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Update index.html
Browse files- index.html +620 -18
index.html
CHANGED
@@ -1,19 +1,621 @@
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</html>
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<!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>Asteroids</title>
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<link rel="preconnect" href="https://fonts.googleapis.com">
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<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
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<link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap" rel="stylesheet">
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<style>
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body {
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margin: 0;
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padding: 0;
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background-color: #000;
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color: #fff;
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font-family: 'Press Start 2P', cursive;
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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height: 100vh;
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overflow: hidden;
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}
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#game-container {
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position: relative;
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width: 100%;
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max-width: 800px;
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aspect-ratio: 4 / 3;
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border: 2px solid #fff;
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box-shadow: 0 0 20px #fff;
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}
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canvas {
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display: block;
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background-color: #000;
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width: 100%;
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height: 100%;
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}
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#score-container {
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position: absolute;
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top: 10px;
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left: 0;
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width: 100%;
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display: flex;
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justify-content: space-between;
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padding: 0 20px;
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box-sizing: border-box;
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font-size: 16px;
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text-shadow: 0 0 5px #fff;
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}
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#message-overlay {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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text-align: center;
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font-size: 24px;
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display: none; /* Hidden by default */
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}
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#message-overlay p {
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margin: 0;
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padding: 10px;
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}
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</style>
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</head>
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<body>
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<div id="game-container">
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<div id="score-container">
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<span id="score">SCORE: 0</span>
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<span id="high-score">HIGH: 0</span>
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</div>
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<canvas id="gameCanvas"></canvas>
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<div id="message-overlay">
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<p id="message-title">ASTEROIDS</p>
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<p id="message-subtitle" style="font-size: 14px;">PRESS ENTER TO START</p>
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</div>
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</div>
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<script>
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// --- DOM ELEMENTS ---
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const scoreEl = document.getElementById('score');
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const highScoreEl = document.getElementById('high-score');
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const messageOverlay = document.getElementById('message-overlay');
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const messageTitle = document.getElementById('message-title');
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const messageSubtitle = document.getElementById('message-subtitle');
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93 |
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// --- GAME CONSTANTS ---
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95 |
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const SHIP_SIZE = 15;
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96 |
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const SHIP_THRUST = 0.1;
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const SHIP_TURN_SPEED = 0.1; // radians
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98 |
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const FRICTION = 0.99;
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const BULLET_SPEED = 5;
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const BULLET_MAX = 10;
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const ASTEROID_NUM = 3;
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const ASTEROID_SPEED = 1;
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const ASTEROID_SIZE_LARGE = 50;
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const ASTEROID_SIZE_MEDIUM = 25;
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const ASTEROID_SIZE_SMALL = 12;
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const ASTEROID_VERTICES = 10;
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107 |
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const ASTEROID_JAG = 0.4; // Jaggedness of the asteroids
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const SAUCER_SPEED = 2;
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const SAUCER_SIZE = 15;
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const SAUCER_FIRE_RATE = 0.03; // ~ every second at 30fps
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const SAUCER_SPAWN_TIME = 15000; // 15 seconds
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// --- GAME STATE ---
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let ship;
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let asteroids = [];
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116 |
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let bullets = [];
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let saucer = null;
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let score = 0;
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let highScore = localStorage.getItem('asteroidsHighScore') || 0;
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120 |
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let lives = 3;
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let isPlaying = false;
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let keys = {};
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123 |
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let saucerTimer;
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124 |
+
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// --- UTILITY FUNCTIONS ---
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126 |
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const degToRad = (deg) => deg * Math.PI / 180;
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127 |
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const radToDeg = (rad) => rad * 180 / Math.PI;
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128 |
+
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129 |
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function resizeCanvas() {
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130 |
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const container = document.getElementById('game-container');
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131 |
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const { width, height } = container.getBoundingClientRect();
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132 |
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canvas.width = width;
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133 |
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canvas.height = height;
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134 |
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}
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135 |
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// --- CLASSES ---
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class Ship {
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constructor() {
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this.x = canvas.width / 2;
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this.y = canvas.height / 2;
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142 |
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this.radius = SHIP_SIZE / 2;
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143 |
+
this.angle = degToRad(270); // Pointing up
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144 |
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this.vel = { x: 0, y: 0 };
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this.isThrusting = false;
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146 |
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this.canShoot = true;
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147 |
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this.isInvincible = true;
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148 |
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this.invincibilityTime = 3000; // 3 seconds
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149 |
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setTimeout(() => this.isInvincible = false, this.invincibilityTime);
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150 |
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}
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151 |
+
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draw() {
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153 |
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ctx.strokeStyle = this.isInvincible ? 'grey' : 'white';
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154 |
+
ctx.lineWidth = SHIP_SIZE / 10;
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155 |
+
ctx.beginPath();
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156 |
+
// Nose of the ship
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157 |
+
ctx.moveTo(
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this.x + this.radius * Math.cos(this.angle),
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this.y + this.radius * Math.sin(this.angle)
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160 |
+
);
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161 |
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// Left wing
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162 |
+
ctx.lineTo(
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163 |
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this.x - this.radius * (Math.cos(this.angle) + Math.sin(this.angle)),
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164 |
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this.y - this.radius * (Math.sin(this.angle) - Math.cos(this.angle))
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);
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// Right wing
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167 |
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ctx.lineTo(
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this.x - this.radius * (Math.cos(this.angle) - Math.sin(this.angle)),
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169 |
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this.y - this.radius * (Math.sin(this.angle) + Math.cos(this.angle))
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170 |
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);
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171 |
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ctx.closePath();
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172 |
+
ctx.stroke();
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173 |
+
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174 |
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// Draw thrust flame
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175 |
+
if (this.isThrusting) {
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176 |
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ctx.fillStyle = "red";
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177 |
+
ctx.strokeStyle = "yellow";
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178 |
+
ctx.lineWidth = SHIP_SIZE / 15;
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179 |
+
ctx.beginPath();
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180 |
+
// Flame point
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+
ctx.moveTo(
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this.x - this.radius * (1.5 * Math.cos(this.angle) - 0.5 * Math.sin(this.angle)),
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183 |
+
this.y - this.radius * (1.5 * Math.sin(this.angle) + 0.5 * Math.cos(this.angle))
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+
);
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// Flame base center
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186 |
+
ctx.lineTo(
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this.x - this.radius * 2.5 * Math.cos(this.angle),
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188 |
+
this.y - this.radius * 2.5 * Math.sin(this.angle)
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);
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// Flame point
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+
ctx.lineTo(
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this.x - this.radius * (1.5 * Math.cos(this.angle) + 0.5 * Math.sin(this.angle)),
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193 |
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this.y - this.radius * (1.5 * Math.sin(this.angle) - 0.5 * Math.cos(this.angle))
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+
);
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+
ctx.closePath();
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196 |
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ctx.fill();
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197 |
+
ctx.stroke();
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198 |
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}
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199 |
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}
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200 |
+
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201 |
+
update() {
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// Rotate ship
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203 |
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if (keys['a'] || keys['A']) {
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204 |
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this.angle -= SHIP_TURN_SPEED;
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+
}
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206 |
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if (keys['d'] || keys['D']) {
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this.angle += SHIP_TURN_SPEED;
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}
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+
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210 |
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// Thrust
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211 |
+
this.isThrusting = (keys['w'] || keys['W'] || keys['e'] || keys['E']);
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212 |
+
if (this.isThrusting) {
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213 |
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this.vel.x += SHIP_THRUST * Math.cos(this.angle);
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+
this.vel.y += SHIP_THRUST * Math.sin(this.angle);
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}
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+
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217 |
+
// Apply friction
|
218 |
+
this.vel.x *= FRICTION;
|
219 |
+
this.vel.y *= FRICTION;
|
220 |
+
|
221 |
+
// Move ship
|
222 |
+
this.x += this.vel.x;
|
223 |
+
this.y += this.vel.y;
|
224 |
+
|
225 |
+
// Handle screen wrapping
|
226 |
+
this.handleScreenWrap();
|
227 |
+
this.draw();
|
228 |
+
}
|
229 |
+
|
230 |
+
shoot() {
|
231 |
+
if (this.canShoot && bullets.length < BULLET_MAX) {
|
232 |
+
const bullet = new Bullet(
|
233 |
+
this.x + this.radius * Math.cos(this.angle),
|
234 |
+
this.y + this.radius * Math.sin(this.angle),
|
235 |
+
this.angle
|
236 |
+
);
|
237 |
+
bullets.push(bullet);
|
238 |
+
this.canShoot = false;
|
239 |
+
setTimeout(() => this.canShoot = true, 250); // Cooldown
|
240 |
+
}
|
241 |
+
}
|
242 |
+
|
243 |
+
handleScreenWrap() {
|
244 |
+
if (this.x < 0 - this.radius) this.x = canvas.width + this.radius;
|
245 |
+
if (this.x > canvas.width + this.radius) this.x = 0 - this.radius;
|
246 |
+
if (this.y < 0 - this.radius) this.y = canvas.height + this.radius;
|
247 |
+
if (this.y > canvas.height + this.radius) this.y = 0 - this.radius;
|
248 |
+
}
|
249 |
+
|
250 |
+
destroy() {
|
251 |
+
if (this.isInvincible) return;
|
252 |
+
lives--;
|
253 |
+
if (lives > 0) {
|
254 |
+
ship = new Ship();
|
255 |
+
} else {
|
256 |
+
gameOver();
|
257 |
+
}
|
258 |
+
}
|
259 |
+
}
|
260 |
+
|
261 |
+
class Bullet {
|
262 |
+
constructor(x, y, angle) {
|
263 |
+
this.x = x;
|
264 |
+
this.y = y;
|
265 |
+
this.vel = {
|
266 |
+
x: BULLET_SPEED * Math.cos(angle),
|
267 |
+
y: BULLET_SPEED * Math.sin(angle)
|
268 |
+
};
|
269 |
+
this.radius = 2;
|
270 |
+
this.lifespan = 80; // frames
|
271 |
+
}
|
272 |
+
|
273 |
+
draw() {
|
274 |
+
ctx.fillStyle = 'white';
|
275 |
+
ctx.beginPath();
|
276 |
+
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
|
277 |
+
ctx.fill();
|
278 |
+
}
|
279 |
+
|
280 |
+
update() {
|
281 |
+
this.x += this.vel.x;
|
282 |
+
this.y += this.vel.y;
|
283 |
+
this.lifespan--;
|
284 |
+
this.draw();
|
285 |
+
}
|
286 |
+
}
|
287 |
+
|
288 |
+
class Asteroid {
|
289 |
+
constructor(x, y, radius) {
|
290 |
+
this.x = x || Math.random() * canvas.width;
|
291 |
+
this.y = y || Math.random() * canvas.height;
|
292 |
+
this.radius = radius || ASTEROID_SIZE_LARGE;
|
293 |
+
this.vel = {
|
294 |
+
x: (Math.random() * ASTEROID_SPEED * 2 - ASTEROID_SPEED),
|
295 |
+
y: (Math.random() * ASTEROID_SPEED * 2 - ASTEROID_SPEED)
|
296 |
+
};
|
297 |
+
this.angle = 0;
|
298 |
+
this.angleVel = (Math.random() - 0.5) * 0.02;
|
299 |
+
|
300 |
+
// Create a jagged shape
|
301 |
+
this.vertices = [];
|
302 |
+
for (let i = 0; i < ASTEROID_VERTICES; i++) {
|
303 |
+
this.vertices.push(Math.random() * ASTEROID_JAG * 2 + 1 - ASTEROID_JAG);
|
304 |
+
}
|
305 |
+
}
|
306 |
+
|
307 |
+
draw() {
|
308 |
+
ctx.strokeStyle = 'white';
|
309 |
+
ctx.lineWidth = 2;
|
310 |
+
ctx.beginPath();
|
311 |
+
let vertAngle = ((Math.PI * 2) / ASTEROID_VERTICES);
|
312 |
+
ctx.moveTo(
|
313 |
+
this.x + this.radius * this.vertices[0] * Math.cos(this.angle),
|
314 |
+
this.y + this.radius * this.vertices[0] * Math.sin(this.angle)
|
315 |
+
);
|
316 |
+
for (let i = 1; i < ASTEROID_VERTICES; i++) {
|
317 |
+
ctx.lineTo(
|
318 |
+
this.x + this.radius * this.vertices[i] * Math.cos(this.angle + i * vertAngle),
|
319 |
+
this.y + this.radius * this.vertices[i] * Math.sin(this.angle + i * vertAngle)
|
320 |
+
);
|
321 |
+
}
|
322 |
+
ctx.closePath();
|
323 |
+
ctx.stroke();
|
324 |
+
}
|
325 |
+
|
326 |
+
update() {
|
327 |
+
this.x += this.vel.x;
|
328 |
+
this.y += this.vel.y;
|
329 |
+
this.angle += this.angleVel;
|
330 |
+
|
331 |
+
// Handle screen wrapping
|
332 |
+
if (this.x < 0 - this.radius) this.x = canvas.width + this.radius;
|
333 |
+
if (this.x > canvas.width + this.radius) this.x = 0 - this.radius;
|
334 |
+
if (this.y < 0 - this.radius) this.y = canvas.height + this.radius;
|
335 |
+
if (this.y > canvas.height + this.radius) this.y = 0 - this.radius;
|
336 |
+
|
337 |
+
this.draw();
|
338 |
+
}
|
339 |
+
|
340 |
+
breakup() {
|
341 |
+
if (this.radius === ASTEROID_SIZE_LARGE) {
|
342 |
+
asteroids.push(new Asteroid(this.x, this.y, ASTEROID_SIZE_MEDIUM));
|
343 |
+
asteroids.push(new Asteroid(this.x, this.y, ASTEROID_SIZE_MEDIUM));
|
344 |
+
updateScore(20);
|
345 |
+
} else if (this.radius === ASTEROID_SIZE_MEDIUM) {
|
346 |
+
asteroids.push(new Asteroid(this.x, this.y, ASTEROID_SIZE_SMALL));
|
347 |
+
asteroids.push(new Asteroid(this.x, this.y, ASTEROID_SIZE_SMALL));
|
348 |
+
updateScore(50);
|
349 |
+
} else {
|
350 |
+
updateScore(100);
|
351 |
+
}
|
352 |
+
}
|
353 |
+
}
|
354 |
+
|
355 |
+
class Saucer {
|
356 |
+
constructor() {
|
357 |
+
this.x = Math.random() > 0.5 ? 0 - SAUCER_SIZE : canvas.width + SAUCER_SIZE;
|
358 |
+
this.y = Math.random() * canvas.height;
|
359 |
+
this.radius = SAUCER_SIZE;
|
360 |
+
this.vel = {
|
361 |
+
x: this.x < 0 ? SAUCER_SPEED : -SAUCER_SPEED,
|
362 |
+
y: 0
|
363 |
+
};
|
364 |
+
this.bullets = [];
|
365 |
+
}
|
366 |
+
|
367 |
+
draw() {
|
368 |
+
ctx.strokeStyle = 'white';
|
369 |
+
ctx.lineWidth = 2;
|
370 |
+
ctx.beginPath();
|
371 |
+
ctx.moveTo(this.x - this.radius, this.y);
|
372 |
+
ctx.lineTo(this.x + this.radius, this.y);
|
373 |
+
ctx.moveTo(this.x - this.radius / 2, this.y - this.radius / 2);
|
374 |
+
ctx.lineTo(this.x + this.radius / 2, this.y - this.radius / 2);
|
375 |
+
ctx.moveTo(this.x - this.radius, this.y);
|
376 |
+
ctx.quadraticCurveTo(this.x, this.y - this.radius, this.x + this.radius, this.y);
|
377 |
+
ctx.closePath();
|
378 |
+
ctx.stroke();
|
379 |
+
}
|
380 |
+
|
381 |
+
update() {
|
382 |
+
this.x += this.vel.x;
|
383 |
+
this.y += this.vel.y;
|
384 |
+
|
385 |
+
// Saucer shoots at player
|
386 |
+
if (Math.random() < SAUCER_FIRE_RATE && ship) {
|
387 |
+
const angleToShip = Math.atan2(ship.y - this.y, ship.x - this.x);
|
388 |
+
const bullet = new Bullet(this.x, this.y, angleToShip);
|
389 |
+
this.bullets.push(bullet);
|
390 |
+
}
|
391 |
+
|
392 |
+
// Update saucer bullets
|
393 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
394 |
+
this.bullets[i].update();
|
395 |
+
if (this.bullets[i].lifespan <= 0) {
|
396 |
+
this.bullets.splice(i, 1);
|
397 |
+
}
|
398 |
+
}
|
399 |
+
|
400 |
+
this.draw();
|
401 |
+
}
|
402 |
+
}
|
403 |
+
|
404 |
+
// --- GAME LOGIC ---
|
405 |
+
|
406 |
+
function init() {
|
407 |
+
resizeCanvas();
|
408 |
+
highScoreEl.textContent = `HIGH: ${highScore}`;
|
409 |
+
showMessage("ASTEROIDS", "PRESS ENTER TO START");
|
410 |
+
}
|
411 |
+
|
412 |
+
function startGame() {
|
413 |
+
isPlaying = true;
|
414 |
+
score = 0;
|
415 |
+
lives = 3;
|
416 |
+
updateScore(0);
|
417 |
+
messageOverlay.style.display = 'none';
|
418 |
+
|
419 |
+
ship = new Ship();
|
420 |
+
|
421 |
+
// Create initial asteroids
|
422 |
+
asteroids = [];
|
423 |
+
for (let i = 0; i < ASTEROID_NUM; i++) {
|
424 |
+
asteroids.push(new Asteroid());
|
425 |
+
}
|
426 |
+
|
427 |
+
// Start saucer timer
|
428 |
+
clearTimeout(saucerTimer);
|
429 |
+
saucerTimer = setTimeout(spawnSaucer, SAUCER_SPAWN_TIME);
|
430 |
+
|
431 |
+
gameLoop();
|
432 |
+
}
|
433 |
+
|
434 |
+
function gameOver() {
|
435 |
+
isPlaying = false;
|
436 |
+
ship = null;
|
437 |
+
if (score > highScore) {
|
438 |
+
highScore = score;
|
439 |
+
localStorage.setItem('asteroidsHighScore', highScore);
|
440 |
+
highScoreEl.textContent = `HIGH: ${highScore}`;
|
441 |
+
}
|
442 |
+
clearTimeout(saucerTimer);
|
443 |
+
saucer = null;
|
444 |
+
showMessage("GAME OVER", "PRESS ENTER TO RESTART");
|
445 |
+
}
|
446 |
+
|
447 |
+
function showMessage(title, subtitle) {
|
448 |
+
messageTitle.textContent = title;
|
449 |
+
messageSubtitle.textContent = subtitle;
|
450 |
+
messageOverlay.style.display = 'block';
|
451 |
+
}
|
452 |
+
|
453 |
+
function spawnSaucer() {
|
454 |
+
if (isPlaying) {
|
455 |
+
saucer = new Saucer();
|
456 |
+
clearTimeout(saucerTimer);
|
457 |
+
saucerTimer = setTimeout(spawnSaucer, SAUCER_SPAWN_TIME);
|
458 |
+
}
|
459 |
+
}
|
460 |
+
|
461 |
+
function updateScore(points) {
|
462 |
+
score += points;
|
463 |
+
scoreEl.textContent = `SCORE: ${score}`;
|
464 |
+
}
|
465 |
+
|
466 |
+
function checkCollisions() {
|
467 |
+
// Ship with asteroids
|
468 |
+
if (ship) {
|
469 |
+
for (let i = asteroids.length - 1; i >= 0; i--) {
|
470 |
+
const ast = asteroids[i];
|
471 |
+
if (isColliding(ship, ast)) {
|
472 |
+
ship.destroy();
|
473 |
+
ast.breakup();
|
474 |
+
asteroids.splice(i, 1);
|
475 |
+
break; // Prevent multiple collisions in one frame
|
476 |
+
}
|
477 |
+
}
|
478 |
+
}
|
479 |
+
|
480 |
+
// Bullets with asteroids
|
481 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
482 |
+
const bullet = bullets[i];
|
483 |
+
for (let j = asteroids.length - 1; j >= 0; j--) {
|
484 |
+
const ast = asteroids[j];
|
485 |
+
if (isColliding(bullet, ast)) {
|
486 |
+
ast.breakup();
|
487 |
+
asteroids.splice(j, 1);
|
488 |
+
bullets.splice(i, 1);
|
489 |
+
break; // Bullet can only hit one asteroid
|
490 |
+
}
|
491 |
+
}
|
492 |
+
}
|
493 |
+
|
494 |
+
// Saucer logic
|
495 |
+
if (saucer) {
|
496 |
+
// Ship bullets with saucer
|
497 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
498 |
+
if (isColliding(bullets[i], saucer)) {
|
499 |
+
updateScore(200);
|
500 |
+
saucer = null;
|
501 |
+
bullets.splice(i, 1);
|
502 |
+
break;
|
503 |
+
}
|
504 |
+
}
|
505 |
+
|
506 |
+
if (saucer) {
|
507 |
+
// Ship with saucer
|
508 |
+
if (ship && isColliding(ship, saucer)) {
|
509 |
+
ship.destroy();
|
510 |
+
saucer = null;
|
511 |
+
}
|
512 |
+
// Saucer bullets with ship
|
513 |
+
else if (ship) {
|
514 |
+
for (let i = saucer.bullets.length - 1; i >= 0; i--) {
|
515 |
+
if(isColliding(ship, saucer.bullets[i])) {
|
516 |
+
ship.destroy();
|
517 |
+
saucer.bullets.splice(i, 1);
|
518 |
+
break;
|
519 |
+
}
|
520 |
+
}
|
521 |
+
}
|
522 |
+
}
|
523 |
+
}
|
524 |
+
}
|
525 |
+
|
526 |
+
function isColliding(obj1, obj2) {
|
527 |
+
const dist = Math.sqrt(Math.pow(obj1.x - obj2.x, 2) + Math.pow(obj1.y - obj2.y, 2));
|
528 |
+
return dist < obj1.radius + obj2.radius;
|
529 |
+
}
|
530 |
+
|
531 |
+
function drawLives() {
|
532 |
+
let startX = canvas.width - 60;
|
533 |
+
for (let i = 0; i < lives; i++) {
|
534 |
+
ctx.save();
|
535 |
+
ctx.translate(startX - i * (SHIP_SIZE + 5), 30);
|
536 |
+
ctx.rotate(degToRad(-90));
|
537 |
+
ctx.strokeStyle = 'white';
|
538 |
+
ctx.lineWidth = 1;
|
539 |
+
ctx.beginPath();
|
540 |
+
ctx.moveTo(0, -SHIP_SIZE / 2);
|
541 |
+
ctx.lineTo(SHIP_SIZE / 2, SHIP_SIZE / 2);
|
542 |
+
ctx.lineTo(-SHIP_SIZE / 2, SHIP_SIZE / 2);
|
543 |
+
ctx.closePath();
|
544 |
+
ctx.stroke();
|
545 |
+
ctx.restore();
|
546 |
+
}
|
547 |
+
}
|
548 |
+
|
549 |
+
function gameLoop() {
|
550 |
+
if (!isPlaying) return;
|
551 |
+
|
552 |
+
// Clear canvas
|
553 |
+
ctx.fillStyle = 'black';
|
554 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
555 |
+
|
556 |
+
// Update and draw ship
|
557 |
+
if (ship) {
|
558 |
+
ship.update();
|
559 |
+
}
|
560 |
+
|
561 |
+
// Update and draw asteroids
|
562 |
+
for (let i = 0; i < asteroids.length; i++) {
|
563 |
+
asteroids[i].update();
|
564 |
+
}
|
565 |
+
|
566 |
+
// Update and draw bullets
|
567 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
568 |
+
bullets[i].update();
|
569 |
+
if (bullets[i].lifespan <= 0) {
|
570 |
+
bullets.splice(i, 1);
|
571 |
+
}
|
572 |
+
}
|
573 |
+
|
574 |
+
// Update and draw saucer
|
575 |
+
if (saucer) {
|
576 |
+
saucer.update();
|
577 |
+
// Remove saucer if it goes off-screen
|
578 |
+
if (saucer.x < 0 - saucer.radius || saucer.x > canvas.width + saucer.radius) {
|
579 |
+
saucer = null;
|
580 |
+
}
|
581 |
+
}
|
582 |
+
|
583 |
+
// Check for collisions
|
584 |
+
checkCollisions();
|
585 |
+
|
586 |
+
// Draw lives
|
587 |
+
drawLives();
|
588 |
+
|
589 |
+
// Check for level clear
|
590 |
+
if (asteroids.length === 0) {
|
591 |
+
lives++;
|
592 |
+
startGame();
|
593 |
+
}
|
594 |
+
|
595 |
+
requestAnimationFrame(gameLoop);
|
596 |
+
}
|
597 |
+
|
598 |
+
// --- EVENT LISTENERS ---
|
599 |
+
window.addEventListener('keydown', (e) => {
|
600 |
+
if (e.key === 'Enter' && !isPlaying) {
|
601 |
+
startGame();
|
602 |
+
}
|
603 |
+
keys[e.key] = true;
|
604 |
+
if (e.key === ' ' && ship) { // Spacebar for shooting
|
605 |
+
e.preventDefault();
|
606 |
+
ship.shoot();
|
607 |
+
}
|
608 |
+
});
|
609 |
+
|
610 |
+
window.addEventListener('keyup', (e) => {
|
611 |
+
keys[e.key] = false;
|
612 |
+
});
|
613 |
+
|
614 |
+
window.addEventListener('resize', resizeCanvas);
|
615 |
+
|
616 |
+
// --- INITIALIZE ---
|
617 |
+
init();
|
618 |
+
|
619 |
+
</script>
|
620 |
+
</body>
|
621 |
</html>
|