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@@ -1,19 +1,560 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>JS Coding Game - Ultra Advanced Template</title>
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<!-- CodeMirror CSS & JS -->
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<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/codemirror/5.65.5/codemirror.min.css">
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<script src="https://cdnjs.cloudflare.com/ajax/libs/codemirror/5.65.5/codemirror.min.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/codemirror/5.65.5/mode/javascript/javascript.min.js"></script>
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<!-- Matter.js Library -->
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<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>
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<style>
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body { font-family: Arial, sans-serif; padding: 10px; }
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#editor { width: 100%; height: 200px; }
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#runBtn, #stopBtn { padding: 8px 15px; margin-top: 5px; margin-right: 5px; cursor: pointer; }
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#output { background: black; color: lime; padding: 10px; height: 100px; overflow-y: auto; font-family: monospace; }
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#gameCanvas { border: 1px solid black; background: lightblue; display: block; margin-top: 10px; }
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#guide { background: #f4f4f4; border: 1px solid #ccc; padding: 10px; margin-bottom: 15px; }
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#status { margin-top: 10px; font-family: monospace; }
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h3, h4 { margin: 5px 0; }
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.cooldown { color: gray; }
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</style>
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</head>
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<body>
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<!-- How To Play Guide -->
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<div id="guide">
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<h3>How to Play</h3>
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<p>
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Write JavaScript in the editor to control the hero in a dynamic world. Define an <code>update()</code> function that runs every 100ms when you click "Run Code." Use "Stop" to pause.
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</p>
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<h4>Commands (with Cooldowns)</h4>
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<ul>
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<li><code>console.log("move 5");</code> – Sets x-velocity (no cooldown).</li>
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<li><code>console.log("jump 0.05");</code> – Jumping force (0.5s cooldown).</li>
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<li><code>console.log("attack sword");</code> – Sword attack (1s cooldown).</li>
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<li><code>console.log("attack bow");</code> – Fires arrow (2s cooldown).</li>
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<li><code>console.log("attack bomb");</code> – Throws bomb (3s cooldown).</li>
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<li><code>console.log("heal 20");</code> – Heals hero (5s cooldown, requires potion).</li>
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</ul>
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<h4>Advanced Features</h4>
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<p>Create continuous logic:</p>
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<pre style="background:#eee; padding:10px;">
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function update() {
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if (hero.position.x < portal.position.x) console.log("move 5");
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if (enemies.length > 0 && hero.inventory.potions > 0 && hero.health < 50) console.log("heal 20");
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}
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</pre>
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<p>Key variables:</p>
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<ul>
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<li><code>hero</code> – Hero body (<code>.health</code>, <code>.inventory</code>, <code>.abilities</code>).</li>
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<li><code>enemies</code> – Array of enemies (incl. boss).</li>
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<li><code>items</code> – Array of collectibles.</li>
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<li><code>portal</code> – Exit portal body.</li>
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<li><code>obstacles</code> – Array of hazards.</li>
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<li><code>engine</code>, <code>world</code> – Matter.js instances.</li>
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</ul>
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</div>
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<!-- Task Display -->
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<h4>Task: <span id="taskText"></span></h4>
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<!-- Game Status -->
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<div id="status">
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<p>Health: <span id="health">100</span> | Score: <span id="score">0</span> | Potions: <span id="potions">0</span></p>
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<p>Cooldowns: Jump: <span id="cdJump">Ready</span> | Sword: <span id="cdSword">Ready</span> | Bow: <span id="cdBow">Ready</span> | Bomb: <span id="cdBomb">Ready</span> | Heal: <span id="cdHeal">Ready</span></p>
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</div>
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<!-- Code Editor -->
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<textarea id="editor">
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// Continuous game logic to clear first level (Collect a potion)
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function update() {
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// Target the first potion at x=200
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const targetX = 200;
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// Move toward the potion
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if (hero.position.x < targetX - 10) {
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console.log("move 5");
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} else if (hero.position.x > targetX + 10) {
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console.log("move -5");
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} else {
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console.log("move 0"); // Stop near the potion
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}
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// Jump over obstacles if close
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obstacles.forEach(obstacle => {
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const distanceX = Math.abs(hero.position.x - obstacle.position.x);
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const distanceY = hero.position.y - obstacle.position.y;
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if (distanceX < 50 && distanceY > 0) {
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console.log("jump 0.05");
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}
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});
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// Stop once potion is collected
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if (hero.inventory.potions > 0) {
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console.log("move 0");
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}
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}
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</textarea>
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<br>
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<button id="runBtn">Run Code</button>
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<button id="stopBtn">Stop</button>
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<!-- Console Output -->
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<h4>Output:</h4>
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<div id="output"></div>
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<!-- Game Canvas -->
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<canvas id="gameCanvas"></canvas>
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<script>
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// --- Setup CodeMirror Editor ---
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const editor = CodeMirror.fromTextArea(document.getElementById("editor"), {
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mode: "javascript",
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lineNumbers: true
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});
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// --- Matter.js Game Setup ---
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const Engine = Matter.Engine,
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Render = Matter.Render,
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World = Matter.World,
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Bodies = Matter.Bodies,
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Body = Matter.Body,
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Events = Matter.Events;
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const engine = Engine.create();
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const render = Render.create({
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canvas: document.getElementById("gameCanvas"),
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engine: engine,
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options: { width: 800, height: 400, wireframes: false, background: '#87CEEB' }
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});
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// Collision Categories
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const categoryHero = 0x0001;
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const categoryEnemy = 0x0002;
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const categoryProjectile = 0x0004;
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const categoryWeapon = 0x0008;
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const categoryItem = 0x0010;
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const categoryStatic = 0x0020;
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const categoryHazard = 0x0040;
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// --- Procedural Level Generation ---
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const ground = Bodies.rectangle(400, 390, 800, 20, {
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isStatic: true,
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render: { fillStyle: 'brown' },
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collisionFilter: { category: categoryStatic }
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});
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const obstacles = [];
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for (let i = 0; i < 5; i++) {
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const x = 150 + i * 150;
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const y = 350 - Math.random() * 100;
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obstacles.push(Bodies.rectangle(x, y, 50, 20, {
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isStatic: true,
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render: { fillStyle: 'gray' },
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collisionFilter: { category: categoryHazard, mask: categoryHero | categoryEnemy }
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}));
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}
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const hero = Bodies.rectangle(50, 350, 40, 40, {
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restitution: 0.5,
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render: { fillStyle: 'blue' },
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collisionFilter: { category: categoryHero, mask: 0xFFFF }
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});
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hero.health = 100;
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hero.inventory = { potions: 0 };
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hero.abilities = {
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jump: { cooldown: 500, lastUsed: 0 },
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sword: { cooldown: 1000, lastUsed: 0 },
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bow: { cooldown: 2000, lastUsed: 0 },
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bomb: { cooldown: 3000, lastUsed: 0 },
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heal: { cooldown: 5000, lastUsed: 0 }
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};
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const sword = Bodies.rectangle(90, 350, 30, 10, {
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isStatic: true,
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render: { visible: false, fillStyle: 'silver' },
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collisionFilter: { category: categoryWeapon }
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});
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let arrows = [];
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let bombs = [];
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let enemyProjectiles = [];
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const enemies = [
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Bodies.rectangle(300, 350, 40, 40, {
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render: { fillStyle: 'red' },
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collisionFilter: { category: categoryEnemy }
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}),
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Bodies.rectangle(450, 350, 40, 40, {
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render: { fillStyle: 'red' },
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collisionFilter: { category: categoryEnemy }
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}),
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Bodies.rectangle(700, 350, 60, 60, {
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render: { fillStyle: 'purple' },
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collisionFilter: { category: categoryEnemy },
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isBoss: true, health: 50
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})
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];
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enemies.forEach(e => e.isEnemy = true);
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const items = [
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Bodies.circle(200, 300, 10, {
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isStatic: true,
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render: { fillStyle: 'green' },
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collisionFilter: { category: categoryItem },
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isPotion: true
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}),
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Bodies.circle(500, 300, 10, {
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isStatic: true,
|
212 |
+
render: { fillStyle: 'green' },
|
213 |
+
collisionFilter: { category: categoryItem },
|
214 |
+
isPotion: true
|
215 |
+
})
|
216 |
+
];
|
217 |
+
|
218 |
+
const portal = Bodies.rectangle(750, 350, 40, 40, {
|
219 |
+
isStatic: true,
|
220 |
+
render: { fillStyle: 'cyan' },
|
221 |
+
collisionFilter: { category: categoryStatic },
|
222 |
+
isPortal: true
|
223 |
+
});
|
224 |
+
|
225 |
+
let score = 0;
|
226 |
+
|
227 |
+
World.add(engine.world, [ground, ...obstacles, hero, sword, ...enemies, ...items, portal]);
|
228 |
+
Engine.run(engine);
|
229 |
+
Render.run(render);
|
230 |
+
|
231 |
+
// --- Expose Variables Globally ---
|
232 |
+
window.engine = engine;
|
233 |
+
window.world = engine.world;
|
234 |
+
window.hero = hero;
|
235 |
+
window.enemies = enemies;
|
236 |
+
window.items = items;
|
237 |
+
window.obstacles = obstacles;
|
238 |
+
window.portal = portal;
|
239 |
+
window.sword = sword;
|
240 |
+
|
241 |
+
// --- Task System ---
|
242 |
+
const tasks = [
|
243 |
+
{ id: 1, text: "Collect a potion", condition: () => hero.inventory.potions > 0 },
|
244 |
+
{ id: 2, text: "Defeat 2 regular enemies", condition: () => enemies.filter(e => !e.isBoss && e.isRemoved).length >= 2 },
|
245 |
+
{ id: 3, text: "Defeat the boss (purple enemy)", condition: () => enemies.filter(e => e.isBoss)[0].isRemoved },
|
246 |
+
{ id: 4, text: "Reach the portal with all enemies defeated", condition: () => enemies.every(e => e.isRemoved) && Matter.Bounds.overlaps(hero.bounds, portal.bounds) }
|
247 |
+
];
|
248 |
+
let currentTaskIndex = 0;
|
249 |
+
function updateTaskText() {
|
250 |
+
document.getElementById("taskText").innerText = tasks[currentTaskIndex].text;
|
251 |
+
}
|
252 |
+
updateTaskText();
|
253 |
+
|
254 |
+
// --- Advanced Enemy AI ---
|
255 |
+
function moveEnemies() {
|
256 |
+
enemies.forEach(enemy => {
|
257 |
+
if (enemy.isRemoved) return;
|
258 |
+
const dx = hero.position.x - enemy.position.x;
|
259 |
+
const speed = enemy.isBoss ? 2 : 1.5;
|
260 |
+
Body.setVelocity(enemy, { x: dx > 0 ? speed : -speed, y: enemy.velocity.y });
|
261 |
+
if (Math.random() < (enemy.isBoss ? 0.02 : 0.01)) Body.applyForce(enemy, enemy.position, { x: 0, y: -0.05 });
|
262 |
+
if (Math.random() < (enemy.isBoss ? 0.02 : 0.005)) enemyFireProjectile(enemy);
|
263 |
+
});
|
264 |
+
}
|
265 |
+
setInterval(moveEnemies, 100);
|
266 |
+
|
267 |
+
function enemyFireProjectile(enemy) {
|
268 |
+
const projectile = Bodies.circle(enemy.position.x, enemy.position.y, enemy.isBoss ? 10 : 5, {
|
269 |
+
restitution: 0.2,
|
270 |
+
render: { fillStyle: enemy.isBoss ? 'magenta' : 'orange' },
|
271 |
+
collisionFilter: { category: categoryProjectile },
|
272 |
+
isProjectile: true,
|
273 |
+
damage: enemy.isBoss ? 20 : 10
|
274 |
+
});
|
275 |
+
const dx = hero.position.x - enemy.position.x;
|
276 |
+
const dy = hero.position.y - enemy.position.y;
|
277 |
+
const angle = Math.atan2(dy, dx);
|
278 |
+
Body.setVelocity(projectile, { x: 5 * Math.cos(angle), y: 5 * Math.sin(angle) });
|
279 |
+
enemyProjectiles.push(projectile);
|
280 |
+
World.add(engine.world, projectile);
|
281 |
+
setTimeout(() => {
|
282 |
+
enemyProjectiles = enemyProjectiles.filter(p => p !== projectile);
|
283 |
+
World.remove(engine.world, projectile);
|
284 |
+
}, 3000);
|
285 |
+
}
|
286 |
+
|
287 |
+
// --- Command Handlers with Cooldowns ---
|
288 |
+
function customConsoleLog(...args) {
|
289 |
+
const outputDiv = document.getElementById("output");
|
290 |
+
outputDiv.innerHTML += args.join(" ") + "<br>";
|
291 |
+
handleGameAction(args.join(" "));
|
292 |
+
}
|
293 |
+
|
294 |
+
function handleGameAction(command) {
|
295 |
+
const parts = command.split(" ");
|
296 |
+
const action = parts[0];
|
297 |
+
const param = parts[1];
|
298 |
+
const value = parseFloat(parts[1]);
|
299 |
+
const now = Date.now();
|
300 |
+
|
301 |
+
function isCooldownReady(ability) {
|
302 |
+
return now - hero.abilities[ability].lastUsed >= hero.abilities[ability].cooldown;
|
303 |
+
}
|
304 |
+
|
305 |
+
function updateCooldownDisplay(ability, ready) {
|
306 |
+
document.getElementById(`cd${ability.charAt(0).toUpperCase() + ability.slice(1)}`).innerText = ready ? "Ready" : `${((hero.abilities[ability].lastUsed + hero.abilities[ability].cooldown - now) / 1000).toFixed(1)}s`;
|
307 |
+
}
|
308 |
+
|
309 |
+
if (action === "move" && !isNaN(value)) {
|
310 |
+
Body.setVelocity(hero, { x: value, y: hero.velocity.y });
|
311 |
+
} else if (action === "jump" && !isNaN(value) && isCooldownReady("jump")) {
|
312 |
+
Body.applyForce(hero, hero.position, { x: 0, y: -value });
|
313 |
+
hero.abilities.jump.lastUsed = now;
|
314 |
+
updateCooldownDisplay("jump", false);
|
315 |
+
} else if (action === "attack") {
|
316 |
+
if (param === "sword" && isCooldownReady("sword")) {
|
317 |
+
performSwordAttack();
|
318 |
+
hero.abilities.sword.lastUsed = now;
|
319 |
+
updateCooldownDisplay("sword", false);
|
320 |
+
} else if (param === "bow" && isCooldownReady("bow")) {
|
321 |
+
fireArrow();
|
322 |
+
hero.abilities.bow.lastUsed = now;
|
323 |
+
updateCooldownDisplay("bow", false);
|
324 |
+
} else if (param === "bomb" && isCooldownReady("bomb")) {
|
325 |
+
throwBomb();
|
326 |
+
hero.abilities.bomb.lastUsed = now;
|
327 |
+
updateCooldownDisplay("bomb", false);
|
328 |
+
}
|
329 |
+
} else if (action === "heal" && !isNaN(value) && isCooldownReady("heal") && hero.inventory.potions > 0) {
|
330 |
+
hero.health = Math.min(100, hero.health + value);
|
331 |
+
hero.inventory.potions--;
|
332 |
+
hero.abilities.heal.lastUsed = now;
|
333 |
+
document.getElementById("health").innerText = hero.health;
|
334 |
+
document.getElementById("potions").innerText = hero.inventory.potions;
|
335 |
+
updateCooldownDisplay("heal", false);
|
336 |
+
}
|
337 |
+
}
|
338 |
+
|
339 |
+
function performSwordAttack() {
|
340 |
+
Body.setPosition(sword, { x: hero.position.x + 30, y: hero.position.y });
|
341 |
+
sword.render.visible = true;
|
342 |
+
enemies.forEach(enemy => {
|
343 |
+
if (!enemy.isRemoved && Matter.Bounds.overlaps(sword.bounds, enemy.bounds)) {
|
344 |
+
if (enemy.isBoss) {
|
345 |
+
enemy.health -= 10;
|
346 |
+
if (enemy.health <= 0) {
|
347 |
+
World.remove(engine.world, enemy);
|
348 |
+
enemy.isRemoved = true;
|
349 |
+
score += 50;
|
350 |
+
}
|
351 |
+
} else {
|
352 |
+
World.remove(engine.world, enemy);
|
353 |
+
enemy.isRemoved = true;
|
354 |
+
score += 10;
|
355 |
+
}
|
356 |
+
document.getElementById("score").innerText = score;
|
357 |
+
}
|
358 |
+
});
|
359 |
+
setTimeout(() => sword.render.visible = false, 500);
|
360 |
+
}
|
361 |
+
|
362 |
+
function fireArrow() {
|
363 |
+
const arrow = Bodies.rectangle(hero.position.x + 20, hero.position.y, 20, 5, {
|
364 |
+
restitution: 0.2,
|
365 |
+
render: { fillStyle: 'yellow' },
|
366 |
+
collisionFilter: { category: categoryWeapon },
|
367 |
+
isArrow: true
|
368 |
+
});
|
369 |
+
Body.setVelocity(arrow, { x: 5, y: 0 });
|
370 |
+
arrows.push(arrow);
|
371 |
+
World.add(engine.world, arrow);
|
372 |
+
setTimeout(() => {
|
373 |
+
arrows = arrows.filter(a => a !== arrow);
|
374 |
+
World.remove(engine.world, arrow);
|
375 |
+
}, 3000);
|
376 |
+
}
|
377 |
+
|
378 |
+
function throwBomb() {
|
379 |
+
const bomb = Bodies.circle(hero.position.x, hero.position.y - 10, 10, {
|
380 |
+
restitution: 0.5,
|
381 |
+
render: { fillStyle: 'black' },
|
382 |
+
collisionFilter: { category: categoryWeapon }
|
383 |
+
});
|
384 |
+
Body.setVelocity(bomb, { x: 3, y: -3 });
|
385 |
+
bombs.push(bomb);
|
386 |
+
World.add(engine.world, bomb);
|
387 |
+
setTimeout(() => {
|
388 |
+
bombs = bombs.filter(b => b !== bomb);
|
389 |
+
World.remove(engine.world, bomb);
|
390 |
+
enemies.forEach(enemy => {
|
391 |
+
if (!enemy.isRemoved && Matter.Bounds.overlaps(bomb.bounds, enemy.bounds)) {
|
392 |
+
if (enemy.isBoss) {
|
393 |
+
enemy.health -= 20;
|
394 |
+
if (enemy.health <= 0) {
|
395 |
+
World.remove(engine.world, enemy);
|
396 |
+
enemy.isRemoved = true;
|
397 |
+
score += 50;
|
398 |
+
}
|
399 |
+
} else {
|
400 |
+
World.remove(engine.world, enemy);
|
401 |
+
enemy.isRemoved = true;
|
402 |
+
score += 10;
|
403 |
+
}
|
404 |
+
document.getElementById("score").innerText = score;
|
405 |
+
}
|
406 |
+
});
|
407 |
+
}, 2000);
|
408 |
+
}
|
409 |
+
|
410 |
+
// --- Collision Handling ---
|
411 |
+
Events.on(engine, 'collisionStart', function(event) {
|
412 |
+
const pairs = event.pairs;
|
413 |
+
pairs.forEach(pair => {
|
414 |
+
const bodyA = pair.bodyA;
|
415 |
+
const bodyB = pair.bodyB;
|
416 |
+
|
417 |
+
// Hero vs Enemy
|
418 |
+
if ((bodyA === hero && bodyB.isEnemy) || (bodyB === hero && bodyA.isEnemy)) {
|
419 |
+
hero.health -= bodyA.isBoss || bodyB.isBoss ? 30 : 20;
|
420 |
+
checkHeroHealth();
|
421 |
+
}
|
422 |
+
|
423 |
+
// Hero vs Enemy Projectile
|
424 |
+
if ((bodyA === hero && bodyB.isProjectile) || (bodyB === hero && bodyA.isProjectile)) {
|
425 |
+
const projectile = bodyA.isProjectile ? bodyA : bodyB;
|
426 |
+
hero.health -= projectile.damage;
|
427 |
+
World.remove(engine.world, projectile);
|
428 |
+
enemyProjectiles = enemyProjectiles.filter(p => p !== projectile);
|
429 |
+
checkHeroHealth();
|
430 |
+
}
|
431 |
+
|
432 |
+
// Enemy vs Hero Weapon
|
433 |
+
if ((bodyA.isArrow && bodyB.isEnemy) || (bodyB.isArrow && bodyA.isEnemy)) {
|
434 |
+
const arrow = bodyA.isArrow ? bodyA : bodyB;
|
435 |
+
const enemy = bodyA.isEnemy ? bodyA : bodyB;
|
436 |
+
if (enemy.isBoss) {
|
437 |
+
enemy.health -= 5;
|
438 |
+
if (enemy.health <= 0) {
|
439 |
+
World.remove(engine.world, enemy);
|
440 |
+
enemy.isRemoved = true;
|
441 |
+
score += 50;
|
442 |
+
}
|
443 |
+
} else {
|
444 |
+
World.remove(engine.world, enemy);
|
445 |
+
enemy.isRemoved = true;
|
446 |
+
score += 10;
|
447 |
+
}
|
448 |
+
World.remove(engine.world, arrow);
|
449 |
+
arrows = arrows.filter(a => a !== arrow);
|
450 |
+
document.getElementById("score").innerText = score;
|
451 |
+
}
|
452 |
+
|
453 |
+
// Hero vs Item
|
454 |
+
if ((bodyA === hero && bodyB.isPotion) || (bodyB === hero && bodyA.isPotion)) {
|
455 |
+
const potion = bodyA === hero ? bodyB : bodyA;
|
456 |
+
hero.inventory.potions++;
|
457 |
+
World.remove(engine.world, potion);
|
458 |
+
items.splice(items.indexOf(potion), 1);
|
459 |
+
document.getElementById("potions").innerText = hero.inventory.potions;
|
460 |
+
}
|
461 |
+
|
462 |
+
// Hero vs Obstacle (Hazard)
|
463 |
+
if ((bodyA === hero && bodyB.collisionFilter.category === categoryHazard) || (bodyB === hero && bodyA.collisionFilter.category === categoryHazard)) {
|
464 |
+
hero.health -= 5;
|
465 |
+
checkHeroHealth();
|
466 |
+
}
|
467 |
+
});
|
468 |
+
});
|
469 |
+
|
470 |
+
function checkHeroHealth() {
|
471 |
+
document.getElementById("health").innerText = hero.health;
|
472 |
+
if (hero.health <= 0) {
|
473 |
+
alert("Game Over! Hero defeated.");
|
474 |
+
resetGame();
|
475 |
+
}
|
476 |
+
}
|
477 |
+
|
478 |
+
// --- Game Logic ---
|
479 |
+
function checkTaskCompletion() {
|
480 |
+
if (tasks[currentTaskIndex].condition()) {
|
481 |
+
alert(`✅ Task Completed: ${tasks[currentTaskIndex].text}`);
|
482 |
+
currentTaskIndex++;
|
483 |
+
if (currentTaskIndex < tasks.length) {
|
484 |
+
updateTaskText();
|
485 |
+
resetGame(false);
|
486 |
+
} else {
|
487 |
+
alert("🎉 Victory! You’ve conquered the level!");
|
488 |
+
}
|
489 |
+
}
|
490 |
+
}
|
491 |
+
|
492 |
+
function resetGame(fullReset = true) {
|
493 |
+
hero.health = 100;
|
494 |
+
Body.setPosition(hero, { x: 50, y: 350 });
|
495 |
+
Body.setVelocity(hero, { x: 0, y: 0 });
|
496 |
+
document.getElementById("health").innerText = hero.health;
|
497 |
+
if (fullReset) {
|
498 |
+
hero.inventory.potions = 0;
|
499 |
+
score = 0;
|
500 |
+
document.getElementById("score").innerText = score;
|
501 |
+
document.getElementById("potions").innerText = hero.inventory.potions;
|
502 |
+
enemies.forEach(e => e.isRemoved && World.remove(engine.world, e));
|
503 |
+
enemies.length = 0;
|
504 |
+
enemies.push(...[
|
505 |
+
Bodies.rectangle(300, 350, 40, 40, { render: { fillStyle: 'red' }, collisionFilter: { category: categoryEnemy } }),
|
506 |
+
Bodies.rectangle(450, 350, 40, 40, { render: { fillStyle: 'red' }, collisionFilter: { category: categoryEnemy } }),
|
507 |
+
Bodies.rectangle(700, 350, 60, 60, { render: { fillStyle: 'purple' }, collisionFilter: { category: categoryEnemy }, isBoss: true, health: 50 })
|
508 |
+
]);
|
509 |
+
enemies.forEach(e => e.isEnemy = true);
|
510 |
+
World.add(engine.world, enemies);
|
511 |
+
items.length = 0;
|
512 |
+
items.push(...[
|
513 |
+
Bodies.circle(200, 300, 10, { isStatic: true, render: { fillStyle: 'green' }, collisionFilter: { category: categoryItem }, isPotion: true }),
|
514 |
+
Bodies.circle(500, 300, 10, { isStatic: true, render: { fillStyle: 'green' }, collisionFilter: { category: categoryItem }, isPotion: true })
|
515 |
+
]);
|
516 |
+
World.add(engine.world, items);
|
517 |
+
currentTaskIndex = 0;
|
518 |
+
updateTaskText();
|
519 |
+
}
|
520 |
+
}
|
521 |
+
|
522 |
+
// --- Continuous Code Execution ---
|
523 |
+
let updateInterval;
|
524 |
+
document.getElementById("runBtn").addEventListener("click", () => {
|
525 |
+
if (updateInterval) clearInterval(updateInterval);
|
526 |
+
document.getElementById("output").innerHTML = "";
|
527 |
+
const userCode = editor.getValue();
|
528 |
+
try {
|
529 |
+
const oldConsoleLog = console.log;
|
530 |
+
console.log = customConsoleLog;
|
531 |
+
const userFunction = new Function(userCode + '; return update;');
|
532 |
+
const updateFn = userFunction();
|
533 |
+
if (typeof updateFn === 'function') {
|
534 |
+
updateInterval = setInterval(() => {
|
535 |
+
try {
|
536 |
+
updateFn();
|
537 |
+
checkTaskCompletion();
|
538 |
+
const now = Date.now();
|
539 |
+
['jump', 'sword', 'bow', 'bomb', 'heal'].forEach(ability => {
|
540 |
+
if (now - hero.abilities[ability].lastUsed >= hero.abilities[ability].cooldown) {
|
541 |
+
document.getElementById(`cd${ability.charAt(0).toUpperCase() + ability.slice(1)}`).innerText = "Ready";
|
542 |
+
}
|
543 |
+
});
|
544 |
+
} catch (error) {
|
545 |
+
document.getElementById("output").innerHTML += 'Error in update: ' + error.message + '<br>';
|
546 |
+
}
|
547 |
+
}, 100);
|
548 |
+
}
|
549 |
+
console.log = oldConsoleLog;
|
550 |
+
} catch (error) {
|
551 |
+
document.getElementById("output").innerHTML = "Error: " + error.message;
|
552 |
+
}
|
553 |
+
});
|
554 |
+
|
555 |
+
document.getElementById("stopBtn").addEventListener("click", () => {
|
556 |
+
if (updateInterval) clearInterval(updateInterval);
|
557 |
+
});
|
558 |
+
</script>
|
559 |
+
</body>
|
560 |
+
</html>
|