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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>NoPixel Lockpick Minigame</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>
@keyframes shake {
0%, 100% { transform: translateX(0); }
10%, 30%, 50%, 70%, 90% { transform: translateX(-5px); }
20%, 40%, 60%, 80% { transform: translateX(5px); }
}
@keyframes pulse {
0%, 100% { opacity: 1; }
50% { opacity: 0.5; }
}
@keyframes rotatePick {
0% { transform: rotate(0deg); }
100% { transform: rotate(360deg); }
}
.lockpick-shake {
animation: shake 0.5s;
}
.pin-pulse {
animation: pulse 1s infinite;
}
.pick-rotate {
animation: rotatePick 0.5s linear infinite;
}
.pick-break {
transform: rotate(45deg) scaleY(0.5);
opacity: 0.5;
transition: all 0.3s ease;
}
.pin-success {
background-color: #10B981 !important;
transform: scale(1.1);
transition: all 0.3s ease;
}
.pin-failure {
background-color: #EF4444 !important;
transform: scale(0.9);
transition: all 0.3s ease;
}
.lock-body {
background: linear-gradient(135deg, #1F2937 0%, #111827 100%);
box-shadow: 0 10px 25px rgba(0, 0, 0, 0.5);
}
.pick-tool {
transition: transform 0.1s ease;
}
.progress-step {
transition: all 0.3s ease;
}
.progress-step.active {
background-color: #3B82F6;
}
.progress-step.completed {
background-color: #10B981;
}
.progress-step.failed {
background-color: #EF4444;
}
</style>
</head>
<body class="bg-gray-900 text-white min-h-screen flex flex-col items-center justify-center p-4 font-mono">
<div class="max-w-md w-full">
<!-- Game Header -->
<div class="flex justify-between items-center mb-4">
<h1 class="text-xl font-bold flex items-center">
<i class="fas fa-lock-open mr-2"></i>
Lockpick Minigame
</h1>
<div class="flex items-center space-x-4">
<div class="flex items-center space-x-1">
<i class="fas fa-clock text-blue-400"></i>
<span id="timer">30</span>
</div>
<div class="flex items-center space-x-1">
<i class="fas fa-bolt text-yellow-400"></i>
<span id="difficulty">Medium</span>
</div>
</div>
</div>
<!-- Lock Container -->
<div class="relative mb-8">
<!-- Lock Body -->
<div class="lock-body rounded-lg p-6 relative overflow-hidden">
<!-- Pins -->
<div id="pins-container" class="flex justify-center space-x-6 mb-8"></div>
<!-- Lock Cylinder -->
<div class="relative h-32 w-full flex justify-center items-center">
<div class="absolute h-32 w-32 rounded-full border-4 border-gray-600 flex justify-center items-center">
<div class="h-24 w-24 rounded-full border-2 border-gray-500"></div>
</div>
<!-- Lockpick Tool -->
<div id="lockpick" class="pick-tool absolute h-24 w-1 bg-gray-300 origin-bottom transform -rotate-45">
<div class="absolute -top-1 left-1/2 transform -translate-x-1/2 w-3 h-3 rounded-full bg-yellow-400"></div>
<div class="absolute top-6 left-1/2 transform -translate-x-1/2 w-4 h-1 bg-gray-400 rounded"></div>
</div>
<!-- Rotation Guide -->
<div class="absolute h-28 w-28 rounded-full border border-dashed border-gray-500 opacity-50"></div>
</div>
<!-- Instructions -->
<div id="instructions" class="text-center text-sm text-gray-400 mt-4">
<p>Rotate the lockpick with mouse or arrow keys to find the sweet spot</p>
<p class="text-xs mt-1">Hold <span class="font-bold">SPACE</span> to attempt pick</p>
</div>
</div>
<!-- Progress Steps -->
<div id="progress-steps" class="flex justify-center space-x-2 mt-4"></div>
</div>
<!-- Controls -->
<div class="flex justify-between">
<button id="start-btn" class="bg-blue-600 hover:bg-blue-700 px-4 py-2 rounded-lg font-medium flex items-center space-x-2 transition">
<i class="fas fa-play"></i>
<span>Start</span>
</button>
<button id="reset-btn" class="bg-gray-700 hover:bg-gray-600 px-4 py-2 rounded-lg font-medium flex items-center space-x-2 transition">
<i class="fas fa-redo"></i>
<span>Reset</span>
</button>
<div class="flex items-center space-x-2">
<span class="text-sm">Difficulty:</span>
<select id="difficulty-select" class="bg-gray-800 text-white rounded px-2 py-1 text-sm">
<option value="easy">Easy</option>
<option value="medium" selected>Medium</option>
<option value="hard">Hard</option>
<option value="expert">Expert</option>
</select>
</div>
</div>
</div>
<!-- Result Modal -->
<div id="result-modal" class="fixed inset-0 bg-black bg-opacity-70 flex items-center justify-center hidden z-50">
<div class="bg-gray-800 rounded-xl p-6 max-w-sm w-full border-2 border-gray-700 transform transition-all duration-300 scale-95 opacity-0">
<div class="text-center">
<div id="result-icon" class="text-6xl mb-4">
<i class="fas fa-check-circle text-green-500"></i>
</div>
<h2 id="result-title" class="text-2xl font-bold mb-2">Success!</h2>
<p id="result-message" class="text-gray-300 mb-6">Lock picked successfully!</p>
<button id="close-modal" class="bg-blue-600 hover:bg-blue-700 px-6 py-2 rounded-lg font-medium transition">
Continue
</button>
</div>
</div>
</div>
<script>
// Game configuration
const DIFFICULTY_LEVELS = {
easy: {
pinCount: 4,
timeLimit: 40,
sweetSpotRange: 20,
forceThreshold: 3000,
feedbackRange: 30
},
medium: {
pinCount: 5,
timeLimit: 30,
sweetSpotRange: 15,
forceThreshold: 2500,
feedbackRange: 25
},
hard: {
pinCount: 6,
timeLimit: 25,
sweetSpotRange: 10,
forceThreshold: 2000,
feedbackRange: 20
},
expert: {
pinCount: 7,
timeLimit: 20,
sweetSpotRange: 8,
forceThreshold: 1500,
feedbackRange: 15
}
};
// Game state
let gameState = {
active: false,
currentPin: 0,
pins: [],
sweetSpots: [],
pickAngle: -45,
holdingPosition: false,
holdStartTime: 0,
timeLeft: 0,
difficulty: 'medium',
timerInterval: null,
forceInterval: null,
success: false
};
// DOM elements
const pinsContainer = document.getElementById('pins-container');
const lockpick = document.getElementById('lockpick');
const progressSteps = document.getElementById('progress-steps');
const startBtn = document.getElementById('start-btn');
const resetBtn = document.getElementById('reset-btn');
const timerElement = document.getElementById('timer');
const difficultyElement = document.getElementById('difficulty');
const difficultySelect = document.getElementById('difficulty-select');
const resultModal = document.getElementById('result-modal');
const resultTitle = document.getElementById('result-title');
const resultMessage = document.getElementById('result-message');
const resultIcon = document.getElementById('result-icon');
const closeModal = document.getElementById('close-modal');
const instructions = document.getElementById('instructions');
// Initialize game
function initGame() {
// Reset game state
gameState.active = false;
gameState.currentPin = 0;
gameState.pins = [];
gameState.sweetSpots = [];
gameState.pickAngle = -45;
gameState.holdingPosition = false;
gameState.holdStartTime = 0;
gameState.timeLeft = DIFFICULTY_LEVELS[gameState.difficulty].timeLimit;
gameState.success = false;
// Clear intervals
if (gameState.timerInterval) clearInterval(gameState.timerInterval);
if (gameState.forceInterval) clearInterval(gameState.forceInterval);
// Update UI
timerElement.textContent = gameState.timeLeft;
difficultyElement.textContent = difficultySelect.options[difficultySelect.selectedIndex].text;
// Generate pins
pinsContainer.innerHTML = '';
const pinCount = DIFFICULTY_LEVELS[gameState.difficulty].pinCount;
for (let i = 0; i < pinCount; i++) {
const pin = document.createElement('div');
pin.className = 'w-4 h-8 bg-gray-500 rounded-t-full relative';
pin.dataset.index = i;
pinsContainer.appendChild(pin);
gameState.pins.push(pin);
// Generate random sweet spot for each pin (between -90 and 90 degrees)
const sweetSpot = Math.floor(Math.random() * 180) - 90;
gameState.sweetSpots.push(sweetSpot);
}
// Initialize progress steps
progressSteps.innerHTML = '';
for (let i = 0; i < pinCount; i++) {
const step = document.createElement('div');
step.className = 'w-6 h-2 rounded-full bg-gray-600 progress-step';
step.dataset.index = i;
progressSteps.appendChild(step);
}
// Reset lockpick position
lockpick.style.transform = 'rotate(-45deg)';
lockpick.className = 'pick-tool absolute h-24 w-1 bg-gray-300 origin-bottom transform -rotate-45';
// Enable start button
startBtn.disabled = false;
startBtn.classList.remove('bg-gray-500', 'cursor-not-allowed');
startBtn.classList.add('bg-blue-600', 'hover:bg-blue-700');
}
// Start the game
function startGame() {
if (gameState.active) return;
gameState.active = true;
gameState.timeLeft = DIFFICULTY_LEVELS[gameState.difficulty].timeLimit;
timerElement.textContent = gameState.timeLeft;
// Disable start button
startBtn.disabled = true;
startBtn.classList.remove('bg-blue-600', 'hover:bg-blue-700');
startBtn.classList.add('bg-gray-500', 'cursor-not-allowed');
// Start timer
gameState.timerInterval = setInterval(() => {
gameState.timeLeft--;
timerElement.textContent = gameState.timeLeft;
if (gameState.timeLeft <= 10) {
timerElement.classList.add('text-red-400');
}
if (gameState.timeLeft <= 0) {
endGame(false);
}
}, 1000);
// Set up event listeners
document.addEventListener('keydown', handleKeyDown);
document.addEventListener('keyup', handleKeyUp);
document.addEventListener('mousemove', handleMouseMove);
// Highlight first pin
highlightCurrentPin();
}
// Handle key down events
function handleKeyDown(e) {
if (!gameState.active) return;
// Rotate pick with arrow keys
if (e.key === 'ArrowLeft') {
rotatePick(-5);
} else if (e.key === 'ArrowRight') {
rotatePick(5);
}
// Attempt pick with space
if (e.key === ' ' && !gameState.holdingPosition) {
startHolding();
e.preventDefault(); // Prevent scrolling
}
}
// Handle key up events
function handleKeyUp(e) {
if (!gameState.active) return;
if (e.key === ' ') {
stopHolding();
}
}
// Handle mouse movement
function handleMouseMove(e) {
if (!gameState.active) return;
// Calculate angle based on mouse position relative to lock
const lockRect = document.querySelector('.lock-body').getBoundingClientRect();
const centerX = lockRect.left + lockRect.width / 2;
const centerY = lockRect.top + lockRect.height / 2;
const deltaX = e.clientX - centerX;
const deltaY = e.clientY - centerY;
// Calculate angle in degrees (-180 to 180)
let angle = Math.atan2(deltaY, deltaX) * (180 / Math.PI);
angle = (angle + 90) % 360; // Adjust so 0 is at the top
if (angle > 180) angle -= 360;
// Limit angle to reasonable range (-90 to 90)
angle = Math.max(-90, Math.min(90, angle));
// Update pick position
gameState.pickAngle = angle;
lockpick.style.transform = `rotate(${angle}deg)`;
// Check if we're close to sweet spot
checkSweetSpotProximity();
}
// Rotate the lockpick
function rotatePick(degrees) {
gameState.pickAngle += degrees;
// Limit angle to reasonable range (-90 to 90)
gameState.pickAngle = Math.max(-90, Math.min(90, gameState.pickAngle));
lockpick.style.transform = `rotate(${gameState.pickAngle}deg)`;
// Check if we're close to sweet spot
checkSweetSpotProximity();
}
// Start holding position (attempting to pick)
function startHolding() {
if (!gameState.active || gameState.holdingPosition) return;
gameState.holdingPosition = true;
gameState.holdStartTime = Date.now();
// Check if we're in the sweet spot
const currentSweetSpot = gameState.sweetSpots[gameState.currentPin];
const sweetSpotRange = DIFFICULTY_LEVELS[gameState.difficulty].sweetSpotRange;
if (Math.abs(gameState.pickAngle - currentSweetSpot) <= sweetSpotRange) {
// In sweet spot - start picking
lockpick.classList.add('pick-rotate');
// Set timeout for successful pick
setTimeout(() => {
if (gameState.holdingPosition) {
pickSuccess();
}
}, 1000);
} else {
// Not in sweet spot - start force timer
gameState.forceInterval = setInterval(() => {
const holdDuration = Date.now() - gameState.holdStartTime;
const forceThreshold = DIFFICULTY_LEVELS[gameState.difficulty].forceThreshold;
if (holdDuration >= forceThreshold) {
pickFailure();
} else {
// Show warning as we get closer to breaking
const progress = holdDuration / forceThreshold;
if (progress > 0.7) {
lockpick.classList.add('lockpick-shake');
setTimeout(() => {
lockpick.classList.remove('lockpick-shake');
}, 500);
}
}
}, 100);
}
}
// Stop holding position
function stopHolding() {
if (!gameState.holdingPosition) return;
gameState.holdingPosition = false;
lockpick.classList.remove('pick-rotate');
if (gameState.forceInterval) {
clearInterval(gameState.forceInterval);
gameState.forceInterval = null;
}
}
// Check if we're close to the sweet spot
function checkSweetSpotProximity() {
if (gameState.currentPin >= gameState.pins.length) return;
const currentSweetSpot = gameState.sweetSpots[gameState.currentPin];
const feedbackRange = DIFFICULTY_LEVELS[gameState.difficulty].feedbackRange;
const difference = Math.abs(gameState.pickAngle - currentSweetSpot);
const pin = gameState.pins[gameState.currentPin];
if (difference <= feedbackRange) {
// Close to sweet spot - give feedback
pin.classList.add('pin-pulse');
// Change color based on proximity
const proximity = 1 - (difference / feedbackRange);
const red = Math.floor(255 * (1 - proximity));
const green = Math.floor(255 * proximity);
pin.style.backgroundColor = `rgb(${red}, ${green}, 0)`;
} else {
// Not close - reset feedback
pin.classList.remove('pin-pulse');
pin.style.backgroundColor = '';
}
}
// Successful pick
function pickSuccess() {
if (!gameState.active) return;
// Play sound (optional)
playSound('click');
// Mark pin as success
const pin = gameState.pins[gameState.currentPin];
pin.classList.remove('pin-pulse');
pin.classList.add('pin-success');
// Mark progress step as completed
const steps = progressSteps.querySelectorAll('.progress-step');
steps[gameState.currentPin].classList.add('completed');
// Move to next pin
gameState.currentPin++;
// Stop holding
stopHolding();
// Check if all pins are picked
if (gameState.currentPin >= gameState.pins.length) {
endGame(true);
} else {
// Highlight next pin
highlightCurrentPin();
}
}
// Failed pick
function pickFailure() {
if (!gameState.active) return;
// Play sound (optional)
playSound('break');
// Mark pin as failure
const pin = gameState.pins[gameState.currentPin];
pin.classList.remove('pin-pulse');
pin.classList.add('pin-failure');
// Mark progress step as failed
const steps = progressSteps.querySelectorAll('.progress-step');
steps[gameState.currentPin].classList.add('failed');
// Break lockpick
lockpick.classList.add('pick-break');
stopHolding();
// End game
setTimeout(() => {
endGame(false);
}, 500);
}
// Highlight current pin
function highlightCurrentPin() {
// Reset all pins
gameState.pins.forEach(pin => {
pin.classList.remove('pin-pulse');
pin.style.backgroundColor = '';
});
// Highlight current pin
if (gameState.currentPin < gameState.pins.length) {
const pin = gameState.pins[gameState.currentPin];
pin.style.backgroundColor = '#3B82F6';
// Highlight current progress step
const steps = progressSteps.querySelectorAll('.progress-step');
steps.forEach((step, index) => {
if (index === gameState.currentPin) {
step.classList.add('active');
} else {
step.classList.remove('active');
}
});
}
}
// End the game
function endGame(success) {
gameState.active = false;
gameState.success = success;
// Clear intervals
clearInterval(gameState.timerInterval);
clearInterval(gameState.forceInterval);
// Remove event listeners
document.removeEventListener('keydown', handleKeyDown);
document.removeEventListener('keyup', handleKeyUp);
document.removeEventListener('mousemove', handleMouseMove);
// Play sound
playSound(success ? 'unlock' : 'fail');
// Show result modal
showResultModal(success);
}
// Show result modal
function showResultModal(success) {
if (success) {
resultTitle.textContent = "Success!";
resultMessage.textContent = "Lock picked successfully!";
resultIcon.innerHTML = '<i class="fas fa-check-circle text-green-500"></i>';
} else {
resultTitle.textContent = "Failed!";
resultMessage.textContent = "The lockpick broke! Try again...";
resultIcon.innerHTML = '<i class="fas fa-times-circle text-red-500"></i>';
}
resultModal.classList.remove('hidden');
setTimeout(() => {
document.querySelector('#result-modal > div').classList.remove('scale-95', 'opacity-0');
document.querySelector('#result-modal > div').classList.add('scale-100', 'opacity-100');
}, 10);
}
// Close result modal
function closeResultModal() {
document.querySelector('#result-modal > div').classList.remove('scale-100', 'opacity-100');
document.querySelector('#result-modal > div').classList.add('scale-95', 'opacity-0');
setTimeout(() => {
resultModal.classList.add('hidden');
initGame(); // Reset game
}, 300);
}
// Play sound effects
function playSound(type) {
// In a real implementation, you would use the Web Audio API or preloaded audio elements
console.log(`Playing sound: ${type}`);
// Example implementation:
/*
const sounds = {
click: new Audio('click.mp3'),
break: new Audio('break.mp3'),
unlock: new Audio('unlock.mp3'),
fail: new Audio('fail.mp3')
};
sounds[type].currentTime = 0;
sounds[type].play();
*/
}
// Event listeners
startBtn.addEventListener('click', startGame);
resetBtn.addEventListener('click', initGame);
closeModal.addEventListener('click', closeResultModal);
difficultySelect.addEventListener('change', () => {
gameState.difficulty = difficultySelect.value;
initGame();
});
// Initialize on load
document.addEventListener('DOMContentLoaded', () => {
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=shubham6924/mini-game" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html>