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35.4 kB
| <html lang="en"> | |
| <head> | |
| <meta charset="UTF-8"> | |
| <meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
| <title>Galaxy Defender</title> | |
| <style> | |
| @import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap'); | |
| * { | |
| margin: 0; | |
| padding: 0; | |
| box-sizing: border-box; | |
| } | |
| body { | |
| background-color: #000; | |
| color: #0ff; | |
| font-family: 'Orbitron', sans-serif; | |
| overflow: hidden; | |
| height: 100vh; | |
| background-image: | |
| radial-gradient(circle at 20% 30%, rgba(20, 20, 80, 0.8), transparent 40%), | |
| radial-gradient(circle at 80% 70%, rgba(80, 20, 80, 0.6), transparent 40%), | |
| url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><circle cx="20" cy="50" r="1" fill="white" opacity="0.8"/><circle cx="50" cy="20" r="1" fill="white" opacity="0.6"/><circle cx="80" cy="50" r="1" fill="white" opacity="0.7"/><circle cx="50" cy="80" r="1" fill="white" opacity="0.9"/></svg>'); | |
| background-size: 100% 100%, 100% 100%, 100px 100px; | |
| } | |
| #gameContainer { | |
| position: relative; | |
| width: 100%; | |
| height: 100vh; | |
| perspective: 1000px; | |
| } | |
| #gameCanvas { | |
| position: absolute; | |
| top: 0; | |
| left: 0; | |
| z-index: 1; | |
| } | |
| #uiOverlay { | |
| position: absolute; | |
| top: 0; | |
| left: 0; | |
| width: 100%; | |
| height: 100%; | |
| z-index: 2; | |
| pointer-events: none; | |
| } | |
| #scoreDisplay { | |
| position: absolute; | |
| top: 20px; | |
| left: 20px; | |
| font-size: 24px; | |
| color: #0ff; | |
| text-shadow: 0 0 10px #0ff; | |
| } | |
| #healthBar { | |
| position: absolute; | |
| top: 20px; | |
| right: 20px; | |
| width: 200px; | |
| height: 20px; | |
| background-color: rgba(255, 0, 0, 0.3); | |
| border: 2px solid #f00; | |
| border-radius: 10px; | |
| overflow: hidden; | |
| } | |
| #healthFill { | |
| height: 100%; | |
| width: 100%; | |
| background-color: #f00; | |
| transition: width 0.3s; | |
| } | |
| #startScreen, #gameOverScreen { | |
| position: absolute; | |
| top: 0; | |
| left: 0; | |
| width: 100%; | |
| height: 100%; | |
| display: flex; | |
| flex-direction: column; | |
| justify-content: center; | |
| align-items: center; | |
| background-color: rgba(0, 0, 0, 0.8); | |
| z-index: 3; | |
| } | |
| #gameOverScreen { | |
| display: none; | |
| } | |
| h1 { | |
| font-size: 3rem; | |
| margin-bottom: 2rem; | |
| color: #0ff; | |
| text-shadow: 0 0 15px #0ff; | |
| text-align: center; | |
| } | |
| p { | |
| font-size: 1.2rem; | |
| margin-bottom: 2rem; | |
| color: #fff; | |
| max-width: 600px; | |
| text-align: center; | |
| line-height: 1.6; | |
| } | |
| .btn { | |
| padding: 12px 30px; | |
| background: linear-gradient(45deg, #0ff, #00aaff); | |
| border: none; | |
| border-radius: 30px; | |
| color: #000; | |
| font-family: 'Orbitron', sans-serif; | |
| font-size: 1.2rem; | |
| font-weight: bold; | |
| cursor: pointer; | |
| transition: all 0.3s; | |
| pointer-events: auto; | |
| box-shadow: 0 0 15px #0ff; | |
| } | |
| .btn:hover { | |
| transform: scale(1.05); | |
| box-shadow: 0 0 25px #0ff; | |
| } | |
| #finalScore { | |
| font-size: 2rem; | |
| color: #0ff; | |
| margin: 20px 0; | |
| text-shadow: 0 0 10px #0ff; | |
| } | |
| #powerups { | |
| position: absolute; | |
| bottom: 20px; | |
| left: 20px; | |
| display: flex; | |
| gap: 10px; | |
| } | |
| .powerup-icon { | |
| width: 30px; | |
| height: 30px; | |
| border-radius: 50%; | |
| display: flex; | |
| justify-content: center; | |
| align-items: center; | |
| font-size: 16px; | |
| color: #000; | |
| background: #ff0; | |
| box-shadow: 0 0 10px #ff0; | |
| } | |
| #earth { | |
| position: absolute; | |
| bottom: -50px; | |
| left: 50%; | |
| transform: translateX(-50%); | |
| width: 300px; | |
| height: 300px; | |
| background: radial-gradient(circle at 30% 30%, #1a66ff, #003399 60%, #001a33); | |
| border-radius: 50%; | |
| box-shadow: | |
| 0 0 60px rgba(0, 150, 255, 0.6), | |
| inset 0 0 100px rgba(255, 255, 255, 0.3); | |
| z-index: 0; | |
| } | |
| #earth::before { | |
| content: ''; | |
| position: absolute; | |
| top: 0; | |
| left: 0; | |
| width: 100%; | |
| height: 100%; | |
| background-image: | |
| url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><path d="M20,50 Q35,40 50,50 T80,50" fill="none" stroke="%23007733" stroke-width="2"/><path d="M40,30 Q45,25 50,30 T60,30" fill="none" stroke="%23007733" stroke-width="1"/><path d="M25,65 Q35,60 45,65 T60,65" fill="none" stroke="%23007733" stroke-width="1"/></svg>'); | |
| background-size: 100%; | |
| opacity: 0.6; | |
| } | |
| </style> | |
| </head> | |
| <body> | |
| <div id="gameContainer"> | |
| <div id="earth"></div> | |
| <canvas id="gameCanvas"></canvas> | |
| <div id="uiOverlay"> | |
| <div id="scoreDisplay">SCORE: 0</div> | |
| <div id="healthBar"> | |
| <div id="healthFill"></div> | |
| </div> | |
| <div id="powerups"> | |
| <!-- Power-up icons will be added here dynamically --> | |
| </div> | |
| </div> | |
| <div id="startScreen"> | |
| <h1>GALAXY DEFENDER</h1> | |
| <p>Aliens are attacking Earth from all directions! Take control of the state-of-the-art starfighter and defend our planet.</p> | |
| <p>Controls: Arrow keys to move, Spacebar to shoot</p> | |
| <button class="btn" id="startBtn">LAUNCH STARFIGHTER</button> | |
| </div> | |
| <div id="gameOverScreen"> | |
| <h1>MISSION FAILED</h1> | |
| <p>The alien invasion was too strong. Earth has fallen under their control.</p> | |
| <div id="finalScore">SCORE: 0</div> | |
| <button class="btn" id="restartBtn">TRY AGAIN</button> | |
| </div> | |
| </div> | |
| <audio id="laserSound" src="https://assets.mixkit.co/active_storage/sfx/2347/2347-preview.mp3" preload="auto"></audio> | |
| <audio id="explosionSound" src="https://assets.mixkit.co/active_storage/sfx/2099/2099-preview.mp3" preload="auto"></audio> | |
| <audio id="powerupSound" src="https://assets.mixkit.co/active_storage/sfx/2329/2329-preview.mp3" preload="auto"></audio> | |
| <audio id="backgroundMusic" loop> | |
| <source src="https://assets.mixkit.co/music/preview/mixkit-space-game-668.mp3" type="audio/mpeg"> | |
| </audio> | |
| <script> | |
| // Game constants | |
| const GAME_WIDTH = window.innerWidth; | |
| const GAME_HEIGHT = window.innerHeight; | |
| const PLAYER_WIDTH = 60; | |
| const PLAYER_HEIGHT = 40; | |
| const BULLET_SIZE = 8; | |
| const ENEMY_SIZE = 40; | |
| const POWERUP_SIZE = 30; | |
| const ENEMY_SPAWN_RATE = 2000; // ms | |
| const POWERUP_SPAWN_RATE = 15000; // ms | |
| const POWERUP_DURATION = 10000; // ms | |
| // Game variables | |
| let score = 0; | |
| let health = 100; | |
| let gameOver = false; | |
| let gameStarted = false; | |
| let lastEnemySpawn = 0; | |
| let lastPowerupSpawn = 0; | |
| let powerupsActive = { | |
| tripleShot: false, | |
| rapidFire: false, | |
| shield: false | |
| }; | |
| // DOM elements | |
| const canvas = document.getElementById('gameCanvas'); | |
| const ctx = canvas.getContext('2d'); | |
| const scoreDisplay = document.getElementById('scoreDisplay'); | |
| const healthFill = document.getElementById('healthFill'); | |
| const startScreen = document.getElementById('startScreen'); | |
| const gameOverScreen = document.getElementById('gameOverScreen'); | |
| const startBtn = document.getElementById('startBtn'); | |
| const restartBtn = document.getElementById('restartBtn'); | |
| const finalScore = document.getElementById('finalScore'); | |
| const powerupsContainer = document.getElementById('powerups'); | |
| // Audio elements | |
| const laserSound = document.getElementById('laserSound'); | |
| const explosionSound = document.getElementById('explosionSound'); | |
| const powerupSound = document.getElementById('powerupSound'); | |
| const backgroundMusic = document.getElementById('backgroundMusic'); | |
| // Set canvas size | |
| canvas.width = GAME_WIDTH; | |
| canvas.height = GAME_HEIGHT; | |
| // Game objects | |
| const player = { | |
| x: GAME_WIDTH / 2, | |
| y: GAME_HEIGHT - 100, | |
| width: PLAYER_WIDTH, | |
| height: PLAYER_HEIGHT, | |
| speed: 8, | |
| color: '#0ff', | |
| bullets: [], | |
| lastShot: 0, | |
| shootDelay: 500, // ms | |
| isAlive: true | |
| }; | |
| const enemies = []; | |
| const powerups = []; | |
| const explosions = []; | |
| // Keyboard state | |
| const keys = { | |
| ArrowLeft: false, | |
| ArrowRight: false, | |
| ArrowUp: false, | |
| ArrowDown: false, | |
| Space: false | |
| }; | |
| // Event listeners | |
| window.addEventListener('resize', () => { | |
| canvas.width = window.innerWidth; | |
| canvas.height = window.innerHeight; | |
| player.y = canvas.height - 100; | |
| }); | |
| document.addEventListener('keydown', (e) => { | |
| if (keys.hasOwnProperty(e.key)) { | |
| keys[e.key] = true; | |
| e.preventDefault(); | |
| } | |
| }); | |
| document.addEventListener('keyup', (e) => { | |
| if (keys.hasOwnProperty(e.key)) { | |
| keys[e.key] = false; | |
| e.preventDefault(); | |
| } | |
| }); | |
| startBtn.addEventListener('click', startGame); | |
| restartBtn.addEventListener('click', startGame); | |
| function startGame() { | |
| // Reset game state | |
| score = 0; | |
| health = 100; | |
| gameOver = false; | |
| gameStarted = true; | |
| player.isAlive = true; | |
| player.bullets = []; | |
| enemies.length = 0; | |
| powerups.length = 0; | |
| explosions.length = 0; | |
| powerupsActive = { | |
| tripleShot: false, | |
| rapidFire: false, | |
| shield: false | |
| }; | |
| updatePowerupDisplay(); | |
| // Clear powerups container | |
| while (powerupsContainer.firstChild) { | |
| powerupsContainer.removeChild(powerupsContainer.firstChild); | |
| } | |
| // Reset player position | |
| player.x = canvas.width / 2; | |
| player.y = canvas.height - 100; | |
| player.lastShot = 0; | |
| // Reset UI | |
| scoreDisplay.textContent = `SCORE: ${score}`; | |
| healthFill.style.width = '100%'; | |
| // Hide screens | |
| startScreen.style.display = 'none'; | |
| gameOverScreen.style.display = 'none'; | |
| // Start game loop | |
| requestAnimationFrame(gameLoop); | |
| // Start background music | |
| backgroundMusic.volume = 0.3; | |
| backgroundMusic.play().catch(e => console.log("Audio play failed:", e)); | |
| } | |
| function gameLoop(timestamp) { | |
| if (gameOver) { | |
| endGame(); | |
| return; | |
| } | |
| // Clear canvas | |
| ctx.clearRect(0, 0, canvas.width, canvas.height); | |
| // Spawn enemies | |
| if (timestamp - lastEnemySpawn > ENEMY_SPAWN_RATE) { | |
| spawnEnemy(); | |
| lastEnemySpawn = timestamp; | |
| // Increase spawn rate as score increases | |
| ENEMY_SPAWN_RATE = Math.max(500, 2000 - Math.floor(score / 10) * 50); | |
| } | |
| // Spawn powerups | |
| if (timestamp - lastPowerupSpawn > POWERUP_SPAWN_RATE) { | |
| spawnPowerup(); | |
| lastPowerupSpawn = timestamp; | |
| } | |
| // Update player | |
| updatePlayer(); | |
| // Update bullets | |
| updateBullets(); | |
| // Update enemies | |
| updateEnemies(); | |
| // Update powerups | |
| updatePowerups(); | |
| // Update explosions | |
| updateExplosions(); | |
| // Draw player | |
| drawPlayer(); | |
| // Draw bullets | |
| drawBullets(); | |
| // Draw enemies | |
| drawEnemies(); | |
| // Draw powerups | |
| drawPowerups(); | |
| // Draw explosions | |
| drawExplosions(); | |
| // Continue game loop | |
| requestAnimationFrame(gameLoop); | |
| } | |
| function spawnEnemy() { | |
| const size = Math.random() * 30 + 30; | |
| const x = Math.random() * (canvas.width - size); | |
| const y = -size; | |
| const speed = Math.random() * 3 + 1; | |
| const health = Math.floor(Math.random() * 2) + 1; | |
| enemies.push({ | |
| x: x, | |
| y: y, | |
| width: size, | |
| height: size, | |
| speed: speed, | |
| health: health, | |
| origX: x, | |
| movePattern: Math.random() > 0.5 ? 'straight' : 'zigzag', | |
| zigzagSpeed: Math.random() * 0.1, | |
| zigzagAmplitude: Math.random() * 100 + 50 | |
| }); | |
| } | |
| function spawnPowerup() { | |
| const x = Math.random() * (canvas.width - POWERUP_SIZE); | |
| const y = -POWERUP_SIZE; | |
| const types = ['tripleShot', 'rapidFire', 'shield']; | |
| const type = types[Math.floor(Math.random() * types.length)]; | |
| powerups.push({ | |
| x: x, | |
| y: y, | |
| width: POWERUP_SIZE, | |
| height: POWERUP_SIZE, | |
| speed: 3, | |
| type: type | |
| }); | |
| } | |
| function updatePlayer() { | |
| // Movement | |
| if (keys.ArrowLeft && player.x > 0) { | |
| player.x -= player.speed; | |
| } | |
| if (keys.ArrowRight && player.x < canvas.width - player.width) { | |
| player.x += player.speed; | |
| } | |
| if (keys.ArrowUp && player.y > canvas.height / 2) { | |
| player.y -= player.speed; | |
| } | |
| if (keys.ArrowDown && player.y < canvas.height - player.height) { | |
| player.y += player.speed; | |
| } | |
| // Shooting | |
| if (keys.Space && Date.now() - player.lastShot > (powerupsActive.rapidFire ? 100 : player.shootDelay)) { | |
| shoot(); | |
| player.lastShot = Date.now(); | |
| } | |
| } | |
| function shoot() { | |
| if (powerupsActive.tripleShot) { | |
| // Three spread shots | |
| player.bullets.push({ | |
| x: player.x + player.width / 2 - BULLET_SIZE / 2, | |
| y: player.y, | |
| width: BULLET_SIZE, | |
| height: BULLET_SIZE, | |
| speed: -10, | |
| angle: -0.1 | |
| }); | |
| player.bullets.push({ | |
| x: player.x + player.width / 2 - BULLET_SIZE / 2, | |
| y: player.y, | |
| width: BULLET_SIZE, | |
| height: BULLET_SIZE, | |
| speed: -10, | |
| angle: 0 | |
| }); | |
| player.bullets.push({ | |
| x: player.x + player.width / 2 - BULLET_SIZE / 2, | |
| y: player.y, | |
| width: BULLET_SIZE, | |
| height: BULLET_SIZE, | |
| speed: -10, | |
| angle: 0.1 | |
| }); | |
| } else { | |
| // Single shot | |
| player.bullets.push({ | |
| x: player.x + player.width / 2 - BULLET_SIZE / 2, | |
| y: player.y, | |
| width: BULLET_SIZE, | |
| height: BULLET_SIZE, | |
| speed: -10, | |
| angle: 0 | |
| }); | |
| } | |
| // Play laser sound | |
| laserSound.currentTime = 0; | |
| laserSound.play().catch(e => console.log("Audio play failed:", e)); | |
| } | |
| function updateBullets() { | |
| for (let i = player.bullets.length - 1; i >= 0; i--) { | |
| const bullet = player.bullets[i]; | |
| bullet.y += bullet.speed; | |
| if (bullet.angle !== 0) { | |
| bullet.x += Math.sin(bullet.angle) * 5; | |
| } | |
| // Remove bullets that go off screen | |
| if (bullet.y + bullet.height < 0) { | |
| player.bullets.splice(i, 1); | |
| } | |
| } | |
| } | |
| function updateEnemies() { | |
| for (let i = enemies.length - 1; i >= 0; i--) { | |
| const enemy = enemies[i]; | |
| // Update position based on movement pattern | |
| if (enemy.movePattern === 'straight') { | |
| enemy.y += enemy.speed; | |
| } else if (enemy.movePattern === 'zigzag') { | |
| enemy.y += enemy.speed; | |
| enemy.x = enemy.origX + Math.sin(enemy.y * enemy.zigzagSpeed) * enemy.zigzagAmplitude; | |
| } | |
| // Check if enemy hits player | |
| if ( | |
| player.isAlive && | |
| enemy.y + enemy.height > player.y && | |
| enemy.y < player.y + player.height && | |
| enemy.x + enemy.width > player.x && | |
| enemy.x < player.x + player.width | |
| ) { | |
| takeDamage(10); | |
| // Create explosion at enemy position | |
| createExplosion(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width * 1.5); | |
| enemies.splice(i, 1); | |
| // Play explosion sound | |
| explosionSound.currentTime = 0; | |
| explosionSound.play().catch(e => console.log("Audio play failed:", e)); | |
| continue; | |
| } | |
| // Remove enemies that go off screen | |
| if (enemy.y > canvas.height) { | |
| enemies.splice(i, 1); | |
| continue; | |
| } | |
| // Check bullet collisions | |
| for (let j = player.bullets.length - 1; j >= 0; j--) { | |
| const bullet = player.bullets[j]; | |
| if ( | |
| bullet.y + bullet.height > enemy.y && | |
| bullet.y < enemy.y + enemy.height && | |
| bullet.x + bullet.width > enemy.x && | |
| bullet.x < enemy.x + enemy.width | |
| ) { | |
| // Hit detected | |
| enemy.health--; | |
| if (enemy.health <= 0) { | |
| // Enemy destroyed | |
| score += 10; | |
| scoreDisplay.textContent = `SCORE: ${score}`; | |
| enemies.splice(i, 1); | |
| createExplosion(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width); | |
| // Play explosion sound | |
| explosionSound.currentTime = 0; | |
| explosionSound.play().catch(e => console.log("Audio play failed:", e)); | |
| } | |
| player.bullets.splice(j, 1); | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| function updatePowerups() { | |
| for (let i = powerups.length - 1; i >= 0; i--) { | |
| const powerup = powerups[i]; | |
| powerup.y += powerup.speed; | |
| // Check if player collects powerup | |
| if ( | |
| player.isAlive && | |
| powerup.y + powerup.height > player.y && | |
| powerup.y < player.y + player.height && | |
| powerup.x + powerup.width > player.x && | |
| powerup.x < player.x + player.width | |
| ) { | |
| activatePowerup(powerup.type); | |
| powerups.splice(i, 1); | |
| // Play powerup sound | |
| powerupSound.currentTime = 0; | |
| powerupSound.play().catch(e => console.log("Audio play failed:", e)); | |
| continue; | |
| } | |
| // Remove powerups that go off screen | |
| if (powerup.y > canvas.height) { | |
| powerups.splice(i, 1); | |
| } | |
| } | |
| // Check if powerups should expire | |
| const now = Date.now(); | |
| for (const type in powerupsActive) { | |
| if (powerupsActive[type] && now - powerupsActive[type] > POWERUP_DURATION) { | |
| powerupsActive[type] = false; | |
| updatePowerupDisplay(); | |
| } | |
| } | |
| } | |
| function activatePowerup(type) { | |
| powerupsActive[type] = Date.now(); | |
| updatePowerupDisplay(); | |
| // Display powerup notification | |
| const notification = document.createElement('div'); | |
| notification.className = 'powerup-notification'; | |
| notification.textContent = type === 'tripleShot' ? 'TRIPLE SHOT ACTIVATED' : | |
| type === 'rapidFire' ? 'RAPID FIRE ACTIVATED' : | |
| 'SHIELD ACTIVATED'; | |
| notification.style.position = 'absolute'; | |
| notification.style.left = '50%'; | |
| notification.style.top = '30%'; | |
| notification.style.transform = 'translateX(-50%)'; | |
| notification.style.color = '#ff0'; | |
| notification.style.fontSize = '24px'; | |
| notification.style.textShadow = '0 0 10px #ff0'; | |
| notification.style.opacity = '0'; | |
| notification.style.transition = 'opacity 1s'; | |
| document.getElementById('uiOverlay').appendChild(notification); | |
| // Fade in | |
| setTimeout(() => { | |
| notification.style.opacity = '1'; | |
| }, 10); | |
| // Fade out and remove | |
| setTimeout(() => { | |
| notification.style.opacity = '0'; | |
| setTimeout(() => { | |
| notification.remove(); | |
| }, 1000); | |
| }, 3000); | |
| } | |
| function updatePowerupDisplay() { | |
| // Clear existing icons | |
| powerupsContainer.innerHTML = ''; | |
| // Add icons for active powerups | |
| for (const type in powerupsActive) { | |
| if (powerupsActive[type]) { | |
| const icon = document.createElement('div'); | |
| icon.className = 'powerup-icon'; | |
| icon.textContent = type === 'tripleShot' ? '3x' : | |
| type === 'rapidFire' ? 'RF' : | |
| 'S'; | |
| icon.title = type === 'tripleShot' ? 'Triple Shot' : | |
| type === 'rapidFire' ? 'Rapid Fire' : | |
| 'Shield'; | |
| // Add progress bar | |
| const progress = document.createElement('div'); | |
| progress.style.position = 'absolute'; | |
| progress.style.bottom = '-5px'; | |
| progress.style.left = '0'; | |
| progress.style.width = '100%'; | |
| progress.style.height = '3px'; | |
| progress.style.backgroundColor = '#ff0'; | |
| progress.style.transformOrigin = 'left center'; | |
| // Calculate remaining time | |
| const durationLeft = Math.max(0, POWERUP_DURATION - (Date.now() - powerupsActive[type])); | |
| const percentageLeft = (durationLeft / POWERUP_DURATION) * 100; | |
| progress.style.transform = `scaleX(${percentageLeft / 100})`; | |
| icon.appendChild(progress); | |
| powerupsContainer.appendChild(icon); | |
| // Update progress bar | |
| const interval = setInterval(() => { | |
| const timeLeft = Math.max(0, POWERUP_DURATION - (Date.now() - powerupsActive[type])); | |
| const percentage = (timeLeft / POWERUP_DURATION) * 100; | |
| progress.style.transform = `scaleX(${percentage / 100})`; | |
| if (timeLeft <= 0) { | |
| clearInterval(interval); | |
| } | |
| }, 100); | |
| } | |
| } | |
| } | |
| function createExplosion(x, y, radius) { | |
| explosions.push({ | |
| x: x, | |
| y: y, | |
| radius: radius, | |
| maxRadius: radius * 1.5, | |
| alpha: 1, | |
| life: 1 | |
| }); | |
| } | |
| function updateExplosions() { | |
| for (let i = explosions.length - 1; i >= 0; i--) { | |
| const explosion = explosions[i]; | |
| explosion.radius += 0.5; | |
| explosion.life -= 0.02; | |
| if (explosion.life <= 0) { | |
| explosions.splice(i, 1); | |
| } | |
| } | |
| } | |
| function takeDamage(amount) { | |
| if (powerupsActive.shield) return; | |
| health = Math.max(0, health - amount); | |
| healthFill.style.width = `${health}%`; | |
| if (health <= 0) { | |
| player.isAlive = false; | |
| gameOver = true; | |
| createExplosion(player.x + player.width/2, player.y + player.height/2, player.width * 2); | |
| } | |
| } | |
| function drawPlayer() { | |
| if (!player.isAlive) return; | |
| // Draw ship body | |
| ctx.fillStyle = player.color; | |
| ctx.beginPath(); | |
| ctx.moveTo(player.x + player.width/2, player.y); | |
| ctx.lineTo(player.x + player.width, player.y + player.height); | |
| ctx.lineTo(player.x, player.y + player.height); | |
| ctx.closePath(); | |
| ctx.fill(); | |
| // Draw cockpit | |
| ctx.fillStyle = '#0af'; | |
| ctx.beginPath(); | |
| ctx.arc(player.x + player.width/2, player.y + player.height/2, player.width/4, 0, Math.PI * 2); | |
| ctx.fill(); | |
| // Draw engine glow | |
| if (Date.now() % 200 < 100) { | |
| ctx.fillStyle = '#f80'; | |
| ctx.beginPath(); | |
| ctx.moveTo(player.x + player.width/3, player.y + player.height); | |
| ctx.lineTo(player.x + player.width/2, player.y + player.height + 10); | |
| ctx.lineTo(player.x + 2*player.width/3, player.y + player.height); | |
| ctx.closePath(); | |
| ctx.fill(); | |
| } | |
| // Draw shield if active | |
| if (powerupsActive.shield) { | |
| ctx.strokeStyle = '#0ff'; | |
| ctx.lineWidth = 2; | |
| ctx.beginPath(); | |
| ctx.arc(player.x + player.width/2, player.y + player.height/2, player.width, 0, Math.PI * 2); | |
| ctx.stroke(); | |
| ctx.strokeStyle = '#0ff'; | |
| ctx.lineWidth = 1; | |
| ctx.beginPath(); | |
| ctx.arc(player.x + player.width/2, player.y + player.height/2, player.width * 1.3, 0, Math.PI * 2); | |
| ctx.stroke(); | |
| } | |
| } | |
| function drawBullets() { | |
| ctx.fillStyle = '#ff0'; | |
| for (const bullet of player.bullets) { | |
| ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height); | |
| // Add trail effect | |
| ctx.fillStyle = 'rgba(255, 255, 0, 0.5)'; | |
| ctx.fillRect(bullet.x, bullet.y + bullet.height, bullet.width, bullet.height/2); | |
| ctx.fillStyle = '#ff0'; | |
| } | |
| } | |
| function drawEnemies() { | |
| for (const enemy of enemies) { | |
| // Different colors for different health levels | |
| ctx.fillStyle = enemy.health === 2 ? '#f60' : '#f06'; | |
| // Draw alien ship | |
| ctx.beginPath(); | |
| ctx.moveTo(enemy.x + enemy.width/2, enemy.y); | |
| ctx.lineTo(enemy.x + enemy.width, enemy.y + enemy.height); | |
| ctx.lineTo(enemy.x, enemy.y + enemy.height); | |
| ctx.closePath(); | |
| ctx.fill(); | |
| // Draw alien markings | |
| if (enemy.health === 2) { | |
| ctx.strokeStyle = '#0f0'; | |
| ctx.lineWidth = 2; | |
| ctx.beginPath(); | |
| ctx.moveTo(enemy.x + enemy.width/3, enemy.y + enemy.height/2); | |
| ctx.lineTo(enemy.x + 2*enemy.width/3, enemy.y + enemy.height/2); | |
| ctx.stroke(); | |
| } | |
| // Draw glow effect | |
| ctx.fillStyle = 'rgba(255, 0, 0, 0.2)'; | |
| ctx.beginPath(); | |
| ctx.arc(enemy.x + enemy.width/2, enemy.y + enemy.height/2, enemy.width * 0.8, 0, Math.PI * 2); | |
| ctx.fill(); | |
| } | |
| } | |
| function drawPowerups() { | |
| for (const powerup of powerups) { | |
| let color; | |
| let symbol; | |
| if (powerup.type === 'tripleShot') { | |
| color = '#0f0'; | |
| symbol = '3x'; | |
| } else if (powerup.type === 'rapidFire') { | |
| color = '#00f'; | |
| symbol = 'RF'; | |
| } else { | |
| color = '#0ff'; | |
| symbol = 'S'; | |
| } | |
| // Draw powerup background | |
| ctx.fillStyle = color; | |
| ctx.beginPath(); | |
| ctx.arc(powerup.x + powerup.width/2, powerup.y + powerup.height/2, powerup.width/2, 0, Math.PI * 2); | |
| ctx.fill(); | |
| // Draw symbol | |
| ctx.fillStyle = '#000'; | |
| ctx.font = 'bold 12px Orbitron'; | |
| ctx.textAlign = 'center'; | |
| ctx.textBaseline = 'middle'; | |
| ctx.fillText(symbol, powerup.x + powerup.width/2, powerup.y + powerup.height/2); | |
| // Add pulsing glow effect | |
| const pulse = Math.sin(Date.now() / 200) * 0.3 + 0.7; | |
| ctx.strokeStyle = `rgba(${color === '#0f0' ? '0,255,0' : color === '#00f' ? '0,0,255' : '0,255,255'},${pulse})`; | |
| ctx.lineWidth = 2; | |
| ctx.beginPath(); | |
| ctx.arc(powerup.x + powerup.width/2, powerup.y + powerup.height/2, powerup.width/2 + 2, 0, Math.PI * 2); | |
| ctx.stroke(); | |
| } | |
| } | |
| function drawExplosions() { | |
| for (const explosion of explosions) { | |
| const gradient = ctx.createRadialGradient( | |
| explosion.x, | |
| explosion.y, | |
| 0, | |
| explosion.x, | |
| explosion.y, | |
| explosion.radius | |
| ); | |
| gradient.addColorStop(0, `rgba(255, 255, 0, ${explosion.life})`); | |
| gradient.addColorStop(0.5, `rgba(255, 100, 0, ${explosion.life * 0.7})`); | |
| gradient.addColorStop(1, `rgba(255, 0, 0, 0)`); | |
| ctx.beginPath(); | |
| ctx.fillStyle = gradient; | |
| ctx.arc(explosion.x, explosion.y, explosion.radius, 0, Math.PI * 2); | |
| ctx.fill(); | |
| // Add secondary explosion ring | |
| if (explosion.life > 0.5) { | |
| const outerRadius = explosion.radius * 1.5; | |
| const outerAlpha = (explosion.life - 0.5) * 2; | |
| const outerGradient = ctx.createRadialGradient( | |
| explosion.x, | |
| explosion.y, | |
| 0, | |
| explosion.x, | |
| explosion.y, | |
| outerRadius | |
| ); | |
| outerGradient.addColorStop(0, `rgba(255, 255, 255, ${outerAlpha})`); | |
| outerGradient.addColorStop(1, `rgba(255, 255, 255, 0)`); | |
| ctx.beginPath(); | |
| ctx.fillStyle = outerGradient; | |
| ctx.arc(explosion.x, explosion.y, outerRadius, 0, Math.PI * 2); | |
| ctx.fill(); | |
| } | |
| } | |
| } | |
| function endGame() { | |
| gameOver = true; | |
| gameOverScreen.style.display = 'flex'; | |
| finalScore.textContent = `SCORE: ${score}`; | |
| backgroundMusic.pause(); | |
| backgroundMusic.currentTime = 0; | |
| } | |
| </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 <a href="https://enzostvs-deepsite.hf.space" style="color: #fff;" target="_blank" >DeepSite</a> <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;"></p></body> | |
| </html> |