| | <!DOCTYPE html>
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| | <html lang="en">
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| | <head>
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| | <meta charset="UTF-8">
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| | <meta name="viewport" content="width=device-width, initial-scale=1.0">
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| | <title>Project Supernova</title>
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| | <script src="https://cdn.tailwindcss.com"></script>
|
| | <style>
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| | @import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap');
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| | body {
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| | background-color: #000;
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| | color: #0f0;
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| | font-family: 'Orbitron', sans-serif;
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| | overflow: hidden;
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| | display: flex;
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| | align-items: center;
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| | justify-content: center;
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| | height: 100vh;
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| | margin: 0;
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| | }
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| | canvas {
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| | background-color: #0a0a0a;
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| | border: 2px solid #0ff;
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| | box-shadow: 0 0 20px #0ff;
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| | cursor: crosshair;
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| | }
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| | .ui-overlay {
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| | position: absolute;
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| | top: 0;
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| | left: 0;
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| | width: 100%;
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| | height: 100%;
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| | display: flex;
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| | align-items: center;
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| | justify-content: center;
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| | flex-direction: column;
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| | background-color: rgba(0, 0, 0, 0.7);
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| | color: #0ff;
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| | text-align: center;
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| | }
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| | .ui-overlay h1 {
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| | font-size: 4rem;
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| | text-shadow: 0 0 15px #0ff;
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| | margin-bottom: 1rem;
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| | }
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| | .ui-overlay p {
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| | font-size: 1.2rem;
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| | margin-bottom: 2rem;
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| | }
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| | .ui-button {
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| | background-color: transparent;
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| | border: 2px solid #0ff;
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| | color: #0ff;
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| | padding: 1rem 2rem;
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| | font-family: 'Orbitron', sans-serif;
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| | font-size: 1.2rem;
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| | text-transform: uppercase;
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| | cursor: pointer;
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| | transition: all 0.3s ease;
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| | margin: 0.5rem;
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| | box-shadow: 0 0 10px #0ff inset;
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| | }
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| | .ui-button:hover {
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| | background-color: #0ff;
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| | color: #000;
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| | box-shadow: 0 0 20px #0ff;
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| | }
|
| | #hud {
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| | position: absolute;
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| | top: 20px;
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| | width: 100%;
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| | padding: 0 40px;
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| | box-sizing: border-box;
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| | display: flex;
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| | justify-content: space-between;
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| | font-size: 1.5rem;
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| | text-shadow: 0 0 5px #fff;
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| | pointer-events: none;
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| | }
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| | #player-hud {
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| | color: #0ff;
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| | }
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| | #ai-hud {
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| | color: #f0f;
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| | }
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| | #timer-hud {
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| | color: #fff;
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| | }
|
| | </style>
|
| | </head>
|
| | <body>
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| | <div id="hud" class="hidden">
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| | <div id="player-hud">Player: 0 | Lives: 3</div>
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| | <div id="timer-hud">3:00</div>
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| | <div id="ai-hud">Rival: 0 | Lives: 3</div>
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| | </div>
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| |
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| | <div id="menu" class="ui-overlay">
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| | <h1 class="text-6xl font-bold">PROJECT SUPERNOVA</h1>
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| | <p class="text-xl">An AI has challenged you to a duel amidst the asteroids.</p>
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| | <div>
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| | <button id="easy-btn" class="ui-button">Easy</button>
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| | <button id="medium-btn" class="ui-button">Medium</button>
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| | <button id="hard-btn" class="ui-button">Hard</button>
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| | </div>
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| | </div>
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| |
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| | <div id="game-over" class="ui-overlay hidden">
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| | <h1 id="winner-text" class="text-6xl font-bold"></h1>
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| | <p id="final-scores" class="text-xl"></p>
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| | <button id="play-again-btn" class="ui-button">Play Again</button>
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| | </div>
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| |
|
| | <canvas id="gameCanvas"></canvas>
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| |
|
| | <script type="module">
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| |
|
| | const canvas = document.getElementById('gameCanvas');
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| | const ctx = canvas.getContext('2d');
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| | const menu = document.getElementById('menu');
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| | const gameOverScreen = document.getElementById('game-over');
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| | const hud = document.getElementById('hud');
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| |
|
| | let game;
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| |
|
| | function resizeCanvas() {
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| | canvas.width = window.innerWidth;
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| | canvas.height = window.innerHeight;
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| | }
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| | window.addEventListener('resize', resizeCanvas);
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| | resizeCanvas();
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| |
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| |
|
| | class Vector {
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| | constructor(x = 0, y = 0) {
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| | this.x = x;
|
| | this.y = y;
|
| | }
|
| | add(v) { return new Vector(this.x + v.x, this.y + v.y); }
|
| | subtract(v) { return new Vector(this.x - v.x, this.y - v.y); }
|
| | multiply(s) { return new Vector(this.x * s, this.y * s); }
|
| | get magnitude() { return Math.sqrt(this.x ** 2 + this.y ** 2); }
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| | get angle() { return Math.atan2(this.y, this.x); }
|
| | normalize() {
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| | const mag = this.magnitude;
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| | return mag === 0 ? new Vector() : new Vector(this.x / mag, this.y / mag);
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| | }
|
| | static fromAngle(angle, magnitude = 1) {
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| | return new Vector(magnitude * Math.cos(angle), magnitude * Math.sin(angle));
|
| | }
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| | }
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| |
|
| | function isColliding(obj1, obj2) {
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| | const dist = obj1.pos.subtract(obj2.pos).magnitude;
|
| | return dist < obj1.radius + obj2.radius;
|
| | }
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| |
|
| | function wrapEdges(obj) {
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| | if (obj.pos.x < -obj.radius) obj.pos.x = canvas.width + obj.radius;
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| | if (obj.pos.x > canvas.width + obj.radius) obj.pos.x = -obj.radius;
|
| | if (obj.pos.y < -obj.radius) obj.pos.y = canvas.height + obj.radius;
|
| | if (obj.pos.y > canvas.height + obj.radius) obj.pos.y = -obj.radius;
|
| | }
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| |
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| |
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| |
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| |
|
| | class Ship {
|
| | constructor(x, y, color, name) {
|
| | this.name = name;
|
| | this.pos = new Vector(x, y);
|
| | this.vel = new Vector();
|
| | this.angle = -Math.PI / 2;
|
| | this.radius = 15;
|
| | this.color = color;
|
| | this.isThrusting = false;
|
| | this.rotation = 0;
|
| | this.lives = 3;
|
| | this.score = 0;
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| | this.isInvincible = false;
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| | this.invincibilityTimer = 0;
|
| | this.shootCooldown = 0;
|
| | }
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| |
|
| | draw() {
|
| | ctx.save();
|
| | ctx.translate(this.pos.x, this.pos.y);
|
| | ctx.rotate(this.angle);
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| |
|
| | if (this.isInvincible && Math.floor(Date.now() / 100) % 2) {
|
| | ctx.strokeStyle = '#fff';
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| | ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
|
| | } else {
|
| | ctx.strokeStyle = this.color;
|
| | ctx.fillStyle = 'rgba(10, 10, 10, 0.5)';
|
| | }
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| |
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| |
|
| | ctx.shadowColor = this.color;
|
| | ctx.shadowBlur = 15;
|
| | ctx.lineWidth = 2;
|
| | ctx.beginPath();
|
| | ctx.moveTo(15, 0);
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| | ctx.lineTo(-10, -10);
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| | ctx.lineTo(-10, 10);
|
| | ctx.closePath();
|
| | ctx.stroke();
|
| | ctx.fill();
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| |
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| |
|
| | if (this.isThrusting && Math.random() > 0.2) {
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| | ctx.fillStyle = '#fff';
|
| | ctx.beginPath();
|
| | ctx.moveTo(-10, 0);
|
| | ctx.lineTo(-18 - Math.random() * 5, 5);
|
| | ctx.lineTo(-18 - Math.random() * 5, -5);
|
| | ctx.closePath();
|
| | ctx.fill();
|
| | }
|
| | ctx.restore();
|
| | }
|
| |
|
| | update() {
|
| | this.angle += this.rotation;
|
| | if (this.isThrusting) {
|
| | const force = Vector.fromAngle(this.angle, 0.1);
|
| | this.vel = this.vel.add(force);
|
| | }
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| |
|
| | this.vel = this.vel.multiply(0.99);
|
| | if (this.vel.magnitude > 5) {
|
| | this.vel = this.vel.normalize().multiply(5);
|
| | }
|
| | this.pos = this.pos.add(this.vel);
|
| | wrapEdges(this);
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| |
|
| | if (this.shootCooldown > 0) this.shootCooldown--;
|
| | if (this.isInvincible) {
|
| | this.invincibilityTimer--;
|
| | if (this.invincibilityTimer <= 0) {
|
| | this.isInvincible = false;
|
| | }
|
| | }
|
| | }
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| |
|
| | shoot() {
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| | if (this.shootCooldown === 0) {
|
| | const bulletVel = Vector.fromAngle(this.angle, 7).add(this.vel);
|
| | const bulletPos = this.pos.add(Vector.fromAngle(this.angle, 15));
|
| | game.bullets.push(new Bullet(bulletPos.x, bulletPos.y, bulletVel, this.color, this.name));
|
| | this.shootCooldown = 15;
|
| | }
|
| | }
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| |
|
| | hit() {
|
| | if (this.isInvincible) return;
|
| | this.lives--;
|
| | game.createExplosion(this.pos, this.color, 40);
|
| | if (this.lives > 0) {
|
| | this.resetPosition();
|
| | } else {
|
| | game.handlePlayerDeath(this);
|
| | }
|
| | }
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| |
|
| | resetPosition() {
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| | this.pos = new Vector(Math.random() * canvas.width, Math.random() * canvas.height);
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| | this.vel = new Vector();
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| | this.isInvincible = true;
|
| | this.invincibilityTimer = 180;
|
| | }
|
| | }
|
| |
|
| | class Player extends Ship {
|
| | constructor(x, y) {
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| | super(x, y, '#0ff', 'Player');
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| | this.keys = {};
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| | this.setupControls();
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| | }
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| |
|
| | setupControls() {
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| | window.addEventListener('keydown', (e) => this.keys[e.code] = true);
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| | window.addEventListener('keyup', (e) => this.keys[e.code] = false);
|
| | }
|
| |
|
| | update() {
|
| | this.rotation = 0;
|
| | if (this.keys['KeyA'] || this.keys['ArrowLeft']) this.rotation = -0.05;
|
| | if (this.keys['KeyD'] || this.keys['ArrowRight']) this.rotation = 0.05;
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| |
|
| | this.isThrusting = this.keys['KeyW'] || this.keys['ArrowUp'];
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| |
|
| | if (this.keys['Space']) {
|
| | this.shoot();
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| | }
|
| | super.update();
|
| | }
|
| | }
|
| |
|
| | class AI extends Ship {
|
| | constructor(x, y, difficulty) {
|
| | super(x, y, '#f0f', 'Rival');
|
| | this.difficulty = difficulty;
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| | this.state = 'HUNTING_ASTEROID';
|
| | this.target = null;
|
| | this.stateTimer = 0;
|
| | this.setupDifficulty();
|
| | }
|
| |
|
| | setupDifficulty() {
|
| | switch(this.difficulty) {
|
| | case 'easy':
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| | this.accuracy = 0.3; this.aggression = 0.1; this.reactionTime = 30;
|
| | break;
|
| | case 'hard':
|
| | this.accuracy = 0.9; this.aggression = 0.6; this.reactionTime = 5;
|
| | break;
|
| | case 'medium':
|
| | default:
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| | this.accuracy = 0.6; this.aggression = 0.3; this.reactionTime = 15;
|
| | break;
|
| | }
|
| | }
|
| |
|
| | update() {
|
| | this.stateTimer--;
|
| | if (this.stateTimer <= 0) {
|
| | this.chooseNewState();
|
| | }
|
| |
|
| | this.executeState();
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| |
|
| | super.update();
|
| | }
|
| |
|
| | chooseNewState() {
|
| | this.stateTimer = Math.random() * 120 + 60;
|
| | const dangerousObject = this.findClosestThreat();
|
| | if (dangerousObject) {
|
| | this.state = 'AVOIDING_DANGER';
|
| | this.target = dangerousObject;
|
| | return;
|
| | }
|
| |
|
| | if (Math.random() < this.aggression || (game.player && game.player.score > this.score + 1000)) {
|
| | this.state = 'ATTACKING_PLAYER';
|
| | this.target = game.player;
|
| | } else {
|
| | this.state = 'HUNTING_ASTEROID';
|
| | this.target = this.findClosestAsteroid();
|
| | }
|
| | }
|
| |
|
| | executeState() {
|
| | if (!this.target) {
|
| | this.isThrusting = false;
|
| | this.rotation = 0;
|
| | return;
|
| | }
|
| |
|
| | let targetPos = this.target.pos;
|
| |
|
| |
|
| | if (this.target.vel) {
|
| | const timeToIntercept = this.pos.subtract(this.target.pos).magnitude / 7;
|
| | targetPos = this.target.pos.add(this.target.vel.multiply(timeToIntercept * (this.accuracy * 20)));
|
| | }
|
| |
|
| | const vectorToTarget = targetPos.subtract(this.pos);
|
| | const desiredAngle = vectorToTarget.angle;
|
| | let angleDiff = desiredAngle - this.angle;
|
| |
|
| |
|
| | while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
|
| | while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
|
| |
|
| | if (this.state === 'AVOIDING_DANGER') {
|
| |
|
| | angleDiff += Math.PI;
|
| | }
|
| |
|
| |
|
| | this.rotation = Math.sign(angleDiff) * 0.05;
|
| | if(Math.abs(angleDiff) < 0.1) this.rotation = 0;
|
| |
|
| |
|
| | const shouldThrust = this.state === 'AVOIDING_DANGER' || vectorToTarget.magnitude > 100;
|
| | this.isThrusting = (Math.abs(angleDiff) < Math.PI / 2) && shouldThrust;
|
| |
|
| |
|
| | if (this.state !== 'AVOIDING_DANGER' && Math.abs(angleDiff) < 0.2 && Math.random() < this.accuracy) {
|
| | this.shoot();
|
| | }
|
| | }
|
| |
|
| | findClosestThreat() {
|
| | let closestDist = Infinity;
|
| | let closestThreat = null;
|
| | const checkRadius = 150;
|
| |
|
| | for (const asteroid of game.asteroids) {
|
| | const dist = this.pos.subtract(asteroid.pos).magnitude;
|
| | if (dist < checkRadius && dist < closestDist) {
|
| | closestDist = dist;
|
| | closestThreat = asteroid;
|
| | }
|
| | }
|
| | return closestThreat;
|
| | }
|
| |
|
| | findClosestAsteroid() {
|
| | let closestDist = Infinity;
|
| | let closestAsteroid = null;
|
| | for (const asteroid of game.asteroids) {
|
| | const dist = this.pos.subtract(asteroid.pos).magnitude;
|
| | if (dist < closestDist) {
|
| | closestDist = dist;
|
| | closestAsteroid = asteroid;
|
| | }
|
| | }
|
| | return closestAsteroid;
|
| | }
|
| | }
|
| |
|
| | class Asteroid {
|
| | constructor(x, y, radius) {
|
| | this.pos = new Vector(x, y);
|
| | this.radius = radius;
|
| | this.vel = Vector.fromAngle(Math.random() * Math.PI * 2, Math.random() * 2 + 0.5);
|
| | this.angle = 0;
|
| | this.rotationSpeed = (Math.random() - 0.5) * 0.02;
|
| | this.shape = [];
|
| | const numVertices = Math.floor(Math.random() * 5) + 7;
|
| | for (let i = 0; i < numVertices; i++) {
|
| | const angle = (i / numVertices) * Math.PI * 2;
|
| | const r = this.radius * (Math.random() * 0.4 + 0.8);
|
| | this.shape.push(new Vector(Math.cos(angle) * r, Math.sin(angle) * r));
|
| | }
|
| | }
|
| |
|
| | draw() {
|
| | ctx.save();
|
| | ctx.translate(this.pos.x, this.pos.y);
|
| | ctx.rotate(this.angle);
|
| | ctx.strokeStyle = '#fff';
|
| | ctx.shadowColor = '#fff';
|
| | ctx.shadowBlur = 5;
|
| | ctx.lineWidth = 1.5;
|
| | ctx.beginPath();
|
| | ctx.moveTo(this.shape[0].x, this.shape[0].y);
|
| | for (let i = 1; i < this.shape.length; i++) {
|
| | ctx.lineTo(this.shape[i].x, this.shape[i].y);
|
| | }
|
| | ctx.closePath();
|
| | ctx.stroke();
|
| | ctx.restore();
|
| | }
|
| |
|
| | update() {
|
| | this.pos = this.pos.add(this.vel);
|
| | this.angle += this.rotationSpeed;
|
| | wrapEdges(this);
|
| | }
|
| |
|
| | breakApart() {
|
| | game.createExplosion(this.pos, '#fff', Math.floor(this.radius / 2));
|
| | if (this.radius > 30) {
|
| | for (let i = 0; i < 2; i++) {
|
| | game.asteroids.push(new Asteroid(this.pos.x, this.pos.y, this.radius / 2));
|
| | }
|
| | } else if (this.radius > 15) {
|
| | for (let i = 0; i < 2; i++) {
|
| | game.asteroids.push(new Asteroid(this.pos.x, this.pos.y, this.radius / 2));
|
| | }
|
| | }
|
| | }
|
| | }
|
| |
|
| | class Bullet {
|
| | constructor(x, y, vel, color, owner) {
|
| | this.pos = new Vector(x, y);
|
| | this.vel = vel;
|
| | this.radius = 3;
|
| | this.color = color;
|
| | this.lifespan = 80;
|
| | this.owner = owner;
|
| | }
|
| | draw() {
|
| | ctx.fillStyle = this.color;
|
| | ctx.shadowColor = this.color;
|
| | ctx.shadowBlur = 10;
|
| | ctx.beginPath();
|
| | ctx.arc(this.pos.x, this.pos.y, this.radius, 0, Math.PI * 2);
|
| | ctx.fill();
|
| | }
|
| | update() {
|
| | this.pos = this.pos.add(this.vel);
|
| | this.lifespan--;
|
| | }
|
| | }
|
| |
|
| | class Particle {
|
| | constructor(x, y, color) {
|
| | this.pos = new Vector(x, y);
|
| | this.vel = Vector.fromAngle(Math.random() * Math.PI * 2, Math.random() * 3);
|
| | this.radius = Math.random() * 2 + 1;
|
| | this.color = color;
|
| | this.lifespan = 50;
|
| | this.alpha = 1;
|
| | }
|
| | draw() {
|
| | ctx.save();
|
| | ctx.globalAlpha = this.alpha;
|
| | ctx.fillStyle = this.color;
|
| | ctx.beginPath();
|
| | ctx.arc(this.pos.x, this.pos.y, this.radius, 0, Math.PI * 2);
|
| | ctx.fill();
|
| | ctx.restore();
|
| | }
|
| | update() {
|
| | this.pos = this.pos.add(this.vel);
|
| | this.vel = this.vel.multiply(0.98);
|
| | this.lifespan--;
|
| | this.alpha = this.lifespan / 50;
|
| | }
|
| | }
|
| |
|
| |
|
| |
|
| | class Game {
|
| | constructor(difficulty) {
|
| | this.difficulty = difficulty;
|
| | this.player = new Player(canvas.width / 4, canvas.height / 2);
|
| | this.ai = new AI(canvas.width * 3 / 4, canvas.height / 2, this.difficulty);
|
| | this.asteroids = [];
|
| | this.bullets = [];
|
| | this.particles = [];
|
| | this.isGameOver = false;
|
| | this.roundTime = 180 * 1000;
|
| | this.startTime = Date.now();
|
| | this.winner = null;
|
| | this.initAsteroids(8);
|
| | }
|
| |
|
| | initAsteroids(count) {
|
| | for (let i = 0; i < count; i++) {
|
| | const x = Math.random() * canvas.width;
|
| | const y = Math.random() * canvas.height;
|
| |
|
| | const playerDist = new Vector(x, y).subtract(this.player.pos).magnitude;
|
| | const aiDist = new Vector(x, y).subtract(this.ai.pos).magnitude;
|
| | if(playerDist < 100 || aiDist < 100) {
|
| | i--;
|
| | continue;
|
| | }
|
| | this.asteroids.push(new Asteroid(x, y, 40));
|
| | }
|
| | }
|
| |
|
| | update() {
|
| | if (this.isGameOver) return;
|
| |
|
| |
|
| | this.player.update();
|
| | this.ai.update();
|
| | this.asteroids.forEach(a => a.update());
|
| | this.bullets.forEach(b => b.update());
|
| | this.particles.forEach(p => p.update());
|
| |
|
| |
|
| | this.bullets = this.bullets.filter(b => b.lifespan > 0);
|
| | this.particles = this.particles.filter(p => p.lifespan > 0);
|
| |
|
| |
|
| | this.handleCollisions();
|
| |
|
| |
|
| | if (this.asteroids.length < 5) {
|
| | this.initAsteroids(3);
|
| | }
|
| |
|
| |
|
| | const elapsedTime = Date.now() - this.startTime;
|
| | if (elapsedTime >= this.roundTime) {
|
| | this.endGameByTime();
|
| | }
|
| | }
|
| |
|
| | draw() {
|
| | ctx.clearRect(0, 0, canvas.width, canvas.height);
|
| | ctx.shadowBlur = 0;
|
| | ctx.fillStyle = 'rgba(0,0,0,0.9)';
|
| | ctx.fillRect(0, 0, canvas.width, canvas.height);
|
| |
|
| | this.player.draw();
|
| | this.ai.draw();
|
| | this.asteroids.forEach(a => a.draw());
|
| | this.bullets.forEach(b => b.draw());
|
| | this.particles.forEach(p => p.draw());
|
| |
|
| | this.updateHUD();
|
| | }
|
| |
|
| | updateHUD() {
|
| | document.getElementById('player-hud').innerText = `Player: ${this.player.score} | Lives: ${this.player.lives}`;
|
| | document.getElementById('ai-hud').innerText = `Rival: ${this.ai.score} | Lives: ${this.ai.lives}`;
|
| |
|
| | const remainingTime = Math.max(0, this.roundTime - (Date.now() - this.startTime));
|
| | const minutes = Math.floor(remainingTime / 60000);
|
| | const seconds = Math.floor((remainingTime % 60000) / 1000).toString().padStart(2, '0');
|
| | document.getElementById('timer-hud').innerText = `${minutes}:${seconds}`;
|
| | }
|
| |
|
| | handleCollisions() {
|
| |
|
| | for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| | const bullet = this.bullets[i];
|
| | for (let j = this.asteroids.length - 1; j >= 0; j--) {
|
| | const asteroid = this.asteroids[j];
|
| | if (isColliding(bullet, asteroid)) {
|
| | this.bullets.splice(i, 1);
|
| |
|
| | let points = 0;
|
| | if (asteroid.radius > 30) points = 20;
|
| | else if (asteroid.radius > 15) points = 50;
|
| | else points = 100;
|
| |
|
| | if (bullet.owner === 'Player') this.player.score += points;
|
| | else if (bullet.owner === 'Rival') this.ai.score += points;
|
| |
|
| | asteroid.breakApart();
|
| | this.asteroids.splice(j, 1);
|
| | break;
|
| | }
|
| | }
|
| | }
|
| |
|
| |
|
| | [this.player, this.ai].forEach(ship => {
|
| | for (const asteroid of this.asteroids) {
|
| | if (isColliding(ship, asteroid)) {
|
| | ship.hit();
|
| | }
|
| | }
|
| | });
|
| |
|
| |
|
| | for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| | const bullet = this.bullets[i];
|
| |
|
| | if (bullet.owner !== 'Player' && isColliding(bullet, this.player)) {
|
| | this.player.hit();
|
| | this.ai.score += 500;
|
| | this.bullets.splice(i, 1);
|
| | continue;
|
| | }
|
| |
|
| | if (bullet.owner !== 'Rival' && isColliding(bullet, this.ai)) {
|
| | this.ai.hit();
|
| | this.player.score += 500;
|
| | this.bullets.splice(i, 1);
|
| | continue;
|
| | }
|
| | }
|
| | }
|
| |
|
| | createExplosion(pos, color, count) {
|
| | for(let i=0; i < count; i++) {
|
| | this.particles.push(new Particle(pos.x, pos.y, color));
|
| | }
|
| | }
|
| |
|
| | handlePlayerDeath(ship) {
|
| | if (ship === this.player && this.ai.lives > 0) {
|
| | this.endGame(this.ai);
|
| | } else if (ship === this.ai && this.player.lives > 0) {
|
| | this.endGame(this.player);
|
| | } else {
|
| |
|
| | this.endGameByTime();
|
| | }
|
| | }
|
| |
|
| | endGameByTime() {
|
| | if (this.player.score > this.ai.score) {
|
| | this.endGame(this.player);
|
| | } else if (this.ai.score > this.player.score) {
|
| | this.endGame(this.ai);
|
| | } else {
|
| | this.endGame(null);
|
| | }
|
| | }
|
| |
|
| | endGame(winner) {
|
| | if (this.isGameOver) return;
|
| | this.isGameOver = true;
|
| | this.winner = winner;
|
| |
|
| | const winnerText = document.getElementById('winner-text');
|
| | if (winner) {
|
| | winnerText.innerText = `${winner.name} Wins!`;
|
| | winnerText.style.color = winner.color;
|
| | } else {
|
| | winnerText.innerText = 'Draw!';
|
| | winnerText.style.color = '#fff';
|
| | }
|
| |
|
| | document.getElementById('final-scores').innerText = `Final Score: ${this.player.score} (Player) vs ${this.ai.score} (Rival)`;
|
| | gameOverScreen.classList.remove('hidden');
|
| | hud.classList.add('hidden');
|
| | }
|
| | }
|
| |
|
| |
|
| | let animationFrameId;
|
| | function gameLoop() {
|
| | game.update();
|
| | game.draw();
|
| | animationFrameId = requestAnimationFrame(gameLoop);
|
| | }
|
| |
|
| | function startGame(difficulty) {
|
| | menu.classList.add('hidden');
|
| | gameOverScreen.classList.add('hidden');
|
| | hud.classList.remove('hidden');
|
| | game = new Game(difficulty);
|
| | if (animationFrameId) cancelAnimationFrame(animationFrameId);
|
| | gameLoop();
|
| | }
|
| |
|
| |
|
| | document.getElementById('easy-btn').onclick = () => startGame('easy');
|
| | document.getElementById('medium-btn').onclick = () => startGame('medium');
|
| | document.getElementById('hard-btn').onclick = () => startGame('hard');
|
| | document.getElementById('play-again-btn').onclick = () => {
|
| | gameOverScreen.classList.add('hidden');
|
| | menu.classList.remove('hidden');
|
| | };
|
| |
|
| | </script>
|
| | </body>
|
| | </html>
|
| |
|