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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>AI Game Creator</title>
<script src="https://cdn.tailwindcss.com"></script>
<script src="https://cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/tone@14.7.77/build/Tone.min.js"></script>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
<style>
.gradient-bg {
background: linear-gradient(135deg, #6e8efb, #a777e3);
}
.game-canvas {
border-radius: 12px;
box-shadow: 0 10px 25px rgba(0, 0, 0, 0.1);
background-color: #1a1a2e;
}
.prompt-input {
transition: all 0.3s ease;
}
.prompt-input:focus {
box-shadow: 0 0 0 3px rgba(167, 119, 227, 0.3);
}
.scaffold-card:hover {
transform: translateY(-5px);
box-shadow: 0 15px 30px rgba(0, 0, 0, 0.15);
}
.loading-dots::after {
content: '.';
animation: dots 1.5s steps(5, end) infinite;
}
@keyframes dots {
0%, 20% { content: '.'; }
40% { content: '..'; }
60% { content: '...'; }
80%, 100% { content: ''; }
}
.typewriter {
overflow: hidden;
border-right: 3px solid #a777e3;
white-space: nowrap;
margin: 0 auto;
letter-spacing: 2px;
animation: typing 3.5s steps(40, end), blink-caret 0.75s step-end infinite;
}
@keyframes typing {
from { width: 0 }
to { width: 100% }
}
@keyframes blink-caret {
from, to { border-color: transparent }
50% { border-color: #a777e3; }
}
.car {
position: absolute;
width: 50px;
height: 90px;
background-color: #3498db;
border-radius: 10px;
}
.opponent-car {
position: absolute;
width: 50px;
height: 90px;
background-color: #e74c3c;
border-radius: 10px;
}
.road {
position: absolute;
width: 100%;
height: 100%;
background-color: #34495e;
}
.lane-marker {
position: absolute;
width: 10px;
height: 60px;
background-color: #f1c40f;
}
.adventure-tile {
position: absolute;
width: 60px;
height: 60px;
background-color: #2ecc71;
border-radius: 5px;
display: flex;
align-items: center;
justify-content: center;
color: white;
font-weight: bold;
cursor: pointer;
transition: transform 0.2s;
}
.adventure-tile:hover {
transform: scale(1.05);
}
.npc {
background-color: #9b59b6;
}
.item {
background-color: #e67e22;
}
</style>
</head>
<body class="gradient-bg min-h-screen text-white">
<div class="container mx-auto px-4 py-12">
<!-- Header -->
<header class="text-center mb-12">
<h1 class="text-5xl font-bold mb-4 flex items-center justify-center">
<i class="fas fa-gamepad mr-4"></i>
<span class="typewriter">AI Game Creator</span>
</h1>
<p class="text-xl opacity-90 max-w-2xl mx-auto">
Describe your dream game and watch it come to life with AI magic!
</p>
</header>
<!-- Main Content -->
<div class="flex flex-col lg:flex-row gap-8">
<!-- Left Panel - Input & Scaffolds -->
<div class="w-full lg:w-1/3 space-y-6">
<!-- Prompt Input -->
<div class="bg-white/10 backdrop-blur-sm rounded-xl p-6 shadow-lg">
<h2 class="text-2xl font-semibold mb-4 flex items-center">
<i class="fas fa-lightbulb mr-2"></i> Game Concept
</h2>
<textarea
id="gamePrompt"
class="w-full h-32 px-4 py-3 rounded-lg bg-white/20 border border-white/30 text-white placeholder-white/50 prompt-input focus:outline-none"
placeholder="Describe your game idea... (e.g. 'A platformer where you play as a cat collecting fish while avoiding dogs')"></textarea>
<div class="mt-4 flex justify-between items-center">
<button id="generateBtn" class="bg-purple-600 hover:bg-purple-700 text-white font-bold py-3 px-6 rounded-lg transition flex items-center">
<i class="fas fa-magic mr-2"></i> Generate Game
</button>
<div id="loadingIndicator" class="hidden items-center text-sm">
<span class="loading-dots">Generating</span>
<i class="fas fa-spinner fa-spin ml-2"></i>
</div>
</div>
</div>
<!-- Scaffold Selection -->
<div class="bg-white/10 backdrop-blur-sm rounded-xl p-6 shadow-lg">
<h2 class="text-2xl font-semibold mb-4 flex items-center">
<i class="fas fa-layer-group mr-2"></i> Game Templates
</h2>
<div class="grid grid-cols-1 gap-4" id="scaffoldContainer">
<!-- Scaffold cards will be inserted here by JavaScript -->
</div>
</div>
<!-- Generated Code Preview -->
<div class="bg-white/10 backdrop-blur-sm rounded-xl p-6 shadow-lg">
<h2 class="text-2xl font-semibold mb-4 flex items-center">
<i class="fas fa-code mr-2"></i> Generated Code
</h2>
<div class="bg-gray-900 rounded-lg p-4 h-64 overflow-auto">
<pre id="generatedCode" class="text-sm text-green-400 font-mono">// Your generated game code will appear here...</pre>
</div>
</div>
</div>
<!-- Right Panel - Game Display -->
<div class="w-full lg:w-2/3">
<div class="bg-white/10 backdrop-blur-sm rounded-xl p-6 shadow-lg h-full">
<div class="flex justify-between items-center mb-4">
<h2 class="text-2xl font-semibold flex items-center">
<i class="fas fa-play-circle mr-2"></i> Game Preview
</h2>
<div class="flex space-x-2">
<button id="fullscreenBtn" class="bg-white/10 hover:bg-white/20 p-2 rounded-lg transition">
<i class="fas fa-expand"></i>
</button>
<button id="soundToggle" class="bg-white/10 hover:bg-white/20 p-2 rounded-lg transition">
<i class="fas fa-volume-up"></i>
</button>
</div>
</div>
<div id="gameContainer" class="game-canvas w-full h-[500px] flex items-center justify-center relative overflow-hidden">
<div id="placeholderText" class="text-center p-8">
<i class="fas fa-gamepad text-5xl mb-4 opacity-30"></i>
<p class="text-xl opacity-50">Your AI-generated game will appear here</p>
</div>
</div>
<div class="mt-4 flex flex-wrap gap-2" id="gameControls">
<!-- Dynamic game controls will appear here -->
</div>
</div>
</div>
</div>
</div>
<script>
// Game Scaffolds Data
const scaffolds = [
{
id: 'platformer',
title: 'Platformer',
icon: 'fas fa-running',
description: 'Jump and run through levels with obstacles and enemies',
keywords: ['platform', 'jump', 'run', 'side-scroller', 'mario']
},
{
id: 'rhythm',
title: 'Rhythm Game',
icon: 'fas fa-music',
description: 'Hit notes to the beat of the music',
keywords: ['music', 'beat', 'dance', 'rhythm', 'sound']
},
{
id: 'puzzle',
title: 'Puzzle Game',
icon: 'fas fa-puzzle-piece',
description: 'Solve challenging puzzles to progress',
keywords: ['puzzle', 'solve', 'brain', 'logic', 'challenge']
},
{
id: 'shooter',
title: 'Shooter',
icon: 'fas fa-space-shuttle',
description: 'Shoot enemies and avoid projectiles',
keywords: ['shoot', 'space', 'bullet', 'enemy', 'arcade']
},
{
id: 'adventure',
title: 'Adventure',
icon: 'fas fa-map',
description: 'Explore a world and complete quests',
keywords: ['explore', 'quest', 'story', 'rpg', 'world']
},
{
id: 'racing',
title: 'Racing',
icon: 'fas fa-car',
description: 'Race against time or opponents',
keywords: ['race', 'speed', 'car', 'track', 'drive']
}
];
// DOM Elements
const gamePrompt = document.getElementById('gamePrompt');
const generateBtn = document.getElementById('generateBtn');
const loadingIndicator = document.getElementById('loadingIndicator');
const scaffoldContainer = document.getElementById('scaffoldContainer');
const gameContainer = document.getElementById('gameContainer');
const placeholderText = document.getElementById('placeholderText');
const gameControls = document.getElementById('gameControls');
const generatedCode = document.getElementById('generatedCode');
const fullscreenBtn = document.getElementById('fullscreenBtn');
const soundToggle = document.getElementById('soundToggle');
// Current game state
let currentGame = null;
let selectedScaffold = null;
let isSoundOn = true;
let racingInterval = null;
let adventureState = null;
// Initialize the app
function init() {
renderScaffoldCards();
setupEventListeners();
}
// Render scaffold selection cards
function renderScaffoldCards() {
scaffoldContainer.innerHTML = '';
scaffolds.forEach(scaffold => {
const card = document.createElement('div');
card.className = `bg-white/5 hover:bg-white/10 border border-white/10 rounded-lg p-4 cursor-pointer transition scaffold-card ${selectedScaffold?.id === scaffold.id ? 'border-purple-500 bg-purple-500/10' : ''}`;
card.innerHTML = `
<div class="flex items-center">
<div class="w-10 h-10 rounded-full bg-purple-600/30 flex items-center justify-center mr-3">
<i class="${scaffold.icon} text-purple-300"></i>
</div>
<div>
<h3 class="font-semibold">${scaffold.title}</h3>
<p class="text-sm opacity-80">${scaffold.description}</p>
</div>
</div>
`;
card.addEventListener('click', () => {
selectedScaffold = scaffold;
renderScaffoldCards();
updateUI();
});
scaffoldContainer.appendChild(card);
});
}
// Set up event listeners
function setupEventListeners() {
generateBtn.addEventListener('click', generateGame);
fullscreenBtn.addEventListener('click', toggleFullscreen);
soundToggle.addEventListener('click', toggleSound);
// Allow Enter key to trigger generation
gamePrompt.addEventListener('keydown', (e) => {
if (e.key === 'Enter' && !e.shiftKey) {
e.preventDefault();
generateGame();
}
});
}
// Generate game based on prompt and selected scaffold
async function generateGame() {
const prompt = gamePrompt.value.trim();
if (!prompt) {
showAlert('Please enter a game description', 'error');
return;
}
if (!selectedScaffold) {
showAlert('Please select a game template', 'error');
return;
}
// Show loading state
generateBtn.disabled = true;
loadingIndicator.classList.remove('hidden');
try {
// In a real app, this would call your backend API
// For this demo, we'll simulate the API call
const gameData = await simulateLLMGeneration(prompt, selectedScaffold);
// Create the game
createGame(gameData);
// Update the code preview
generatedCode.textContent = gameData.code || '// No code generated';
showAlert('Game generated successfully!', 'success');
} catch (error) {
console.error('Error generating game:', error);
showAlert('Failed to generate game. Please try again.', 'error');
} finally {
// Hide loading state
generateBtn.disabled = false;
loadingIndicator.classList.add('hidden');
}
}
// Simulate LLM generation (in a real app, this would be an API call)
async function simulateLLMGeneration(prompt, scaffold) {
// Simulate network delay
await new Promise(resolve => setTimeout(resolve, 2000));
// Generate mock game data based on scaffold type
let gameData = {
scaffold: scaffold.id,
prompt: prompt,
code: generateMockCode(scaffold.id, prompt),
config: {}
};
// Add scaffold-specific config
switch (scaffold.id) {
case 'platformer':
gameData.config = {
player: { speed: 300, jumpForce: 600 },
platforms: generatePlatforms(10),
enemies: generateEnemies(3),
collectibles: generateCollectibles(5)
};
break;
case 'rhythm':
gameData.config = {
bpm: 120,
notes: generateNotes(16),
difficulty: 'medium'
};
break;
case 'puzzle':
gameData.config = {
gridSize: 8,
pieces: generatePuzzlePieces(6),
movesAllowed: 20
};
break;
case 'shooter':
gameData.config = {
player: { speed: 400, fireRate: 500 },
enemies: generateSpaceEnemies(5),
powerups: generatePowerups(2)
};
break;
case 'adventure':
gameData.config = {
worldSize: { width: 10, height: 10 },
npcs: generateNPCs(3),
items: generateAdventureItems(4)
};
break;
case 'racing':
gameData.config = {
track: generateTrack(),
opponents: 3,
laps: 3
};
break;
}
return gameData;
}
// Generate mock code for preview
function generateMockCode(scaffoldId, prompt) {
const codeSnippets = {
platformer: `// Platformer game based on: "${prompt}"
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 }, debug: false }
},
scene: {
preload: function() {
this.load.image('sky', 'assets/sky.png');
this.load.image('ground', 'assets/platform.png');
this.load.image('star', 'assets/star.png');
this.load.spritesheet('player', 'assets/player.png', {
frameWidth: 32, frameHeight: 48
});
},
create: function() {
// Create world
this.add.image(400, 300, 'sky');
// Platforms
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Player
this.player = this.physics.add.sprite(100, 450, 'player');
this.player.setBounce(0.2);
this.player.setCollideWorldBounds(true);
// Physics
this.physics.add.collider(this.player, platforms);
// Controls
this.cursors = this.input.keyboard.createCursorKeys();
},
update: function() {
// Movement logic
if (this.cursors.left.isDown) {
this.player.setVelocityX(-160);
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(160);
} else {
this.player.setVelocityX(0);
}
if (this.cursors.up.isDown && this.player.body.touching.down) {
this.player.setVelocityY(-330);
}
}
}
};
const game = new Phaser.Game(config);`,
rhythm: `// Rhythm game based on: "${prompt}"
const synth = new Tone.Synth().toDestination();
const notes = ['C4', 'D4', 'E4', 'F4', 'G4'];
let score = 0;
function setupGame() {
// Create note targets
const container = document.getElementById('gameContainer');
notes.forEach((note, i) => {
const noteEl = document.createElement('div');
noteEl.className = 'note-target';
noteEl.style.left = \`\${(i + 1) * 15}%\`;
noteEl.dataset.note = note;
noteEl.addEventListener('click', () => {
synth.triggerAttackRelease(note, "8n");
score += 10;
});
container.appendChild(noteEl);
});
// Start music
Tone.Transport.bpm.value = 120;
Tone.Transport.scheduleRepeat(time => {
const note = notes[Math.floor(Math.random() * notes.length)];
synth.triggerAttackRelease(note, "8n", time);
}, "8n");
Tone.Transport.start();
}`,
puzzle: `// Puzzle game based on: "${prompt}"
class PuzzleGame {
constructor() {
this.gridSize = 4;
this.pieces = [];
this.selectedPiece = null;
this.initBoard();
}
initBoard() {
// Generate random puzzle pieces
for (let i = 0; i < this.gridSize; i++) {
this.pieces[i] = [];
for (let j = 0; j < this.gridSize; j++) {
this.pieces[i][j] = {
type: Math.floor(Math.random() * 6),
x: i,
y: j
};
}
}
this.render();
}
render() {
const container = document.getElementById('gameContainer');
container.innerHTML = '';
this.pieces.forEach(row => {
row.forEach(piece => {
const pieceEl = document.createElement('div');
pieceEl.className = 'puzzle-piece';
pieceEl.style.backgroundColor = \`hsl(\${Math.random() * 360}, 70%, 60%)\`;
pieceEl.addEventListener('click', () => this.handleClick(piece));
container.appendChild(pieceEl);
});
});
}
handleClick(piece) {
// Handle puzzle piece click
}
}`,
shooter: `// Shooter game based on: "${prompt}"
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: { debug: false }
},
scene: {
preload: function() {
this.load.image('player', 'assets/ship.png');
this.load.image('bullet', 'assets/bullet.png');
this.load.image('enemy', 'assets/enemy.png');
},
create: function() {
// Player
this.player = this.physics.add.sprite(400, 500, 'player');
this.player.setCollideWorldBounds(true);
// Bullets
this.bullets = this.physics.add.group();
// Enemies
this.enemies = this.physics.add.group();
this.time.addEvent({
delay: 1000,
callback: this.spawnEnemy,
callbackScope: this,
loop: true
});
// Controls
this.cursors = this.input.keyboard.createCursorKeys();
this.input.on('pointerdown', this.shoot, this);
},
update: function() {
// Movement
if (this.cursors.left.isDown) {
this.player.setVelocityX(-200);
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(200);
} else {
this.player.setVelocityX(0);
}
},
shoot: function() {
const bullet = this.bullets.create(this.player.x, this.player.y, 'bullet');
bullet.setVelocityY(-300);
},
spawnEnemy: function() {
const x = Phaser.Math.Between(50, 750);
const enemy = this.enemies.create(x, 0, 'enemy');
enemy.setVelocityY(100);
}
}
};
const game = new Phaser.Game(config);`,
adventure: `// Adventure game based on: "${prompt}"
class AdventureGame {
constructor() {
this.worldSize = { width: 10, height: 10 };
this.playerPos = { x: 0, y: 0 };
this.npcs = [
{ x: 3, y: 2, name: 'Wizard', dialog: 'Seek the magic orb!' },
{ x: 7, y: 5, name: 'Merchant', dialog: 'I have potions for sale.' }
];
this.items = [
{ x: 5, y: 8, name: 'Magic Orb', description: 'Grants wishes' }
];
this.renderWorld();
}
renderWorld() {
const container = document.getElementById('gameContainer');
container.innerHTML = '';
// Render tiles
for (let y = 0; y < this.worldSize.height; y++) {
for (let x = 0; x < this.worldSize.width; x++) {
const tile = document.createElement('div');
tile.className = 'adventure-tile';
tile.style.left = \`\${x * 7}%\`;
tile.style.top = \`\${y * 7}%\`;
container.appendChild(tile);
}
}
// Render NPCs
this.npcs.forEach(npc => {
const npcEl = document.createElement('div');
npcEl.className = 'adventure-tile npc';
npcEl.style.left = \`\${npc.x * 7}%\`;
npcEl.style.top = \`\${npc.y * 7}%\`;
npcEl.textContent = npc.name[0];
npcEl.title = npc.name;
container.appendChild(npcEl);
});
// Render items
this.items.forEach(item => {
const itemEl = document.createElement('div');
itemEl.className = 'adventure-tile item';
itemEl.style.left = \`\${item.x * 7}%\`;
itemEl.style.top = \`\${item.y * 7}%\`;
itemEl.textContent = item.name[0];
itemEl.title = item.name;
container.appendChild(itemEl);
});
}
}`,
racing: `// Racing game based on: "${prompt}"
class RacingGame {
constructor() {
this.playerCar = { x: 50, y: 400, speed: 0 };
this.opponents = [
{ x: 150, y: 100, speed: 3 },
{ x: 250, y: 0, speed: 4 },
{ x: 350, y: -100, speed: 3.5 }
];
this.road = [];
this.initGame();
this.startRace();
}
initGame() {
const container = document.getElementById('gameContainer');
container.innerHTML = '';
// Create road
for (let i = 0; i < 20; i++) {
const marker = document.createElement('div');
marker.className = 'lane-marker';
marker.style.left = '45%';
marker.style.top = \`\${i * 120}px\`;
container.appendChild(marker);
}
// Create player car
const car = document.createElement('div');
car.className = 'car';
car.style.left = \`\${this.playerCar.x}px\`;
car.style.top = \`\${this.playerCar.y}px\`;
container.appendChild(car);
// Create opponent cars
this.opponents.forEach(opp => {
const oppCar = document.createElement('div');
oppCar.className = 'opponent-car';
oppCar.style.left = \`\${opp.x}px\`;
oppCar.style.top = \`\${opp.y}px\`;
container.appendChild(oppCar);
});
}
startRace() {
// Handle keyboard controls
document.addEventListener('keydown', (e) => {
if (e.key === 'ArrowLeft') this.playerCar.x = Math.max(50, this.playerCar.x - 20);
if (e.key === 'ArrowRight') this.playerCar.x = Math.min(350, this.playerCar.x + 20);
if (e.key === 'ArrowUp') this.playerCar.speed = Math.min(10, this.playerCar.speed + 0.5);
if (e.key === 'ArrowDown') this.playerCar.speed = Math.max(0, this.playerCar.speed - 0.5);
// Update player car position
document.querySelector('.car').style.left = \`\${this.playerCar.x}px\`;
});
// Game loop
setInterval(() => {
// Move opponents
this.opponents.forEach(opp => {
opp.y += opp.speed;
if (opp.y > 600) opp.y = -100;
document.querySelectorAll('.opponent-car')[this.opponents.indexOf(opp)].style.top = \`\${opp.y}px\`;
});
// Move road markers
const markers = document.querySelectorAll('.lane-marker');
markers.forEach(marker => {
const currentTop = parseInt(marker.style.top);
marker.style.top = \`\${(currentTop + this.playerCar.speed) % 600}px\`;
});
}, 16);
}
}`
};
return codeSnippets[scaffoldId] || '// No template found for this game type';
}
// Create the actual game
function createGame(gameData) {
// Clear previous game if exists
if (currentGame) {
if (currentGame instanceof Phaser.Game) {
currentGame.destroy(true);
} else if (typeof currentGame.cleanup === 'function') {
currentGame.cleanup();
}
if (racingInterval) {
clearInterval(racingInterval);
racingInterval = null;
}
currentGame = null;
}
// Hide placeholder
placeholderText.style.display = 'none';
gameContainer.innerHTML = '';
// Create game based on scaffold type
switch (gameData.scaffold) {
case 'platformer':
createPlatformerGame(gameData);
break;
case 'rhythm':
createRhythmGame(gameData);
break;
case 'puzzle':
createPuzzleGame(gameData);
break;
case 'shooter':
createShooterGame(gameData);
break;
case 'adventure':
createAdventureGame(gameData);
break;
case 'racing':
createRacingGame(gameData);
break;
default:
// Fallback
placeholderText.style.display = 'block';
placeholderText.innerHTML = `
<i class="fas fa-gamepad text-5xl mb-4 opacity-30"></i>
<p class="text-xl opacity-50">Preview not available for ${selectedScaffold.title} template</p>
<p class="text-sm opacity-30 mt-2">Check the code tab to see the generated code</p>
`;
}
// Update game controls
updateGameControls(gameData.scaffold);
}
// Create a platformer game
function createPlatformerGame(gameData) {
const config = {
type: Phaser.AUTO,
width: gameContainer.clientWidth,
height: gameContainer.clientHeight,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
parent: 'gameContainer',
scene: {
preload: preload,
create: create,
update: update
}
};
currentGame = new Phaser.Game(config);
function preload() {
// Load assets (in a real app, these would be generated or selected based on prompt)
this.load.image('sky', 'https://labs.phaser.io/assets/skies/space3.png');
this.load.image('ground', 'https://labs.phaser.io/assets/platform.png');
this.load.image('star', 'https://labs.phaser.io/assets/sprites/star.png');
this.load.spritesheet('dude', 'https://labs.phaser.io/assets/sprites/dude.png', {
frameWidth: 32, frameHeight: 48
});
}
function create() {
// Add background
this.add.image(400, 300, 'sky').setDisplaySize(config.width, config.height);
// Platforms
const platforms = this.physics.add.staticGroup();
// Ground
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Additional platforms
platforms.create(600, 400, 'ground');
platforms.create(50, 250, 'ground');
platforms.create(750, 220, 'ground');
// Player
const player = this.physics.add.sprite(100, 450, 'dude');
player.setBounce(0.2);
player.setCollideWorldBounds(true);
// Animation
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
// Stars
const stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
stars.children.iterate(function (child) {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
// Physics
this.physics.add.collider(player, platforms);
this.physics.add.collider(stars, platforms);
this.physics.add.overlap(player, stars, collectStar, null, this);
// Input
this.cursors = this.input.keyboard.createCursorKeys();
// Score
this.score = 0;
this.scoreText = this.add.text(16, 16, 'Score: 0', {
fontSize: '32px',
fill: '#fff',
fontFamily: 'Arial'
});
function collectStar(player, star) {
star.disableBody(true, true);
this.score += 10;
this.scoreText.setText('Score: ' + this.score);
// Play sound if enabled
if (isSoundOn) {
const synth = new Tone.Synth().toDestination();
synth.triggerAttackRelease("C5", "8n");
}
}
}
function update() {
const cursors = this.cursors;
const player = this.physics.world.bodies.entries[0].gameObject;
if (cursors.left.isDown) {
player.setVelocityX(-160);
player.anims.play('left', true);
} else if (cursors.right.isDown) {
player.setVelocityX(160);
player.anims.play('right', true);
} else {
player.setVelocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down) {
player.setVelocityY(-330);
}
}
}
// Create a rhythm game
function createRhythmGame(gameData) {
// Clear container
gameContainer.innerHTML = '';
// Create note targets
const notes = ['C', 'D', 'E', 'F', 'G'];
const colors = ['#FF5252', '#FFD740', '#69F0AE', '#40C4FF', '#E040FB'];
notes.forEach((note, i) => {
const noteEl = document.createElement('div');
noteEl.className = 'w-16 h-16 rounded-full flex items-center justify-center text-white font-bold cursor-pointer transition-transform hover:scale-110';
noteEl.style.backgroundColor = colors[i];
noteEl.style.position = 'absolute';
noteEl.style.left = `${(i + 1) * 15}%`;
noteEl.style.top = '50%';
noteEl.style.transform = 'translate(-50%, -50%)';
noteEl.textContent = note;
noteEl.dataset.note = `${note}4`;
noteEl.addEventListener('click', () => {
if (isSoundOn) {
const synth = new Tone.Synth().toDestination();
synth.triggerAttackRelease(noteEl.dataset.note, "8n");
}
noteEl.style.transform = 'translate(-50%, -50%) scale(1.2)';
setTimeout(() => {
noteEl.style.transform = 'translate(-50%, -50%) scale(1)';
}, 200);
});
gameContainer.appendChild(noteEl);
});
// Add visualizer
const visualizer = document.createElement('div');
visualizer.className = 'w-full h-2 bg-white/20 rounded-full absolute bottom-8 left-0';
visualizer.style.overflow = 'hidden';
const progress = document.createElement('div');
progress.className = 'h-full bg-purple-500 rounded-full';
progress.style.width = '0%';
progress.style.transition = 'width 0.1s linear';
visualizer.appendChild(progress);
gameContainer.appendChild(visualizer);
// Start music if sound is on
if (isSoundOn) {
const synth = new Tone.Synth().toDestination();
const notes = ['C4', 'D4', 'E4', 'F4', 'G4'];
let currentNote = 0;
Tone.Transport.bpm.value = 120;
Tone.Transport.scheduleRepeat(time => {
synth.triggerAttackRelease(notes[currentNote], "8n", time);
currentNote = (currentNote + 1) % notes.length;
// Update visualizer
progress.style.width = `${(currentNote / notes.length) * 100}%`;
}, "8n");
Tone.Transport.start();
}
currentGame = {
cleanup: () => {
Tone.Transport.cancel();
Tone.Transport.stop();
}
};
}
// Create a puzzle game
function createPuzzleGame(gameData) {
// Clear container
gameContainer.innerHTML = '';
// Create puzzle board
const boardSize = 4;
const pieceSize = gameContainer.clientWidth / boardSize - 10;
// Create pieces
for (let i = 0; i < boardSize * boardSize; i++) {
const piece = document.createElement('div');
piece.className = 'absolute bg-white/20 border border-white/30 rounded-lg cursor-pointer transition-all hover:bg-white/30';
piece.style.width = `${pieceSize}px`;
piece.style.height = `${pieceSize}px`;
piece.style.left = `${(i % boardSize) * (pieceSize + 10)}px`;
piece.style.top = `${Math.floor(i / boardSize) * (pieceSize + 10)}px`;
// Random color
const hue = Math.floor(Math.random() * 360);
piece.style.backgroundColor = `hsla(${hue}, 80%, 60%, 0.7)`;
piece.addEventListener('click', () => {
piece.style.transform = 'scale(0.95) rotate(5deg)';
setTimeout(() => {
piece.style.transform = '';
}, 200);
if (isSoundOn) {
const note = ['C4', 'E4', 'G4', 'C5'][Math.floor(Math.random() * 4)];
const synth = new Tone.Synth().toDestination();
synth.triggerAttackRelease(note, "8n");
}
});
gameContainer.appendChild(piece);
}
currentGame = {
cleanup: () => {
// No special cleanup needed
}
};
}
// Create a shooter game
function createShooterGame(gameData) {
const config = {
type: Phaser.AUTO,
width: gameContainer.clientWidth,
height: gameContainer.clientHeight,
physics: {
default: 'arcade',
arcade: {
debug: false
}
},
parent: 'gameContainer',
scene: {
preload: preload,
create: create,
update: update
}
};
currentGame = new Phaser.Game(config);
function preload() {
// Load assets
this.load.image('ship', 'https://labs.phaser.io/assets/sprites/thrust_ship2.png');
this.load.image('bullet', 'https://labs.phaser.io/assets/sprites/bullets/bullet6.png');
this.load.image('enemy', 'https://labs.phaser.io/assets/sprites/asteroid.png');
}
function create() {
// Add background
this.add.rectangle(0, 0, config.width, config.height, 0x1a1a2e).setOrigin(0);
// Player
this.player = this.physics.add.sprite(config.width / 2, config.height - 50, 'ship');
this.player.setCollideWorldBounds(true);
// Bullets
this.bullets = this.physics.add.group();
// Enemies
this.enemies = this.physics.add.group();
this.time.addEvent({
delay: 1000,
callback: spawnEnemy,
callbackScope: this,
loop: true
});
// Controls
this.cursors = this.input.keyboard.createCursorKeys();
this.input.on('pointerdown', shoot, this);
// Score
this.score = 0;
this.scoreText = this.add.text(16, 16, 'Score: 0', {
fontSize: '24px',
fill: '#fff',
fontFamily: 'Arial'
});
function shoot() {
const bullet = this.bullets.create(this.player.x, this.player.y - 20, 'bullet');
bullet.setVelocityY(-300);
if (isSoundOn) {
const synth = new Tone.Synth().toDestination();
synth.triggerAttackRelease("A2", "8n");
}
}
function spawnEnemy() {
const x = Phaser.Math.Between(50, config.width - 50);
const enemy = this.enemies.create(x, 0, 'enemy');
enemy.setScale(0.5);
enemy.setVelocityY(Phaser.Math.Between(50, 150));
// Collision
this.physics.add.collider(this.bullets, this.enemies, hitEnemy, null, this);
function hitEnemy(bullet, enemy) {
bullet.destroy();
enemy.destroy();
this.score += 10;
this.scoreText.setText('Score: ' + this.score);
if (isSoundOn) {
const synth = new Tone.Synth().toDestination();
synth.triggerAttackRelease("C5", "8n");
}
}
}
}
function update() {
// Movement
if (this.cursors.left.isDown) {
this.player.setVelocityX(-200);
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(200);
} else {
this.player.setVelocityX(0);
}
}
}
// Create an adventure game
function createAdventureGame(gameData) {
// Clear container
gameContainer.innerHTML = '';
// Game state
adventureState = {
playerPos: { x: 0, y: 0 },
inventory: [],
npcs: [
{ x: 3, y: 2, name: 'Wizard', dialog: 'Seek the magic orb to win the game!' },
{ x: 7, y: 5, name: 'Merchant', dialog: 'I have potions for sale. (Coming soon!)' }
],
items: [
{ x: 5, y: 8, name: 'Magic Orb', description: 'The legendary orb that grants wishes' }
]
};
// Render world
renderAdventureWorld();
currentGame = {
cleanup: () => {
adventureState = null;
}
};
function renderAdventureWorld() {
// Clear container
gameContainer.innerHTML = '';
// Create grid
const gridSize = 10;
const tileSize = Math.min(
gameContainer.clientWidth / gridSize - 2,
gameContainer.clientHeight / gridSize - 2
);
// Render tiles
for (let y = 0; y < gridSize; y++) {
for (let x = 0; x < gridSize; x++) {
const tile = document.createElement('div');
tile.className = 'adventure-tile';
tile.style.width = `${tileSize}px`;
tile.style.height = `${tileSize}px`;
tile.style.left = `${x * (tileSize + 2)}px`;
tile.style.top = `${y * (tileSize + 2)}px`;
// Mark player position
if (x === adventureState.playerPos.x && y === adventureState.playerPos.y) {
tile.innerHTML = '<i class="fas fa-user"></i>';
tile.style.backgroundColor = '#3498db';
}
gameContainer.appendChild(tile);
}
}
// Render NPCs
adventureState.npcs.forEach(npc => {
const npcEl = document.createElement('div');
npcEl.className = 'adventure-tile npc';
npcEl.style.width = `${tileSize}px`;
npcEl.style.height = `${tileSize}px`;
npcEl.style.left = `${npc.x * (tileSize + 2)}px`;
npcEl.style.top = `${npc.y * (tileSize + 2)}px`;
npcEl.innerHTML = `<i class="fas fa-hat-wizard"></i>`;
npcEl.title = npc.name;
npcEl.addEventListener('click', () => {
alert(`${npc.name}: ${npc.dialog}`);
});
gameContainer.appendChild(npcEl);
});
// Render items
adventureState.items.forEach(item => {
const itemEl = document.createElement('div');
itemEl.className = 'adventure-tile item';
itemEl.style.width = `${tileSize}px`;
itemEl.style.height = `${tileSize}px`;
itemEl.style.left = `${item.x * (tileSize + 2)}px`;
itemEl.style.top = `${item.y * (tileSize + 2)}px`;
itemEl.innerHTML = `<i class="fas fa-gem"></i>`;
itemEl.title = item.name;
itemEl.addEventListener('click', () => {
if (Math.abs(adventureState.playerPos.x - item.x) <= 1 &&
Math.abs(adventureState.playerPos.y - item.y) <= 1) {
alert(`You found the ${item.name}! ${item.description}`);
adventureState.items = adventureState.items.filter(i => i !== item);
renderAdventureWorld();
} else {
alert(`You need to get closer to the ${item.name}!`);
}
});
gameContainer.appendChild(itemEl);
});
// Add controls
document.addEventListener('keydown', (e) => {
const newPos = {...adventureState.playerPos};
switch(e.key) {
case 'ArrowUp':
newPos.y = Math.max(0, adventureState.playerPos.y - 1);
break;
case 'ArrowDown':
newPos.y = Math.min(gridSize - 1, adventureState.playerPos.y + 1);
break;
case 'ArrowLeft':
newPos.x = Math.max(0, adventureState.playerPos.x - 1);
break;
case 'ArrowRight':
newPos.x = Math.min(gridSize - 1, adventureState.playerPos.x + 1);
break;
}
if (newPos.x !== adventureState.playerPos.x || newPos.y !== adventureState.playerPos.y) {
adventureState.playerPos = newPos;
renderAdventureWorld();
}
});
}
}
// Create a racing game
function createRacingGame(gameData) {
// Clear container
gameContainer.innerHTML = '';
// Game state
const state = {
player: { x: 175, y: 400, speed: 0, maxSpeed: 10 },
opponents: [
{ x: 75, y: -100, speed: 3 },
{ x: 175, y: -300, speed: 4 },
{ x: 275, y: -500, speed: 3.5 }
],
roadMarkers: Array.from({ length: 20 }, (_, i) => ({ y: i * 120 })),
score: 0
};
// Create road
const road = document.createElement('div');
road.className = 'road';
gameContainer.appendChild(road);
// Create road markers
state.roadMarkers.forEach(marker => {
const markerEl = document.createElement('div');
markerEl.className = 'lane-marker';
markerEl.style.left = '45%';
markerEl.style.top = `${marker.y}px`;
gameContainer.appendChild(markerEl);
});
// Create player car
const playerCar = document.createElement('div');
playerCar.className = 'car';
playerCar.style.left = `${state.player.x}px`;
playerCar.style.top = `${state.player.y}px`;
gameContainer.appendChild(playerCar);
// Create opponent cars
state.opponents.forEach(opp => {
const oppCar = document.createElement('div');
oppCar.className = 'opponent-car';
oppCar.style.left = `${opp.x}px`;
oppCar.style.top = `${opp.y}px`;
gameContainer.appendChild(oppCar);
});
// Score display
const scoreEl = document.createElement('div');
scoreEl.className = 'absolute top-4 left-4 text-white font-bold text-xl';
scoreEl.textContent = `Score: ${state.score}`;
gameContainer.appendChild(scoreEl);
// Controls
document.addEventListener('keydown', (e) => {
if (e.key === 'ArrowLeft') state.player.x = Math.max(75, state.player.x - 100);
if (e.key === 'ArrowRight') state.player.x = Math.min(275, state.player.x + 100);
if (e.key === 'ArrowUp') state.player.speed = Math.min(state.player.maxSpeed, state.player.speed + 0.5);
if (e.key === 'ArrowDown') state.player.speed = Math.max(0, state.player.speed - 0.5);
// Update player car position
playerCar.style.left = `${state.player.x}px`;
});
// Game loop
racingInterval = setInterval(() => {
// Move opponents
state.opponents.forEach(opp => {
opp.y += opp.speed;
if (opp.y > gameContainer.clientHeight) {
opp.y = -100;
state.score += 10;
scoreEl.textContent = `Score: ${state.score}`;
}
// Check collision
if (Math.abs(opp.x - state.player.x) < 50 &&
Math.abs(opp.y - state.player.y) < 50) {
state.player.speed = Math.max(0, state.player.speed - 1);
}
// Update opponent position
document.querySelectorAll('.opponent-car')[state.opponents.indexOf(opp)].style.top = `${opp.y}px`;
});
// Move road markers
state.roadMarkers.forEach(marker => {
marker.y += state.player.speed;
if (marker.y > gameContainer.clientHeight) {
marker.y = 0;
}
// Update marker position
const markers = document.querySelectorAll('.lane-marker');
markers[state.roadMarkers.indexOf(marker)].style.top = `${marker.y}px`;
});
// Update score based on speed
state.score += Math.floor(state.player.speed / 10);
scoreEl.textContent = `Score: ${state.score}`;
}, 16);
currentGame = {
cleanup: () => {
if (racingInterval) {
clearInterval(racingInterval);
racingInterval = null;
}
}
};
}
// Update game controls based on game type
function updateGameControls(gameType) {
gameControls.innerHTML = '';
const controls = {
platformer: [
{ label: 'Left/Right', keys: 'β β', desc: 'Move player' },
{ label: 'Jump', keys: 'β', desc: 'Jump' }
],
rhythm: [
{ label: 'Tap', keys: 'Click', desc: 'Hit notes' }
],
puzzle: [
{ label: 'Select', keys: 'Click', desc: 'Select pieces' }
],
shooter: [
{ label: 'Left/Right', keys: 'β β', desc: 'Move ship' },
{ label: 'Shoot', keys: 'Click', desc: 'Fire bullets' }
],
adventure: [
{ label: 'Move', keys: 'Arrow Keys', desc: 'Navigate the world' },
{ label: 'Interact', keys: 'Click', desc: 'Talk to NPCs or collect items' }
],
racing: [
{ label: 'Left/Right', keys: 'β β', desc: 'Change lanes' },
{ label: 'Accelerate/Brake', keys: 'β β', desc: 'Control speed' }
],
default: [
{ label: 'No controls', desc: 'This game type has no interactive controls' }
]
};
const currentControls = controls[gameType] || controls.default;
currentControls.forEach(control => {
const controlEl = document.createElement('div');
controlEl.className = 'bg-white/10 rounded-lg px-4 py-2 flex items-center';
const keysEl = document.createElement('div');
keysEl.className = 'bg-purple-600 rounded px-2 py-1 mr-3 font-mono text-sm';
keysEl.textContent = control.keys || '';
const textEl = document.createElement('div');
textEl.className = 'text-sm';
textEl.innerHTML = `<span class="font-semibold">${control.label}</span>: ${control.desc}`;
if (control.keys) {
controlEl.appendChild(keysEl);
}
controlEl.appendChild(textEl);
gameControls.appendChild(controlEl);
});
}
// Toggle fullscreen mode
function toggleFullscreen() {
if (!document.fullscreenElement) {
gameContainer.requestFullscreen().catch(err => {
console.error('Error attempting to enable fullscreen:', err);
});
} else {
document.exitFullscreen();
}
}
// Toggle sound on/off
function toggleSound() {
isSoundOn = !isSoundOn;
soundToggle.innerHTML = isSoundOn ? '<i class="fas fa-volume-up"></i>' : '<i class="fas fa-volume-mute"></i>';
if (isSoundOn && currentGame && selectedScaffold?.id === 'rhythm') {
// Restart music if it's a rhythm game
createGame({ scaffold: 'rhythm' });
}
}
// Show alert message
function showAlert(message, type) {
const alert = document.createElement('div');
alert.className = `fixed top-4 right-4 px-6 py-3 rounded-lg shadow-lg z-50 transition-all ${
type === 'error' ? 'bg-red-500' : 'bg-green-500'
}`;
alert.textContent = message;
document.body.appendChild(alert);
setTimeout(() => {
alert.style.opacity = '0';
setTimeout(() => {
alert.remove();
}, 300);
}, 3000);
}
// Helper functions for mock data generation
function generatePlatforms(count) {
return Array.from({ length: count }, (_, i) => ({
x: Math.floor(Math.random() * 700) + 50,
y: Math.floor(Math.random() * 400) + 100,
width: Math.floor(Math.random() * 200) + 50
}));
}
function generateEnemies(count) {
return Array.from({ length: count }, (_, i) => ({
type: ['dog', 'ghost', 'spider'][Math.floor(Math.random() * 3)],
x: Math.floor(Math.random() * 700) + 50,
speed: Math.floor(Math.random() * 100) + 50,
patrol: Math.random() > 0.5 ? 'left-right' : 'up-down'
}));
}
function generateCollectibles(count) {
return Array.from({ length: count }, (_, i) => ({
type: ['coin', 'gem', 'star'][Math.floor(Math.random() * 3)],
x: Math.floor(Math.random() * 700) + 50,
y: Math.floor(Math.random() * 500) + 50,
value: Math.floor(Math.random() * 5) + 1
}));
}
function generateNotes(count) {
return Array.from({ length: count }, (_, i) => ({
time: i * 0.5,
note: ['C', 'D', 'E', 'F', 'G'][Math.floor(Math.random() * 5)],
duration: 0.25
}));
}
function generatePuzzlePieces(count) {
return Array.from({ length: count }, (_, i) => ({
type: i,
color: `hsl(${Math.floor(Math.random() * 360)}, 80%, 60%)`,
shape: ['circle', 'square', 'triangle'][Math.floor(Math.random() * 3)]
}));
}
function generateSpaceEnemies(count) {
return Array.from({ length: count }, (_, i) => ({
type: ['alien', 'asteroid', 'ufo'][Math.floor(Math.random() * 3)],
health: Math.floor(Math.random() * 3) + 1,
speed: Math.floor(Math.random() * 150) + 50,
pattern: ['straight', 'zigzag', 'circle'][Math.floor(Math.random() * 3)]
}));
}
function generatePowerups(count) {
return Array.from({ length: count }, (_, i) => ({
type: ['shield', 'speed', 'multishot'][Math.floor(Math.random() * 3)],
duration: Math.floor(Math.random() * 5) + 3
}));
}
function generateNPCs(count) {
return Array.from({ length: count }, (_, i) => ({
name: ['Wizard', 'Merchant', 'Guard'][Math.floor(Math.random() * 3)],
dialogue: [
'Hello adventurer!',
'Have you seen my lost treasure?',
'Beware of the dragon!'
][Math.floor(Math.random() * 3)],
quest: Math.random() > 0.5
}));
}
function generateAdventureItems(count) {
return Array.from({ length: count }, (_, i) => ({
name: ['Sword', 'Potion', 'Key', 'Map'][Math.floor(Math.random() * 4)],
description: [
'A sharp blade for combat',
'Restores health when consumed',
'Opens locked doors',
'Shows hidden locations'
][Math.floor(Math.random() * 4)]
}));
}
function generateTrack() {
return {
length: Math.floor(Math.random() * 5) + 3,
turns: ['sharp', 'wide', 's-curve'][Math.floor(Math.random() * 3)],
obstacles: Math.floor(Math.random() * 10)
};
}
// Update UI based on current state
function updateUI() {
// Update generate button state
generateBtn.disabled = !gamePrompt.value.trim() || !selectedScaffold;
}
// Initialize the app when DOM is loaded
document.addEventListener('DOMContentLoaded', init);
// Update UI when prompt changes
gamePrompt.addEventListener('input', updateUI);
</script>
<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> - 𧬠<a href="https://enzostvs-deepsite.hf.space?remix=pysolver33/awesome-games" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
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