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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Fish.io - Territory Game</title>
<style>
body {
margin: 0;
padding: 20px;
background: linear-gradient(180deg, #001133 0%, #003366 50%, #004080 100%);
font-family: 'Arial', sans-serif;
color: white;
overflow: hidden;
}
.game-container {
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
flex-direction: column;
}
.ui-panel {
display: flex;
justify-content: space-between;
width: 800px;
margin-bottom: 10px;
font-size: 18px;
font-weight: bold;
}
.score-info {
background: rgba(0, 50, 100, 0.8);
padding: 10px 20px;
border-radius: 10px;
border: 2px solid #00ccff;
}
#gameCanvas {
border: 3px solid #00ccff;
border-radius: 10px;
box-shadow: 0 0 30px rgba(0, 204, 255, 0.5);
background: linear-gradient(45deg, #001a33, #002d5a);
}
.menu-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 20, 40, 0.95);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
z-index: 100;
}
.menu-title {
font-size: 48px;
font-weight: bold;
color: #00ccff;
text-shadow: 0 0 20px #00ccff;
margin-bottom: 20px;
}
.menu-subtitle {
font-size: 20px;
margin-bottom: 30px;
text-align: center;
line-height: 1.5;
}
.menu-button {
background: linear-gradient(45deg, #0066cc, #00ccff);
border: none;
padding: 15px 40px;
font-size: 20px;
font-weight: bold;
color: white;
border-radius: 25px;
cursor: pointer;
transition: all 0.3s ease;
margin: 10px;
}
.menu-button:hover {
transform: scale(1.1);
box-shadow: 0 0 20px #00ccff;
}
.controls {
font-size: 16px;
margin-top: 20px;
text-align: center;
opacity: 0.8;
}
.how-to-play {
background: rgba(0, 50, 100, 0.9);
border: 2px solid #00ccff;
border-radius: 15px;
padding: 20px;
margin: 20px;
max-width: 600px;
text-align: left;
line-height: 1.6;
}
.how-to-play h3 {
color: #00ccff;
text-align: center;
margin-bottom: 15px;
}
.how-to-play ul {
margin: 10px 0;
padding-left: 20px;
}
.how-to-play li {
margin: 5px 0;
}
.hidden {
display: none;
}
.game-over-stats {
font-size: 18px;
margin: 20px 0;
text-align: center;
}
</style>
</head>
<body>
<div class="game-container">
<div class="ui-panel">
<div class="score-info">
<div>Territory: <span id="territoryScore">0</span>%</div>
</div>
<div class="score-info">
<div>Time: <span id="timeScore">0</span>s</div>
</div>
<div class="score-info">
<div>Enemies: <span id="enemyCount">0</span></div>
</div>
<div class="score-info">
<div>Kills: <span id="killCount">0</span></div>
</div>
</div>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<div id="startMenu" class="menu-overlay">
<div class="menu-title">🐠 FISH.IO 🐠</div>
<div class="menu-subtitle">
Control your fish to claim territory and defend yourself!
</div>
<div class="how-to-play">
<h3>🎯 HOW TO PLAY</h3>
<strong>🏊 Movement:</strong>
<ul>
<li>Use ARROW KEYS or WASD to move your fish</li>
<li>Stay in blue territory (safe zone) or venture out to expand</li>
</ul>
<strong>🏆 Territory Claiming:</strong>
<ul>
<li>Leave your territory to create a yellow trail</li>
<li>Return to your territory to claim the enclosed area</li>
<li>Larger territory = higher score</li>
</ul>
<strong>⚔️ Combat System:</strong>
<ul>
<li>Your fish auto-fires at nearby enemies</li>
<li>Eliminate enemies to reduce threats</li>
<li>Each kill doubles the enemy count - be strategic!</li>
</ul>
<strong>⚠️ Dangers:</strong>
<ul>
<li>Enemy fish can kill you on contact</li>
<li>Your trail is vulnerable when outside territory</li>
<li>More enemies spawn as you progress</li>
</ul>
</div>
<button class="menu-button" onclick="startGame()">START GAME</button>
</div>
<div id="gameOverMenu" class="menu-overlay hidden">
<div class="menu-title">GAME OVER</div>
<div class="game-over-stats" id="finalStats"></div>
<button class="menu-button" onclick="restartGame()">🔄 RESTART GAME</button>
<button class="menu-button" onclick="showStartMenu()">🏠 MAIN MENU</button>
</div>
</div>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Audio context for background music
let audioContext;
let backgroundMusic;
let gameRunning = false;
// Game state
let player = {
x: 100,
y: 300,
size: 15,
speed: 3,
color: '#00ccff',
trail: [],
inTerritory: true,
fireRate: 500, // milliseconds between shots
lastShot: 0,
range: 100
};
let enemies = [];
let bullets = [];
let territory = new Set();
let claimedArea = new Set();
let gameTime = 0;
let level = 1;
let lastTime = 0;
let killCount = 0;
// Initialize territory around player start
for(let x = 80; x <= 120; x += 2) {
for(let y = 280; y <= 320; y += 2) {
territory.add(`${x},${y}`);
claimedArea.add(`${x},${y}`);
}
}
// Input handling
const keys = {};
document.addEventListener('keydown', (e) => {
keys[e.key.toLowerCase()] = true;
});
document.addEventListener('keyup', (e) => {
keys[e.key.toLowerCase()] = false;
});
// Initialize audio
function initAudio() {
if (!audioContext) {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
createBackgroundMusic();
}
}
function createBackgroundMusic() {
// Create a simple ambient underwater music
const oscillator1 = audioContext.createOscillator();
const oscillator2 = audioContext.createOscillator();
const gainNode = audioContext.createGain();
const filter = audioContext.createBiquadFilter();
oscillator1.type = 'sine';
oscillator2.type = 'sine';
oscillator1.frequency.setValueAtTime(220, audioContext.currentTime);
oscillator2.frequency.setValueAtTime(165, audioContext.currentTime);
filter.type = 'lowpass';
filter.frequency.setValueAtTime(800, audioContext.currentTime);
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
oscillator1.connect(filter);
oscillator2.connect(filter);
filter.connect(gainNode);
gainNode.connect(audioContext.destination);
// Add some variation
setInterval(() => {
if (gameRunning && audioContext) {
const freq1 = 220 + Math.sin(Date.now() * 0.001) * 30;
const freq2 = 165 + Math.cos(Date.now() * 0.0007) * 20;
oscillator1.frequency.setValueAtTime(freq1, audioContext.currentTime);
oscillator2.frequency.setValueAtTime(freq2, audioContext.currentTime);
}
}, 100);
oscillator1.start();
oscillator2.start();
backgroundMusic = { oscillator1, oscillator2, gainNode };
}
function startGame() {
document.getElementById('startMenu').classList.add('hidden');
gameRunning = true;
initAudio();
resetGame();
gameLoop();
}
function resetGame() {
player = {
x: 100,
y: 300,
size: 15,
speed: 3,
color: '#00ccff',
trail: [],
inTerritory: true,
fireRate: 500,
lastShot: 0,
range: 100
};
enemies = [];
bullets = [];
territory = new Set();
claimedArea = new Set();
gameTime = 0;
level = 1;
killCount = 0;
// Initialize territory
for(let x = 80; x <= 120; x += 2) {
for(let y = 280; y <= 320; y += 2) {
territory.add(`${x},${y}`);
claimedArea.add(`${x},${y}`);
}
}
spawnEnemies();
}
function spawnEnemies() {
// Don't clear existing enemies, just add new ones
const newEnemyCount = Math.max(1, 2 + Math.floor(level * 0.5));
for(let i = 0; i < newEnemyCount; i++) {
let x, y;
do {
x = Math.random() * (canvas.width - 60) + 30;
y = Math.random() * (canvas.height - 60) + 30;
} while(Math.abs(x - player.x) < 150 || Math.abs(y - player.y) < 150);
enemies.push({
x: x,
y: y,
size: 12 + Math.random() * 8,
speed: 1.5 + Math.random() * 1.5 + level * 0.2,
color: `hsl(${Math.random() * 360}, 70%, 60%)`,
direction: Math.random() * Math.PI * 2,
changeDirection: 0,
health: 1
});
}
}
function gameOver() {
gameRunning = false;
if (backgroundMusic && audioContext) {
backgroundMusic.gainNode.gain.setValueAtTime(0, audioContext.currentTime);
}
const territoryPercent = Math.floor((claimedArea.size / (canvas.width * canvas.height / 4)) * 100);
document.getElementById('finalStats').innerHTML = `
Territory Claimed: ${territoryPercent}%<br>
Time Survived: ${gameTime}s<br>
Enemies Defeated: ${killCount}<br>
Level Reached: ${level}
`;
document.getElementById('gameOverMenu').classList.remove('hidden');
}
function restartGame() {
document.getElementById('gameOverMenu').classList.add('hidden');
gameRunning = true;
if (backgroundMusic && audioContext) {
backgroundMusic.gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
}
resetGame();
gameLoop();
}
function showStartMenu() {
document.getElementById('gameOverMenu').classList.add('hidden');
document.getElementById('startMenu').classList.remove('hidden');
if (backgroundMusic && audioContext) {
backgroundMusic.gainNode.gain.setValueAtTime(0, audioContext.currentTime);
}
}
function updatePlayer() {
// Movement
if (keys['arrowup'] || keys['w']) player.y -= player.speed;
if (keys['arrowdown'] || keys['s']) player.y += player.speed;
if (keys['arrowleft'] || keys['a']) player.x -= player.speed;
if (keys['arrowright'] || keys['d']) player.x += player.speed;
// Keep player in bounds
player.x = Math.max(player.size, Math.min(canvas.width - player.size, player.x));
player.y = Math.max(player.size, Math.min(canvas.height - player.size, player.y));
// Check if in territory
const gridX = Math.floor(player.x / 2) * 2;
const gridY = Math.floor(player.y / 2) * 2;
player.inTerritory = territory.has(`${gridX},${gridY}`);
// Handle trail
if (!player.inTerritory) {
player.trail.push({x: player.x, y: player.y});
if (player.trail.length > 100) {
player.trail.shift();
}
} else if (player.trail.length > 0) {
// Claim new territory
claimTerritory();
player.trail = [];
}
// Auto-fire at enemies
autoFire();
}
function autoFire() {
const currentTime = Date.now();
if (currentTime - player.lastShot < player.fireRate) return;
// Find nearest enemy within range
let nearestEnemy = null;
let nearestDistance = player.range;
for(let enemy of enemies) {
const dx = enemy.x - player.x;
const dy = enemy.y - player.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestEnemy = enemy;
nearestDistance = distance;
}
}
if (nearestEnemy) {
// Calculate direction to enemy
const dx = nearestEnemy.x - player.x;
const dy = nearestEnemy.y - player.y;
const angle = Math.atan2(dy, dx);
// Create bullet
bullets.push({
x: player.x,
y: player.y,
dx: Math.cos(angle) * 8,
dy: Math.sin(angle) * 8,
size: 3,
life: 60
});
player.lastShot = currentTime;
}
}
function updateBullets() {
for(let i = bullets.length - 1; i >= 0; i--) {
const bullet = bullets[i];
bullet.x += bullet.dx;
bullet.y += bullet.dy;
bullet.life--;
// Remove bullets that are out of bounds or expired
if (bullet.x < 0 || bullet.x > canvas.width ||
bullet.y < 0 || bullet.y > canvas.height ||
bullet.life <= 0) {
bullets.splice(i, 1);
continue;
}
// Check bullet collision with enemies
for(let j = enemies.length - 1; j >= 0; j--) {
const enemy = enemies[j];
const dx = bullet.x - enemy.x;
const dy = bullet.y - enemy.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < bullet.size + enemy.size) {
// Hit enemy
enemy.health--;
bullets.splice(i, 1);
if (enemy.health <= 0) {
// Enemy defeated - spawn double the enemies!
killCount++;
const defeatedEnemy = enemies.splice(j, 1)[0];
// Spawn 2 new enemies to replace the defeated one
for(let k = 0; k < 2; k++) {
let x, y;
do {
x = Math.random() * (canvas.width - 60) + 30;
y = Math.random() * (canvas.height - 60) + 30;
} while(Math.abs(x - player.x) < 100);
enemies.push({
x: x,
y: y,
size: 10 + Math.random() * 6,
speed: 1.2 + Math.random() * 1.8 + level * 0.15,
color: `hsl(${Math.random() * 360}, 70%, 60%)`,
direction: Math.random() * Math.PI * 2,
changeDirection: 0,
health: 1
});
}
}
break;
}
}
}
}
function claimTerritory() {
// Simple flood fill from trail
const newClaimed = new Set();
// Add trail points to territory
for(let point of player.trail) {
const gridX = Math.floor(point.x / 2) * 2;
const gridY = Math.floor(point.y / 2) * 2;
territory.add(`${gridX},${gridY}`);
newClaimed.add(`${gridX},${gridY}`);
}
// Fill enclosed areas (simplified)
for(let point of player.trail) {
const startX = Math.floor(point.x / 2) * 2;
const startY = Math.floor(point.y / 2) * 2;
// Fill in a small area around the trail
for(let dx = -20; dx <= 20; dx += 2) {
for(let dy = -20; dy <= 20; dy += 2) {
const x = startX + dx;
const y = startY + dy;
if (x >= 0 && x < canvas.width && y >= 0 && y < canvas.height) {
territory.add(`${x},${y}`);
claimedArea.add(`${x},${y}`);
}
}
}
}
}
function updateEnemies() {
for(let enemy of enemies) {
// Simple AI movement
enemy.changeDirection--;
if (enemy.changeDirection <= 0) {
enemy.direction = Math.random() * Math.PI * 2;
enemy.changeDirection = 60 + Math.random() * 120;
}
enemy.x += Math.cos(enemy.direction) * enemy.speed;
enemy.y += Math.sin(enemy.direction) * enemy.speed;
// Bounce off walls
if (enemy.x <= 0 || enemy.x >= canvas.width) {
enemy.direction = Math.PI - enemy.direction;
enemy.x = Math.max(0, Math.min(canvas.width, enemy.x));
}
if (enemy.y <= 0 || enemy.y >= canvas.height) {
enemy.direction = -enemy.direction;
enemy.y = Math.max(0, Math.min(canvas.height, enemy.y));
}
// Check collision with player
const dx = enemy.x - player.x;
const dy = enemy.y - player.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < enemy.size + player.size) {
gameOver();
return;
}
// Check collision with trail
for(let point of player.trail) {
const trailDx = enemy.x - point.x;
const trailDy = enemy.y - point.y;
const trailDistance = Math.sqrt(trailDx * trailDx + trailDy * trailDy);
if (trailDistance < enemy.size + 5) {
gameOver();
return;
}
}
}
}
function render() {
// Clear canvas with ocean gradient
const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
gradient.addColorStop(0, '#001a33');
gradient.addColorStop(1, '#002d5a');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw bubbles
for(let i = 0; i < 20; i++) {
const x = (Date.now() * 0.01 + i * 50) % canvas.width;
const y = (Date.now() * 0.02 + i * 30) % canvas.height;
ctx.fillStyle = 'rgba(100, 200, 255, 0.1)';
ctx.beginPath();
ctx.arc(x, y, 3 + Math.sin(Date.now() * 0.01 + i) * 2, 0, Math.PI * 2);
ctx.fill();
}
// Draw claimed territory
ctx.fillStyle = 'rgba(0, 204, 255, 0.3)';
for(let pos of claimedArea) {
const [x, y] = pos.split(',').map(Number);
ctx.fillRect(x, y, 2, 2);
}
// Draw trail
if (player.trail.length > 0) {
ctx.strokeStyle = '#ffff00';
ctx.lineWidth = 3;
ctx.beginPath();
ctx.moveTo(player.trail[0].x, player.trail[0].y);
for(let i = 1; i < player.trail.length; i++) {
ctx.lineTo(player.trail[i].x, player.trail[i].y);
}
ctx.stroke();
}
// Draw bullets
ctx.fillStyle = '#ffff00';
for(let bullet of bullets) {
ctx.beginPath();
ctx.arc(bullet.x, bullet.y, bullet.size, 0, Math.PI * 2);
ctx.fill();
// Add glow effect
ctx.shadowColor = '#ffff00';
ctx.shadowBlur = 10;
ctx.beginPath();
ctx.arc(bullet.x, bullet.y, bullet.size, 0, Math.PI * 2);
ctx.fill();
ctx.shadowBlur = 0;
}
for(let enemy of enemies) {
ctx.fillStyle = enemy.color;
ctx.beginPath();
ctx.arc(enemy.x, enemy.y, enemy.size, 0, Math.PI * 2);
ctx.fill();
// Fish details
ctx.fillStyle = 'white';
ctx.beginPath();
ctx.arc(enemy.x - enemy.size * 0.3, enemy.y - enemy.size * 0.3, enemy.size * 0.2, 0, Math.PI * 2);
ctx.fill();
}
// Draw player
ctx.fillStyle = player.inTerritory ? player.color : '#ffff00';
ctx.beginPath();
ctx.arc(player.x, player.y, player.size, 0, Math.PI * 2);
ctx.fill();
// Player fish details
ctx.fillStyle = 'white';
ctx.beginPath();
ctx.arc(player.x - player.size * 0.3, player.y - player.size * 0.3, player.size * 0.3, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = 'black';
ctx.beginPath();
ctx.arc(player.x - player.size * 0.3, player.y - player.size * 0.3, player.size * 0.15, 0, Math.PI * 2);
ctx.fill();
// Draw firing range indicator
ctx.strokeStyle = 'rgba(255, 255, 0, 0.2)';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(player.x, player.y, player.range, 0, Math.PI * 2);
ctx.stroke();
}
function updateUI() {
const territoryPercent = Math.floor((claimedArea.size / (canvas.width * canvas.height / 4)) * 100);
document.getElementById('territoryScore').textContent = territoryPercent;
document.getElementById('timeScore').textContent = Math.floor(gameTime);
document.getElementById('enemyCount').textContent = enemies.length;
document.getElementById('killCount').textContent = killCount;
// Level up
if (territoryPercent >= level * 15) {
level++;
spawnEnemies();
}
}
function gameLoop(currentTime) {
if (!gameRunning) return;
const deltaTime = currentTime - lastTime;
lastTime = currentTime;
gameTime += deltaTime / 1000;
updatePlayer();
updateBullets();
updateEnemies();
render();
updateUI();
requestAnimationFrame(gameLoop);
}
</script>
</body>
</html>