Delete Asad.html
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Asad.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="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>String Carrom - Pocket All</title>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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background: #000;
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overflow: hidden;
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font-family: 'Arial', sans-serif;
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}
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#gameContainer {
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position: relative;
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width: 100vw;
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height: 100vh;
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display: flex;
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justify-content: center;
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align-items: center;
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background: radial-gradient(circle at center, #1a1a2e 0%, #16213e 50%, #0f3460 100%);
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}
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canvas {
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background: linear-gradient(45deg, #8B4513 0%, #A0522D 100%);
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border-radius: 10px;
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box-shadow: 0 0 60px rgba(0, 0, 0, 0.8);
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cursor: crosshair;
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}
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/* HUD - Clean Minimal UI */
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.hud {
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position: absolute;
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top: 20px;
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left: 50%;
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transform: translateX(-50%);
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display: flex;
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gap: 30px;
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background: rgba(0, 0, 0, 0.7);
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padding: 12px 25px;
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border-radius: 50px;
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border: 2px solid rgba(255, 255, 255, 0.1);
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backdrop-filter: blur(10px);
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z-index: 100;
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}
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.player-score {
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display: flex;
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align-items: center;
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gap: 10px;
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color: white;
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font-size: 1.1rem;
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font-weight: bold;
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text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.5);
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}
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.player-indicator {
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width: 20px;
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height: 20px;
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border-radius: 50%;
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border: 2px solid rgba(255, 255, 255, 0.3);
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}
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.player-indicator.white {
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background: white;
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box-shadow: 0 0 10px white;
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}
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.player-indicator.black {
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background: black;
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box-shadow: 0 0 10px #666;
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}
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.player-indicator.active {
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animation: pulse 1.5s infinite;
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}
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@keyframes pulse {
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0% { transform: scale(1); }
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50% { transform: scale(1.2); }
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100% { transform: scale(1); }
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}
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.queen-status {
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position: absolute;
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top: 20px;
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right: 20px;
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background: rgba(220, 53, 69, 0.9);
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color: white;
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padding: 8px 15px;
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border-radius: 20px;
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font-size: 0.9rem;
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font-weight: bold;
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display: flex;
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align-items: center;
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gap: 8px;
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box-shadow: 0 4px 15px rgba(220, 53, 69, 0.4);
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}
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.power-meter {
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position: absolute;
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bottom: 30px;
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left: 50%;
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transform: translateX(-50%);
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width: 300px;
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height: 10px;
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background: rgba(255, 255, 255, 0.1);
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border-radius: 10px;
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overflow: hidden;
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}
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.power-fill {
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height: 100%;
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background: linear-gradient(90deg, #4CAF50, #FF9800, #F44336);
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width: 50%;
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border-radius: 10px;
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transition: width 0.1s;
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}
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.controls {
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position: absolute;
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bottom: 60px;
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left: 20px;
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color: white;
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font-size: 0.8rem;
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opacity: 0.7;
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}
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.controls span {
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background: rgba(255, 255, 255, 0.1);
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padding: 4px 8px;
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border-radius: 4px;
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margin: 0 2px;
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}
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/* Game Messages */
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.message {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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background: rgba(0, 0, 0, 0.85);
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color: white;
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padding: 25px 40px;
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border-radius: 15px;
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text-align: center;
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font-size: 2rem;
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font-weight: bold;
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z-index: 1000;
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display: none;
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border: 3px solid rgba(255, 255, 255, 0.1);
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box-shadow: 0 0 50px rgba(0, 0, 0, 0.9);
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}
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.message button {
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margin-top: 20px;
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padding: 12px 30px;
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background: linear-gradient(45deg, #FF416C, #FF4B2B);
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color: white;
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border: none;
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border-radius: 25px;
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font-size: 1rem;
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font-weight: bold;
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cursor: pointer;
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transition: transform 0.2s;
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}
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.message button:hover {
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transform: scale(1.05);
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}
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/* Aiming Line */
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.aim-line {
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position: absolute;
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pointer-events: none;
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z-index: 10;
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}
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/* Loading Screen */
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#loadingScreen {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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background: #000;
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display: flex;
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justify-content: center;
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align-items: center;
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z-index: 10000;
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flex-direction: column;
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gap: 20px;
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}
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.loader {
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width: 50px;
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height: 50px;
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border: 5px solid rgba(255, 255, 255, 0.1);
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border-top-color: #8B4513;
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border-radius: 50%;
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animation: spin 1s linear infinite;
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}
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@keyframes spin {
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to { transform: rotate(360deg); }
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}
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#loadingScreen h2 {
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color: white;
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font-size: 1.5rem;
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}
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/* Mobile Optimizations */
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@media (max-width: 768px) {
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canvas {
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width: 95vw;
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height: 95vw;
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max-width: 500px;
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max-height: 500px;
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}
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.hud {
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padding: 8px 15px;
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gap: 15px;
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}
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.queen-status {
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font-size: 0.7rem;
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padding: 6px 10px;
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}
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.power-meter {
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width: 250px;
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bottom: 40px;
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}
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}
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</style>
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</head>
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<body>
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<div id="loadingScreen">
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<div class="loader"></div>
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<h2>Loading String Carrom...</h2>
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</div>
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<div id="gameContainer">
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<canvas id="gameCanvas"></canvas>
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<div class="hud">
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<div class="player-score" id="whiteScore">
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<div class="player-indicator white active" id="whiteIndicator"></div>
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<span>WHITE: <span id="whiteCount">9</span></span>
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</div>
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<div class="player-score" id="blackScore">
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<div class="player-indicator black" id="blackIndicator"></div>
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<span>BLACK: <span id="blackCount">9</span></span>
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</div>
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</div>
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<div class="queen-status" id="queenStatus">
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<div style="width: 10px; height: 10px; background: #FF0000; border-radius: 50%;"></div>
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<span>QUEEN NOT POCKETED</span>
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</div>
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<div class="power-meter">
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<div class="power-fill" id="powerFill"></div>
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</div>
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<div class="controls">
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CLICK & DRAG TO AIM | RELEASE TO SHOOT
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</div>
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<div class="message" id="winMessage">
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<div id="winnerText"></div>
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<button onclick="resetGame()">PLAY AGAIN</button>
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</div>
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</div>
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<script>
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// Game Configuration
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const CONFIG = {
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BOARD_SIZE: 600,
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STRIKER_RADIUS: 20,
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PIECE_RADIUS: 15,
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POCKET_SIZE: 35,
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FRICTION: 0.985,
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ELASTICITY: 0.85,
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MIN_VELOCITY: 0.3,
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MAX_POWER: 15,
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AIM_LINE_LENGTH: 300
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};
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// Game State
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let gameState = {
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pieces: [],
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striker: null,
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currentPlayer: 'white',
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scores: { white: 9, black: 9 },
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queenPocketed: false,
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queenPocketedBy: null,
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playerHasPiece: { white: false, black: false },
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gameActive: true,
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isAiming: false,
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aimStart: { x: 0, y: 0 },
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power: 0.5,
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mousePos: { x: 0, y: 0 }
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};
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// DOM Elements
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const whiteCountEl = document.getElementById('whiteCount');
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const blackCountEl = document.getElementById('blackCount');
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const whiteIndicator = document.getElementById('whiteIndicator');
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const blackIndicator = document.getElementById('blackIndicator');
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const queenStatusEl = document.getElementById('queenStatus');
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const powerFillEl = document.getElementById('powerFill');
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const winMessageEl = document.getElementById('winMessage');
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const winnerTextEl = document.getElementById('winnerText');
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const loadingScreen = document.getElementById('loadingScreen');
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// Initialize Canvas
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canvas.width = CONFIG.BOARD_SIZE;
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canvas.height = CONFIG.BOARD_SIZE;
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// Piece Class
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class Piece {
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constructor(x, y, color, isQueen = false) {
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this.x = x;
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this.y = y;
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this.radius = CONFIG.PIECE_RADIUS;
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this.color = color;
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this.isQueen = isQueen;
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this.vx = 0;
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this.vy = 0;
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this.pocketed = false;
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this.alpha = 1;
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}
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draw() {
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if (this.pocketed) return;
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ctx.save();
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ctx.globalAlpha = this.alpha;
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// Draw piece
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
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if (this.isQueen) {
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// Queen (red with gold border)
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const gradient = ctx.createRadialGradient(
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this.x, this.y, this.radius * 0.3,
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this.x, this.y, this.radius
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);
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gradient.addColorStop(0, '#FF6B6B');
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gradient.addColorStop(1, '#C92A2A');
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ctx.fillStyle = gradient;
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ctx.fill();
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// Gold border
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ctx.strokeStyle = '#FFD700';
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ctx.lineWidth = 3;
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ctx.stroke();
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// Crown symbol
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ctx.fillStyle = '#FFD700';
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ctx.font = 'bold 14px Arial';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillText('Q', this.x, this.y);
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} else {
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// Regular piece with gradient
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const gradient = ctx.createRadialGradient(
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this.x, this.y, this.radius * 0.3,
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this.x, this.y, this.radius
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);
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if (this.color === 'white') {
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gradient.addColorStop(0, '#FFFFFF');
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gradient.addColorStop(1, '#E0E0E0');
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} else {
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gradient.addColorStop(0, '#666666');
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gradient.addColorStop(1, '#000000');
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}
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ctx.fillStyle = gradient;
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ctx.fill();
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// Border
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ctx.strokeStyle = this.color === 'white' ? '#CCCCCC' : '#333333';
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ctx.lineWidth = 2;
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ctx.stroke();
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}
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// Highlight
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ctx.beginPath();
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ctx.arc(this.x - this.radius * 0.3, this.y - this.radius * 0.3,
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this.radius * 0.4, 0, Math.PI * 2);
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ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
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ctx.fill();
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ctx.restore();
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}
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update() {
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if (this.pocketed) {
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this.alpha -= 0.05;
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if (this.alpha <= 0) {
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this.alpha = 0;
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}
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return;
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}
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// Apply friction
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this.vx *= CONFIG.FRICTION;
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this.vy *= CONFIG.FRICTION;
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// Update position
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this.x += this.vx;
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this.y += this.vy;
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// Boundary collision with damping
|
| 430 |
-
const margin = this.radius + 5;
|
| 431 |
-
if (this.x < margin) {
|
| 432 |
-
this.x = margin;
|
| 433 |
-
this.vx = -this.vx * CONFIG.ELASTICITY;
|
| 434 |
-
}
|
| 435 |
-
if (this.x > CONFIG.BOARD_SIZE - margin) {
|
| 436 |
-
this.x = CONFIG.BOARD_SIZE - margin;
|
| 437 |
-
this.vx = -this.vx * CONFIG.ELASTICITY;
|
| 438 |
-
}
|
| 439 |
-
if (this.y < margin) {
|
| 440 |
-
this.y = margin;
|
| 441 |
-
this.vy = -this.vy * CONFIG.ELASTICITY;
|
| 442 |
-
}
|
| 443 |
-
if (this.y > CONFIG.BOARD_SIZE - margin) {
|
| 444 |
-
this.y = CONFIG.BOARD_SIZE - margin;
|
| 445 |
-
this.vy = -this.vy * CONFIG.ELASTICITY;
|
| 446 |
-
}
|
| 447 |
-
|
| 448 |
-
// Check pocket
|
| 449 |
-
if (!this.pocketed) {
|
| 450 |
-
this.checkPocket();
|
| 451 |
-
}
|
| 452 |
-
}
|
| 453 |
-
|
| 454 |
-
checkPocket() {
|
| 455 |
-
const pockets = [
|
| 456 |
-
{x: CONFIG.POCKET_SIZE, y: CONFIG.POCKET_SIZE},
|
| 457 |
-
{x: CONFIG.BOARD_SIZE - CONFIG.POCKET_SIZE, y: CONFIG.POCKET_SIZE},
|
| 458 |
-
{x: CONFIG.POCKET_SIZE, y: CONFIG.BOARD_SIZE - CONFIG.POCKET_SIZE},
|
| 459 |
-
{x: CONFIG.BOARD_SIZE - CONFIG.POCKET_SIZE, y: CONFIG.BOARD_SIZE - CONFIG.POCKET_SIZE}
|
| 460 |
-
];
|
| 461 |
-
|
| 462 |
-
for (const pocket of pockets) {
|
| 463 |
-
const dx = this.x - pocket.x;
|
| 464 |
-
const dy = this.y - pocket.y;
|
| 465 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 466 |
-
|
| 467 |
-
if (distance < CONFIG.POCKET_SIZE * 0.8) {
|
| 468 |
-
this.pocket();
|
| 469 |
-
return;
|
| 470 |
-
}
|
| 471 |
-
}
|
| 472 |
-
}
|
| 473 |
-
|
| 474 |
-
pocket() {
|
| 475 |
-
if (this.pocketed) return;
|
| 476 |
-
|
| 477 |
-
this.pocketed = true;
|
| 478 |
-
|
| 479 |
-
if (this.isQueen) {
|
| 480 |
-
gameState.queenPocketed = true;
|
| 481 |
-
gameState.queenPocketedBy = gameState.currentPlayer;
|
| 482 |
-
updateQueenStatus();
|
| 483 |
-
} else {
|
| 484 |
-
gameState.scores[this.color]--;
|
| 485 |
-
updateScore();
|
| 486 |
-
gameState.playerHasPiece[gameState.currentPlayer] = true;
|
| 487 |
-
}
|
| 488 |
-
}
|
| 489 |
-
}
|
| 490 |
-
|
| 491 |
-
// Striker Class
|
| 492 |
-
class Striker {
|
| 493 |
-
constructor() {
|
| 494 |
-
this.x = CONFIG.BOARD_SIZE / 2;
|
| 495 |
-
this.y = CONFIG.BOARD_SIZE - 80;
|
| 496 |
-
this.radius = CONFIG.STRIKER_RADIUS;
|
| 497 |
-
this.vx = 0;
|
| 498 |
-
this.vy = 0;
|
| 499 |
-
this.isMoving = false;
|
| 500 |
-
this.angle = 0;
|
| 501 |
-
this.power = 0;
|
| 502 |
-
}
|
| 503 |
-
|
| 504 |
-
draw() {
|
| 505 |
-
// Draw striker with metal effect
|
| 506 |
-
const gradient = ctx.createRadialGradient(
|
| 507 |
-
this.x, this.y, this.radius * 0.2,
|
| 508 |
-
this.x, this.y, this.radius
|
| 509 |
-
);
|
| 510 |
-
gradient.addColorStop(0, '#AAAAAA');
|
| 511 |
-
gradient.addColorStop(0.5, '#666666');
|
| 512 |
-
gradient.addColorStop(1, '#333333');
|
| 513 |
-
|
| 514 |
-
ctx.save();
|
| 515 |
-
|
| 516 |
-
// Striker body
|
| 517 |
-
ctx.beginPath();
|
| 518 |
-
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
|
| 519 |
-
ctx.fillStyle = gradient;
|
| 520 |
-
ctx.fill();
|
| 521 |
-
|
| 522 |
-
// Border
|
| 523 |
-
ctx.strokeStyle = '#111111';
|
| 524 |
-
ctx.lineWidth = 3;
|
| 525 |
-
ctx.stroke();
|
| 526 |
-
|
| 527 |
-
// Center dot
|
| 528 |
-
ctx.fillStyle = '#FFFFFF';
|
| 529 |
-
ctx.beginPath();
|
| 530 |
-
ctx.arc(this.x, this.y, 4, 0, Math.PI * 2);
|
| 531 |
-
ctx.fill();
|
| 532 |
-
|
| 533 |
-
// String effect
|
| 534 |
-
ctx.strokeStyle = 'rgba(139, 69, 19, 0.8)';
|
| 535 |
-
ctx.lineWidth = 2;
|
| 536 |
-
ctx.beginPath();
|
| 537 |
-
ctx.moveTo(CONFIG.BOARD_SIZE / 2, 30);
|
| 538 |
-
ctx.lineTo(this.x, this.y);
|
| 539 |
-
ctx.stroke();
|
| 540 |
-
|
| 541 |
-
ctx.restore();
|
| 542 |
-
}
|
| 543 |
-
|
| 544 |
-
update() {
|
| 545 |
-
if (!this.isMoving) return;
|
| 546 |
-
|
| 547 |
-
// Apply friction
|
| 548 |
-
this.vx *= CONFIG.FRICTION;
|
| 549 |
-
this.vy *= CONFIG.FRICTION;
|
| 550 |
-
|
| 551 |
-
// Update position
|
| 552 |
-
this.x += this.vx;
|
| 553 |
-
this.y += this.vy;
|
| 554 |
-
|
| 555 |
-
// Boundary collision
|
| 556 |
-
const margin = this.radius + 2;
|
| 557 |
-
if (this.x < margin) {
|
| 558 |
-
this.x = margin;
|
| 559 |
-
this.vx = -this.vx * CONFIG.ELASTICITY;
|
| 560 |
-
}
|
| 561 |
-
if (this.x > CONFIG.BOARD_SIZE - margin) {
|
| 562 |
-
this.x = CONFIG.BOARD_SIZE - margin;
|
| 563 |
-
this.vx = -this.vx * CONFIG.ELASTICITY;
|
| 564 |
-
}
|
| 565 |
-
if (this.y < margin) {
|
| 566 |
-
this.y = margin;
|
| 567 |
-
this.vy = -this.vy * CONFIG.ELASTICITY;
|
| 568 |
-
}
|
| 569 |
-
if (this.y > CONFIG.BOARD_SIZE - margin) {
|
| 570 |
-
this.y = CONFIG.BOARD_SIZE - margin;
|
| 571 |
-
this.vy = -this.vy * CONFIG.ELASTICITY;
|
| 572 |
-
}
|
| 573 |
-
|
| 574 |
-
// Check if stopped
|
| 575 |
-
if (Math.abs(this.vx) < CONFIG.MIN_VELOCITY && Math.abs(this.vy) < CONFIG.MIN_VELOCITY) {
|
| 576 |
-
this.isMoving = false;
|
| 577 |
-
this.vx = this.vy = 0;
|
| 578 |
-
endTurn();
|
| 579 |
-
}
|
| 580 |
-
|
| 581 |
-
// Collision with pieces
|
| 582 |
-
gameState.pieces.forEach(piece => {
|
| 583 |
-
if (!piece.pocketed) {
|
| 584 |
-
const dx = this.x - piece.x;
|
| 585 |
-
const dy = this.y - piece.y;
|
| 586 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 587 |
-
const minDist = this.radius + piece.radius;
|
| 588 |
-
|
| 589 |
-
if (distance < minDist) {
|
| 590 |
-
// Collision response
|
| 591 |
-
const angle = Math.atan2(dy, dx);
|
| 592 |
-
const sine = Math.sin(angle);
|
| 593 |
-
const cosine = Math.cos(angle);
|
| 594 |
-
|
| 595 |
-
// Rotate velocity vectors
|
| 596 |
-
const vx1 = this.vx * cosine + this.vy * sine;
|
| 597 |
-
const vy1 = this.vy * cosine - this.vx * sine;
|
| 598 |
-
const vx2 = piece.vx * cosine + piece.vy * sine;
|
| 599 |
-
const vy2 = piece.vy * cosine - piece.vx * sine;
|
| 600 |
-
|
| 601 |
-
// Final velocities after collision
|
| 602 |
-
const finalVx1 = vx2;
|
| 603 |
-
const finalVx2 = vx1;
|
| 604 |
-
|
| 605 |
-
// Rotate velocities back
|
| 606 |
-
this.vx = finalVx1 * cosine - vy1 * sine;
|
| 607 |
-
this.vy = vy1 * cosine + finalVx1 * sine;
|
| 608 |
-
piece.vx = finalVx2 * cosine - vy2 * sine;
|
| 609 |
-
piece.vy = vy2 * cosine + finalVx2 * sine;
|
| 610 |
-
|
| 611 |
-
// Separate pieces
|
| 612 |
-
const overlap = minDist - distance;
|
| 613 |
-
this.x += cosine * overlap * 0.5;
|
| 614 |
-
this.y += sine * overlap * 0.5;
|
| 615 |
-
piece.x -= cosine * overlap * 0.5;
|
| 616 |
-
piece.y -= sine * overlap * 0.5;
|
| 617 |
-
}
|
| 618 |
-
}
|
| 619 |
-
});
|
| 620 |
-
}
|
| 621 |
-
|
| 622 |
-
shoot(power, angle) {
|
| 623 |
-
if (this.isMoving) return;
|
| 624 |
-
|
| 625 |
-
this.power = power * CONFIG.MAX_POWER;
|
| 626 |
-
this.angle = angle;
|
| 627 |
-
this.vx = Math.sin(angle) * this.power;
|
| 628 |
-
this.vy = Math.cos(angle) * this.power;
|
| 629 |
-
this.isMoving = true;
|
| 630 |
-
}
|
| 631 |
-
|
| 632 |
-
reset() {
|
| 633 |
-
this.x = CONFIG.BOARD_SIZE / 2;
|
| 634 |
-
this.y = CONFIG.BOARD_SIZE - 80;
|
| 635 |
-
this.vx = 0;
|
| 636 |
-
this.vy = 0;
|
| 637 |
-
this.isMoving = false;
|
| 638 |
-
}
|
| 639 |
-
}
|
| 640 |
-
|
| 641 |
-
// Initialize Game
|
| 642 |
-
function initGame() {
|
| 643 |
-
// Reset game state
|
| 644 |
-
gameState = {
|
| 645 |
-
pieces: [],
|
| 646 |
-
striker: null,
|
| 647 |
-
currentPlayer: 'white',
|
| 648 |
-
scores: { white: 9, black: 9 },
|
| 649 |
-
queenPocketed: false,
|
| 650 |
-
queenPocketedBy: null,
|
| 651 |
-
playerHasPiece: { white: false, black: false },
|
| 652 |
-
gameActive: true,
|
| 653 |
-
isAiming: false,
|
| 654 |
-
aimStart: { x: 0, y: 0 },
|
| 655 |
-
power: 0.5,
|
| 656 |
-
mousePos: { x: 0, y: 0 }
|
| 657 |
-
};
|
| 658 |
-
|
| 659 |
-
// Create pieces in carrom formation
|
| 660 |
-
const centerX = CONFIG.BOARD_SIZE / 2;
|
| 661 |
-
const centerY = CONFIG.BOARD_SIZE / 2;
|
| 662 |
-
|
| 663 |
-
// Add Queen
|
| 664 |
-
gameState.pieces.push(new Piece(centerX, centerY, 'red', true));
|
| 665 |
-
|
| 666 |
-
// Create circle of pieces
|
| 667 |
-
const ringRadius = 70;
|
| 668 |
-
const totalPieces = 18;
|
| 669 |
-
|
| 670 |
-
for (let i = 0; i < totalPieces; i++) {
|
| 671 |
-
const angle = (i * Math.PI * 2) / totalPieces;
|
| 672 |
-
const x = centerX + Math.cos(angle) * ringRadius;
|
| 673 |
-
const y = centerY + Math.sin(angle) * ringRadius;
|
| 674 |
-
const color = i % 2 === 0 ? 'white' : 'black';
|
| 675 |
-
gameState.pieces.push(new Piece(x, y, color));
|
| 676 |
-
}
|
| 677 |
-
gameState.striker = new Striker();
|
| 678 |
-
|
| 679 |
-
// Update UI
|
| 680 |
-
updateScore();
|
| 681 |
-
updateQueenStatus();
|
| 682 |
-
updatePlayerIndicator();
|
| 683 |
-
winMessageEl.style.display = 'none';
|
| 684 |
-
|
| 685 |
-
// Hide loading screen
|
| 686 |
-
setTimeout(() => {
|
| 687 |
-
loadingScreen.style.display = 'none';
|
| 688 |
-
}, 500);
|
| 689 |
-
}
|
| 690 |
-
|
| 691 |
-
// Draw Board
|
| 692 |
-
function drawBoard() {
|
| 693 |
-
// Board surface with wood grain effect
|
| 694 |
-
ctx.fillStyle = '#8B4513';
|
| 695 |
-
ctx.fillRect(0, 0, CONFIG.BOARD_SIZE, CONFIG.BOARD_SIZE);
|
| 696 |
-
|
| 697 |
-
// Wood grain effect
|
| 698 |
-
ctx.strokeStyle = 'rgba(139, 69, 19, 0.3)';
|
| 699 |
-
ctx.lineWidth = 1;
|
| 700 |
-
for (let i = 0; i < CONFIG.BOARD_SIZE; i += 20) {
|
| 701 |
-
ctx.beginPath();
|
| 702 |
-
ctx.moveTo(i, 0);
|
| 703 |
-
ctx.lineTo(i, CONFIG.BOARD_SIZE);
|
| 704 |
-
ctx.stroke();
|
| 705 |
-
}
|
| 706 |
-
|
| 707 |
-
// Border
|
| 708 |
-
ctx.strokeStyle = '#5D2906';
|
| 709 |
-
ctx.lineWidth = 20;
|
| 710 |
-
ctx.strokeRect(10, 10, CONFIG.BOARD_SIZE - 20, CONFIG.BOARD_SIZE - 20);
|
| 711 |
-
|
| 712 |
-
// Inner border
|
| 713 |
-
ctx.strokeStyle = '#A0522D';
|
| 714 |
-
ctx.lineWidth = 2;
|
| 715 |
-
ctx.strokeRect(25, 25, CONFIG.BOARD_SIZE - 50, CONFIG.BOARD_SIZE - 50);
|
| 716 |
-
|
| 717 |
-
// Center circle
|
| 718 |
-
ctx.strokeStyle = '#5D2906';
|
| 719 |
-
ctx.lineWidth = 3;
|
| 720 |
-
ctx.beginPath();
|
| 721 |
-
ctx.arc(CONFIG.BOARD_SIZE / 2, CONFIG.BOARD_SIZE / 2, 60, 0, Math.PI * 2);
|
| 722 |
-
ctx.stroke();
|
| 723 |
-
|
| 724 |
-
// Pockets
|
| 725 |
-
const pockets = [
|
| 726 |
-
{x: CONFIG.POCKET_SIZE, y: CONFIG.POCKET_SIZE},
|
| 727 |
-
{x: CONFIG.BOARD_SIZE - CONFIG.POCKET_SIZE, y: CONFIG.POCKET_SIZE},
|
| 728 |
-
{x: CONFIG.POCKET_SIZE, y: CONFIG.BOARD_SIZE - CONFIG.POCKET_SIZE},
|
| 729 |
-
{x: CONFIG.BOARD_SIZE - CONFIG.POCKET_SIZE, y: CONFIG.BOARD_SIZE - CONFIG.POCKET_SIZE}
|
| 730 |
-
];
|
| 731 |
-
|
| 732 |
-
pockets.forEach(pocket => {
|
| 733 |
-
// Pocket shadow
|
| 734 |
-
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
|
| 735 |
-
ctx.beginPath();
|
| 736 |
-
ctx.arc(pocket.x, pocket.y, CONFIG.POCKET_SIZE, 0, Math.PI * 2);
|
| 737 |
-
ctx.fill();
|
| 738 |
-
|
| 739 |
-
// Pocket hole
|
| 740 |
-
const gradient = ctx.createRadialGradient(
|
| 741 |
-
pocket.x, pocket.y, CONFIG.POCKET_SIZE * 0.3,
|
| 742 |
-
pocket.x, pocket.y, CONFIG.POCKET_SIZE
|
| 743 |
-
);
|
| 744 |
-
gradient.addColorStop(0, '#111111');
|
| 745 |
-
gradient.addColorStop(1, '#000000');
|
| 746 |
-
|
| 747 |
-
ctx.fillStyle = gradient;
|
| 748 |
-
ctx.beginPath();
|
| 749 |
-
ctx.arc(pocket.x, pocket.y, CONFIG.POCKET_SIZE, 0, Math.PI * 2);
|
| 750 |
-
ctx.fill();
|
| 751 |
-
});
|
| 752 |
-
|
| 753 |
-
// Center lines
|
| 754 |
-
ctx.strokeStyle = 'rgba(93, 41, 6, 0.3)';
|
| 755 |
-
ctx.lineWidth = 1;
|
| 756 |
-
ctx.beginPath();
|
| 757 |
-
ctx.moveTo(CONFIG.BOARD_SIZE / 2, 0);
|
| 758 |
-
ctx.lineTo(CONFIG.BOARD_SIZE / 2, CONFIG.BOARD_SIZE);
|
| 759 |
-
ctx.moveTo(0, CONFIG.BOARD_SIZE / 2);
|
| 760 |
-
ctx.lineTo(CONFIG.BOARD_SIZE, CONFIG.BOARD_SIZE / 2);
|
| 761 |
-
ctx.stroke();
|
| 762 |
-
}
|
| 763 |
-
|
| 764 |
-
// Draw Aiming Line
|
| 765 |
-
function drawAimingLine() {
|
| 766 |
-
if (!gameState.isAiming || gameState.striker.isMoving) return;
|
| 767 |
-
|
| 768 |
-
const striker = gameState.striker;
|
| 769 |
-
const dx = gameState.mousePos.x - striker.x;
|
| 770 |
-
const dy = gameState.mousePos.y - striker.y;
|
| 771 |
-
const distance = Math.min(Math.sqrt(dx * dx + dy * dy), CONFIG.AIM_LINE_LENGTH);
|
| 772 |
-
const angle = Math.atan2(dy, dx);
|
| 773 |
-
|
| 774 |
-
gameState.power = distance / CONFIG.AIM_LINE_LENGTH;
|
| 775 |
-
powerFillEl.style.width = (gameState.power * 100) + '%';
|
| 776 |
-
|
| 777 |
-
// Draw aiming line
|
| 778 |
-
ctx.save();
|
| 779 |
-
ctx.strokeStyle = 'rgba(255, 255, 255, 0.7)';
|
| 780 |
-
ctx.lineWidth = 2;
|
| 781 |
-
ctx.setLineDash([5, 5]);
|
| 782 |
-
ctx.beginPath();
|
| 783 |
-
ctx.moveTo(striker.x, striker.y);
|
| 784 |
-
ctx.lineTo(
|
| 785 |
-
striker.x + Math.cos(angle) * distance,
|
| 786 |
-
striker.y + Math.sin(angle) * distance
|
| 787 |
-
);
|
| 788 |
-
ctx.stroke();
|
| 789 |
-
|
| 790 |
-
// Draw power indicator at end
|
| 791 |
-
ctx.fillStyle = gameState.power > 0.8 ? '#FF4444' :
|
| 792 |
-
gameState.power > 0.5 ? '#FFAA44' : '#44FF44';
|
| 793 |
-
ctx.beginPath();
|
| 794 |
-
ctx.arc(
|
| 795 |
-
striker.x + Math.cos(angle) * distance,
|
| 796 |
-
striker.y + Math.sin(angle) * distance,
|
| 797 |
-
8, 0, Math.PI * 2
|
| 798 |
-
);
|
| 799 |
-
ctx.fill();
|
| 800 |
-
|
| 801 |
-
ctx.restore();
|
| 802 |
-
}
|
| 803 |
-
|
| 804 |
-
// Update Score Display
|
| 805 |
-
function updateScore() {
|
| 806 |
-
whiteCountEl.textContent = gameState.scores.white;
|
| 807 |
-
blackCountEl.textContent = gameState.scores.black;
|
| 808 |
-
}
|
| 809 |
-
|
| 810 |
-
// Update Queen Status
|
| 811 |
-
function updateQueenStatus() {
|
| 812 |
-
if (gameState.queenPocketed) {
|
| 813 |
-
queenStatusEl.innerHTML = `
|
| 814 |
-
<div style="width: 10px; height: 10px; background: #00FF00; border-radius: 50%;"></div>
|
| 815 |
-
<span>QUEEN POCKETED BY ${gameState.queenPocketedBy.toUpperCase()}</span>
|
| 816 |
-
`;
|
| 817 |
-
queenStatusEl.style.background = 'rgba(76, 175, 80, 0.9)';
|
| 818 |
-
} else {
|
| 819 |
-
queenStatusEl.innerHTML = `
|
| 820 |
-
<div style="width: 10px; height: 10px; background: #FF0000; border-radius: 50%;"></div>
|
| 821 |
-
<span>QUEEN NOT POCKETED</span>
|
| 822 |
-
`;
|
| 823 |
-
queenStatusEl.style.background = 'rgba(220, 53, 69, 0.9)';
|
| 824 |
-
}
|
| 825 |
-
}
|
| 826 |
-
|
| 827 |
-
// Update Player Indicator
|
| 828 |
-
function updatePlayerIndicator() {
|
| 829 |
-
if (gameState.currentPlayer === 'white') {
|
| 830 |
-
whiteIndicator.classList.add('active');
|
| 831 |
-
blackIndicator.classList.remove('active');
|
| 832 |
-
} else {
|
| 833 |
-
whiteIndicator.classList.remove('active');
|
| 834 |
-
blackIndicator.classList.add('active');
|
| 835 |
-
}
|
| 836 |
-
}
|
| 837 |
-
|
| 838 |
-
// End Turn
|
| 839 |
-
function endTurn() {
|
| 840 |
-
if (!gameState.gameActive) return;
|
| 841 |
-
|
| 842 |
-
// Check for invalid queen pocket
|
| 843 |
-
if (gameState.queenPocketed && gameState.queenPocketedBy === gameState.currentPlayer) {
|
| 844 |
-
if (!gameState.playerHasPiece[gameState.currentPlayer]) {
|
| 845 |
-
// Invalid: Pocketed queen before first piece
|
| 846 |
-
gameState.queenPocketed = false;
|
| 847 |
-
gameState.queenPocketedBy = null;
|
| 848 |
-
// Return queen to board
|
| 849 |
-
const queen = gameState.pieces.find(p => p.isQueen);
|
| 850 |
-
if (queen) {
|
| 851 |
-
queen.pocketed = false;
|
| 852 |
-
queen.alpha = 1;
|
| 853 |
-
queen.x = CONFIG.BOARD_SIZE / 2;
|
| 854 |
-
queen.y = CONFIG.BOARD_SIZE / 2;
|
| 855 |
-
}
|
| 856 |
-
updateQueenStatus();
|
| 857 |
-
}
|
| 858 |
-
}
|
| 859 |
-
|
| 860 |
-
// Switch player
|
| 861 |
-
gameState.currentPlayer = gameState.currentPlayer === 'white' ? 'black' : 'white';
|
| 862 |
-
|
| 863 |
-
// Reset striker for next player
|
| 864 |
-
gameState.striker.reset();
|
| 865 |
-
|
| 866 |
-
// Update UI
|
| 867 |
-
updatePlayerIndicator();
|
| 868 |
-
checkWinCondition();
|
| 869 |
-
}
|
| 870 |
-
|
| 871 |
-
// Check Win Condition
|
| 872 |
-
function checkWinCondition() {
|
| 873 |
-
if (!gameState.gameActive) return;
|
| 874 |
-
|
| 875 |
-
const whiteWins = gameState.scores.white === 0 &&
|
| 876 |
-
gameState.queenPocketed &&
|
| 877 |
-
gameState.queenPocketedBy === 'white';
|
| 878 |
-
|
| 879 |
-
const blackWins = gameState.scores.black === 0 &&
|
| 880 |
-
gameState.queenPocketed &&
|
| 881 |
-
gameState.queenPocketedBy === 'black';
|
| 882 |
-
|
| 883 |
-
if (whiteWins) {
|
| 884 |
-
showWinMessage('WHITE PLAYER WINS!');
|
| 885 |
-
} else if (blackWins) {
|
| 886 |
-
showWinMessage('BLACK PLAYER WINS!');
|
| 887 |
-
}
|
| 888 |
-
}
|
| 889 |
-
|
| 890 |
-
// Show Win Message
|
| 891 |
-
function showWinMessage(message) {
|
| 892 |
-
gameState.gameActive = false;
|
| 893 |
-
winnerTextEl.textContent = message;
|
| 894 |
-
winMessageEl.style.display = 'block';
|
| 895 |
-
}
|
| 896 |
-
|
| 897 |
-
// Reset Game
|
| 898 |
-
function resetGame() {
|
| 899 |
-
winMessageEl.style.display = 'none';
|
| 900 |
-
initGame();
|
| 901 |
-
}
|
| 902 |
-
|
| 903 |
-
// Game Loop
|
| 904 |
-
function gameLoop() {
|
| 905 |
-
// Clear canvas
|
| 906 |
-
ctx.clearRect(0, 0, CONFIG.BOARD_SIZE, CONFIG.BOARD_SIZE);
|
| 907 |
-
|
| 908 |
-
// Draw board
|
| 909 |
-
drawBoard();
|
| 910 |
-
|
| 911 |
-
// Update and draw pieces
|
| 912 |
-
gameState.pieces.forEach(piece => {
|
| 913 |
-
piece.update();
|
| 914 |
-
piece.draw();
|
| 915 |
-
});
|
| 916 |
-
|
| 917 |
-
// Update and draw striker
|
| 918 |
-
if (gameState.striker) {
|
| 919 |
-
gameState.striker.update();
|
| 920 |
-
gameState.striker.draw();
|
| 921 |
-
}
|
| 922 |
-
|
| 923 |
-
// Draw aiming line
|
| 924 |
-
drawAimingLine();
|
| 925 |
-
|
| 926 |
-
// Continue game loop
|
| 927 |
-
requestAnimationFrame(gameLoop);
|
| 928 |
-
}
|
| 929 |
-
|
| 930 |
-
// Event Listeners
|
| 931 |
-
canvas.addEventListener('mousedown', (e) => {
|
| 932 |
-
if (!gameState.gameActive || gameState.striker.isMoving) return;
|
| 933 |
-
|
| 934 |
-
const rect = canvas.getBoundingClientRect();
|
| 935 |
-
const x = e.clientX - rect.left;
|
| 936 |
-
const y = e.clientY - rect.top;
|
| 937 |
-
|
| 938 |
-
// Check if clicking on striker
|
| 939 |
-
const dx = x - gameState.striker.x;
|
| 940 |
-
const dy = y - gameState.striker.y;
|
| 941 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 942 |
-
|
| 943 |
-
if (distance < gameState.striker.radius * 1.5) {
|
| 944 |
-
gameState.isAiming = true;
|
| 945 |
-
gameState.aimStart = { x, y };
|
| 946 |
-
gameState.mousePos = { x, y };
|
| 947 |
-
}
|
| 948 |
-
});
|
| 949 |
-
|
| 950 |
-
canvas.addEventListener('mousemove', (e) => {
|
| 951 |
-
if (!gameState.isAiming) return;
|
| 952 |
-
|
| 953 |
-
const rect = canvas.getBoundingClientRect();
|
| 954 |
-
gameState.mousePos = {
|
| 955 |
-
x: e.clientX - rect.left,
|
| 956 |
-
y: e.clientY - rect.top
|
| 957 |
-
};
|
| 958 |
-
});
|
| 959 |
-
canvas.addEventListener('mouseup', (e) => {
|
| 960 |
-
if (!gameState.isAiming || !gameState.gameActive) return;
|
| 961 |
-
|
| 962 |
-
gameState.isAiming = false;
|
| 963 |
-
|
| 964 |
-
const rect = canvas.getBoundingClientRect();
|
| 965 |
-
const x = e.clientX - rect.left;
|
| 966 |
-
const y = e.clientY - rect.top;
|
| 967 |
-
|
| 968 |
-
const dx = x - gameState.striker.x;
|
| 969 |
-
const dy = y - gameState.striker.y;
|
| 970 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 971 |
-
const angle = Math.atan2(dy, dx);
|
| 972 |
-
|
| 973 |
-
gameState.striker.shoot(gameState.power, angle);
|
| 974 |
-
|
| 975 |
-
// Reset power meter
|
| 976 |
-
powerFillEl.style.width = '50%';
|
| 977 |
-
});
|
| 978 |
-
|
| 979 |
-
// Touch events for mobile
|
| 980 |
-
canvas.addEventListener('touchstart', (e) => {
|
| 981 |
-
e.preventDefault();
|
| 982 |
-
if (!gameState.gameActive || gameState.striker.isMoving) return;
|
| 983 |
-
|
| 984 |
-
const rect = canvas.getBoundingClientRect();
|
| 985 |
-
const touch = e.touches[0];
|
| 986 |
-
const x = touch.clientX - rect.left;
|
| 987 |
-
const y = touch.clientY - rect.top;
|
| 988 |
-
|
| 989 |
-
const dx = x - gameState.striker.x;
|
| 990 |
-
const dy = y - gameState.striker.y;
|
| 991 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 992 |
-
|
| 993 |
-
if (distance < gameState.striker.radius * 1.5) {
|
| 994 |
-
gameState.isAiming = true;
|
| 995 |
-
gameState.aimStart = { x, y };
|
| 996 |
-
gameState.mousePos = { x, y };
|
| 997 |
-
}
|
| 998 |
-
});
|
| 999 |
-
|
| 1000 |
-
canvas.addEventListener('touchmove', (e) => {
|
| 1001 |
-
e.preventDefault();
|
| 1002 |
-
if (!gameState.isAiming) return;
|
| 1003 |
-
|
| 1004 |
-
const rect = canvas.getBoundingClientRect();
|
| 1005 |
-
const touch = e.touches[0];
|
| 1006 |
-
gameState.mousePos = {
|
| 1007 |
-
x: touch.clientX - rect.left,
|
| 1008 |
-
y: touch.clientY - rect.top
|
| 1009 |
-
};
|
| 1010 |
-
});
|
| 1011 |
-
|
| 1012 |
-
canvas.addEventListener('touchend', (e) => {
|
| 1013 |
-
e.preventDefault();
|
| 1014 |
-
if (!gameState.isAiming || !gameState.gameActive) return;
|
| 1015 |
-
|
| 1016 |
-
gameState.isAiming = false;
|
| 1017 |
-
|
| 1018 |
-
const rect = canvas.getBoundingClientRect();
|
| 1019 |
-
const touch = e.changedTouches[0];
|
| 1020 |
-
const x = touch.clientX - rect.left;
|
| 1021 |
-
const y = touch.clientY - rect.top;
|
| 1022 |
-
|
| 1023 |
-
const dx = x - gameState.striker.x;
|
| 1024 |
-
const dy = y - gameState.striker.y;
|
| 1025 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 1026 |
-
const angle = Math.atan2(dy, dx);
|
| 1027 |
-
|
| 1028 |
-
gameState.striker.shoot(gameState.power, angle);
|
| 1029 |
-
powerFillEl.style.width = '50%';
|
| 1030 |
-
});
|
| 1031 |
-
|
| 1032 |
-
// Prevent context menu
|
| 1033 |
-
canvas.addEventListener('contextmenu', (e) => e.preventDefault());
|
| 1034 |
-
|
| 1035 |
-
// Initialize and start game
|
| 1036 |
-
initGame();
|
| 1037 |
-
gameLoop();
|
| 1038 |
-
</script>
|
| 1039 |
-
</body>
|
| 1040 |
-
</html>
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