821 lines
29 KiB
Plaintext
821 lines
29 KiB
Plaintext
<!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="
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width=device-width,
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initial-scale=1.0,
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maximum-scale=1.0,
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user-scalable=no,
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viewport-fit=cover">
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<link rel="shortcut icon"
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href="
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https://upload.wikimedia.org/wikipedia/commons/thumb/c/cf/UZ_road_sign_1.25.2.svg/960px-UZ_road_sign_1.25.2.svg.png"
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type="image/svg+xml">
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<title>404 not found</title>
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<style>
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/* ==========================================
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BASE LAYOUT & TYPOGRAPHY
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========================================== */
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body {
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margin: 0;
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padding: 0;
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display: flex;
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justify-content: center;
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align-items: center;
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min-height: 100dvh;
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/* Background gradient outside the game container */
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background: linear-gradient(to bottom, #64b3f4, #c2e59c);
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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overflow: hidden;
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/* Prevents accidental text selection or zooming
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while frantically tapping the screen */
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touch-action: none;
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-webkit-touch-callout: none;
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-webkit-user-select: none;
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user-select: none;
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}
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/* ==========================================
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GAME CONTAINER & CANVAS
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========================================== */
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.game-container {
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position: relative;
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box-shadow: 0 10px 40px rgba(0, 0, 0, 0.6);
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overflow: hidden;
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/* Maintains a standard portrait aspect ratio */
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aspect-ratio: 360 / 640;
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width: 90vw;
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height: 90dvh;
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max-width: 90%;
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max-height: 90%;
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border-radius: 16px;
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container-type: inline-size;
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}
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/* Adjusts sizing for desktop monitors */
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@media (min-width: 600px) {
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.game-container {
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height: 95dvh;
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max-height: 95%;
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width: auto;
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border-radius: 16px;
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}
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}
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canvas {
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display: block;
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width: 100%;
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height: 100%;
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background: #70c5ce;
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}
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/* ==========================================
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USER INTERFACE (UI) OVERLAY
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========================================== */
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/* Acts as a transparent layer sitting on top of the
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HTML5 canvas to hold our HTML text and buttons */
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.ui-overlay {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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display: flex;
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flex-direction: column;
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justify-content: center;
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align-items: center;
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color: white;
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text-align: center;
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/* Allows clicks to pass through the overlay
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and hit the canvas behind it */
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pointer-events: none;
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box-sizing: border-box;
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padding: 4cqw;
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}
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/* Groups the different UI screens */
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#startScreen, #gameOverScreen, #gameUI {
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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width: 100%;
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}
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.game-title {
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font-size: 13cqw;
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font-weight: 800;
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margin: 0 0 4cqw 0;
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text-shadow: 0 0.8cqw 2cqw rgba(0,0,0,0.6);
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line-height: 1.1;
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}
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.score-display {
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font-size: 16cqw;
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font-weight: bold;
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text-shadow: 0 0.6cqw 2cqw rgba(0, 0, 0, 0.5);
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margin-top: 2cqw;
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}
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.message {
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background: rgba(0, 0, 0, 0.75);
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padding: 4cqw 6cqw;
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border-radius: 3cqw;
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font-size: 6cqw;
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width: 85%;
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box-sizing: border-box;
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margin-bottom: 4cqw;
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box-shadow: 0 1cqw 3cqw rgba(0, 0, 0, 0.3);
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border: 2px solid rgba(255,255,255,0.1);
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}
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.instructions {
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background: rgba(0, 0, 0, 0.6);
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padding: 3.5cqw 5cqw;
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border-radius: 2cqw;
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font-size: 4.5cqw;
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margin-top: 3cqw;
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width: 85%;
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box-sizing: border-box;
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}
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button {
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background: #f1c40f;
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border: none;
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padding: 4cqw 10cqw;
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font-size: 6.5cqw;
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border-radius: 10cqw;
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cursor: pointer;
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font-weight: 900;
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color: #2c3e50;
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box-shadow: 0 1.5cqw 4cqw rgba(0, 0, 0, 0.4);
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transition: transform 0.1s;
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/* Re-enables clicking specifically for buttons */
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pointer-events: auto;
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margin-top: 2cqw;
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}
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/* Adds a slight physical "press" effect when clicked */
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button:active {
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transform: scale(0.92);
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}
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/* ==========================================
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LEADERBOARD & HIGHSCORE CSS
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========================================== */
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input[type="text"] {
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background: rgba(255, 255, 255, 0.95);
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border: 2px solid #2c3e50;
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padding: 2.5cqw 4cqw;
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border-radius: 2cqw;
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font-size: 5cqw;
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font-family: inherit;
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font-weight: bold;
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color: #2c3e50;
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text-align: center;
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width: 60%;
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margin-bottom: 3cqw;
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text-transform: uppercase;
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outline: none;
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/* Re-enables clicking and typing for the input box */
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pointer-events: auto;
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touch-action: manipulation;
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}
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input[type="text"]:focus {
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border-color: #f1c40f;
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box-shadow: 0 0 10px rgba(241, 196, 15, 0.5);
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}
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.leaderboard-row {
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display: flex;
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justify-content: space-between;
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margin-bottom: 1.5cqw;
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border-bottom: 1px solid rgba(255,255,255,0.2);
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padding-bottom: 1cqw;
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}
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/* Utility class to easily hide UI elements */
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.hidden {
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display: none !important;
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}
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</style>
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</head>
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<body>
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<div class="game-container">
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<canvas id="gameCanvas" width="360" height="640"></canvas>
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<div class="ui-overlay">
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<div id="startScreen">
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<h1 class="game-title">404 error<br>page not found</h1>
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<div class="message">
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Tap the screen or<br>
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click the mouse or<br>
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hit spacebar to<br>
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"flap your wings"
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</div>
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<button id="startButton">START GAME</button>
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<div class="instructions">
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Avoid the pipes and<br>
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don't hit the ground!
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</div>
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</div>
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<div id="gameOverScreen" class="hidden">
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<div class="message" style="font-size: 8cqw;
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font-weight:bold;
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color: #ff4757;
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margin-bottom: 2cqw;">
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GAME OVER
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</div>
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<div class="score-display" style="margin-top: 0;
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margin-bottom: 2cqw;">
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Score: <span id="finalScore">0</span>
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</div>
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<div id="highscoreEntry" class="hidden" style="display: flex;
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flex-direction: column;
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align-items: center;
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width: 100%;">
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<div style="font-size: 5cqw;
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margin-bottom: 2cqw;
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color: #f1c40f;
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font-weight: bold;
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text-shadow: 0 2px 4px rgba(0,0,0,0.5);">
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🎉 NEW HIGH SCORE 🏆
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</div>
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<input type="text" id="playerName" placeholder="YOUR NAME" maxlength="13">
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<button id="saveScoreButton" style="font-size: 5cqw;
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padding: 2.5cqw 8cqw;">
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SAVE SCORE
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</button>
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</div>
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<div id="leaderboard" class="instructions" style="margin-top: 2cqw;
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font-size: 4.5cqw;">
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<div style="font-weight: 900;
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margin-bottom: 3cqw;
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text-align: center;
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color: #f1c40f;">
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TOP 5 SCORES
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</div>
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<div id="leaderboardList" style="text-align: left;">
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</div>
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</div>
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<button id="restartButton" style="margin-top: 3cqw;">
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TRY AGAIN
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</button>
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</div>
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<div id="gameUI" class="hidden">
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<div class="score-display" id="score">0</div>
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</div>
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</div>
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</div>
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<script>
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// ==========================================
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// 1. DOM ELEMENT BINDINGS
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// ==========================================
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// Grabbing references to HTML elements so we can
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// manipulate them via JavaScript later.
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const startScreen = document.getElementById('startScreen');
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const gameOverScreen = document.getElementById('gameOverScreen');
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const gameUI = document.getElementById('gameUI');
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const scoreDisplay = document.getElementById('score');
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const finalScoreDisplay = document.getElementById('finalScore');
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const startButton = document.getElementById('startButton');
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const restartButton = document.getElementById('restartButton');
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// ==========================================
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// 2. GLOBAL GAME STATE & TRACKERS
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// ==========================================
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// Tracks the current menu/game phase.
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let gameState = 'start';
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// Current session score.
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let score = 0;
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// Array to hold {name, score} objects for the leaderboard.
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let highscores = [];
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// Time and Speed setup for smooth animations.
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let lastTime = 0;
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let pipeSpawnTimer = 0;
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// NEW: Party popper 🎉
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let confettiParticles = [];
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// Target pixel distance between pipes. Ensures that when
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// the game speeds up, the horizontal gap stays identical.
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const PIPE_DISTANCE = 220;
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// Starting speed in pixels per second.
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const BASE_SPEED = 120;
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// How much faster to go every 10 points.
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const SPEED_INCREMENT = 15;
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// ==========================================
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// 3. GAME ENTITIES (BIRD & PIPES)
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// ==========================================
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const bird = {
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// Position and dimensions
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x: 50,
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y: canvas.height / 2 - 10,
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width: 34,
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height: 24,
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// Physics variables tuned by the user
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gravity: 20,
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velocity: 0,
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jump: -500,
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// Renders the bird using basic Canvas shapes
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draw: function() {
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// Body (Yellow Circle)
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ctx.fillStyle = '#FFD700';
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ctx.beginPath();
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ctx.arc(this.x, this.y, 15, 0, Math.PI * 2);
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ctx.fill();
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// Eye (Black Dot)
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ctx.fillStyle = 'black';
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ctx.beginPath();
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ctx.arc(this.x + 8, this.y - 3, 4, 0, Math.PI * 2);
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ctx.fill();
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// Beak (Orange Triangle)
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ctx.fillStyle = '#FF8C00';
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ctx.beginPath();
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ctx.moveTo(this.x + 15, this.y);
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ctx.lineTo(this.x + 30, this.y);
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ctx.lineTo(this.x + 15, this.y + 8);
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ctx.fill();
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// Wing (Darker Orange Ellipse)
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ctx.fillStyle = '#FFA500';
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ctx.beginPath();
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ctx.ellipse(this.x - 5, this.y + 5, 10, 7, 0, 0, Math.PI * 2);
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ctx.fill();
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},
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// Applies physics to the bird's vertical position
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update: function(dt) {
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if (gameState === 'playing') {
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// Apply gravity over time
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this.velocity += this.gravity * dt * 60;
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// Move the bird by the current velocity
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this.y += this.velocity * dt;
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// Floor collision check
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if (this.y + this.height/2 >= canvas.height - groundHeight) {
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this.y = canvas.height - groundHeight - this.height/2;
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if (gameState === 'playing') gameOver();
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}
|
||
|
|
|
||
|
|
// Ceiling collision check
|
||
|
|
if (this.y - this.height/2 <= 0) {
|
||
|
|
this.y = this.height/2;
|
||
|
|
// Hitting the ceiling stops upward momentum
|
||
|
|
this.velocity = 0;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
},
|
||
|
|
|
||
|
|
// Triggers a jump by applying negative velocity
|
||
|
|
flap: function() {
|
||
|
|
this.velocity = this.jump;
|
||
|
|
},
|
||
|
|
|
||
|
|
// Resets bird position for a new game
|
||
|
|
reset: function() {
|
||
|
|
this.y = canvas.height / 2 - 10;
|
||
|
|
this.velocity = 0;
|
||
|
|
}
|
||
|
|
};
|
||
|
|
|
||
|
|
const pipes = {
|
||
|
|
// Array to store active pipes currently on screen
|
||
|
|
position: [],
|
||
|
|
// Vertical gap between the top and bottom pipe
|
||
|
|
gap: 180,
|
||
|
|
// Defines how high the top pipe can randomly spawn
|
||
|
|
maxYPos: -150,
|
||
|
|
// Current horizontal speed (dx)
|
||
|
|
dx: BASE_SPEED,
|
||
|
|
|
||
|
|
// Renders all active pipes in the array
|
||
|
|
draw: function() {
|
||
|
|
for (let i = 0; i < this.position.length; i++) {
|
||
|
|
let p = this.position[i];
|
||
|
|
|
||
|
|
// Draw Top Pipe
|
||
|
|
ctx.fillStyle = '#2ECC71';
|
||
|
|
ctx.fillRect(p.x, p.y, p.width, p.height);
|
||
|
|
|
||
|
|
// Draw Top Pipe Cap
|
||
|
|
ctx.fillStyle = '#27AE60';
|
||
|
|
ctx.fillRect(p.x - 3, p.y + p.height - 20, p.width + 6, 20);
|
||
|
|
|
||
|
|
// Draw Bottom Pipe
|
||
|
|
ctx.fillStyle = '#2ECC71';
|
||
|
|
ctx.fillRect(p.x, p.y + p.height + this.gap, p.width, canvas.height);
|
||
|
|
|
||
|
|
// Draw Bottom Pipe Cap
|
||
|
|
ctx.fillStyle = '#27AE60';
|
||
|
|
ctx.fillRect(p.x - 3, p.y + p.height + this.gap, p.width + 6, 20);
|
||
|
|
}
|
||
|
|
},
|
||
|
|
|
||
|
|
// Handles spawning, moving, scoring, and pipe collision
|
||
|
|
update: function(dt) {
|
||
|
|
if (gameState !== 'playing') return;
|
||
|
|
|
||
|
|
// Advance the timer by delta time
|
||
|
|
pipeSpawnTimer += dt;
|
||
|
|
|
||
|
|
// Calculate time required to travel the target distance
|
||
|
|
// at the current speed, keeping gaps consistent.
|
||
|
|
let currentSpawnInterval = PIPE_DISTANCE / this.dx;
|
||
|
|
|
||
|
|
// Spawn a new pipe if enough time has passed
|
||
|
|
if (pipeSpawnTimer >= currentSpawnInterval) {
|
||
|
|
this.position.push({
|
||
|
|
x: canvas.width,
|
||
|
|
y: this.maxYPos * (Math.random() + 1),
|
||
|
|
width: 60,
|
||
|
|
height: 300
|
||
|
|
});
|
||
|
|
// Reset timer after spawning
|
||
|
|
pipeSpawnTimer = 0;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Update positions and check collisions
|
||
|
|
for (let i = 0; i < this.position.length; i++) {
|
||
|
|
let p = this.position[i];
|
||
|
|
|
||
|
|
// Move pipe to the left
|
||
|
|
p.x -= this.dx * dt;
|
||
|
|
|
||
|
|
// If pipe moves entirely off-screen to the left:
|
||
|
|
// Remove it, add a point, and check for speed up.
|
||
|
|
if (p.x + p.width <= 0) {
|
||
|
|
this.position.splice(i, 1);
|
||
|
|
score++;
|
||
|
|
scoreDisplay.innerHTML = score;
|
||
|
|
|
||
|
|
// Increase difficulty speed every 10 points
|
||
|
|
if (score > 0 && score % 10 === 0) {
|
||
|
|
this.dx += SPEED_INCREMENT;
|
||
|
|
}
|
||
|
|
// Move to the next pipe in the loop
|
||
|
|
continue;
|
||
|
|
}
|
||
|
|
|
||
|
|
// COLLISION LOGIC
|
||
|
|
// Check collision with the TOP pipe
|
||
|
|
if (
|
||
|
|
bird.x + bird.width/2 > p.x &&
|
||
|
|
bird.x - bird.width/2 < p.x + p.width &&
|
||
|
|
bird.y - bird.height/2 < p.y + p.height
|
||
|
|
) {
|
||
|
|
gameOver();
|
||
|
|
}
|
||
|
|
// Check collision with the BOTTOM pipe
|
||
|
|
if (
|
||
|
|
bird.x + bird.width/2 > p.x &&
|
||
|
|
bird.x - bird.width/2 < p.x + p.width &&
|
||
|
|
bird.y + bird.height/2 > p.y + p.height + this.gap
|
||
|
|
) {
|
||
|
|
gameOver();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
},
|
||
|
|
|
||
|
|
// Clears pipes and resets speed for a new game
|
||
|
|
reset: function() {
|
||
|
|
this.position = [];
|
||
|
|
this.dx = BASE_SPEED;
|
||
|
|
pipeSpawnTimer = 0;
|
||
|
|
}
|
||
|
|
};
|
||
|
|
|
||
|
|
// ==========================================
|
||
|
|
// 4. ENVIRONMENT RENDERING
|
||
|
|
// ==========================================
|
||
|
|
const groundHeight = 80;
|
||
|
|
|
||
|
|
function drawGround() {
|
||
|
|
// Main ground color
|
||
|
|
ctx.fillStyle = '#DAA520';
|
||
|
|
ctx.fillRect(0, canvas.height - groundHeight, canvas.width, groundHeight);
|
||
|
|
|
||
|
|
// Green grass line on top of the ground
|
||
|
|
ctx.fillStyle = '#2ECC71';
|
||
|
|
ctx.fillRect(0, canvas.height - groundHeight, canvas.width, 20);
|
||
|
|
|
||
|
|
// Small brown decorative dashes across the ground
|
||
|
|
ctx.fillStyle = '#8B4513';
|
||
|
|
for (let i = 0; i < canvas.width; i += 30) {
|
||
|
|
ctx.fillRect(i, canvas.height - groundHeight + 20, 15, 10);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
function drawBackground() {
|
||
|
|
// Create a sky gradient from top to bottom
|
||
|
|
const skyGradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
|
||
|
|
skyGradient.addColorStop(0, '#70c5ce');
|
||
|
|
skyGradient.addColorStop(1, '#e0f7fa');
|
||
|
|
|
||
|
|
// Fill background with gradient
|
||
|
|
ctx.fillStyle = skyGradient;
|
||
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||
|
|
|
||
|
|
// Draw decorative clouds using overlapping arcs
|
||
|
|
ctx.fillStyle = 'rgba(255, 255, 255, 0.8)';
|
||
|
|
|
||
|
|
// Cloud 1
|
||
|
|
ctx.beginPath();
|
||
|
|
ctx.arc(100, 80, 30, 0, Math.PI * 2);
|
||
|
|
ctx.arc(130, 70, 35, 0, Math.PI * 2);
|
||
|
|
ctx.arc(160, 80, 25, 0, Math.PI * 2);
|
||
|
|
ctx.fill();
|
||
|
|
|
||
|
|
// Cloud 2
|
||
|
|
ctx.beginPath();
|
||
|
|
ctx.arc(300, 120, 30, 0, Math.PI * 2);
|
||
|
|
ctx.arc(330, 110, 35, 0, Math.PI * 2);
|
||
|
|
ctx.arc(360, 120, 25, 0, Math.PI * 2);
|
||
|
|
ctx.fill();
|
||
|
|
}
|
||
|
|
|
||
|
|
// ==========================================
|
||
|
|
// 5. HIGHSCORE & LEADERBOARD LOGIC
|
||
|
|
// ==========================================
|
||
|
|
|
||
|
|
// Iterates through the highscores array and updates the DOM
|
||
|
|
function renderLeaderboard() {
|
||
|
|
const list = document.getElementById('leaderboardList');
|
||
|
|
|
||
|
|
// Display empty state if no scores exist
|
||
|
|
if (highscores.length === 0) {
|
||
|
|
list.innerHTML = "<div style='text-align:center;'>No scores yet!</div>";
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Map the array into HTML strings for display
|
||
|
|
list.innerHTML = highscores.map((entry, i) =>
|
||
|
|
`<div class="leaderboard-row">
|
||
|
|
<span>${i + 1}. ${entry.name}</span>
|
||
|
|
<span style="color: #f1c40f; font-weight: bold;">${entry.score}</span>
|
||
|
|
</div>`
|
||
|
|
).join('');
|
||
|
|
}
|
||
|
|
|
||
|
|
// Handles saving a new highscore when the user clicks submit
|
||
|
|
document.getElementById('saveScoreButton').addEventListener('click', () => {
|
||
|
|
const nameInput = document.getElementById('playerName');
|
||
|
|
|
||
|
|
// Get value, trim spaces, make uppercase.
|
||
|
|
// Fallback to 'ANONYMOUS' if left empty.
|
||
|
|
const name = nameInput.value.trim().toUpperCase() || 'ANONYMOUS';
|
||
|
|
|
||
|
|
// Push the new score object into the array
|
||
|
|
highscores.push({ name, score });
|
||
|
|
|
||
|
|
// Sort the array in descending order based on score
|
||
|
|
highscores.sort((a, b) => b.score - a.score);
|
||
|
|
|
||
|
|
// Enforce a maximum of 5 entries in the leaderboard
|
||
|
|
if (highscores.length > 5) {
|
||
|
|
highscores.pop();
|
||
|
|
}
|
||
|
|
|
||
|
|
// Hide the input form and show the try again button
|
||
|
|
document.getElementById('highscoreEntry').classList.add('hidden');
|
||
|
|
document.getElementById('restartButton').classList.remove('hidden');
|
||
|
|
|
||
|
|
// Clear the input box for the next session
|
||
|
|
nameInput.value = '';
|
||
|
|
|
||
|
|
// Re-render the visual list
|
||
|
|
renderLeaderboard();
|
||
|
|
});
|
||
|
|
|
||
|
|
// ==========================================
|
||
|
|
// 6. GAME FLOW CONTROLS
|
||
|
|
// ==========================================
|
||
|
|
|
||
|
|
// Triggers the end sequence when the bird crashes
|
||
|
|
function gameOver() {
|
||
|
|
gameState = 'gameover';
|
||
|
|
finalScoreDisplay.innerHTML = score;
|
||
|
|
|
||
|
|
// Check if the current score qualifies for the top 5
|
||
|
|
const isHighScore = score > 0 &&
|
||
|
|
(highscores.length < 5 || score > highscores[highscores.length - 1].score);
|
||
|
|
|
||
|
|
if (isHighScore) {
|
||
|
|
spawnConfetti();
|
||
|
|
// Show input block, force user to save before restarting
|
||
|
|
document.getElementById('highscoreEntry').classList.remove('hidden');
|
||
|
|
document.getElementById('restartButton').classList.add('hidden');
|
||
|
|
} else {
|
||
|
|
// Skip input block, just show standard restart button
|
||
|
|
document.getElementById('highscoreEntry').classList.add('hidden');
|
||
|
|
document.getElementById('restartButton').classList.remove('hidden');
|
||
|
|
}
|
||
|
|
|
||
|
|
// Ensure leaderboard is updated visually
|
||
|
|
renderLeaderboard();
|
||
|
|
|
||
|
|
// Switch UI screens
|
||
|
|
gameOverScreen.classList.remove('hidden');
|
||
|
|
gameUI.classList.add('hidden');
|
||
|
|
}
|
||
|
|
|
||
|
|
// Resets variables to start a fresh run
|
||
|
|
function resetGame() {
|
||
|
|
score = 0;
|
||
|
|
bird.reset();
|
||
|
|
pipes.reset();
|
||
|
|
scoreDisplay.innerHTML = score;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Begins the active game loop
|
||
|
|
function startGame() {
|
||
|
|
gameState = 'playing';
|
||
|
|
|
||
|
|
// Hide menus, show in-game overlay
|
||
|
|
startScreen.classList.add('hidden');
|
||
|
|
gameOverScreen.classList.add('hidden');
|
||
|
|
gameUI.classList.remove('hidden');
|
||
|
|
|
||
|
|
resetGame();
|
||
|
|
}
|
||
|
|
|
||
|
|
// Function to create the confetti particles
|
||
|
|
function spawnConfetti() {
|
||
|
|
for (let i = 0; i < 150; i++) {
|
||
|
|
confettiParticles.push({
|
||
|
|
x: Math.random() * canvas.width,
|
||
|
|
y: -10, // Start just above the screen
|
||
|
|
vx: (Math.random() - 0.5) * 4, // Horizontal drift
|
||
|
|
vy: Math.random() * 3 + 2, // Speed falling
|
||
|
|
rotation: Math.random() * Math.PI * 2, // Starting angle
|
||
|
|
rotationSpeed: (Math.random() - 0.5) * 0.2, // How fast it spins
|
||
|
|
color: `hsl(${Math.random() * 360}, 100%, 50%)`,
|
||
|
|
life: 200 // Lasts a bit longer
|
||
|
|
});
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// Function to update and draw confetti particles
|
||
|
|
function updateAndDrawConfetti() {
|
||
|
|
confettiParticles.forEach((p, i) => {
|
||
|
|
p.x += p.vx;
|
||
|
|
p.y += p.vy;
|
||
|
|
p.rotation += p.rotationSpeed; // Update the angle
|
||
|
|
p.life--;
|
||
|
|
|
||
|
|
ctx.save(); // Save the current canvas state
|
||
|
|
|
||
|
|
// Move to the particle's position and rotate
|
||
|
|
ctx.translate(p.x, p.y);
|
||
|
|
ctx.rotate(p.rotation);
|
||
|
|
|
||
|
|
// Draw the Rhomboid centered at 0,0
|
||
|
|
ctx.fillStyle = p.color;
|
||
|
|
ctx.beginPath();
|
||
|
|
const w = 6; // Width
|
||
|
|
const h = 10; // Height
|
||
|
|
ctx.moveTo(0, -h / 2); // Top
|
||
|
|
ctx.lineTo(w / 2, 0); // Right
|
||
|
|
ctx.lineTo(0, h / 2); // Bottom
|
||
|
|
ctx.lineTo(-w / 2, 0); // Left
|
||
|
|
ctx.closePath();
|
||
|
|
ctx.fill();
|
||
|
|
|
||
|
|
ctx.restore(); // Restore state so the rest of the game draws normally
|
||
|
|
|
||
|
|
if (p.life <= 0) confettiParticles.splice(i, 1);
|
||
|
|
});
|
||
|
|
}
|
||
|
|
|
||
|
|
// ==========================================
|
||
|
|
// 7. CORE RENDER & UPDATE LOOP
|
||
|
|
// ==========================================
|
||
|
|
|
||
|
|
// Master draw function that executes in visual order (back to front)
|
||
|
|
function draw() {
|
||
|
|
drawBackground();
|
||
|
|
pipes.draw();
|
||
|
|
drawGround();
|
||
|
|
bird.draw();
|
||
|
|
// Draw confetti on top of everything
|
||
|
|
updateAndDrawConfetti();
|
||
|
|
}
|
||
|
|
|
||
|
|
// Master update function that processes physics
|
||
|
|
function update(dt) {
|
||
|
|
bird.update(dt);
|
||
|
|
pipes.update(dt);
|
||
|
|
}
|
||
|
|
|
||
|
|
// The main game engine loop triggered by requestAnimationFrame
|
||
|
|
function loop(timestamp) {
|
||
|
|
// Calculate delta time (dt) in seconds.
|
||
|
|
// This ensures smooth movement regardless of framerate.
|
||
|
|
let dt = (timestamp - lastTime) / 1000;
|
||
|
|
lastTime = timestamp;
|
||
|
|
|
||
|
|
// Cap delta time to prevent physics glitches if the tab is backgrounded
|
||
|
|
if (dt > 0.1) dt = 0.1;
|
||
|
|
|
||
|
|
update(dt);
|
||
|
|
draw();
|
||
|
|
|
||
|
|
// Recursively call the loop for the next frame
|
||
|
|
requestAnimationFrame(loop);
|
||
|
|
}
|
||
|
|
|
||
|
|
// ==========================================
|
||
|
|
// 8. INPUT LISTENERS
|
||
|
|
// ==========================================
|
||
|
|
|
||
|
|
// Wrapper function to process bird flapping
|
||
|
|
function flapBird() {
|
||
|
|
if (gameState === 'playing') {
|
||
|
|
bird.flap();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// Touchscreen input processing
|
||
|
|
canvas.addEventListener('touchstart', function(e) {
|
||
|
|
// Only prevent default zooming behavior during active gameplay.
|
||
|
|
// This allows the highscore form typing to work normally.
|
||
|
|
if (gameState === 'playing') {
|
||
|
|
e.preventDefault();
|
||
|
|
flapBird();
|
||
|
|
}
|
||
|
|
}, { passive: false });
|
||
|
|
|
||
|
|
// Mouse click input processing
|
||
|
|
canvas.addEventListener('mousedown', flapBird);
|
||
|
|
|
||
|
|
// Keyboard spacebar input processing
|
||
|
|
document.addEventListener('keydown', function(e) {
|
||
|
|
if (e.code === 'Space') {
|
||
|
|
// Prevent jumping if the user is currently typing their name
|
||
|
|
if (document.activeElement.id !== 'playerName') {
|
||
|
|
flapBird();
|
||
|
|
e.preventDefault();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
});
|
||
|
|
|
||
|
|
// UI button bindings
|
||
|
|
startButton.addEventListener('click', startGame);
|
||
|
|
restartButton.addEventListener('click', startGame);
|
||
|
|
|
||
|
|
// Prevents double-tap zooming on iOS devices during active play
|
||
|
|
let lastTouchEnd = 0;
|
||
|
|
document.addEventListener('touchend', function(e) {
|
||
|
|
if (gameState === 'playing') {
|
||
|
|
const now = (new Date()).getTime();
|
||
|
|
if (now - lastTouchEnd <= 300) {
|
||
|
|
e.preventDefault();
|
||
|
|
}
|
||
|
|
lastTouchEnd = now;
|
||
|
|
}
|
||
|
|
}, { passive: false });
|
||
|
|
|
||
|
|
// Initializes the game loop upon loading the script
|
||
|
|
requestAnimationFrame((timestamp) => {
|
||
|
|
lastTime = timestamp;
|
||
|
|
requestAnimationFrame(loop);
|
||
|
|
});
|
||
|
|
</script>
|
||
|
|
</body>
|
||
|
|
</html>
|