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40 kB
| // 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}); | |
| } | |