Files
gamercomp/frontend/public/templates/gameTemplateSimple.html
T
2026-04-30 02:14:25 +00:00

393 lines
13 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><!-- 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>