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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>Hexagon Ecosystem Game</title>
    <style>
        body { text-align: center; background-color: #282c34; color: white; font-family: Arial; }
        #gameContainer { display: flex; justify-content: space-between; }
        #sidebar { width: 300px; text-align: left; padding: 10px; }
        canvas { background-color: #1e1e1e; cursor: pointer; }
        #timer, #counts, #selection { font-size: 18px; margin-top: 10px; }
        button { margin: 3px; padding: 8px; font-size: 14px; cursor: pointer; }
        .category { margin-top: 15px; }
    </style>
</head>
<body>
    <h1>🌱 Hexagon Ecosystem Game 🐝</h1>
    <div id="gameContainer">
        <div id="sidebar">
            <div id="timer">Time Left: 5:00</div>
            <div id="counts">Counts: Loading...</div>
            <div id="selection">
                <div class="category"><strong>Plants</strong></div>
                <div id="plantSelection"></div>
                <div class="category"><strong>Insects</strong></div>
                <div id="insectSelection"></div>
                <div class="category"><strong>Animals</strong></div>
                <div id="animalSelection"></div>
            </div>
        </div>
        <canvas id="gameCanvas" width="800" height="600"></canvas>
    </div>
    <script>
        const canvas = document.getElementById("gameCanvas");
        const ctx = canvas.getContext("2d");

        const hexSize = 40;
        const hexWidth = Math.sqrt(3) * hexSize;
        const hexHeight = 2 * hexSize;
        const offsetX = hexWidth;
        const offsetY = hexHeight * 0.75;
        const rows = 10;
        const cols = 10;
        let hexGrid = [];
        let timer = 300;
        let selectedEntity = null;

        const entities = {
            plants: ["🌱", "🌿", "🍁", "🌺", "🌸", "🌼", "🌻", "🌾", "🌳", "🌴", "πŸ‚", "πŸƒ", "πŸ‡", "🍊", "🍎", "πŸ‘", "πŸ’", "πŸ“", "🍍", "πŸ₯•"],
            insects: ["🐝", "πŸ¦‹", "🐞"],
            animals: ["πŸ‡", "🦊", "🦌", "🐦", "🐿️"]
        };
        let resources = {};
        let counts = {};

        function initializeEntities() {
            Object.keys(entities).forEach(category => {
                entities[category].forEach(entity => {
                    resources[entity] = 5;
                    counts[entity] = 0;
                });
            });
        }

        function generateHexGrid() {
            for (let row = 0; row < rows; row++) {
                for (let col = 0; col < cols; col++) {
                    let x = col * offsetX + 150;
                    let y = row * hexHeight + (col % 2 ? offsetY : 0) + 50;
                    hexGrid.push({ x, y, type: "empty", entities: [], pollinated: false });
                }
            }
        }

        function selectEntity(entity) {
            selectedEntity = entity;
        }

        function drawHex(hex) {
            const { x, y, type, entities } = hex;
            ctx.beginPath();
            for (let i = 0; i < 6; i++) {
                let angle = (Math.PI / 3) * i;
                let px = x + hexSize * Math.cos(angle);
                let py = y + hexSize * Math.sin(angle);
                ctx.lineTo(px, py);
            }
            ctx.closePath();
            ctx.fillStyle = type === "empty" ? "#C2B280" : "#90EE90";
            ctx.fill();
            ctx.stroke();
            ctx.fillStyle = "white";
            ctx.font = "20px Arial";
            entities.forEach((entity, index) => {
                let randX = x - 10 + (Math.random() * 20 - 10);
                let randY = y + 5 + (Math.random() * 20 - 10);
                ctx.fillText(entity, randX, randY);
            });
        }

        function getNeighbors(hexIndex) {
            const neighbors = [];
            const row = Math.floor(hexIndex / cols);
            const col = hexIndex % cols;
            const directions = [
                [-1, 0], [1, 0], [0, -1], [0, 1],
                col % 2 ? [-1, -1] : [-1, 1],
                col % 2 ? [1, -1] : [1, 1]
            ];
            directions.forEach(([dr, dc]) => {
                const newRow = row + dr;
                const newCol = col + dc;
                if (newRow >= 0 && newRow < rows && newCol >= 0 && newCol < cols) {
                    neighbors.push(newRow * cols + newCol);
                }
            });
            return neighbors;
        }

        function pollinate() {
            hexGrid.forEach((hex, index) => {
                if (hex.entities.some(e => entities.insects.includes(e))) {
                    hex.entities.forEach(entity => {
                        if (entities.plants.includes(entity)) {
                            getNeighbors(index).forEach(n => {
                                if (hexGrid[n].type === "empty" && Math.random() < 0.1) {
                                    hexGrid[n].entities.push(entity);
                                    hexGrid[n].type = "occupied";
                                    counts[entity]++;
                                }
                            });
                        }
                    });
                }
            });
        }

        function aStar(startIdx, goalIdx) {
            const openSet = new Set([startIdx]);
            const cameFrom = {};
            const gScore = { [startIdx]: 0 };
            const fScore = { [startIdx]: heuristic(startIdx, goalIdx) };

            while (openSet.size > 0) {
                let current = Array.from(openSet).reduce((a, b) => fScore[a] < fScore[b] ? a : b);
                if (current === goalIdx) return reconstructPath(cameFrom, current);

                openSet.delete(current);
                getNeighbors(current).forEach(neighbor => {
                    const tentativeGScore = gScore[current] + 1;
                    if (!gScore[neighbor] || tentativeGScore < gScore[neighbor]) {
                        cameFrom[neighbor] = current;
                        gScore[neighbor] = tentativeGScore;
                        fScore[neighbor] = gScore[neighbor] + heuristic(neighbor, goalIdx);
                        openSet.add(neighbor);
                    }
                });
            }
            return [];
        }

        function heuristic(a, b) {
            const rowA = Math.floor(a / cols), colA = a % cols;
            const rowB = Math.floor(b / cols), colB = b % cols;
            return Math.abs(rowA - rowB) + Math.abs(colA - colB);
        }

        function reconstructPath(cameFrom, current) {
            const path = [current];
            while (cameFrom[current] !== undefined) {
                current = cameFrom[current];
                path.unshift(current);
            }
            return path;
        }

        function moveAnimals() {
            hexGrid.forEach((hex, index) => {
                hex.entities.forEach((entity, i) => {
                    if (entities.animals.includes(entity)) {
                        const neighbors = getNeighbors(index);
                        const mateIdx = neighbors.find(n => hexGrid[n].entities.includes(entity));
                        if (mateIdx && Math.random() < 0.05) {
                            const emptyNeighbor = neighbors.find(n => hexGrid[n].type === "empty");
                            if (emptyNeighbor) {
                                hexGrid[emptyNeighbor].entities.push(entity);
                                hexGrid[emptyNeighbor].type = "occupied";
                                counts[entity]++;
                            }
                        } else if (Math.random() < 0.2) {
                            const path = aStar(index, mateIdx || neighbors[Math.floor(Math.random() * neighbors.length)]);
                            if (path.length > 1) {
                                hexGrid[path[1]].entities.push(entity);
                                hex.entities.splice(i, 1);
                                if (hex.entities.length === 0) hex.type = "empty";
                                hexGrid[path[1]].type = "occupied";
                            }
                        }
                    }
                });
            });
        }

        function renderMap() {
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            hexGrid.forEach(hex => drawHex(hex));
        }

        function updateTimer() {
            timer--;
            document.getElementById("timer").innerText = `Time Left: ${Math.floor(timer / 60)}:${(timer % 60).toString().padStart(2, '0')}`;
            if (timer % 5 === 0) {
                pollinate();
                moveAnimals();
                updateCounts();
            }
            renderMap();
            if (timer <= 0) {
                clearInterval(gameLoop);
                alert("Game Over!");
            }
        }

        function updateCounts() {
            let countText = "Counts: ";
            Object.keys(counts).forEach(entity => {
                countText += `${entity}: ${counts[entity]} `;
            });
            document.getElementById("counts").innerText = countText;
        }

        function populateSidebar() {
            ["plantSelection", "insectSelection", "animalSelection"].forEach((id, idx) => {
                const category = ["plants", "insects", "animals"][idx];
                const div = document.getElementById(id);
                entities[category].forEach(entity => {
                    const btn = document.createElement("button");
                    btn.innerText = entity;
                    btn.onclick = () => selectEntity(entity);
                    div.appendChild(btn);
                });
            });
        }

        canvas.addEventListener("click", (event) => {
            const rect = canvas.getBoundingClientRect();
            const mouseX = event.clientX - rect.left;
            const mouseY = event.clientY - rect.top;
            
            hexGrid.forEach(hex => {
                if (Math.hypot(hex.x - mouseX, hex.y - mouseY) < hexSize) {
                    if (selectedEntity && resources[selectedEntity] > 0 && hex.type === "empty") {
                        hex.type = "occupied";
                        hex.entities.push(selectedEntity);
                        resources[selectedEntity]--;
                        counts[selectedEntity]++;
                        updateCounts();
                    }
                }
            });
            renderMap();
        });

        initializeEntities();
        generateHexGrid();
        populateSidebar();
        renderMap();
        let gameLoop = setInterval(updateTimer, 1000);
    </script>
</body>
</html>