window.gameState = null; const initGame = () => { const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); // Set canvas to full viewport size const resizeCanvas = () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; }; window.addEventListener('resize', resizeCanvas); resizeCanvas(); // Game state let gameState = { time: 0, player: createPlayer(100, 100), // Starting position camera: createCamera(0, 0), world: createWorld(), debug: { enabled: false, mouseX: 0, mouseY: 0 } }; // Make gameState globally accessible window.gameState = gameState; // Add mouse move listener canvas.addEventListener('mousemove', (e) => { gameState.debug.mouseX = e.clientX + gameState.camera.x; gameState.debug.mouseY = e.clientY + gameState.camera.y; }); // Add debug toggle listener window.addEventListener('keydown', (e) => { if (e.key === 'd') { gameState.debug.enabled = !gameState.debug.enabled; } }); // Game loop const gameLoop = (timestamp) => { // Calculate delta time const deltaTime = timestamp - gameState.time; gameState.time = timestamp; // Update gameState = updateGame(gameState, deltaTime); // Render render(ctx, gameState); // Next frame requestAnimationFrame(gameLoop); }; // Start the game loop requestAnimationFrame(gameLoop); }; const updateGame = (state, deltaTime) => { const updatedPlayer = updatePlayer(state.player, deltaTime); const updatedCamera = updateCamera(state.camera, updatedPlayer); return { ...state, player: updatedPlayer, camera: updatedCamera }; }; const render = (ctx, state) => { // Create gradient for sky const groundY = ctx.canvas.height - state.world.groundHeight; const skyGradient = ctx.createLinearGradient(0, 0, 0, groundY); // Twilight colors from top to bottom skyGradient.addColorStop(0, '#1a1a2e'); // Deep blue at top skyGradient.addColorStop(0.4, '#2d1b3d'); // Dark purple skyGradient.addColorStop(0.7, '#462639'); // Purple-red skyGradient.addColorStop(1, '#1f1f2f'); // Dark blue-grey near ground // Fill sky ctx.fillStyle = skyGradient; ctx.fillRect(0, 0, ctx.canvas.width, groundY); // Apply camera transform ctx.save(); ctx.translate(-state.camera.x, -state.camera.y); // Fill everything below ground with black (after camera transform) ctx.fillStyle = '#000000'; ctx.fillRect( state.camera.x - 1000, // Extend well beyond viewport groundY, ctx.canvas.width + 2000, // Make sure it covers everything ctx.canvas.height ); // 1. Render background objects state.world.backgroundTrees.forEach(tree => { renderTree(ctx, tree, groundY); }); state.world.backgroundRocks.forEach(rock => { renderRock(ctx, rock, groundY); }); state.world.backgroundGrass.forEach(grass => { renderGrass(ctx, grass, groundY, state.time); }); // 2. Render platforms state.world.platforms.forEach(platform => { ctx.fillStyle = platform.color; ctx.fillRect(platform.x, platform.y, platform.width, platform.height); }); // 3. Render player renderPlayer(ctx, state.player); // 4. Render foreground objects state.world.foregroundTrees.forEach(tree => { renderTree(ctx, tree, groundY); }); state.world.foregroundRocks.forEach(rock => { renderRock(ctx, rock, groundY); }); state.world.foregroundGrass.forEach(grass => { renderGrass(ctx, grass, groundY, state.time); }); // 5. Render ground (just the grass top) ctx.fillStyle = '#4a4'; ctx.fillRect( state.camera.x - 1000, groundY, ctx.canvas.width + 2000, 1 // Only render the grass line ); // Render debug information if enabled if (state.debug.enabled) { ctx.restore(); // Restore the original transform for screen-space rendering // Set up debug text style ctx.fillStyle = '#ffffff'; ctx.font = '14px monospace'; // Display coordinates const text = `x: ${Math.round(state.debug.mouseX)}, y: ${Math.round(state.debug.mouseY)}`; ctx.fillText(text, 10, ctx.canvas.height - 20); } else { ctx.restore(); // Make sure we still restore even when debug is disabled } ctx.restore(); }; // Initialize the game when the window loads window.addEventListener('load', initGame);