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(() => {
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
canvas.style.display = "block";
canvas.width = window.innerWidth - 100;
canvas.height = window.innerHeight - 200;
const audio = new Audio('./zap.wav');
audio.preload = 'auto';
let audioLoaded = false;
const getRandomColor = () => {
const letters = '0123456789ABCDEF';
return Array.from({ length: 6 }, () => letters[Math.floor(Math.random() * 16)]).join('');
};
const createTargets = () => {
const numTargets = 5;
const minDistance = 100;
const targets = Array.from({ length: numTargets }).reduce((acc) => {
let isRound = Math.random() < 0.5;
let sides = isRound ? 0 : Math.floor(Math.random() * 5) + 3;
let radius = Math.random() * 50 + 20;
let x, y, validPosition;
do {
validPosition = true;
x = Math.random() * (canvas.width - 2 * radius - 120) + radius + 60;
y = Math.random() * (canvas.height - 2 * radius - 120) + radius + 60;
validPosition = !acc.some((otherTarget) => {
const dx = otherTarget.x - x;
const dy = otherTarget.y - y;
const distance = Math.sqrt(dx * dx + dy * dy);
return distance < minDistance;
});
} while (!validPosition);
let vx = (Math.random() - 0.5) * 5;
let vy = (Math.random() - 0.5) * 5;
let color = getRandomColor();
while (color === canvas.style.backgroundColor) {
color = getRandomColor();
}
acc.push({ x, y, vx, vy, radius, sides, color });
return acc;
}, []);
return targets;
};
const drawScore = () => {
ctx.font = '20px Arial';
ctx.fillStyle = 'white';
ctx.fillText('Score: ' + score, 10, 30);
};
const drawHelp = () => {
if (showHelp) {
ctx.font = '20px Arial';
ctx.fillStyle = 'white';
ctx.fillText('Click to shoot. Press R to respawn targets. Press H to toggle help text.', 10, 50);
}
};
const drawLine = (line) => {
if (line && Date.now() - line.time < 500) {
ctx.beginPath();
ctx.moveTo(canvas.width, canvas.height);
ctx.lineTo(line.endX, line.endY);
ctx.strokeStyle = 'red';
ctx.lineWidth = 5;
ctx.shadowColor = 'rgba(255, 255, 0, 0.75)';
ctx.shadowBlur = 50;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.stroke();
ctx.shadowColor = 'transparent';
ctx.shadowBlur = 0;
}
};
const detectCollision = (target, otherTarget) => {
const dx = otherTarget.x - target.x;
const dy = otherTarget.y - target.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < target.radius + otherTarget.radius) {
const normalX = dx / distance;
const normalY = dy / distance;
const tangentX = -normalY;
const tangentY = normalX;
const dotProductTarget = target.vx * normalX + target.vy * normalY;
const dotProductOtherTarget = otherTarget.vx * normalX + otherTarget.vy * normalY;
const targetVxAfterCollision = dotProductOtherTarget * normalX + dotProductTarget * tangentX;
const targetVyAfterCollision = dotProductOtherTarget * normalY + dotProductTarget * tangentY;
const otherTargetVxAfterCollision = dotProductTarget * normalX + dotProductOtherTarget * tangentX;
const otherTargetVyAfterCollision = dotProductTarget * normalY + dotProductOtherTarget * tangentY;
target.vx = targetVxAfterCollision;
target.vy = targetVyAfterCollision;
otherTarget.vx = otherTargetVxAfterCollision;
otherTarget.vy = otherTargetVyAfterCollision;
}
};
const drawTargets = (targets) => {
targets.forEach((target, index) => {
target.x += target.vx;
target.y += target.vy;
if (target.x - target.radius < 0 || target.x + target.radius > canvas.width) {
target.vx = -target.vx;
}
if (target.y - target.radius < 0 || target.y + target.radius > canvas.height) {
target.vy = -target.vy;
}
targets.forEach((target, index) => {
const otherTargets = targets.slice(index + 1);
otherTargets.forEach((otherTarget) => {
detectCollision(target, otherTarget);
});
});
ctx.beginPath();
if (target.sides === 0) {
ctx.arc(target.x, target.y, target.radius, 0, 2 * Math.PI);
} else if (target.sides === 3) {
ctx.moveTo(target.x + target.radius * Math.cos(0), target.y + target.radius * Math.sin(0));
for (let i = 1; i <= target.sides; i++) {
ctx.lineTo(target.x + target.radius * Math.cos(i * 2 * Math.PI / target.sides), target.y + target.radius * Math.sin(i * 2 * Math.PI / target.sides));
}
} else if (target.sides === 4) {
ctx.rect(target.x - target.radius, target.y - target.radius, target.radius * 2, target.radius * 2);
} else {
ctx.moveTo(target.x + target.radius, target.y);
for (let i = 1; i <= target.sides; i++) {
ctx.lineTo(target.x + target.radius * Math.cos(i * 2 * Math.PI / target.sides), target.y + target.radius * Math.sin(i * 2 * Math.PI / target.sides));
}
}
ctx.fillStyle = target.color;
ctx.fill();
});
};
let score = 0;
let showHelp = true;
let line = null;
let targets = createTargets();
let mousePos = { x: 0, y: 0 };
let prevMousePos = { x: 0, y: 0 };
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
prevMousePos.x = mousePos.x;
prevMousePos.y = mousePos.y;
mousePos.x = e.clientX - rect.left;
mousePos.y = e.clientY - rect.top;
});
const drawMouseCircle = () => {
if (mousePos.x !== prevMousePos.x || mousePos.y !== prevMousePos.y) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawScore();
drawHelp();
drawLine(line);
drawTargets(targets);
}
ctx.beginPath();
ctx.arc(mousePos.x, mousePos.y, 10, 0, Math.PI * 2);
ctx.fillStyle = 'white';
ctx.fill();
ctx.beginPath();
ctx.arc(mousePos.x, mousePos.y, 5, 0, Math.PI * 2);
ctx.fillStyle = 'black';
ctx.fill();
};
const gameLoop = () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawScore();
drawHelp();
drawLine(line);
drawTargets(targets);
drawMouseCircle();
requestAnimationFrame(gameLoop);
};
audio.addEventListener('canplaythrough', function () {
audioLoaded = true;
});
audio.addEventListener('error', function () {
console.error('Error loading audio file');
});
canvas.addEventListener('click', (e) => {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
if (audioLoaded) {
audio.play().catch((error) => {
console.error('Error playing audio:', error);
});
}
line = {
startX: 0,
startY: canvas.height,
endX: x,
endY: y,
time: Date.now()
};
targets = targets.filter((target) => {
const dx = target.x - x;
const dy = target.y - y;
if (dx * dx + dy * dy <= target.radius * target.radius) {
score++;
return false;
}
return true;
});
});
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
});
window.addEventListener('keydown', (e) => {
if (e.key === 'r' || e.key === 'R') {
targets = createTargets();
}
if (e.key === 'h' || e.key === 'H') {
showHelp = !showHelp;
}
});
gameLoop();
})();
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