543 lines
16 KiB
HTML
543 lines
16 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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<title>Asteroids</title>
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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html, body { width: 100%; height: 100%; overflow: hidden; background: #000; touch-action: none; font-family: Arial, sans-serif; }
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canvas { display: block; }
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</style>
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</head>
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<body>
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<canvas id="game"></canvas>
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<script>
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const AudioContext = window.AudioContext || window.webkitAudioContext;
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let audioCtx = null;
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let musicEnabled = true;
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let sfxEnabled = true;
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let musicPlaying = false;
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function initAudio() {
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if (!audioCtx) audioCtx = new AudioContext();
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if (audioCtx.state === 'suspended') audioCtx.resume();
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}
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// Space adventure melody
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const melody = [
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{n: 330, d: 0.3}, {n: 392, d: 0.3}, {n: 440, d: 0.3}, {n: 523, d: 0.6},
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{n: 440, d: 0.3}, {n: 392, d: 0.3}, {n: 330, d: 0.6},
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{n: 294, d: 0.3}, {n: 330, d: 0.3}, {n: 392, d: 0.3}, {n: 440, d: 0.6},
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{n: 392, d: 0.3}, {n: 330, d: 0.3}, {n: 294, d: 0.6}, {n: 0, d: 0.3}
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];
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const bass = [
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{n: 82, d: 0.6}, {n: 98, d: 0.6}, {n: 110, d: 0.6}, {n: 131, d: 0.6},
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{n: 73, d: 0.6}, {n: 82, d: 0.6}, {n: 98, d: 0.6}, {n: 110, d: 0.6}
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];
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let melodyIdx = 0, bassIdx = 0, nextMelody = 0, nextBass = 0;
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function playTone(freq, dur, type = 'square', vol = 0.1) {
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if (!audioCtx || !musicEnabled || freq === 0) return;
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const osc = audioCtx.createOscillator();
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const gain = audioCtx.createGain();
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osc.type = type;
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osc.frequency.value = freq;
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gain.gain.setValueAtTime(vol, audioCtx.currentTime);
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gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + dur * 0.9);
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osc.connect(gain);
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gain.connect(audioCtx.destination);
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osc.start();
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osc.stop(audioCtx.currentTime + dur);
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}
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function playSfx(type) {
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if (!audioCtx || !sfxEnabled) return;
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const osc = audioCtx.createOscillator();
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const gain = audioCtx.createGain();
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if (type === 'shoot') {
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osc.frequency.setValueAtTime(800, audioCtx.currentTime);
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osc.frequency.exponentialRampToValueAtTime(200, audioCtx.currentTime + 0.1);
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gain.gain.setValueAtTime(0.15, audioCtx.currentTime);
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gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.1);
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} else if (type === 'explode') {
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osc.frequency.setValueAtTime(150, audioCtx.currentTime);
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osc.frequency.exponentialRampToValueAtTime(50, audioCtx.currentTime + 0.3);
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gain.gain.setValueAtTime(0.25, audioCtx.currentTime);
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gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.3);
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osc.type = 'sawtooth';
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} else if (type === 'die') {
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osc.frequency.setValueAtTime(400, audioCtx.currentTime);
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osc.frequency.exponentialRampToValueAtTime(80, audioCtx.currentTime + 0.5);
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gain.gain.setValueAtTime(0.3, audioCtx.currentTime);
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gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.5);
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osc.type = 'sawtooth';
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}
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osc.connect(gain);
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gain.connect(audioCtx.destination);
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osc.start();
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osc.stop(audioCtx.currentTime + 0.6);
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}
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function updateMusic() {
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if (!audioCtx || !musicEnabled || !musicPlaying) return;
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const now = audioCtx.currentTime;
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if (now >= nextMelody) {
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const note = melody[melodyIdx];
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playTone(note.n, note.d, 'square', 0.08);
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nextMelody = now + note.d;
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melodyIdx = (melodyIdx + 1) % melody.length;
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}
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if (now >= nextBass) {
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const note = bass[bassIdx];
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playTone(note.n, note.d, 'triangle', 0.12);
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nextBass = now + note.d;
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bassIdx = (bassIdx + 1) % bass.length;
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}
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}
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function startMusic() {
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if (!musicPlaying && musicEnabled) {
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initAudio();
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musicPlaying = true;
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nextMelody = audioCtx.currentTime;
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nextBass = audioCtx.currentTime;
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}
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}
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const canvas = document.getElementById('game');
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const ctx = canvas.getContext('2d');
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let W, H, safeTop, safeBottom;
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function resize() {
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W = window.innerWidth;
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H = window.innerHeight;
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canvas.width = W;
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canvas.height = H;
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safeTop = H * 0.1;
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safeBottom = H * 0.9;
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}
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resize();
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window.addEventListener('resize', resize);
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let gameRunning = false;
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let gameOver = false;
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let score = 0;
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let lives = 3;
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let level = 1;
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let gameTime = 0;
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const ship = { x: 0, y: 0, angle: 0, dx: 0, dy: 0, size: 20, invincible: 0 };
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let asteroids = [];
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let bullets = [];
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let particles = [];
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let keys = { left: false, right: false, up: false, shoot: false };
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let lastShot = 0;
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let touchTarget = null;
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function spawnAsteroids(count, size = 'large') {
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for (let i = 0; i < count; i++) {
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let x, y;
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do {
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x = Math.random() * W;
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y = safeTop + Math.random() * (safeBottom - safeTop);
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} while (Math.hypot(x - ship.x, y - ship.y) < 150);
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const speed = size === 'large' ? 0.8 : size === 'medium' ? 1.2 : 1.8;
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const r = size === 'large' ? 40 : size === 'medium' ? 25 : 15;
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const angle = Math.random() * Math.PI * 2;
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asteroids.push({
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x, y, r, size,
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dx: Math.cos(angle) * speed,
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dy: Math.sin(angle) * speed,
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vertices: generateAsteroidShape(r)
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});
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}
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}
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function generateAsteroidShape(r) {
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const vertices = [];
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const points = 8 + Math.floor(Math.random() * 4);
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for (let i = 0; i < points; i++) {
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const angle = (i / points) * Math.PI * 2;
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const dist = r * (0.7 + Math.random() * 0.3);
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vertices.push({ x: Math.cos(angle) * dist, y: Math.sin(angle) * dist });
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}
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return vertices;
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}
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function init() {
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ship.x = W / 2;
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ship.y = (safeTop + safeBottom) / 2;
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ship.angle = -Math.PI / 2;
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ship.dx = 0;
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ship.dy = 0;
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ship.invincible = 180;
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asteroids = [];
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bullets = [];
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particles = [];
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score = 0;
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lives = 3;
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level = 1;
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gameTime = 0;
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spawnAsteroids(3);
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gameOver = false;
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gameRunning = true;
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startMusic();
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}
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function shoot() {
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if (Date.now() - lastShot < 250) return;
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lastShot = Date.now();
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bullets.push({
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x: ship.x + Math.cos(ship.angle) * ship.size,
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y: ship.y + Math.sin(ship.angle) * ship.size,
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dx: Math.cos(ship.angle) * 8,
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dy: Math.sin(ship.angle) * 8,
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life: 60
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});
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playSfx('shoot');
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}
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function addParticles(x, y, count, color) {
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for (let i = 0; i < count; i++) {
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const angle = Math.random() * Math.PI * 2;
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const speed = 1 + Math.random() * 3;
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particles.push({
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x, y,
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dx: Math.cos(angle) * speed,
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dy: Math.sin(angle) * speed,
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life: 30 + Math.random() * 20,
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color
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});
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}
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}
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document.addEventListener('keydown', e => {
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initAudio();
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if (e.key === 'ArrowLeft' || e.key === 'a') keys.left = true;
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if (e.key === 'ArrowRight' || e.key === 'd') keys.right = true;
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if (e.key === 'ArrowUp' || e.key === 'w') keys.up = true;
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if (e.key === ' ') { keys.shoot = true; e.preventDefault(); }
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if ((e.key === ' ' || e.key === 'Enter') && gameOver) init();
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});
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document.addEventListener('keyup', e => {
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if (e.key === 'ArrowLeft' || e.key === 'a') keys.left = false;
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if (e.key === 'ArrowRight' || e.key === 'd') keys.right = false;
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if (e.key === 'ArrowUp' || e.key === 'w') keys.up = false;
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if (e.key === ' ') keys.shoot = false;
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});
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canvas.addEventListener('click', e => {
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initAudio();
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if (gameOver) { init(); return; }
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shoot();
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});
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canvas.addEventListener('mousemove', e => {
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if (!gameRunning || gameOver) return;
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touchTarget = { x: e.clientX, y: e.clientY };
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});
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canvas.addEventListener('touchstart', e => {
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e.preventDefault();
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initAudio();
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if (gameOver) { init(); return; }
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touchTarget = { x: e.touches[0].clientX, y: e.touches[0].clientY };
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shoot();
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});
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canvas.addEventListener('touchmove', e => {
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e.preventDefault();
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touchTarget = { x: e.touches[0].clientX, y: e.touches[0].clientY };
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});
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canvas.addEventListener('touchend', () => {
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touchTarget = null;
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});
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function update() {
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if (!gameRunning || gameOver) return;
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gameTime++;
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// Ship rotation (keyboard)
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if (keys.left) ship.angle -= 0.08;
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if (keys.right) ship.angle += 0.08;
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// Touch controls - point toward target
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if (touchTarget) {
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const targetAngle = Math.atan2(touchTarget.y - ship.y, touchTarget.x - ship.x);
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let diff = targetAngle - ship.angle;
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while (diff > Math.PI) diff -= Math.PI * 2;
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while (diff < -Math.PI) diff += Math.PI * 2;
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ship.angle += diff * 0.1;
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keys.up = true;
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} else if (!keys.up) {
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keys.up = false;
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}
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// Thrust
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if (keys.up) {
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ship.dx += Math.cos(ship.angle) * 0.15;
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ship.dy += Math.sin(ship.angle) * 0.15;
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}
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// Friction
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ship.dx *= 0.99;
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ship.dy *= 0.99;
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// Move ship
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ship.x += ship.dx;
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ship.y += ship.dy;
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// Wrap around
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if (ship.x < 0) ship.x = W;
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if (ship.x > W) ship.x = 0;
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if (ship.y < safeTop) ship.y = safeBottom;
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if (ship.y > safeBottom) ship.y = safeTop;
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// Auto-shoot on keyboard
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if (keys.shoot) shoot();
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// Update invincibility
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if (ship.invincible > 0) ship.invincible--;
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// Update bullets
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for (let i = bullets.length - 1; i >= 0; i--) {
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const b = bullets[i];
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b.x += b.dx;
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b.y += b.dy;
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b.life--;
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// Wrap
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if (b.x < 0) b.x = W;
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if (b.x > W) b.x = 0;
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if (b.y < safeTop) b.y = safeBottom;
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if (b.y > safeBottom) b.y = safeTop;
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if (b.life <= 0) bullets.splice(i, 1);
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}
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// Update asteroids
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for (let i = asteroids.length - 1; i >= 0; i--) {
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const a = asteroids[i];
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a.x += a.dx;
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a.y += a.dy;
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// Wrap
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if (a.x < -a.r) a.x = W + a.r;
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if (a.x > W + a.r) a.x = -a.r;
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if (a.y < safeTop - a.r) a.y = safeBottom + a.r;
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if (a.y > safeBottom + a.r) a.y = safeTop - a.r;
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// Check bullet collision
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for (let j = bullets.length - 1; j >= 0; j--) {
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const b = bullets[j];
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if (Math.hypot(b.x - a.x, b.y - a.y) < a.r) {
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bullets.splice(j, 1);
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addParticles(a.x, a.y, 10, '#ff0');
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playSfx('explode');
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// Split asteroid
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if (a.size === 'large') {
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score += 20;
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for (let k = 0; k < 2; k++) {
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asteroids.push({
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x: a.x, y: a.y, r: 25, size: 'medium',
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dx: (Math.random() - 0.5) * 2.5,
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dy: (Math.random() - 0.5) * 2.5,
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vertices: generateAsteroidShape(25)
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});
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}
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} else if (a.size === 'medium') {
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score += 50;
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for (let k = 0; k < 2; k++) {
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asteroids.push({
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x: a.x, y: a.y, r: 15, size: 'small',
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dx: (Math.random() - 0.5) * 3,
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dy: (Math.random() - 0.5) * 3,
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vertices: generateAsteroidShape(15)
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});
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}
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} else {
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score += 100;
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}
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asteroids.splice(i, 1);
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break;
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}
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}
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}
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// Check ship collision (generous for children)
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if (ship.invincible <= 0) {
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for (const a of asteroids) {
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if (Math.hypot(ship.x - a.x, ship.y - a.y) < a.r + ship.size - 15) {
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lives--;
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ship.invincible = 180;
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addParticles(ship.x, ship.y, 20, '#0ff');
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playSfx('die');
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if (lives <= 0) {
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gameOver = true;
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gameRunning = false;
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musicPlaying = false;
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}
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break;
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}
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}
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}
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// Update particles
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for (let i = particles.length - 1; i >= 0; i--) {
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const p = particles[i];
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p.x += p.dx;
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p.y += p.dy;
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p.life--;
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if (p.life <= 0) particles.splice(i, 1);
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}
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// Spawn more asteroids when cleared
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if (asteroids.length === 0) {
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level++;
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// Progressive difficulty - more asteroids, but capped for fairness
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const count = Math.min(3 + level, 8);
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spawnAsteroids(count);
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}
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updateMusic();
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}
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function draw() {
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// Background
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ctx.fillStyle = '#000';
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ctx.fillRect(0, 0, W, H);
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// Safe zones
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ctx.fillStyle = '#111';
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ctx.fillRect(0, 0, W, safeTop);
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ctx.fillRect(0, safeBottom, W, H - safeBottom);
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// Stars
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ctx.fillStyle = '#fff';
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for (let i = 0; i < 50; i++) {
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const x = (i * 137) % W;
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const y = safeTop + ((i * 251) % (safeBottom - safeTop));
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ctx.fillRect(x, y, 2, 2);
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}
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// Header
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ctx.fillStyle = '#fff';
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ctx.font = 'bold 22px Arial';
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ctx.textAlign = 'left';
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ctx.fillText(`Score: ${score}`, 20, 35);
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ctx.textAlign = 'center';
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ctx.fillText(`Level ${level}`, W / 2, 35);
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ctx.textAlign = 'right';
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ctx.fillText(`Lives: ${'*'.repeat(lives)}`, W - 20, 35);
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// Particles
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for (const p of particles) {
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ctx.fillStyle = p.color;
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ctx.globalAlpha = p.life / 50;
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ctx.fillRect(p.x - 2, p.y - 2, 4, 4);
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}
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ctx.globalAlpha = 1;
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// Asteroids
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ctx.strokeStyle = '#888';
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ctx.lineWidth = 2;
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for (const a of asteroids) {
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ctx.beginPath();
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ctx.moveTo(a.x + a.vertices[0].x, a.y + a.vertices[0].y);
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for (let i = 1; i < a.vertices.length; i++) {
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ctx.lineTo(a.x + a.vertices[i].x, a.y + a.vertices[i].y);
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}
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ctx.closePath();
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ctx.stroke();
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}
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// Bullets
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ctx.fillStyle = '#ff0';
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for (const b of bullets) {
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ctx.beginPath();
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ctx.arc(b.x, b.y, 3, 0, Math.PI * 2);
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ctx.fill();
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}
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// Ship
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if (ship.invincible <= 0 || Math.floor(ship.invincible / 5) % 2 === 0) {
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ctx.save();
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ctx.translate(ship.x, ship.y);
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ctx.rotate(ship.angle);
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ctx.strokeStyle = '#0ff';
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ctx.lineWidth = 2;
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ctx.beginPath();
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ctx.moveTo(ship.size, 0);
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ctx.lineTo(-ship.size * 0.7, -ship.size * 0.6);
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ctx.lineTo(-ship.size * 0.4, 0);
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ctx.lineTo(-ship.size * 0.7, ship.size * 0.6);
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ctx.closePath();
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ctx.stroke();
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// Thrust flame
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if (keys.up) {
|
|
ctx.fillStyle = '#f80';
|
|
ctx.beginPath();
|
|
ctx.moveTo(-ship.size * 0.5, -ship.size * 0.3);
|
|
ctx.lineTo(-ship.size * 0.5, ship.size * 0.3);
|
|
ctx.lineTo(-ship.size - Math.random() * 10, 0);
|
|
ctx.closePath();
|
|
ctx.fill();
|
|
}
|
|
|
|
ctx.restore();
|
|
}
|
|
|
|
if (gameOver) {
|
|
ctx.fillStyle = 'rgba(0,0,0,0.85)';
|
|
ctx.fillRect(0, 0, W, H);
|
|
ctx.fillStyle = '#fff';
|
|
ctx.font = 'bold 40px Arial';
|
|
ctx.textAlign = 'center';
|
|
ctx.fillText('GAME OVER', W / 2, H / 2 - 50);
|
|
ctx.font = '24px Arial';
|
|
ctx.fillText(`Final Score: ${score}`, W / 2, H / 2);
|
|
|
|
ctx.fillStyle = '#0ff';
|
|
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>
|