-action: none;
|
| 79 |
+
}
|
| 80 |
+
</style>
|
| 81 |
+
</head>
|
| 82 |
+
<body class="bg-gray-900 text-white font-sans">
|
| 83 |
+
<div class="container mx-auto px-4 py-8 max-w-md">
|
| 84 |
+
<div class="flex justify-between items-center mb-4">
|
| 85 |
+
<div class="text-2xl font-bold text-yellow-400">PACMAN</div>
|
| 86 |
+
<div class="flex items-center space-x-4">
|
| 87 |
+
<div class="bg-gray-800 px-4 py-2 rounded-lg">
|
| 88 |
+
<span class="text-yellow-400">Score: </span>
|
| 89 |
+
<span id="score" class="font-bold">0</span>
|
| 90 |
+
</div>
|
| 91 |
+
<div class="bg-gray-800 px-4 py-2 rounded-lg">
|
| 92 |
+
<span class="text-red-400">Lives: </span>
|
| 93 |
+
<span id="lives" class="font-bold">3</span>
|
| 94 |
+
</div>
|
| 95 |
+
</div>
|
| 96 |
+
</div>
|
| 97 |
+
|
| 98 |
+
<div class="relative maze w-full aspect-square rounded-lg overflow-hidden mb-4" id="maze">
|
| 99 |
+
<div id="pacman" class="pacman absolute w-8 h-8 bg-yellow-400 rounded-full z-10"></div>
|
| 100 |
+
|
| 101 |
+
<!-- Ghosts -->
|
| 102 |
+
<div id="blinky" class="ghost absolute w-8 h-8 rounded-t-full z-10" style="background-color: #FF0000;"></div>
|
| 103 |
+
<div id="pinky" class="ghost absolute w-8 h-8 rounded-t-full z-10" style="background-color: #FFB8FF;"></div>
|
| 104 |
+
<div id="inky" class="ghost absolute w-8 h-8 rounded-t-full z-10" style="background-color: #00FFFF;"></div>
|
| 105 |
+
<div id="clyde" class="ghost absolute w-8 h-8 rounded-t-full z-10" style="background-color: #FFB852;"></div>
|
| 106 |
+
|
| 107 |
+
<!-- Game over overlay -->
|
| 108 |
+
<div id="game-over" class="game-over">
|
| 109 |
+
<div class="text-4xl font-bold text-red-500 mb-4">GAME OVER</div>
|
| 110 |
+
<div class="text-2xl mb-6">Final Score: <span id="final-score" class="text-yellow-400">0</span></div>
|
| 111 |
+
<button id="restart-btn" class="bg-yellow-500 hover:bg-yellow-600 text-black font-bold py-2 px-6 rounded-full">
|
| 112 |
+
PLAY AGAIN
|
| 113 |
+
</button>
|
| 114 |
+
</div>
|
| 115 |
+
</div>
|
| 116 |
+
|
| 117 |
+
<div class="controls bg-gray-800 p-4 rounded-lg">
|
| 118 |
+
<div class="flex justify-center mb-2">
|
| 119 |
+
<button id="up-btn" class="bg-gray-700 hover:bg-gray-600 w-12 h-12 rounded-full flex items-center justify-center">
|
| 120 |
+
↑
|
| 121 |
+
</button>
|
| 122 |
+
</div>
|
| 123 |
+
<div class="flex justify-center space-x-12">
|
| 124 |
+
<button id="left-btn" class="bg-gray-700 hover:bg-gray-600 w-12 h-12 rounded-full flex items-center justify-center">
|
| 125 |
+
←
|
| 126 |
+
</button>
|
| 127 |
+
<button id="right-btn" class="bg-gray-700 hover:bg-gray-600 w-12 h-12 rounded-full flex items-center justify-center">
|
| 128 |
+
→
|
| 129 |
+
</button>
|
| 130 |
+
</div>
|
| 131 |
+
<div class="flex justify-center mt-2">
|
| 132 |
+
<button id="down-btn" class="bg-gray-700 hover:bg-gray-600 w-12 h-12 rounded-full flex items-center justify-center">
|
| 133 |
+
↓
|
| 134 |
+
</button>
|
| 135 |
+
</div>
|
| 136 |
+
</div>
|
| 137 |
+
</div>
|
| 138 |
+
|
| 139 |
+
<script>
|
| 140 |
+
document.addEventListener('DOMContentLoaded', () => {
|
| 141 |
+
// Game variables
|
| 142 |
+
let score = 0;
|
| 143 |
+
let lives = 3;
|
| 144 |
+
let gameRunning = true;
|
| 145 |
+
let direction = 'right';
|
| 146 |
+
let nextDirection = 'right';
|
| 147 |
+
let pacmanSpeed = 5;
|
| 148 |
+
let ghostSpeed = 3;
|
| 149 |
+
let scaredGhosts = false;
|
| 150 |
+
let scaredTimer = null;
|
| 151 |
+
let pelletsEaten = 0;
|
| 152 |
+
const totalPellets = 240; // Approximate number of pellets
|
| 153 |
+
|
| 154 |
+
// DOM elements
|
| 155 |
+
const maze = document.getElementById('maze');
|
| 156 |
+
const pacman = document.getElementById('pacman');
|
| 157 |
+
const blinky = document.getElementById('blinky');
|
| 158 |
+
const pinky = document.getElementById('pinky');
|
| 159 |
+
const inky = document.getElementById('inky');
|
| 160 |
+
const clyde = document.getElementById('clyde');
|
| 161 |
+
const scoreDisplay = document.getElementById('score');
|
| 162 |
+
const livesDisplay = document.getElementById('lives');
|
| 163 |
+
const gameOverDisplay = document.getElementById('game-over');
|
| 164 |
+
const finalScoreDisplay = document.getElementById('final-score');
|
| 165 |
+
const restartBtn = document.getElementById('restart-btn');
|
| 166 |
+
|
| 167 |
+
// Control buttons
|
| 168 |
+
const upBtn = document.getElementById('up-btn');
|
| 169 |
+
const downBtn = document.getElementById('down-btn');
|
| 170 |
+
const leftBtn = document.getElementById('left-btn');
|
| 171 |
+
const rightBtn = document.getElementById('right-btn');
|
| 172 |
+
|
| 173 |
+
// Maze dimensions
|
| 174 |
+
const mazeWidth = maze.offsetWidth;
|
| 175 |
+
const mazeHeight = maze.offsetHeight;
|
| 176 |
+
const cellSize = 20;
|
| 177 |
+
const cols = Math.floor(mazeWidth / cellSize);
|
| 178 |
+
const rows = Math.floor(mazeHeight / cellSize);
|
| 179 |
+
|
| 180 |
+
// Initialize positions
|
| 181 |
+
let pacmanPos = {
|
| 182 |
+
x: Math.floor(cols / 2) * cellSize,
|
| 183 |
+
y: Math.floor(rows / 2) * cellSize
|
| 184 |
+
};
|
| 185 |
+
|
| 186 |
+
let ghosts = [
|
| 187 |
+
{ element: blinky, x: 3 * cellSize, y: 3 * cellSize, color: '#FF0000', speed: ghostSpeed, direction: 'right', scared: false },
|
| 188 |
+
{ element: pinky, x: (cols - 4) * cellSize, y: 3 * cellSize, color: '#FFB8FF', speed: ghostSpeed, direction: 'left', scared: false },
|
| 189 |
+
{ element: inky, x: 3 * cellSize, y: (rows - 4) * cellSize, color: '#00FFFF', speed: ghostSpeed, direction: 'right', scared: false },
|
| 190 |
+
{ element: clyde, x: (cols - 4) * cellSize, y: (rows - 4) * cellSize, color: '#FFB852', speed: ghostSpeed, direction: 'left', scared: false }
|
| 191 |
+
];
|
| 192 |
+
|
| 193 |
+
// Maze layout (1 = wall, 0 = path)
|
| 194 |
+
const mazeLayout = [
|
| 195 |
+
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
|
| 196 |
+
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
|
| 197 |
+
[1,0,1,1,0,1,1,0,1,1,1,1,0,1,1,0,1,1,0,1],
|
| 198 |
+
[1,0,1,1,0,1,1,0,1,1,1,1,0,1,1,0,1,1,0,1],
|
| 199 |
+
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
|
| 200 |
+
[1,0,1,1,0,1,0,1,1,1,1,1,1,0,1,0,1,1,0,1],
|
| 201 |
+
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,1],
|
| 202 |
+
[1,1,1,1,0,1,1,1,0,1,1,1,0,1,1,0,1,1,1,1],
|
| 203 |
+
[0,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0],
|
| 204 |
+
[1,1,1,1,0,1,0,1,1,1,1,1,1,0,1,0,1,1,1,1],
|
| 205 |
+
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
|
| 206 |
+
[1,0,1,1,0,1,1,0,1,1,1,1,0,1,1,0,1,1,0,1],
|
| 207 |
+
[1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1],
|
| 208 |
+
[1,1,0,1,0,1,0,1,1,1,1,1,1,0,1,0,1,0,1,1],
|
| 209 |
+
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,1],
|
| 210 |
+
[1,0,1,1,1,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1],
|
| 211 |
+
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
|
| 212 |
+
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
|
| 213 |
+
];
|
| 214 |
+
|
| 215 |
+
// Create maze walls
|
| 216 |
+
function createMaze() {
|
| 217 |
+
maze.innerHTML = '';
|
| 218 |
+
|
| 219 |
+
// Add Pacman back to the maze
|
| 220 |
+
maze.appendChild(pacman);
|
| 221 |
+
|
| 222 |
+
// Add ghosts back to the maze
|
| 223 |
+
ghosts.forEach(ghost => {
|
| 224 |
+
maze.appendChild(ghost.element);
|
| 225 |
+
});
|
| 226 |
+
|
| 227 |
+
// Create walls
|
| 228 |
+
for (let y = 0; y < rows; y++) {
|
| 229 |
+
for (let x = 0; x < cols; x++) {
|
| 230 |
+
if (mazeLayout[y] && mazeLayout[y][x] === 1) {
|
| 231 |
+
const wall = document.createElement('div');
|
| 232 |
+
wall.className = 'wall absolute';
|
| 233 |
+
wall.style.width = `${cellSize}px`;
|
| 234 |
+
wall.style.height = `${cellSize}px`;
|
| 235 |
+
wall.style.left = `${x * cellSize}px`;
|
| 236 |
+
wall.style.top = `${y * cellSize}px`;
|
| 237 |
+
maze.appendChild(wall);
|
| 238 |
+
}
|
| 239 |
+
}
|
| 240 |
+
}
|
| 241 |
+
|
| 242 |
+
// Create pellets
|
| 243 |
+
for (let y = 0; y < rows; y++) {
|
| 244 |
+
for (let x = 0; x < cols; x++) {
|
| 245 |
+
if (mazeLayout[y] && mazeLayout[y][x] === 0) {
|
| 246 |
+
// Skip positions near ghosts' starting points
|
| 247 |
+
const isNearGhostStart = ghosts.some(ghost =>
|
| 248 |
+
Math.abs(ghost.x - x * cellSize) < 2 * cellSize &&
|
| 249 |
+
Math.abs(ghost.y - y * cellSize) < 2 * cellSize
|
| 250 |
+
);
|
| 251 |
+
|
| 252 |
+
if (!isNearGhostStart) {
|
| 253 |
+
const pellet = document.createElement('div');
|
| 254 |
+
pellet.className = 'pellet';
|
| 255 |
+
pellet.style.left = `${x * cellSize + cellSize / 2 - 4}px`;
|
| 256 |
+
pellet.style.top = `${y * cellSize + cellSize / 2 - 4}px`;
|
| 257 |
+
pellet.dataset.x = x;
|
| 258 |
+
pellet.dataset.y = y;
|
| 259 |
+
maze.appendChild(pellet);
|
| 260 |
+
}
|
| 261 |
+
}
|
| 262 |
+
}
|
| 263 |
+
}
|
| 264 |
+
|
| 265 |
+
// Add power pellets
|
| 266 |
+
addPowerPellet(1, 1);
|
| 267 |
+
addPowerPellet(cols - 2, 1);
|
| 268 |
+
addPowerPellet(1, rows - 2);
|
| 269 |
+
addPowerPellet(cols - 2, rows - 2);
|
| 270 |
+
}
|
| 271 |
+
|
| 272 |
+
function addPowerPellet(x, y) {
|
| 273 |
+
const pellet = document.createElement('div');
|
| 274 |
+
pellet.className = 'power-pellet';
|
| 275 |
+
pellet.style.left = `${x * cellSize + cellSize / 2 - 8}px`;
|
| 276 |
+
pellet.style.top = `${y * cellSize + cellSize / 2 - 8}px`;
|
| 277 |
+
pellet.dataset.x = x;
|
| 278 |
+
pellet.dataset.y = y;
|
| 279 |
+
pellet.dataset.power = 'true';
|
| 280 |
+
maze.appendChild(pellet);
|
| 281 |
+
}
|
| 282 |
+
|
| 283 |
+
// Initialize game
|
| 284 |
+
function initGame() {
|
| 285 |
+
score = 0;
|
| 286 |
+
lives = 3;
|
| 287 |
+
gameRunning = true;
|
| 288 |
+
direction = 'right';
|
| 289 |
+
nextDirection = 'right';
|
| 290 |
+
scaredGhosts = false;
|
| 291 |
+
pelletsEaten = 0;
|
| 292 |
+
|
| 293 |
+
scoreDisplay.textContent = score;
|
| 294 |
+
livesDisplay.textContent = lives;
|
| 295 |
+
gameOverDisplay.style.display = 'none';
|
| 296 |
+
|
| 297 |
+
// Reset positions
|
| 298 |
+
pacmanPos = {
|
| 299 |
+
x: Math.floor(cols / 2) * cellSize,
|
| 300 |
+
y: Math.floor(rows / 2) * cellSize
|
| 301 |
+
};
|
| 302 |
+
|
| 303 |
+
ghosts = [
|
| 304 |
+
{ element: blinky, x: 3 * cellSize, y: 3 * cellSize, color: '#FF0000', speed: ghostSpeed, direction: 'right', scared: false },
|
| 305 |
+
{ element: pinky, x: (cols - 4) * cellSize, y: 3 * cellSize, color: '#FFB8FF', speed: ghostSpeed, direction: 'left', scared: false },
|
| 306 |
+
{ element: inky, x: 3 * cellSize, y: (rows - 4) * cellSize, color: '#00FFFF', speed: ghostSpeed, direction: 'right', scared: false },
|
| 307 |
+
{ element: clyde, x: (cols - 4) * cellSize, y: (rows - 4) * cellSize, color: '#FFB852', speed: ghostSpeed, direction: 'left', scared: false }
|
| 308 |
+
];
|
| 309 |
+
|
| 310 |
+
createMaze();
|
| 311 |
+
updatePositions();
|
| 312 |
+
gameLoop();
|
| 313 |
+
}
|
| 314 |
+
|
| 315 |
+
// Update positions on screen
|
| 316 |
+
function updatePositions() {
|
| 317 |
+
// Pacman
|
| 318 |
+
pacman.style.left = `${pacmanPos.x}px`;
|
| 319 |
+
pacman.style.top = `${pacmanPos.y}px`;
|
| 320 |
+
|
| 321 |
+
// Rotate Pacman based on direction
|
| 322 |
+
let rotation = 0;
|
| 323 |
+
switch (direction) {
|
| 324 |
+
case 'up': rotation = -90; break;
|
| 325 |
+
case 'down': rotation = 90; break;
|
| 326 |
+
case 'left': rotation = 180; break;
|
| 327 |
+
case 'right': rotation = 0; break;
|
| 328 |
+
}
|
| 329 |
+
pacman.style.transform = `rotate(${rotation}deg)`;
|
| 330 |
+
|
| 331 |
+
// Ghosts
|
| 332 |
+
ghosts.forEach(ghost => {
|
| 333 |
+
ghost.element.style.left = `${ghost.x}px`;
|
| 334 |
+
ghost.element.style.top = `${ghost.y}px`;
|
| 335 |
+
|
| 336 |
+
if (ghost.scared) {
|
| 337 |
+
ghost.element.style.backgroundColor = '#0000FF';
|
| 338 |
+
} else {
|
| 339 |
+
ghost.element.style.backgroundColor = ghost.color;
|
| 340 |
+
}
|
| 341 |
+
});
|
| 342 |
+
}
|
| 343 |
+
|
| 344 |
+
// Check if position is valid (not a wall)
|
| 345 |
+
function isValidPosition(x, y) {
|
| 346 |
+
const col = Math.floor(x / cellSize);
|
| 347 |
+
const row = Math.floor(y / cellSize);
|
| 348 |
+
|
| 349 |
+
// Check boundaries
|
| 350 |
+
if (col < 0 || col >= cols || row < 0 || row >= rows) {
|
| 351 |
+
return false;
|
| 352 |
+
}
|
| 353 |
+
|
| 354 |
+
// Check if it's a wall
|
| 355 |
+
return !(mazeLayout[row] && mazeLayout[row][col] === 1);
|
| 356 |
+
}
|
| 357 |
+
|
| 358 |
+
// Move Pacman
|
| 359 |
+
function movePacman() {
|
| 360 |
+
let newX = pacmanPos.x;
|
| 361 |
+
let newY = pacmanPos.y;
|
| 362 |
+
|
| 363 |
+
// Try next direction first
|
| 364 |
+
if (nextDirection !== direction) {
|
| 365 |
+
let canChange = false;
|
| 366 |
+
|
| 367 |
+
switch (nextDirection) {
|
| 368 |
+
case 'up':
|
| 369 |
+
canChange = isValidPosition(pacmanPos.x, pacmanPos.y - pacmanSpeed) &&
|
| 370 |
+
isValidPosition(pacmanPos.x + cellSize - 1, pacmanPos.y - pacmanSpeed);
|
| 371 |
+
break;
|
| 372 |
+
case 'down':
|
| 373 |
+
canChange = isValidPosition(pacmanPos.x, pacmanPos.y + cellSize + pacmanSpeed - 1) &&
|
| 374 |
+
isValidPosition(pacmanPos.x + cellSize - 1, pacmanPos.y + cellSize + pacmanSpeed - 1);
|
| 375 |
+
break;
|
| 376 |
+
case 'left':
|
| 377 |
+
canChange = isValidPosition(pacmanPos.x - pacmanSpeed, pacmanPos.y) &&
|
| 378 |
+
isValidPosition(pacmanPos.x - pacmanSpeed, pacmanPos.y + cellSize - 1);
|
| 379 |
+
break;
|
| 380 |
+
case 'right':
|
| 381 |
+
canChange = isValidPosition(pacmanPos.x + cellSize + pacmanSpeed - 1, pacmanPos.y) &&
|
| 382 |
+
isValidPosition(pacmanPos.x + cellSize + pacmanSpeed - 1, pacmanPos.y + cellSize - 1);
|
| 383 |
+
break;
|
| 384 |
+
}
|
| 385 |
+
|
| 386 |
+
if (canChange) {
|
| 387 |
+
direction = nextDirection;
|
| 388 |
+
}
|
| 389 |
+
}
|
| 390 |
+
|
| 391 |
+
// Move in current direction
|
| 392 |
+
switch (direction) {
|
| 393 |
+
case 'up':
|
| 394 |
+
newY -= pacmanSpeed;
|
| 395 |
+
if (isValidPosition(pacmanPos.x, newY) &&
|
| 396 |
+
isValidPosition(pacmanPos.x + cellSize - 1, newY)) {
|
| 397 |
+
pacmanPos.y = newY;
|
| 398 |
+
}
|
| 399 |
+
break;
|
| 400 |
+
case 'down':
|
| 401 |
+
newY += pacmanSpeed;
|
| 402 |
+
if (isValidPosition(pacmanPos.x, newY + cellSize - 1) &&
|
| 403 |
+
isValidPosition(pacmanPos.x + cellSize - 1, newY + cellSize - 1)) {
|
| 404 |
+
pacmanPos.y = newY;
|
| 405 |
+
}
|
| 406 |
+
break;
|
| 407 |
+
case 'left':
|
| 408 |
+
newX -= pacmanSpeed;
|
| 409 |
+
if (isValidPosition(newX, pacmanPos.y) &&
|
| 410 |
+
isValidPosition(newX, pacmanPos.y + cellSize - 1)) {
|
| 411 |
+
pacmanPos.x = newX;
|
| 412 |
+
}
|
| 413 |
+
break;
|
| 414 |
+
case 'right':
|
| 415 |
+
newX += pacmanSpeed;
|
| 416 |
+
if (isValidPosition(newX + cellSize - 1, pacmanPos.y) &&
|
| 417 |
+
isValidPosition(newX + cellSize - 1, pacmanPos.y + cellSize - 1)) {
|
| 418 |
+
pacmanPos.x = newX;
|
| 419 |
+
}
|
| 420 |
+
break;
|
| 421 |
+
}
|
| 422 |
+
|
| 423 |
+
// Wrap around (tunnel effect)
|
| 424 |
+
if (pacmanPos.x < -cellSize) {
|
| 425 |
+
pacmanPos.x = mazeWidth;
|
| 426 |
+
} else if (pacmanPos.x > mazeWidth) {
|
| 427 |
+
pacmanPos.x = -cellSize;
|
| 428 |
+
}
|
| 429 |
+
|
| 430 |
+
// Check for pellet collision
|
| 431 |
+
checkPelletCollision();
|
| 432 |
+
|
| 433 |
+
// Check for ghost collision
|
| 434 |
+
checkGhostCollision();
|
| 435 |
+
}
|
| 436 |
+
|
| 437 |
+
// Move ghosts
|
| 438 |
+
function moveGhosts() {
|
| 439 |
+
ghosts.forEach(ghost => {
|
| 440 |
+
// Simple AI: move randomly but prefer current direction
|
| 441 |
+
const directions = ['up', 'down', 'left', 'right'];
|
| 442 |
+
let possibleDirections = [];
|
| 443 |
+
|
| 444 |
+
// Check which directions are valid
|
| 445 |
+
directions.forEach(dir => {
|
| 446 |
+
let newX = ghost.x;
|
| 447 |
+
let newY = ghost.y;
|
| 448 |
+
|
| 449 |
+
switch (dir) {
|
| 450 |
+
case 'up':
|
| 451 |
+
newY -= ghost.speed;
|
| 452 |
+
break;
|
| 453 |
+
case 'down':
|
| 454 |
+
newY += ghost.speed;
|
| 455 |
+
break;
|
| 456 |
+
case 'left':
|
| 457 |
+
newX -= ghost.speed;
|
| 458 |
+
break;
|
| 459 |
+
case 'right':
|
| 460 |
+
newX += ghost.speed;
|
| 461 |
+
break;
|
| 462 |
+
}
|
| 463 |
+
|
| 464 |
+
// Check if new position is valid
|
| 465 |
+
if (isValidPosition(newX, newY) &&
|
| 466 |
+
isValidPosition(newX + cellSize - 1, newY + cellSize - 1)) {
|
| 467 |
+
possibleDirections.push(dir);
|
| 468 |
+
}
|
| 469 |
+
});
|
| 470 |
+
|
| 471 |
+
// If no possible directions, reverse
|
| 472 |
+
if (possibleDirections.length === 0) {
|
| 473 |
+
switch (ghost.direction) {
|
| 474 |
+
case 'up': ghost.direction = 'down'; break;
|
| 475 |
+
case 'down': ghost.direction = 'up'; break;
|
| 476 |
+
case 'left': ghost.direction = 'right'; break;
|
| 477 |
+
case 'right': ghost.direction = 'left'; break;
|
| 478 |
+
}
|
| 479 |
+
return;
|
| 480 |
+
}
|
| 481 |
+
|
| 482 |
+
// If current direction is still possible, keep it
|
| 483 |
+
if (possibleDirections.includes(ghost.direction)) {
|
| 484 |
+
// 70% chance to keep same direction
|
| 485 |
+
if (Math.random() < 0.7) {
|
| 486 |
+
// Keep same direction
|
| 487 |
+
} else {
|
| 488 |
+
// Choose random direction
|
| 489 |
+
ghost.direction = possibleDirections[Math.floor(Math.random() * possibleDirections.length)];
|
| 490 |
+
}
|
| 491 |
+
} else {
|
| 492 |
+
// Choose random direction from possible
|
| 493 |
+
ghost.direction = possibleDirections[Math.floor(Math.random() * possibleDirections.length)];
|
| 494 |
+
}
|
| 495 |
+
|
| 496 |
+
// Move ghost
|
| 497 |
+
switch (ghost.direction) {
|
| 498 |
+
case 'up':
|
| 499 |
+
ghost.y -= ghost.speed;
|
| 500 |
+
break;
|
| 501 |
+
case 'down':
|
| 502 |
+
ghost.y += ghost.speed;
|
| 503 |
+
break;
|
| 504 |
+
case 'left':
|
| 505 |
+
ghost.x -= ghost.speed;
|
| 506 |
+
break;
|
| 507 |
+
case 'right':
|
| 508 |
+
ghost.x += ghost.speed;
|
| 509 |
+
break;
|
| 510 |
+
}
|
| 511 |
+
|
| 512 |
+
// Wrap around (tunnel effect)
|
| 513 |
+
if (ghost.x < -cellSize) {
|
| 514 |
+
ghost.x = mazeWidth;
|
| 515 |
+
} else if (ghost.x > mazeWidth) {
|
| 516 |
+
ghost.x = -cellSize;
|
| 517 |
+
}
|
| 518 |
+
});
|
| 519 |
+
}
|
| 520 |
+
|
| 521 |
+
// Check for pellet collision
|
| 522 |
+
function checkPelletCollision() {
|
| 523 |
+
const pacmanCenterX = pacmanPos.x + cellSize / 2;
|
| 524 |
+
const pacmanCenterY = pacmanPos.y + cellSize / 2;
|
| 525 |
+
|
| 526 |
+
document.querySelectorAll('.pellet, .power-pellet').forEach(pellet => {
|
| 527 |
+
const pelletX = parseInt(pellet.style.left) + parseInt(pellet.offsetWidth) / 2;
|
| 528 |
+
const pelletY = parseInt(pellet.style.top) + parseInt(pellet.offsetHeight) / 2;
|
| 529 |
+
|
| 530 |
+
const distance = Math.sqrt(
|
| 531 |
+
Math.pow(pacmanCenterX - pelletX, 2) +
|
| 532 |
+
Math.pow(pacmanCenterY - pelletY, 2)
|
| 533 |
+
);
|
| 534 |
+
|
| 535 |
+
if (distance < cellSize / 2) {
|
| 536 |
+
// Remove pellet
|
| 537 |
+
pellet.remove();
|
| 538 |
+
|
| 539 |
+
// Update score
|
| 540 |
+
if (pellet.classList.contains('power-pellet')) {
|
| 541 |
+
score += 50;
|
| 542 |
+
scareGhosts();
|
| 543 |
+
} else {
|
| 544 |
+
score += 10;
|
| 545 |
+
}
|
| 546 |
+
|
| 547 |
+
scoreDisplay.textContent = score;
|
| 548 |
+
pelletsEaten++;
|
| 549 |
+
|
| 550 |
+
// Check if all pellets are eaten
|
| 551 |
+
if (pelletsEaten >= totalPellets) {
|
| 552 |
+
gameWin();
|
| 553 |
+
}
|
| 554 |
+
}
|
| 555 |
+
});
|
| 556 |
+
}
|
| 557 |
+
|
| 558 |
+
// Scare ghosts (make them vulnerable)
|
| 559 |
+
function scareGhosts() {
|
| 560 |
+
scaredGhosts = true;
|
| 561 |
+
ghosts.forEach(ghost => {
|
| 562 |
+
ghost.scared = true;
|
| 563 |
+
ghost.speed = ghostSpeed * 0.7; // Slow down when scared
|
| 564 |
+
});
|
| 565 |
+
|
| 566 |
+
// Reset scared timer if already active
|
| 567 |
+
if (scaredTimer) {
|
| 568 |
+
clearTimeout(scaredTimer);
|
| 569 |
+
}
|
| 570 |
+
|
| 571 |
+
// Ghosts return to normal after 10 seconds
|
| 572 |
+
scaredTimer = setTimeout(() => {
|
| 573 |
+
scaredGhosts = false;
|
| 574 |
+
ghosts.forEach(ghost => {
|
| 575 |
+
ghost.scared = false;
|
| 576 |
+
ghost.speed = ghostSpeed;
|
| 577 |
+
});
|
| 578 |
+
}, 10000);
|
| 579 |
+
}
|
| 580 |
+
|
| 581 |
+
// Check for ghost collision
|
| 582 |
+
function checkGhostCollision() {
|
| 583 |
+
const pacmanCenterX = pacmanPos.x + cellSize / 2;
|
| 584 |
+
const pacmanCenterY = pacmanPos.y + cellSize / 2;
|
| 585 |
+
|
| 586 |
+
ghosts.forEach(ghost => {
|
| 587 |
+
const ghostCenterX = ghost.x + cellSize / 2;
|
| 588 |
+
const ghostCenterY = ghost.y + cellSize / 2;
|
| 589 |
+
|
| 590 |
+
const distance = Math.sqrt(
|
| 591 |
+
Math.pow(pacmanCenterX - ghostCenterX, 2) +
|
| 592 |
+
Math.pow(pacmanCenterY - ghostCenterY, 2)
|
| 593 |
+
);
|
| 594 |
+
|
| 595 |
+
if (distance < cellSize) {
|
| 596 |
+
if (ghost.scared) {
|
| 597 |
+
// Eat ghost
|
| 598 |
+
ghost.x = Math.floor(cols / 2) * cellSize;
|
| 599 |
+
ghost.y = Math.floor(rows / 2) * cellSize;
|
| 600 |
+
ghost.scared = false;
|
| 601 |
+
ghost.speed = ghostSpeed;
|
| 602 |
+
score += 200;
|
| 603 |
+
scoreDisplay.textContent = score;
|
| 604 |
+
} else {
|
| 605 |
+
// Lose life
|
| 606 |
+
loseLife();
|
| 607 |
+
}
|
| 608 |
+
}
|
| 609 |
+
});
|
| 610 |
+
}
|
| 611 |
+
|
| 612 |
+
// Lose a life
|
| 613 |
+
function loseLife() {
|
| 614 |
+
lives--;
|
| 615 |
+
livesDisplay.textContent = lives;
|
| 616 |
+
|
| 617 |
+
if (lives <= 0) {
|
| 618 |
+
gameOver();
|
| 619 |
+
} else {
|
| 620 |
+
// Reset positions
|
| 621 |
+
pacmanPos = {
|
| 622 |
+
x: Math.floor(cols / 2) * cellSize,
|
| 623 |
+
y: Math.floor(rows / 2) * cellSize
|
| 624 |
+
};
|
| 625 |
+
|
| 626 |
+
direction = 'right';
|
| 627 |
+
nextDirection = 'right';
|
| 628 |
+
|
| 629 |
+
// Reset ghosts
|
| 630 |
+
ghosts = [
|
| 631 |
+
{ element: blinky, x: 3 * cellSize, y: 3 * cellSize, color: '#FF0000', speed: ghostSpeed, direction: 'right', scared: false },
|
| 632 |
+
{ element: pinky, x: (cols - 4) * cellSize, y: 3 * cellSize, color: '#FFB8FF', speed: ghostSpeed, direction: 'left', scared: false },
|
| 633 |
+
{ element: inky, x: 3 * cellSize, y: (rows - 4) * cellSize, color: '#00FFFF', speed: ghostSpeed, direction: 'right', scared: false },
|
| 634 |
+
{ element: clyde, x: (cols - 4) * cellSize, y: (rows - 4) * cellSize, color: '#FFB852', speed: ghostSpeed, direction: 'left', scared: false }
|
| 635 |
+
];
|
| 636 |
+
|
| 637 |
+
updatePositions();
|
| 638 |
+
}
|
| 639 |
+
}
|
| 640 |
+
|
| 641 |
+
// Game over
|
| 642 |
+
function gameOver() {
|
| 643 |
+
gameRunning = false;
|
| 644 |
+
finalScoreDisplay.textContent = score;
|
| 645 |
+
gameOverDisplay.style.display = 'flex';
|
| 646 |
+
}
|
| 647 |
+
|
| 648 |
+
// Game win
|
| 649 |
+
function gameWin() {
|
| 650 |
+
gameRunning = false;
|
| 651 |
+
finalScoreDisplay.textContent = score;
|
| 652 |
+
gameOverDisplay.querySelector('div').textContent = 'YOU WIN!';
|
| 653 |
+
gameOverDisplay.querySelector('div').className = 'text-4xl font-bold text-green-500 mb-4';
|
| 654 |
+
gameOverDisplay.style.display = 'flex';
|
| 655 |
+
}
|
| 656 |
+
|
| 657 |
+
// Game loop
|
| 658 |
+
function gameLoop() {
|
| 659 |
+
if (!gameRunning) return;
|
| 660 |
+
|
| 661 |
+
movePacman();
|
| 662 |
+
moveGhosts();
|
| 663 |
+
updatePositions();
|
| 664 |
+
|
| 665 |
+
requestAnimationFrame(gameLoop);
|
| 666 |
+
}
|
| 667 |
+
|
| 668 |
+
// Event listeners for controls
|
| 669 |
+
upBtn.addEventListener('click', () => nextDirection = 'up');
|
| 670 |
+
downBtn.addEventListener('click', () => nextDirection = 'down');
|
| 671 |
+
leftBtn.addEventListener('click', () => nextDirection = 'left');
|
| 672 |
+
rightBtn.addEventListener('click', () => nextDirection = 'right');
|
| 673 |
+
|
| 674 |
+
// Keyboard controls
|
| 675 |
+
document.addEventListener('keydown', (e) => {
|
| 676 |
+
switch (e.key) {
|
| 677 |
+
case 'ArrowUp': nextDirection = 'up'; break;
|
| 678 |
+
case 'ArrowDown': nextDirection = 'down'; break;
|
| 679 |
+
case 'ArrowLeft': nextDirection = 'left'; break;
|
| 680 |
+
case 'ArrowRight': nextDirection = 'right'; break;
|
| 681 |
+
}
|
| 682 |
+
});
|
| 683 |
+
|
| 684 |
+
// Touch controls for mobile
|
| 685 |
+
let touchStartX = 0;
|
| 686 |
+
let touchStartY = 0;
|
| 687 |
+
|
| 688 |
+
maze.addEventListener('touchstart', (e) => {
|
| 689 |
+
touchStartX = e.touches[0].clientX;
|
| 690 |
+
touchStartY = e.touches[0].clientY;
|
| 691 |
+
});
|
| 692 |
+
|
| 693 |
+
maze.addEventListener('touchmove', (e) => {
|
| 694 |
+
e.preventDefault();
|
| 695 |
+
const touchEndX = e.touches[0].clientX;
|
| 696 |
+
const touchEndY = e.touches[0].clientY;
|
| 697 |
+
|
| 698 |
+
const diffX = touchEndX - touchStartX;
|
| 699 |
+
const diffY = touchEndY - touchStartY;
|
| 700 |
+
|
| 701 |
+
if (Math.abs(diffX) > Math.abs(diffY)) {
|
| 702 |
+
// Horizontal swipe
|
| 703 |
+
if (diffX > 0) {
|
| 704 |
+
nextDirection = 'right';
|
| 705 |
+
} else {
|
| 706 |
+
nextDirection = 'left';
|
| 707 |
+
}
|
| 708 |
+
} else {
|
| 709 |
+
// Vertical swipe
|
| 710 |
+
if (diffY > 0) {
|
| 711 |
+
nextDirection = 'down';
|
| 712 |
+
} else {
|
| 713 |
+
nextDirection = 'up';
|
| 714 |
+
}
|
| 715 |
+
}
|
| 716 |
+
});
|
| 717 |
+
|
| 718 |
+
// Restart game
|
| 719 |
+
restartBtn.addEventListener('click', initGame);
|
| 720 |
+
|
| 721 |
+
// Start the game
|
| 722 |
+
initGame();
|
| 723 |
+
});
|
| 724 |
+
</script>
|
| 725 |
+
<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 <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=jeromegenevray/jerome" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 726 |
+
</html>
|