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authorelioat <elioat@tilde.institute>2025-04-09 22:00:15 -0400
committerelioat <elioat@tilde.institute>2025-04-09 22:00:15 -0400
commit0b4e014792b6969a0627fcf8e651f236102027af (patch)
tree9e6087241b00f211d75192e1f2d4f6d820fb2aa3 /html/fps/game.js
parenta375a8bb1084bef90967734c6ec0233fca306145 (diff)
downloadtour-0b4e014792b6969a0627fcf8e651f236102027af.tar.gz
*
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+// Game state management
+const GameState = {
+    player: {
+        x: 0,
+        y: 0,
+        angle: 0,
+        health: 100,
+        ammo: 10,
+        score: 0
+    },
+    level: {
+        width: 32,
+        height: 32,
+        map: [],
+        flag: { x: 0, y: 0 }
+    },
+    enemies: [],
+    items: [],
+    isGameOver: false,
+    gun: {
+        recoil: 0,
+        lastShot: 0,
+        muzzleFlash: 0
+    },
+    shots: []
+};
+
+// Level generation using a simple maze algorithm
+const generateLevel = () => {
+    const map = Array(GameState.level.height).fill().map(() => 
+        Array(GameState.level.width).fill(1)
+    );
+    
+    // Create a larger starting room
+    const startRoomSize = 5;
+    for (let y = 1; y < startRoomSize; y++) {
+        for (let x = 1; x < startRoomSize; x++) {
+            map[y][x] = 0;
+        }
+    }
+    
+    // Simple maze generation using depth-first search
+    const carveMaze = (x, y) => {
+        map[y][x] = 0;
+        const directions = [
+            [0, -2], [2, 0], [0, 2], [-2, 0]
+        ].sort(() => Math.random() - 0.5);
+        
+        for (const [dx, dy] of directions) {
+            const nx = x + dx;
+            const ny = y + dy;
+            if (nx > 0 && nx < GameState.level.width - 1 &&
+                ny > 0 && ny < GameState.level.height - 1 &&
+                map[ny][nx] === 1) {
+                map[y + dy/2][x + dx/2] = 0;
+                carveMaze(nx, ny);
+            }
+        }
+    };
+    
+    // Start maze generation from the edge of the starting room
+    carveMaze(startRoomSize, startRoomSize);
+    
+    // Place flag in a random open space (not in starting room)
+    const openSpaces = [];
+    for (let y = 0; y < GameState.level.height; y++) {
+        for (let x = 0; x < GameState.level.width; x++) {
+            if (map[y][x] === 0 && (x >= startRoomSize || y >= startRoomSize)) {
+                openSpaces.push({x, y});
+            }
+        }
+    }
+    const flagPos = openSpaces[Math.floor(Math.random() * openSpaces.length)];
+    GameState.level.flag = flagPos;
+    
+    // Place enemies in open spaces (not in starting room)
+    GameState.enemies = [];
+    for (let i = 0; i < 5; i++) {
+        const pos = openSpaces[Math.floor(Math.random() * openSpaces.length)];
+        GameState.enemies.push({
+            x: pos.x,
+            y: pos.y,
+            health: Math.floor(Math.random() * 4) + 2
+        });
+    }
+    
+    // Place items in open spaces (not in starting room)
+    GameState.items = [];
+    for (let i = 0; i < 10; i++) {
+        const pos = openSpaces[Math.floor(Math.random() * openSpaces.length)];
+        GameState.items.push({
+            x: pos.x,
+            y: pos.y,
+            type: Math.random() > 0.5 ? 'ammo' : 'health'
+        });
+    }
+    
+    GameState.level.map = map;
+    GameState.player.x = startRoomSize/2;
+    GameState.player.y = startRoomSize/2;
+    GameState.player.angle = 0;
+};
+
+// Player movement and controls
+const handlePlayerMovement = (keys) => {
+    const moveSpeed = 0.1;
+    const rotateSpeed = 0.05;
+    
+    if (keys.w) {
+        GameState.player.x += Math.sin(GameState.player.angle) * moveSpeed;
+        GameState.player.y += Math.cos(GameState.player.angle) * moveSpeed;
+    }
+    if (keys.s) {
+        GameState.player.x -= Math.sin(GameState.player.angle) * moveSpeed;
+        GameState.player.y -= Math.cos(GameState.player.angle) * moveSpeed;
+    }
+    if (keys.a) {
+        GameState.player.x -= Math.sin(GameState.player.angle - Math.PI/2) * moveSpeed;
+        GameState.player.y -= Math.cos(GameState.player.angle - Math.PI/2) * moveSpeed;
+    }
+    if (keys.d) {
+        GameState.player.x += Math.sin(GameState.player.angle - Math.PI/2) * moveSpeed;
+        GameState.player.y += Math.cos(GameState.player.angle - Math.PI/2) * moveSpeed;
+    }
+};
+
+// Enemy AI
+const updateEnemies = () => {
+    GameState.enemies = GameState.enemies.map(enemy => {
+        if (enemy.health <= 0) return null;
+        
+        const dx = GameState.player.x - enemy.x;
+        const dy = GameState.player.y - enemy.y;
+        const dist = Math.sqrt(dx * dx + dy * dy);
+        
+        if (dist < 0.5) {
+            GameState.player.health -= 10;
+            if (GameState.player.health <= 0) {
+                GameState.isGameOver = true;
+            }
+        } else if (dist < 5) {
+            // Check if path to player is clear
+            const steps = 10;
+            let canMove = true;
+            for (let i = 1; i <= steps; i++) {
+                const testX = enemy.x + (dx / dist) * (i / steps);
+                const testY = enemy.y + (dy / dist) * (i / steps);
+                if (GameState.level.map[Math.floor(testY)][Math.floor(testX)] === 1) {
+                    canMove = false;
+                    break;
+                }
+            }
+            
+            if (canMove) {
+                enemy.x += dx / dist * 0.05;
+                enemy.y += dy / dist * 0.05;
+            }
+        }
+        
+        return enemy;
+    }).filter(Boolean);
+};
+
+// Collision detection
+const checkCollisions = () => {
+    // Wall collisions with improved precision
+    const playerX = GameState.player.x;
+    const playerY = GameState.player.y;
+    const nextX = playerX + Math.sin(GameState.player.angle) * 0.1;
+    const nextY = playerY + Math.cos(GameState.player.angle) * 0.1;
+    
+    // Check all four corners of the player's collision box
+    const checkPoint = (x, y) => {
+        const gridX = Math.floor(x);
+        const gridY = Math.floor(y);
+        return GameState.level.map[gridY][gridX] === 1;
+    };
+    
+    const collisionBox = 0.2; // Player collision box size
+    
+    if (checkPoint(playerX + collisionBox, playerY + collisionBox) ||
+        checkPoint(playerX + collisionBox, playerY - collisionBox) ||
+        checkPoint(playerX - collisionBox, playerY + collisionBox) ||
+        checkPoint(playerX - collisionBox, playerY - collisionBox)) {
+        // Push player back to last valid position
+        GameState.player.x = Math.floor(GameState.player.x) + 0.5;
+        GameState.player.y = Math.floor(GameState.player.y) + 0.5;
+    }
+    
+    // Item collection
+    GameState.items = GameState.items.filter(item => {
+        const dx = GameState.player.x - item.x;
+        const dy = GameState.player.y - item.y;
+        if (Math.sqrt(dx * dx + dy * dy) < 0.5) {
+            if (item.type === 'ammo') {
+                GameState.player.ammo += 5;
+            } else {
+                GameState.player.health = Math.min(100, GameState.player.health + 25);
+            }
+            return false;
+        }
+        return true;
+    });
+    
+    // Flag collection
+    const dx = GameState.player.x - GameState.level.flag.x;
+    const dy = GameState.player.y - GameState.level.flag.y;
+    if (Math.sqrt(dx * dx + dy * dy) < 0.5) {
+        GameState.player.score++;
+        generateLevel();
+    }
+};
+
+// Rendering system
+const render = (ctx) => {
+    const canvas = ctx.canvas;
+    const width = canvas.width;
+    const height = canvas.height;
+    
+    // Clear screen
+    ctx.fillStyle = '#000';
+    ctx.fillRect(0, 0, width, height);
+    
+    // Draw ceiling
+    ctx.fillStyle = '#1a1a4a';
+    ctx.fillRect(0, 0, width, height/2);
+    
+    // Draw floor
+    ctx.fillStyle = '#4a2a00';
+    ctx.fillRect(0, height/2, width, height/2);
+    
+    // Draw walls and enemies using ray casting
+    const fov = Math.PI / 3;
+    const numRays = width;
+    const rayResults = [];
+    
+    for (let i = 0; i < numRays; i++) {
+        const rayAngle = GameState.player.angle - fov/2 + fov * i / numRays;
+        let distance = 0;
+        let hit = false;
+        let hitEnemy = null;
+        
+        while (!hit && distance < 20) {
+            distance += 0.1;
+            const testX = GameState.player.x + Math.sin(rayAngle) * distance;
+            const testY = GameState.player.y + Math.cos(rayAngle) * distance;
+            
+            // Check for wall hits
+            if (GameState.level.map[Math.floor(testY)][Math.floor(testX)] === 1) {
+                hit = true;
+            }
+            
+            // Check for enemy hits
+            if (!hit) {
+                hitEnemy = GameState.enemies.find(enemy => {
+                    const dx = testX - enemy.x;
+                    const dy = testY - enemy.y;
+                    return Math.sqrt(dx * dx + dy * dy) < 0.5;
+                });
+                if (hitEnemy) {
+                    hit = true;
+                }
+            }
+        }
+        
+        rayResults.push({
+            distance,
+            hitEnemy,
+            angle: rayAngle
+        });
+        
+        const wallHeight = height / (distance * Math.cos(rayAngle - GameState.player.angle));
+        const brightness = Math.max(0, 1 - distance / 20);
+        
+        if (hitEnemy) {
+            // Draw enemy
+            const enemyColor = Math.floor(brightness * 255);
+            ctx.fillStyle = `rgb(${enemyColor}, 0, 0)`;
+            ctx.fillRect(i, height/2 - wallHeight/2, 1, wallHeight);
+        } else {
+            // Draw wall
+            const wallColor = Math.floor(brightness * 100);
+            ctx.fillStyle = `rgb(0, ${wallColor}, 0)`;
+            ctx.fillRect(i, height/2 - wallHeight/2, 1, wallHeight);
+        }
+    }
+    
+    // Draw shots
+    const now = Date.now();
+    GameState.shots = GameState.shots.filter(shot => {
+        const age = now - shot.time;
+        if (age > 200) return false; // Remove shots older than 200ms
+        
+        const progress = age / 200;
+        const distance = progress * 20;
+        const x = GameState.player.x + Math.sin(shot.angle) * distance;
+        const y = GameState.player.y + Math.cos(shot.angle) * distance;
+        
+        // Convert world position to screen position
+        const dx = x - GameState.player.x;
+        const dy = y - GameState.player.y;
+        const angle = Math.atan2(dx, dy) - GameState.player.angle;
+        const screenX = (angle / fov + 0.5) * width;
+        
+        if (screenX >= 0 && screenX < width) {
+            ctx.fillStyle = '#ffff00';
+            ctx.fillRect(screenX, height/2, 2, 2);
+        }
+        
+        return true;
+    });
+    
+    // Draw gun
+    const gunY = height - 150;
+    const gunX = width/2;
+    const recoilOffset = Math.sin(GameState.gun.recoil * Math.PI) * 50; // Increased recoil range
+    
+    // Only draw gun if it's not in full recoil
+    if (GameState.gun.recoil < 0.8) {
+        // Gun body
+        ctx.fillStyle = '#333';
+        ctx.fillRect(gunX - 30, gunY + recoilOffset, 60, 90);
+        
+        // Gun barrel
+        ctx.fillStyle = '#222';
+        ctx.fillRect(gunX - 8, gunY - 30 + recoilOffset, 16, 60);
+        
+        // Muzzle flash
+        if (GameState.gun.muzzleFlash > 0) {
+            const flashSize = GameState.gun.muzzleFlash * 30;
+            ctx.fillStyle = `rgba(255, 255, 0, ${GameState.gun.muzzleFlash})`;
+            ctx.beginPath();
+            ctx.arc(gunX, gunY - 30 + recoilOffset, flashSize, 0, Math.PI * 2);
+            ctx.fill();
+        }
+    }
+    
+    // Draw crosshair
+    ctx.fillStyle = '#fff';
+    ctx.fillRect(width/2 - 5, height/2, 10, 1);
+    ctx.fillRect(width/2, height/2 - 5, 1, 10);
+    
+    // Draw HUD - only canvas-based
+    ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
+    ctx.fillRect(10, 10, 200, 100);
+    
+    ctx.fillStyle = '#fff';
+    ctx.font = '24px monospace';
+    ctx.fillText(`Health: ${GameState.player.health}`, 20, 45);
+    ctx.fillText(`Ammo: ${GameState.player.ammo}`, 20, 80);
+    ctx.fillText(`Score: ${GameState.player.score}`, 20, 115);
+    
+    // Draw enemy health bars
+    GameState.enemies.forEach(enemy => {
+        const dx = enemy.x - GameState.player.x;
+        const dy = enemy.y - GameState.player.y;
+        const angle = Math.atan2(dx, dy) - GameState.player.angle;
+        const screenX = (angle / fov + 0.5) * width;
+        
+        if (screenX >= 0 && screenX < width) {
+            const distance = Math.sqrt(dx * dx + dy * dy);
+            const height = canvas.height / (distance * Math.cos(angle));
+            const y = canvas.height/2 - height/2;
+            
+            // Health bar background
+            ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
+            ctx.fillRect(screenX - 10, y - 20, 20, 5);
+            
+            // Health bar
+            const healthPercent = enemy.health / 5; // Assuming max health is 5
+            ctx.fillStyle = `rgb(${255 * (1 - healthPercent)}, ${255 * healthPercent}, 0)`;
+            ctx.fillRect(screenX - 10, y - 20, 20 * healthPercent, 5);
+        }
+    });
+};
+
+// Game loop
+const gameLoop = (ctx) => {
+    if (GameState.isGameOver) {
+        ctx.fillStyle = '#fff';
+        ctx.font = '48px monospace';
+        ctx.fillText('GAME OVER', ctx.canvas.width/2 - 100, ctx.canvas.height/2);
+        return;
+    }
+    
+    // Update gun recoil and muzzle flash
+    if (GameState.gun.recoil > 0) {
+        GameState.gun.recoil -= 0.1;
+    }
+    if (GameState.gun.muzzleFlash > 0) {
+        GameState.gun.muzzleFlash -= 0.2;
+    }
+    
+    handlePlayerMovement(keys);
+    updateEnemies();
+    checkCollisions();
+    render(ctx);
+    
+    requestAnimationFrame(() => gameLoop(ctx));
+};
+
+// Input handling
+const keys = { w: false, a: false, s: false, d: false };
+document.addEventListener('keydown', e => {
+    if (e.key.toLowerCase() in keys) keys[e.key.toLowerCase()] = true;
+});
+document.addEventListener('keyup', e => {
+    if (e.key.toLowerCase() in keys) keys[e.key.toLowerCase()] = false;
+});
+
+document.addEventListener('mousemove', e => {
+    GameState.player.angle += e.movementX * 0.01;
+});
+
+document.addEventListener('click', () => {
+    if (GameState.player.ammo > 0) {
+        GameState.player.ammo--;
+        GameState.gun.recoil = 1;
+        GameState.gun.muzzleFlash = 1;
+        GameState.shots.push({
+            time: Date.now(),
+            angle: GameState.player.angle
+        });
+        
+        // Check for enemy hits with wall collision
+        const fov = Math.PI / 3;
+        const rayAngle = GameState.player.angle;
+        let distance = 0;
+        let hitEnemy = null;
+        let hitWall = false;
+        
+        while (!hitEnemy && !hitWall && distance < 20) {
+            distance += 0.1;
+            const testX = GameState.player.x + Math.sin(rayAngle) * distance;
+            const testY = GameState.player.y + Math.cos(rayAngle) * distance;
+            
+            // Check for wall hit first
+            if (GameState.level.map[Math.floor(testY)][Math.floor(testX)] === 1) {
+                hitWall = true;
+                break;
+            }
+            
+            // Then check for enemy hit
+            hitEnemy = GameState.enemies.find(enemy => {
+                const dx = testX - enemy.x;
+                const dy = testY - enemy.y;
+                return Math.sqrt(dx * dx + dy * dy) < 0.5;
+            });
+        }
+        
+        if (hitEnemy) {
+            hitEnemy.health--;
+        }
+    }
+});
+
+// Initialize game
+const init = () => {
+    const canvas = document.getElementById('gameCanvas');
+    canvas.width = window.innerWidth;
+    canvas.height = window.innerHeight;
+    const ctx = canvas.getContext('2d');
+    
+    generateLevel();
+    gameLoop(ctx);
+};
+
+init();