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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>Space Invaders</title>
    <style>
        body {
            margin: 0;
            padding: 0;
            background: #000;
            display: flex;
            justify-content: center;
            align-items: center;
            min-height: 100vh;
            font-family: 'Courier New', monospace;
            color: #00ff00;
        }
        
        #gameContainer {
            text-align: center;
        }
        
        canvas {
            border: 2px solid #00ff00;
            background: #000;
        }
        
        #ui {
            margin-top: 10px;
            font-size: 18px;
        }
        
        #instructions {
            margin-top: 10px;
            font-size: 14px;
            opacity: 0.8;
        }
        
        #gameOver {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            font-size: 32px;
            color: #ff0000;
            display: none;
        }
    </style>
</head>
<body>
    <div id="gameContainer">
        <canvas id="gameCanvas" width="800" height="600"></canvas>
        <div id="ui">
            <span>Score: <span id="score">0</span></span>
            <span style="margin-left: 50px;">Lives: <span id="lives">3</span></span>
        </div>
        <div id="instructions">
            Use ARROW KEYS or WASD to move in all directions • SPACEBAR for auto-targeted shooting • R to restart
        </div>
        <div id="gameOver">
            GAME OVER<br>
            <span style="font-size: 16px;">Press R to restart</span>
        </div>
    </div>

    <script>
        const canvas = document.getElementById('gameCanvas');
        const ctx = canvas.getContext('2d');
        const scoreElement = document.getElementById('score');
        const livesElement = document.getElementById('lives');
        const gameOverElement = document.getElementById('gameOver');

        // Game state
        let gameState = {
            score: 0,
            lives: 3,
            gameRunning: true,
            keys: {}
        };

        // Player
        const player = {
            x: canvas.width / 2 - 20,
            y: canvas.height - 60,
            width: 40,
            height: 30,
            speed: 5
        };

        // Arrays for game objects
        let bullets = [];
        let invaders = [];
        let invaderBullets = [];

        // Game settings
        const bulletSpeed = 7;
        const invaderBulletSpeed = 3;
        const invaderSpeed = 1;
        let invaderDirection = 1;
        let invaderDropDistance = 30;

        // Initialize invaders
        function createInvaders() {
            invaders = [];
            for (let row = 0; row < 5; row++) {
                for (let col = 0; col < 10; col++) {
                    invaders.push({
                        x: col * 60 + 80,
                        y: row * 50 + 50,
                        width: 40,
                        height: 30,
                        alive: true
                    });
                }
            }
        }

        // Input handling
        document.addEventListener('keydown', (e) => {
            gameState.keys[e.code] = true;
            
            if (e.code === 'Space') {
                e.preventDefault();
                shoot();
            }
            
            if (e.code === 'KeyR') {
                restartGame();
            }
        });

        document.addEventListener('keyup', (e) => {
            gameState.keys[e.code] = false;
        });

        // Player movement
        function updatePlayer() {
            if (gameState.keys['ArrowLeft'] || gameState.keys['KeyA']) {
                player.x = Math.max(0, player.x - player.speed);
            }
            if (gameState.keys['ArrowRight'] || gameState.keys['KeyD']) {
                player.x = Math.min(canvas.width - player.width, player.x + player.speed);
            }
            if (gameState.keys['ArrowUp'] || gameState.keys['KeyW']) {
                player.y = Math.max(0, player.y - player.speed);
            }
            if (gameState.keys['ArrowDown'] || gameState.keys['KeyS']) {
                player.y = Math.min(canvas.height - player.height, player.y + player.speed);
            }
        }

        // Shooting with auto-targeting
        function shoot() {
            if (!gameState.gameRunning) return;
            
            // Find nearest alive invader
            let nearestInvader = null;
            let minDistance = Infinity;
            
            for (let invader of invaders) {
                if (invader.alive) {
                    const distance = Math.sqrt(
                        Math.pow(invader.x + invader.width/2 - (player.x + player.width/2), 2) +
                        Math.pow(invader.y + invader.height/2 - player.y, 2)
                    );
                    
                    if (distance < minDistance) {
                        minDistance = distance;
                        nearestInvader = invader;
                    }
                }
            }
            
            if (nearestInvader) {
                // Calculate direction to target
                const dx = (nearestInvader.x + nearestInvader.width/2) - (player.x + player.width/2);
                const dy = (nearestInvader.y + nearestInvader.height/2) - player.y;
                const distance = Math.sqrt(dx * dx + dy * dy);
                
                bullets.push({
                    x: player.x + player.width / 2 - 2,
                    y: player.y,
                    width: 4,
                    height: 10,
                    vx: (dx / distance) * bulletSpeed,
                    vy: (dy / distance) * bulletSpeed
                });
            }
        }

        // Update bullets
        function updateBullets() {
            bullets = bullets.filter(bullet => {
                bullet.x += bullet.vx;
                bullet.y += bullet.vy;
                
                // Remove bullets that go off screen
                return bullet.x > -bullet.width && 
                       bullet.x < canvas.width + bullet.width &&
                       bullet.y > -bullet.height && 
                       bullet.y < canvas.height + bullet.height;
            });
        }

        // Update invader bullets
        function updateInvaderBullets() {
            invaderBullets = invaderBullets.filter(bullet => {
                bullet.y += bullet.speed;
                return bullet.y < canvas.height;
            });
        }

        // Invader shooting
        function invaderShoot() {
            if (Math.random() < 0.002 && invaders.some(inv => inv.alive)) {
                const aliveInvaders = invaders.filter(inv => inv.alive);
                const shooter = aliveInvaders[Math.floor(Math.random() * aliveInvaders.length)];
                
                invaderBullets.push({
                    x: shooter.x + shooter.width / 2 - 2,
                    y: shooter.y + shooter.height,
                    width: 4,
                    height: 10,
                    speed: invaderBulletSpeed
                });
            }
        }

        // Update invaders
        function updateInvaders() {
            let shouldDrop = false;
            
            // Check if any invader hit the edge
            for (let invader of invaders) {
                if (!invader.alive) continue;
                
                if ((invader.x <= 0 && invaderDirection === -1) || 
                    (invader.x + invader.width >= canvas.width && invaderDirection === 1)) {
                    shouldDrop = true;
                    break;
                }
            }
            
            // Move invaders
            for (let invader of invaders) {
                if (!invader.alive) continue;
                
                if (shouldDrop) {
                    invader.y += invaderDropDistance;
                } else {
                    invader.x += invaderSpeed * invaderDirection;
                }
            }
            
            if (shouldDrop) {
                invaderDirection *= -1;
            }
        }

        // Collision detection
        function checkCollisions() {
            // Bullet vs invaders
            for (let i = bullets.length - 1; i >= 0; i--) {
                const bullet = bullets[i];
                
                for (let j = 0; j < invaders.length; j++) {
                    const invader = invaders[j];
                    
                    if (invader.alive && 
                        bullet.x < invader.x + invader.width &&
                        bullet.x + bullet.width > invader.x &&
                        bullet.y < invader.y + invader.height &&
                        bullet.y + bullet.height > invader.y) {
                        
                        invader.alive = false;
                        bullets.splice(i, 1);
                        gameState.score += 10;
                        break;
                    }
                }
            }
            
            // Invader bullets vs player
            for (let i = invaderBullets.length - 1; i >= 0; i--) {
                const bullet = invaderBullets[i];
                
                if (bullet.x < player.x + player.width &&
                    bullet.x + bullet.width > player.x &&
                    bullet.y < player.y + player.height &&
                    bullet.y + bullet.height > player.y) {
                    
                    invaderBullets.splice(i, 1);
                    gameState.lives--;
                    
                    if (gameState.lives <= 0) {
                        gameOver();
                    }
                }
            }
            
            // Check if invaders reached player
            for (let invader of invaders) {
                if (invader.alive && invader.y + invader.height >= player.y) {
                    gameOver();
                    return;
                }
            }
        }

        // Game over
        function gameOver() {
            gameState.gameRunning = false;
            gameOverElement.style.display = 'block';
        }

        // Restart game
        function restartGame() {
            gameState.score = 0;
            gameState.lives = 3;
            gameState.gameRunning = true;
            bullets = [];
            invaderBullets = [];
            invaderDirection = 1;
            player.x = canvas.width / 2 - 20;
            createInvaders();
            gameOverElement.style.display = 'none';
        }

        // Check win condition
        function checkWin() {
            if (invaders.every(inv => !inv.alive)) {
                // Create new wave
                createInvaders();
                gameState.score += 100; // Bonus for clearing wave
            }
        }

        // Drawing functions
        function drawPlayer() {
            ctx.fillStyle = '#00ff00';
            ctx.fillRect(player.x, player.y, player.width, player.height);
            
            // Simple ship design
            ctx.fillStyle = '#ffffff';
            ctx.fillRect(player.x + 15, player.y - 5, 10, 5);
        }

        function drawBullets() {
            ctx.fillStyle = '#ffff00';
            for (let bullet of bullets) {
                ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
            }
        }

        function drawInvaderBullets() {
            ctx.fillStyle = '#ff0000';
            for (let bullet of invaderBullets) {
                ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
            }
        }

        function drawInvaders() {
            ctx.fillStyle = '#ff00ff';
            for (let invader of invaders) {
                if (invader.alive) {
                    ctx.fillRect(invader.x, invader.y, invader.width, invader.height);
                    
                    // Simple invader design
                    ctx.fillStyle = '#ffffff';
                    ctx.fillRect(invader.x + 10, invader.y + 5, 5, 5);
                    ctx.fillRect(invader.x + 25, invader.y + 5, 5, 5);
                    ctx.fillRect(invader.x + 15, invader.y + 15, 10, 5);
                    ctx.fillStyle = '#ff00ff';
                }
            }
        }

        function drawUI() {
            scoreElement.textContent = gameState.score;
            livesElement.textContent = gameState.lives;
        }

        // Main game loop
        function gameLoop() {
            // Clear canvas
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            
            if (gameState.gameRunning) {
                // Update
                updatePlayer();
                updateBullets();
                updateInvaderBullets();
                updateInvaders();
                invaderShoot();
                checkCollisions();
                checkWin();
            }
            
            // Draw
            drawPlayer();
            drawBullets();
            drawInvaderBullets();
            drawInvaders();
            drawUI();
            
            requestAnimationFrame(gameLoop);
        }

        // Initialize game
        createInvaders();
        gameLoop();
    </script>
</body>
</html>