retro-arcade-games / games.js
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// Retro Arcade - Game Engine
let currentGame = null;
let gameLoop = null;
let canvas, ctx;
let isMobile = false;
// Detect mobile
function checkMobile() {
return (('ontouchstart' in window) ||
(navigator.maxTouchPoints > 0) ||
(navigator.msMaxTouchPoints > 0));
}
function openGame(gameName) {
const modal = document.getElementById('gameModal');
const title = document.getElementById('gameTitle');
const instructions = document.getElementById('gameInstructions');
canvas = document.getElementById('gameCanvas');
ctx = canvas.getContext('2d');
isMobile = checkMobile();
// Set canvas size based on device
if (isMobile) {
canvas.width = Math.min(window.innerWidth - 40, 400);
canvas.height = Math.min(window.innerHeight - 300, 300);
} else {
canvas.width = 600;
canvas.height = 400;
}
modal.style.display = 'flex';
currentGame = gameName;
// Show/hide mobile controls
const dpad = document.getElementById('dpad');
const actionBtn = document.getElementById('actionButtons');
const memoryTouch = document.getElementById('memoryTouch');
if (isMobile) {
document.querySelector('.mobile-controls').style.display = 'block';
// Show appropriate controls for each game
switch(gameName) {
case 'snake':
case 'tetris':
dpad.style.display = 'flex';
actionBtn.style.display = 'none';
memoryTouch.style.display = 'none';
break;
case 'dino':
dpad.style.display = 'none';
actionBtn.style.display = 'flex';
memoryTouch.style.display = 'none';
document.getElementById('btnAction').textContent = 'JUMP';
break;
case 'invaders':
title.textContent = '👾 Space Invaders';
instructions.textContent = isMobile ? 'D-Pad to move, Action to shoot' : 'Arrow keys to move, Space to shoot';
dpad.style.display = 'flex';
actionBtn.style.display = 'flex';
memoryTouch.style.display = 'none';
document.getElementById('btnAction').textContent = 'SHOOT';
initInvaders();
break;
case 'chess':
dpad.style.display = 'none';
actionBtn.style.display = 'none';
memoryTouch.style.display = 'none';
break;
case 'memory':
default:
dpad.style.display = 'none';
actionBtn.style.display = 'none';
memoryTouch.style.display = 'none';
}
}
switch(gameName) {
case 'snake':
title.textContent = '🐍 Snake';
instructions.textContent = isMobile ? 'Use D-Pad to move. Eat food!' : 'Use arrow keys to move. Eat food to grow!';
initSnake();
break;
case 'tetris':
title.textContent = '🧱 Tetris';
instructions.textContent = isMobile ? 'D-Pad: Left/Right/Down, Up to rotate' : 'Arrow keys to move, Up to rotate';
initTetris();
break;
case 'pong':
title.textContent = '🏓 Pong';
instructions.textContent = isMobile ? 'Touch paddle to move' : 'Mouse or arrow keys to move paddle';
initPong();
break;
case 'breakout':
title.textContent = '🧱 Breakout';
instructions.textContent = isMobile ? 'Touch to move paddle' : 'Mouse or arrow keys to move paddle';
initBreakout();
break;
case 'dino':
title.textContent = '🦕 Chrome Dino';
instructions.textContent = isMobile ? 'Tap JUMP button or tap screen' : 'Space or Up arrow to jump';
initDino();
break;
case 'invaders':
title.textContent = '👾 Space Invaders';
instructions.textContent = isMobile ? 'D-Pad to move, Action to shoot' : 'Arrow keys to move, Space to shoot';
initInvaders();
break;
case 'chess':
title.textContent = '♟️ Chess';
instructions.textContent = isMobile ? 'Tap a piece, then tap where to move it' : 'Click a piece, then click where to move it';
initChess();
break;
case 'memory':
title.textContent = '🃏 Memory Match';
instructions.textContent = 'Tap cards to flip them';
initMemory();
break;
}
// Setup mobile controls
if (isMobile) {
setupMobileControls(gameName);
}
}
function closeGame() {
// Stop any active game loops
if (gameLoop) {
if (currentGame === 'tetris') {
clearTimeout(gameLoop);
} else {
cancelAnimationFrame(gameLoop);
}
gameLoop = null;
}
// Remove all event listeners
document.removeEventListener('keydown', handleSnakeInput);
document.removeEventListener('keydown', handleTetrisInput);
// Remove canvas event listeners by cloning
const newCanvas = canvas.cloneNode(true);
canvas.parentNode.replaceChild(newCanvas, canvas);
canvas = newCanvas;
ctx = canvas.getContext('2d');
// Clean up chess
chessGameInstance = null;
chessClickHandler = null;
// Hide modal
document.getElementById('gameModal').style.display = 'none';
currentGame = null;
}
function resetGame() {
if (currentGame) {
// Store the current game name before closing
const gameToRestart = currentGame;
closeGame();
// Small delay to ensure cleanup completes
setTimeout(() => openGame(gameToRestart), 100);
}
}
// ==================== SNAKE GAME ====================
let snake, food, direction, score;
function initSnake() {
// Reset game state
snake = [{x: 10, y: 10}];
food = {x: 15, y: 15};
direction = {x: 1, y: 0};
score = 0;
// Clear previous loop if any
if (gameLoop) {
cancelAnimationFrame(gameLoop);
gameLoop = null;
}
snakeLoop();
}
function handleSnakeInput(e) {
if (!currentGame || currentGame !== 'snake') return;
switch(e.key) {
case 'ArrowUp': if (direction.y === 0) direction = {x: 0, y: -1}; break;
case 'ArrowDown': if (direction.y === 0) direction = {x: 0, y: 1}; break;
case 'ArrowLeft': if (direction.x === 0) direction = {x: -1, y: 0}; break;
case 'ArrowRight': if (direction.x === 0) direction = {x: 1, y: 0}; break;
}
// Prevent default scrolling
if(['ArrowUp','ArrowDown','ArrowLeft','ArrowRight'].includes(e.key)) {
e.preventDefault();
}
}
function snakeLoop() {
if (currentGame !== 'snake') return;
// Move snake
const head = {x: snake[0].x + direction.x, y: snake[0].y + direction.y};
// Check walls
if (head.x < 0 || head.x >= 30 || head.y < 0 || head.y >= 20) {
gameOver('Game Over! Score: ' + score);
return;
}
// Check self collision
for (let segment of snake) {
if (head.x === segment.x && head.y === segment.y) {
gameOver('Game Over! Score: ' + score);
return;
}
}
snake.unshift(head);
// Check food
if (head.x === food.x && head.y === food.y) {
score += 10;
food = {
x: Math.floor(Math.random() * 30),
y: Math.floor(Math.random() * 20)
};
} else {
snake.pop();
}
// Draw
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw snake
ctx.fillStyle = '#00ff00';
for (let segment of snake) {
ctx.fillRect(segment.x * 20, segment.y * 20, 18, 18);
}
// Draw food
ctx.fillStyle = '#ff0000';
ctx.fillRect(food.x * 20, food.y * 20, 18, 18);
// Draw score
ctx.fillStyle = '#fff';
ctx.font = '20px Courier';
ctx.fillText('Score: ' + score, 10, 30);
gameLoop = requestAnimationFrame(() => setTimeout(snakeLoop, 100));
}
// ==================== PONG GAME ====================
let pongBall, pongPaddle, pongAI, pongScore;
function initPong() {
pongBall = {x: canvas.width/2, y: canvas.height/2, dx: 4, dy: 4, radius: 8};
pongPaddle = {y: canvas.height/2 - 40, height: 80, width: 10};
pongAI = {y: canvas.height/2 - 40, height: 80, width: 10};
pongScore = {player: 0, ai: 0};
// Clear previous loop if any
if (gameLoop) {
cancelAnimationFrame(gameLoop);
gameLoop = null;
}
// Mouse control
canvas.addEventListener('mousemove', (e) => {
if (currentGame !== 'pong') return;
const rect = canvas.getBoundingClientRect();
pongPaddle.y = e.clientY - rect.top - pongPaddle.height / 2;
});
// Touch control for mobile
canvas.addEventListener('touchmove', (e) => {
if (currentGame !== 'pong') return;
e.preventDefault();
const rect = canvas.getBoundingClientRect();
const touch = e.touches[0];
pongPaddle.y = touch.clientY - rect.top - pongPaddle.height / 2;
}, {passive: false});
pongLoop();
}
function pongLoop() {
if (currentGame !== 'pong') return;
// Move ball
pongBall.x += pongBall.dx;
pongBall.y += pongBall.dy;
// Bounce off top/bottom
if (pongBall.y - pongBall.radius < 0 || pongBall.y + pongBall.radius > canvas.height) {
pongBall.dy = -pongBall.dy;
}
// AI paddle movement
const aiCenter = pongAI.y + pongAI.height / 2;
if (aiCenter < pongBall.y - 10) pongAI.y += 3;
if (aiCenter > pongBall.y + 10) pongAI.y -= 3;
// Player collision
if (pongBall.x - pongBall.radius < pongPaddle.width &&
pongBall.y > pongPaddle.y && pongBall.y < pongPaddle.y + pongPaddle.height) {
pongBall.dx = -pongBall.dx * 1.1;
}
// AI collision
if (pongBall.x + pongBall.radius > canvas.width - pongAI.width &&
pongBall.y > pongAI.y && pongBall.y < pongAI.y + pongAI.height) {
pongBall.dx = -pongBall.dx * 1.1;
}
// Scoring
if (pongBall.x < 0) {
pongScore.ai++;
resetPongBall();
}
if (pongBall.x > canvas.width) {
pongScore.player++;
resetPongBall();
}
// Draw
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw paddles
ctx.fillStyle = '#00ff00';
ctx.fillRect(0, pongPaddle.y, pongPaddle.width, pongPaddle.height);
ctx.fillRect(canvas.width - pongAI.width, pongAI.y, pongAI.width, pongAI.height);
// Draw ball
ctx.beginPath();
ctx.arc(pongBall.x, pongBall.y, pongBall.radius, 0, Math.PI * 2);
ctx.fillStyle = '#fff';
ctx.fill();
// Draw score
ctx.fillStyle = '#fff';
ctx.font = '30px Courier';
ctx.fillText(pongScore.player, canvas.width / 4, 50);
ctx.fillText(pongScore.ai, 3 * canvas.width / 4, 50);
gameLoop = requestAnimationFrame(pongLoop);
}
function resetPongBall() {
pongBall.x = canvas.width / 2;
pongBall.y = canvas.height / 2;
pongBall.dx = (Math.random() > 0.5 ? 4 : -4);
pongBall.dy = (Math.random() * 4 - 2);
}
// ==================== BREAKOUT GAME ====================
let breakoutBall, breakoutPaddle, breakoutBricks, breakoutScore;
function initBreakout() {
breakoutBall = {x: canvas.width/2, y: canvas.height/2, dx: 3, dy: -3, radius: 6};
breakoutPaddle = {x: canvas.width/2 - 50, y: canvas.height - 30, width: 100, height: 10};
breakoutScore = 0;
// Create bricks - responsive to canvas size
const brickCols = Math.floor(canvas.width / 60);
const brickWidth = (canvas.width - (brickCols + 1) * 5) / brickCols;
breakoutBricks = [];
for (let row = 0; row < 5; row++) {
for (let col = 0; col < brickCols; col++) {
breakoutBricks.push({
x: col * (brickWidth + 5) + 5,
y: row * 25 + 30,
width: brickWidth,
height: 20,
color: `hsl(${row * 60}, 100%, 50%)`,
alive: true
});
}
}
// Clear previous loop if any
if (gameLoop) {
cancelAnimationFrame(gameLoop);
gameLoop = null;
}
// Mouse control
canvas.addEventListener('mousemove', (e) => {
if (currentGame !== 'breakout') return;
const rect = canvas.getBoundingClientRect();
breakoutPaddle.x = e.clientX - rect.left - breakoutPaddle.width / 2;
});
// Touch control for mobile
canvas.addEventListener('touchmove', (e) => {
if (currentGame !== 'breakout') return;
e.preventDefault();
const rect = canvas.getBoundingClientRect();
const touch = e.touches[0];
breakoutPaddle.x = touch.clientX - rect.left - breakoutPaddle.width / 2;
}, {passive: false});
breakoutLoop();
}
function breakoutLoop() {
if (currentGame !== 'breakout') return;
// Move ball
breakoutBall.x += breakoutBall.dx;
breakoutBall.y += breakoutBall.dy;
// Wall collision
if (breakoutBall.x - breakoutBall.radius < 0 || breakoutBall.x + breakoutBall.radius > canvas.width) {
breakoutBall.dx = -breakoutBall.dx;
}
if (breakoutBall.y - breakoutBall.radius < 0) {
breakoutBall.dy = -breakoutBall.dy;
}
// Paddle collision
if (breakoutBall.y + breakoutBall.radius > breakoutPaddle.y &&
breakoutBall.x > breakoutPaddle.x && breakoutBall.x < breakoutPaddle.x + breakoutPaddle.width) {
breakoutBall.dy = -breakoutBall.dy;
}
// Brick collision
for (let brick of breakoutBricks) {
if (brick.alive &&
breakoutBall.x > brick.x && breakoutBall.x < brick.x + brick.width &&
breakoutBall.y > brick.y && breakoutBall.y < brick.y + brick.height) {
brick.alive = false;
breakoutBall.dy = -breakoutBall.dy;
breakoutScore += 10;
}
}
// Game over
if (breakoutBall.y > canvas.height) {
gameOver('Game Over! Score: ' + breakoutScore);
return;
}
// Win condition
if (breakoutBricks.every(b => !b.alive)) {
gameOver('You Win! Score: ' + breakoutScore);
return;
}
// Draw
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw bricks
for (let brick of breakoutBricks) {
if (brick.alive) {
ctx.fillStyle = brick.color;
ctx.fillRect(brick.x, brick.y, brick.width, brick.height);
}
}
// Draw paddle
ctx.fillStyle = '#00ff00';
ctx.fillRect(breakoutPaddle.x, breakoutPaddle.y, breakoutPaddle.width, breakoutPaddle.height);
// Draw ball
ctx.beginPath();
ctx.arc(breakoutBall.x, breakoutBall.y, breakoutBall.radius, 0, Math.PI * 2);
ctx.fillStyle = '#fff';
ctx.fill();
// Draw score
ctx.fillStyle = '#fff';
ctx.font = '20px Courier';
ctx.fillText('Score: ' + breakoutScore, 10, 25);
gameLoop = requestAnimationFrame(breakoutLoop);
}
// ==================== MEMORY GAME ====================
let memoryCards, memoryFlipped, memoryMatched, memoryCanFlip;
function initMemory() {
const emojis = ['🐶', '🐱', '🐭', '🐹', '🐰', '🦊', '🐻', '🐼'];
memoryCards = [...emojis, ...emojis].sort(() => Math.random() - 0.5);
memoryFlipped = [];
memoryMatched = 0;
memoryCanFlip = true;
// Responsive canvas for mobile
const cols = 4;
const rows = 4;
const cardSize = Math.min(80, (canvas.width - 50) / cols);
const padding = 10;
canvas.width = cols * (cardSize + padding) + padding;
canvas.height = rows * (cardSize + padding) + padding + 40;
// Clear previous event listeners by cloning
const newCanvas = canvas.cloneNode(true);
canvas.parentNode.replaceChild(newCanvas, canvas);
canvas = newCanvas;
ctx = canvas.getContext('2d');
canvas.addEventListener('click', handleMemoryClick);
// Touch support
canvas.addEventListener('touchstart', handleMemoryTouch, {passive: false});
drawMemory();
}
function handleMemoryClick(e) {
if (!memoryCanFlip || currentGame !== 'memory') return;
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
processMemoryFlip(x, y);
}
function handleMemoryTouch(e) {
if (!memoryCanFlip || currentGame !== 'memory') return;
e.preventDefault();
const rect = canvas.getBoundingClientRect();
const touch = e.touches[0];
const x = touch.clientX - rect.left;
const y = touch.clientY - rect.top;
processMemoryFlip(x, y);
}
function processMemoryFlip(x, y) {
const cols = 4;
const cardSize = Math.min(80, (canvas.width - 50) / cols);
const padding = 10;
const col = Math.floor((x - padding) / (cardSize + padding));
const row = Math.floor((y - padding) / (cardSize + padding));
const index = row * 4 + col;
if (index < 0 || index >= 16) return;
if (memoryFlipped.includes(index) || memoryCards[index] === null) return;
memoryFlipped.push(index);
drawMemory();
if (memoryFlipped.length === 2) {
memoryCanFlip = false;
const [first, second] = memoryFlipped;
if (memoryCards[first] === memoryCards[second]) {
memoryCards[first] = null;
memoryCards[second] = null;
memoryMatched += 2;
memoryFlipped = [];
memoryCanFlip = true;
if (memoryMatched === 16) {
setTimeout(() => gameOver('You Win! All pairs matched!'), 500);
}
} else {
setTimeout(() => {
memoryFlipped = [];
memoryCanFlip = true;
drawMemory();
}, 1000);
}
}
}
function drawMemory() {
const cols = 4;
const cardSize = Math.min(80, (canvas.width - 50) / cols);
const padding = 10;
ctx.fillStyle = '#2c3e50';
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < 16; i++) {
const row = Math.floor(i / 4);
const col = i % 4;
const x = col * (cardSize + padding) + padding;
const y = row * (cardSize + padding) + padding;
if (memoryCards[i] === null) {
ctx.fillStyle = '#27ae60';
ctx.fillRect(x, y, cardSize, cardSize);
} else if (memoryFlipped.includes(i)) {
ctx.fillStyle = '#ecf0f1';
ctx.fillRect(x, y, cardSize, cardSize);
ctx.fillStyle = '#2c3e50';
ctx.font = `${cardSize * 0.6}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(memoryCards[i], x + cardSize/2, y + cardSize/2);
} else {
ctx.fillStyle = '#3498db';
ctx.fillRect(x, y, cardSize, cardSize);
ctx.fillStyle = '#2980b9';
ctx.fillRect(x + 5, y + 5, cardSize - 10, cardSize - 10);
}
}
// Draw score
ctx.fillStyle = '#ecf0f1';
ctx.font = '16px Arial';
ctx.textAlign = 'left';
ctx.fillText(`Matched: ${memoryMatched/2}/8`, 10, canvas.height - 10);
}
// ==================== TETRIS GAME ====================
let tetrisBoard, tetrisPiece, tetrisScore;
const TETRIS_SHAPES = [
[[1,1,1,1]], // I
[[1,1],[1,1]], // O
[[1,1,1],[0,1,0]], // T
[[1,1,1],[1,0,0]], // L
[[1,1,1],[0,0,1]], // J
[[0,1,1],[1,1,0]], // S
[[1,1,0],[0,1,1]] // Z
];
function initTetris() {
tetrisBoard = Array(20).fill().map(() => Array(10).fill(0));
tetrisScore = 0;
newTetrisPiece();
// Clear previous loop if any
if (gameLoop) {
clearTimeout(gameLoop);
gameLoop = null;
}
tetrisLoop();
}
function newTetrisPiece() {
const shape = TETRIS_SHAPES[Math.floor(Math.random() * TETRIS_SHAPES.length)];
tetrisPiece = {
shape: shape,
x: 4,
y: 0,
color: `hsl(${Math.random() * 360}, 100%, 50%)`
};
}
function handleTetrisInput(e) {
if (!currentGame || currentGame !== 'tetris') return;
switch(e.key) {
case 'ArrowLeft': moveTetris(-1, 0); break;
case 'ArrowRight': moveTetris(1, 0); break;
case 'ArrowDown': moveTetris(0, 1); break;
case 'ArrowUp': rotateTetris(); break;
}
// Prevent default scrolling
if(['ArrowUp','ArrowDown','ArrowLeft','ArrowRight'].includes(e.key)) {
e.preventDefault();
}
}
function moveTetris(dx, dy) {
tetrisPiece.x += dx;
tetrisPiece.y += dy;
if (collision()) {
tetrisPiece.x -= dx;
tetrisPiece.y -= dy;
if (dy > 0) {
mergePiece();
clearLines();
newTetrisPiece();
if (collision()) {
gameOver('Game Over! Score: ' + tetrisScore);
}
}
}
}
function rotateTetris() {
const rotated = tetrisPiece.shape[0].map((_, i) =>
tetrisPiece.shape.map(row => row[i]).reverse()
);
const oldShape = tetrisPiece.shape;
tetrisPiece.shape = rotated;
if (collision()) {
tetrisPiece.shape = oldShape;
}
}
function collision() {
for (let y = 0; y < tetrisPiece.shape.length; y++) {
for (let x = 0; x < tetrisPiece.shape[y].length; x++) {
if (tetrisPiece.shape[y][x]) {
const boardX = tetrisPiece.x + x;
const boardY = tetrisPiece.y + y;
if (boardX < 0 || boardX >= 10 || boardY >= 20) return true;
if (boardY >= 0 && tetrisBoard[boardY][boardX]) return true;
}
}
}
return false;
}
function mergePiece() {
for (let y = 0; y < tetrisPiece.shape.length; y++) {
for (let x = 0; x < tetrisPiece.shape[y].length; x++) {
if (tetrisPiece.shape[y][x]) {
const boardY = tetrisPiece.y + y;
if (boardY >= 0) {
tetrisBoard[boardY][tetrisPiece.x + x] = tetrisPiece.color;
}
}
}
}
}
function clearLines() {
for (let y = tetrisBoard.length - 1; y >= 0; y--) {
if (tetrisBoard[y].every(cell => cell !== 0)) {
tetrisBoard.splice(y, 1);
tetrisBoard.unshift(Array(10).fill(0));
tetrisScore += 100;
}
}
}
function tetrisLoop() {
if (currentGame !== 'tetris') return;
// Auto-move down
if (!tetrisPiece) newTetrisPiece();
moveTetris(0, 1);
// Draw
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw board
for (let y = 0; y < 20; y++) {
for (let x = 0; x < 10; x++) {
if (tetrisBoard[y][x]) {
ctx.fillStyle = tetrisBoard[y][x];
ctx.fillRect(x * 30, y * 20, 29, 19);
}
}
}
// Draw piece
ctx.fillStyle = tetrisPiece.color;
for (let y = 0; y < tetrisPiece.shape.length; y++) {
for (let x = 0; x < tetrisPiece.shape[y].length; x++) {
if (tetrisPiece.shape[y][x]) {
ctx.fillRect((tetrisPiece.x + x) * 30, (tetrisPiece.y + y) * 20, 29, 19);
}
}
}
// Draw score
ctx.fillStyle = '#fff';
ctx.font = '20px Courier';
ctx.fillText('Score: ' + tetrisScore, 10, 30);
gameLoop = setTimeout(() => requestAnimationFrame(tetrisLoop), 500);
}
// ==================== CHROME DINO GAME ====================
let dino, dinoObstacles, dinoScore, dinoJumping, dinoGravity;
function initDino() {
dino = {x: 50, y: canvas.height - 50, width: 30, height: 40, jumpVelocity: 0};
dinoObstacles = [];
dinoScore = 0;
dinoJumping = false;
dinoGravity = 0.8;
groundY = canvas.height - 10;
// Clear previous loop if any
if (gameLoop) {
cancelAnimationFrame(gameLoop);
gameLoop = null;
}
// Keyboard controls
document.addEventListener('keydown', (e) => {
if (currentGame !== 'dino') return;
if ((e.code === 'Space' || e.code === 'ArrowUp') && !dinoJumping) {
dinoJumping = true;
dino.jumpVelocity = -15;
e.preventDefault();
}
});
// Touch controls for mobile
canvas.addEventListener('touchstart', (e) => {
if (currentGame !== 'dino') return;
e.preventDefault();
if (!dinoJumping) {
dinoJumping = true;
dino.jumpVelocity = -15;
}
}, {passive: false});
dinoLoop();
}
function dinoLoop() {
if (currentGame !== 'dino') return;
// Update dino
if (dinoJumping) {
dino.y += dino.jumpVelocity;
dino.jumpVelocity += dinoGravity;
if (dino.y >= groundY - dino.height) {
dino.y = groundY - dino.height;
dinoJumping = false;
dino.jumpVelocity = 0;
}
}
// Spawn obstacles
if (Math.random() < 0.02) {
dinoObstacles.push({
x: canvas.width,
y: groundY - 30 - Math.random() * 30,
width: 20 + Math.random() * 20,
height: 30 + Math.random() * 30
});
}
// Move obstacles
for (let obs of dinoObstacles) {
obs.x -= 6;
}
// Remove off-screen
dinoObstacles = dinoObstacles.filter(obs => obs.x + obs.width > 0);
// Check collision
for (let obs of dinoObstacles) {
if (dino.x < obs.x + obs.width &&
dino.x + dino.width > obs.x &&
dino.y < obs.y + obs.height &&
dino.y + dino.height > obs.y) {
gameOver('Game Over! Score: ' + Math.floor(dinoScore));
return;
}
}
dinoScore += 0.1;
// Draw
ctx.fillStyle = '#f7f7f7';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw ground
ctx.fillStyle = '#535353';
ctx.fillRect(0, groundY, canvas.width, 10);
// Draw dino
ctx.fillStyle = '#535353';
ctx.fillRect(dino.x, dino.y, dino.width, dino.height);
// Draw obstacles
for (let obs of dinoObstacles) {
ctx.fillRect(obs.x, obs.y, obs.width, obs.height);
}
// Draw score
ctx.fillStyle = '#535353';
ctx.font = '20px Courier';
ctx.fillText('Score: ' + Math.floor(dinoScore), 10, 30);
gameLoop = requestAnimationFrame(dinoLoop);
}
// Add keyup handler for smooth movement
let invadersPlayer = {x: 0, y: 0, width: 30, height: 20, dx: 0};
let invadersBullets = [];
let invadersAliens = [];
let invadersScore = 0;
let invadersDirection = 1; // 1 for right, -1 for left
let invadersMoveDown = false;
function shootBullet() {
if (!currentGame || currentGame !== 'invaders') return;
invadersBullets.push({
x: invadersPlayer.x + invadersPlayer.width / 2,
y: invadersPlayer.y,
dy: -5
});
}
function initInvaders() {
// Reset game state
invadersPlayer = {
x: canvas.width / 2 - 15,
y: canvas.height - 30,
width: 30,
height: 20,
dx: 0
};
invadersBullets = [];
invadersScore = 0;
invadersDirection = 1;
invadersMoveDown = false;
// Create alien grid
invadersAliens = [];
const rows = 4;
const cols = 8;
const alienWidth = 25;
const alienHeight = 20;
const padding = 10;
for (let row = 0; row < rows; row++) {
for (let col = 0; col < cols; col++) {
invadersAliens.push({
x: col * (alienWidth + padding) + 20,
y: row * (alienHeight + padding) + 30,
width: alienWidth,
height: alienHeight,
alive: true,
color: `hsl(${row * 90 + 120}, 100%, 60%)`
});
}
}
// Clear previous loop if any
if (gameLoop) {
cancelAnimationFrame(gameLoop);
gameLoop = null;
}
invadersLoop();
}
function invadersLoop() {
if (currentGame !== 'invaders') return;
// Move player
invadersPlayer.x += invadersPlayer.dx;
// Keep player on screen
if (invadersPlayer.x < 0) invadersPlayer.x = 0;
if (invadersPlayer.x > canvas.width - invadersPlayer.width) invadersPlayer.x = canvas.width - invadersPlayer.width;
// Move bullets
for (let bullet of invadersBullets) {
bullet.y += bullet.dy;
}
// Remove off-screen bullets
invadersBullets = invadersBullets.filter(bullet => bullet.y > 0);
// Check bullet-alien collisions
for (let bullet of invadersBullets) {
for (let alien of invadersAliens) {
if (alien.alive &&
bullet.x > alien.x && bullet.x < alien.x + alien.width &&
bullet.y > alien.y && bullet.y < alien.y + alien.height) {
alien.alive = false;
invadersScore += 10;
}
}
}
// Check win condition
if (invadersAliens.every(alien => !alien.alive)) {
gameOver('Victory! Score: ' + invadersScore);
return;
}
// Move aliens - check if any hit the edge
let hitEdge = false;
let rightmostX = 0;
let leftmostX = canvas.width;
// Find edges of alive aliens
for (let alien of invadersAliens) {
if (alien.alive) {
if (alien.x + alien.width > rightmostX) rightmostX = alien.x + alien.width;
if (alien.x < leftmostX) leftmostX = alien.x;
}
}
// Debug log
console.log('Direction:', invadersDirection, 'Rightmost:', rightmostX, 'Leftmost:', leftmostX, 'Canvas:', canvas.width);
// Check if aliens should move down and reverse
// Use >= for right edge, <= for left edge with margin
const margin = 5; // Safety margin
if (invadersDirection === 1 && rightmostX + margin >= canvas.width) {
console.log('Hit right edge! Reversing to left.');
invadersDirection = -1;
hitEdge = true;
} else if (invadersDirection === -1 && leftmostX - margin <= 0) {
console.log('Hit left edge! Reversing to right.');
invadersDirection = 1;
hitEdge = true;
}
// If hit edge, move down
if (hitEdge) {
for (let alien of invadersAliens) {
if (alien.alive) {
alien.y += 15; // Move down more
}
}
}
// Move all aliens horizontally
for (let alien of invadersAliens) {
if (alien.alive) {
alien.x += invadersDirection * 3; // Move faster
}
}
// Check game over (aliens reach bottom)
for (let alien of invadersAliens) {
if (alien.alive && alien.y + alien.height >= invadersPlayer.y) {
gameOver('Game Over! Aliens reached Earth! Score: ' + invadersScore);
return;
}
}
// Draw
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw stars background
ctx.fillStyle = '#fff';
for (let i = 0; i < 20; i++) {
const x = (i * 37 + invadersScore) % canvas.width;
const y = (i * 23) % canvas.height;
ctx.fillRect(x, y, 2, 2);
}
// Draw aliens
for (let alien of invadersAliens) {
if (alien.alive) {
ctx.fillStyle = alien.color;
ctx.fillRect(alien.x, alien.y, alien.width, alien.height);
// Draw alien eyes
ctx.fillStyle = '#000';
ctx.fillRect(alien.x + 5, alien.y + 5, 4, 4);
ctx.fillRect(alien.x + alien.width - 9, alien.y + 5, 4, 4);
}
}
// Draw player
ctx.fillStyle = '#00ff00';
ctx.fillRect(invadersPlayer.x, invadersPlayer.y, invadersPlayer.width, invadersPlayer.height);
// Player cannon
ctx.fillRect(invadersPlayer.x + 12, invadersPlayer.y - 5, 6, 5);
// Draw bullets
ctx.fillStyle = '#ff0';
for (let bullet of invadersBullets) {
ctx.fillRect(bullet.x - 1, bullet.y, 2, 5);
}
// Draw score
ctx.fillStyle = '#fff';
ctx.font = '20px Courier';
ctx.fillText('Score: ' + invadersScore, 10, 25);
gameLoop = requestAnimationFrame(invadersLoop);
}
// ==================== GAME OVER ====================
function gameOver(message) {
// Stop game loop but keep currentGame active for restart
if (gameLoop) {
if (currentGame === 'tetris') {
clearTimeout(gameLoop);
} else {
cancelAnimationFrame(gameLoop);
}
gameLoop = null;
}
// Draw game over screen
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#fff';
ctx.font = '24px Courier';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(message, canvas.width / 2, canvas.height / 2 - 20);
ctx.font = '16px Courier';
ctx.fillText('Tap Restart button below', canvas.width / 2, canvas.height / 2 + 20);
ctx.textAlign = 'left';
ctx.textBaseline = 'alphabetic';
}
// Mobile control handlers
function setupMobileControls(gameName) {
// D-Pad buttons
const btnUp = document.getElementById('btnUp');
const btnDown = document.getElementById('btnDown');
const btnLeft = document.getElementById('btnLeft');
const btnRight = document.getElementById('btnRight');
const btnAction = document.getElementById('btnAction');
// Remove old listeners
const newBtnUp = btnUp.cloneNode(true);
const newBtnDown = btnDown.cloneNode(true);
const newBtnLeft = btnLeft.cloneNode(true);
const newBtnRight = btnRight.cloneNode(true);
const newBtnAction = btnAction.cloneNode(true);
btnUp.parentNode.replaceChild(newBtnUp, btnUp);
btnDown.parentNode.replaceChild(newBtnDown, btnDown);
btnLeft.parentNode.replaceChild(newBtnLeft, btnLeft);
btnRight.parentNode.replaceChild(newBtnRight, btnRight);
btnAction.parentNode.replaceChild(newBtnAction, btnAction);
// Add touch handlers
if (gameName === 'snake') {
newBtnUp.addEventListener('touchstart', (e) => { e.preventDefault(); if (direction.y === 0) direction = {x: 0, y: -1}; });
newBtnDown.addEventListener('touchstart', (e) => { e.preventDefault(); if (direction.y === 0) direction = {x: 0, y: 1}; });
newBtnLeft.addEventListener('touchstart', (e) => { e.preventDefault(); if (direction.x === 0) direction = {x: -1, y: 0}; });
newBtnRight.addEventListener('touchstart', (e) => { e.preventDefault(); if (direction.x === 0) direction = {x: 1, y: 0}; });
} else if (gameName === 'tetris') {
newBtnUp.addEventListener('touchstart', (e) => { e.preventDefault(); rotateTetris(); });
newBtnDown.addEventListener('touchstart', (e) => { e.preventDefault(); moveTetris(0, 1); });
newBtnLeft.addEventListener('touchstart', (e) => { e.preventDefault(); moveTetris(-1, 0); });
newBtnRight.addEventListener('touchstart', (e) => { e.preventDefault(); moveTetris(1, 0); });
// Hold down for repeated movement
let moveInterval;
newBtnDown.addEventListener('touchstart', (e) => {
e.preventDefault();
moveInterval = setInterval(() => moveTetris(0, 1), 100);
});
newBtnDown.addEventListener('touchend', () => clearInterval(moveInterval));
} else if (gameName === 'invaders') {
// Space Invaders controls
newBtnLeft.addEventListener('touchstart', (e) => { e.preventDefault(); invadersPlayer.dx = -3; });
newBtnLeft.addEventListener('touchend', (e) => { e.preventDefault(); if (invadersPlayer.dx < 0) invadersPlayer.dx = 0; });
newBtnRight.addEventListener('touchstart', (e) => { e.preventDefault(); invadersPlayer.dx = 3; });
newBtnRight.addEventListener('touchend', (e) => { e.preventDefault(); if (invadersPlayer.dx > 0) invadersPlayer.dx = 0; });
newBtnUp.style.display = 'none';
newBtnDown.style.display = 'none';
// Shoot button
newBtnAction.addEventListener('touchstart', (e) => {
e.preventDefault();
shootBullet();
});
} else if (gameName === 'dino') {
newBtnAction.addEventListener('touchstart', (e) => {
e.preventDefault();
if (!dinoJumping) {
dinoJumping = true;
dino.jumpVelocity = -15;
}
});
// Also allow tap on canvas to jump
canvas.addEventListener('touchstart', (e) => {
e.preventDefault();
if (!dinoJumping) {
dinoJumping = true;
dino.jumpVelocity = -15;
}
});
}
}
// Global keyboard event listener
document.addEventListener('keydown', (e) => {
if (!currentGame) return;
switch(currentGame) {
case 'snake':
handleSnakeInput(e);
break;
case 'tetris':
handleTetrisInput(e);
break;
case 'dino':
if ((e.code === 'Space' || e.code === 'ArrowUp') && !dinoJumping) {
dinoJumping = true;
dino.jumpVelocity = -15;
e.preventDefault();
}
break;
case 'invaders':
if (e.code === 'Space' || e.code === 'ArrowUp') {
shootBullet();
e.preventDefault();
} else if (e.code === 'ArrowLeft') {
invadersPlayer.dx = -3;
} else if (e.code === 'ArrowRight') {
invadersPlayer.dx = 3;
}
break;
}
});
// Add keyup handler for smooth movement
document.addEventListener('keyup', (e) => {
if (currentGame === 'invaders') {
if (e.code === 'ArrowLeft' || e.code === 'ArrowRight') {
invadersPlayer.dx = 0;
}
}
});
// Prevent context menu on long press
document.addEventListener('contextmenu', function(event) {
if (event.target.tagName === 'CANVAS' || event.target.tagName === 'BUTTON') {
event.preventDefault();
}
});
// Close modal when clicking outside
window.onclick = function(event) {
const modal = document.getElementById('gameModal');
if (event.target === modal) {
closeGame();
}
}
// ==================== CHESS GAME ====================
let chessGameInstance = null;
let chessClickHandler = null;
function initChess() {
// Make canvas square for chess
const size = Math.min(canvas.width, canvas.height);
canvas.width = size;
canvas.height = size;
// Create instance
chessGameInstance = new ChessGame(canvas, ctx);
chessGameInstance.draw();
// Add click handler
chessClickHandler = function(e) {
if (currentGame !== 'chess' || !chessGameInstance) return;
const rect = canvas.getBoundingClientRect();
const clientX = e.clientX || (e.touches && e.touches[0] ? e.touches[0].clientX : 0);
const clientY = e.clientY || (e.touches && e.touches[0] ? e.touches[0].clientY : 0);
// Scale coordinates to canvas internal resolution
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
const x = (clientX - rect.left) * scaleX;
const y = (clientY - rect.top) * scaleY;
chessGameInstance.handleClick(x, y);
chessGameInstance.draw();
};
canvas.addEventListener('click', chessClickHandler);
canvas.addEventListener('touchstart', chessClickHandler, {passive: false});
}