Spaces:
Running
Running
Sushil kumar
commited on
Add 2 files
Browse files- README.md +6 -4
- index.html +1238 -19
README.md
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---
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title:
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emoji:
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colorFrom: green
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sdk: static
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pinned: false
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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---
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title: space
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+
emoji: 🐳
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colorFrom: green
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colorTo: yellow
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sdk: static
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pinned: false
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tags:
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- deepsite
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---
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+
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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|
|
| 1 |
+
<!DOCTYPE html>
|
| 2 |
+
<html lang="en">
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
| 6 |
+
<title>Galactic Defender</title>
|
| 7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
+
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
|
| 9 |
+
<style>
|
| 10 |
+
body {
|
| 11 |
+
margin: 0;
|
| 12 |
+
overflow: hidden;
|
| 13 |
+
background-color: #111;
|
| 14 |
+
font-family: 'Arial', sans-serif;
|
| 15 |
+
}
|
| 16 |
+
#gameCanvas {
|
| 17 |
+
display: block;
|
| 18 |
+
margin: 0 auto;
|
| 19 |
+
background-color: #000;
|
| 20 |
+
}
|
| 21 |
+
#gameContainer {
|
| 22 |
+
position: relative;
|
| 23 |
+
width: 100vw;
|
| 24 |
+
height: 100vh;
|
| 25 |
+
display: flex;
|
| 26 |
+
justify-content: center;
|
| 27 |
+
align-items: center;
|
| 28 |
+
}
|
| 29 |
+
#startScreen, #gameOverScreen, #pauseScreen {
|
| 30 |
+
position: absolute;
|
| 31 |
+
width: 100%;
|
| 32 |
+
height: 100%;
|
| 33 |
+
display: flex;
|
| 34 |
+
flex-direction: column;
|
| 35 |
+
justify-content: center;
|
| 36 |
+
align-items: center;
|
| 37 |
+
background-color: rgba(0, 0, 0, 0.8);
|
| 38 |
+
color: white;
|
| 39 |
+
z-index: 10;
|
| 40 |
+
}
|
| 41 |
+
#gameOverScreen, #pauseScreen {
|
| 42 |
+
display: none;
|
| 43 |
+
}
|
| 44 |
+
.btn {
|
| 45 |
+
background: linear-gradient(135deg, #6e8efb, #a777e3);
|
| 46 |
+
border: none;
|
| 47 |
+
color: white;
|
| 48 |
+
padding: 12px 24px;
|
| 49 |
+
margin: 10px;
|
| 50 |
+
border-radius: 30px;
|
| 51 |
+
font-size: 18px;
|
| 52 |
+
cursor: pointer;
|
| 53 |
+
box-shadow: 0 4px 15px rgba(0, 0, 0, 0.2);
|
| 54 |
+
transition: all 0.3s ease;
|
| 55 |
+
}
|
| 56 |
+
.btn:hover {
|
| 57 |
+
transform: translateY(-3px);
|
| 58 |
+
box-shadow: 0 6px 20px rgba(0, 0, 0, 0.3);
|
| 59 |
+
}
|
| 60 |
+
.btn:active {
|
| 61 |
+
transform: translateY(1px);
|
| 62 |
+
}
|
| 63 |
+
.title {
|
| 64 |
+
font-size: 48px;
|
| 65 |
+
margin-bottom: 20px;
|
| 66 |
+
background: linear-gradient(135deg, #6e8efb, #a777e3);
|
| 67 |
+
-webkit-background-clip: text;
|
| 68 |
+
background-clip: text;
|
| 69 |
+
color: transparent;
|
| 70 |
+
text-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
|
| 71 |
+
}
|
| 72 |
+
.score-display {
|
| 73 |
+
font-size: 24px;
|
| 74 |
+
margin-bottom: 30px;
|
| 75 |
+
}
|
| 76 |
+
.powerup {
|
| 77 |
+
position: absolute;
|
| 78 |
+
font-size: 24px;
|
| 79 |
+
animation: float 2s infinite ease-in-out;
|
| 80 |
+
}
|
| 81 |
+
@keyframes float {
|
| 82 |
+
0%, 100% { transform: translateY(0); }
|
| 83 |
+
50% { transform: translateY(-10px); }
|
| 84 |
+
}
|
| 85 |
+
.leaderboard {
|
| 86 |
+
background: rgba(0, 0, 0, 0.6);
|
| 87 |
+
padding: 20px;
|
| 88 |
+
border-radius: 10px;
|
| 89 |
+
margin-top: 20px;
|
| 90 |
+
max-height: 200px;
|
| 91 |
+
overflow-y: auto;
|
| 92 |
+
}
|
| 93 |
+
.leaderboard-item {
|
| 94 |
+
display: flex;
|
| 95 |
+
justify-content: space-between;
|
| 96 |
+
padding: 5px 10px;
|
| 97 |
+
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
|
| 98 |
+
}
|
| 99 |
+
.difficulty-selector {
|
| 100 |
+
margin: 20px 0;
|
| 101 |
+
display: flex;
|
| 102 |
+
gap: 10px;
|
| 103 |
+
}
|
| 104 |
+
.difficulty-btn {
|
| 105 |
+
padding: 8px 16px;
|
| 106 |
+
border-radius: 20px;
|
| 107 |
+
cursor: pointer;
|
| 108 |
+
transition: all 0.3s;
|
| 109 |
+
}
|
| 110 |
+
.difficulty-btn.active {
|
| 111 |
+
background: linear-gradient(135deg, #6e8efb, #a777e3);
|
| 112 |
+
box-shadow: 0 0 10px rgba(110, 142, 251, 0.5);
|
| 113 |
+
}
|
| 114 |
+
</style>
|
| 115 |
+
</head>
|
| 116 |
+
<body>
|
| 117 |
+
<div id="gameContainer">
|
| 118 |
+
<canvas id="gameCanvas"></canvas>
|
| 119 |
+
|
| 120 |
+
<div id="startScreen">
|
| 121 |
+
<h1 class="title">GALACTIC DEFENDER</h1>
|
| 122 |
+
<p class="text-white mb-8 text-lg">Defend the galaxy from alien invaders!</p>
|
| 123 |
+
|
| 124 |
+
<div class="difficulty-selector">
|
| 125 |
+
<div class="difficulty-btn active" data-difficulty="easy">Easy</div>
|
| 126 |
+
<div class="difficulty-btn" data-difficulty="medium">Medium</div>
|
| 127 |
+
<div class="difficulty-btn" data-difficulty="hard">Hard</div>
|
| 128 |
+
</div>
|
| 129 |
+
|
| 130 |
+
<button id="startBtn" class="btn">
|
| 131 |
+
<i class="fas fa-play mr-2"></i> START GAME
|
| 132 |
+
</button>
|
| 133 |
+
|
| 134 |
+
<div class="mt-8 text-gray-400 text-center">
|
| 135 |
+
<p class="font-bold mb-2">Controls:</p>
|
| 136 |
+
<p><i class="fas fa-arrow-left mr-2"></i> <i class="fas fa-arrow-right mr-2"></i> Move</p>
|
| 137 |
+
<p><i class="fas fa-arrow-up mr-2"></i> <i class="fas fa-arrow-down mr-2"></i> Move</p>
|
| 138 |
+
<p><i class="fas fa-space-shuttle mr-2"></i> Shoot</p>
|
| 139 |
+
<p><i class="fas fa-pause mr-2"></i> Pause</p>
|
| 140 |
+
</div>
|
| 141 |
+
|
| 142 |
+
<div class="leaderboard mt-8 w-64">
|
| 143 |
+
<h3 class="text-center mb-2">TOP SCORES</h3>
|
| 144 |
+
<div id="leaderboardList">
|
| 145 |
+
<!-- Leaderboard items will be added here -->
|
| 146 |
+
</div>
|
| 147 |
+
</div>
|
| 148 |
+
</div>
|
| 149 |
+
|
| 150 |
+
<div id="gameOverScreen">
|
| 151 |
+
<h1 class="title">MISSION FAILED</h1>
|
| 152 |
+
<p id="finalScore" class="score-display">Score: 0</p>
|
| 153 |
+
<p id="highScore" class="text-gray-400 mb-4">High Score: 0</p>
|
| 154 |
+
<button id="restartBtn" class="btn">
|
| 155 |
+
<i class="fas fa-redo mr-2"></i> TRY AGAIN
|
| 156 |
+
</button>
|
| 157 |
+
<button id="menuBtn" class="btn mt-4">
|
| 158 |
+
<i class="fas fa-home mr-2"></i> MAIN MENU
|
| 159 |
+
</button>
|
| 160 |
+
</div>
|
| 161 |
+
|
| 162 |
+
<div id="pauseScreen">
|
| 163 |
+
<h1 class="title">GAME PAUSED</h1>
|
| 164 |
+
<p class="text-white mb-8">Current Score: <span id="pauseScore">0</span></p>
|
| 165 |
+
<button id="resumeBtn" class="btn">
|
| 166 |
+
<i class="fas fa-play mr-2"></i> RESUME
|
| 167 |
+
</button>
|
| 168 |
+
<button id="quitBtn" class="btn mt-4">
|
| 169 |
+
<i class="fas fa-sign-out-alt mr-2"></i> QUIT
|
| 170 |
+
</button>
|
| 171 |
+
</div>
|
| 172 |
+
</div>
|
| 173 |
+
|
| 174 |
+
<audio id="shootSound" src="https://assets.mixkit.co/sfx/preview/mixkit-laser-weapon-shot-1681.mp3" preload="auto"></audio>
|
| 175 |
+
<audio id="explosionSound" src="https://assets.mixkit.co/sfx/preview/mixkit-explosion-impact-1684.mp3" preload="auto"></audio>
|
| 176 |
+
<audio id="powerupSound" src="https://assets.mixkit.co/sfx/preview/mixkit-power-up-electricity-2580.mp3" preload="auto"></audio>
|
| 177 |
+
<audio id="bgMusic" loop src="https://assets.mixkit.co/music/preview/mixkit-game-show-idea-229.mp3" preload="auto"></audio>
|
| 178 |
+
|
| 179 |
+
<script>
|
| 180 |
+
// Game variables
|
| 181 |
+
const canvas = document.getElementById('gameCanvas');
|
| 182 |
+
const ctx = canvas.getContext('2d');
|
| 183 |
+
const startScreen = document.getElementById('startScreen');
|
| 184 |
+
const gameOverScreen = document.getElementById('gameOverScreen');
|
| 185 |
+
const pauseScreen = document.getElementById('pauseScreen');
|
| 186 |
+
const startBtn = document.getElementById('startBtn');
|
| 187 |
+
const restartBtn = document.getElementById('restartBtn');
|
| 188 |
+
const menuBtn = document.getElementById('menuBtn');
|
| 189 |
+
const resumeBtn = document.getElementById('resumeBtn');
|
| 190 |
+
const quitBtn = document.getElementById('quitBtn');
|
| 191 |
+
const finalScore = document.getElementById('finalScore');
|
| 192 |
+
const highScore = document.getElementById('highScore');
|
| 193 |
+
const pauseScore = document.getElementById('pauseScore');
|
| 194 |
+
const leaderboardList = document.getElementById('leaderboardList');
|
| 195 |
+
const difficultyBtns = document.querySelectorAll('.difficulty-btn');
|
| 196 |
+
|
| 197 |
+
// Sound elements
|
| 198 |
+
const shootSound = document.getElementById('shootSound');
|
| 199 |
+
const explosionSound = document.getElementById('explosionSound');
|
| 200 |
+
const powerupSound = document.getElementById('powerupSound');
|
| 201 |
+
const bgMusic = document.getElementById('bgMusic');
|
| 202 |
+
|
| 203 |
+
// Set canvas size
|
| 204 |
+
canvas.width = window.innerWidth * 0.9;
|
| 205 |
+
canvas.height = window.innerHeight * 0.9;
|
| 206 |
+
|
| 207 |
+
// Game state
|
| 208 |
+
let gameRunning = false;
|
| 209 |
+
let gamePaused = false;
|
| 210 |
+
let score = 0;
|
| 211 |
+
let lives = 3;
|
| 212 |
+
let level = 1;
|
| 213 |
+
let difficulty = 'easy';
|
| 214 |
+
let asteroids = [];
|
| 215 |
+
let bullets = [];
|
| 216 |
+
let explosions = [];
|
| 217 |
+
let powerups = [];
|
| 218 |
+
let enemies = [];
|
| 219 |
+
let stars = [];
|
| 220 |
+
let lastAsteroidTime = 0;
|
| 221 |
+
let asteroidInterval = 2000; // ms
|
| 222 |
+
let keys = {};
|
| 223 |
+
let leaderboard = JSON.parse(localStorage.getItem('spaceShooterLeaderboard')) || [];
|
| 224 |
+
let playerPowerups = {
|
| 225 |
+
rapidFire: false,
|
| 226 |
+
tripleShot: false,
|
| 227 |
+
shield: false
|
| 228 |
+
};
|
| 229 |
+
let powerupEndTime = 0;
|
| 230 |
+
|
| 231 |
+
// Player object
|
| 232 |
+
const player = {
|
| 233 |
+
x: canvas.width / 2,
|
| 234 |
+
y: canvas.height - 60,
|
| 235 |
+
width: 40,
|
| 236 |
+
height: 60,
|
| 237 |
+
speed: 5,
|
| 238 |
+
color: '#6e8efb',
|
| 239 |
+
lastShot: 0,
|
| 240 |
+
shootDelay: 300, // ms
|
| 241 |
+
draw() {
|
| 242 |
+
ctx.save();
|
| 243 |
+
|
| 244 |
+
// Draw shield if active
|
| 245 |
+
if (playerPowerups.shield) {
|
| 246 |
+
ctx.beginPath();
|
| 247 |
+
ctx.arc(this.x, this.y, this.width + 15, 0, Math.PI * 2);
|
| 248 |
+
ctx.strokeStyle = 'rgba(100, 200, 255, 0.7)';
|
| 249 |
+
ctx.lineWidth = 3;
|
| 250 |
+
ctx.stroke();
|
| 251 |
+
}
|
| 252 |
+
|
| 253 |
+
// Draw spaceship (triangle)
|
| 254 |
+
ctx.fillStyle = this.color;
|
| 255 |
+
ctx.beginPath();
|
| 256 |
+
ctx.moveTo(this.x, this.y - this.height/2);
|
| 257 |
+
ctx.lineTo(this.x - this.width/2, this.y + this.height/2);
|
| 258 |
+
ctx.lineTo(this.x + this.width/2, this.y + this.height/2);
|
| 259 |
+
ctx.closePath();
|
| 260 |
+
ctx.fill();
|
| 261 |
+
|
| 262 |
+
// Draw cockpit
|
| 263 |
+
ctx.fillStyle = '#a777e3';
|
| 264 |
+
ctx.beginPath();
|
| 265 |
+
ctx.arc(this.x, this.y - 10, 10, 0, Math.PI * 2);
|
| 266 |
+
ctx.fill();
|
| 267 |
+
|
| 268 |
+
// Draw engine glow
|
| 269 |
+
if (keys['ArrowUp'] || keys['ArrowLeft'] || keys['ArrowRight'] || keys['ArrowDown']) {
|
| 270 |
+
ctx.fillStyle = '#ff5555';
|
| 271 |
+
ctx.beginPath();
|
| 272 |
+
ctx.moveTo(this.x - this.width/3, this.y + this.height/2);
|
| 273 |
+
ctx.lineTo(this.x + this.width/3, this.y + this.height/2);
|
| 274 |
+
ctx.lineTo(this.x, this.y + this.height/2 + 15);
|
| 275 |
+
ctx.closePath();
|
| 276 |
+
ctx.fill();
|
| 277 |
+
}
|
| 278 |
+
|
| 279 |
+
ctx.restore();
|
| 280 |
+
},
|
| 281 |
+
update() {
|
| 282 |
+
if (keys['ArrowLeft'] && this.x > this.width/2) {
|
| 283 |
+
this.x -= this.speed;
|
| 284 |
+
}
|
| 285 |
+
if (keys['ArrowRight'] && this.x < canvas.width - this.width/2) {
|
| 286 |
+
this.x += this.speed;
|
| 287 |
+
}
|
| 288 |
+
if (keys['ArrowUp'] && this.y > this.height/2) {
|
| 289 |
+
this.y -= this.speed;
|
| 290 |
+
}
|
| 291 |
+
if (keys['ArrowDown'] && this.y < canvas.height - this.height/2) {
|
| 292 |
+
this.y += this.speed;
|
| 293 |
+
}
|
| 294 |
+
},
|
| 295 |
+
shoot() {
|
| 296 |
+
const now = Date.now();
|
| 297 |
+
if (now - this.lastShot > (playerPowerups.rapidFire ? this.shootDelay / 2 : this.shootDelay)) {
|
| 298 |
+
if (playerPowerups.tripleShot) {
|
| 299 |
+
// Triple shot
|
| 300 |
+
bullets.push({
|
| 301 |
+
x: this.x - 15,
|
| 302 |
+
y: this.y - this.height/2,
|
| 303 |
+
radius: 5,
|
| 304 |
+
speed: 10,
|
| 305 |
+
color: '#ff5555',
|
| 306 |
+
angle: -0.2
|
| 307 |
+
});
|
| 308 |
+
bullets.push({
|
| 309 |
+
x: this.x,
|
| 310 |
+
y: this.y - this.height/2,
|
| 311 |
+
radius: 5,
|
| 312 |
+
speed: 10,
|
| 313 |
+
color: '#ff5555',
|
| 314 |
+
angle: 0
|
| 315 |
+
});
|
| 316 |
+
bullets.push({
|
| 317 |
+
x: this.x + 15,
|
| 318 |
+
y: this.y - this.height/2,
|
| 319 |
+
radius: 5,
|
| 320 |
+
speed: 10,
|
| 321 |
+
color: '#ff5555',
|
| 322 |
+
angle: 0.2
|
| 323 |
+
});
|
| 324 |
+
} else {
|
| 325 |
+
// Single shot
|
| 326 |
+
bullets.push({
|
| 327 |
+
x: this.x,
|
| 328 |
+
y: this.y - this.height/2,
|
| 329 |
+
radius: 5,
|
| 330 |
+
speed: 10,
|
| 331 |
+
color: '#ff5555',
|
| 332 |
+
angle: 0
|
| 333 |
+
});
|
| 334 |
+
}
|
| 335 |
+
this.lastShot = now;
|
| 336 |
+
|
| 337 |
+
// Play shoot sound
|
| 338 |
+
playSound('shoot');
|
| 339 |
+
}
|
| 340 |
+
}
|
| 341 |
+
};
|
| 342 |
+
|
| 343 |
+
// Create stars for background
|
| 344 |
+
function createStars() {
|
| 345 |
+
stars = [];
|
| 346 |
+
for (let i = 0; i < 200; i++) {
|
| 347 |
+
stars.push({
|
| 348 |
+
x: Math.random() * canvas.width,
|
| 349 |
+
y: Math.random() * canvas.height,
|
| 350 |
+
radius: Math.random() * 2,
|
| 351 |
+
speed: Math.random() * 0.5 + 0.1,
|
| 352 |
+
alpha: Math.random() * 0.5 + 0.5
|
| 353 |
+
});
|
| 354 |
+
}
|
| 355 |
+
}
|
| 356 |
+
|
| 357 |
+
// Draw stars
|
| 358 |
+
function drawStars() {
|
| 359 |
+
ctx.save();
|
| 360 |
+
stars.forEach(star => {
|
| 361 |
+
ctx.beginPath();
|
| 362 |
+
ctx.arc(star.x, star.y, star.radius, 0, Math.PI * 2);
|
| 363 |
+
ctx.fillStyle = `rgba(255, 255, 255, ${star.alpha})`;
|
| 364 |
+
ctx.fill();
|
| 365 |
+
|
| 366 |
+
// Move stars
|
| 367 |
+
star.y += star.speed;
|
| 368 |
+
if (star.y > canvas.height) {
|
| 369 |
+
star.y = 0;
|
| 370 |
+
star.x = Math.random() * canvas.width;
|
| 371 |
+
}
|
| 372 |
+
});
|
| 373 |
+
ctx.restore();
|
| 374 |
+
}
|
| 375 |
+
|
| 376 |
+
// Create asteroid
|
| 377 |
+
function createAsteroid() {
|
| 378 |
+
const size = Math.random() * 30 + 20;
|
| 379 |
+
const x = Math.random() * (canvas.width - size * 2) + size;
|
| 380 |
+
asteroids.push({
|
| 381 |
+
x: x,
|
| 382 |
+
y: -size,
|
| 383 |
+
size: size,
|
| 384 |
+
speed: Math.random() * 2 + 1 + level * 0.2,
|
| 385 |
+
rotation: 0,
|
| 386 |
+
rotationSpeed: Math.random() * 0.02 - 0.01,
|
| 387 |
+
vertices: Math.floor(Math.random() * 5) + 5,
|
| 388 |
+
offset: Array.from({length: Math.floor(Math.random() * 5) + 5}, () => Math.random() * 10 - 5),
|
| 389 |
+
health: Math.floor(size / 10)
|
| 390 |
+
});
|
| 391 |
+
}
|
| 392 |
+
|
| 393 |
+
// Create enemy ship
|
| 394 |
+
function createEnemyShip() {
|
| 395 |
+
const types = ['basic', 'shooter', 'fast'];
|
| 396 |
+
const type = types[Math.floor(Math.random() * types.length)];
|
| 397 |
+
const size = 40;
|
| 398 |
+
const x = Math.random() * (canvas.width - size * 2) + size;
|
| 399 |
+
|
| 400 |
+
let enemy = {
|
| 401 |
+
x: x,
|
| 402 |
+
y: -size,
|
| 403 |
+
width: size,
|
| 404 |
+
height: size,
|
| 405 |
+
speed: 1 + level * 0.1,
|
| 406 |
+
type: type,
|
| 407 |
+
lastShot: 0,
|
| 408 |
+
shootDelay: 2000,
|
| 409 |
+
health: type === 'basic' ? 1 : (type === 'shooter' ? 2 : 1),
|
| 410 |
+
color: type === 'basic' ? '#ff5555' : (type === 'shooter' ? '#55ff55' : '#5555ff')
|
| 411 |
+
};
|
| 412 |
+
|
| 413 |
+
// Adjust properties based on type
|
| 414 |
+
if (type === 'fast') {
|
| 415 |
+
enemy.speed *= 2;
|
| 416 |
+
}
|
| 417 |
+
|
| 418 |
+
enemies.push(enemy);
|
| 419 |
+
}
|
| 420 |
+
|
| 421 |
+
// Create powerup
|
| 422 |
+
function createPowerup(x, y) {
|
| 423 |
+
const types = ['rapidFire', 'tripleShot', 'shield', 'extraLife'];
|
| 424 |
+
const type = types[Math.floor(Math.random() * types.length)];
|
| 425 |
+
|
| 426 |
+
powerups.push({
|
| 427 |
+
x: x,
|
| 428 |
+
y: y,
|
| 429 |
+
type: type,
|
| 430 |
+
radius: 15,
|
| 431 |
+
speed: 2,
|
| 432 |
+
color: getPowerupColor(type)
|
| 433 |
+
});
|
| 434 |
+
}
|
| 435 |
+
|
| 436 |
+
// Get powerup color by type
|
| 437 |
+
function getPowerupColor(type) {
|
| 438 |
+
switch(type) {
|
| 439 |
+
case 'rapidFire': return '#ffcc00';
|
| 440 |
+
case 'tripleShot': return '#00ccff';
|
| 441 |
+
case 'shield': return '#00ffcc';
|
| 442 |
+
case 'extraLife': return '#ff00cc';
|
| 443 |
+
default: return '#ffffff';
|
| 444 |
+
}
|
| 445 |
+
}
|
| 446 |
+
|
| 447 |
+
// Get powerup icon by type
|
| 448 |
+
function getPowerupIcon(type) {
|
| 449 |
+
switch(type) {
|
| 450 |
+
case 'rapidFire': return 'fa-bolt';
|
| 451 |
+
case 'tripleShot': return 'fa-crosshairs';
|
| 452 |
+
case 'shield': return 'fa-shield-alt';
|
| 453 |
+
case 'extraLife': return 'fa-heart';
|
| 454 |
+
default: return 'fa-star';
|
| 455 |
+
}
|
| 456 |
+
}
|
| 457 |
+
|
| 458 |
+
// Draw asteroid
|
| 459 |
+
function drawAsteroid(asteroid) {
|
| 460 |
+
ctx.save();
|
| 461 |
+
ctx.translate(asteroid.x, asteroid.y);
|
| 462 |
+
ctx.rotate(asteroid.rotation);
|
| 463 |
+
|
| 464 |
+
ctx.beginPath();
|
| 465 |
+
for (let i = 0; i < asteroid.vertices; i++) {
|
| 466 |
+
const angle = (i / asteroid.vertices) * Math.PI * 2;
|
| 467 |
+
const radius = asteroid.size + asteroid.offset[i % asteroid.offset.length];
|
| 468 |
+
const x = Math.cos(angle) * radius;
|
| 469 |
+
const y = Math.sin(angle) * radius;
|
| 470 |
+
|
| 471 |
+
if (i === 0) {
|
| 472 |
+
ctx.moveTo(x, y);
|
| 473 |
+
} else {
|
| 474 |
+
ctx.lineTo(x, y);
|
| 475 |
+
}
|
| 476 |
+
}
|
| 477 |
+
ctx.closePath();
|
| 478 |
+
|
| 479 |
+
ctx.fillStyle = '#888';
|
| 480 |
+
ctx.fill();
|
| 481 |
+
ctx.strokeStyle = '#555';
|
| 482 |
+
ctx.lineWidth = 2;
|
| 483 |
+
ctx.stroke();
|
| 484 |
+
|
| 485 |
+
// Draw health bar if asteroid has health > 1
|
| 486 |
+
if (asteroid.health > 1) {
|
| 487 |
+
const healthPercent = asteroid.health / Math.floor(asteroid.size / 10);
|
| 488 |
+
ctx.fillStyle = 'red';
|
| 489 |
+
ctx.fillRect(-asteroid.size/2, -asteroid.size/2 - 10, asteroid.size, 5);
|
| 490 |
+
ctx.fillStyle = 'lime';
|
| 491 |
+
ctx.fillRect(-asteroid.size/2, -asteroid.size/2 - 10, asteroid.size * healthPercent, 5);
|
| 492 |
+
}
|
| 493 |
+
|
| 494 |
+
ctx.restore();
|
| 495 |
+
}
|
| 496 |
+
|
| 497 |
+
// Draw enemy ship
|
| 498 |
+
function drawEnemyShip(enemy) {
|
| 499 |
+
ctx.save();
|
| 500 |
+
ctx.translate(enemy.x, enemy.y);
|
| 501 |
+
|
| 502 |
+
// Draw different enemy types
|
| 503 |
+
if (enemy.type === 'basic') {
|
| 504 |
+
// Basic triangle enemy
|
| 505 |
+
ctx.fillStyle = enemy.color;
|
| 506 |
+
ctx.beginPath();
|
| 507 |
+
ctx.moveTo(0, -enemy.height/2);
|
| 508 |
+
ctx.lineTo(-enemy.width/2, enemy.height/2);
|
| 509 |
+
ctx.lineTo(enemy.width/2, enemy.height/2);
|
| 510 |
+
ctx.closePath();
|
| 511 |
+
ctx.fill();
|
| 512 |
+
|
| 513 |
+
// Draw cockpit
|
| 514 |
+
ctx.fillStyle = '#ffffff';
|
| 515 |
+
ctx.beginPath();
|
| 516 |
+
ctx.arc(0, -5, 5, 0, Math.PI * 2);
|
| 517 |
+
ctx.fill();
|
| 518 |
+
}
|
| 519 |
+
else if (enemy.type === 'shooter') {
|
| 520 |
+
// Shooter enemy (rectangle with turret)
|
| 521 |
+
ctx.fillStyle = enemy.color;
|
| 522 |
+
ctx.fillRect(-enemy.width/2, -enemy.height/2, enemy.width, enemy.height);
|
| 523 |
+
|
| 524 |
+
// Draw turret
|
| 525 |
+
ctx.fillStyle = '#ffffff';
|
| 526 |
+
ctx.fillRect(-5, -enemy.height/2 - 10, 10, 10);
|
| 527 |
+
}
|
| 528 |
+
else if (enemy.type === 'fast') {
|
| 529 |
+
// Fast enemy (small and sleek)
|
| 530 |
+
ctx.fillStyle = enemy.color;
|
| 531 |
+
ctx.beginPath();
|
| 532 |
+
ctx.moveTo(0, -enemy.height/2);
|
| 533 |
+
ctx.lineTo(-enemy.width/3, enemy.height/2);
|
| 534 |
+
ctx.lineTo(enemy.width/3, enemy.height/2);
|
| 535 |
+
ctx.closePath();
|
| 536 |
+
ctx.fill();
|
| 537 |
+
|
| 538 |
+
// Draw engine glow
|
| 539 |
+
ctx.fillStyle = '#ffffff';
|
| 540 |
+
ctx.beginPath();
|
| 541 |
+
ctx.moveTo(-enemy.width/4, enemy.height/2);
|
| 542 |
+
ctx.lineTo(enemy.width/4, enemy.height/2);
|
| 543 |
+
ctx.lineTo(0, enemy.height/2 + 8);
|
| 544 |
+
ctx.closePath();
|
| 545 |
+
ctx.fill();
|
| 546 |
+
}
|
| 547 |
+
|
| 548 |
+
// Draw health bar if enemy has health > 1
|
| 549 |
+
if (enemy.health > 1) {
|
| 550 |
+
const healthPercent = enemy.type === 'shooter' ? enemy.health / 2 : enemy.health;
|
| 551 |
+
ctx.fillStyle = 'red';
|
| 552 |
+
ctx.fillRect(-enemy.width/2, -enemy.height/2 - 10, enemy.width, 5);
|
| 553 |
+
ctx.fillStyle = 'lime';
|
| 554 |
+
ctx.fillRect(-enemy.width/2, -enemy.height/2 - 10, enemy.width * healthPercent, 5);
|
| 555 |
+
}
|
| 556 |
+
|
| 557 |
+
ctx.restore();
|
| 558 |
+
}
|
| 559 |
+
|
| 560 |
+
// Draw bullet
|
| 561 |
+
function drawBullet(bullet) {
|
| 562 |
+
ctx.save();
|
| 563 |
+
ctx.fillStyle = bullet.color;
|
| 564 |
+
|
| 565 |
+
// If bullet has angle (for triple shot), adjust position
|
| 566 |
+
if (bullet.angle) {
|
| 567 |
+
bullet.x += Math.sin(bullet.angle) * 2;
|
| 568 |
+
}
|
| 569 |
+
|
| 570 |
+
ctx.beginPath();
|
| 571 |
+
ctx.arc(bullet.x, bullet.y, bullet.radius, 0, Math.PI * 2);
|
| 572 |
+
ctx.fill();
|
| 573 |
+
ctx.restore();
|
| 574 |
+
}
|
| 575 |
+
|
| 576 |
+
// Draw enemy bullet
|
| 577 |
+
function drawEnemyBullet(bullet) {
|
| 578 |
+
ctx.save();
|
| 579 |
+
ctx.fillStyle = '#ff00ff';
|
| 580 |
+
ctx.beginPath();
|
| 581 |
+
ctx.arc(bullet.x, bullet.y, bullet.radius, 0, Math.PI * 2);
|
| 582 |
+
ctx.fill();
|
| 583 |
+
|
| 584 |
+
// Add glow effect
|
| 585 |
+
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
|
| 586 |
+
ctx.beginPath();
|
| 587 |
+
ctx.arc(bullet.x, bullet.y, bullet.radius + 2, 0, Math.PI * 2);
|
| 588 |
+
ctx.fill();
|
| 589 |
+
ctx.restore();
|
| 590 |
+
}
|
| 591 |
+
|
| 592 |
+
// Draw powerup
|
| 593 |
+
function drawPowerup(powerup) {
|
| 594 |
+
ctx.save();
|
| 595 |
+
|
| 596 |
+
// Draw outer circle
|
| 597 |
+
ctx.beginPath();
|
| 598 |
+
ctx.arc(powerup.x, powerup.y, powerup.radius, 0, Math.PI * 2);
|
| 599 |
+
ctx.fillStyle = powerup.color;
|
| 600 |
+
ctx.fill();
|
| 601 |
+
|
| 602 |
+
// Draw inner circle
|
| 603 |
+
ctx.beginPath();
|
| 604 |
+
ctx.arc(powerup.x, powerup.y, powerup.radius - 5, 0, Math.PI * 2);
|
| 605 |
+
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
|
| 606 |
+
ctx.fill();
|
| 607 |
+
|
| 608 |
+
ctx.restore();
|
| 609 |
+
|
| 610 |
+
// Draw icon using DOM element (since we can't draw Font Awesome icons on canvas)
|
| 611 |
+
const icon = document.createElement('div');
|
| 612 |
+
icon.className = `powerup fas ${getPowerupIcon(powerup.type)}`;
|
| 613 |
+
icon.style.color = 'white';
|
| 614 |
+
icon.style.left = `${powerup.x - 12}px`;
|
| 615 |
+
icon.style.top = `${powerup.y - 12}px`;
|
| 616 |
+
icon.style.zIndex = '5';
|
| 617 |
+
document.getElementById('gameContainer').appendChild(icon);
|
| 618 |
+
|
| 619 |
+
// Remove icon after animation frame
|
| 620 |
+
setTimeout(() => {
|
| 621 |
+
if (icon.parentNode) {
|
| 622 |
+
icon.parentNode.removeChild(icon);
|
| 623 |
+
}
|
| 624 |
+
}, 16);
|
| 625 |
+
}
|
| 626 |
+
|
| 627 |
+
// Draw explosion
|
| 628 |
+
function drawExplosion(explosion) {
|
| 629 |
+
ctx.save();
|
| 630 |
+
ctx.globalAlpha = explosion.alpha;
|
| 631 |
+
ctx.fillStyle = explosion.color;
|
| 632 |
+
|
| 633 |
+
for (let i = 0; i < explosion.particles; i++) {
|
| 634 |
+
const angle = (i / explosion.particles) * Math.PI * 2;
|
| 635 |
+
const distance = explosion.radius * (1 - explosion.progress);
|
| 636 |
+
const x = explosion.x + Math.cos(angle) * distance;
|
| 637 |
+
const y = explosion.y + Math.sin(angle) * distance;
|
| 638 |
+
|
| 639 |
+
ctx.beginPath();
|
| 640 |
+
ctx.arc(x, y, explosion.particleSize, 0, Math.PI * 2);
|
| 641 |
+
ctx.fill();
|
| 642 |
+
}
|
| 643 |
+
|
| 644 |
+
ctx.restore();
|
| 645 |
+
}
|
| 646 |
+
|
| 647 |
+
// Check collision between two objects
|
| 648 |
+
function checkCollision(obj1, obj2) {
|
| 649 |
+
// Simple circle collision detection
|
| 650 |
+
const dx = obj1.x - obj2.x;
|
| 651 |
+
const dy = obj1.y - obj2.y;
|
| 652 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 653 |
+
|
| 654 |
+
if (obj1.radius && obj2.radius) {
|
| 655 |
+
return distance < obj1.radius + obj2.radius;
|
| 656 |
+
}
|
| 657 |
+
|
| 658 |
+
// For player (triangle) vs asteroid/enemy
|
| 659 |
+
if (obj1 === player || obj2 === player) {
|
| 660 |
+
const playerObj = obj1 === player ? obj1 : obj2;
|
| 661 |
+
const otherObj = obj1 === player ? obj2 : obj1;
|
| 662 |
+
|
| 663 |
+
// Simplified collision - check if object center is within player bounds
|
| 664 |
+
return (
|
| 665 |
+
otherObj.x > playerObj.x - playerObj.width/2 &&
|
| 666 |
+
otherObj.x < playerObj.x + playerObj.width/2 &&
|
| 667 |
+
otherObj.y > playerObj.y - playerObj.height/2 &&
|
| 668 |
+
otherObj.y < playerObj.y + playerObj.height/2
|
| 669 |
+
);
|
| 670 |
+
}
|
| 671 |
+
|
| 672 |
+
// For bullet vs asteroid/enemy
|
| 673 |
+
if (obj1.radius && (obj2.size || obj2.width)) {
|
| 674 |
+
const bullet = obj1.radius ? obj1 : obj2;
|
| 675 |
+
const target = obj1.radius ? obj2 : obj1;
|
| 676 |
+
|
| 677 |
+
if (target.size) {
|
| 678 |
+
// Asteroid
|
| 679 |
+
return distance < bullet.radius + target.size;
|
| 680 |
+
} else {
|
| 681 |
+
// Enemy ship
|
| 682 |
+
return (
|
| 683 |
+
bullet.x > target.x - target.width/2 &&
|
| 684 |
+
bullet.x < target.x + target.width/2 &&
|
| 685 |
+
bullet.y > target.y - target.height/2 &&
|
| 686 |
+
bullet.y < target.y + target.height/2
|
| 687 |
+
);
|
| 688 |
+
}
|
| 689 |
+
}
|
| 690 |
+
|
| 691 |
+
return false;
|
| 692 |
+
}
|
| 693 |
+
|
| 694 |
+
// Create explosion
|
| 695 |
+
function createExplosion(x, y, color = '#ff5555', size = 30) {
|
| 696 |
+
explosions.push({
|
| 697 |
+
x: x,
|
| 698 |
+
y: y,
|
| 699 |
+
radius: size,
|
| 700 |
+
particles: 12,
|
| 701 |
+
particleSize: 3,
|
| 702 |
+
color: color,
|
| 703 |
+
alpha: 1,
|
| 704 |
+
progress: 0,
|
| 705 |
+
speed: 0.05
|
| 706 |
+
});
|
| 707 |
+
|
| 708 |
+
// Play explosion sound
|
| 709 |
+
playSound('explosion');
|
| 710 |
+
}
|
| 711 |
+
|
| 712 |
+
// Play sound
|
| 713 |
+
function playSound(type) {
|
| 714 |
+
try {
|
| 715 |
+
switch(type) {
|
| 716 |
+
case 'shoot':
|
| 717 |
+
shootSound.currentTime = 0;
|
| 718 |
+
shootSound.play();
|
| 719 |
+
break;
|
| 720 |
+
case 'explosion':
|
| 721 |
+
explosionSound.currentTime = 0;
|
| 722 |
+
explosionSound.play();
|
| 723 |
+
break;
|
| 724 |
+
case 'powerup':
|
| 725 |
+
powerupSound.currentTime = 0;
|
| 726 |
+
powerupSound.play();
|
| 727 |
+
break;
|
| 728 |
+
}
|
| 729 |
+
} catch(e) {
|
| 730 |
+
console.log('Error playing sound:', e);
|
| 731 |
+
}
|
| 732 |
+
}
|
| 733 |
+
|
| 734 |
+
// Draw HUD
|
| 735 |
+
function drawHUD() {
|
| 736 |
+
ctx.save();
|
| 737 |
+
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
|
| 738 |
+
ctx.fillRect(10, 10, 200, 110);
|
| 739 |
+
|
| 740 |
+
ctx.fillStyle = 'white';
|
| 741 |
+
ctx.font = '20px Arial';
|
| 742 |
+
ctx.textAlign = 'left';
|
| 743 |
+
ctx.fillText(`Score: ${score}`, 20, 40);
|
| 744 |
+
ctx.fillText(`Lives: ${lives}`, 20, 70);
|
| 745 |
+
ctx.fillText(`Level: ${level}`, 20, 100);
|
| 746 |
+
|
| 747 |
+
// Draw powerup indicators
|
| 748 |
+
if (playerPowerups.rapidFire || playerPowerups.tripleShot || playerPowerups.shield) {
|
| 749 |
+
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
|
| 750 |
+
ctx.fillRect(canvas.width - 160, 10, 150, 50);
|
| 751 |
+
|
| 752 |
+
ctx.fillStyle = 'white';
|
| 753 |
+
ctx.font = '14px Arial';
|
| 754 |
+
ctx.textAlign = 'right';
|
| 755 |
+
|
| 756 |
+
const remainingTime = Math.max(0, Math.ceil((powerupEndTime - Date.now()) / 1000));
|
| 757 |
+
|
| 758 |
+
if (playerPowerups.rapidFire) {
|
| 759 |
+
ctx.fillStyle = '#ffcc00';
|
| 760 |
+
ctx.fillText(`Rapid Fire: ${remainingTime}s`, canvas.width - 20, 30);
|
| 761 |
+
}
|
| 762 |
+
if (playerPowerups.tripleShot) {
|
| 763 |
+
ctx.fillStyle = '#00ccff';
|
| 764 |
+
ctx.fillText(`Triple Shot: ${remainingTime}s`, canvas.width - 20, 50);
|
| 765 |
+
}
|
| 766 |
+
if (playerPowerups.shield) {
|
| 767 |
+
ctx.fillStyle = '#00ffcc';
|
| 768 |
+
ctx.fillText(`Shield: ${remainingTime}s`, canvas.width - 20, 30);
|
| 769 |
+
}
|
| 770 |
+
}
|
| 771 |
+
|
| 772 |
+
ctx.restore();
|
| 773 |
+
}
|
| 774 |
+
|
| 775 |
+
// Update game state
|
| 776 |
+
function update() {
|
| 777 |
+
if (!gameRunning || gamePaused) return;
|
| 778 |
+
|
| 779 |
+
// Update player
|
| 780 |
+
player.update();
|
| 781 |
+
|
| 782 |
+
// Check powerup expiration
|
| 783 |
+
if (playerPowerups.rapidFire || playerPowerups.tripleShot || playerPowerups.shield) {
|
| 784 |
+
if (Date.now() > powerupEndTime) {
|
| 785 |
+
playerPowerups.rapidFire = false;
|
| 786 |
+
playerPowerups.tripleShot = false;
|
| 787 |
+
playerPowerups.shield = false;
|
| 788 |
+
}
|
| 789 |
+
}
|
| 790 |
+
|
| 791 |
+
// Create asteroids and enemies
|
| 792 |
+
const now = Date.now();
|
| 793 |
+
if (now - lastAsteroidTime > asteroidInterval) {
|
| 794 |
+
if (Math.random() < 0.7) {
|
| 795 |
+
createAsteroid();
|
| 796 |
+
} else {
|
| 797 |
+
createEnemyShip();
|
| 798 |
+
}
|
| 799 |
+
lastAsteroidTime = now;
|
| 800 |
+
|
| 801 |
+
// Decrease interval over time to make game harder
|
| 802 |
+
asteroidInterval = Math.max(500, 2000 - level * 100);
|
| 803 |
+
|
| 804 |
+
// Random chance to spawn powerup
|
| 805 |
+
if (Math.random() < 0.1) {
|
| 806 |
+
createPowerup(Math.random() * (canvas.width - 30) + 15, -30);
|
| 807 |
+
}
|
| 808 |
+
}
|
| 809 |
+
|
| 810 |
+
// Update asteroids
|
| 811 |
+
asteroids.forEach((asteroid, index) => {
|
| 812 |
+
asteroid.y += asteroid.speed;
|
| 813 |
+
asteroid.rotation += asteroid.rotationSpeed;
|
| 814 |
+
|
| 815 |
+
// Check if asteroid is out of screen
|
| 816 |
+
if (asteroid.y > canvas.height + asteroid.size) {
|
| 817 |
+
asteroids.splice(index, 1);
|
| 818 |
+
}
|
| 819 |
+
|
| 820 |
+
// Check collision with player
|
| 821 |
+
if (checkCollision(player, asteroid)) {
|
| 822 |
+
if (playerPowerups.shield) {
|
| 823 |
+
playerPowerups.shield = false;
|
| 824 |
+
createExplosion(asteroid.x, asteroid.y, '#ffff55', asteroid.size);
|
| 825 |
+
asteroids.splice(index, 1);
|
| 826 |
+
} else {
|
| 827 |
+
asteroids.splice(index, 1);
|
| 828 |
+
lives--;
|
| 829 |
+
createExplosion(asteroid.x, asteroid.y, '#ff5555', asteroid.size);
|
| 830 |
+
|
| 831 |
+
if (lives <= 0) {
|
| 832 |
+
gameOver();
|
| 833 |
+
}
|
| 834 |
+
}
|
| 835 |
+
}
|
| 836 |
+
});
|
| 837 |
+
|
| 838 |
+
// Update enemies
|
| 839 |
+
enemies.forEach((enemy, index) => {
|
| 840 |
+
enemy.y += enemy.speed;
|
| 841 |
+
|
| 842 |
+
// Enemy specific behavior
|
| 843 |
+
if (enemy.type === 'shooter' && now - enemy.lastShot > enemy.shootDelay) {
|
| 844 |
+
// Shoot at player
|
| 845 |
+
bullets.push({
|
| 846 |
+
x: enemy.x,
|
| 847 |
+
y: enemy.y + enemy.height/2,
|
| 848 |
+
radius: 5,
|
| 849 |
+
speed: -7,
|
| 850 |
+
color: '#ff00ff',
|
| 851 |
+
isEnemy: true
|
| 852 |
+
});
|
| 853 |
+
enemy.lastShot = now;
|
| 854 |
+
}
|
| 855 |
+
|
| 856 |
+
// Check if enemy is out of screen
|
| 857 |
+
if (enemy.y > canvas.height + enemy.height) {
|
| 858 |
+
enemies.splice(index, 1);
|
| 859 |
+
}
|
| 860 |
+
|
| 861 |
+
// Check collision with player
|
| 862 |
+
if (checkCollision(player, enemy)) {
|
| 863 |
+
if (playerPowerups.shield) {
|
| 864 |
+
playerPowerups.shield = false;
|
| 865 |
+
createExplosion(enemy.x, enemy.y, '#ffff55', enemy.width);
|
| 866 |
+
enemies.splice(index, 1);
|
| 867 |
+
} else {
|
| 868 |
+
enemies.splice(index, 1);
|
| 869 |
+
lives--;
|
| 870 |
+
createExplosion(enemy.x, enemy.y, '#ff5555', enemy.width);
|
| 871 |
+
|
| 872 |
+
if (lives <= 0) {
|
| 873 |
+
gameOver();
|
| 874 |
+
}
|
| 875 |
+
}
|
| 876 |
+
}
|
| 877 |
+
});
|
| 878 |
+
|
| 879 |
+
// Update bullets
|
| 880 |
+
bullets.forEach((bullet, index) => {
|
| 881 |
+
if (bullet.isEnemy) {
|
| 882 |
+
// Enemy bullets move down
|
| 883 |
+
bullet.y -= bullet.speed;
|
| 884 |
+
} else {
|
| 885 |
+
// Player bullets move up
|
| 886 |
+
bullet.y += bullet.speed;
|
| 887 |
+
}
|
| 888 |
+
|
| 889 |
+
// Check if bullet is out of screen
|
| 890 |
+
if (bullet.y < 0 || bullet.y > canvas.height) {
|
| 891 |
+
bullets.splice(index, 1);
|
| 892 |
+
return;
|
| 893 |
+
}
|
| 894 |
+
|
| 895 |
+
// Check collision with asteroids
|
| 896 |
+
asteroids.forEach((asteroid, aIndex) => {
|
| 897 |
+
if (checkCollision(bullet, asteroid)) {
|
| 898 |
+
// Reduce asteroid health
|
| 899 |
+
asteroid.health--;
|
| 900 |
+
|
| 901 |
+
if (asteroid.health <= 0) {
|
| 902 |
+
// Remove asteroid
|
| 903 |
+
asteroids.splice(aIndex, 1);
|
| 904 |
+
|
| 905 |
+
// Add score
|
| 906 |
+
score += Math.floor(asteroid.size);
|
| 907 |
+
|
| 908 |
+
// Random chance to drop powerup
|
| 909 |
+
if (Math.random() < 0.2) {
|
| 910 |
+
createPowerup(asteroid.x, asteroid.y);
|
| 911 |
+
}
|
| 912 |
+
|
| 913 |
+
// Create explosion
|
| 914 |
+
createExplosion(asteroid.x, asteroid.y, '#ffff55', asteroid.size);
|
| 915 |
+
}
|
| 916 |
+
|
| 917 |
+
// Remove bullet unless it's a piercing shot (future feature)
|
| 918 |
+
bullets.splice(index, 1);
|
| 919 |
+
}
|
| 920 |
+
});
|
| 921 |
+
|
| 922 |
+
// Check collision with enemies
|
| 923 |
+
enemies.forEach((enemy, eIndex) => {
|
| 924 |
+
if (checkCollision(bullet, enemy)) {
|
| 925 |
+
// Reduce enemy health
|
| 926 |
+
enemy.health--;
|
| 927 |
+
|
| 928 |
+
if (enemy.health <= 0) {
|
| 929 |
+
// Remove enemy
|
| 930 |
+
enemies.splice(eIndex, 1);
|
| 931 |
+
|
| 932 |
+
// Add score based on enemy type
|
| 933 |
+
score += enemy.type === 'basic' ? 50 : (enemy.type === 'shooter' ? 100 : 75);
|
| 934 |
+
|
| 935 |
+
// Random chance to drop powerup
|
| 936 |
+
if (Math.random() < 0.3) {
|
| 937 |
+
createPowerup(enemy.x, enemy.y);
|
| 938 |
+
}
|
| 939 |
+
|
| 940 |
+
// Create explosion
|
| 941 |
+
createExplosion(enemy.x, enemy.y, '#ffff55', enemy.width);
|
| 942 |
+
}
|
| 943 |
+
|
| 944 |
+
// Remove bullet
|
| 945 |
+
bullets.splice(index, 1);
|
| 946 |
+
}
|
| 947 |
+
});
|
| 948 |
+
});
|
| 949 |
+
|
| 950 |
+
// Update powerups
|
| 951 |
+
powerups.forEach((powerup, index) => {
|
| 952 |
+
powerup.y += powerup.speed;
|
| 953 |
+
|
| 954 |
+
// Check if powerup is out of screen
|
| 955 |
+
if (powerup.y > canvas.height + powerup.radius) {
|
| 956 |
+
powerups.splice(index, 1);
|
| 957 |
+
return;
|
| 958 |
+
}
|
| 959 |
+
|
| 960 |
+
// Check collision with player
|
| 961 |
+
if (checkCollision(player, powerup)) {
|
| 962 |
+
// Apply powerup effect
|
| 963 |
+
applyPowerup(powerup.type);
|
| 964 |
+
powerups.splice(index, 1);
|
| 965 |
+
|
| 966 |
+
// Play powerup sound
|
| 967 |
+
playSound('powerup');
|
| 968 |
+
}
|
| 969 |
+
});
|
| 970 |
+
|
| 971 |
+
// Update explosions
|
| 972 |
+
explosions.forEach((explosion, index) => {
|
| 973 |
+
explosion.progress += explosion.speed;
|
| 974 |
+
explosion.alpha = 1 - explosion.progress;
|
| 975 |
+
|
| 976 |
+
if (explosion.progress >= 1) {
|
| 977 |
+
explosions.splice(index, 1);
|
| 978 |
+
}
|
| 979 |
+
});
|
| 980 |
+
|
| 981 |
+
// Level up every 500 points
|
| 982 |
+
if (score > 0 && score % 500 === 0 && score / 500 >= level) {
|
| 983 |
+
level++;
|
| 984 |
+
createExplosion(canvas.width / 2, canvas.height / 2, '#ffffff', 100);
|
| 985 |
+
}
|
| 986 |
+
}
|
| 987 |
+
|
| 988 |
+
// Apply powerup effect
|
| 989 |
+
function applyPowerup(type) {
|
| 990 |
+
// Set powerup duration (10 seconds)
|
| 991 |
+
powerupEndTime = Date.now() + 10000;
|
| 992 |
+
|
| 993 |
+
switch(type) {
|
| 994 |
+
case 'rapidFire':
|
| 995 |
+
playerPowerups.rapidFire = true;
|
| 996 |
+
break;
|
| 997 |
+
case 'tripleShot':
|
| 998 |
+
playerPowerups.tripleShot = true;
|
| 999 |
+
break;
|
| 1000 |
+
case 'shield':
|
| 1001 |
+
playerPowerups.shield = true;
|
| 1002 |
+
break;
|
| 1003 |
+
case 'extraLife':
|
| 1004 |
+
lives++;
|
| 1005 |
+
break;
|
| 1006 |
+
}
|
| 1007 |
+
}
|
| 1008 |
+
|
| 1009 |
+
// Draw game
|
| 1010 |
+
function draw() {
|
| 1011 |
+
// Clear canvas
|
| 1012 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
| 1013 |
+
|
| 1014 |
+
// Draw background
|
| 1015 |
+
drawStars();
|
| 1016 |
+
|
| 1017 |
+
// Draw game objects
|
| 1018 |
+
player.draw();
|
| 1019 |
+
asteroids.forEach(drawAsteroid);
|
| 1020 |
+
enemies.forEach(drawEnemyShip);
|
| 1021 |
+
bullets.forEach(bullet => bullet.isEnemy ? drawEnemyBullet(bullet) : drawBullet(bullet));
|
| 1022 |
+
powerups.forEach(drawPowerup);
|
| 1023 |
+
explosions.forEach(drawExplosion);
|
| 1024 |
+
|
| 1025 |
+
// Draw HUD
|
| 1026 |
+
drawHUD();
|
| 1027 |
+
}
|
| 1028 |
+
|
| 1029 |
+
// Game loop
|
| 1030 |
+
function gameLoop() {
|
| 1031 |
+
update();
|
| 1032 |
+
draw();
|
| 1033 |
+
requestAnimationFrame(gameLoop);
|
| 1034 |
+
}
|
| 1035 |
+
|
| 1036 |
+
// Update leaderboard
|
| 1037 |
+
function updateLeaderboard() {
|
| 1038 |
+
leaderboardList.innerHTML = '';
|
| 1039 |
+
|
| 1040 |
+
// Add current score to leaderboard
|
| 1041 |
+
if (score > 0) {
|
| 1042 |
+
leaderboard.push({
|
| 1043 |
+
score: score,
|
| 1044 |
+
date: new Date().toLocaleDateString(),
|
| 1045 |
+
difficulty: difficulty
|
| 1046 |
+
});
|
| 1047 |
+
}
|
| 1048 |
+
|
| 1049 |
+
// Sort by score (descending)
|
| 1050 |
+
leaderboard.sort((a, b) => b.score - a.score);
|
| 1051 |
+
|
| 1052 |
+
// Keep only top 10 scores
|
| 1053 |
+
leaderboard = leaderboard.slice(0, 10);
|
| 1054 |
+
|
| 1055 |
+
// Save to localStorage
|
| 1056 |
+
localStorage.setItem('spaceShooterLeaderboard', JSON.stringify(leaderboard));
|
| 1057 |
+
|
| 1058 |
+
// Display leaderboard
|
| 1059 |
+
leaderboard.forEach((entry, index) => {
|
| 1060 |
+
const item = document.createElement('div');
|
| 1061 |
+
item.className = 'leaderboard-item';
|
| 1062 |
+
item.innerHTML = `
|
| 1063 |
+
<span>${index + 1}. ${entry.score}</span>
|
| 1064 |
+
<span class="text-gray-400 text-sm">${entry.difficulty}</span>
|
| 1065 |
+
`;
|
| 1066 |
+
leaderboardList.appendChild(item);
|
| 1067 |
+
});
|
| 1068 |
+
}
|
| 1069 |
+
|
| 1070 |
+
// Start game
|
| 1071 |
+
function startGame() {
|
| 1072 |
+
// Reset game state
|
| 1073 |
+
score = 0;
|
| 1074 |
+
lives = difficulty === 'easy' ? 5 : (difficulty === 'medium' ? 3 : 1);
|
| 1075 |
+
level = 1;
|
| 1076 |
+
asteroids = [];
|
| 1077 |
+
bullets = [];
|
| 1078 |
+
explosions = [];
|
| 1079 |
+
powerups = [];
|
| 1080 |
+
enemies = [];
|
| 1081 |
+
playerPowerups = {
|
| 1082 |
+
rapidFire: false,
|
| 1083 |
+
tripleShot: false,
|
| 1084 |
+
shield: false
|
| 1085 |
+
};
|
| 1086 |
+
|
| 1087 |
+
// Reposition player
|
| 1088 |
+
player.x = canvas.width / 2;
|
| 1089 |
+
player.y = canvas.height - 60;
|
| 1090 |
+
|
| 1091 |
+
// Set asteroid interval based on difficulty
|
| 1092 |
+
asteroidInterval = difficulty === 'easy' ? 2000 : (difficulty === 'medium' ? 1500 : 1000);
|
| 1093 |
+
|
| 1094 |
+
// Hide screens
|
| 1095 |
+
startScreen.style.display = 'none';
|
| 1096 |
+
gameOverScreen.style.display = 'none';
|
| 1097 |
+
pauseScreen.style.display = 'none';
|
| 1098 |
+
|
| 1099 |
+
// Start game
|
| 1100 |
+
gameRunning = true;
|
| 1101 |
+
gamePaused = false;
|
| 1102 |
+
|
| 1103 |
+
// Create stars
|
| 1104 |
+
createStars();
|
| 1105 |
+
|
| 1106 |
+
// Play background music
|
| 1107 |
+
try {
|
| 1108 |
+
bgMusic.volume = 0.3;
|
| 1109 |
+
bgMusic.currentTime = 0;
|
| 1110 |
+
bgMusic.play();
|
| 1111 |
+
} catch(e) {
|
| 1112 |
+
console.log('Error playing music:', e);
|
| 1113 |
+
}
|
| 1114 |
+
|
| 1115 |
+
// Start game loop
|
| 1116 |
+
gameLoop();
|
| 1117 |
+
}
|
| 1118 |
+
|
| 1119 |
+
// Game over
|
| 1120 |
+
function gameOver() {
|
| 1121 |
+
gameRunning = false;
|
| 1122 |
+
finalScore.textContent = `Score: ${score}`;
|
| 1123 |
+
|
| 1124 |
+
// Update high score display
|
| 1125 |
+
const highScoreValue = leaderboard.length > 0 ? Math.max(...leaderboard.map(e => e.score)) : 0;
|
| 1126 |
+
highScore.textContent = `High Score: ${highScoreValue}`;
|
| 1127 |
+
|
| 1128 |
+
// Update leaderboard
|
| 1129 |
+
updateLeaderboard();
|
| 1130 |
+
|
| 1131 |
+
// Show game over screen
|
| 1132 |
+
gameOverScreen.style.display = 'flex';
|
| 1133 |
+
|
| 1134 |
+
// Stop background music
|
| 1135 |
+
try {
|
| 1136 |
+
bgMusic.pause();
|
| 1137 |
+
} catch(e) {
|
| 1138 |
+
console.log('Error stopping music:', e);
|
| 1139 |
+
}
|
| 1140 |
+
}
|
| 1141 |
+
|
| 1142 |
+
// Pause game
|
| 1143 |
+
function pauseGame() {
|
| 1144 |
+
if (!gameRunning) return;
|
| 1145 |
+
|
| 1146 |
+
gamePaused = !gamePaused;
|
| 1147 |
+
|
| 1148 |
+
if (gamePaused) {
|
| 1149 |
+
pauseScreen.style.display = 'flex';
|
| 1150 |
+
pauseScore.textContent = score;
|
| 1151 |
+
|
| 1152 |
+
// Pause background music
|
| 1153 |
+
try {
|
| 1154 |
+
bgMusic.pause();
|
| 1155 |
+
} catch(e) {
|
| 1156 |
+
console.log('Error pausing music:', e);
|
| 1157 |
+
}
|
| 1158 |
+
} else {
|
| 1159 |
+
pauseScreen.style.display = 'none';
|
| 1160 |
+
|
| 1161 |
+
// Resume background music
|
| 1162 |
+
try {
|
| 1163 |
+
bgMusic.play();
|
| 1164 |
+
} catch(e) {
|
| 1165 |
+
console.log('Error resuming music:', e);
|
| 1166 |
+
}
|
| 1167 |
+
}
|
| 1168 |
+
}
|
| 1169 |
+
|
| 1170 |
+
// Event listeners
|
| 1171 |
+
startBtn.addEventListener('click', startGame);
|
| 1172 |
+
restartBtn.addEventListener('click', startGame);
|
| 1173 |
+
|
| 1174 |
+
menuBtn.addEventListener('click', () => {
|
| 1175 |
+
gameOverScreen.style.display = 'none';
|
| 1176 |
+
startScreen.style.display = 'flex';
|
| 1177 |
+
updateLeaderboard();
|
| 1178 |
+
});
|
| 1179 |
+
|
| 1180 |
+
resumeBtn.addEventListener('click', pauseGame);
|
| 1181 |
+
quitBtn.addEventListener('click', () => {
|
| 1182 |
+
pauseScreen.style.display = 'none';
|
| 1183 |
+
startScreen.style.display = 'flex';
|
| 1184 |
+
gameRunning = false;
|
| 1185 |
+
updateLeaderboard();
|
| 1186 |
+
});
|
| 1187 |
+
|
| 1188 |
+
// Difficulty selection
|
| 1189 |
+
difficultyBtns.forEach(btn => {
|
| 1190 |
+
btn.addEventListener('click', () => {
|
| 1191 |
+
difficultyBtns.forEach(b => b.classList.remove('active'));
|
| 1192 |
+
btn.classList.add('active');
|
| 1193 |
+
difficulty = btn.dataset.difficulty;
|
| 1194 |
+
});
|
| 1195 |
+
});
|
| 1196 |
+
|
| 1197 |
+
window.addEventListener('keydown', (e) => {
|
| 1198 |
+
keys[e.key] = true;
|
| 1199 |
+
|
| 1200 |
+
if (e.key === ' ' && gameRunning && !gamePaused) {
|
| 1201 |
+
player.shoot();
|
| 1202 |
+
}
|
| 1203 |
+
|
| 1204 |
+
if (e.key === 'Escape') {
|
| 1205 |
+
pauseGame();
|
| 1206 |
+
}
|
| 1207 |
+
|
| 1208 |
+
// Prevent default for arrow keys and space
|
| 1209 |
+
if (['ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' '].includes(e.key)) {
|
| 1210 |
+
e.preventDefault();
|
| 1211 |
+
}
|
| 1212 |
+
});
|
| 1213 |
+
|
| 1214 |
+
window.addEventListener('keyup', (e) => {
|
| 1215 |
+
keys[e.key] = false;
|
| 1216 |
+
});
|
| 1217 |
+
|
| 1218 |
+
// Handle window resize
|
| 1219 |
+
window.addEventListener('resize', () => {
|
| 1220 |
+
canvas.width = window.innerWidth * 0.9;
|
| 1221 |
+
canvas.height = window.innerHeight * 0.9;
|
| 1222 |
+
|
| 1223 |
+
// Reposition player
|
| 1224 |
+
player.x = canvas.width / 2;
|
| 1225 |
+
player.y = canvas.height - 60;
|
| 1226 |
+
|
| 1227 |
+
// Recreate stars
|
| 1228 |
+
createStars();
|
| 1229 |
+
});
|
| 1230 |
+
|
| 1231 |
+
// Initialize leaderboard
|
| 1232 |
+
updateLeaderboard();
|
| 1233 |
+
|
| 1234 |
+
// Start game loop (even when game not running to show start screen)
|
| 1235 |
+
gameLoop();
|
| 1236 |
+
</script>
|
| 1237 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=SushilAI/space" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 1238 |
+
</html>
|