Add 2 files
Browse files- index.html +952 -128
- prompts.txt +2 -1
index.html
CHANGED
@@ -3,25 +3,45 @@
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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>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background-color: #
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font-family:
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}
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#gameCanvas {
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display: block;
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}
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#ui {
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position: absolute;
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left:
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}
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#startScreen {
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position: absolute;
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@@ -29,36 +49,206 @@
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left: 0;
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width: 100%;
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height: 100%;
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background-color: rgba(0, 0, 0, 0.
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display: flex;
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flex-direction: column;
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justify-content: center;
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align-items: center;
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color:
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}
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#startButton {
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padding: 15px 30px;
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font-size: 20px;
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background-color: #
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color: white;
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border:
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border-radius: 5px;
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cursor: pointer;
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margin-top:
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}
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</style>
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</head>
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<body>
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<canvas id="gameCanvas"></canvas>
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<div id="ui">
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<div
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<div
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</div>
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<div id="startScreen">
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<h1>
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<p>
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<button id="startButton">START GAME</button>
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</div>
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<script>
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// Game setup
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const ctx = canvas.getContext('2d');
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const startScreen = document.getElementById('startScreen');
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const startButton = document.getElementById('startButton');
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const
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const
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// Set canvas size
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canvas.width = window.innerWidth;
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// Game state
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let gameRunning = false;
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let
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let
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// Player
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const player = {
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x:
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y:
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};
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//
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-
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//
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//
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}
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//
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for (let
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});
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}
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//
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player.y = 200;
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}
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//
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function
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ctx.rotate(rotation);
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ctx.fillStyle = color;
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ctx.fillRect(-width/2, -height/2, width, height);
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}
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//
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function
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if (!gameRunning) return;
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//
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}
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}
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}
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}
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//
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player.
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// Request next frame
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requestAnimationFrame(gameLoop);
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// Keyboard controls
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const keys = {
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ArrowLeft: false,
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ArrowRight: false,
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};
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document.addEventListener('keydown', (e) => {
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if (e.key in keys) keys[e.key] = true;
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});
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document.addEventListener('keyup', (e) => {
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if (e.key in keys) keys[e.key] = false;
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});
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//
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if (!gameRunning) return;
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if (keys.ArrowUp) {
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player.speed = Math.min(player.speed + 0.05, player.maxSpeed);
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} else if (keys.ArrowDown) {
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player.speed = Math.max(player.speed - 0.05, -player.maxSpeed/2);
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} else {
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// Friction
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player.speed *= 0.95;
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if (Math.abs(player.speed) < 0.1) player.speed = 0;
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}
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//
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if (
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}
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}
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}
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// Start game
|
229 |
function startGame() {
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gameRunning = true;
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233 |
// Reset game state
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234 |
-
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238 |
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239 |
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// Generate
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// Start game loop
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gameLoop();
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}
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// Start button event
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startButton.addEventListener('click', startGame);
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// Handle window resize
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253 |
window.addEventListener('resize', () => {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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256 |
-
if (gameRunning) generateCity();
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});
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|
258 |
</script>
|
259 |
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=Greats/clone" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
260 |
</html>
|
|
|
3 |
<head>
|
4 |
<meta charset="UTF-8">
|
5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
+
<title>DOOM Style Game</title>
|
7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
8 |
<style>
|
9 |
body {
|
10 |
margin: 0;
|
11 |
overflow: hidden;
|
12 |
+
background-color: #000;
|
13 |
+
font-family: 'Courier New', monospace;
|
14 |
+
color: white;
|
15 |
+
touch-action: none;
|
16 |
}
|
17 |
#gameCanvas {
|
18 |
display: block;
|
19 |
+
width: 100%;
|
20 |
+
height: 100%;
|
21 |
}
|
22 |
#ui {
|
23 |
position: absolute;
|
24 |
+
bottom: 0;
|
25 |
+
left: 0;
|
26 |
+
width: 100%;
|
27 |
+
padding: 20px;
|
28 |
+
box-sizing: border-box;
|
29 |
+
background: linear-gradient(transparent, rgba(0, 0, 0, 0.7));
|
30 |
+
display: flex;
|
31 |
+
flex-direction: column;
|
32 |
+
align-items: center;
|
33 |
+
}
|
34 |
+
#healthAmmo {
|
35 |
+
display: flex;
|
36 |
+
justify-content: space-between;
|
37 |
+
width: 100%;
|
38 |
+
max-width: 600px;
|
39 |
+
margin-bottom: 10px;
|
40 |
+
}
|
41 |
+
#weapon {
|
42 |
+
font-size: 24px;
|
43 |
+
margin-bottom: 10px;
|
44 |
+
text-shadow: 0 0 5px red;
|
45 |
}
|
46 |
#startScreen {
|
47 |
position: absolute;
|
|
|
49 |
left: 0;
|
50 |
width: 100%;
|
51 |
height: 100%;
|
52 |
+
background-color: rgba(0, 0, 0, 0.9);
|
53 |
display: flex;
|
54 |
flex-direction: column;
|
55 |
justify-content: center;
|
56 |
align-items: center;
|
57 |
+
color: red;
|
58 |
+
text-align: center;
|
59 |
+
z-index: 10;
|
60 |
}
|
61 |
#startButton {
|
62 |
padding: 15px 30px;
|
63 |
font-size: 20px;
|
64 |
+
background-color: #8B0000;
|
65 |
color: white;
|
66 |
+
border: 2px solid #FF0000;
|
67 |
border-radius: 5px;
|
68 |
cursor: pointer;
|
69 |
+
margin-top: 30px;
|
70 |
+
font-family: 'Courier New', monospace;
|
71 |
+
text-transform: uppercase;
|
72 |
+
letter-spacing: 2px;
|
73 |
+
}
|
74 |
+
#startButton:hover {
|
75 |
+
background-color: #FF0000;
|
76 |
+
}
|
77 |
+
#crosshair {
|
78 |
+
position: absolute;
|
79 |
+
top: 50%;
|
80 |
+
left: 50%;
|
81 |
+
width: 20px;
|
82 |
+
height: 20px;
|
83 |
+
transform: translate(-50%, -50%);
|
84 |
+
pointer-events: none;
|
85 |
+
}
|
86 |
+
#crosshair::before, #crosshair::after {
|
87 |
+
content: '';
|
88 |
+
position: absolute;
|
89 |
+
background-color: red;
|
90 |
+
}
|
91 |
+
#crosshair::before {
|
92 |
+
width: 20px;
|
93 |
+
height: 2px;
|
94 |
+
top: 9px;
|
95 |
+
left: 0;
|
96 |
+
}
|
97 |
+
#crosshair::after {
|
98 |
+
width: 2px;
|
99 |
+
height: 20px;
|
100 |
+
left: 9px;
|
101 |
+
top: 0;
|
102 |
+
}
|
103 |
+
#gameOverScreen {
|
104 |
+
position: absolute;
|
105 |
+
top: 0;
|
106 |
+
left: 0;
|
107 |
+
width: 100%;
|
108 |
+
height: 100%;
|
109 |
+
background-color: rgba(0, 0, 0, 0.9);
|
110 |
+
display: none;
|
111 |
+
flex-direction: column;
|
112 |
+
justify-content: center;
|
113 |
+
align-items: center;
|
114 |
+
color: red;
|
115 |
+
text-align: center;
|
116 |
+
z-index: 10;
|
117 |
+
}
|
118 |
+
#restartButton {
|
119 |
+
padding: 15px 30px;
|
120 |
+
font-size: 20px;
|
121 |
+
background-color: #8B0000;
|
122 |
+
color: white;
|
123 |
+
border: 2px solid #FF0000;
|
124 |
+
border-radius: 5px;
|
125 |
+
cursor: pointer;
|
126 |
+
margin-top: 30px;
|
127 |
+
font-family: 'Courier New', monospace;
|
128 |
+
text-transform: uppercase;
|
129 |
+
letter-spacing: 2px;
|
130 |
+
}
|
131 |
+
#restartButton:hover {
|
132 |
+
background-color: #FF0000;
|
133 |
+
}
|
134 |
+
#hud {
|
135 |
+
position: absolute;
|
136 |
+
top: 10px;
|
137 |
+
left: 10px;
|
138 |
+
font-size: 16px;
|
139 |
+
color: white;
|
140 |
+
text-shadow: 0 0 5px black;
|
141 |
+
}
|
142 |
+
#enemiesLeft {
|
143 |
+
position: absolute;
|
144 |
+
top: 10px;
|
145 |
+
right: 10px;
|
146 |
+
font-size: 16px;
|
147 |
+
color: white;
|
148 |
+
text-shadow: 0 0 5px black;
|
149 |
+
}
|
150 |
+
.health-bar, .ammo-bar {
|
151 |
+
width: 200px;
|
152 |
+
height: 20px;
|
153 |
+
border: 2px solid #333;
|
154 |
+
border-radius: 3px;
|
155 |
+
overflow: hidden;
|
156 |
+
position: relative;
|
157 |
+
}
|
158 |
+
.health-fill {
|
159 |
+
height: 100%;
|
160 |
+
background: linear-gradient(to right, #8B0000, #FF0000);
|
161 |
+
transition: width 0.3s;
|
162 |
+
}
|
163 |
+
.ammo-fill {
|
164 |
+
height: 100%;
|
165 |
+
background: linear-gradient(to right, #006400, #00FF00);
|
166 |
+
transition: width 0.3s;
|
167 |
+
}
|
168 |
+
#weaponImage {
|
169 |
+
width: 200px;
|
170 |
+
height: 100px;
|
171 |
+
background-size: contain;
|
172 |
+
background-repeat: no-repeat;
|
173 |
+
background-position: center;
|
174 |
+
margin-bottom: 10px;
|
175 |
+
}
|
176 |
+
#bloodEffect {
|
177 |
+
position: absolute;
|
178 |
+
top: 0;
|
179 |
+
left: 0;
|
180 |
+
width: 100%;
|
181 |
+
height: 100%;
|
182 |
+
background-color: rgba(255, 0, 0, 0);
|
183 |
+
pointer-events: none;
|
184 |
+
transition: background-color 0.1s;
|
185 |
+
z-index: 5;
|
186 |
+
}
|
187 |
+
#damageIndicator {
|
188 |
+
position: absolute;
|
189 |
+
top: 50%;
|
190 |
+
left: 50%;
|
191 |
+
transform: translate(-50%, -50%);
|
192 |
+
font-size: 24px;
|
193 |
+
color: red;
|
194 |
+
opacity: 0;
|
195 |
+
pointer-events: none;
|
196 |
+
transition: opacity 0.3s;
|
197 |
+
text-shadow: 0 0 5px black;
|
198 |
}
|
199 |
</style>
|
200 |
</head>
|
201 |
<body>
|
202 |
<canvas id="gameCanvas"></canvas>
|
203 |
+
<div id="crosshair"></div>
|
204 |
+
<div id="bloodEffect"></div>
|
205 |
+
<div id="damageIndicator">HIT!</div>
|
206 |
+
|
207 |
+
<div id="hud">
|
208 |
+
<div>Level: <span id="level">1</span></div>
|
209 |
+
<div>Kills: <span id="kills">0</span></div>
|
210 |
+
</div>
|
211 |
+
|
212 |
+
<div id="enemiesLeft">
|
213 |
+
Enemies: <span id="enemiesCount">0</span>
|
214 |
+
</div>
|
215 |
+
|
216 |
<div id="ui">
|
217 |
+
<div id="weaponImage"></div>
|
218 |
+
<div id="weapon">PISTOL</div>
|
219 |
+
<div id="healthAmmo">
|
220 |
+
<div>
|
221 |
+
<div>HEALTH</div>
|
222 |
+
<div class="health-bar">
|
223 |
+
<div class="health-fill" id="healthBar"></div>
|
224 |
+
</div>
|
225 |
+
</div>
|
226 |
+
<div>
|
227 |
+
<div>AMMO</div>
|
228 |
+
<div class="ammo-bar">
|
229 |
+
<div class="ammo-fill" id="ammoBar"></div>
|
230 |
+
</div>
|
231 |
+
</div>
|
232 |
+
</div>
|
233 |
</div>
|
234 |
+
|
235 |
<div id="startScreen">
|
236 |
+
<h1 class="text-4xl font-bold mb-4">DOOM STYLE GAME</h1>
|
237 |
+
<p class="text-xl mb-8">KILL ALL DEMONS TO ADVANCE TO THE NEXT LEVEL</p>
|
238 |
+
<p class="mb-2">WASD - Move</p>
|
239 |
+
<p class="mb-2">Mouse - Look and Shoot</p>
|
240 |
+
<p class="mb-2">R - Reload</p>
|
241 |
+
<p class="mb-2">1-3 - Switch Weapons</p>
|
242 |
+
<p class="mb-2">Space - Jump</p>
|
243 |
<button id="startButton">START GAME</button>
|
244 |
</div>
|
245 |
+
|
246 |
+
<div id="gameOverScreen">
|
247 |
+
<h1 class="text-4xl font-bold mb-4">GAME OVER</h1>
|
248 |
+
<p class="text-xl mb-2">You killed <span id="finalKills">0</span> demons</p>
|
249 |
+
<p class="text-xl mb-8">Reached level <span id="finalLevel">1</span></p>
|
250 |
+
<button id="restartButton">TRY AGAIN</button>
|
251 |
+
</div>
|
252 |
|
253 |
<script>
|
254 |
// Game setup
|
|
|
256 |
const ctx = canvas.getContext('2d');
|
257 |
const startScreen = document.getElementById('startScreen');
|
258 |
const startButton = document.getElementById('startButton');
|
259 |
+
const gameOverScreen = document.getElementById('gameOverScreen');
|
260 |
+
const restartButton = document.getElementById('restartButton');
|
261 |
+
const weaponImage = document.getElementById('weaponImage');
|
262 |
+
const weaponDisplay = document.getElementById('weapon');
|
263 |
+
const healthBar = document.getElementById('healthBar');
|
264 |
+
const ammoBar = document.getElementById('ammoBar');
|
265 |
+
const levelDisplay = document.getElementById('level');
|
266 |
+
const killsDisplay = document.getElementById('kills');
|
267 |
+
const enemiesCountDisplay = document.getElementById('enemiesCount');
|
268 |
+
const finalKillsDisplay = document.getElementById('finalKills');
|
269 |
+
const finalLevelDisplay = document.getElementById('finalLevel');
|
270 |
+
const bloodEffect = document.getElementById('bloodEffect');
|
271 |
+
const damageIndicator = document.getElementById('damageIndicator');
|
272 |
|
273 |
// Set canvas size
|
274 |
canvas.width = window.innerWidth;
|
|
|
276 |
|
277 |
// Game state
|
278 |
let gameRunning = false;
|
279 |
+
let level = 1;
|
280 |
+
let kills = 0;
|
281 |
+
let enemiesLeft = 0;
|
282 |
|
283 |
+
// Player
|
284 |
const player = {
|
285 |
+
x: 1.5,
|
286 |
+
y: 1.5,
|
287 |
+
dirX: -1,
|
288 |
+
dirY: 0,
|
289 |
+
planeX: 0,
|
290 |
+
planeY: 0.66,
|
291 |
+
moveSpeed: 0.05,
|
292 |
+
rotSpeed: 0.03,
|
293 |
+
health: 100,
|
294 |
+
weapons: [
|
295 |
+
{
|
296 |
+
name: "PISTOL",
|
297 |
+
damage: 25,
|
298 |
+
ammo: 12,
|
299 |
+
maxAmmo: 12,
|
300 |
+
reloadTime: 1000,
|
301 |
+
fireRate: 500,
|
302 |
+
range: 10,
|
303 |
+
accuracy: 0.95,
|
304 |
+
color: "#888",
|
305 |
+
image: "data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 200 100'%3E%3Crect x='20' y='40' width='120' height='20' fill='%23ccc'/%3E%3Crect x='140' y='30' width='40' height='40' fill='%23aaa'/%3E%3Crect x='180' y='40' width='10' height='20' fill='%23888'/%3E%3C/svg%3E"
|
306 |
+
},
|
307 |
+
{
|
308 |
+
name: "SHOTGUN",
|
309 |
+
damage: 50,
|
310 |
+
ammo: 6,
|
311 |
+
maxAmmo: 6,
|
312 |
+
reloadTime: 1500,
|
313 |
+
fireRate: 1000,
|
314 |
+
range: 5,
|
315 |
+
accuracy: 0.7,
|
316 |
+
color: "#964B00",
|
317 |
+
image: "data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 200 100'%3E%3Crect x='20' y='40' width='150' height='20' fill='%23b87333'/%3E%3Crect x='170' y='20' width='20' height='60' fill='%238B4513'/%3E%3C/svg%3E"
|
318 |
+
},
|
319 |
+
{
|
320 |
+
name: "CHAINGUN",
|
321 |
+
damage: 15,
|
322 |
+
ammo: 50,
|
323 |
+
maxAmmo: 50,
|
324 |
+
reloadTime: 2000,
|
325 |
+
fireRate: 100,
|
326 |
+
range: 15,
|
327 |
+
accuracy: 0.85,
|
328 |
+
color: "#333",
|
329 |
+
image: "data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 200 100'%3E%3Crect x='20' y='40' width='150' height='20' fill='%23444'/%3E%3Crect x='170' y='30' width='20' height='40' fill='%23222'/%3E%3Ccircle cx='40' cy='50' r='15' fill='%23555'/%3E%3C/svg%3E"
|
330 |
+
}
|
331 |
+
],
|
332 |
+
currentWeapon: 0,
|
333 |
+
lastShot: 0,
|
334 |
+
reloading: false,
|
335 |
+
isMoving: false,
|
336 |
+
isShooting: false,
|
337 |
+
jumpHeight: 0,
|
338 |
+
isJumping: false
|
339 |
};
|
340 |
|
341 |
+
// Map (1 = wall, 0 = empty space)
|
342 |
+
let map = [
|
343 |
+
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
|
344 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
345 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
346 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
347 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
348 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
349 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
350 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
351 |
+
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
|
352 |
+
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
353 |
+
];
|
354 |
+
|
355 |
+
// Wall textures (colors for simplicity)
|
356 |
+
const wallTextures = [
|
357 |
+
'#8B0000', // Red brick
|
358 |
+
'#006400', // Green stone
|
359 |
+
'#00008B', // Blue metal
|
360 |
+
'#4B0082', // Purple tech
|
361 |
+
'#8B4513' // Brown wood
|
362 |
+
];
|
363 |
|
364 |
+
// Enemies
|
365 |
+
let enemies = [];
|
366 |
+
|
367 |
+
// Generate level
|
368 |
+
function generateLevel() {
|
369 |
+
// Clear previous enemies
|
370 |
+
enemies = [];
|
371 |
|
372 |
+
// Generate maze-like map
|
373 |
+
const size = 10 + level * 2;
|
374 |
+
map = Array(size).fill().map(() => Array(size).fill(1));
|
375 |
+
|
376 |
+
// Carve out maze
|
377 |
+
const stack = [];
|
378 |
+
const visited = Array(size).fill().map(() => Array(size).fill(false));
|
379 |
+
|
380 |
+
// Start at player position
|
381 |
+
player.x = 1.5;
|
382 |
+
player.y = 1.5;
|
383 |
+
map[1][1] = 0;
|
384 |
+
visited[1][1] = true;
|
385 |
+
stack.push([1, 1]);
|
386 |
+
|
387 |
+
while (stack.length > 0) {
|
388 |
+
const [x, y] = stack[stack.length - 1];
|
389 |
+
const directions = [
|
390 |
+
[0, 1], [1, 0], [0, -1], [-1, 0]
|
391 |
+
].sort(() => Math.random() - 0.5);
|
392 |
+
|
393 |
+
let moved = false;
|
394 |
+
|
395 |
+
for (const [dx, dy] of directions) {
|
396 |
+
const nx = x + dx * 2;
|
397 |
+
const ny = y + dy * 2;
|
398 |
+
|
399 |
+
if (nx > 0 && nx < size - 1 && ny > 0 && ny < size - 1 && !visited[nx][ny]) {
|
400 |
+
map[x + dx][y + dy] = 0;
|
401 |
+
map[nx][ny] = 0;
|
402 |
+
visited[nx][ny] = true;
|
403 |
+
stack.push([nx, ny]);
|
404 |
+
moved = true;
|
405 |
+
break;
|
406 |
+
}
|
407 |
+
}
|
408 |
+
|
409 |
+
if (!moved) {
|
410 |
+
stack.pop();
|
411 |
+
}
|
412 |
}
|
413 |
|
414 |
+
// Add some random walls
|
415 |
+
for (let i = 1; i < size - 1; i++) {
|
416 |
+
for (let j = 1; j < size - 1; j++) {
|
417 |
+
if (map[i][j] === 0 && Math.random() < 0.1) {
|
418 |
+
map[i][j] = 2 + Math.floor(Math.random() * (wallTextures.length - 1));
|
419 |
+
}
|
420 |
+
}
|
421 |
+
}
|
422 |
+
|
423 |
+
// Place exit
|
424 |
+
const exitX = size - 2;
|
425 |
+
const exitY = size - 2;
|
426 |
+
map[exitX][exitY] = 0;
|
427 |
+
|
428 |
+
// Place enemies
|
429 |
+
enemiesLeft = 5 + level * 3;
|
430 |
+
for (let i = 0; i < enemiesLeft; i++) {
|
431 |
+
let x, y;
|
432 |
+
do {
|
433 |
+
x = 1 + Math.floor(Math.random() * (size - 2));
|
434 |
+
y = 1 + Math.floor(Math.random() * (size - 2));
|
435 |
+
} while (map[x][y] !== 0 || (x === 1 && y === 1) || (x === exitX && y === exitY));
|
436 |
+
|
437 |
+
enemies.push({
|
438 |
+
x: x + 0.5,
|
439 |
+
y: y + 0.5,
|
440 |
+
health: 50 + level * 10,
|
441 |
+
speed: 0.02 + level * 0.005,
|
442 |
+
damage: 10 + level * 2,
|
443 |
+
color: `hsl(${Math.random() * 60}, 100%, 50%)`,
|
444 |
+
lastAttack: 0,
|
445 |
+
attackCooldown: 1000,
|
446 |
+
size: 0.5
|
447 |
});
|
448 |
}
|
449 |
|
450 |
+
// Update UI
|
451 |
+
enemiesCountDisplay.textContent = enemiesLeft;
|
|
|
452 |
}
|
453 |
|
454 |
+
// Raycasting
|
455 |
+
function castRays() {
|
456 |
+
const width = canvas.width;
|
457 |
+
const height = canvas.height;
|
|
|
|
|
|
|
458 |
|
459 |
+
for (let x = 0; x < width; x++) {
|
460 |
+
// Calculate ray position and direction
|
461 |
+
const cameraX = 2 * x / width - 1;
|
462 |
+
const rayDirX = player.dirX + player.planeX * cameraX;
|
463 |
+
const rayDirY = player.dirY + player.planeY * cameraX;
|
464 |
+
|
465 |
+
// Which box of the map we're in
|
466 |
+
let mapX = Math.floor(player.x);
|
467 |
+
let mapY = Math.floor(player.y);
|
468 |
+
|
469 |
+
// Length of ray from current position to next x or y-side
|
470 |
+
let sideDistX, sideDistY;
|
471 |
+
|
472 |
+
// Length of ray from one x or y-side to next x or y-side
|
473 |
+
const deltaDistX = Math.abs(1 / rayDirX);
|
474 |
+
const deltaDistY = Math.abs(1 / rayDirY);
|
475 |
+
|
476 |
+
// Direction to step in x or y direction (either +1 or -1)
|
477 |
+
let stepX, stepY;
|
478 |
+
|
479 |
+
// Was a wall hit?
|
480 |
+
let hit = false;
|
481 |
+
// Was a wall hit that was NS or EW?
|
482 |
+
let side;
|
483 |
+
// Distance to wall
|
484 |
+
let perpWallDist;
|
485 |
+
|
486 |
+
// Calculate step and initial sideDist
|
487 |
+
if (rayDirX < 0) {
|
488 |
+
stepX = -1;
|
489 |
+
sideDistX = (player.x - mapX) * deltaDistX;
|
490 |
+
} else {
|
491 |
+
stepX = 1;
|
492 |
+
sideDistX = (mapX + 1.0 - player.x) * deltaDistX;
|
493 |
+
}
|
494 |
+
|
495 |
+
if (rayDirY < 0) {
|
496 |
+
stepY = -1;
|
497 |
+
sideDistY = (player.y - mapY) * deltaDistY;
|
498 |
+
} else {
|
499 |
+
stepY = 1;
|
500 |
+
sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
|
501 |
+
}
|
502 |
+
|
503 |
+
// Perform DDA (Digital Differential Analysis)
|
504 |
+
while (!hit) {
|
505 |
+
// Jump to next map square, either in x-direction, or in y-direction
|
506 |
+
if (sideDistX < sideDistY) {
|
507 |
+
sideDistX += deltaDistX;
|
508 |
+
mapX += stepX;
|
509 |
+
side = 0;
|
510 |
+
} else {
|
511 |
+
sideDistY += deltaDistY;
|
512 |
+
mapY += stepY;
|
513 |
+
side = 1;
|
514 |
+
}
|
515 |
+
|
516 |
+
// Check if ray has hit a wall
|
517 |
+
if (mapX < 0 || mapX >= map.length || mapY < 0 || mapY >= map[0].length) {
|
518 |
+
hit = true;
|
519 |
+
} else if (map[mapX][mapY] > 0) {
|
520 |
+
hit = true;
|
521 |
+
}
|
522 |
+
}
|
523 |
+
|
524 |
+
// Calculate distance projected on camera direction
|
525 |
+
if (side === 0) {
|
526 |
+
perpWallDist = (mapX - player.x + (1 - stepX) / 2) / rayDirX;
|
527 |
+
} else {
|
528 |
+
perpWallDist = (mapY - player.y + (1 - stepY) / 2) / rayDirY;
|
529 |
+
}
|
530 |
+
|
531 |
+
// Calculate height of line to draw on screen
|
532 |
+
let lineHeight = Math.floor(height / perpWallDist);
|
533 |
+
|
534 |
+
// Calculate lowest and highest pixel to fill in current stripe
|
535 |
+
let drawStart = -lineHeight / 2 + height / 2;
|
536 |
+
if (drawStart < 0) drawStart = 0;
|
537 |
+
let drawEnd = lineHeight / 2 + height / 2;
|
538 |
+
if (drawEnd >= height) drawEnd = height - 1;
|
539 |
+
|
540 |
+
// Choose wall color based on map value
|
541 |
+
let color;
|
542 |
+
if (mapX < 0 || mapX >= map.length || mapY < 0 || mapY >= map[0].length) {
|
543 |
+
color = '#000';
|
544 |
+
} else {
|
545 |
+
const wallType = map[mapX][mapY];
|
546 |
+
color = wallTextures[wallType - 1] || '#FFF';
|
547 |
+
}
|
548 |
+
|
549 |
+
// Give x and y sides different brightness
|
550 |
+
if (side === 1) {
|
551 |
+
color = shadeColor(color, -30);
|
552 |
+
}
|
553 |
+
|
554 |
+
// Draw the wall slice
|
555 |
+
ctx.fillStyle = color;
|
556 |
+
ctx.fillRect(x, drawStart + player.jumpHeight, 1, drawEnd - drawStart);
|
557 |
+
|
558 |
+
// Draw floor (simplified)
|
559 |
+
ctx.fillStyle = '#333';
|
560 |
+
ctx.fillRect(x, drawEnd + player.jumpHeight, 1, height - drawEnd);
|
561 |
+
}
|
562 |
}
|
563 |
|
564 |
+
// Draw enemies
|
565 |
+
function drawEnemies() {
|
566 |
+
const width = canvas.width;
|
567 |
+
const height = canvas.height;
|
568 |
+
|
569 |
+
// Sort enemies by distance (for proper rendering order)
|
570 |
+
enemies.sort((a, b) => {
|
571 |
+
const distA = Math.pow(player.x - a.x, 2) + Math.pow(player.y - a.y, 2);
|
572 |
+
const distB = Math.pow(player.x - b.x, 2) + Math.pow(player.y - b.y, 2);
|
573 |
+
return distB - distA;
|
574 |
+
});
|
575 |
+
|
576 |
+
for (const enemy of enemies) {
|
577 |
+
// Calculate enemy position relative to player
|
578 |
+
const relX = enemy.x - player.x;
|
579 |
+
const relY = enemy.y - player.y;
|
580 |
+
|
581 |
+
// Transform enemy position with inverse camera matrix
|
582 |
+
const invDet = 1.0 / (player.planeX * player.dirY - player.dirX * player.planeY);
|
583 |
+
const transformX = invDet * (player.dirY * relX - player.dirX * relY);
|
584 |
+
const transformY = invDet * (-player.planeY * relX + player.planeX * relY);
|
585 |
+
|
586 |
+
// Don't draw enemies behind the player
|
587 |
+
if (transformY <= 0) continue;
|
588 |
+
|
589 |
+
// Calculate sprite position on screen
|
590 |
+
const spriteScreenX = Math.floor((width / 2) * (1 + transformX / transformY));
|
591 |
+
|
592 |
+
// Calculate sprite dimensions
|
593 |
+
const spriteHeight = Math.abs(Math.floor(height / transformY));
|
594 |
+
const spriteWidth = spriteHeight;
|
595 |
+
|
596 |
+
// Calculate drawing coordinates
|
597 |
+
let drawStartX = -spriteWidth / 2 + spriteScreenX;
|
598 |
+
let drawEndX = spriteWidth / 2 + spriteScreenX;
|
599 |
+
let drawStartY = -spriteHeight / 2 + height / 2;
|
600 |
+
let drawEndY = spriteHeight / 2 + height / 2;
|
601 |
+
|
602 |
+
// Clamp to screen bounds
|
603 |
+
if (drawStartX < 0) drawStartX = 0;
|
604 |
+
if (drawEndX >= width) drawEndX = width - 1;
|
605 |
+
if (drawStartY < 0) drawStartY = 0;
|
606 |
+
if (drawEndY >= height) drawEndY = height - 1;
|
607 |
+
|
608 |
+
// Draw enemy
|
609 |
+
for (let stripe = drawStartX; stripe < drawEndX; stripe++) {
|
610 |
+
const texX = Math.floor((stripe - (-spriteWidth / 2 + spriteScreenX)) * enemy.size / spriteWidth);
|
611 |
+
|
612 |
+
if (transformY > 0 && stripe > 0 && stripe < width) {
|
613 |
+
for (let y = drawStartY; y < drawEndY; y++) {
|
614 |
+
const d = (y - (-spriteHeight / 2 + height / 2)) * 256 / spriteHeight;
|
615 |
+
const texY = Math.floor(d * enemy.size / spriteHeight);
|
616 |
+
|
617 |
+
// Simple enemy drawing (just a colored rectangle)
|
618 |
+
if (texX >= 0 && texX < enemy.size * 100 && texY >= 0 && texY < enemy.size * 100) {
|
619 |
+
ctx.fillStyle = enemy.color;
|
620 |
+
ctx.fillRect(stripe, y + player.jumpHeight, 1, 1);
|
621 |
+
}
|
622 |
+
}
|
623 |
+
}
|
624 |
+
}
|
625 |
+
}
|
626 |
+
}
|
627 |
+
|
628 |
+
// Draw weapon
|
629 |
+
function drawWeapon() {
|
630 |
+
const weapon = player.weapons[player.currentWeapon];
|
631 |
+
weaponImage.style.backgroundImage = `url("${weapon.image}")`;
|
632 |
+
weaponDisplay.textContent = weapon.name;
|
633 |
+
|
634 |
+
// Weapon bob when moving
|
635 |
+
let bobOffset = 0;
|
636 |
+
if (player.isMoving) {
|
637 |
+
bobOffset = Math.sin(Date.now() / 100) * 5;
|
638 |
+
}
|
639 |
+
|
640 |
+
// Weapon recoil when shooting
|
641 |
+
let recoilOffset = 0;
|
642 |
+
if (player.isShooting) {
|
643 |
+
recoilOffset = Math.sin(Date.now() / 50) * 10;
|
644 |
+
}
|
645 |
+
|
646 |
+
weaponImage.style.transform = `translateY(${bobOffset + recoilOffset}px)`;
|
647 |
+
}
|
648 |
+
|
649 |
+
// Update HUD
|
650 |
+
function updateHUD() {
|
651 |
+
const weapon = player.weapons[player.currentWeapon];
|
652 |
+
healthBar.style.width = `${player.health}%`;
|
653 |
+
ammoBar.style.width = `${(weapon.ammo / weapon.maxAmmo) * 100}%`;
|
654 |
+
levelDisplay.textContent = level;
|
655 |
+
killsDisplay.textContent = kills;
|
656 |
+
enemiesCountDisplay.textContent = enemiesLeft;
|
657 |
+
|
658 |
+
// Blood effect when hurt
|
659 |
+
if (player.health < 30) {
|
660 |
+
bloodEffect.style.backgroundColor = `rgba(255, 0, 0, ${0.3 - (player.health / 100)})`;
|
661 |
+
} else {
|
662 |
+
bloodEffect.style.backgroundColor = 'rgba(255, 0, 0, 0)';
|
663 |
+
}
|
664 |
+
}
|
665 |
+
|
666 |
+
// Move player
|
667 |
+
function movePlayer() {
|
668 |
if (!gameRunning) return;
|
669 |
|
670 |
+
// Movement speed
|
671 |
+
const moveSpeed = player.moveSpeed;
|
672 |
+
const rotSpeed = player.rotSpeed;
|
673 |
+
|
674 |
+
// Rotate left/right
|
675 |
+
if (keys.ArrowLeft) {
|
676 |
+
const oldDirX = player.dirX;
|
677 |
+
player.dirX = player.dirX * Math.cos(rotSpeed) - player.dirY * Math.sin(rotSpeed);
|
678 |
+
player.dirY = oldDirX * Math.sin(rotSpeed) + player.dirY * Math.cos(rotSpeed);
|
679 |
+
|
680 |
+
const oldPlaneX = player.planeX;
|
681 |
+
player.planeX = player.planeX * Math.cos(rotSpeed) - player.planeY * Math.sin(rotSpeed);
|
682 |
+
player.planeY = oldPlaneX * Math.sin(rotSpeed) + player.planeY * Math.cos(rotSpeed);
|
683 |
+
}
|
684 |
|
685 |
+
if (keys.ArrowRight) {
|
686 |
+
const oldDirX = player.dirX;
|
687 |
+
player.dirX = player.dirX * Math.cos(-rotSpeed) - player.dirY * Math.sin(-rotSpeed);
|
688 |
+
player.dirY = oldDirX * Math.sin(-rotSpeed) + player.dirY * Math.cos(-rotSpeed);
|
689 |
|
690 |
+
const oldPlaneX = player.planeX;
|
691 |
+
player.planeX = player.planeX * Math.cos(-rotSpeed) - player.planeY * Math.sin(-rotSpeed);
|
692 |
+
player.planeY = oldPlaneX * Math.sin(-rotSpeed) + player.planeY * Math.cos(-rotSpeed);
|
693 |
+
}
|
694 |
+
|
695 |
+
// Move forward/backward
|
696 |
+
let moveX = 0, moveY = 0;
|
697 |
+
player.isMoving = false;
|
698 |
+
|
699 |
+
if (keys.w) {
|
700 |
+
moveX += player.dirX * moveSpeed;
|
701 |
+
moveY += player.dirY * moveSpeed;
|
702 |
+
player.isMoving = true;
|
703 |
+
}
|
704 |
+
|
705 |
+
if (keys.s) {
|
706 |
+
moveX -= player.dirX * moveSpeed;
|
707 |
+
moveY -= player.dirY * moveSpeed;
|
708 |
+
player.isMoving = true;
|
709 |
+
}
|
710 |
+
|
711 |
+
// Strafe left/right
|
712 |
+
if (keys.a) {
|
713 |
+
moveX -= player.planeX * moveSpeed;
|
714 |
+
moveY -= player.planeY * moveSpeed;
|
715 |
+
player.isMoving = true;
|
716 |
+
}
|
717 |
+
|
718 |
+
if (keys.d) {
|
719 |
+
moveX += player.planeX * moveSpeed;
|
720 |
+
moveY += player.planeY * moveSpeed;
|
721 |
+
player.isMoving = true;
|
722 |
+
}
|
723 |
+
|
724 |
+
// Jump
|
725 |
+
if (keys[' '] && !player.isJumping) {
|
726 |
+
player.isJumping = true;
|
727 |
+
player.jumpHeight = -20;
|
728 |
+
}
|
729 |
+
|
730 |
+
// Handle jumping
|
731 |
+
if (player.isJumping) {
|
732 |
+
player.jumpHeight += 2;
|
733 |
+
if (player.jumpHeight >= 0) {
|
734 |
+
player.jumpHeight = 0;
|
735 |
+
player.isJumping = false;
|
736 |
+
}
|
737 |
+
}
|
738 |
+
|
739 |
+
// Collision detection
|
740 |
+
if (map[Math.floor(player.x + moveX)][Math.floor(player.y)] === 0) {
|
741 |
+
player.x += moveX;
|
742 |
+
}
|
743 |
+
|
744 |
+
if (map[Math.floor(player.x)][Math.floor(player.y + moveY)] === 0) {
|
745 |
+
player.y += moveY;
|
746 |
+
}
|
747 |
+
|
748 |
+
// Check if player reached exit
|
749 |
+
if (Math.floor(player.x) === map.length - 2 && Math.floor(player.y) === map[0].length - 2) {
|
750 |
+
if (enemiesLeft === 0) {
|
751 |
+
level++;
|
752 |
+
generateLevel();
|
753 |
+
}
|
754 |
+
}
|
755 |
+
}
|
756 |
+
|
757 |
+
// Update enemies
|
758 |
+
function updateEnemies() {
|
759 |
+
const now = Date.now();
|
760 |
+
|
761 |
+
for (let i = enemies.length - 1; i >= 0; i--) {
|
762 |
+
const enemy = enemies[i];
|
763 |
+
|
764 |
+
// Move towards player
|
765 |
+
const dx = player.x - enemy.x;
|
766 |
+
const dy = player.y - enemy.y;
|
767 |
+
const dist = Math.sqrt(dx * dx + dy * dy);
|
768 |
+
|
769 |
+
if (dist > 0.5) { // Don't get too close
|
770 |
+
enemy.x += (dx / dist) * enemy.speed;
|
771 |
+
enemy.y += (dy / dist) * enemy.speed;
|
772 |
+
|
773 |
+
// Simple collision with walls
|
774 |
+
if (map[Math.floor(enemy.x)][Math.floor(enemy.y)] !== 0) {
|
775 |
+
enemy.x -= (dx / dist) * enemy.speed;
|
776 |
+
enemy.y -= (dy / dist) * enemy.speed;
|
777 |
}
|
778 |
+
}
|
779 |
+
|
780 |
+
// Attack player if close enough
|
781 |
+
if (dist < 1.5 && now - enemy.lastAttack > enemy.attackCooldown) {
|
782 |
+
player.health -= enemy.damage;
|
783 |
+
enemy.lastAttack = now;
|
784 |
+
|
785 |
+
// Show damage indicator
|
786 |
+
damageIndicator.style.opacity = 1;
|
787 |
+
setTimeout(() => {
|
788 |
+
damageIndicator.style.opacity = 0;
|
789 |
+
}, 300);
|
790 |
+
|
791 |
+
// Blood effect
|
792 |
+
bloodEffect.style.backgroundColor = 'rgba(255, 0, 0, 0.5)';
|
793 |
+
setTimeout(() => {
|
794 |
+
bloodEffect.style.backgroundColor = 'rgba(255, 0, 0, 0)';
|
795 |
+
}, 100);
|
796 |
+
|
797 |
+
// Check if player died
|
798 |
+
if (player.health <= 0) {
|
799 |
+
gameOver();
|
800 |
}
|
801 |
}
|
802 |
+
|
803 |
+
// Remove dead enemies
|
804 |
+
if (enemy.health <= 0) {
|
805 |
+
enemies.splice(i, 1);
|
806 |
+
enemiesLeft--;
|
807 |
+
kills++;
|
808 |
+
|
809 |
+
// Update UI
|
810 |
+
enemiesCountDisplay.textContent = enemiesLeft;
|
811 |
+
killsDisplay.textContent = kills;
|
812 |
+
}
|
813 |
+
}
|
814 |
+
}
|
815 |
+
|
816 |
+
// Shoot
|
817 |
+
function shoot() {
|
818 |
+
const now = Date.now();
|
819 |
+
const weapon = player.weapons[player.currentWeapon];
|
820 |
|
821 |
+
// Check if can shoot
|
822 |
+
if (now - player.lastShot < weapon.fireRate || player.reloading || weapon.ammo <= 0) {
|
823 |
+
return;
|
824 |
+
}
|
825 |
|
826 |
+
player.lastShot = now;
|
827 |
+
player.isShooting = true;
|
828 |
+
setTimeout(() => {
|
829 |
+
player.isShooting = false;
|
830 |
+
}, 100);
|
831 |
|
832 |
+
// Reduce ammo
|
833 |
+
weapon.ammo--;
|
834 |
+
|
835 |
+
// Check for hits
|
836 |
+
for (let i = 0; i < enemies.length; i++) {
|
837 |
+
const enemy = enemies[i];
|
838 |
+
|
839 |
+
// Calculate angle to enemy
|
840 |
+
const dx = enemy.x - player.x;
|
841 |
+
const dy = enemy.y - player.y;
|
842 |
+
const dist = Math.sqrt(dx * dx + dy * dy);
|
843 |
+
|
844 |
+
// Angle between player direction and enemy
|
845 |
+
const playerAngle = Math.atan2(player.dirY, player.dirX);
|
846 |
+
const enemyAngle = Math.atan2(dy, dx);
|
847 |
+
let angleDiff = Math.abs(playerAngle - enemyAngle);
|
848 |
+
|
849 |
+
// Normalize angle
|
850 |
+
if (angleDiff > Math.PI) {
|
851 |
+
angleDiff = 2 * Math.PI - angleDiff;
|
852 |
+
}
|
853 |
+
|
854 |
+
// Check if enemy is in front and within range
|
855 |
+
if (dist < weapon.range && angleDiff < 0.5 * weapon.accuracy) {
|
856 |
+
// Hit the enemy
|
857 |
+
enemy.health -= weapon.damage;
|
858 |
+
|
859 |
+
// Show damage indicator
|
860 |
+
damageIndicator.style.opacity = 1;
|
861 |
+
setTimeout(() => {
|
862 |
+
damageIndicator.style.opacity = 0;
|
863 |
+
}, 300);
|
864 |
+
|
865 |
+
// Enemy hit effect
|
866 |
+
enemy.color = `hsl(${Math.random() * 60}, 100%, 70%)`;
|
867 |
+
setTimeout(() => {
|
868 |
+
enemy.color = `hsl(${Math.random() * 60}, 100%, 50%)`;
|
869 |
+
}, 100);
|
870 |
+
}
|
871 |
+
}
|
872 |
+
|
873 |
+
// Reload if out of ammo
|
874 |
+
if (weapon.ammo <= 0) {
|
875 |
+
reload();
|
876 |
+
}
|
877 |
+
}
|
878 |
+
|
879 |
+
// Reload
|
880 |
+
function reload() {
|
881 |
+
if (player.reloading) return;
|
882 |
+
|
883 |
+
const weapon = player.weapons[player.currentWeapon];
|
884 |
+
if (weapon.ammo === weapon.maxAmmo) return;
|
885 |
+
|
886 |
+
player.reloading = true;
|
887 |
+
setTimeout(() => {
|
888 |
+
weapon.ammo = weapon.maxAmmo;
|
889 |
+
player.reloading = false;
|
890 |
+
}, weapon.reloadTime);
|
891 |
+
}
|
892 |
+
|
893 |
+
// Game over
|
894 |
+
function gameOver() {
|
895 |
+
gameRunning = false;
|
896 |
+
finalKillsDisplay.textContent = kills;
|
897 |
+
finalLevelDisplay.textContent = level;
|
898 |
+
gameOverScreen.style.display = 'flex';
|
899 |
+
}
|
900 |
+
|
901 |
+
// Game loop
|
902 |
+
function gameLoop() {
|
903 |
+
if (!gameRunning) return;
|
904 |
+
|
905 |
+
// Clear canvas
|
906 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
907 |
+
|
908 |
+
// Draw ceiling (simplified)
|
909 |
+
ctx.fillStyle = '#111';
|
910 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height / 2);
|
911 |
+
|
912 |
+
// Cast rays and draw walls
|
913 |
+
castRays();
|
914 |
+
|
915 |
+
// Draw enemies
|
916 |
+
drawEnemies();
|
917 |
+
|
918 |
+
// Update player and enemies
|
919 |
+
movePlayer();
|
920 |
+
updateEnemies();
|
921 |
+
|
922 |
+
// Draw weapon
|
923 |
+
drawWeapon();
|
924 |
+
|
925 |
+
// Update HUD
|
926 |
+
updateHUD();
|
927 |
|
928 |
// Request next frame
|
929 |
requestAnimationFrame(gameLoop);
|
|
|
931 |
|
932 |
// Keyboard controls
|
933 |
const keys = {
|
934 |
+
w: false,
|
935 |
+
a: false,
|
936 |
+
s: false,
|
937 |
+
d: false,
|
938 |
+
' ': false,
|
939 |
ArrowLeft: false,
|
940 |
ArrowRight: false,
|
941 |
+
r: false
|
942 |
};
|
943 |
|
944 |
document.addEventListener('keydown', (e) => {
|
945 |
if (e.key in keys) keys[e.key] = true;
|
946 |
+
|
947 |
+
// Switch weapons
|
948 |
+
if (e.key >= '1' && e.key <= '3') {
|
949 |
+
player.currentWeapon = parseInt(e.key) - 1;
|
950 |
+
}
|
951 |
+
|
952 |
+
// Reload
|
953 |
+
if (e.key === 'r') {
|
954 |
+
reload();
|
955 |
+
}
|
956 |
});
|
957 |
|
958 |
document.addEventListener('keyup', (e) => {
|
959 |
if (e.key in keys) keys[e.key] = false;
|
960 |
});
|
961 |
|
962 |
+
// Mouse controls
|
963 |
+
let mouseX = 0;
|
964 |
+
let mouseDown = false;
|
965 |
+
|
966 |
+
canvas.addEventListener('mousedown', () => {
|
967 |
+
mouseDown = true;
|
968 |
+
if (gameRunning) shoot();
|
969 |
+
});
|
970 |
+
|
971 |
+
canvas.addEventListener('mouseup', () => {
|
972 |
+
mouseDown = false;
|
973 |
+
});
|
974 |
+
|
975 |
+
canvas.addEventListener('mousemove', (e) => {
|
976 |
if (!gameRunning) return;
|
977 |
|
978 |
+
const movementX = e.movementX || 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
979 |
|
980 |
+
// Rotate view based on mouse movement
|
981 |
+
if (movementX !== 0) {
|
982 |
+
const rotSpeed = 0.002 * movementX;
|
983 |
+
const oldDirX = player.dirX;
|
984 |
+
player.dirX = player.dirX * Math.cos(rotSpeed) - player.dirY * Math.sin(rotSpeed);
|
985 |
+
player.dirY = oldDirX * Math.sin(rotSpeed) + player.dirY * Math.cos(rotSpeed);
|
986 |
+
|
987 |
+
const oldPlaneX = player.planeX;
|
988 |
+
player.planeX = player.planeX * Math.cos(rotSpeed) - player.planeY * Math.sin(rotSpeed);
|
989 |
+
player.planeY = oldPlaneX * Math.sin(rotSpeed) + player.planeY * Math.cos(rotSpeed);
|
990 |
}
|
991 |
+
});
|
992 |
+
|
993 |
+
// Touch controls for mobile
|
994 |
+
let touchStartX = 0;
|
995 |
+
|
996 |
+
canvas.addEventListener('touchstart', (e) => {
|
997 |
+
e.preventDefault();
|
998 |
+
touchStartX = e.touches[0].clientX;
|
999 |
+
if (gameRunning) shoot();
|
1000 |
+
});
|
1001 |
+
|
1002 |
+
canvas.addEventListener('touchmove', (e) => {
|
1003 |
+
e.preventDefault();
|
1004 |
+
if (!gameRunning) return;
|
1005 |
|
1006 |
+
const touchX = e.touches[0].clientX;
|
1007 |
+
const movementX = (touchX - touchStartX) * 0.1;
|
1008 |
+
touchStartX = touchX;
|
1009 |
+
|
1010 |
+
// Rotate view based on touch movement
|
1011 |
+
if (movementX !== 0) {
|
1012 |
+
const rotSpeed = 0.002 * movementX;
|
1013 |
+
const oldDirX = player.dirX;
|
1014 |
+
player.dirX = player.dirX * Math.cos(rotSpeed) - player.dirY * Math.sin(rotSpeed);
|
1015 |
+
player.dirY = oldDirX * Math.sin(rotSpeed) + player.dirY * Math.cos(rotSpeed);
|
1016 |
+
|
1017 |
+
const oldPlaneX = player.planeX;
|
1018 |
+
player.planeX = player.planeX * Math.cos(rotSpeed) - player.planeY * Math.sin(rotSpeed);
|
1019 |
+
player.planeY = oldPlaneX * Math.sin(rotSpeed) + player.planeY * Math.cos(rotSpeed);
|
1020 |
}
|
1021 |
+
});
|
1022 |
+
|
1023 |
+
canvas.addEventListener('touchend', (e) => {
|
1024 |
+
e.preventDefault();
|
1025 |
+
});
|
1026 |
|
1027 |
// Start game
|
1028 |
function startGame() {
|
|
|
1030 |
gameRunning = true;
|
1031 |
|
1032 |
// Reset game state
|
1033 |
+
level = 1;
|
1034 |
+
kills = 0;
|
1035 |
+
player.health = 100;
|
1036 |
+
player.currentWeapon = 0;
|
1037 |
+
player.weapons.forEach(w => w.ammo = w.maxAmmo);
|
1038 |
|
1039 |
+
// Generate level
|
1040 |
+
generateLevel();
|
1041 |
|
1042 |
// Start game loop
|
1043 |
gameLoop();
|
1044 |
+
}
|
1045 |
+
|
1046 |
+
// Restart game
|
1047 |
+
function restartGame() {
|
1048 |
+
gameOverScreen.style.display = 'none';
|
1049 |
+
startGame();
|
1050 |
}
|
1051 |
|
1052 |
// Start button event
|
1053 |
startButton.addEventListener('click', startGame);
|
1054 |
+
restartButton.addEventListener('click', restartGame);
|
1055 |
|
1056 |
// Handle window resize
|
1057 |
window.addEventListener('resize', () => {
|
1058 |
canvas.width = window.innerWidth;
|
1059 |
canvas.height = window.innerHeight;
|
|
|
1060 |
});
|
1061 |
+
|
1062 |
+
// Helper function to shade colors
|
1063 |
+
function shadeColor(color, percent) {
|
1064 |
+
let R = parseInt(color.substring(1, 3), 16);
|
1065 |
+
let G = parseInt(color.substring(3, 5), 16);
|
1066 |
+
let B = parseInt(color.substring(5, 7), 16);
|
1067 |
+
|
1068 |
+
R = parseInt(R * (100 + percent) / 100);
|
1069 |
+
G = parseInt(G * (100 + percent) / 100);
|
1070 |
+
B = parseInt(B * (100 + percent) / 100);
|
1071 |
+
|
1072 |
+
R = R < 255 ? R : 255;
|
1073 |
+
G = G < 255 ? G : 255;
|
1074 |
+
B = B < 255 ? B : 255;
|
1075 |
+
|
1076 |
+
const RR = R.toString(16).length === 1 ? '0' + R.toString(16) : R.toString(16);
|
1077 |
+
const GG = G.toString(16).length === 1 ? '0' + G.toString(16) : G.toString(16);
|
1078 |
+
const BB = B.toString(16).length === 1 ? '0' + B.toString(16) : B.toString(16);
|
1079 |
+
|
1080 |
+
return '#' + RR + GG + BB;
|
1081 |
+
}
|
1082 |
</script>
|
1083 |
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=Greats/clone" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
1084 |
</html>
|
prompts.txt
CHANGED
@@ -1,4 +1,5 @@
|
|
1 |
создай чудо
|
2 |
сделай огромный проект ссобой полностью законченный и рабочий
|
3 |
сделай сайт онлайн игру на подобе гта5
|
4 |
-
не работает
|
|
|
|
1 |
создай чудо
|
2 |
сделай огромный проект ссобой полностью законченный и рабочий
|
3 |
сделай сайт онлайн игру на подобе гта5
|
4 |
+
не работает
|
5 |
+
сделай полную игру в стиле doom
|