Spaces:
Running
Running
File size: 49,974 Bytes
6e2e189 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 |
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Chaos Cannon | MAYHEM EDITION</title> <!-- Changed Title -->
<script src="https://cdn.tailwindcss.com"></script>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
<style>
/* CSS remains the same as before */
@import url('https://fonts.googleapis.com/css2?family=Press+Start+2P&family=Orbitron:wght@400;700&display=swap');
body {
font-family: 'Orbitron', sans-serif;
background: linear-gradient(135deg, #111 0%, #222 100%);
overflow: hidden;
user-select: none;
margin: 0; padding: 0; display: flex;
min-height: 100vh; align-items: center; justify-content: center;
flex-direction: column;
}
#game-container { position: relative; width: 800px; height: 600px; margin-top: 1rem; }
#game {
background: radial-gradient(ellipse at center, #1a1a2e 0%, #16213e 100%);
box-shadow: 0 0 40px rgba(0, 180, 255, 0.4); /* Enhanced glow */
border-radius: 8px;
border: 3px solid rgba(0, 180, 255, 0.6); /* Brighter border */
display: block; cursor: crosshair;
}
.title-text { font-family: 'Press Start 2P', cursive; text-shadow: 0 0 15px #ff6600, 0 0 25px #ff6600, 0 0 5px #fff; /* Added white core */ letter-spacing: 3px; /* More spacing */ }
.btn-glow { box-shadow: 0 0 15px rgba(255, 102, 0, 0.7); transition: all 0.3s ease; }
.btn-glow:hover { box-shadow: 0 0 30px rgba(255, 102, 0, 1.0); /* Stronger hover */ transform: translateY(-3px) scale(1.05); /* Add scale */}
.btn-glow:active { transform: translateY(1px) scale(1.0); }
.score-display { background: rgba(0, 0, 0, 0.75); border: 2px solid rgba(0, 180, 255, 0.7); border-radius: 8px; text-shadow: 0 0 6px #00ff00, 0 0 10px #00ff00; /* Brighter score */ }
.game-over { background: rgba(0, 0, 0, 0.9); border: 3px solid rgba(255, 0, 0, 0.7); box-shadow: 0 0 40px rgba(255, 0, 0, 0.6); }
.star { position: absolute; background: white; border-radius: 50%; pointer-events: none; }
#titleScreen, #gameOverScreen { position: absolute; inset: 0; display: flex; flex-direction: column; align-items: center; justify-content: center; background-color: rgba(0, 0, 0, 0.85); border-radius: 8px; z-index: 20; }
#titleScreen { opacity: 1; transition: opacity 0.5s ease-out; pointer-events: auto; }
#gameOverScreen { opacity: 0; transition: opacity 0.5s ease-in, background-color 0.5s ease-in; pointer-events: none; }
#gameOverScreen.visible { opacity: 1; pointer-events: auto; background-color: rgba(0, 0, 0, 0.9); }
/* Twinkle animation (no changes needed) */
@keyframes twinkle { from { opacity: 0.1; } to { opacity: ${Math.random() * 0.5 + 0.5}; } }
</style>
</head>
<body class="p-4 text-white">
<div class="absolute top-0 left-0 w-full h-full overflow-hidden z-0" id="stars"></div>
<div class="text-center mb-4 z-10">
<!-- Title updated -->
<h1 class="title-text text-4xl md:text-5xl mb-2">CHAOS CANNON</h1>
<div class="flex justify-center gap-4">
<div class="score-display px-4 py-2 text-xl">
<i class="fas fa-trophy mr-2 text-yellow-400"></i>
<span id="highScore">0</span>
</div>
<div class="score-display px-4 py-2 text-xl">
<i class="fas fa-bolt mr-2 text-orange-500"></i>
<span id="streak">0x</span>
</div>
</div>
</div>
<div id="game-container" class="z-10">
<canvas id="game" width="800" height="600"></canvas>
<div id="titleScreen">
<h2 class="title-text text-5xl mb-8">CHAOS CANNON</h2>
<p class="text-xl mb-8 text-orange-400">MAYHEM EDITION</p> <!-- Subtitle -->
<button id="startBtn" class="btn-glow bg-orange-600 hover:bg-orange-700 text-white font-bold py-3 px-8 rounded-full text-xl mb-4">
<i class="fas fa-play mr-2"></i>START MAYHEM
</button>
<div class="text-gray-400 mt-4">
<p class="mb-2"><i class="fas fa-mouse-pointer mr-2"></i>Aim with mouse</p>
<p><i class="fas fa-mouse mr-2"></i>Click to SHOOT A LOT</p>
</div>
</div>
<div id="gameOverScreen">
<div class="game-over p-8 rounded-lg text-center max-w-md">
<h2 class="title-text text-4xl text-red-500 mb-6">GAME OVER</h2>
<p class="text-2xl mb-2">Your Score:</p>
<p id="finalScore" class="text-4xl font-bold text-orange-500 mb-6">0</p>
<p class="text-lg mb-6 text-gray-300">The mayhem subsided... for now.</p>
<button id="restartBtn" class="btn-glow bg-orange-600 hover:bg-orange-700 text-white font-bold py-3 px-8 rounded-full text-xl">
<i class="fas fa-redo mr-2"></i>RESTART MAYHEM
</button>
</div>
</div>
</div>
<div class="mt-6 text-gray-400 text-sm z-10">
<p>Made with <i class="fas fa-burn text-orange-500"></i> <!-- Changed icon --> for particle lovers</p>
</div>
<script>
// --- Star Background (Same) ---
const starsContainer = document.getElementById('stars');
for (let i = 0; i < 250; i++) { // More stars
const star = document.createElement('div');
star.className = 'star';
star.style.width = `${Math.random() * 3.5}px`; // Slightly bigger max
star.style.height = star.style.width;
star.style.left = `${Math.random() * 100}%`;
star.style.top = `${Math.random() * 100}%`;
const initialOpacity = Math.random() * 0.7 + 0.1;
star.style.opacity = initialOpacity;
star.style.animation = `twinkle ${1.5 + Math.random() * 5}s infinite alternate ease-in-out`; // Faster min twinkle
starsContainer.appendChild(star);
}
const style = document.createElement('style');
style.textContent = ` @keyframes twinkle { from { opacity: 0.1; } to { opacity: ${Math.random() * 0.6 + 0.4}; } } `;
document.head.appendChild(style);
// --- Game Setup (Same) ---
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
let audioContext;
const titleScreen = document.getElementById('titleScreen');
const gameOverScreen = document.getElementById('gameOverScreen');
const startBtn = document.getElementById('startBtn');
const restartBtn = document.getElementById('restartBtn');
const finalScore = document.getElementById('finalScore');
const highScoreDisplay = document.getElementById('highScore');
const streakDisplay = document.getElementById('streak');
let canvasRect = canvas.getBoundingClientRect();
let highScore = localStorage.getItem('chaosCannonHighScore') || 0;
highScoreDisplay.textContent = highScore;
let game;
let lastTime = 0;
let animationFrameId = null;
let mousePos = { x: canvas.width / 2, y: 0 };
// --- Audio Context Initialization (Same) ---
function initAudioContext() { if (!audioContext && (window.AudioContext || window.webkitAudioContext)) { try { audioContext = new (window.AudioContext || window.webkitAudioContext)(); if (audioContext.state === 'suspended') { audioContext.resume(); } } catch (e) { console.error("Audio Error", e); audioContext = null; } } }
document.addEventListener('DOMContentLoaded', initAudioContext);
// --- Particle Class (MAYHEM Edition) ---
class Particle {
constructor(x, y, vx, vy, color, lifespan, size, gravity = 0.05, friction = 0.99, blendMode = 'source-over') { // Added blendMode
this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.color = color;
this.initialLifespan = lifespan; this.lifespan = lifespan;
this.size = size; this.dead = false; this.opacity = 1;
this.gravity = gravity; this.friction = friction;
this.blendMode = blendMode; // Store blend mode
}
update(deltaTime) {
const dtFactor = Math.min(deltaTime / 16.67, 4);
this.x += this.vx * dtFactor; this.y += this.vy * dtFactor;
this.vy += this.gravity * dtFactor;
// Apply friction less aggressively for more hang time
const frictionFactor = Math.pow(this.friction, dtFactor);
this.vx *= frictionFactor; this.vy *= frictionFactor;
this.lifespan -= deltaTime;
// Fade out more slowly initially, then faster
this.opacity = Math.max(0, Math.pow(this.lifespan / this.initialLifespan, 0.5));
if (this.lifespan <= 0) this.dead = true;
}
draw(ctx) {
ctx.globalCompositeOperation = this.blendMode; // Set blend mode
ctx.fillStyle = this.color;
ctx.globalAlpha = this.opacity;
ctx.beginPath();
const currentSize = Math.max(0, this.size * (this.opacity * 1.1)); // Size shrinks slightly slower than opacity
ctx.arc(this.x, this.y, currentSize, 0, Math.PI * 2);
ctx.fill();
ctx.globalAlpha = 1.0;
ctx.globalCompositeOperation = 'source-over'; // Reset blend mode
}
}
// --- Explosion Class (MAYHEM Edition) ---
class Explosion {
constructor(x, y, type, game) {
this.x = x; this.y = y; this.dead = false; this.type = type;
this.game = game; this.duration = 600; // Slightly longer duration
const isBoss = type === 'boss';
// MORE POWER
const basePower = isBoss ? 15 : 9;
const particleMultiplier = isBoss ? 3.0 : 1.8; // MOOORE PARTICLES
// 0. Central Flash
const flashSize = isBoss ? 60 : 35;
game.particles.push(new Particle(this.x, this.y, 0, 0, 'rgba(255, 255, 255, 0.9)', 80, flashSize, 0, 1, 'lighter')); // Short life, big size, lighter blend
game.particles.push(new Particle(this.x, this.y, 0, 0, `hsl(${Math.random()*60}, 100%, 70%)`, 120, flashSize * 0.7, 0, 1, 'lighter')); // Colored flash under white
// 1. Fireball Core Particles
const coreCount = Math.floor(35 * particleMultiplier); // MORE
for (let i = 0; i < coreCount; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = Math.random() * basePower * 1.8 + basePower * 0.6; // Faster max speed
const vx = Math.cos(angle) * speed; const vy = Math.sin(angle) * speed;
const color = `hsl(${Math.random() * 40 + 10}, 100%, ${65 + Math.random() * 35}%)`; // Brighter range
const lifespan = Math.random() * 300 + 150; // Longer short lifespan
const size = Math.random() * (isBoss ? 12 : 8) + 5;
game.particles.push(new Particle(this.x, this.y, vx, vy, color, lifespan, size, 0.03, 0.96, 'lighter')); // Lighter blend for core
}
// 2. Sparks / Debris Particles
const sparkCount = Math.floor(60 * particleMultiplier); // MORE
for (let i = 0; i < sparkCount; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = Math.random() * basePower * 1.2; // Slightly faster debris
const vx = Math.cos(angle) * speed; const vy = Math.sin(angle) * speed - Math.random() * 1.5;
const color = `hsl(${Math.random() * 45}, 100%, ${55 + Math.random() * 25}%)`; // More vibrant reds/oranges
const lifespan = Math.random() * 600 + 400; // Longer medium lifespan
const size = Math.random() * (isBoss ? 5 : 4) + 1.5;
game.particles.push(new Particle(this.x, this.y, vx, vy, color, lifespan, size, 0.06, 0.97)); // More friction
}
// 3. Smoke Particles
const smokeCount = Math.floor(45 * particleMultiplier); // MORE
for (let i = 0; i < smokeCount; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = Math.random() * basePower * 0.5 + 0.5; // Slightly faster smoke base
const vx = Math.cos(angle) * speed + (Math.random() - 0.5) * 1.5; // More drift
const vy = Math.sin(angle) * speed - Math.random() * 0.8 - 0.3; // Stronger upward drift
const gray = 10 + Math.random() * 50; // Darker range
const color = `rgba(${gray}, ${gray}, ${gray+5}, ${0.5 + Math.random() * 0.4})`; // More opaque max
const lifespan = Math.random() * 1500 + 1000; // Even longer lifespan
const size = Math.random() * (isBoss ? 18 : 12) + 8; // Bigger smoke
game.particles.push(new Particle(this.x, this.y, vx, vy, color, lifespan, size, -0.015, 0.95)); // More anti-grav, more friction
}
}
update(game, deltaTime) { this.duration -= deltaTime; if (this.duration <= 0) this.dead = true; }
draw(ctx) { /* Only particles draw */ }
}
// --- Game Class (MAYHEM Edition) ---
class Game {
// Constructor remains largely the same
constructor() {
this.state = 'title'; this.score = 0; this.shake = 0; this.turret = new Turret();
this.projectiles = []; this.enemies = []; this.particles = []; this.explosions = []; this.powerUps = [];
this.streak = 0; this.lastHitTime = 0; this.stars = []; this.enemySpawnTimer = 0; this.powerUpSpawnTimer = 0;
this.enemySpawnInterval = 1600; // Slightly faster initial spawn
this.powerUpSpawnInterval = 9000; // Faster powerups
this.difficultyTimer = 0;
this.boundClickHandler = this.clickHandler.bind(this);
this.boundMouseMoveHandler = this.mouseMoveHandler.bind(this);
canvas.addEventListener('click', this.boundClickHandler);
canvas.addEventListener('mousemove', this.boundMouseMoveHandler);
startBtn.addEventListener('click', () => this.start());
restartBtn.addEventListener('click', () => this.restart());
for(let i = 0; i < 70; i++) { // More background stars
this.stars.push({ x: Math.random() * canvas.width, y: Math.random() * canvas.height, size: Math.random() * 2.5 + 0.5, opacity: Math.random() * 0.5 + 0.1, speed: Math.random() * 0.15 + 0.05 }); // Slightly faster stars
}
}
// clickHandler, mouseMoveHandler, start, restart (remain the same)
clickHandler(e) { if (!audioContext) initAudioContext(); if (audioContext && audioContext.state === 'suspended') { audioContext.resume(); } if (this.state === 'playing') { this.turret.shoot(this); } }
mouseMoveHandler(e) { canvasRect = canvas.getBoundingClientRect(); mousePos.x = e.clientX - canvasRect.left; mousePos.y = e.clientY - canvasRect.top; const MIN_ANGLE = -Math.PI * 0.95; const MAX_ANGLE = -Math.PI * 0.05; let targetAngle = Math.atan2(mousePos.y - this.turret.y, mousePos.x - this.turret.x); this.turret.angle = Math.max(MIN_ANGLE, Math.min(MAX_ANGLE, targetAngle)); }
start() { if (animationFrameId) { cancelAnimationFrame(animationFrameId); animationFrameId = null; } if (!audioContext) initAudioContext(); if (audioContext && audioContext.state === 'suspended') { audioContext.resume(); } this.state = 'playing'; this.score = 0; this.streak = 0; this.lastHitTime = 0; this.enemySpawnTimer = 0; this.powerUpSpawnTimer = 0; this.enemySpawnInterval = 1600; this.powerUpSpawnInterval = 9000; this.difficultyTimer = 0; this.shake = 0; this.turret = new Turret(); this.projectiles = []; this.enemies = []; this.particles = []; this.explosions = []; this.powerUps = []; this.updateScoreDisplay(); streakDisplay.textContent = `0x`; titleScreen.style.opacity = '0'; titleScreen.style.pointerEvents = 'none'; gameOverScreen.classList.remove('visible'); lastTime = performance.now(); this.animate(); }
restart() { this.start(); }
spawnEnemies(deltaTime) {
this.enemySpawnTimer += deltaTime;
if (this.enemySpawnTimer >= this.enemySpawnInterval) {
this.enemySpawnTimer -= this.enemySpawnInterval;
const isBoss = Math.random() < (0.12 + this.difficultyTimer / 250000); // Faster boss scaling
const type = isBoss ? 'boss' : 'normal';
const edgeBuffer = type === 'boss' ? 50 : 30;
// Faster base speed, faster scaling
const speed = (isBoss ? 0.8 : 1.2) * (Math.random() * 1.8 + 1.0 + (this.difficultyTimer / 60000));
const newEnemy = new Enemy( Math.random() * (canvas.width - edgeBuffer * 2) + edgeBuffer, -60, speed, type );
this.enemies.push(newEnemy);
}
}
spawnPowerUps(deltaTime) {
this.powerUpSpawnTimer += deltaTime;
if (this.powerUpSpawnTimer >= this.powerUpSpawnInterval) {
this.powerUpSpawnTimer = 0;
if(Math.random() > 0.4) { // Even more powerups!
const edgeBuffer = 40;
this.powerUps.push(new PowerUp( Math.random() * (canvas.width - edgeBuffer * 2) + edgeBuffer, -30, ['rapid', 'explosive', 'multi'][Math.floor(Math.random() * 3)] ));
}
}
}
increaseDifficulty(deltaTime) {
this.difficultyTimer += deltaTime;
const decreaseFactor = 1 - (deltaTime / 200000); // Faster difficulty scaling (interval decrease)
this.enemySpawnInterval = Math.max(250, this.enemySpawnInterval * decreaseFactor); // Lower min interval (0.25s)
}
endGame() { if (this.state === 'gameover') return; this.state = 'gameover'; this.playGameOverSound(); if(this.score > highScore) { highScore = this.score; localStorage.setItem('chaosCannonHighScore', highScore); highScoreDisplay.textContent = highScore; } finalScore.textContent = this.score; gameOverScreen.classList.add('visible'); }
update(deltaTime) {
if(this.state !== 'playing') return;
this.increaseDifficulty(deltaTime);
this.spawnEnemies(deltaTime);
this.spawnPowerUps(deltaTime);
// Update entities (pass deltaTime) - Turret needs it for idle particles now
this.turret.update(deltaTime, this); // Pass game reference for particles
[...this.projectiles, ...this.enemies, ...this.particles, ...this.explosions, ...this.powerUps].forEach(e => e.update(this, deltaTime));
streakDisplay.textContent = `${this.streak}x`;
if(this.streak > 0 && Date.now() - this.lastHitTime > 3000) this.streak = 0;
// --- Collision Detection ---
for (let i = this.projectiles.length - 1; i >= 0; i--) {
const projectile = this.projectiles[i];
if (projectile.dead) continue;
for (let j = this.enemies.length - 1; j >= 0; j--) {
const enemy = this.enemies[j];
const enemyRadius = enemy.type === 'boss' ? 40 : 20;
if (Math.hypot(projectile.x - enemy.x, projectile.y - enemy.y) < (enemyRadius + projectile.size)) {
enemy.health--; // Health reduced earlier, easier enemies!
if (enemy.health <= 0) {
// Enemy destroyed
if (Date.now() - this.lastHitTime < 3000) this.streak++; else this.streak = 1;
this.lastHitTime = Date.now();
this.explosions.push(new Explosion(enemy.x, enemy.y, enemy.type, this)); // MAYHEM explosion
const basePoints = enemy.type === 'boss' ? 250 : 50; // Less points needed as they die faster
this.score += Math.round(basePoints * (1 + this.streak * 0.20)); // Higher streak bonus
this.updateScoreDisplay();
this.enemies.splice(j, 1);
this.shake = enemy.type === 'boss' ? 25 : 12; // MORE SHAKE
this.playExplosionSound(enemy.type);
if(enemy.type === 'boss' && Math.random() > 0.3) { // Very high powerup drop chance
this.powerUps.push(new PowerUp( enemy.x, enemy.y, ['rapid', 'explosive', 'multi'][Math.floor(Math.random() * 3)] ));
}
} else {
// --- Enemy Hit Spark Particles ---
this.playHitSound();
this.shake = 6; // Keep small hit shake
const impactAngle = Math.atan2(projectile.y - enemy.y, projectile.x - enemy.x);
for (let k = 0; k < 5 + Math.random() * 5; k++) { // 5-10 sparks
const angle = impactAngle + (Math.random() - 0.5) * 1.5; // Spread sparks
const speed = Math.random() * 3 + 1;
const vx = Math.cos(angle) * speed;
const vy = Math.sin(angle) * speed;
const color = `hsl(${Math.random()*20 + 20}, 80%, ${50 + Math.random()*20}%)`; // Orange/Yellow sparks
const lifespan = Math.random() * 150 + 50; // Short life
const size = Math.random() * 2 + 0.5;
this.particles.push(new Particle(projectile.x, projectile.y, vx, vy, color, lifespan, size, 0.1, 0.96)); // More gravity
}
}
if (projectile.explosive) {
this.explosions.push(new Explosion(projectile.x, projectile.y, 'normal', this)); // Explosive projectiles also get MAYHEM explosions
this.playExplosionSound('normal');
}
projectile.dead = true;
break;
}
}
}
// Powerup vs Turret (Same logic)
for (let i = this.powerUps.length - 1; i >= 0; i--) { const powerUp = this.powerUps[i]; if (Math.hypot(powerUp.x - this.turret.x, powerUp.y - (this.turret.y + 10)) < (30 + powerUp.size / 2)) { this.turret.activatePowerUp(powerUp.type); this.powerUps.splice(i, 1); this.playPowerUpSound(); this.score += 100; this.updateScoreDisplay(); } }
// --- Cleanup --- Filter dead entities
this.projectiles = this.projectiles.filter(p => !p.dead && p.y > -150 && p.y < canvas.height + 150 && p.x > -150 && p.x < canvas.width + 150); // Even wider bounds
this.particles = this.particles.filter(p => !p.dead);
// Limit total particles if needed (optional performance safeguard)
// const MAX_PARTICLES = 3000;
// if (this.particles.length > MAX_PARTICLES) {
// this.particles.splice(0, this.particles.length - MAX_PARTICLES);
// }
this.explosions = this.explosions.filter(e => !e.dead);
this.powerUps = this.powerUps.filter(p => !p.dead);
// Update in-game stars (Same)
this.stars.forEach(star => { star.y += star.speed * (deltaTime / 16.67); if (star.y > canvas.height) { star.y = -star.size; star.x = Math.random() * canvas.width; } });
}
// Draw method (minor adjustments for mayhem feel)
draw() {
ctx.save();
if(this.shake > 0) { const shakeX = Math.random() * this.shake - this.shake / 2; const shakeY = Math.random() * this.shake - this.shake / 2; ctx.translate(shakeX, shakeY); this.shake *= 0.92; if (this.shake < 0.5) this.shake = 0; }
// Background Color
ctx.fillStyle = '#080814'; // Even darker
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Background Moving Stars
this.stars.forEach(star => { ctx.fillStyle = `rgba(255, 255, 255, ${star.opacity * 1.2})`; ctx.fillRect(star.x, star.y, star.size, star.size); }); // Brighter stars
// Grid Lines (Fainter)
ctx.strokeStyle = 'rgba(0, 150, 255, 0.06)'; ctx.lineWidth = 0.8;
for(let x = 0; x < canvas.width; x += 50) { ctx.beginPath(); ctx.moveTo(x, 0); ctx.lineTo(x, canvas.height); ctx.stroke(); }
for(let y = 0; y < canvas.height; y += 50) { ctx.beginPath(); ctx.moveTo(0, y); ctx.lineTo(canvas.width, y); ctx.stroke(); }
// Game Entities (Order matters for layering)
this.powerUps.forEach(p => p.draw(ctx));
this.turret.draw(ctx);
this.enemies.forEach(e => e.draw(ctx));
this.projectiles.forEach(p => p.draw(ctx));
this.particles.forEach(p => p.draw(ctx)); // Draw ALL particles last
ctx.restore(); // Restore before UI
// --- UI (Drawn after restoring context) ---
// Score Box
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)'; ctx.strokeStyle = 'rgba(0, 180, 255, 0.7)'; ctx.lineWidth = 2;
ctx.strokeRect(10, 10, 200, 40); ctx.fillRect(10, 10, 200, 40);
ctx.font = '18px Orbitron'; ctx.fillStyle = '#00ff00'; ctx.textAlign = 'left'; ctx.textBaseline = 'middle';
ctx.shadowColor = '#0f0'; ctx.shadowBlur = 5; // Add glow to score text
ctx.fillText(`SCORE: ${this.score}`, 20, 30);
ctx.shadowBlur = 0; // Reset shadow
// Powerup Timer (minor visual tweaks)
if(this.turret.powerUpActive) { const remaining = (this.turret.powerUpEnd - Date.now()) / 1000; if(remaining > 0) { const powerColor = this.turret.getPowerUpColor(); ctx.fillStyle = 'rgba(0, 0, 0, 0.7)'; ctx.strokeStyle = powerColor; ctx.lineWidth = 2.5; /* Thicker border */ const timerWidth = 220; const timerHeight = 30; const timerX = canvas.width - timerWidth - 10; const timerY = 10; ctx.strokeRect(timerX, timerY, timerWidth, timerHeight); ctx.fillRect(timerX, timerY, timerWidth, timerHeight); ctx.fillStyle = powerColor; ctx.font = '14px Orbitron'; ctx.textAlign = 'left'; ctx.textBaseline = 'middle'; ctx.shadowColor = powerColor; ctx.shadowBlur = 8; /* Glow for timer text */ if (remaining < 3 && Math.floor(Date.now() / 150) % 2 === 0) { ctx.fillStyle = '#FFFFFF'; ctx.shadowColor = '#FFF'; } /* Faster flash */ ctx.fillText(`${this.turret.powerUpType.toUpperCase()} ACTIVE: ${remaining.toFixed(1)}s`, timerX + 10, timerY + timerHeight / 2); ctx.shadowBlur = 0; } }
}
// updateScoreDisplay, Sound Effects, animate, drawStaticBackground, drawUI (remain same structure)
updateScoreDisplay() { /* Optional direct DOM update */ }
_playSound(oscType, freqStart, freqEnd, gainVal, duration, filterType = null, filterFreqStart = 20000, filterFreqEnd = 20000) { if (!audioContext || audioContext.state !== 'running') return; const oscillator = audioContext.createOscillator(); const gainNode = audioContext.createGain(); let lastNode = oscillator; if (filterType) { const filter = audioContext.createBiquadFilter(); filter.type = filterType; filter.frequency.setValueAtTime(filterFreqStart, audioContext.currentTime); filter.frequency.exponentialRampToValueAtTime(filterFreqEnd, audioContext.currentTime + duration); oscillator.connect(filter); lastNode = filter; } lastNode.connect(gainNode); gainNode.connect(audioContext.destination); oscillator.type = oscType; oscillator.frequency.setValueAtTime(freqStart, audioContext.currentTime); if (freqStart !== freqEnd) { oscillator.frequency.exponentialRampToValueAtTime(freqEnd, audioContext.currentTime + duration * 0.8); } gainNode.gain.setValueAtTime(gainVal, audioContext.currentTime); gainNode.gain.exponentialRampToValueAtTime(0.0001, audioContext.currentTime + duration); oscillator.start(audioContext.currentTime); oscillator.stop(audioContext.currentTime + duration); }
playShootSound() { this._playSound('triangle', 700, 120, 0.10, 0.12); } // Slightly adjusted pitch/vol
playHitSound() { this._playSound('square', 500, 400, 0.06, 0.08); } // Lower pitch hit
playPowerUpSound() { this._playSound('sine', 440, 1300, 0.18, 0.4); }
playGameOverSound() { this._playSound('sawtooth', 100, 40, 0.3, 1.2); this._playSound('square', 90, 35, 0.3, 1.2); }
playExplosionSound(type) { const isBoss = type === 'boss'; this._playSound(isBoss ? 'noise' : 'square', isBoss ? 50 : 80 + Math.random() * 50, isBoss ? 20 : 40, isBoss ? 0.35 : 0.18, isBoss ? 0.6 : 0.45, 'lowpass', isBoss ? 1800 : 3500, 80); } // Use 'noise' for boss, louder/longer, lower filter end
animate() { animationFrameId = requestAnimationFrame((ts) => this.animate(ts)); const now = performance.now(); const deltaTime = Math.min(now - lastTime, 100); lastTime = now; ctx.clearRect(0, 0, canvas.width, canvas.height); if (this.state === 'playing') { this.update(deltaTime); this.draw(); } else if (this.state === 'gameover') { this.drawStaticBackground(); this.particles.forEach(p => p.update(this, deltaTime)); this.particles = this.particles.filter(p => !p.dead); this.particles.forEach(p => p.draw(ctx)); this.turret.draw(ctx); this.drawUI(); } else if (this.state === 'title') { this.drawStaticBackground(); } }
drawStaticBackground() { ctx.save(); ctx.fillStyle = '#080814'; ctx.fillRect(0, 0, canvas.width, canvas.height); this.stars.forEach(star => { ctx.fillStyle = `rgba(255, 255, 255, ${star.opacity * 1.2})`; ctx.fillRect(star.x, star.y, star.size, star.size); }); ctx.strokeStyle = 'rgba(0, 150, 255, 0.06)'; ctx.lineWidth = 0.8; for (let x = 0; x < canvas.width; x += 50) { ctx.beginPath(); ctx.moveTo(x, 0); ctx.lineTo(x, canvas.height); ctx.stroke(); } for (let y = 0; y < canvas.height; y += 50) { ctx.beginPath(); ctx.moveTo(0, y); ctx.lineTo(canvas.width, y); ctx.stroke(); } ctx.restore(); }
drawUI() { ctx.fillStyle = 'rgba(0, 0, 0, 0.7)'; ctx.strokeStyle = 'rgba(0, 180, 255, 0.7)'; ctx.lineWidth = 2; ctx.strokeRect(10, 10, 200, 40); ctx.fillRect(10, 10, 200, 40); ctx.font = '18px Orbitron'; ctx.fillStyle = '#00ff00'; ctx.textAlign = 'left'; ctx.textBaseline = 'middle'; ctx.shadowColor = '#0f0'; ctx.shadowBlur = 5; ctx.fillText(`SCORE: ${this.score}`, 20, 30); ctx.shadowBlur = 0; }
}
// --- Turret Class (MAYHEM Edition) ---
class Turret {
// Constructor and angle setter/getter same
constructor() { this.x = canvas.width / 2; this.y = canvas.height - 30; this.angle = -Math.PI / 2; this.cooldown = 0; this.powerUpActive = false; this.powerUpType = null; this.powerUpEnd = 0; this.barrelLength = 45; this.recoil = 0; this.targetAngle = -Math.PI / 2; this.aimSpeed = 0.2; this._currentAngle = -Math.PI/2; this.idleParticleTimer = 0; } // Add idle timer
set angle(target) { this.targetAngle = target; }
get angle() { return this._currentAngle || -Math.PI / 2; }
update(deltaTime, game) { // Added game reference
const current = this.angle; const target = this.targetAngle; let diff = target - current; while (diff < -Math.PI) diff += Math.PI * 2; while (diff > Math.PI) diff -= Math.PI * 2;
this._currentAngle = current + diff * this.aimSpeed * (deltaTime / 16.67);
if (this.cooldown > 0) this.cooldown -= deltaTime;
if (this.recoil > 0) this.recoil -= deltaTime * 0.4; // Even faster recoil recovery
if (this.recoil < 0) this.recoil = 0;
if(this.powerUpActive && Date.now() > this.powerUpEnd) { this.powerUpActive = false; this.powerUpType = null; }
// --- Idle Turret Particles ---
this.idleParticleTimer += deltaTime;
const idleInterval = this.powerUpActive ? 30 : 150; // Faster sparks when powered up
if (this.idleParticleTimer > idleInterval) {
this.idleParticleTimer -= idleInterval;
const angle = Math.random() * Math.PI * 2; // Emit from base
const speed = Math.random() * 0.5 + 0.1;
const vx = Math.cos(angle) * speed;
const vy = Math.sin(angle) * speed;
const color = this.powerUpActive ? this.getPowerUpColor() + '80' : 'rgba(100, 150, 255, 0.5)'; // Use powerup color or default blue
const lifespan = Math.random() * 300 + 200;
const size = Math.random() * 1.5 + 0.5;
game.particles.push(new Particle(this.x + Math.cos(angle) * 20, this.y + Math.sin(angle) * 10, vx, vy, color, lifespan, size, 0.01, 0.98));
}
}
shoot(game) {
if(this.cooldown <= 0) {
game.playShootSound();
this.recoil = 10; // More recoil visual
const shootAngle = this.angle;
const muzzleOffsetX = Math.cos(shootAngle) * (this.barrelLength - this.recoil);
const muzzleOffsetY = Math.sin(shootAngle) * (this.barrelLength - this.recoil);
const startX = this.x + muzzleOffsetX;
const startY = this.y + muzzleOffsetY;
// --- Muzzle Flash Particles ---
const flashCount = this.powerUpActive && this.powerUpType === 'explosive' ? 25 : 15; // More flash for explosive
const flashPower = this.powerUpActive && this.powerUpType === 'explosive' ? 6 : 4;
const flashBaseColor = this.powerUpActive && this.powerUpType === 'explosive' ? 15 : 40; // Orange/Red for explosive, Yellow otherwise
for (let i = 0; i < flashCount; i++) {
const angle = shootAngle + (Math.random() - 0.5) * 0.8; // Cone shape
const speed = Math.random() * flashPower + 1.0;
const vx = Math.cos(angle) * speed;
const vy = Math.sin(angle) * speed;
const color = `hsl(${flashBaseColor + Math.random()*20 - 10}, 100%, ${70 + Math.random()*30}%)`; // Bright yellow/orange/white
const lifespan = Math.random() * 80 + 40; // Very short life
const size = Math.random() * 4 + 1;
game.particles.push(new Particle(startX, startY, vx, vy, color, lifespan, size, 0.02, 0.92, 'lighter')); // Lighter blend
}
// --- Projectile Spawning ---
const projectileSpeed = 14; // Faster projectiles
const vx = Math.cos(shootAngle) * projectileSpeed;
const vy = Math.sin(shootAngle) * projectileSpeed;
const isExplosive = this.powerUpActive && this.powerUpType === 'explosive';
if(this.powerUpActive && this.powerUpType === 'multi') {
const spreadAngle = 0.2; // Even wider multi
for(let i = -1; i <= 1; i++) {
const angle = shootAngle + (i * spreadAngle);
game.projectiles.push(new Projectile( startX, startY, Math.cos(angle) * projectileSpeed, Math.sin(angle) * projectileSpeed, isExplosive ));
}
this.cooldown = 250; // Keep multi cooldown reasonable
} else {
game.projectiles.push(new Projectile(startX, startY, vx, vy, isExplosive));
// Much faster firing rate!
this.cooldown = this.powerUpActive && this.powerUpType === 'rapid' ? 40 : 100; // RAPID FIRE!
}
}
}
// activatePowerUp, getPowerUpColor, draw (remain same structure, visuals already good)
activatePowerUp(type) { this.powerUpActive = true; this.powerUpType = type; this.powerUpEnd = Date.now() + 9000; } // Longer powerup duration
getPowerUpColor() { switch(this.powerUpType) { case 'rapid': return '#00ffff'; case 'explosive': return '#ff3300'; case 'multi': return '#ffff00'; default: return '#ffffff'; } }
draw(ctx) { ctx.save(); ctx.translate(this.x, this.y); ctx.fillStyle = 'rgba(60, 60, 80, 0.9)'; ctx.strokeStyle = 'rgba(100, 100, 120, 1)'; ctx.lineWidth = 2; ctx.beginPath(); ctx.moveTo(-50, 20); ctx.lineTo(50, 20); ctx.arc(0, 20, 50, 0, Math.PI, false); ctx.closePath(); ctx.fill(); ctx.stroke(); ctx.rotate(this.angle); const barrelX = -this.recoil; const gradient = ctx.createLinearGradient(barrelX, -6, barrelX + this.barrelLength, 6); gradient.addColorStop(0, '#AAA'); gradient.addColorStop(0.5, '#888'); gradient.addColorStop(1, '#777'); ctx.fillStyle = gradient; ctx.strokeStyle = '#555'; ctx.lineWidth = 1; ctx.beginPath(); ctx.rect(barrelX, -6, this.barrelLength, 12); ctx.fill(); ctx.stroke(); const baseGradient = ctx.createRadialGradient(0, 0, 5, 0, 0, 25); baseGradient.addColorStop(0, '#888'); baseGradient.addColorStop(1, '#555'); ctx.fillStyle = baseGradient; ctx.strokeStyle = '#444'; ctx.lineWidth = 2; ctx.beginPath(); ctx.arc(0, 0, 25, 0, Math.PI * 2); ctx.fill(); ctx.stroke(); const coreRadius = 12; let powerColor = '#555'; let glow = false; if(this.powerUpActive) { powerColor = this.getPowerUpColor(); glow = true; } ctx.fillStyle = powerColor; ctx.beginPath(); ctx.arc(0, 0, coreRadius, 0, Math.PI * 2); ctx.fill(); if (glow) { ctx.shadowColor = powerColor; ctx.shadowBlur = 30; /* More intense glow */ ctx.fillStyle = 'rgba(255, 255, 255, 0.9)'; ctx.beginPath(); ctx.arc(0, 0, coreRadius * 0.6, 0, Math.PI * 2); ctx.fill(); ctx.shadowBlur = 0; } ctx.restore(); }
}
// --- Projectile Class (MAYHEM Edition) ---
class Projectile {
constructor(x, y, vx, vy, explosive) {
this.x = x; this.y = y; this.vx = vx; this.vy = vy;
this.dead = false; this.explosive = explosive;
this.size = explosive ? 8 : 5; // Slightly larger base size
this.trailTimer = 0;
this.trailInterval = 8; // FASTER trail emission
}
update(game, deltaTime) {
const dtFactor = Math.min(deltaTime / 16.67, 4);
this.x += this.vx * dtFactor; this.y += this.vy * dtFactor;
if(this.y < -150 || this.y > canvas.height + 150 || this.x < -150 || this.x > canvas.width + 150) this.dead = true;
this.trailTimer += deltaTime;
if (this.trailTimer >= this.trailInterval) {
this.trailTimer -= this.trailInterval;
const trailColor = this.explosive ?
`hsl(${Math.random() * 25 + 2}, 100%, ${65 + Math.random() * 25}%)` : // More intense red/orange
`hsl(${Math.random() * 25 + 30}, 100%, ${75 + Math.random() * 25}%)`; // Brighter yellow/orange
game.particles.push(new Particle(
this.x + (Math.random()-0.5)*this.size, // Emit from within projectile area
this.y + (Math.random()-0.5)*this.size,
this.vx * -0.05 + Math.random() * 1 - 0.5, // Less opposing velocity
this.vy * -0.05 + Math.random() * 1 - 0.5,
trailColor,
200 + Math.random() * 150, // Longer trail lifespan
this.explosive ? 5 : 3, // Slightly larger trail particles
0.01, 0.97, 'lighter' // Use lighter blend for trails too
));
}
}
// Draw method (same structure, lighter blend will make it brighter)
draw(ctx) {
const coreColor = this.explosive ? '#ffeecc' : '#ffffdd';
const outerColor1 = this.explosive ? '#ff6600' : '#ffaa00';
const outerColor2 = this.explosive ? '#cc2200' : '#dd6600';
const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.size);
gradient.addColorStop(0, coreColor); gradient.addColorStop(0.4, outerColor1); gradient.addColorStop(1, outerColor2);
ctx.globalCompositeOperation = 'lighter'; // Draw projectile with lighter blend
ctx.fillStyle = gradient;
ctx.beginPath(); ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2); ctx.fill();
ctx.shadowColor = this.explosive ? '#ff3300' : '#ff9900';
ctx.shadowBlur = this.explosive ? 22 : 15; // More glow
ctx.fill(); // Draw again with shadow enabled
ctx.shadowBlur = 0;
ctx.globalCompositeOperation = 'source-over'; // Reset blend mode
}
}
// --- Enemy Class (MAYHEM Edition - Health Change!) ---
class Enemy {
constructor(x, y, speed, type) {
this.x = x; this.y = y; this.speed = speed; this.type = type || 'normal';
// --- HEALTH CHANGE ---
this.initialHealth = type === 'boss' ? 3 : 1; // BOSS: 3 HP, NORMAL: 1 HP
this._health = this.initialHealth; // Initialize private health
// --------------------
this.wobble = Math.random() * Math.PI * 2; this.wobbleSpeed = type === 'boss' ? 0.05 : 0.08; // Faster wobble
this.wobbleAmount = type === 'boss' ? 8 : 5; // More wobble
this.angle = 0; this.hitTimer = 0; this.hitDuration = 80; // Shorter hit flash
}
set health(value) { if (value < this._health) { this.hitTimer = this.hitDuration; } this._health = value; }
get health() { return this._health; } // No need for default here anymore
// Update method (same logic, checks remain)
update(game, deltaTime) { const dtFactor = Math.min(deltaTime / 16.67, 4); this.y += this.speed * dtFactor; this.wobble += this.wobbleSpeed * dtFactor; const wobbleOffset = Math.sin(this.wobble) * this.wobbleAmount; this.x += wobbleOffset * 0.1 * dtFactor; if (this.hitTimer > 0) { this.hitTimer -= deltaTime; } const radius = this.type === 'boss' ? 40 : 20; this.x = Math.max(radius, Math.min(canvas.width - radius, this.x)); if(this.y > canvas.height + radius * 2) { if (this.type !== 'boss') { game.endGame(); } else { const index = game.enemies.indexOf(this); if (index > -1) game.enemies.splice(index, 1); } } }
// Draw method (same structure, flash effect remains)
draw(ctx) { ctx.save(); const wobbleOffsetY = Math.sin(this.wobble) * this.wobbleAmount * 0.5; ctx.translate(this.x, this.y + wobbleOffsetY); ctx.rotate(this.angle); const isHit = this.hitTimer > 0; if(this.type === 'boss') { const width = 80; const height = 55; const gradient = ctx.createRadialGradient(0, 0, 10, 0, 0, width / 2); gradient.addColorStop(0, isHit ? '#ffffff' : '#ff4444'); gradient.addColorStop(0.6, '#cc0000'); gradient.addColorStop(1, '#880000'); ctx.fillStyle = gradient; ctx.strokeStyle = '#660000'; ctx.lineWidth = 2; ctx.beginPath(); ctx.ellipse(0, 0, width / 2, height / 2, 0, 0, Math.PI * 2); ctx.fill(); ctx.stroke(); ctx.fillStyle = isHit ? '#ffcccc' : '#ffff00'; ctx.beginPath(); ctx.ellipse(-18, -8, 10, 6, -0.2, 0, Math.PI * 2); ctx.fill(); ctx.beginPath(); ctx.ellipse(18, -8, 10, 6, 0.2, 0, Math.PI * 2); ctx.fill(); ctx.fillStyle = '#000000'; ctx.beginPath(); ctx.arc(-18, -8, 3, 0, Math.PI * 2); ctx.fill(); ctx.beginPath(); ctx.arc(18, -8, 3, 0, Math.PI * 2); ctx.fill(); const healthBarWidth = 60; const healthBarHeight = 8; const healthBarY = -(height / 2) - 15; ctx.fillStyle = 'rgba(80, 80, 80, 0.7)'; ctx.fillRect(-healthBarWidth / 2, healthBarY, healthBarWidth, healthBarHeight); const healthPercent = Math.max(0, this.health / this.initialHealth); ctx.fillStyle = healthPercent > 0.66 ? '#00ff00' : healthPercent > 0.33 ? '#ffff00' : '#ff0000'; /* Adjusted thresholds for lower HP */ ctx.fillRect(-healthBarWidth / 2, healthBarY, healthBarWidth * healthPercent, healthBarHeight); ctx.strokeStyle = 'rgba(200, 200, 200, 0.8)'; ctx.lineWidth = 1; ctx.strokeRect(-healthBarWidth / 2, healthBarY, healthBarWidth, healthBarHeight); } else { const size = 20; const gradient = ctx.createLinearGradient(0, -size * 0.7, 0, size * 0.3); gradient.addColorStop(0, isHit ? '#ffffff' : '#33dd33'); gradient.addColorStop(1, '#008800'); ctx.fillStyle = gradient; ctx.strokeStyle = '#005500'; ctx.lineWidth = 1.5; ctx.beginPath(); ctx.moveTo(0, -size * 0.7); ctx.lineTo(-size, size * 0.3); ctx.lineTo(size, size * 0.3); ctx.closePath(); ctx.fill(); ctx.stroke(); ctx.fillStyle = isHit ? 'rgba(255, 100, 100, 0.9)' : 'rgba(0, 200, 255, 0.6)'; ctx.shadowColor = isHit ? 'rgba(255, 0, 0, 1)' : 'rgba(0, 200, 255, 1)'; ctx.shadowBlur = 8; ctx.beginPath(); ctx.arc(0, -size * 0.1, size * 0.3, 0, Math.PI * 2); ctx.fill(); ctx.shadowBlur = 0; } ctx.restore(); }
}
// --- PowerUp Class (Same structure, visuals already good) ---
class PowerUp { constructor(x, y, type) { this.x = x; this.y = y; this.type = type; this.vy = 1.8; /* Slightly faster fall */ this.dead = false; this.size = 18; this.angle = Math.random() * Math.PI * 2; this.rotationSpeed = (Math.random() - 0.5) * 0.05; this.pulseTimer = Math.random() * 1000; } update(game, deltaTime) { const dtFactor = Math.min(deltaTime / 16.67, 4); this.y += this.vy * dtFactor; this.angle += this.rotationSpeed * dtFactor; this.pulseTimer += deltaTime; if(this.y > canvas.height + this.size * 2) this.dead = true; } draw(ctx) { ctx.save(); ctx.translate(this.x, this.y); ctx.rotate(this.angle); let color1, color2, symbolFunc; const iconSize = this.size * 0.8; switch(this.type) { case 'rapid': color1 = '#00ffff'; color2 = '#00aaff'; symbolFunc = () => { ctx.beginPath(); ctx.moveTo(-iconSize*0.2, -iconSize*0.5); ctx.lineTo(iconSize*0.3, 0); ctx.lineTo(-iconSize*0.3, 0); ctx.lineTo(iconSize*0.2, iconSize*0.5); ctx.strokeStyle=color2; ctx.lineWidth=3; ctx.stroke(); }; break; case 'explosive': color1 = '#ff6600'; color2 = '#ffaa00'; symbolFunc = () => { ctx.fillStyle=color2; ctx.beginPath(); ctx.arc(0, 0, iconSize*0.4, 0, Math.PI*2); ctx.fill(); ctx.strokeStyle='#555'; ctx.lineWidth=2; ctx.beginPath(); ctx.moveTo(0, -iconSize*0.4); ctx.lineTo(iconSize*0.3, -iconSize*0.6); ctx.stroke(); ctx.fillStyle='#fff'; ctx.beginPath(); ctx.arc(iconSize*0.3, -iconSize*0.6, 2, 0, Math.PI*2); ctx.fill(); }; break; case 'multi': color1 = '#ffff00'; color2 = '#ffcc00'; symbolFunc = () => { ctx.fillStyle=color2; const r = iconSize*0.2; ctx.beginPath(); ctx.arc(-iconSize*0.3, iconSize*0.15, r, 0, Math.PI*2); ctx.fill(); ctx.beginPath(); ctx.arc( iconSize*0.3, iconSize*0.15, r, 0, Math.PI*2); ctx.fill(); ctx.beginPath(); ctx.arc( 0, -iconSize*0.3, r, 0, Math.PI*2); ctx.fill(); }; break; } const pulseFactor = 1.0 + Math.sin(this.pulseTimer / 250) * 0.12; ctx.strokeStyle = color1; ctx.lineWidth = 2; ctx.globalAlpha = 0.6 + Math.sin(this.pulseTimer / 250) * 0.3; ctx.beginPath(); ctx.arc(0, 0, this.size * 0.9 * pulseFactor, 0, Math.PI * 2); ctx.stroke(); ctx.globalAlpha = 1.0; ctx.fillStyle = 'rgba(50, 50, 70, 0.8)'; ctx.strokeStyle = color1; ctx.lineWidth = 1.5; const backSize = this.size * 0.9; ctx.beginPath(); ctx.roundRect(-backSize, -backSize, backSize*2, backSize*2, 5); ctx.fill(); ctx.stroke(); symbolFunc(); ctx.restore(); } }
// --- Initialize and Start Game (Same) ---
function initGame() { game = new Game(); game.drawStaticBackground(); }
function resizeCanvas() { canvasRect = canvas.getBoundingClientRect(); }
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
initGame();
</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> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=LukasBe/chaos-cannon-turbo" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html> |