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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.