Spaces:
Running
Running
adnannovus
commited on
update
Browse files- index.html +443 -19
index.html
CHANGED
@@ -1,19 +1,443 @@
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1 |
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<!DOCTYPE html>
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2 |
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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">
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+
<title>Tower Defense</title>
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7 |
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<style>
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8 |
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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display: flex;
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16 |
+
justify-content: center;
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+
align-items: center;
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min-height: 100vh;
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background: #1a1a1a;
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font-family: Arial, sans-serif;
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color: white;
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}
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+
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#gameContainer {
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position: relative;
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+
width: 800px;
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27 |
+
height: 600px;
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background: #2a2a2a;
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border-radius: 10px;
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+
overflow: hidden;
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}
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+
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#gameCanvas {
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position: absolute;
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left: 0;
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top: 0;
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}
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+
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.ui-panel {
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position: absolute;
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+
right: 0;
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+
top: 0;
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width: 200px;
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+
height: 100%;
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45 |
+
background: rgba(0, 0, 0, 0.8);
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padding: 10px;
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}
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49 |
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.tower-btn {
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display: block;
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width: 100%;
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+
padding: 10px;
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+
margin: 5px 0;
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+
background: #4a4a4a;
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+
border: none;
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+
border-radius: 5px;
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+
color: white;
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58 |
+
cursor: pointer;
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59 |
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transition: background 0.3s;
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}
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+
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62 |
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.tower-btn:hover {
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background: #5a5a5a;
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}
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65 |
+
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66 |
+
#stats {
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position: absolute;
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68 |
+
left: 10px;
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69 |
+
top: 10px;
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70 |
+
font-size: 16px;
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71 |
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text-shadow: 2px 2px 2px rgba(0,0,0,0.5);
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72 |
+
z-index: 1;
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73 |
+
}
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74 |
+
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75 |
+
#waveMessage {
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76 |
+
position: absolute;
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77 |
+
left: 50%;
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78 |
+
top: 50%;
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79 |
+
transform: translate(-50%, -50%);
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+
font-size: 24px;
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+
color: white;
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82 |
+
text-shadow: 2px 2px 4px rgba(0,0,0,0.7);
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83 |
+
display: none;
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84 |
+
z-index: 2;
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}
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86 |
+
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87 |
+
@keyframes fadeInOut {
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88 |
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0% { opacity: 0; transform: translate(-50%, -50%) scale(0.5); }
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89 |
+
10% { opacity: 1; transform: translate(-50%, -50%) scale(1.1); }
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90 |
+
20% { transform: translate(-50%, -50%) scale(1); }
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91 |
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80% { opacity: 1; }
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92 |
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100% { opacity: 0; }
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}
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94 |
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</style>
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95 |
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</head>
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+
<body>
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97 |
+
<div id="gameContainer">
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98 |
+
<canvas id="gameCanvas"></canvas>
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99 |
+
<div id="stats">
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100 |
+
Lives: <span id="lives">20</span>
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101 |
+
Gold: <span id="gold">200</span>
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102 |
+
Wave: <span id="wave">1</span>
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103 |
+
</div>
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104 |
+
<div id="waveMessage"></div>
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105 |
+
<div class="ui-panel">
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106 |
+
<button class="tower-btn" data-type="basic">Basic Tower ($100)</button>
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107 |
+
<button class="tower-btn" data-type="sniper">Sniper Tower ($200)</button>
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108 |
+
<button class="tower-btn" data-type="splash">Splash Tower ($300)</button>
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109 |
+
</div>
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110 |
+
</div>
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111 |
+
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112 |
+
<script>
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113 |
+
const canvas = document.getElementById('gameCanvas');
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114 |
+
const ctx = canvas.getContext('2d');
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115 |
+
const waveMessage = document.getElementById('waveMessage');
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116 |
+
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117 |
+
canvas.width = 600;
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118 |
+
canvas.height = 600;
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119 |
+
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120 |
+
let gameState = {
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121 |
+
lives: 20,
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122 |
+
gold: 200,
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123 |
+
wave: 0,
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124 |
+
towers: [],
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125 |
+
enemies: [],
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126 |
+
path: [],
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127 |
+
projectiles: [],
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128 |
+
selectedTower: null,
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129 |
+
waveInProgress: false,
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130 |
+
enemiesSpawned: 0,
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131 |
+
totalEnemiesInWave: 10,
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132 |
+
spawnInterval: null,
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133 |
+
timeBetweenWaves: 5000
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134 |
+
};
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135 |
+
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136 |
+
const towerTypes = {
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137 |
+
basic: {
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138 |
+
cost: 100,
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139 |
+
range: 120,
|
140 |
+
damage: 30,
|
141 |
+
fireRate: 2,
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142 |
+
color: '#4a90e2',
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143 |
+
projectileColor: '#4a90e2',
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144 |
+
projectileSize: 5
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145 |
+
},
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146 |
+
sniper: {
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147 |
+
cost: 200,
|
148 |
+
range: 250,
|
149 |
+
damage: 100,
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150 |
+
fireRate: 1,
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151 |
+
color: '#e24a4a',
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152 |
+
projectileColor: '#e24a4a',
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153 |
+
projectileSize: 7
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154 |
+
},
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155 |
+
splash: {
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156 |
+
cost: 300,
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157 |
+
range: 100,
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158 |
+
damage: 45,
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159 |
+
fireRate: 3,
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160 |
+
color: '#4ae24a',
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161 |
+
projectileColor: '#4ae24a',
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162 |
+
projectileSize: 6
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163 |
+
}
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164 |
+
};
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165 |
+
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166 |
+
function generatePath() {
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167 |
+
const path = [];
|
168 |
+
let x = 0;
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169 |
+
let y = Math.random() * (canvas.height - 200) + 100;
|
170 |
+
let direction = 1;
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171 |
+
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172 |
+
while (x < canvas.width - 50) {
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173 |
+
path.push({ x, y });
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174 |
+
x += 20;
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175 |
+
y += Math.random() * 40 * direction;
|
176 |
+
direction = -direction;
|
177 |
+
y = Math.max(50, Math.min(canvas.height - 50, y));
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178 |
+
}
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179 |
+
|
180 |
+
return path;
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181 |
+
}
|
182 |
+
|
183 |
+
function showWaveMessage(message, duration = 3000) {
|
184 |
+
waveMessage.textContent = message;
|
185 |
+
waveMessage.style.display = 'block';
|
186 |
+
waveMessage.style.animation = 'fadeInOut 3s ease-in-out';
|
187 |
+
|
188 |
+
setTimeout(() => {
|
189 |
+
waveMessage.style.display = 'none';
|
190 |
+
}, duration);
|
191 |
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}
|
192 |
+
|
193 |
+
class Enemy {
|
194 |
+
constructor() {
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195 |
+
this.pathIndex = 0;
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196 |
+
this.x = gameState.path[0].x;
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197 |
+
this.y = gameState.path[0].y;
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198 |
+
this.health = 100;
|
199 |
+
this.maxHealth = 100;
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200 |
+
this.speed = 1;
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201 |
+
this.value = 20;
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202 |
+
}
|
203 |
+
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204 |
+
update() {
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205 |
+
if (this.pathIndex < gameState.path.length - 1) {
|
206 |
+
const target = gameState.path[this.pathIndex + 1];
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207 |
+
const dx = target.x - this.x;
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208 |
+
const dy = target.y - this.y;
|
209 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
210 |
+
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211 |
+
if (distance < this.speed) {
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212 |
+
this.pathIndex++;
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213 |
+
} else {
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214 |
+
this.x += (dx / distance) * this.speed;
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215 |
+
this.y += (dy / distance) * this.speed;
|
216 |
+
}
|
217 |
+
} else {
|
218 |
+
gameState.lives--;
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219 |
+
return true;
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220 |
+
}
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221 |
+
|
222 |
+
if (this.health <= 0) {
|
223 |
+
gameState.gold += this.value;
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224 |
+
return true;
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225 |
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}
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226 |
+
return false;
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227 |
+
}
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228 |
+
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229 |
+
draw() {
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230 |
+
ctx.fillStyle = '#ff0000';
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231 |
+
ctx.beginPath();
|
232 |
+
ctx.arc(this.x, this.y, 10, 0, Math.PI * 2);
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233 |
+
ctx.fill();
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234 |
+
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235 |
+
ctx.fillStyle = '#000000';
|
236 |
+
ctx.fillRect(this.x - 15, this.y - 20, 30, 5);
|
237 |
+
ctx.fillStyle = '#00ff00';
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238 |
+
ctx.fillRect(this.x - 15, this.y - 20, (this.health / this.maxHealth) * 30, 5);
|
239 |
+
}
|
240 |
+
}
|
241 |
+
|
242 |
+
class Projectile {
|
243 |
+
constructor(x, y, target, damage, color, size, speed = 8) {
|
244 |
+
this.x = x;
|
245 |
+
this.y = y;
|
246 |
+
this.target = target;
|
247 |
+
this.damage = damage;
|
248 |
+
this.color = color;
|
249 |
+
this.size = size;
|
250 |
+
this.speed = speed;
|
251 |
+
}
|
252 |
+
|
253 |
+
update() {
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254 |
+
if (!this.target) return true;
|
255 |
+
|
256 |
+
const dx = this.target.x - this.x;
|
257 |
+
const dy = this.target.y - this.y;
|
258 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
259 |
+
|
260 |
+
if (distance < this.speed) {
|
261 |
+
this.target.health -= this.damage;
|
262 |
+
return true;
|
263 |
+
}
|
264 |
+
|
265 |
+
this.x += (dx / distance) * this.speed;
|
266 |
+
this.y += (dy / distance) * this.speed;
|
267 |
+
return false;
|
268 |
+
}
|
269 |
+
|
270 |
+
draw() {
|
271 |
+
ctx.fillStyle = this.color;
|
272 |
+
ctx.beginPath();
|
273 |
+
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
|
274 |
+
ctx.fill();
|
275 |
+
}
|
276 |
+
}
|
277 |
+
|
278 |
+
class Tower {
|
279 |
+
constructor(x, y, type) {
|
280 |
+
this.x = x;
|
281 |
+
this.y = y;
|
282 |
+
this.type = type;
|
283 |
+
this.lastShot = 0;
|
284 |
+
this.level = 1;
|
285 |
+
Object.assign(this, towerTypes[type]);
|
286 |
+
}
|
287 |
+
|
288 |
+
update(time) {
|
289 |
+
if (time - this.lastShot > 1000 / this.fireRate) {
|
290 |
+
for (let enemy of gameState.enemies) {
|
291 |
+
const dx = enemy.x - this.x;
|
292 |
+
const dy = enemy.y - this.y;
|
293 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
294 |
+
|
295 |
+
if (distance <= this.range) {
|
296 |
+
gameState.projectiles.push(
|
297 |
+
new Projectile(
|
298 |
+
this.x,
|
299 |
+
this.y,
|
300 |
+
enemy,
|
301 |
+
this.damage * this.level,
|
302 |
+
this.projectileColor,
|
303 |
+
this.projectileSize
|
304 |
+
)
|
305 |
+
);
|
306 |
+
this.lastShot = time;
|
307 |
+
break;
|
308 |
+
}
|
309 |
+
}
|
310 |
+
}
|
311 |
+
}
|
312 |
+
|
313 |
+
draw() {
|
314 |
+
ctx.fillStyle = this.color;
|
315 |
+
ctx.beginPath();
|
316 |
+
ctx.arc(this.x, this.y, 20, 0, Math.PI * 2);
|
317 |
+
ctx.fill();
|
318 |
+
|
319 |
+
if (this === gameState.selectedTower) {
|
320 |
+
ctx.strokeStyle = 'rgba(255, 255, 255, 0.3)';
|
321 |
+
ctx.beginPath();
|
322 |
+
ctx.arc(this.x, this.y, this.range, 0, Math.PI * 2);
|
323 |
+
ctx.stroke();
|
324 |
+
}
|
325 |
+
}
|
326 |
+
}
|
327 |
+
|
328 |
+
function drawPath() {
|
329 |
+
ctx.strokeStyle = '#666666';
|
330 |
+
ctx.lineWidth = 30;
|
331 |
+
ctx.lineCap = 'round';
|
332 |
+
ctx.lineJoin = 'round';
|
333 |
+
|
334 |
+
ctx.beginPath();
|
335 |
+
ctx.moveTo(gameState.path[0].x, gameState.path[0].y);
|
336 |
+
for (let i = 1; i < gameState.path.length; i++) {
|
337 |
+
ctx.lineTo(gameState.path[i].x, gameState.path[i].y);
|
338 |
+
}
|
339 |
+
ctx.stroke();
|
340 |
+
}
|
341 |
+
|
342 |
+
function startNewWave() {
|
343 |
+
gameState.wave++;
|
344 |
+
gameState.waveInProgress = true;
|
345 |
+
gameState.enemiesSpawned = 0;
|
346 |
+
gameState.totalEnemiesInWave = Math.floor(10 + gameState.wave * 2);
|
347 |
+
gameState.path = generatePath();
|
348 |
+
gameState.towers = [];
|
349 |
+
gameState.projectiles = [];
|
350 |
+
gameState.enemies = [];
|
351 |
+
|
352 |
+
showWaveMessage(`Wave ${gameState.wave} Starting!`);
|
353 |
+
|
354 |
+
if(gameState.spawnInterval) clearInterval(gameState.spawnInterval);
|
355 |
+
|
356 |
+
setTimeout(() => {
|
357 |
+
gameState.spawnInterval = setInterval(() => {
|
358 |
+
if(gameState.enemiesSpawned < gameState.totalEnemiesInWave) {
|
359 |
+
const enemy = new Enemy();
|
360 |
+
enemy.health = 100 + (gameState.wave - 1) * 20;
|
361 |
+
enemy.maxHealth = enemy.health;
|
362 |
+
enemy.value = 20 + Math.floor(gameState.wave / 2) * 10;
|
363 |
+
gameState.enemies.push(enemy);
|
364 |
+
gameState.enemiesSpawned++;
|
365 |
+
} else {
|
366 |
+
clearInterval(gameState.spawnInterval);
|
367 |
+
}
|
368 |
+
}, 1000);
|
369 |
+
}, 2000);
|
370 |
+
}
|
371 |
+
|
372 |
+
function checkWaveStatus() {
|
373 |
+
if (!gameState.waveInProgress) return;
|
374 |
+
|
375 |
+
if (gameState.enemiesSpawned >= gameState.totalEnemiesInWave &&
|
376 |
+
gameState.enemies.length === 0) {
|
377 |
+
gameState.waveInProgress = false;
|
378 |
+
const bonus = 100 + gameState.wave * 20;
|
379 |
+
gameState.gold += bonus;
|
380 |
+
|
381 |
+
setTimeout(startNewWave, gameState.timeBetweenWaves);
|
382 |
+
}
|
383 |
+
}
|
384 |
+
|
385 |
+
function gameLoop(timestamp) {
|
386 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
387 |
+
|
388 |
+
drawPath();
|
389 |
+
|
390 |
+
gameState.enemies = gameState.enemies.filter(enemy => !enemy.update());
|
391 |
+
gameState.enemies.forEach(enemy => enemy.draw());
|
392 |
+
|
393 |
+
gameState.towers.forEach(tower => {
|
394 |
+
tower.update(timestamp);
|
395 |
+
tower.draw();
|
396 |
+
});
|
397 |
+
|
398 |
+
gameState.projectiles = gameState.projectiles.filter(proj => !proj.update());
|
399 |
+
gameState.projectiles.forEach(proj => proj.draw());
|
400 |
+
|
401 |
+
checkWaveStatus();
|
402 |
+
|
403 |
+
document.getElementById('lives').textContent = gameState.lives;
|
404 |
+
document.getElementById('gold').textContent = gameState.gold;
|
405 |
+
document.getElementById('wave').textContent = gameState.wave;
|
406 |
+
|
407 |
+
if (gameState.lives <= 0) {
|
408 |
+
alert('Game Over!');
|
409 |
+
return;
|
410 |
+
}
|
411 |
+
|
412 |
+
requestAnimationFrame(gameLoop);
|
413 |
+
}
|
414 |
+
|
415 |
+
canvas.addEventListener('click', (e) => {
|
416 |
+
const rect = canvas.getBoundingClientRect();
|
417 |
+
const x = e.clientX - rect.left;
|
418 |
+
const y = e.clientY - rect.top;
|
419 |
+
|
420 |
+
if (gameState.selectedTower) {
|
421 |
+
const tower = new Tower(x, y, gameState.selectedTower);
|
422 |
+
if (gameState.gold >= tower.cost) {
|
423 |
+
gameState.towers.push(tower);
|
424 |
+
gameState.gold -= tower.cost;
|
425 |
+
gameState.selectedTower = null;
|
426 |
+
}
|
427 |
+
}
|
428 |
+
});
|
429 |
+
|
430 |
+
document.querySelectorAll('.tower-btn').forEach(btn => {
|
431 |
+
btn.addEventListener('click', () => {
|
432 |
+
const type = btn.dataset.type;
|
433 |
+
if (gameState.gold >= towerTypes[type].cost) {
|
434 |
+
gameState.selectedTower = type;
|
435 |
+
}
|
436 |
+
});
|
437 |
+
});
|
438 |
+
|
439 |
+
startNewWave();
|
440 |
+
requestAnimationFrame(gameLoop);
|
441 |
+
</script>
|
442 |
+
</body>
|
443 |
+
</html>
|