shooting / index.html
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Update index.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Space Shooter</title>
<style>
body {
margin: 0;
overflow: hidden;
background: black;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
font-family: Arial;
color: white;
}
#gameCanvas {
border: 2px solid white;
background-image:
radial-gradient(white 1px, transparent 0),
radial-gradient(white 1px, transparent 0);
background-size: 50px 50px;
background-position: 0 0, 25px 25px;
display: none;
}
#menu {
text-align: center;
}
.difficulty-btn {
padding: 10px 20px;
margin: 10px;
font-size: 18px;
cursor: pointer;
background: #333;
color: white;
border: 2px solid white;
border-radius: 5px;
}
.difficulty-btn:hover {
background: #555;
}
#score {
position: absolute;
top: 20px;
left: 20px;
font-size: 24px;
}
#gameOver {
position: absolute;
font-size: 48px;
text-align: center;
display: none;
}
</style>
</head>
<body>
<div id="menu">
<h1>Space Shooter</h1>
<h2>Select Difficulty:</h2>
<button class="difficulty-btn" onclick="startGame('easy')">Easy</button>
<button class="difficulty-btn" onclick="startGame('medium')">Medium</button>
<button class="difficulty-btn" onclick="startGame('hard')">Hard</button>
</div>
<div id="score">Score: <span id="scoreValue">0</span></div>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<div id="gameOver">Game Over!<br>Press R to Restart</div>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const scoreEl = document.getElementById('scoreValue');
const gameOverEl = document.getElementById('gameOver');
const menuEl = document.getElementById('menu');
let audioCtx;
let player = {
x: canvas.width/2,
y: 500,
speed: 5,
size: 30
};
let bullets = [];
let enemies = [];
let score = 0;
let gameOver = false;
let keys = {
left: false,
right: false
};
let gameConfig = {
easy: {
enemySpeed: 2,
spawnRate: 0.01,
playerSpeed: 5
},
medium: {
enemySpeed: 3,
spawnRate: 0.02,
playerSpeed: 6
},
hard: {
enemySpeed: 4,
spawnRate: 0.03,
playerSpeed: 7
}
};
let currentConfig;
function startGame(difficulty) {
menuEl.style.display = 'none';
canvas.style.display = 'block';
currentConfig = gameConfig[difficulty];
player.speed = currentConfig.playerSpeed;
resetGame();
if (!audioCtx) {
audio = setupAudio();
}
}
function setupAudio() {
audioCtx = new (window.AudioContext || window.webkitAudioContext)();
function playNote(freq, startTime, duration) {
const osc = audioCtx.createOscillator();
const gain = audioCtx.createGain();
osc.connect(gain);
gain.connect(audioCtx.destination);
osc.type = 'square';
osc.frequency.setValueAtTime(freq, startTime);
gain.gain.setValueAtTime(0.1, startTime);
gain.gain.exponentialRampToValueAtTime(0.01, startTime + duration);
osc.start(startTime);
osc.stop(startTime + duration);
}
function playBGM() {
const notes = [440, 523, 659, 784];
setInterval(() => {
if (!gameOver) {
playNote(notes[Math.floor(Math.random() * notes.length)],
audioCtx.currentTime,
0.1);
}
}, 200);
}
function playShoot() {
playNote(880, audioCtx.currentTime, 0.1);
}
playBGM();
return { playShoot };
}
function drawPlayer() {
ctx.fillStyle = 'yellow';
ctx.beginPath();
for (let i = 0; i < 5; i++) {
const angle = (i * 4 * Math.PI) / 5 - Math.PI / 2;
const x = player.x + player.size * Math.cos(angle);
const y = player.y + player.size * Math.sin(angle);
i === 0 ? ctx.moveTo(x, y) : ctx.lineTo(x, y);
}
ctx.closePath();
ctx.fill();
}
function createEnemy() {
if (Math.random() < currentConfig.spawnRate) {
enemies.push({
x: Math.random() * (canvas.width - 30) + 15,
y: -30,
speed: currentConfig.enemySpeed
});
}
}
function updatePlayer() {
if (keys.left) {
player.x = Math.max(player.size, player.x - player.speed);
}
if (keys.right) {
player.x = Math.min(canvas.width - player.size, player.x + player.speed);
}
}
function updateGame() {
updatePlayer();
bullets = bullets.filter(bullet => {
bullet.y -= 8;
return bullet.y > 0;
});
enemies = enemies.filter(enemy => {
enemy.y += enemy.speed;
if (Math.abs(enemy.x - player.x) < 30 &&
Math.abs(enemy.y - player.y) < 30) {
gameOver = true;
gameOverEl.style.display = 'block';
}
return enemy.y < canvas.height;
});
bullets.forEach((bullet, bi) => {
enemies.forEach((enemy, ei) => {
if (Math.abs(bullet.x - enemy.x) < 30 &&
Math.abs(bullet.y - enemy.y) < 30) {
bullets.splice(bi, 1);
enemies.splice(ei, 1);
score += 100;
scoreEl.textContent = score;
}
});
});
createEnemy();
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawPlayer();
ctx.fillStyle = 'white';
bullets.forEach(bullet => {
ctx.fillRect(bullet.x - 2, bullet.y - 8, 4, 16);
});
ctx.font = '30px Arial';
enemies.forEach(enemy => {
ctx.fillText('🐱', enemy.x - 15, enemy.y + 10);
});
}
function gameLoop() {
if (!gameOver) {
updateGame();
draw();
requestAnimationFrame(gameLoop);
}
}
function resetGame() {
player.x = canvas.width/2;
bullets = [];
enemies = [];
score = 0;
gameOver = false;
scoreEl.textContent = '0';
gameOverEl.style.display = 'none';
gameLoop();
}
function returnToMenu() {
canvas.style.display = 'none';
menuEl.style.display = 'block';
gameOverEl.style.display = 'none';
}
let audio;
document.addEventListener('keydown', (e) => {
if (gameOver) {
if (e.key.toLowerCase() === 'r') {
returnToMenu();
}
return;
}
switch(e.key) {
case 'ArrowLeft':
keys.left = true;
break;
case 'ArrowRight':
keys.right = true;
break;
case ' ':
bullets.push({
x: player.x,
y: player.y - 20
});
if (audio) audio.playShoot();
break;
}
});
document.addEventListener('keyup', (e) => {
switch(e.key) {
case 'ArrowLeft':
keys.left = false;
break;
case 'ArrowRight':
keys.right = false;
break;
}
});
</script>
</body>
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