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# Game Template Guide for Haiku
This guide explains how to use the game templates to generate HTML5 canvas games for GamerComp.
## Template Selection
### `gameTemplateAssets.html` - Full Asset Library Template
Use this template when the game needs:
- Procedural background themes (120 options)
- Procedural music (160 songs, 8 moods)
- User's avatar with game contexts (26 contexts)
- Accessories and effects
**Best for:** RPGs, adventure games, racing games, space shooters, platformers, any game where the player's avatar matters.
### `gameTemplateSimple.html` - Minimal Template
Use this template when the game needs:
- Simple graphics (shapes, basic sprites)
- No avatar/user identity
- Fast loading (no asset libraries)
**Best for:** Puzzle games, simple arcade games, physics toys, creative tools, games where the player controls an object (not an avatar).
---
## Using gameTemplateAssets.html
### Step 1: Fill in GAME_CONFIG
Replace the placeholder comments with actual values:
```javascript
const GAME_CONFIG = {
title: "Space Defender", // Replace <!-- GAME_TITLE -->
assets: {
music: {
mood: "Epic", // Replace <!-- MUSIC_MOOD -->
energy: 8,
enabled: true
},
background: {
theme: "space", // Replace <!-- BG_THEME -->
variant: "nebula", // Replace <!-- BG_VARIANT -->
animated: true,
effects: ["stars"]
},
avatarContext: {
mode: "HEAD_ONLY", // Replace <!-- AVATAR_MODE -->
context: "spaceship-cockpit", // Replace <!-- CONTEXT_TYPE -->
showAccessories: true
}
},
gameplay: {
// Add your game-specific config
enemySpeed: 200,
spawnRate: 2000,
bulletSpeed: 500
}
};
```
### Step 2: Choose Asset Combinations
#### Music Moods (8 options)
| Mood | Best For | Energy Range |
|------|----------|--------------|
| Epic | Boss battles, action games | 7-10 |
| Chill | Puzzle games, casual games | 2-4 |
| Intense | Racing, shooters, action | 8-10 |
| Playful | Kids games, casual games | 5-7 |
| Mysterious | Horror, mystery, exploration | 3-6 |
| Heroic | Adventure, platformers | 6-8 |
| Quirky | Puzzle, comedy, unique games | 4-7 |
| Ambient | Background, meditation, creative | 1-3 |
#### Background Themes (15 themes × 8 variants each)
| Theme | Variants | Best For |
|-------|----------|----------|
| space | nebula, asteroidField, deepSpace, planets, spaceStation, warpSpeed, satellites, blackHole | Space games, sci-fi |
| nature | forest, jungle, desert, mountains, ocean, underwater, waterfall, meadow | Adventure, relaxing |
| urban | citySkyline, street, rooftop, neonDistrict, subway, park, mall, alley | Racing, action |
| fantasy | castle, dungeon, enchantedForest, floatingIslands, magicalLibrary, crystalCave, temple, tower | RPG, adventure |
| abstract | geometricPatterns, gradients, particleFields, minimalist, waves, fractals, kaleidoscope, matrix | Puzzle, creative |
| retro | pixelGrid, arcadeCabinet, crtEffects, vaporwave, scanlines, glitch, eightBit, synthwave | Arcade, retro |
| indoor | laboratory, classroom, bedroom, kitchen, arcade, office, library, gym | Simulation, casual |
| weather | rain, snow, storm, sunset, sunrise, fog, lightning, aurora | Atmospheric |
| sports | stadium, raceTrack, court, field, arena, pool, gym, skatepark | Sports games |
| seasonal | springMeadow, autumnLeaves, winterWonderland, summerBeach, harvest, blossom, snowfall, tropical | Seasonal themes |
| underwater | coralReef, deepSea, kelpForest, submarine, shipwreck, abyss, iceCave, treasure | Ocean games |
| sky | clouds, flyingHigh, hotAirBalloon, airplaneView, stratosphere, birdsEye, horizon, starfield | Flying games |
| mechanical | gears, circuits, factory, robotFactory, conveyorBelts, pipes, steampunk, techLab | Tech, puzzle |
| spooky | hauntedHouse, graveyard, darkForest, abandonedBuilding, crypt, manor, fog, shadows | Horror, Halloween |
| colorful | rainbow, paintSplatter, candyWorld, disco, neon, tieDye, gradient, prism | Kids, casual |
#### Avatar Modes (4 options)
| Mode | Dimensions | Use When |
|------|------------|----------|
| HEAD_ONLY | 64×64 | Cockpit view, flying games, maze games |
| HEAD_AND_SHOULDERS | 64×96 | Driving games, submarine, conversation |
| UPPER_BODY | 64×128 | Racing, shooting, hoverboard |
| FULL_BODY | 64×160 | Platformers, RPGs, sports, adventure |
#### Avatar Contexts (26 options)
**Vehicle Contexts:**
- `spaceship-cockpit` (HEAD_ONLY) - Space shooters
- `race-car` (HEAD_AND_SHOULDERS) - Racing games
- `airplane` (HEAD_AND_SHOULDERS) - Flying games
- `flappy-style` (HEAD_ONLY) - Flappy bird clones
- `tank` (HEAD_ONLY) - Tank games
- `pacman-style` (HEAD_ONLY) - Maze games
- `hoverboard` (UPPER_BODY) - Hoverboard games
- `jetpack` (UPPER_BODY) - Jetpack games
- `mech-suit` (HEAD_ONLY) - Mech combat
- `submarine` (HEAD_AND_SHOULDERS) - Underwater
- `dragon-rider` (FULL_BODY) - Dragon games
- `motorcycle` (FULL_BODY) - Motorcycle racing
**Costume Contexts:**
- `knight-armor` (FULL_BODY) - Medieval games
- `space-suit` (FULL_BODY) - Space exploration
- `ninja-outfit` (FULL_BODY) - Ninja games
- `wizard-robes` (FULL_BODY) - Magic games
- `superhero-cape` (FULL_BODY) - Hero games
- `athlete-uniform` (FULL_BODY) - Sports
- `pirate-outfit` (FULL_BODY) - Pirate games
- `scientist-labcoat` (FULL_BODY) - Science games
- `chef-outfit` (FULL_BODY) - Cooking games
- `cowboy-gear` (FULL_BODY) - Western games
**Pure Contexts:**
- `platformer-standard` (FULL_BODY) - Standard platformer
- `sports-player` (FULL_BODY) - Sports games
- `adventure-hero` (FULL_BODY) - Adventure games
- `runner` (FULL_BODY) - Endless runners
### Step 3: Implement Game Functions
The template provides these functions for you to implement:
```javascript
// Called once at start and on restart
function initGame() {
// Initialize enemies, items, level data
state.enemies = [];
state.items = [];
}
// Called every frame (dt = seconds since last frame)
function updateGame(dt) {
// Update positions, check collisions, spawn objects
state.enemies.forEach(e => {
e.x += e.velX * dt;
e.y += e.velY * dt;
});
// Check player collision with enemies
state.enemies.forEach(e => {
if (circleCollision(
{ x: state.playerX, y: state.playerY, r: 30 },
{ x: e.x, y: e.y, r: e.radius }
)) {
updateHealth(-10);
}
});
}
// Called every frame after updateGame
function renderGame() {
// Draw enemies, items, effects
state.enemies.forEach(e => {
ctx.fillStyle = e.color;
ctx.beginPath();
ctx.arc(e.x, e.y, e.radius, 0, Math.PI * 2);
ctx.fill();
});
}
// Input handlers
function handleKeyDown(code) {
if (code === 'Space') {
shoot(); // Your function
}
}
function handleTouchStart(x, y) {
// Handle tap
}
```
### Step 4: Use Provided Utilities
The template includes these utility functions:
```javascript
// Score & Health
updateScore(10); // Add 10 points
updateHealth(-5); // Lose 5 health
updateHealth(10); // Gain 10 health (capped at 100)
// Animation
setPlayerAnimation('walk'); // idle, walk, run, jump, hurt, celebrate, etc.
// Math
randomInt(1, 10); // Random integer 1-10
randomFloat(0, 1); // Random float 0-1
clamp(value, 0, 100); // Clamp to range
lerp(0, 100, 0.5); // Linear interpolation = 50
// Collision
rectCollision(r1, r2); // {x, y, width, height} objects
circleCollision(c1, c2); // {x, y, radius} objects
// Game flow
endGame(); // Trigger game over
```
---
## Using gameTemplateSimple.html
For simple games without avatars:
```javascript
const GAME_CONFIG = {
title: "Catch the Stars",
background: {
type: "gradient",
colors: ["#0f0c29", "#302b63", "#24243e"]
},
player: {
width: 50,
height: 50,
color: "#FFD700",
speed: 400
},
gameplay: {
starSpawnRate: 1000,
starFallSpeed: 200
}
};
```
Then implement:
- `initGame()` - Setup
- `update(dt)` - Game logic
- `render()` - Draw objects
- Input handlers
---
## Common Patterns
### Platformer Movement
```javascript
const GRAVITY = 1500;
const JUMP_FORCE = 600;
function update(dt) {
// Horizontal movement
if (keys['ArrowLeft']) state.playerVelX = -300;
else if (keys['ArrowRight']) state.playerVelX = 300;
else state.playerVelX *= 0.8; // Friction
// Apply gravity
state.playerVelY += GRAVITY * dt;
// Move player
state.playerX += state.playerVelX * dt;
state.playerY += state.playerVelY * dt;
// Ground collision
if (state.playerY > canvas.height - 50) {
state.playerY = canvas.height - 50;
state.playerVelY = 0;
state.isGrounded = true;
}
}
function handleKeyDown(code) {
if (code === 'Space' && state.isGrounded) {
state.playerVelY = -JUMP_FORCE;
state.isGrounded = false;
setPlayerAnimation('jump');
}
}
```
### Space Shooter
```javascript
state.bullets = [];
state.enemies = [];
function update(dt) {
// Update bullets
state.bullets = state.bullets.filter(b => {
b.y -= 500 * dt;
return b.y > 0;
});
// Spawn enemies
if (Math.random() < 0.02) {
state.enemies.push({
x: randomInt(50, canvas.width - 50),
y: -30,
radius: 20,
color: '#ff4444'
});
}
// Update enemies
state.enemies.forEach(e => e.y += 150 * dt);
state.enemies = state.enemies.filter(e => e.y < canvas.height + 50);
// Collision: bullets vs enemies
state.bullets.forEach(b => {
state.enemies = state.enemies.filter(e => {
if (circleCollision(b, e)) {
updateScore(10);
return false;
}
return true;
});
});
}
function handleKeyDown(code) {
if (code === 'Space') {
state.bullets.push({
x: state.playerX,
y: state.playerY - 30,
radius: 5
});
}
}
```
### Endless Runner
```javascript
let scrollSpeed = 300;
let obstacles = [];
let lastObstacle = 0;
function update(dt) {
scrollSpeed += dt * 2; // Speed up over time
// Jump
if (keys['Space'] && state.isGrounded) {
state.playerVelY = -500;
state.isGrounded = false;
}
// Gravity
state.playerVelY += 1200 * dt;
state.playerY += state.playerVelY * dt;
// Ground
const ground = canvas.height - 100;
if (state.playerY > ground) {
state.playerY = ground;
state.isGrounded = true;
}
// Spawn obstacles
lastObstacle += dt * 1000;
if (lastObstacle > 1500) {
obstacles.push({ x: canvas.width, y: ground, w: 30, h: 50 });
lastObstacle = 0;
}
// Move obstacles
obstacles = obstacles.filter(o => {
o.x -= scrollSpeed * dt;
return o.x > -50;
});
// Score
updateScore(Math.floor(dt * 10));
}
```
---
## Recommended Combinations by Game Type
### Space Shooter
```javascript
music: { mood: "Epic", energy: 8 }
background: { theme: "space", variant: "nebula" }
avatarContext: { mode: "HEAD_ONLY", context: "spaceship-cockpit" }
```
### Platformer
```javascript
music: { mood: "Playful", energy: 6 }
background: { theme: "nature", variant: "forest" }
avatarContext: { mode: "FULL_BODY", context: "platformer-standard" }
```
### Racing
```javascript
music: { mood: "Intense", energy: 9 }
background: { theme: "urban", variant: "street" }
avatarContext: { mode: "HEAD_AND_SHOULDERS", context: "race-car" }
```
### RPG/Adventure
```javascript
music: { mood: "Heroic", energy: 6 }
background: { theme: "fantasy", variant: "castle" }
avatarContext: { mode: "FULL_BODY", context: "knight-armor" }
```
### Puzzle
```javascript
music: { mood: "Chill", energy: 3 }
background: { theme: "abstract", variant: "minimalist" }
// Use gameTemplateSimple.html instead
```
### Horror
```javascript
music: { mood: "Mysterious", energy: 4 }
background: { theme: "spooky", variant: "hauntedHouse" }
avatarContext: { mode: "FULL_BODY", context: "adventure-hero" }
```
---
## Important Notes
1. **Always use the provided state object** - Don't create global variables for game state.
2. **Delta time is in seconds** - Multiply speeds by `dt` for frame-independent movement.
3. **Player position is center-based** - `playerX` and `playerY` are the center of the player.
4. **Earned accessories always show** - User's crowns, auras, etc. render above costumes.
5. **Test on mobile** - Touch handlers are provided, but test gesture-based games.
6. **Use endGame() properly** - It handles score reporting and music fadeout.
7. **Don't modify the asset library scripts** - Only modify the game logic section.
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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, user-scalable=no">
<title><!-- GAME_TITLE --></title>
<style>
* { box-sizing: border-box; }
body {
margin: 0;
overflow: hidden;
background: #000;
touch-action: none;
-webkit-user-select: none;
user-select: none;
}
canvas { display: block; }
/* Game UI Overlay */
#ui {
position: absolute;
top: 10px;
left: 10px;
color: white;
font-family: 'Segoe UI', Arial, sans-serif;
font-size: 16px;
text-shadow: 2px 2px 4px rgba(0,0,0,0.8);
z-index: 100;
pointer-events: none;
}
/* Pause Menu */
#pauseMenu {
display: none;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(0,0,0,0.9);
padding: 30px;
border-radius: 15px;
text-align: center;
color: white;
font-family: Arial, sans-serif;
z-index: 200;
}
#pauseMenu h2 { margin-top: 0; }
#pauseMenu button {
display: block;
width: 200px;
margin: 10px auto;
padding: 12px;
font-size: 16px;
border: none;
border-radius: 8px;
cursor: pointer;
background: #4CAF50;
color: white;
}
#pauseMenu button:hover { background: #45a049; }
/* Loading Screen */
#loading {
position: absolute;
top: 0; left: 0; right: 0; bottom: 0;
background: #1a1a2e;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
color: white;
font-family: Arial, sans-serif;
z-index: 300;
}
#loading .spinner {
width: 50px;
height: 50px;
border: 4px solid #333;
border-top-color: #4CAF50;
border-radius: 50%;
animation: spin 1s linear infinite;
}
@keyframes spin { to { transform: rotate(360deg); } }
#loading .progress {
margin-top: 20px;
font-size: 14px;
color: #888;
}
</style>
</head>
<body>
<!-- Loading Screen -->
<div id="loading">
<div class="spinner"></div>
<div class="progress">Loading assets...</div>
</div>
<!-- Game Canvas -->
<canvas id="gameCanvas"></canvas>
<!-- HUD Overlay -->
<div id="ui">
<div id="score">Score: 0</div>
<div id="health">Health: 100</div>
<!-- HAIKU: Add additional UI elements here -->
</div>
<!-- Pause Menu -->
<div id="pauseMenu">
<h2>PAUSED</h2>
<button onclick="resumeGame()">Resume</button>
<button onclick="toggleMusic()">Music: ON</button>
<button onclick="toggleSfx()">Sound: ON</button>
<button onclick="restartGame()">Restart</button>
</div>
<!-- ═══════════════════════════════════════════════════════════════════
ASSET LIBRARY SCRIPTS
These provide: Music, Backgrounds, Avatars, Contexts
═══════════════════════════════════════════════════════════════════ -->
<!-- Music System (160 procedural songs) -->
<script src="/assets/music/moodCategories.js"></script>
<script src="/assets/music/musicLibrary.js"></script>
<script src="/assets/music/musicEngine.js"></script>
<!-- Background System (120 procedural backgrounds) -->
<script src="/assets/backgrounds/backgroundEngine.js"></script>
<script src="/assets/backgrounds/effects.js"></script>
<script src="/assets/backgrounds/themes/space.js"></script>
<script src="/assets/backgrounds/themes/nature.js"></script>
<script src="/assets/backgrounds/themes/urban.js"></script>
<script src="/assets/backgrounds/themes/fantasy.js"></script>
<script src="/assets/backgrounds/themes/abstract.js"></script>
<script src="/assets/backgrounds/themes/retro.js"></script>
<script src="/assets/backgrounds/themes/indoor.js"></script>
<script src="/assets/backgrounds/themes/weather.js"></script>
<script src="/assets/backgrounds/themes/sports.js"></script>
<script src="/assets/backgrounds/themes/seasonal.js"></script>
<script src="/assets/backgrounds/themes/underwater.js"></script>
<script src="/assets/backgrounds/themes/sky.js"></script>
<script src="/assets/backgrounds/themes/mechanical.js"></script>
<script src="/assets/backgrounds/themes/spooky.js"></script>
<script src="/assets/backgrounds/themes/colorful.js"></script>
<script src="/assets/backgrounds/backgroundCatalog.js"></script>
<!-- Avatar System -->
<script src="/assets/avatar/avatarData.js"></script>
<script src="/assets/avatar/accessories.js"></script>
<script src="/assets/avatar/animations.js"></script>
<script src="/assets/avatar/avatarRenderer.js"></script>
<script src="/assets/avatar/accessoryRenderer.js"></script>
<script src="/assets/avatar/avatarSystem.js"></script>
<!-- Context System (26 game contexts) -->
<script src="/assets/avatar/contexts/vehicles.js"></script>
<script src="/assets/avatar/contexts/costumes.js"></script>
<script src="/assets/avatar/contexts/pure.js"></script>
<script src="/assets/avatar/contextCatalog.js"></script>
<script src="/assets/avatar/contextRenderer.js"></script>
<!-- Asset Manager (Unified coordination) -->
<script src="/assets/assetCatalog.js"></script>
<script src="/assets/compatibility.js"></script>
<script src="/assets/presets.js"></script>
<script src="/assets/assetManager.js"></script>
<script>
// ═══════════════════════════════════════════════════════════════════════
// GAME CONFIGURATION
// ═══════════════════════════════════════════════════════════════════════
// HAIKU: Fill in the values below based on the game's theme and mechanics
const GAME_CONFIG = {
// Game metadata
title: "<!-- GAME_TITLE -->",
version: "1.0.0",
// Asset configuration
assets: {
// Music settings
// Moods: Epic, Chill, Intense, Playful, Mysterious, Heroic, Quirky, Ambient
music: {
mood: "<!-- MUSIC_MOOD -->", // e.g., "Epic", "Playful", "Mysterious"
energy: 7, // 1-10 (affects tempo/intensity)
enabled: true,
fadeInDuration: 1000 // ms to fade in music
},
// Background settings
// Themes: space, nature, urban, fantasy, abstract, retro, indoor, weather,
// sports, seasonal, underwater, sky, mechanical, spooky, colorful
background: {
theme: "<!-- BG_THEME -->", // e.g., "space", "nature", "fantasy"
variant: "<!-- BG_VARIANT -->", // e.g., "nebula", "forest", "castle"
animated: true, // Enable background animation
parallax: false, // Enable parallax scrolling
effects: [] // Additional effects: ["stars", "rain", etc]
},
// Avatar context settings
// Modes: HEAD_ONLY, HEAD_AND_SHOULDERS, UPPER_BODY, FULL_BODY
// Contexts: spaceship-cockpit, race-car, platformer-standard, knight-armor, etc.
avatarContext: {
mode: "<!-- AVATAR_MODE -->", // Display mode
context: "<!-- CONTEXT_TYPE -->", // Context ID
showAccessories: true, // Show earned accessories
scale: 1.0 // Avatar scale multiplier
},
// Color palette (optional override)
// Palettes: space-blue, forest-green, sunset-orange, ocean-teal, neon-pink,
// retro-arcade, fantasy-purple, spooky-grey, sports-red, nature-brown
colorPalette: null // null = auto-detect from theme
},
// Gameplay settings
// HAIKU: Define game-specific variables here
gameplay: {
// <!-- GAMEPLAY_CONFIG -->
// Example fields (customize per game):
// playerSpeed: 5,
// gravity: 0.5,
// jumpForce: 12,
// spawnRate: 2000,
// difficulty: 1
},
// Control scheme
controls: {
type: "<!-- CONTROL_TYPE -->", // "keyboard", "touch", "mouse", "tilt"
// HAIKU: Define specific bindings in input handlers below
}
};
// ═══════════════════════════════════════════════════════════════════════
// GAME STATE
// ═══════════════════════════════════════════════════════════════════════
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Core state
let gameState = {
// Player
player: null, // Avatar with context
playerX: 0,
playerY: 0,
playerVelX: 0,
playerVelY: 0,
// Game progress
score: 0,
health: 100,
level: 1,
// Game status
isRunning: false,
isPaused: false,
isGameOver: false,
// Timing
lastTime: 0,
deltaTime: 0,
elapsedTime: 0,
// Animation
currentAnimation: 'idle',
animationTime: 0,
// HAIKU: Add game-specific state variables below
// <!-- GAME_STATE -->
};
// Settings (persisted)
let settings = {
musicEnabled: true,
sfxEnabled: true,
musicVolume: 0.7,
sfxVolume: 0.8
};
// ═══════════════════════════════════════════════════════════════════════
// INITIALIZATION
// ═══════════════════════════════════════════════════════════════════════
// Resize canvas to fill screen
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
// Update loading progress
function setLoadingProgress(message) {
const progress = document.querySelector('#loading .progress');
if (progress) progress.textContent = message;
}
// Main initialization
async function init() {
try {
setLoadingProgress('Initializing asset systems...');
// Initialize asset manager
await AssetManager.initialize();
setLoadingProgress('Loading music...');
// Setup music
if (GAME_CONFIG.assets.music.enabled && window.MusicEngine) {
MusicEngine.setVolume(settings.musicVolume);
}
setLoadingProgress('Loading background...');
// Background is rendered each frame, no preload needed
setLoadingProgress('Loading avatar...');
// Load user's avatar
const userAvatar = await loadUserAvatar();
// Apply game context to avatar
if (window.ContextRenderer) {
gameState.player = ContextRenderer.apply(
userAvatar,
GAME_CONFIG.assets.avatarContext.context
);
} else {
// Fallback: use avatar directly
gameState.player = { avatar: userAvatar, context: null };
}
// Position player
gameState.playerX = canvas.width / 2;
gameState.playerY = canvas.height / 2;
setLoadingProgress('Starting game...');
// Initialize game-specific logic
initGame();
// Hide loading screen
document.getElementById('loading').style.display = 'none';
// Start music
if (GAME_CONFIG.assets.music.enabled && window.MusicEngine) {
MusicEngine.playRandomSong(GAME_CONFIG.assets.music.mood);
}
// Start game loop
gameState.isRunning = true;
gameState.lastTime = performance.now();
requestAnimationFrame(gameLoop);
} catch (error) {
console.error('Game initialization failed:', error);
setLoadingProgress('Error loading game. Please refresh.');
}
}
// Load user avatar from API or use default
async function loadUserAvatar() {
try {
// Try to get user profile from parent window (if in iframe)
if (window.parent && window.parent !== window) {
const message = await new Promise((resolve, reject) => {
const handler = (e) => {
if (e.data && e.data.type === 'avatarData') {
window.removeEventListener('message', handler);
resolve(e.data.avatar);
}
};
window.addEventListener('message', handler);
window.parent.postMessage({ type: 'requestAvatar' }, '*');
setTimeout(() => reject(new Error('Timeout')), 2000);
});
if (message && window.AvatarSystem) {
return AvatarSystem.importMinimal(message, message.userId || 'player');
}
}
} catch (e) {
// Fall through to default
}
// Return default avatar
if (window.AvatarSystem) {
return AvatarSystem.createDefault();
}
// Minimal fallback
return { base: { skinTone: '#FFD5B8' } };
}
// ═══════════════════════════════════════════════════════════════════════
// UTILITY FUNCTIONS
// ═══════════════════════════════════════════════════════════════════════
// Update score
function updateScore(points) {
gameState.score += points;
document.getElementById('score').textContent = `Score: ${gameState.score}`;
// Notify parent window
if (window.parent !== window) {
window.parent.postMessage({ type: 'scoreUpdate', score: gameState.score }, '*');
}
}
// Update health
function updateHealth(amount) {
gameState.health = Math.max(0, Math.min(100, gameState.health + amount));
document.getElementById('health').textContent = `Health: ${gameState.health}`;
// Trigger hurt animation
if (amount < 0) {
setPlayerAnimation('hurt');
setTimeout(() => setPlayerAnimation('idle'), 500);
}
// Check for game over
if (gameState.health <= 0) {
endGame();
}
}
// Set player animation
function setPlayerAnimation(animationId) {
if (gameState.currentAnimation !== animationId) {
gameState.currentAnimation = animationId;
gameState.animationTime = 0;
if (window.ContextRenderer && gameState.player) {
ContextRenderer.animate(gameState.player, animationId);
}
}
}
// Play sound effect
function playSfx(name) {
if (!settings.sfxEnabled) return;
// HAIKU: Implement sound effects if needed
// Example: new Audio(`/sounds/${name}.mp3`).play();
}
// Random number helpers
function randomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function randomFloat(min, max) {
return Math.random() * (max - min) + min;
}
// Collision detection
function rectCollision(r1, r2) {
return r1.x < r2.x + r2.width &&
r1.x + r1.width > r2.x &&
r1.y < r2.y + r2.height &&
r1.y + r1.height > r2.y;
}
function circleCollision(c1, c2) {
const dx = c1.x - c2.x;
const dy = c1.y - c2.y;
const dist = Math.sqrt(dx * dx + dy * dy);
return dist < c1.radius + c2.radius;
}
// Clamp value
function clamp(value, min, max) {
return Math.max(min, Math.min(max, value));
}
// Lerp (linear interpolation)
function lerp(a, b, t) {
return a + (b - a) * t;
}
// ═══════════════════════════════════════════════════════════════════════
// GAME LIFECYCLE
// ═══════════════════════════════════════════════════════════════════════
function pauseGame() {
if (gameState.isGameOver) return;
gameState.isPaused = true;
document.getElementById('pauseMenu').style.display = 'block';
if (window.MusicEngine) {
MusicEngine.setVolume(settings.musicVolume * 0.3);
}
// Notify parent
if (window.pauseGame) window.pauseGame();
}
function resumeGame() {
gameState.isPaused = false;
document.getElementById('pauseMenu').style.display = 'none';
gameState.lastTime = performance.now();
if (window.MusicEngine) {
MusicEngine.setVolume(settings.musicVolume);
}
// Notify parent
if (window.resumeGame) window.resumeGame();
requestAnimationFrame(gameLoop);
}
function toggleMusic() {
settings.musicEnabled = !settings.musicEnabled;
const btn = document.querySelector('#pauseMenu button:nth-child(2)');
btn.textContent = `Music: ${settings.musicEnabled ? 'ON' : 'OFF'}`;
if (window.MusicEngine) {
if (settings.musicEnabled) {
MusicEngine.setVolume(settings.musicVolume);
} else {
MusicEngine.setVolume(0);
}
}
}
function toggleSfx() {
settings.sfxEnabled = !settings.sfxEnabled;
const btn = document.querySelector('#pauseMenu button:nth-child(3)');
btn.textContent = `Sound: ${settings.sfxEnabled ? 'ON' : 'OFF'}`;
}
function restartGame() {
// Reset state
gameState.score = 0;
gameState.health = 100;
gameState.level = 1;
gameState.isGameOver = false;
gameState.playerX = canvas.width / 2;
gameState.playerY = canvas.height / 2;
gameState.playerVelX = 0;
gameState.playerVelY = 0;
// Update UI
document.getElementById('score').textContent = 'Score: 0';
document.getElementById('health').textContent = 'Health: 100';
// Resume
resumeGame();
// Reinitialize game-specific state
initGame();
}
function endGame() {
gameState.isGameOver = true;
gameState.isRunning = false;
// Fade out music
if (window.MusicEngine) {
MusicEngine.fadeOut(2000);
}
// Report final score to parent
if (window.parent !== window) {
window.parent.postMessage({
type: 'gameOver',
score: gameState.score,
screenshot: captureScreenshot()
}, '*');
}
// Show game over (parent handles this, but fallback)
setTimeout(() => {
if (confirm(`Game Over!\n\nFinal Score: ${gameState.score}\n\nPlay again?`)) {
restartGame();
}
}, 500);
}
function captureScreenshot() {
return canvas.toDataURL('image/png');
}
// Expose functions for parent window control
window.pauseGame = pauseGame;
window.resumeGame = resumeGame;
window.pauseMusic = () => { if (window.MusicEngine) MusicEngine.setVolume(0); };
window.resumeMusic = () => { if (window.MusicEngine) MusicEngine.setVolume(settings.musicVolume); };
window.setMusicEnabled = (enabled) => { settings.musicEnabled = enabled; toggleMusic(); toggleMusic(); };
window.setSfxEnabled = (enabled) => { settings.sfxEnabled = enabled; };
window.gameScore = () => gameState.score;
// ═══════════════════════════════════════════════════════════════════════
// RENDERING
// ═══════════════════════════════════════════════════════════════════════
function renderBackground(time) {
const bg = GAME_CONFIG.assets.background;
if (window.BackgroundEngine) {
BackgroundEngine.render(
ctx,
bg.theme,
bg.variant,
canvas.width,
canvas.height,
time / 1000,
{ effects: bg.effects }
);
} else {
// Fallback: solid color
ctx.fillStyle = '#1a1a2e';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}
function renderPlayer() {
const config = GAME_CONFIG.assets.avatarContext;
const scale = config.scale || 1;
if (window.ContextRenderer && gameState.player) {
ContextRenderer.render(
gameState.player,
ctx,
gameState.playerX,
gameState.playerY,
{
scale: scale,
time: gameState.elapsedTime / 1000,
animation: gameState.currentAnimation,
frame: Math.floor(gameState.animationTime / 100) // ~10 fps animation
}
);
} else if (window.AvatarRenderer && gameState.player) {
// Fallback: render avatar directly
AvatarRenderer.render(
ctx,
gameState.player.avatar || gameState.player,
config.mode,
gameState.playerX,
gameState.playerY,
{ scale: scale }
);
} else {
// Minimal fallback: draw circle
ctx.fillStyle = '#4CAF50';
ctx.beginPath();
ctx.arc(gameState.playerX, gameState.playerY, 30 * scale, 0, Math.PI * 2);
ctx.fill();
}
}
// ═══════════════════════════════════════════════════════════════════════
// GAME LOOP
// ═══════════════════════════════════════════════════════════════════════
function gameLoop(currentTime) {
if (!gameState.isRunning || gameState.isPaused) return;
// Calculate delta time
gameState.deltaTime = currentTime - gameState.lastTime;
gameState.lastTime = currentTime;
gameState.elapsedTime += gameState.deltaTime;
gameState.animationTime += gameState.deltaTime;
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// 1. Render background
renderBackground(gameState.elapsedTime);
// 2. Update game logic
// HAIKU: Call your update function here
updateGame(gameState.deltaTime / 1000); // Pass delta in seconds
// 3. Render game objects
// HAIKU: Call your render function here
renderGame();
// 4. Render player
renderPlayer();
// 5. Render UI overlay (if any canvas-based UI)
// HAIKU: Render any canvas-based UI here
renderUI();
// Continue loop
if (!gameState.isGameOver) {
requestAnimationFrame(gameLoop);
}
}
// ═══════════════════════════════════════════════════════════════════════
// INPUT HANDLING
// ═══════════════════════════════════════════════════════════════════════
// Track pressed keys
const keys = {};
document.addEventListener('keydown', (e) => {
keys[e.code] = true;
// Pause on Escape
if (e.code === 'Escape') {
if (gameState.isPaused) resumeGame();
else pauseGame();
return;
}
// HAIKU: Handle game-specific key presses
handleKeyDown(e.code);
});
document.addEventListener('keyup', (e) => {
keys[e.code] = false;
// HAIKU: Handle game-specific key releases
handleKeyUp(e.code);
});
// Touch/mouse input
let touchStartX = 0, touchStartY = 0;
let isTouching = false;
canvas.addEventListener('mousedown', (e) => {
touchStartX = e.clientX;
touchStartY = e.clientY;
isTouching = true;
handleTouchStart(e.clientX, e.clientY);
});
canvas.addEventListener('mousemove', (e) => {
if (isTouching) {
handleTouchMove(e.clientX, e.clientY, e.clientX - touchStartX, e.clientY - touchStartY);
}
handleMouseMove(e.clientX, e.clientY);
});
canvas.addEventListener('mouseup', (e) => {
isTouching = false;
handleTouchEnd(e.clientX, e.clientY);
});
canvas.addEventListener('touchstart', (e) => {
e.preventDefault();
const touch = e.touches[0];
touchStartX = touch.clientX;
touchStartY = touch.clientY;
isTouching = true;
handleTouchStart(touch.clientX, touch.clientY);
}, { passive: false });
canvas.addEventListener('touchmove', (e) => {
e.preventDefault();
const touch = e.touches[0];
handleTouchMove(touch.clientX, touch.clientY, touch.clientX - touchStartX, touch.clientY - touchStartY);
}, { passive: false });
canvas.addEventListener('touchend', (e) => {
isTouching = false;
handleTouchEnd(touchStartX, touchStartY);
});
// ═══════════════════════════════════════════════════════════════════════
// GAME-SPECIFIC CODE
// ═══════════════════════════════════════════════════════════════════════
// HAIKU: Implement the functions below with your game logic
/**
* Initialize game-specific state
* Called once at start and on restart
*/
function initGame() {
// HAIKU: Initialize your game objects, enemies, items, etc.
// Example:
// gameState.enemies = [];
// gameState.items = [];
// spawnInitialObjects();
setPlayerAnimation('idle');
}
/**
* Update game logic
* @param {number} dt - Delta time in seconds
*/
function updateGame(dt) {
// HAIKU: Update your game objects here
// Example:
// updateEnemies(dt);
// updateItems(dt);
// checkCollisions();
// spawnNewObjects();
// Example: Continuous key input for movement
// if (keys['ArrowLeft'] || keys['KeyA']) gameState.playerX -= 300 * dt;
// if (keys['ArrowRight'] || keys['KeyD']) gameState.playerX += 300 * dt;
// if (keys['ArrowUp'] || keys['KeyW']) gameState.playerY -= 300 * dt;
// if (keys['ArrowDown'] || keys['KeyS']) gameState.playerY += 300 * dt;
// Keep player in bounds
// gameState.playerX = clamp(gameState.playerX, 50, canvas.width - 50);
// gameState.playerY = clamp(gameState.playerY, 50, canvas.height - 50);
}
/**
* Render game objects (not player, not background)
*/
function renderGame() {
// HAIKU: Render your game objects here
// Example:
// gameState.enemies.forEach(enemy => renderEnemy(enemy));
// gameState.items.forEach(item => renderItem(item));
}
/**
* Render any canvas-based UI (health bars, indicators, etc.)
*/
function renderUI() {
// HAIKU: Render canvas-based UI elements
// Example health bar:
// const barWidth = 200;
// const healthPct = gameState.health / 100;
// ctx.fillStyle = '#333';
// ctx.fillRect(canvas.width - barWidth - 20, 20, barWidth, 20);
// ctx.fillStyle = healthPct > 0.3 ? '#4CAF50' : '#f44336';
// ctx.fillRect(canvas.width - barWidth - 20, 20, barWidth * healthPct, 20);
}
/**
* Handle key down event
* @param {string} code - Key code (e.g., 'Space', 'ArrowUp')
*/
function handleKeyDown(code) {
// HAIKU: Handle instant key actions (jump, shoot, etc.)
// Example:
// if (code === 'Space') jump();
// if (code === 'KeyX') shoot();
}
/**
* Handle key up event
* @param {string} code - Key code
*/
function handleKeyUp(code) {
// HAIKU: Handle key release actions
}
/**
* Handle touch/click start
* @param {number} x - X position
* @param {number} y - Y position
*/
function handleTouchStart(x, y) {
// HAIKU: Handle touch/click start
// Example: Check if clicked on a button, start drag, etc.
}
/**
* Handle touch/mouse move
* @param {number} x - Current X
* @param {number} y - Current Y
* @param {number} dx - Delta X from start
* @param {number} dy - Delta Y from start
*/
function handleTouchMove(x, y, dx, dy) {
// HAIKU: Handle drag/swipe
// Example: gameState.playerX = x;
}
/**
* Handle touch/click end
* @param {number} x - X position
* @param {number} y - Y position
*/
function handleTouchEnd(x, y) {
// HAIKU: Handle touch/click end
}
/**
* Handle mouse move (hover, not dragging)
* @param {number} x - X position
* @param {number} y - Y position
*/
function handleMouseMove(x, y) {
// HAIKU: Handle mouse hover
// Example: Aim at cursor
}
// ═══════════════════════════════════════════════════════════════════════
// START GAME
// ═══════════════════════════════════════════════════════════════════════
// Wait for DOM then initialize
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', init);
} else {
init();
}
</script>
</body>
</html>
@@ -0,0 +1,392 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<title><!-- GAME_TITLE --></title>
<style>
* { box-sizing: border-box; }
body {
margin: 0;
overflow: hidden;
background: #1a1a2e;
touch-action: none;
}
canvas { display: block; }
#ui {
position: absolute;
top: 10px;
left: 10px;
color: white;
font-family: Arial, sans-serif;
font-size: 18px;
text-shadow: 2px 2px 4px #000;
}
</style>
</head>
<body>
<canvas id="gameCanvas"></canvas>
<div id="ui">Score: <span id="score">0</span></div>
<script>
// ═══════════════════════════════════════════════════════════════════════
// SIMPLE GAME TEMPLATE
// ═══════════════════════════════════════════════════════════════════════
// This is a minimal template without the asset library.
// Use for simple games that don't need avatars, procedural music, etc.
//
// HAIKU: Fill in GAME_CONFIG and implement the game functions below.
const GAME_CONFIG = {
title: "<!-- GAME_TITLE -->",
// Background color or gradient
background: {
type: "gradient", // "solid", "gradient", or "pattern"
colors: ["#1a1a2e", "#16213e", "#0f3460"], // gradient colors
// color: "#1a1a2e" // for solid
},
// Player settings
player: {
width: 40,
height: 40,
color: "#4CAF50",
speed: 300 // pixels per second
},
// Game settings
// HAIKU: Add game-specific config here
gameplay: {
// <!-- GAMEPLAY_CONFIG -->
}
};
// ═══════════════════════════════════════════════════════════════════════
// SETUP
// ═══════════════════════════════════════════════════════════════════════
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Resize to fill screen
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
resize();
window.addEventListener('resize', resize);
// Game state
let state = {
// Player position
playerX: 0,
playerY: 0,
playerVelX: 0,
playerVelY: 0,
// Score and status
score: 0,
gameOver: false,
paused: false,
// Timing
lastTime: 0,
// HAIKU: Add game-specific state
// <!-- GAME_STATE -->
};
// Input tracking
const keys = {};
let mouseX = 0, mouseY = 0;
let mouseDown = false;
// ═══════════════════════════════════════════════════════════════════════
// UTILITIES
// ═══════════════════════════════════════════════════════════════════════
function updateScore(points) {
state.score += points;
document.getElementById('score').textContent = state.score;
}
function endGame() {
state.gameOver = true;
if (window.parent !== window) {
window.parent.postMessage({ type: 'gameOver', score: state.score }, '*');
}
setTimeout(() => {
if (confirm(`Game Over! Score: ${state.score}\n\nPlay again?`)) {
restart();
}
}, 100);
}
function restart() {
state.score = 0;
state.gameOver = false;
state.playerX = canvas.width / 2;
state.playerY = canvas.height / 2;
document.getElementById('score').textContent = '0';
initGame();
}
function randomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function randomFloat(min, max) {
return Math.random() * (max - min) + min;
}
function clamp(val, min, max) {
return Math.max(min, Math.min(max, val));
}
function distance(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
}
function rectCollide(r1, r2) {
return r1.x < r2.x + r2.w && r1.x + r1.w > r2.x &&
r1.y < r2.y + r2.h && r1.y + r1.h > r2.y;
}
function circleCollide(c1, c2) {
return distance(c1.x, c1.y, c2.x, c2.y) < c1.r + c2.r;
}
// ═══════════════════════════════════════════════════════════════════════
// RENDERING HELPERS
// ═══════════════════════════════════════════════════════════════════════
function drawBackground() {
const bg = GAME_CONFIG.background;
if (bg.type === 'gradient' && bg.colors) {
const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
bg.colors.forEach((color, i) => {
gradient.addColorStop(i / (bg.colors.length - 1), color);
});
ctx.fillStyle = gradient;
} else {
ctx.fillStyle = bg.color || '#1a1a2e';
}
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
function drawPlayer() {
const p = GAME_CONFIG.player;
ctx.fillStyle = p.color;
ctx.fillRect(
state.playerX - p.width / 2,
state.playerY - p.height / 2,
p.width,
p.height
);
}
function drawRect(x, y, w, h, color) {
ctx.fillStyle = color;
ctx.fillRect(x, y, w, h);
}
function drawCircle(x, y, r, color) {
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI * 2);
ctx.fill();
}
function drawText(text, x, y, color, size, align) {
ctx.fillStyle = color || 'white';
ctx.font = `${size || 20}px Arial`;
ctx.textAlign = align || 'left';
ctx.fillText(text, x, y);
}
// ═══════════════════════════════════════════════════════════════════════
// INPUT HANDLING
// ═══════════════════════════════════════════════════════════════════════
document.addEventListener('keydown', e => {
keys[e.code] = true;
if (e.code === 'Escape') {
state.paused = !state.paused;
if (!state.paused) requestAnimationFrame(gameLoop);
}
onKeyDown(e.code);
});
document.addEventListener('keyup', e => {
keys[e.code] = false;
onKeyUp(e.code);
});
canvas.addEventListener('mousedown', e => {
mouseDown = true;
mouseX = e.clientX;
mouseY = e.clientY;
onMouseDown(mouseX, mouseY);
});
canvas.addEventListener('mousemove', e => {
mouseX = e.clientX;
mouseY = e.clientY;
onMouseMove(mouseX, mouseY);
});
canvas.addEventListener('mouseup', e => {
mouseDown = false;
onMouseUp(e.clientX, e.clientY);
});
canvas.addEventListener('touchstart', e => {
e.preventDefault();
mouseDown = true;
mouseX = e.touches[0].clientX;
mouseY = e.touches[0].clientY;
onMouseDown(mouseX, mouseY);
}, { passive: false });
canvas.addEventListener('touchmove', e => {
e.preventDefault();
mouseX = e.touches[0].clientX;
mouseY = e.touches[0].clientY;
onMouseMove(mouseX, mouseY);
}, { passive: false });
canvas.addEventListener('touchend', e => {
mouseDown = false;
onMouseUp(mouseX, mouseY);
});
// ═══════════════════════════════════════════════════════════════════════
// GAME LOOP
// ═══════════════════════════════════════════════════════════════════════
function gameLoop(time) {
if (state.gameOver || state.paused) return;
const dt = (time - state.lastTime) / 1000;
state.lastTime = time;
// Update
update(dt);
// Render
drawBackground();
render();
drawPlayer();
renderUI();
requestAnimationFrame(gameLoop);
}
// ═══════════════════════════════════════════════════════════════════════
// GAME LOGIC - HAIKU IMPLEMENTS THESE
// ═══════════════════════════════════════════════════════════════════════
/**
* Initialize game state
*/
function initGame() {
state.playerX = canvas.width / 2;
state.playerY = canvas.height / 2;
// HAIKU: Initialize your game objects
// Example:
// state.enemies = [];
// state.items = [];
}
/**
* Update game logic each frame
* @param {number} dt - Delta time in seconds
*/
function update(dt) {
// HAIKU: Implement game update logic
// Example: Arrow key movement
const speed = GAME_CONFIG.player.speed;
if (keys['ArrowLeft'] || keys['KeyA']) state.playerX -= speed * dt;
if (keys['ArrowRight'] || keys['KeyD']) state.playerX += speed * dt;
if (keys['ArrowUp'] || keys['KeyW']) state.playerY -= speed * dt;
if (keys['ArrowDown'] || keys['KeyS']) state.playerY += speed * dt;
// Keep in bounds
const hw = GAME_CONFIG.player.width / 2;
const hh = GAME_CONFIG.player.height / 2;
state.playerX = clamp(state.playerX, hw, canvas.width - hw);
state.playerY = clamp(state.playerY, hh, canvas.height - hh);
}
/**
* Render game objects (not player, not background)
*/
function render() {
// HAIKU: Render your game objects
// Example:
// state.enemies.forEach(e => drawCircle(e.x, e.y, e.r, e.color));
}
/**
* Render UI elements on canvas
*/
function renderUI() {
// HAIKU: Render any additional UI
}
/**
* Handle key press
*/
function onKeyDown(code) {
// HAIKU: Handle key press events
// if (code === 'Space') jump();
}
/**
* Handle key release
*/
function onKeyUp(code) {
// HAIKU: Handle key release events
}
/**
* Handle mouse/touch down
*/
function onMouseDown(x, y) {
// HAIKU: Handle click/tap
}
/**
* Handle mouse/touch move
*/
function onMouseMove(x, y) {
// HAIKU: Handle mouse/touch movement
}
/**
* Handle mouse/touch up
*/
function onMouseUp(x, y) {
// HAIKU: Handle click/tap release
}
// ═══════════════════════════════════════════════════════════════════════
// START
// ═══════════════════════════════════════════════════════════════════════
// Expose for parent window
window.pauseGame = () => { state.paused = true; };
window.resumeGame = () => { state.paused = false; state.lastTime = performance.now(); requestAnimationFrame(gameLoop); };
window.gameScore = state.score;
// Initialize and start
initGame();
state.lastTime = performance.now();
requestAnimationFrame(gameLoop);
</script>
</body>
</html>