Files
2026-04-30 02:14:25 +00:00

536 lines
16 KiB
HTML

<!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>Maze Chomper</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
html, body { width: 100%; height: 100%; overflow: hidden; background: #000; touch-action: none; font-family: Arial, sans-serif; }
canvas { display: block; }
</style>
</head>
<body>
<canvas id="game"></canvas>
<script>
const AudioContext = window.AudioContext || window.webkitAudioContext;
let audioCtx = null;
let musicEnabled = true;
let sfxEnabled = true;
let musicPlaying = false;
function initAudio() {
if (!audioCtx) audioCtx = new AudioContext();
if (audioCtx.state === 'suspended') audioCtx.resume();
}
// Classic arcade melody
const melody = [
{n: 523, d: 0.15}, {n: 587, d: 0.15}, {n: 659, d: 0.15}, {n: 784, d: 0.3},
{n: 659, d: 0.15}, {n: 587, d: 0.15}, {n: 523, d: 0.3},
{n: 392, d: 0.15}, {n: 440, d: 0.15}, {n: 494, d: 0.15}, {n: 523, d: 0.3},
{n: 494, d: 0.15}, {n: 440, d: 0.15}, {n: 392, d: 0.3}, {n: 0, d: 0.15}
];
const bass = [
{n: 131, d: 0.3}, {n: 165, d: 0.3}, {n: 196, d: 0.3}, {n: 165, d: 0.3},
{n: 98, d: 0.3}, {n: 110, d: 0.3}, {n: 131, d: 0.3}, {n: 165, d: 0.3}
];
let melodyIdx = 0, bassIdx = 0, nextMelody = 0, nextBass = 0;
function playTone(freq, dur, type = 'square', vol = 0.1) {
if (!audioCtx || !musicEnabled || freq === 0) return;
const osc = audioCtx.createOscillator();
const gain = audioCtx.createGain();
osc.type = type;
osc.frequency.value = freq;
gain.gain.setValueAtTime(vol, audioCtx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + dur * 0.9);
osc.connect(gain);
gain.connect(audioCtx.destination);
osc.start();
osc.stop(audioCtx.currentTime + dur);
}
function playSfx(type) {
if (!audioCtx || !sfxEnabled) return;
const osc = audioCtx.createOscillator();
const gain = audioCtx.createGain();
if (type === 'chomp') {
osc.frequency.setValueAtTime(400, audioCtx.currentTime);
osc.frequency.setValueAtTime(300, audioCtx.currentTime + 0.05);
gain.gain.setValueAtTime(0.12, audioCtx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.1);
} else if (type === 'power') {
osc.frequency.setValueAtTime(523, audioCtx.currentTime);
osc.frequency.setValueAtTime(659, audioCtx.currentTime + 0.1);
osc.frequency.setValueAtTime(784, audioCtx.currentTime + 0.2);
gain.gain.setValueAtTime(0.2, audioCtx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.3);
} else if (type === 'ghost') {
osc.frequency.value = 800;
gain.gain.setValueAtTime(0.15, audioCtx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.2);
} else if (type === 'die') {
osc.frequency.setValueAtTime(400, audioCtx.currentTime);
osc.frequency.exponentialRampToValueAtTime(100, audioCtx.currentTime + 0.4);
gain.gain.setValueAtTime(0.25, audioCtx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.4);
osc.type = 'sawtooth';
}
osc.connect(gain);
gain.connect(audioCtx.destination);
osc.start();
osc.stop(audioCtx.currentTime + 0.5);
}
function updateMusic() {
if (!audioCtx || !musicEnabled || !musicPlaying) return;
const now = audioCtx.currentTime;
if (now >= nextMelody) {
const note = melody[melodyIdx];
playTone(note.n, note.d, 'square', 0.07);
nextMelody = now + note.d;
melodyIdx = (melodyIdx + 1) % melody.length;
}
if (now >= nextBass) {
const note = bass[bassIdx];
playTone(note.n, note.d, 'triangle', 0.1);
nextBass = now + note.d;
bassIdx = (bassIdx + 1) % bass.length;
}
}
function startMusic() {
if (!musicPlaying && musicEnabled) {
initAudio();
musicPlaying = true;
nextMelody = audioCtx.currentTime;
nextBass = audioCtx.currentTime;
}
}
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
let W, H, safeTop, safeBottom;
function resize() {
W = window.innerWidth;
H = window.innerHeight;
canvas.width = W;
canvas.height = H;
safeTop = H * 0.1;
safeBottom = H * 0.9;
}
resize();
window.addEventListener('resize', resize);
// Simple maze layout (0 = path, 1 = wall)
const MAZE = [
[1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,1,0,0,0,0,0,1],
[1,0,1,1,1,0,1,0,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,0,1,0,1,1,1,0,1],
[1,0,0,0,0,0,1,0,0,0,0,0,1],
[1,1,1,0,1,1,1,1,1,0,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,0,1,0,1,1,1,0,1],
[1,0,0,0,0,0,1,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1]
];
const ROWS = MAZE.length;
const COLS = MAZE[0].length;
let cellSize, mazeX, mazeY;
let player = { x: 1, y: 1, dir: { x: 0, y: 0 }, nextDir: { x: 0, y: 0 }, mouthOpen: 0 };
let ghosts = [];
let dots = [];
let powerPellets = [];
let score = 0;
let lives = 3;
let level = 1;
let gameOver = false;
let gameRunning = false;
let powerMode = false;
let powerTimer = 0;
function calcMaze() {
const availH = safeBottom - safeTop - 60;
const availW = W - 40;
cellSize = Math.min(availW / COLS, availH / ROWS);
mazeX = (W - cellSize * COLS) / 2;
mazeY = safeTop + 40 + (availH - cellSize * ROWS) / 2;
}
function initDots() {
dots = [];
powerPellets = [];
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
if (MAZE[r][c] === 0) {
// Power pellets in corners
if ((r === 1 || r === ROWS - 2) && (c === 1 || c === COLS - 2)) {
powerPellets.push({ x: c, y: r });
} else {
dots.push({ x: c, y: r });
}
}
}
}
}
function initGhosts() {
ghosts = [
{ x: 6, y: 5, dir: { x: 0, y: -1 }, color: '#ff0000', scared: false, speed: 0.03 },
{ x: 6, y: 5, dir: { x: 1, y: 0 }, color: '#00ffff', scared: false, speed: 0.025 },
{ x: 6, y: 5, dir: { x: -1, y: 0 }, color: '#ffb8ff', scared: false, speed: 0.02 }
];
}
function init() {
calcMaze();
player.x = 1;
player.y = 1;
player.dir = { x: 0, y: 0 };
player.nextDir = { x: 0, y: 0 };
initDots();
initGhosts();
score = 0;
lives = 3;
level = 1;
powerMode = false;
powerTimer = 0;
gameOver = false;
gameRunning = true;
startMusic();
}
function canMove(x, y) {
const col = Math.floor(x);
const row = Math.floor(y);
if (row < 0 || row >= ROWS || col < 0 || col >= COLS) return false;
return MAZE[row][col] === 0;
}
function setDirection(dx, dy) {
player.nextDir = { x: dx, y: dy };
}
document.addEventListener('keydown', e => {
initAudio();
if (e.key === 'ArrowLeft' || e.key === 'a') setDirection(-1, 0);
if (e.key === 'ArrowRight' || e.key === 'd') setDirection(1, 0);
if (e.key === 'ArrowUp' || e.key === 'w') setDirection(0, -1);
if (e.key === 'ArrowDown' || e.key === 's') setDirection(0, 1);
if ((e.key === ' ' || e.key === 'Enter') && gameOver) init();
});
let touchStartX = 0, touchStartY = 0;
canvas.addEventListener('touchstart', e => {
e.preventDefault();
initAudio();
if (gameOver) { init(); return; }
touchStartX = e.touches[0].clientX;
touchStartY = e.touches[0].clientY;
});
canvas.addEventListener('touchend', e => {
const dx = e.changedTouches[0].clientX - touchStartX;
const dy = e.changedTouches[0].clientY - touchStartY;
if (Math.abs(dx) > Math.abs(dy)) {
setDirection(dx > 0 ? 1 : -1, 0);
} else {
setDirection(0, dy > 0 ? 1 : -1);
}
});
canvas.addEventListener('click', e => {
initAudio();
if (gameOver) init();
});
function update() {
if (!gameRunning || gameOver) return;
const speed = 0.06;
// Try to turn
const testX = player.x + player.nextDir.x * speed;
const testY = player.y + player.nextDir.y * speed;
if (canMove(testX + 0.5, testY + 0.5)) {
player.dir = { ...player.nextDir };
}
// Move player
const newX = player.x + player.dir.x * speed;
const newY = player.y + player.dir.y * speed;
if (canMove(newX + 0.5, newY + 0.5)) {
player.x = newX;
player.y = newY;
}
// Animate mouth
player.mouthOpen = (player.mouthOpen + 0.2) % (Math.PI * 2);
// Collect dots
for (let i = dots.length - 1; i >= 0; i--) {
const d = dots[i];
if (Math.abs(player.x + 0.5 - d.x - 0.5) < 0.5 && Math.abs(player.y + 0.5 - d.y - 0.5) < 0.5) {
dots.splice(i, 1);
score += 10;
playSfx('chomp');
}
}
// Collect power pellets
for (let i = powerPellets.length - 1; i >= 0; i--) {
const p = powerPellets[i];
if (Math.abs(player.x + 0.5 - p.x - 0.5) < 0.5 && Math.abs(player.y + 0.5 - p.y - 0.5) < 0.5) {
powerPellets.splice(i, 1);
score += 50;
powerMode = true;
powerTimer = 300;
ghosts.forEach(g => g.scared = true);
playSfx('power');
}
}
// Power mode timer
if (powerMode) {
powerTimer--;
if (powerTimer <= 0) {
powerMode = false;
ghosts.forEach(g => g.scared = false);
}
}
// Move ghosts
ghosts.forEach(ghost => {
// Simple AI: mostly random, occasionally chase
if (Math.random() < 0.02) {
const dirs = [{ x: 1, y: 0 }, { x: -1, y: 0 }, { x: 0, y: 1 }, { x: 0, y: -1 }];
const validDirs = dirs.filter(d =>
canMove(ghost.x + d.x * 0.5 + 0.5, ghost.y + d.y * 0.5 + 0.5)
);
if (validDirs.length > 0) {
ghost.dir = validDirs[Math.floor(Math.random() * validDirs.length)];
}
}
const gSpeed = ghost.scared ? ghost.speed * 0.5 : ghost.speed;
const newGX = ghost.x + ghost.dir.x * gSpeed;
const newGY = ghost.y + ghost.dir.y * gSpeed;
if (canMove(newGX + 0.5, newGY + 0.5)) {
ghost.x = newGX;
ghost.y = newGY;
} else {
// Turn randomly
const dirs = [{ x: 1, y: 0 }, { x: -1, y: 0 }, { x: 0, y: 1 }, { x: 0, y: -1 }];
const validDirs = dirs.filter(d =>
canMove(ghost.x + d.x * 0.5 + 0.5, ghost.y + d.y * 0.5 + 0.5)
);
if (validDirs.length > 0) {
ghost.dir = validDirs[Math.floor(Math.random() * validDirs.length)];
}
}
// Collision with player
const dx = ghost.x - player.x;
const dy = ghost.y - player.y;
if (Math.sqrt(dx * dx + dy * dy) < 0.7) {
if (ghost.scared) {
// Eat ghost
ghost.x = 6;
ghost.y = 5;
ghost.scared = false;
score += 200;
playSfx('ghost');
} else {
// Die
lives--;
playSfx('die');
if (lives <= 0) {
gameOver = true;
gameRunning = false;
musicPlaying = false;
} else {
// Reset positions
player.x = 1;
player.y = 1;
player.dir = { x: 0, y: 0 };
initGhosts();
}
}
}
});
// Level complete
if (dots.length === 0 && powerPellets.length === 0) {
level++;
initDots();
initGhosts();
player.x = 1;
player.y = 1;
player.dir = { x: 0, y: 0 };
// Ghosts get faster
ghosts.forEach(g => g.speed += 0.005);
}
updateMusic();
}
function draw() {
calcMaze();
// Background
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, W, H);
// Safe zones
ctx.fillStyle = '#111';
ctx.fillRect(0, 0, W, safeTop);
ctx.fillRect(0, safeBottom, W, H - safeBottom);
// Header
ctx.fillStyle = '#fff';
ctx.font = 'bold 22px Arial';
ctx.textAlign = 'left';
ctx.fillText(`Score: ${score}`, 20, 35);
ctx.textAlign = 'center';
ctx.fillText(`Level ${level}`, W / 2, 35);
ctx.textAlign = 'right';
ctx.fillText(`Lives: ${'●'.repeat(lives)}`, W - 20, 35);
// Draw maze
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
const x = mazeX + c * cellSize;
const y = mazeY + r * cellSize;
if (MAZE[r][c] === 1) {
ctx.fillStyle = '#00f';
ctx.fillRect(x, y, cellSize, cellSize);
}
}
}
// Draw dots
ctx.fillStyle = '#ffb8ae';
for (const d of dots) {
const x = mazeX + (d.x + 0.5) * cellSize;
const y = mazeY + (d.y + 0.5) * cellSize;
ctx.beginPath();
ctx.arc(x, y, cellSize * 0.1, 0, Math.PI * 2);
ctx.fill();
}
// Draw power pellets
ctx.fillStyle = '#ffb8ae';
for (const p of powerPellets) {
const x = mazeX + (p.x + 0.5) * cellSize;
const y = mazeY + (p.y + 0.5) * cellSize;
ctx.beginPath();
ctx.arc(x, y, cellSize * 0.25, 0, Math.PI * 2);
ctx.fill();
}
// Draw ghosts
for (const ghost of ghosts) {
const x = mazeX + (ghost.x + 0.5) * cellSize;
const y = mazeY + (ghost.y + 0.5) * cellSize;
const size = cellSize * 0.4;
ctx.fillStyle = ghost.scared ? '#0000ff' : ghost.color;
ctx.beginPath();
ctx.arc(x, y - size * 0.2, size, Math.PI, 0);
ctx.lineTo(x + size, y + size * 0.5);
for (let i = 0; i < 3; i++) {
const wx = x + size - (i + 0.5) * (size * 2 / 3);
ctx.lineTo(wx, y + size * 0.2);
ctx.lineTo(wx - size / 3, y + size * 0.5);
}
ctx.closePath();
ctx.fill();
// Eyes
ctx.fillStyle = '#fff';
ctx.beginPath();
ctx.arc(x - size * 0.3, y - size * 0.3, size * 0.2, 0, Math.PI * 2);
ctx.arc(x + size * 0.3, y - size * 0.3, size * 0.2, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = ghost.scared ? '#fff' : '#00f';
ctx.beginPath();
ctx.arc(x - size * 0.3, y - size * 0.3, size * 0.1, 0, Math.PI * 2);
ctx.arc(x + size * 0.3, y - size * 0.3, size * 0.1, 0, Math.PI * 2);
ctx.fill();
}
// Draw player (Pac-Man)
const px = mazeX + (player.x + 0.5) * cellSize;
const py = mazeY + (player.y + 0.5) * cellSize;
const pSize = cellSize * 0.4;
const mouthAngle = Math.abs(Math.sin(player.mouthOpen)) * 0.5;
let angle = 0;
if (player.dir.x === 1) angle = 0;
else if (player.dir.x === -1) angle = Math.PI;
else if (player.dir.y === 1) angle = Math.PI / 2;
else if (player.dir.y === -1) angle = -Math.PI / 2;
ctx.fillStyle = '#ff0';
ctx.beginPath();
ctx.arc(px, py, pSize, angle + mouthAngle, angle + Math.PI * 2 - mouthAngle);
ctx.lineTo(px, py);
ctx.closePath();
ctx.fill();
// Controls hint
ctx.fillStyle = '#666';
ctx.font = '14px Arial';
ctx.textAlign = 'center';
ctx.fillText('Swipe or Arrow Keys to move', W / 2, safeBottom + 25);
if (gameOver) {
ctx.fillStyle = 'rgba(0,0,0,0.85)';
ctx.fillRect(0, 0, W, H);
ctx.fillStyle = '#ff0';
ctx.font = 'bold 40px Arial';
ctx.textAlign = 'center';
ctx.fillText('GAME OVER', W / 2, H / 2 - 50);
ctx.fillStyle = '#fff';
ctx.font = '24px Arial';
ctx.fillText(`Final Score: ${score}`, W / 2, H / 2);
ctx.fillStyle = '#ff0';
ctx.beginPath();
ctx.roundRect(W / 2 - 100, H / 2 + 30, 200, 50, 10);
ctx.fill();
ctx.fillStyle = '#000';
ctx.font = 'bold 18px Arial';
ctx.fillText('TAP TO PLAY AGAIN', W / 2, H / 2 + 62);
}
}
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);
}
window.gameScore = 0;
Object.defineProperty(window, 'gameScore', { get: () => score });
window.pauseGame = () => { gameRunning = false; musicPlaying = false; };
window.resumeGame = () => { if (!gameOver) { gameRunning = true; startMusic(); } };
window.setMusicEnabled = (v) => { musicEnabled = v; if (!v) musicPlaying = false; };
window.setSfxEnabled = (v) => { sfxEnabled = v; };
init();
gameLoop();
</script>
</body>
</html>