Spaces:
Running
Running
Add 1 files
Browse files- index.html +798 -27
index.html
CHANGED
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@@ -109,32 +109,153 @@
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transition: width 0.3s;
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}
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position: absolute;
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bottom: 20px;
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font-size: 16px;
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background: linear-gradient(to bottom, #aa00aa, #880088);
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z-index: 5;
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}
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}
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position: absolute;
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left: 50%;
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transform:
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color: white;
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font-size: 14px;
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text-shadow: 0 0 5px #
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z-index: 5;
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}
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</style>
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</head>
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<body>
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<canvas id="gameCanvas"></canvas>
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@@ -154,7 +275,10 @@
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<p class="instructions">
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Defend your sector from the alien invasion!<br>
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Use <span class="highlight">mouse</span> to move your ship and <span class="highlight">click</span> to shoot.<br>
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Press <span class="highlight">SPACE</span>
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Destroy aliens to increase your bullet power!<br>
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<span class="highlight">Every 5 kills</span> gives you an additional bullet (max 5)!
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</p>
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@@ -168,8 +292,39 @@
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<button id="restartButton">TRY AGAIN</button>
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</div>
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<div class="
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<script>
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// Game canvas setup
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@@ -185,6 +340,9 @@
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let level = 1;
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let aliens = [];
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let bullets = [];
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let particles = [];
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let lastAlienSpawn = 0;
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let alienSpawnInterval = 2000;
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@@ -196,6 +354,40 @@
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let bulletMode = 'spread'; // 'spread' or 'parallel'
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const MAX_BULLETS = 5;
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// Player spaceship
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const player = {
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x: canvas.width / 2,
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@@ -220,19 +412,35 @@
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const gameOverScreen = document.getElementById('gameOverScreen');
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const startButton = document.getElementById('startButton');
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const restartButton = document.getElementById('restartButton');
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const
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const
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// Event listeners
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startButton.addEventListener('click', startGame);
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restartButton.addEventListener('click', startGame);
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canvas.addEventListener('mousemove', movePlayer);
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canvas.addEventListener('click', shoot);
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document.addEventListener('keydown', (e) => {
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if (e.code === 'Space') {
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e.preventDefault();
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toggleBulletMode();
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}
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});
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@@ -251,7 +459,11 @@
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level = 1;
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aliens = [];
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bullets = [];
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particles = [];
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alienSpawnInterval = 2000;
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alienSpeed = 1;
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alienHealth = 1;
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@@ -260,13 +472,24 @@
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maxBulletPower = 1;
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bulletMode = 'spread';
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scoreElement.textContent = score;
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livesElement.textContent = lives;
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levelElement.textContent = level;
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bulletPowerElement.textContent = `${bulletPower}/${MAX_BULLETS}`;
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powerFillElement.style.width = '0%';
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startScreen.style.display = 'none';
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gameOverScreen.style.display = 'none';
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@@ -281,17 +504,19 @@
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bulletMode = bulletMode === 'spread' ? 'parallel' : 'spread';
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if (bulletMode === 'spread') {
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bulletModeBtn.style.background = 'linear-gradient(to bottom, #aa00aa, #880088)';
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bulletModeIndicator.textContent = 'Current Mode: SPREAD';
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} else {
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bulletModeBtn.style.background = 'linear-gradient(to bottom, #00aa00, #008800)';
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bulletModeIndicator.textContent = 'Current Mode: PARALLEL';
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}
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// Visual
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for (let i = 0; i < 20; i++) {
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particles.push({
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x: player.x,
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}
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}
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| 309 |
// Game loop
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function gameLoop(timestamp) {
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if (!gameRunning) return;
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// Clear canvas
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ctx.fillStyle = 'rgba(0, 0, 0, 0.2)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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@@ -326,15 +970,27 @@
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// Update and draw player
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drawPlayer();
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| 328 |
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 329 |
// Update and draw bullets
|
| 330 |
updateBullets();
|
| 331 |
|
|
|
|
|
|
|
|
|
|
| 332 |
// Update and draw aliens
|
| 333 |
updateAliens();
|
| 334 |
|
| 335 |
// Update and draw particles
|
| 336 |
updateParticles();
|
| 337 |
|
|
|
|
|
|
|
|
|
|
| 338 |
// Check for level up
|
| 339 |
if (score >= level * 1000) {
|
| 340 |
levelUp();
|
|
@@ -484,6 +1140,105 @@
|
|
| 484 |
}
|
| 485 |
}
|
| 486 |
|
|
|
|
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|
|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 487 |
// Spawn alien
|
| 488 |
function spawnAlien() {
|
| 489 |
const size = Math.random() * 30 + 20;
|
|
@@ -626,6 +1381,22 @@
|
|
| 626 |
decay: Math.random() * 0.1 + 0.9
|
| 627 |
});
|
| 628 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 629 |
}
|
| 630 |
|
| 631 |
// Update particles
|
|
|
|
| 109 |
transition: width 0.3s;
|
| 110 |
}
|
| 111 |
|
| 112 |
+
/* Ability Icons */
|
| 113 |
+
.abilities-container {
|
| 114 |
position: absolute;
|
| 115 |
bottom: 20px;
|
| 116 |
+
right: 20px;
|
| 117 |
+
display: flex;
|
| 118 |
+
gap: 15px;
|
|
|
|
|
|
|
| 119 |
z-index: 5;
|
| 120 |
}
|
| 121 |
|
| 122 |
+
.ability {
|
| 123 |
+
width: 60px;
|
| 124 |
+
height: 60px;
|
| 125 |
+
border-radius: 10px;
|
| 126 |
+
background: rgba(0, 0, 0, 0.5);
|
| 127 |
+
border: 2px solid rgba(255, 255, 255, 0.2);
|
| 128 |
+
display: flex;
|
| 129 |
+
flex-direction: column;
|
| 130 |
+
align-items: center;
|
| 131 |
+
justify-content: center;
|
| 132 |
+
position: relative;
|
| 133 |
+
cursor: pointer;
|
| 134 |
+
transition: all 0.2s;
|
| 135 |
+
}
|
| 136 |
+
|
| 137 |
+
.ability:hover {
|
| 138 |
+
transform: scale(1.05);
|
| 139 |
+
box-shadow: 0 0 10px rgba(255, 255, 255, 0.5);
|
| 140 |
+
}
|
| 141 |
+
|
| 142 |
+
.ability-icon {
|
| 143 |
+
font-size: 24px;
|
| 144 |
+
margin-bottom: 5px;
|
| 145 |
+
}
|
| 146 |
+
|
| 147 |
+
.ability-key {
|
| 148 |
+
position: absolute;
|
| 149 |
+
top: 5px;
|
| 150 |
+
right: 5px;
|
| 151 |
+
font-size: 12px;
|
| 152 |
+
background: rgba(0, 0, 0, 0.5);
|
| 153 |
+
border-radius: 3px;
|
| 154 |
+
padding: 2px 4px;
|
| 155 |
+
}
|
| 156 |
+
|
| 157 |
+
.ability-cooldown {
|
| 158 |
+
position: absolute;
|
| 159 |
+
bottom: 0;
|
| 160 |
+
left: 0;
|
| 161 |
+
width: 100%;
|
| 162 |
+
height: 0%;
|
| 163 |
+
background: rgba(0, 0, 0, 0.7);
|
| 164 |
+
border-radius: 0 0 8px 8px;
|
| 165 |
+
transition: height 0.1s;
|
| 166 |
}
|
| 167 |
|
| 168 |
+
.ability.active {
|
| 169 |
+
border-color: #00ffff;
|
| 170 |
+
box-shadow: 0 0 15px #00ffff;
|
| 171 |
+
}
|
| 172 |
+
|
| 173 |
+
.ability.on-cooldown {
|
| 174 |
+
opacity: 0.6;
|
| 175 |
+
}
|
| 176 |
+
|
| 177 |
+
.ability-timer {
|
| 178 |
position: absolute;
|
| 179 |
+
top: 50%;
|
| 180 |
left: 50%;
|
| 181 |
+
transform: translate(-50%, -50%);
|
| 182 |
+
font-size: 14px;
|
| 183 |
+
font-weight: bold;
|
| 184 |
color: white;
|
| 185 |
+
text-shadow: 0 0 3px black;
|
| 186 |
+
display: none;
|
| 187 |
+
}
|
| 188 |
+
|
| 189 |
+
.ability.active .ability-timer {
|
| 190 |
+
display: block;
|
| 191 |
+
}
|
| 192 |
+
|
| 193 |
+
/* Specific ability styles */
|
| 194 |
+
#bulletModeAbility {
|
| 195 |
+
border-color: #aa00aa;
|
| 196 |
+
}
|
| 197 |
+
|
| 198 |
+
#bulletModeAbility.active {
|
| 199 |
+
border-color: #ff00ff;
|
| 200 |
+
box-shadow: 0 0 15px #ff00ff;
|
| 201 |
+
}
|
| 202 |
+
|
| 203 |
+
#rocketAbility {
|
| 204 |
+
border-color: #ff5500;
|
| 205 |
+
}
|
| 206 |
+
|
| 207 |
+
#rocketAbility.active {
|
| 208 |
+
border-color: #ffaa00;
|
| 209 |
+
box-shadow: 0 0 15px #ffaa00;
|
| 210 |
+
}
|
| 211 |
+
|
| 212 |
+
#wingmanAbility {
|
| 213 |
+
border-color: #55aa00;
|
| 214 |
+
}
|
| 215 |
+
|
| 216 |
+
#wingmanAbility.active {
|
| 217 |
+
border-color: #55ff00;
|
| 218 |
+
box-shadow: 0 0 15px #55ff00;
|
| 219 |
+
}
|
| 220 |
+
|
| 221 |
+
#miniShipAbility {
|
| 222 |
+
border-color: #0055ff;
|
| 223 |
+
}
|
| 224 |
+
|
| 225 |
+
#miniShipAbility.active {
|
| 226 |
+
border-color: #00aaff;
|
| 227 |
+
box-shadow: 0 0 15px #00aaff;
|
| 228 |
+
}
|
| 229 |
+
|
| 230 |
+
.wingman-timer {
|
| 231 |
+
position: absolute;
|
| 232 |
+
bottom: 100px;
|
| 233 |
+
right: 20px;
|
| 234 |
+
color: #55ff00;
|
| 235 |
font-size: 14px;
|
| 236 |
+
text-shadow: 0 0 5px #55ff00;
|
| 237 |
z-index: 5;
|
| 238 |
+
display: none;
|
| 239 |
+
background: rgba(0, 0, 0, 0.5);
|
| 240 |
+
padding: 5px 10px;
|
| 241 |
+
border-radius: 5px;
|
| 242 |
+
}
|
| 243 |
+
|
| 244 |
+
.mini-ship-timer {
|
| 245 |
+
position: absolute;
|
| 246 |
+
bottom: 130px;
|
| 247 |
+
right: 20px;
|
| 248 |
+
color: #00aaff;
|
| 249 |
+
font-size: 14px;
|
| 250 |
+
text-shadow: 0 0 5px #00aaff;
|
| 251 |
+
z-index: 5;
|
| 252 |
+
display: none;
|
| 253 |
+
background: rgba(0, 0, 0, 0.5);
|
| 254 |
+
padding: 5px 10px;
|
| 255 |
+
border-radius: 5px;
|
| 256 |
}
|
| 257 |
</style>
|
| 258 |
+
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.0.0-beta3/css/all.min.css">
|
| 259 |
</head>
|
| 260 |
<body>
|
| 261 |
<canvas id="gameCanvas"></canvas>
|
|
|
|
| 275 |
<p class="instructions">
|
| 276 |
Defend your sector from the alien invasion!<br>
|
| 277 |
Use <span class="highlight">mouse</span> to move your ship and <span class="highlight">click</span> to shoot.<br>
|
| 278 |
+
Press <span class="highlight">SPACE</span> or click the icon to switch bullet modes.<br>
|
| 279 |
+
Press <span class="highlight">R</span> or click the icon to fire a powerful rocket (cooldown: 5s).<br>
|
| 280 |
+
Press <span class="highlight">W</span> or click the icon to deploy wingman drones (cooldown: 10s).<br>
|
| 281 |
+
Press <span class="highlight">M</span> or click the icon to summon mini ships (cooldown: 15s).<br>
|
| 282 |
Destroy aliens to increase your bullet power!<br>
|
| 283 |
<span class="highlight">Every 5 kills</span> gives you an additional bullet (max 5)!
|
| 284 |
</p>
|
|
|
|
| 292 |
<button id="restartButton">TRY AGAIN</button>
|
| 293 |
</div>
|
| 294 |
|
| 295 |
+
<!-- Ability Icons -->
|
| 296 |
+
<div class="abilities-container">
|
| 297 |
+
<div class="ability" id="bulletModeAbility" title="Switch Bullet Mode (SPACE)">
|
| 298 |
+
<div class="ability-icon"><i class="fas fa-arrows-alt-h"></i></div>
|
| 299 |
+
<div class="ability-key">SPACE</div>
|
| 300 |
+
<div class="ability-cooldown"></div>
|
| 301 |
+
<div class="ability-timer"></div>
|
| 302 |
+
</div>
|
| 303 |
+
|
| 304 |
+
<div class="ability" id="rocketAbility" title="Fire Rocket (R)">
|
| 305 |
+
<div class="ability-icon"><i class="fas fa-rocket"></i></div>
|
| 306 |
+
<div class="ability-key">R</div>
|
| 307 |
+
<div class="ability-cooldown"></div>
|
| 308 |
+
<div class="ability-timer"></div>
|
| 309 |
+
</div>
|
| 310 |
+
|
| 311 |
+
<div class="ability" id="wingmanAbility" title="Deploy Wingmen (W)">
|
| 312 |
+
<div class="ability-icon"><i class="fas fa-fighter-jet"></i></div>
|
| 313 |
+
<div class="ability-key">W</div>
|
| 314 |
+
<div class="ability-cooldown"></div>
|
| 315 |
+
<div class="ability-timer"></div>
|
| 316 |
+
</div>
|
| 317 |
+
|
| 318 |
+
<div class="ability" id="miniShipAbility" title="Summon Mini Ships (M)">
|
| 319 |
+
<div class="ability-icon"><i class="fas fa-space-shuttle"></i></div>
|
| 320 |
+
<div class="ability-key">M</div>
|
| 321 |
+
<div class="ability-cooldown"></div>
|
| 322 |
+
<div class="ability-timer"></div>
|
| 323 |
+
</div>
|
| 324 |
+
</div>
|
| 325 |
+
|
| 326 |
+
<div class="wingman-timer" id="wingmanTimer">Wingmen: 10s</div>
|
| 327 |
+
<div class="mini-ship-timer" id="miniShipTimer">Mini Ships: 10s</div>
|
| 328 |
|
| 329 |
<script>
|
| 330 |
// Game canvas setup
|
|
|
|
| 340 |
let level = 1;
|
| 341 |
let aliens = [];
|
| 342 |
let bullets = [];
|
| 343 |
+
let rockets = [];
|
| 344 |
+
let wingmen = [];
|
| 345 |
+
let miniShips = [];
|
| 346 |
let particles = [];
|
| 347 |
let lastAlienSpawn = 0;
|
| 348 |
let alienSpawnInterval = 2000;
|
|
|
|
| 354 |
let bulletMode = 'spread'; // 'spread' or 'parallel'
|
| 355 |
const MAX_BULLETS = 5;
|
| 356 |
|
| 357 |
+
// Ability cooldowns
|
| 358 |
+
const abilities = {
|
| 359 |
+
bulletMode: {
|
| 360 |
+
cooldown: 0,
|
| 361 |
+
maxCooldown: 0,
|
| 362 |
+
ready: true,
|
| 363 |
+
element: document.getElementById('bulletModeAbility')
|
| 364 |
+
},
|
| 365 |
+
rocket: {
|
| 366 |
+
cooldown: 0,
|
| 367 |
+
maxCooldown: 5000, // 5 seconds
|
| 368 |
+
ready: true,
|
| 369 |
+
element: document.getElementById('rocketAbility')
|
| 370 |
+
},
|
| 371 |
+
wingman: {
|
| 372 |
+
cooldown: 0,
|
| 373 |
+
maxCooldown: 10000, // 10 seconds
|
| 374 |
+
ready: true,
|
| 375 |
+
element: document.getElementById('wingmanAbility'),
|
| 376 |
+
active: false,
|
| 377 |
+
duration: 0,
|
| 378 |
+
maxDuration: 10000 // 10 seconds
|
| 379 |
+
},
|
| 380 |
+
miniShip: {
|
| 381 |
+
cooldown: 0,
|
| 382 |
+
maxCooldown: 15000, // 15 seconds
|
| 383 |
+
ready: true,
|
| 384 |
+
element: document.getElementById('miniShipAbility'),
|
| 385 |
+
active: false,
|
| 386 |
+
duration: 0,
|
| 387 |
+
maxDuration: 10000 // 10 seconds
|
| 388 |
+
}
|
| 389 |
+
};
|
| 390 |
+
|
| 391 |
// Player spaceship
|
| 392 |
const player = {
|
| 393 |
x: canvas.width / 2,
|
|
|
|
| 412 |
const gameOverScreen = document.getElementById('gameOverScreen');
|
| 413 |
const startButton = document.getElementById('startButton');
|
| 414 |
const restartButton = document.getElementById('restartButton');
|
| 415 |
+
const wingmanTimerElement = document.getElementById('wingmanTimer');
|
| 416 |
+
const miniShipTimerElement = document.getElementById('miniShipTimer');
|
| 417 |
|
| 418 |
// Event listeners
|
| 419 |
startButton.addEventListener('click', startGame);
|
| 420 |
restartButton.addEventListener('click', startGame);
|
| 421 |
canvas.addEventListener('mousemove', movePlayer);
|
| 422 |
canvas.addEventListener('click', shoot);
|
| 423 |
+
|
| 424 |
+
// Ability click handlers
|
| 425 |
+
document.getElementById('bulletModeAbility').addEventListener('click', toggleBulletMode);
|
| 426 |
+
document.getElementById('rocketAbility').addEventListener('click', fireRocket);
|
| 427 |
+
document.getElementById('wingmanAbility').addEventListener('click', deployWingmen);
|
| 428 |
+
document.getElementById('miniShipAbility').addEventListener('click', summonMiniShips);
|
| 429 |
+
|
| 430 |
+
// Keyboard controls
|
| 431 |
document.addEventListener('keydown', (e) => {
|
| 432 |
if (e.code === 'Space') {
|
| 433 |
e.preventDefault();
|
| 434 |
toggleBulletMode();
|
| 435 |
+
} else if (e.code === 'KeyR' && abilities.rocket.ready) {
|
| 436 |
+
e.preventDefault();
|
| 437 |
+
fireRocket();
|
| 438 |
+
} else if (e.code === 'KeyW' && abilities.wingman.ready) {
|
| 439 |
+
e.preventDefault();
|
| 440 |
+
deployWingmen();
|
| 441 |
+
} else if (e.code === 'KeyM' && abilities.miniShip.ready) {
|
| 442 |
+
e.preventDefault();
|
| 443 |
+
summonMiniShips();
|
| 444 |
}
|
| 445 |
});
|
| 446 |
|
|
|
|
| 459 |
level = 1;
|
| 460 |
aliens = [];
|
| 461 |
bullets = [];
|
| 462 |
+
rockets = [];
|
| 463 |
+
wingmen = [];
|
| 464 |
+
miniShips = [];
|
| 465 |
particles = [];
|
| 466 |
+
lastAlienSpawn = 0;
|
| 467 |
alienSpawnInterval = 2000;
|
| 468 |
alienSpeed = 1;
|
| 469 |
alienHealth = 1;
|
|
|
|
| 472 |
maxBulletPower = 1;
|
| 473 |
bulletMode = 'spread';
|
| 474 |
|
| 475 |
+
// Reset abilities
|
| 476 |
+
for (const ability in abilities) {
|
| 477 |
+
abilities[ability].cooldown = 0;
|
| 478 |
+
abilities[ability].ready = true;
|
| 479 |
+
abilities[ability].active = false;
|
| 480 |
+
abilities[ability].duration = 0;
|
| 481 |
+
abilities[ability].element.classList.remove('active', 'on-cooldown');
|
| 482 |
+
abilities[ability].element.querySelector('.ability-cooldown').style.height = '0%';
|
| 483 |
+
abilities[ability].element.querySelector('.ability-timer').style.display = 'none';
|
| 484 |
+
}
|
| 485 |
+
|
| 486 |
scoreElement.textContent = score;
|
| 487 |
livesElement.textContent = lives;
|
| 488 |
levelElement.textContent = level;
|
| 489 |
bulletPowerElement.textContent = `${bulletPower}/${MAX_BULLETS}`;
|
| 490 |
powerFillElement.style.width = '0%';
|
| 491 |
+
wingmanTimerElement.style.display = 'none';
|
| 492 |
+
miniShipTimerElement.style.display = 'none';
|
| 493 |
|
| 494 |
startScreen.style.display = 'none';
|
| 495 |
gameOverScreen.style.display = 'none';
|
|
|
|
| 504 |
|
| 505 |
bulletMode = bulletMode === 'spread' ? 'parallel' : 'spread';
|
| 506 |
|
| 507 |
+
// Visual feedback
|
| 508 |
+
abilities.bulletMode.element.classList.add('active');
|
| 509 |
+
setTimeout(() => {
|
| 510 |
+
abilities.bulletMode.element.classList.remove('active');
|
| 511 |
+
}, 300);
|
| 512 |
+
|
| 513 |
if (bulletMode === 'spread') {
|
| 514 |
+
abilities.bulletMode.element.style.borderColor = '#aa00aa';
|
|
|
|
|
|
|
| 515 |
} else {
|
| 516 |
+
abilities.bulletMode.element.style.borderColor = '#00aa00';
|
|
|
|
|
|
|
| 517 |
}
|
| 518 |
|
| 519 |
+
// Visual effect
|
| 520 |
for (let i = 0; i < 20; i++) {
|
| 521 |
particles.push({
|
| 522 |
x: player.x,
|
|
|
|
| 531 |
}
|
| 532 |
}
|
| 533 |
|
| 534 |
+
// Fire rocket
|
| 535 |
+
function fireRocket() {
|
| 536 |
+
if (!gameRunning || !abilities.rocket.ready) return;
|
| 537 |
+
|
| 538 |
+
// Create rocket
|
| 539 |
+
rockets.push({
|
| 540 |
+
x: player.x,
|
| 541 |
+
y: player.y - player.height / 2,
|
| 542 |
+
width: 15,
|
| 543 |
+
height: 30,
|
| 544 |
+
speedY: -15,
|
| 545 |
+
color: '#ff5500',
|
| 546 |
+
explosionRadius: 100,
|
| 547 |
+
damage: 5
|
| 548 |
+
});
|
| 549 |
+
|
| 550 |
+
// Rocket exhaust effect
|
| 551 |
+
for (let i = 0; i < 20; i++) {
|
| 552 |
+
particles.push({
|
| 553 |
+
x: player.x,
|
| 554 |
+
y: player.y - player.height / 2 + 15,
|
| 555 |
+
radius: Math.random() * 6 + 3,
|
| 556 |
+
color: '#ffaa00',
|
| 557 |
+
speedX: (Math.random() - 0.5) * 3,
|
| 558 |
+
speedY: Math.random() * 5,
|
| 559 |
+
life: 30,
|
| 560 |
+
decay: 0.9
|
| 561 |
+
});
|
| 562 |
+
}
|
| 563 |
+
|
| 564 |
+
// Start cooldown
|
| 565 |
+
abilities.rocket.ready = false;
|
| 566 |
+
abilities.rocket.cooldown = abilities.rocket.maxCooldown;
|
| 567 |
+
abilities.rocket.element.classList.add('on-cooldown');
|
| 568 |
+
|
| 569 |
+
// Visual feedback
|
| 570 |
+
abilities.rocket.element.classList.add('active');
|
| 571 |
+
setTimeout(() => {
|
| 572 |
+
abilities.rocket.element.classList.remove('active');
|
| 573 |
+
}, 300);
|
| 574 |
+
}
|
| 575 |
+
|
| 576 |
+
// Deploy wingmen drones
|
| 577 |
+
function deployWingmen() {
|
| 578 |
+
if (!gameRunning || !abilities.wingman.ready) return;
|
| 579 |
+
|
| 580 |
+
// Create two wingmen drones
|
| 581 |
+
wingmen.push({
|
| 582 |
+
x: player.x - 60,
|
| 583 |
+
y: player.y,
|
| 584 |
+
width: 25,
|
| 585 |
+
height: 40,
|
| 586 |
+
offsetX: -60,
|
| 587 |
+
offsetY: 0,
|
| 588 |
+
targetX: player.x - 60,
|
| 589 |
+
targetY: player.y,
|
| 590 |
+
color: '#55ff00',
|
| 591 |
+
lastShot: 0,
|
| 592 |
+
shootDelay: 800
|
| 593 |
+
});
|
| 594 |
+
|
| 595 |
+
wingmen.push({
|
| 596 |
+
x: player.x + 60,
|
| 597 |
+
y: player.y,
|
| 598 |
+
width: 25,
|
| 599 |
+
height: 40,
|
| 600 |
+
offsetX: 60,
|
| 601 |
+
offsetY: 0,
|
| 602 |
+
targetX: player.x + 60,
|
| 603 |
+
targetY: player.y,
|
| 604 |
+
color: '#55ff00',
|
| 605 |
+
lastShot: 0,
|
| 606 |
+
shootDelay: 800
|
| 607 |
+
});
|
| 608 |
+
|
| 609 |
+
// Wingman deployment effect
|
| 610 |
+
for (let i = 0; i < 30; i++) {
|
| 611 |
+
particles.push({
|
| 612 |
+
x: player.x - 60,
|
| 613 |
+
y: player.y,
|
| 614 |
+
radius: Math.random() * 5 + 2,
|
| 615 |
+
color: '#55ff00',
|
| 616 |
+
speedX: (Math.random() - 0.5) * 4,
|
| 617 |
+
speedY: (Math.random() - 0.5) * 4,
|
| 618 |
+
life: Math.random() * 30 + 20,
|
| 619 |
+
decay: 0.9
|
| 620 |
+
});
|
| 621 |
+
|
| 622 |
+
particles.push({
|
| 623 |
+
x: player.x + 60,
|
| 624 |
+
y: player.y,
|
| 625 |
+
radius: Math.random() * 5 + 2,
|
| 626 |
+
color: '#55ff00',
|
| 627 |
+
speedX: (Math.random() - 0.5) * 4,
|
| 628 |
+
speedY: (Math.random() - 0.5) * 4,
|
| 629 |
+
life: Math.random() * 30 + 20,
|
| 630 |
+
decay: 0.9
|
| 631 |
+
});
|
| 632 |
+
}
|
| 633 |
+
|
| 634 |
+
// Start wingman duration
|
| 635 |
+
abilities.wingman.active = true;
|
| 636 |
+
abilities.wingman.duration = abilities.wingman.maxDuration;
|
| 637 |
+
wingmanTimerElement.style.display = 'block';
|
| 638 |
+
wingmanTimerElement.textContent = `Wingmen: ${Math.ceil(abilities.wingman.duration/1000)}s`;
|
| 639 |
+
|
| 640 |
+
// Start cooldown
|
| 641 |
+
abilities.wingman.ready = false;
|
| 642 |
+
abilities.wingman.cooldown = abilities.wingman.maxCooldown;
|
| 643 |
+
abilities.wingman.element.classList.add('on-cooldown');
|
| 644 |
+
|
| 645 |
+
// Visual feedback
|
| 646 |
+
abilities.wingman.element.classList.add('active');
|
| 647 |
+
setTimeout(() => {
|
| 648 |
+
abilities.wingman.element.classList.remove('active');
|
| 649 |
+
}, 300);
|
| 650 |
+
}
|
| 651 |
+
|
| 652 |
+
// Summon mini ships
|
| 653 |
+
function summonMiniShips() {
|
| 654 |
+
if (!gameRunning || !abilities.miniShip.ready) return;
|
| 655 |
+
|
| 656 |
+
// Create three mini ships
|
| 657 |
+
for (let i = 0; i < 3; i++) {
|
| 658 |
+
miniShips.push({
|
| 659 |
+
x: player.x + (i - 1) * 40,
|
| 660 |
+
y: player.y,
|
| 661 |
+
width: 20,
|
| 662 |
+
height: 30,
|
| 663 |
+
color: '#00aaff',
|
| 664 |
+
lastShot: 0,
|
| 665 |
+
shootDelay: 500,
|
| 666 |
+
targetAlien: null
|
| 667 |
+
});
|
| 668 |
+
}
|
| 669 |
+
|
| 670 |
+
// Mini ship summon effect
|
| 671 |
+
for (let i = 0; i < 40; i++) {
|
| 672 |
+
particles.push({
|
| 673 |
+
x: player.x,
|
| 674 |
+
y: player.y,
|
| 675 |
+
radius: Math.random() * 6 + 3,
|
| 676 |
+
color: '#00aaff',
|
| 677 |
+
speedX: (Math.random() - 0.5) * 6,
|
| 678 |
+
speedY: (Math.random() - 0.5) * 6,
|
| 679 |
+
life: Math.random() * 30 + 20,
|
| 680 |
+
decay: 0.9
|
| 681 |
+
});
|
| 682 |
+
}
|
| 683 |
+
|
| 684 |
+
// Start mini ship duration
|
| 685 |
+
abilities.miniShip.active = true;
|
| 686 |
+
abilities.miniShip.duration = abilities.miniShip.maxDuration;
|
| 687 |
+
miniShipTimerElement.style.display = 'block';
|
| 688 |
+
miniShipTimerElement.textContent = `Mini Ships: ${Math.ceil(abilities.miniShip.duration/1000)}s`;
|
| 689 |
+
|
| 690 |
+
// Start cooldown
|
| 691 |
+
abilities.miniShip.ready = false;
|
| 692 |
+
abilities.miniShip.cooldown = abilities.miniShip.maxCooldown;
|
| 693 |
+
abilities.miniShip.element.classList.add('on-cooldown');
|
| 694 |
+
|
| 695 |
+
// Visual feedback
|
| 696 |
+
abilities.miniShip.element.classList.add('active');
|
| 697 |
+
setTimeout(() => {
|
| 698 |
+
abilities.miniShip.element.classList.remove('active');
|
| 699 |
+
}, 300);
|
| 700 |
+
}
|
| 701 |
+
|
| 702 |
+
// Update wingmen
|
| 703 |
+
function updateWingmen(deltaTime) {
|
| 704 |
+
if (!abilities.wingman.active) return;
|
| 705 |
+
|
| 706 |
+
// Update wingman duration
|
| 707 |
+
abilities.wingman.duration -= deltaTime;
|
| 708 |
+
wingmanTimerElement.textContent = `Wingmen: ${Math.ceil(abilities.wingman.duration/1000)}s`;
|
| 709 |
+
|
| 710 |
+
if (abilities.wingman.duration <= 0) {
|
| 711 |
+
abilities.wingman.active = false;
|
| 712 |
+
wingmen = [];
|
| 713 |
+
wingmanTimerElement.style.display = 'none';
|
| 714 |
+
}
|
| 715 |
+
|
| 716 |
+
// Update wingmen positions to follow player with slight delay
|
| 717 |
+
for (let i = 0; i < wingmen.length; i++) {
|
| 718 |
+
const wingman = wingmen[i];
|
| 719 |
+
|
| 720 |
+
// Update target position relative to player
|
| 721 |
+
wingman.targetX = player.x + wingman.offsetX;
|
| 722 |
+
wingman.targetY = player.y + wingman.offsetY;
|
| 723 |
+
|
| 724 |
+
// Move towards target with easing
|
| 725 |
+
wingman.x += (wingman.targetX - wingman.x) * 0.1;
|
| 726 |
+
wingman.y += (wingman.targetY - wingman.y) * 0.1;
|
| 727 |
+
|
| 728 |
+
// Draw wingman
|
| 729 |
+
ctx.fillStyle = wingman.color;
|
| 730 |
+
ctx.beginPath();
|
| 731 |
+
ctx.moveTo(wingman.x, wingman.y - wingman.height / 2);
|
| 732 |
+
ctx.lineTo(wingman.x - wingman.width / 2, wingman.y + wingman.height / 2);
|
| 733 |
+
ctx.lineTo(wingman.x + wingman.width / 2, wingman.y + wingman.height / 2);
|
| 734 |
+
ctx.closePath();
|
| 735 |
+
ctx.fill();
|
| 736 |
+
|
| 737 |
+
// Cockpit glow
|
| 738 |
+
ctx.fillStyle = 'rgba(255, 255, 255, 0.6)';
|
| 739 |
+
ctx.beginPath();
|
| 740 |
+
ctx.arc(wingman.x, wingman.y - wingman.height / 4, wingman.width / 4, 0, Math.PI * 2);
|
| 741 |
+
ctx.fill();
|
| 742 |
+
|
| 743 |
+
// Engine glow
|
| 744 |
+
ctx.fillStyle = 'rgba(150, 255, 100, 0.7)';
|
| 745 |
+
ctx.beginPath();
|
| 746 |
+
ctx.moveTo(wingman.x - wingman.width / 3, wingman.y + wingman.height / 2);
|
| 747 |
+
ctx.lineTo(wingman.x, wingman.y + wingman.height / 2 + 10);
|
| 748 |
+
ctx.lineTo(wingman.x + wingman.width / 3, wingman.y + wingman.height / 2);
|
| 749 |
+
ctx.closePath();
|
| 750 |
+
ctx.fill();
|
| 751 |
+
|
| 752 |
+
// Wingmen shoot at aliens
|
| 753 |
+
const now = Date.now();
|
| 754 |
+
if (now - wingman.lastShot >= wingman.shootDelay && aliens.length > 0) {
|
| 755 |
+
wingman.lastShot = now;
|
| 756 |
+
|
| 757 |
+
// Find closest alien
|
| 758 |
+
let closestAlien = null;
|
| 759 |
+
let minDistance = Infinity;
|
| 760 |
+
|
| 761 |
+
for (const alien of aliens) {
|
| 762 |
+
const distance = Math.sqrt(
|
| 763 |
+
Math.pow(wingman.x - (alien.x + alien.width / 2), 2) +
|
| 764 |
+
Math.pow(wingman.y - (alien.y + alien.height / 2), 2)
|
| 765 |
+
);
|
| 766 |
+
|
| 767 |
+
if (distance < minDistance) {
|
| 768 |
+
minDistance = distance;
|
| 769 |
+
closestAlien = alien;
|
| 770 |
+
}
|
| 771 |
+
}
|
| 772 |
+
|
| 773 |
+
if (closestAlien) {
|
| 774 |
+
// Calculate direction to alien
|
| 775 |
+
const angle = Math.atan2(
|
| 776 |
+
closestAlien.y + closestAlien.height / 2 - wingman.y,
|
| 777 |
+
closestAlien.x + closestAlien.width / 2 - wingman.x
|
| 778 |
+
);
|
| 779 |
+
|
| 780 |
+
// Create bullet
|
| 781 |
+
bullets.push({
|
| 782 |
+
x: wingman.x,
|
| 783 |
+
y: wingman.y - wingman.height / 2,
|
| 784 |
+
width: 3,
|
| 785 |
+
height: 15,
|
| 786 |
+
speedX: Math.cos(angle) * 7,
|
| 787 |
+
speedY: Math.sin(angle) * 7,
|
| 788 |
+
color: '#55ff00'
|
| 789 |
+
});
|
| 790 |
+
|
| 791 |
+
// Muzzle flash effect
|
| 792 |
+
for (let j = 0; j < 5; j++) {
|
| 793 |
+
particles.push({
|
| 794 |
+
x: wingman.x,
|
| 795 |
+
y: wingman.y - wingman.height / 2,
|
| 796 |
+
radius: Math.random() * 3 + 1,
|
| 797 |
+
color: '#55ff00',
|
| 798 |
+
speedX: Math.cos(angle) * (Math.random() * 3 + 2),
|
| 799 |
+
speedY: Math.sin(angle) * (Math.random() * 3 + 2),
|
| 800 |
+
life: 15,
|
| 801 |
+
decay: 0.9
|
| 802 |
+
});
|
| 803 |
+
}
|
| 804 |
+
}
|
| 805 |
+
}
|
| 806 |
+
}
|
| 807 |
+
}
|
| 808 |
+
|
| 809 |
+
// Update mini ships
|
| 810 |
+
function updateMiniShips(deltaTime) {
|
| 811 |
+
if (!abilities.miniShip.active) return;
|
| 812 |
+
|
| 813 |
+
// Update mini ship duration
|
| 814 |
+
abilities.miniShip.duration -= deltaTime;
|
| 815 |
+
miniShipTimerElement.textContent = `Mini Ships: ${Math.ceil(abilities.miniShip.duration/1000)}s`;
|
| 816 |
+
|
| 817 |
+
if (abilities.miniShip.duration <= 0) {
|
| 818 |
+
abilities.miniShip.active = false;
|
| 819 |
+
miniShips = [];
|
| 820 |
+
miniShipTimerElement.style.display = 'none';
|
| 821 |
+
}
|
| 822 |
+
|
| 823 |
+
// Update mini ships
|
| 824 |
+
for (let i = miniShips.length - 1; i >= 0; i--) {
|
| 825 |
+
const miniShip = miniShips[i];
|
| 826 |
+
|
| 827 |
+
// Find the furthest alien if not already targeting one
|
| 828 |
+
if (!miniShip.targetAlien || miniShip.targetAlien.health <= 0) {
|
| 829 |
+
let furthestAlien = null;
|
| 830 |
+
let maxDistance = 0;
|
| 831 |
+
|
| 832 |
+
for (const alien of aliens) {
|
| 833 |
+
const distance = Math.sqrt(
|
| 834 |
+
Math.pow(miniShip.x - (alien.x + alien.width / 2), 2) +
|
| 835 |
+
Math.pow(miniShip.y - (alien.y + alien.height / 2), 2)
|
| 836 |
+
);
|
| 837 |
+
|
| 838 |
+
if (distance > maxDistance) {
|
| 839 |
+
maxDistance = distance;
|
| 840 |
+
furthestAlien = alien;
|
| 841 |
+
}
|
| 842 |
+
}
|
| 843 |
+
|
| 844 |
+
miniShip.targetAlien = furthestAlien;
|
| 845 |
+
}
|
| 846 |
+
|
| 847 |
+
// Move towards target alien if exists
|
| 848 |
+
if (miniShip.targetAlien) {
|
| 849 |
+
const targetX = miniShip.targetAlien.x + miniShip.targetAlien.width / 2;
|
| 850 |
+
const targetY = miniShip.targetAlien.y + miniShip.targetAlien.height / 2;
|
| 851 |
+
|
| 852 |
+
// Move with easing
|
| 853 |
+
miniShip.x += (targetX - miniShip.x) * 0.05;
|
| 854 |
+
miniShip.y += (targetY - miniShip.y) * 0.05;
|
| 855 |
+
|
| 856 |
+
// Shoot at target
|
| 857 |
+
const now = Date.now();
|
| 858 |
+
if (now - miniShip.lastShot >= miniShip.shootDelay) {
|
| 859 |
+
miniShip.lastShot = now;
|
| 860 |
+
|
| 861 |
+
// Calculate direction to target
|
| 862 |
+
const angle = Math.atan2(
|
| 863 |
+
targetY - miniShip.y,
|
| 864 |
+
targetX - miniShip.x
|
| 865 |
+
);
|
| 866 |
+
|
| 867 |
+
// Create bullet
|
| 868 |
+
bullets.push({
|
| 869 |
+
x: miniShip.x,
|
| 870 |
+
y: miniShip.y,
|
| 871 |
+
width: 3,
|
| 872 |
+
height: 10,
|
| 873 |
+
speedX: Math.cos(angle) * 8,
|
| 874 |
+
speedY: Math.sin(angle) * 8,
|
| 875 |
+
color: '#00aaff'
|
| 876 |
+
});
|
| 877 |
+
|
| 878 |
+
// Muzzle flash effect
|
| 879 |
+
for (let j = 0; j < 3; j++) {
|
| 880 |
+
particles.push({
|
| 881 |
+
x: miniShip.x,
|
| 882 |
+
y: miniShip.y,
|
| 883 |
+
radius: Math.random() * 2 + 1,
|
| 884 |
+
color: '#00aaff',
|
| 885 |
+
speedX: Math.cos(angle) * (Math.random() * 2 + 1),
|
| 886 |
+
speedY: Math.sin(angle) * (Math.random() * 2 + 1),
|
| 887 |
+
life: 10,
|
| 888 |
+
decay: 0.9
|
| 889 |
+
});
|
| 890 |
+
}
|
| 891 |
+
}
|
| 892 |
+
} else {
|
| 893 |
+
// No target, return to player
|
| 894 |
+
miniShip.x += (player.x - miniShip.x) * 0.05;
|
| 895 |
+
miniShip.y += (player.y - 50 - miniShip.y) * 0.05;
|
| 896 |
+
}
|
| 897 |
+
|
| 898 |
+
// Draw mini ship
|
| 899 |
+
ctx.fillStyle = miniShip.color;
|
| 900 |
+
ctx.beginPath();
|
| 901 |
+
ctx.moveTo(miniShip.x, miniShip.y - miniShip.height / 2);
|
| 902 |
+
ctx.lineTo(miniShip.x - miniShip.width / 2, miniShip.y + miniShip.height / 2);
|
| 903 |
+
ctx.lineTo(miniShip.x + miniShip.width / 2, miniShip.y + miniShip.height / 2);
|
| 904 |
+
ctx.closePath();
|
| 905 |
+
ctx.fill();
|
| 906 |
+
|
| 907 |
+
// Cockpit glow
|
| 908 |
+
ctx.fillStyle = 'rgba(255, 255, 255, 0.6)';
|
| 909 |
+
ctx.beginPath();
|
| 910 |
+
ctx.arc(miniShip.x, miniShip.y - miniShip.height / 4, miniShip.width / 4, 0, Math.PI * 2);
|
| 911 |
+
ctx.fill();
|
| 912 |
+
|
| 913 |
+
// Engine glow
|
| 914 |
+
ctx.fillStyle = 'rgba(100, 200, 255, 0.7)';
|
| 915 |
+
ctx.beginPath();
|
| 916 |
+
ctx.moveTo(miniShip.x - miniShip.width / 3, miniShip.y + miniShip.height / 2);
|
| 917 |
+
ctx.lineTo(miniShip.x, miniShip.y + miniShip.height / 2 + 8);
|
| 918 |
+
ctx.lineTo(miniShip.x + miniShip.width / 3, miniShip.y + miniShip.height / 2);
|
| 919 |
+
ctx.closePath();
|
| 920 |
+
ctx.fill();
|
| 921 |
+
}
|
| 922 |
+
}
|
| 923 |
+
|
| 924 |
+
// Update cooldowns
|
| 925 |
+
function updateCooldowns(deltaTime) {
|
| 926 |
+
for (const ability in abilities) {
|
| 927 |
+
if (!abilities[ability].ready) {
|
| 928 |
+
abilities[ability].cooldown -= deltaTime;
|
| 929 |
+
|
| 930 |
+
// Update UI
|
| 931 |
+
const cooldownPercent = (1 - abilities[ability].cooldown / abilities[ability].maxCooldown) * 100;
|
| 932 |
+
abilities[ability].element.querySelector('.ability-cooldown').style.height = `${100 - cooldownPercent}%`;
|
| 933 |
+
|
| 934 |
+
// Update timer for active abilities
|
| 935 |
+
if (abilities[ability].active) {
|
| 936 |
+
const timer = abilities[ability].element.querySelector('.ability-timer');
|
| 937 |
+
timer.textContent = Math.ceil(abilities[ability].duration / 1000);
|
| 938 |
+
}
|
| 939 |
+
|
| 940 |
+
if (abilities[ability].cooldown <= 0) {
|
| 941 |
+
abilities[ability].ready = true;
|
| 942 |
+
abilities[ability].cooldown = 0;
|
| 943 |
+
abilities[ability].element.classList.remove('on-cooldown');
|
| 944 |
+
}
|
| 945 |
+
}
|
| 946 |
+
}
|
| 947 |
+
}
|
| 948 |
+
|
| 949 |
// Game loop
|
| 950 |
+
let lastTime = 0;
|
| 951 |
function gameLoop(timestamp) {
|
| 952 |
if (!gameRunning) return;
|
| 953 |
|
| 954 |
+
const deltaTime = timestamp - lastTime;
|
| 955 |
+
lastTime = timestamp;
|
| 956 |
+
|
| 957 |
// Clear canvas
|
| 958 |
ctx.fillStyle = 'rgba(0, 0, 0, 0.2)';
|
| 959 |
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
|
|
| 970 |
// Update and draw player
|
| 971 |
drawPlayer();
|
| 972 |
|
| 973 |
+
// Update and draw wingmen
|
| 974 |
+
updateWingmen(deltaTime);
|
| 975 |
+
|
| 976 |
+
// Update and draw mini ships
|
| 977 |
+
updateMiniShips(deltaTime);
|
| 978 |
+
|
| 979 |
// Update and draw bullets
|
| 980 |
updateBullets();
|
| 981 |
|
| 982 |
+
// Update and draw rockets
|
| 983 |
+
updateRockets();
|
| 984 |
+
|
| 985 |
// Update and draw aliens
|
| 986 |
updateAliens();
|
| 987 |
|
| 988 |
// Update and draw particles
|
| 989 |
updateParticles();
|
| 990 |
|
| 991 |
+
// Update cooldowns
|
| 992 |
+
updateCooldowns(deltaTime);
|
| 993 |
+
|
| 994 |
// Check for level up
|
| 995 |
if (score >= level * 1000) {
|
| 996 |
levelUp();
|
|
|
|
| 1140 |
}
|
| 1141 |
}
|
| 1142 |
|
| 1143 |
+
// Update rockets
|
| 1144 |
+
function updateRockets() {
|
| 1145 |
+
for (let i = rockets.length - 1; i >= 0; i--) {
|
| 1146 |
+
const rocket = rockets[i];
|
| 1147 |
+
|
| 1148 |
+
// Update position
|
| 1149 |
+
rocket.y += rocket.speedY;
|
| 1150 |
+
|
| 1151 |
+
// Draw rocket
|
| 1152 |
+
ctx.fillStyle = rocket.color;
|
| 1153 |
+
ctx.beginPath();
|
| 1154 |
+
ctx.moveTo(rocket.x, rocket.y);
|
| 1155 |
+
ctx.lineTo(rocket.x - rocket.width / 2, rocket.y + rocket.height);
|
| 1156 |
+
ctx.lineTo(rocket.x + rocket.width / 2, rocket.y + rocket.height);
|
| 1157 |
+
ctx.closePath();
|
| 1158 |
+
ctx.fill();
|
| 1159 |
+
|
| 1160 |
+
// Rocket flame effect
|
| 1161 |
+
if (Math.random() > 0.3) {
|
| 1162 |
+
particles.push({
|
| 1163 |
+
x: rocket.x + (Math.random() - 0.5) * rocket.width / 2,
|
| 1164 |
+
y: rocket.y + rocket.height,
|
| 1165 |
+
radius: Math.random() * 5 + 2,
|
| 1166 |
+
color: '#ffaa00',
|
| 1167 |
+
speedX: (Math.random() - 0.5) * 2,
|
| 1168 |
+
speedY: Math.random() * 5,
|
| 1169 |
+
life: 15,
|
| 1170 |
+
decay: 0.9
|
| 1171 |
+
});
|
| 1172 |
+
}
|
| 1173 |
+
|
| 1174 |
+
// Check for collisions with aliens
|
| 1175 |
+
for (let j = aliens.length - 1; j >= 0; j--) {
|
| 1176 |
+
const alien = aliens[j];
|
| 1177 |
+
const distance = Math.sqrt(
|
| 1178 |
+
Math.pow(rocket.x - (alien.x + alien.width / 2), 2) +
|
| 1179 |
+
Math.pow(rocket.y - (alien.y + alien.height / 2), 2)
|
| 1180 |
+
);
|
| 1181 |
+
|
| 1182 |
+
if (distance < rocket.explosionRadius) {
|
| 1183 |
+
// Rocket hit alien
|
| 1184 |
+
alien.health -= rocket.damage;
|
| 1185 |
+
|
| 1186 |
+
if (alien.health <= 0) {
|
| 1187 |
+
// Alien destroyed
|
| 1188 |
+
createExplosion(
|
| 1189 |
+
alien.x + alien.width / 2,
|
| 1190 |
+
alien.y + alien.height / 2,
|
| 1191 |
+
alien.color,
|
| 1192 |
+
25
|
| 1193 |
+
);
|
| 1194 |
+
|
| 1195 |
+
score += alien.points;
|
| 1196 |
+
kills++;
|
| 1197 |
+
scoreElement.textContent = score;
|
| 1198 |
+
aliens.splice(j, 1);
|
| 1199 |
+
|
| 1200 |
+
// Check for bullet power increase
|
| 1201 |
+
updateBulletPower();
|
| 1202 |
+
}
|
| 1203 |
+
}
|
| 1204 |
+
}
|
| 1205 |
+
|
| 1206 |
+
// Create explosion when rocket reaches top or hits alien
|
| 1207 |
+
if (rocket.y + rocket.height < 0) {
|
| 1208 |
+
// Rocket reached top of screen - explode
|
| 1209 |
+
createExplosion(
|
| 1210 |
+
rocket.x,
|
| 1211 |
+
rocket.y,
|
| 1212 |
+
rocket.color,
|
| 1213 |
+
30
|
| 1214 |
+
);
|
| 1215 |
+
|
| 1216 |
+
// Damage all aliens in explosion radius
|
| 1217 |
+
for (let j = aliens.length - 1; j >= 0; j--) {
|
| 1218 |
+
const alien = aliens[j];
|
| 1219 |
+
const distance = Math.sqrt(
|
| 1220 |
+
Math.pow(rocket.x - (alien.x + alien.width / 2), 2) +
|
| 1221 |
+
Math.pow(rocket.y - (alien.y + alien.height / 2), 2)
|
| 1222 |
+
);
|
| 1223 |
+
|
| 1224 |
+
if (distance < rocket.explosionRadius) {
|
| 1225 |
+
alien.health -= rocket.damage;
|
| 1226 |
+
|
| 1227 |
+
if (alien.health <= 0) {
|
| 1228 |
+
score += alien.points;
|
| 1229 |
+
kills++;
|
| 1230 |
+
scoreElement.textContent = score;
|
| 1231 |
+
aliens.splice(j, 1);
|
| 1232 |
+
updateBulletPower();
|
| 1233 |
+
}
|
| 1234 |
+
}
|
| 1235 |
+
}
|
| 1236 |
+
|
| 1237 |
+
rockets.splice(i, 1);
|
| 1238 |
+
}
|
| 1239 |
+
}
|
| 1240 |
+
}
|
| 1241 |
+
|
| 1242 |
// Spawn alien
|
| 1243 |
function spawnAlien() {
|
| 1244 |
const size = Math.random() * 30 + 20;
|
|
|
|
| 1381 |
decay: Math.random() * 0.1 + 0.9
|
| 1382 |
});
|
| 1383 |
}
|
| 1384 |
+
|
| 1385 |
+
// Add shockwave effect for larger explosions
|
| 1386 |
+
if (particleCount > 15) {
|
| 1387 |
+
for (let i = 0; i < 10; i++) {
|
| 1388 |
+
particles.push({
|
| 1389 |
+
x: x,
|
| 1390 |
+
y: y,
|
| 1391 |
+
radius: Math.random() * 15 + 5,
|
| 1392 |
+
color: '#ffffff',
|
| 1393 |
+
speedX: (Math.random() - 0.5) * 10,
|
| 1394 |
+
speedY: (Math.random() - 0.5) * 10,
|
| 1395 |
+
life: 40,
|
| 1396 |
+
decay: 0.85
|
| 1397 |
+
});
|
| 1398 |
+
}
|
| 1399 |
+
}
|
| 1400 |
}
|
| 1401 |
|
| 1402 |
// Update particles
|