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// Help menu toggle
document.getElementById('closeHelp').addEventListener('click', () => {
    document.getElementById('helpMenu').classList.add('hidden');
});

// Game constants
const CANVAS_WIDTH = 2000;
const CANVAS_HEIGHT = 2000;
const PLAYER_SIZE = 30;
const BULLET_SIZE = 8;
const FOOD_SIZE = 10;
const MAX_PLAYERS = 50;
const MAX_FOOD = 500;
const MAX_AI = 20;

// Game state
let gameState = {
    players: {},
    bullets: [],
    food: [],
    aiTanks: [],
    playerId: null,
    score: 0,
    level: 1,
    upgrades: {
        health: 0,
        damage: 0,
        reload: 0,
        movement: 0,
        bulletSpeed: 0,
        penetration: 0
    },
    upgradePoints: 0
};

// Canvas setup
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

// Viewport tracking
let viewport = {
    x: 0,
    y: 0,
    width: canvas.width,
    height: canvas.height,
    target: { x: 0, y: 0 }
};

// Game loop
function gameLoop() {
    update();
    render();
    requestAnimationFrame(gameLoop);
}

function update() {
    // Update viewport to follow player
    if (gameState.playerId && gameState.players[gameState.playerId]) {
        const player = gameState.players[gameState.playerId];
        viewport.target.x = player.x - viewport.width / 2;
        viewport.target.y = player.y - viewport.height / 2;
        
        // Smooth viewport movement
        viewport.x += (viewport.target.x - viewport.x) * 0.1;
        viewport.y += (viewport.target.y - viewport.y) * 0.1;
    }
}

function render() {
    // Clear canvas
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    
    // Draw grid background
    drawGrid();
    
    // Draw all game objects relative to viewport
    drawFood();
    drawBullets();
    drawPlayers();
    drawAI();
    
    // Draw UI
    drawUI();
}
function drawGrid() {
    const gridSize = 100;
    const offsetX = -viewport.x % gridSize;
    const offsetY = -viewport.y % gridSize;
    
    // Draw a subtle grid with slightly more visible lines
    ctx.strokeStyle = 'rgba(255, 255, 255, 0.15)';
    ctx.lineWidth = 1.5;
// Vertical lines
    for (let x = offsetX; x < canvas.width; x += gridSize) {
        ctx.beginPath();
        ctx.moveTo(x, 0);
        ctx.lineTo(x, canvas.height);
        ctx.stroke();
    }
    
    // Horizontal lines
    for (let y = offsetY; y < canvas.height; y += gridSize) {
        ctx.beginPath();
        ctx.moveTo(0, y);
        ctx.lineTo(canvas.width, y);
        ctx.stroke();
    }
}

function drawPlayers() {
    for (const id in gameState.players) {
        const player = gameState.players[id];
        const isCurrentPlayer = id === gameState.playerId;
        
        // Calculate screen position
        const screenX = player.x - viewport.x;
        const screenY = player.y - viewport.y;
        
        // Draw player tank
        ctx.save();
        ctx.translate(screenX, screenY);
        ctx.rotate(player.angle);
        
        // Tank body
        ctx.fillStyle = isCurrentPlayer ? '#4F46E5' : player.color;
        ctx.beginPath();
        ctx.rect(-PLAYER_SIZE/2, -PLAYER_SIZE/2, PLAYER_SIZE, PLAYER_SIZE);
        ctx.fill();
        
        // Tank barrel
        ctx.fillStyle = '#D1D5DB';
        ctx.beginPath();
        ctx.rect(PLAYER_SIZE/2 - 5, -3, 20, 6);
        ctx.fill();
        
        ctx.restore();
        
        // Draw player name and health
        if (isCurrentPlayer || Math.random() < 0.1) { // Only draw names occasionally for performance
            ctx.fillStyle = '#FFFFFF';
            ctx.font = '12px Arial';
            ctx.textAlign = 'center';
            ctx.fillText(player.name, screenX, screenY - PLAYER_SIZE - 5);
            
            // Health bar
            const healthWidth = 30;
            const healthPercent = player.health / player.maxHealth;
            ctx.fillStyle = '#FF0000';
            ctx.fillRect(screenX - healthWidth/2, screenY - PLAYER_SIZE - 15, healthWidth, 3);
            ctx.fillStyle = '#00FF00';
            ctx.fillRect(screenX - healthWidth/2, screenY - PLAYER_SIZE - 15, healthWidth * healthPercent, 3);
        }
    }
}

function drawBullets() {
    for (const bullet of gameState.bullets) {
        const screenX = bullet.x - viewport.x;
        const screenY = bullet.y - viewport.y;
        
        ctx.fillStyle = bullet.color;
        ctx.beginPath();
        ctx.arc(screenX, screenY, BULLET_SIZE, 0, Math.PI * 2);
        ctx.fill();
    }
}
function drawFood() {
    ctx.shadowBlur = 5;
    for (const food of gameState.food) {
        const screenX = food.x - viewport.x;
        const screenY = food.y - viewport.y;
        
        // Only draw food that's visible in viewport
        if (screenX > -50 && screenX < canvas.width + 50 && 
            screenY > -50 && screenY < canvas.height + 50) {
            ctx.shadowColor = food.color;
            ctx.fillStyle = food.color;
            ctx.beginPath();
            ctx.arc(screenX, screenY, food.size, 0, Math.PI * 2);
            ctx.fill();
        }
    }
    ctx.shadowBlur = 0;
}
function drawAI() {
    // Similar to drawPlayers but with different styling
}
function drawUI() {
    // Draw current player stats
    if (gameState.playerId && gameState.players[gameState.playerId]) {
        const player = gameState.players[gameState.playerId];
        
        // Mini stats in top left with better visibility
        ctx.fillStyle = 'rgba(0, 0, 0, 0.8)';
        ctx.fillRect(10, 10, 180, 100);
        ctx.strokeStyle = '#4F46E5';
        ctx.lineWidth = 2;
        ctx.strokeRect(10, 10, 180, 100);
        
        ctx.fillStyle = '#FFFFFF';
        ctx.font = 'bold 16px Arial';
        ctx.textAlign = 'left';
        ctx.fillText(`Player: ${player.name}`, 20, 30);
        ctx.fillText(`Score: ${gameState.score}`, 20, 55);
        ctx.fillText(`Level: ${gameState.level}`, 20, 80);
        ctx.fillText(`Upgrades: ${gameState.upgradePoints}`, 20, 105);
        
        // Show help prompt if help menu is hidden
        if (document.getElementById('helpMenu').classList.contains('hidden')) {
            ctx.fillStyle = 'rgba(255, 255, 255, 0.7)';
            ctx.font = '14px Arial';
            ctx.textAlign = 'center';
            ctx.fillText('Press H for help', canvas.width/2, 30);
        }
    }
}
// Initialize game
function initGame() {
    // Generate initial food with brighter colors
    for (let i = 0; i < MAX_FOOD; i++) {
        gameState.food.push({
            x: Math.random() * CANVAS_WIDTH,
            y: Math.random() * CANVAS_HEIGHT,
            color: `hsl(${Math.random() * 360}, 90%, 60%)`, // More saturated colors
            value: 1,
            size: FOOD_SIZE
        });
    }
    
    // Generate AI tanks with distinct colors and positions
    for (let i = 0; i < MAX_AI; i++) {
        const aiId = 'ai_' + i;
        gameState.players[aiId] = {
            x: Math.random() * CANVAS_WIDTH,
            y: Math.random() * CANVAS_HEIGHT,
            angle: Math.random() * Math.PI * 2,
            health: 100,
            maxHealth: 100,
            name: 'AI-' + (i+1),
            color: `hsl(${i * 36}, 90%, 50%)`, // Distinct colors for each AI
            score: Math.floor(Math.random() * 500)
        };
    }
// Start game loop
    gameLoop();
    
    // Connect to server (simulated)
    // Create player immediately
    gameState.playerId = 'player_' + Math.random().toString(36).substr(2, 9);
    gameState.players[gameState.playerId] = {
        x: CANVAS_WIDTH / 2,
        y: CANVAS_HEIGHT / 2,
        angle: 0,
        health: 100,
        maxHealth: 100,
        name: 'Player' + Math.floor(Math.random() * 1000),
        color: '#4F46E5', // Consistent blue color for player
        score: 0
    };
// Show upgrade menu when player reaches level 2
        if (gameState.level >= 2) {
            document.getElementById('upgradeMenu').classList.remove('hidden');
        }
    }, 1000);
}

// Event listeners
window.addEventListener('resize', () => {
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    viewport.width = canvas.width;
    viewport.height = canvas.height;
});
// Keyboard controls
const keys = {};
const movementKeys = ['w', 'a', 's', 'd', 'ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight'];
window.addEventListener('keydown', (e) => {
    keys[e.key] = true;
    
    // Space to shoot
    if (e.key === ' ' && gameState.playerId) {
        shootBullet();
    }
    
    // H to toggle help
    if (e.key.toLowerCase() === 'h') {
        const helpMenu = document.getElementById('helpMenu');
        if (helpMenu.classList.contains('hidden')) {
            helpMenu.classList.remove('hidden');
        } else {
            helpMenu.classList.add('hidden');
        }
    }
    
    // Movement handling
    if (gameState.playerId && movementKeys.includes(e.key.toLowerCase())) {
        handleMovement();
    }
});
function handleMovement() {
    if (!gameState.playerId) return;
    
    const player = gameState.players[gameState.playerId];
    const moveSpeed = 5 + gameState.upgrades.movement * 0.5;
    
    if (keys['w'] || keys['ArrowUp']) player.y -= moveSpeed;
    if (keys['s'] || keys['ArrowDown']) player.y += moveSpeed;
    if (keys['a'] || keys['ArrowLeft']) player.x -= moveSpeed;
    if (keys['d'] || keys['ArrowRight']) player.x += moveSpeed;
    
    // Boundary checks
    player.x = Math.max(PLAYER_SIZE/2, Math.min(CANVAS_WIDTH - PLAYER_SIZE/2, player.x));
    player.y = Math.max(PLAYER_SIZE/2, Math.min(CANVAS_HEIGHT - PLAYER_SIZE/2, player.y));
}
window.addEventListener('keyup', (e) => {
    keys[e.key] = false;
});

// Game loop update to handle continuous movement
function update() {
    // Update viewport to follow player
    if (gameState.playerId && gameState.players[gameState.playerId]) {
        handleMovement();
        
        const player = gameState.players[gameState.playerId];
        viewport.target.x = player.x - viewport.width / 2;
        viewport.target.y = player.y - viewport.height / 2;
        
        // Smooth viewport movement
        viewport.x += (viewport.target.x - viewport.x) * 0.1;
        viewport.y += (viewport.target.y - viewport.y) * 0.1;
    }
}
function shootBullet() {
    if (!gameState.playerId) return;
    
    const player = gameState.players[gameState.playerId];
    const bulletSpeed = 10 + gameState.upgrades.bulletSpeed * 2;
    
    gameState.bullets.push({
        x: player.x + Math.cos(player.angle) * (PLAYER_SIZE/2 + 20),
        y: player.y + Math.sin(player.angle) * (PLAYER_SIZE/2 + 20),
        dx: Math.cos(player.angle) * bulletSpeed,
        dy: Math.sin(player.angle) * bulletSpeed,
        color: player.color,
        damage: 10 + gameState.upgrades.damage * 2,
        owner: gameState.playerId,
        penetration: 1 + gameState.upgrades.penetration
    });
}

// Mouse controls
canvas.addEventListener('mousemove', (e) => {
    if (!gameState.playerId) return;
    
    const player = gameState.players[gameState.playerId];
    const rect = canvas.getBoundingClientRect();
    const mouseX = e.clientX - rect.left + viewport.x;
    const mouseY = e.clientY - rect.top + viewport.y;
    
    player.angle = Math.atan2(mouseY - player.y, mouseX - player.x);
});

canvas.addEventListener('click', (e) => {
    if (gameState.playerId) {
        shootBullet();
    }
});

// Upgrade buttons
document.querySelectorAll('.upgrade-btn').forEach(btn => {
    btn.addEventListener('click', () => {
        const stat = btn.dataset.stat;
        if (gameState.upgradePoints > 0) {
            gameState.upgrades[stat]++;
            gameState.upgradePoints--;
            updatePlayerStats();
        }
    });
});

function updatePlayerStats() {
    if (!gameState.playerId) return;
    
    const player = gameState.players[gameState.playerId];
    player.maxHealth = 100 + gameState.upgrades.health * 20;
    // Apply other stat upgrades...
}
// Show initial help for 5 seconds then auto-hide
setTimeout(() => {
    document.getElementById('helpMenu').classList.add('hidden');
}, 5000);

// Start the game
initGame();
// Simulate multiplayer updates
setInterval(() => {
    if (!gameState.playerId) return;
    
    // Simulate other players moving and shooting
    for (const id in gameState.players) {
        if (id !== gameState.playerId) {
            const player = gameState.players[id];
            const targetPlayer = gameState.players[gameState.playerId];
            
            if (!targetPlayer) continue;
            
            // Move toward player with some randomness
            const angleToPlayer = Math.atan2(
                targetPlayer.y - player.y,
                targetPlayer.x - player.x
            );
            
            const moveSpeed = 2;
            player.x += Math.cos(angleToPlayer) * moveSpeed + (Math.random() - 0.5);
            player.y += Math.sin(angleToPlayer) * moveSpeed + (Math.random() - 0.5);
            player.angle = angleToPlayer;
            
            // Shoot more frequently when close
            const distance = Math.sqrt(
                Math.pow(targetPlayer.x - player.x, 2) + 
                Math.pow(targetPlayer.y - player.y, 2)
            );
            
            if (distance < 300 && Math.random() < 0.05) {
                shootBullet(id);
            }
        }
    }
// Update bullets
    for (let i = gameState.bullets.length - 1; i >= 0; i--) {
        const bullet = gameState.bullets[i];
        bullet.x += bullet.dx;
        bullet.y += bullet.dy;
        
        // Remove bullets that go out of bounds
        if (bullet.x < 0 || bullet.x > CANVAS_WIDTH || 
            bullet.y < 0 || bullet.y > CANVAS_HEIGHT) {
            gameState.bullets.splice(i, 1);
            continue;
        }
        
        // Check for collisions with players
        for (const id in gameState.players) {
            const player = gameState.players[id];
            if (id !== bullet.owner) {
                const dx = player.x - bullet.x;
                const dy = player.y - bullet.y;
                const distance = Math.sqrt(dx * dx + dy * dy);
                
                if (distance < PLAYER_SIZE/2 + BULLET_SIZE) {
                    player.health -= bullet.damage;
                    bullet.penetration--;
                    
                    if (bullet.penetration <= 0) {
                        gameState.bullets.splice(i, 1);
                    }
                    
                    if (player.health <= 0) {
                        // Player died
                        if (bullet.owner === gameState.playerId) {
                            gameState.score += 100;
                            checkLevelUp();
                        }
                        delete gameState.players[id];
                    }
                    break;
                }
            }
        }
    }
    
    // Check for food collection
    if (gameState.playerId) {
        const player = gameState.players[gameState.playerId];
        for (let i = gameState.food.length - 1; i >= 0; i--) {
            const food = gameState.food[i];
            const dx = player.x - food.x;
            const dy = player.y - food.y;
            const distance = Math.sqrt(dx * dx + dy * dy);
            
            if (distance < PLAYER_SIZE/2 + FOOD_SIZE) {
                gameState.score += food.value;
                gameState.food.splice(i, 1);
                checkLevelUp();
                
                // Add new food to maintain count
                gameState.food.push({
                    x: Math.random() * CANVAS_WIDTH,
                    y: Math.random() * CANVAS_HEIGHT,
                    color: `hsl(${Math.random() * 360}, 70%, 60%)`,
                    value: 1
                });
            }
        }
    }
    
    // Update leaderboard
    updateLeaderboard();
}, 1000 / 60);

function checkLevelUp() {
    const needed = gameState.level * 1000;
    if (gameState.score >= needed) {
        gameState.level++;
        gameState.upgradePoints++;
        if (gameState.level >= 2) {
            document.getElementById('upgradeMenu').classList.remove('hidden');
        }
    }
}

function updateLeaderboard() {
    const leaderboardList = document.getElementById('leaderboardList');
    leaderboardList.innerHTML = '';
    
    // Sort players by score
    const players = Object.values(gameState.players);
    players.sort((a, b) => (b.score || 0) - (a.score || 0));
    
    // Display top 10
    players.slice(0, 10).forEach(player => {
        const li = document.createElement('li');
        li.className = 'flex justify-between';
        li.innerHTML = `
            <span class="player-name">${player.name}</span>
            <span class="player-score">${player.score || 0}</span>
        `;
        leaderboardList.appendChild(li);
    });
}

// Simulated shoot function for other players
function shootBullet(playerId) {
    const player = gameState.players[playerId];
    if (!player) return;
    
    const isPlayer = playerId === gameState.playerId;
    const baseSpeed = isPlayer ? 10 + gameState.upgrades.bulletSpeed * 2 : 8;
    const baseDamage = isPlayer ? 10 + gameState.upgrades.damage * 2 : 8;
    
    gameState.bullets.push({
        x: player.x + Math.cos(player.angle) * (PLAYER_SIZE/2 + 20),
        y: player.y + Math.sin(player.angle) * (PLAYER_SIZE/2 + 20),
        dx: Math.cos(player.angle) * baseSpeed,
        dy: Math.sin(player.angle) * baseSpeed,
        color: player.color,
        damage: baseDamage,
        owner: playerId,
        penetration: isPlayer ? 1 + gameState.upgrades.penetration : 1
    });
}

// Initialize with more visible AI tanks
function initGame() {
    // Generate initial food
    for (let i = 0; i < MAX_FOOD; i++) {
        gameState.food.push({
            x: Math.random() * CANVAS_WIDTH,
            y: Math.random() * CANVAS_HEIGHT,
            color: '#00FF00',
            value: 1
        });
    }
    
    // Generate AI tanks with distinct colors
    for (let i = 0; i < MAX_AI; i++) {
        const aiId = 'ai_' + i;
        gameState.players[aiId] = {
            x: Math.random() * CANVAS_WIDTH,
            y: Math.random() * CANVAS_HEIGHT,
            angle: Math.random() * Math.PI * 2,
            health: 100,
            maxHealth: 100,
            name: 'AI-' + i,
            color: `hsl(${i * 36}, 80%, 50%)`,
            score: Math.floor(Math.random() * 500)
        };
    }