775 lines
25 KiB
JavaScript
775 lines
25 KiB
JavaScript
const canvas = document.getElementById('game');
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const ctx = canvas.getContext('2d');
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canvas.width = 800;
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canvas.height = 500;
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const player = {
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x: 100,
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y: 350,
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width: 32,
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height: 48,
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vx: 0,
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vy: 0,
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speed: 5,
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jumpForce: -14,
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grounded: false,
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hp: 100,
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maxHp: 100,
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facing: 1,
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weapon: 0,
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weaponLevel: 1,
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score: 0,
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invincible: 0,
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level: 1,
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wave: 1
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};
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const weapons = [
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{ name: 'Пистолет', damage: 25, fireRate: 300, color: '#ffff00', bulletSpeed: 10, bulletSize: 6, glow: '#ffff88' },
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{ name: 'Автомат', damage: 15, fireRate: 100, color: '#ff8800', bulletSpeed: 12, bulletSize: 5, glow: '#ffcc00' },
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{ name: 'Дробовик', damage: 12, fireRate: 600, color: '#ff0000', bulletSpeed: 9, bulletSize: 4, count: 5, glow: '#ff6666' },
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{ name: 'Лазер', damage: 45, fireRate: 350, color: '#00ffff', bulletSpeed: 20, bulletSize: 4, glow: '#88ffff', laser: true },
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{ name: 'Ракетница', damage: 80, fireRate: 800, color: '#aa00ff', bulletSpeed: 7, bulletSize: 10, glow: '#dd88ff', explosive: true },
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{ name: 'Огнемёт', damage: 8, fireRate: 50, color: '#ff4400', bulletSpeed: 6, bulletSize: 12, glow: '#ff8800', flame: true },
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{ name: 'Плазма', damage: 35, fireRate: 200, color: '#00ff00', bulletSpeed: 11, bulletSize: 14, glow: '#88ff88', plasma: true }
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];
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let bullets = [];
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let enemies = [];
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let powerups = [];
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let particles = [];
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let explosions = [];
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let keys = {};
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let paused = false;
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let gameTime = 0;
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let waveTimer = 0;
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let waveActive = false;
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let enemiesInWave = 0;
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let enemiesToSpawn = 5;
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let bossActive = false;
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let boss = null;
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let backgroundOffset = 0;
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let shake = 0;
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const enemyTypes = [
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{ name: 'soldier', width: 32, height: 48, hp: 50, speed: 1.5, color: '#8b0000', score: 100, weaponDrop: 0.25 },
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{ name: 'tank', width: 60, height: 35, hp: 150, speed: 0.8, color: '#2d5016', score: 300, weaponDrop: 0.4 },
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{ name: 'helicopter', width: 55, height: 30, hp: 80, speed: 2.2, color: '#4a4a6a', score: 200, weaponDrop: 0.35, fly: true },
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{ name: 'commando', width: 34, height: 50, hp: 100, speed: 2.0, color: '#6a006a', score: 250, weaponDrop: 0.5 },
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{ name: 'mech', width: 70, height: 55, hp: 250, speed: 0.6, color: '#004a6a', score: 500, weaponDrop: 0.7 }
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];
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function startWave() {
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if (bossActive) return;
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waveActive = true;
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enemiesToSpawn = 5 + player.wave * 2;
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enemiesInWave = 0;
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waveTimer = 0;
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}
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function spawnEnemy() {
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const type = enemyTypes[Math.floor(Math.random() * Math.min(enemyTypes.length, 1 + player.wave))];
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const isFly = type.fly;
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enemies.push({
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x: canvas.width + 50,
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y: isFly ? 100 + Math.random() * 150 : 452 - type.height,
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...type,
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maxHp: type.hp + player.wave * 15,
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hp: type.hp + player.wave * 15,
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shootTimer: 0,
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animFrame: 0,
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fly: isFly,
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isBoss: false
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});
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}
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function spawnBoss() {
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bossActive = true;
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boss = {
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x: canvas.width - 150,
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y: 280,
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width: 120,
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height: 100,
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hp: 3000 + player.wave * 500,
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maxHp: 3000 + player.wave * 500,
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speed: 0.5,
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color: '#8b0000',
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score: 5000,
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animFrame: 0,
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shootTimer: 0,
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moveTimer: 0,
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isBoss: true,
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phase: 1
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};
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enemies = [];
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}
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const powerupTypes = [
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{ type: 'pistol', color: '#ffff00', label: 'P', weapon: 0 },
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{ type: 'machinegun', color: '#ff8800', label: 'M', weapon: 1 },
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{ type: 'shotgun', color: '#ff0000', label: 'S', weapon: 2 },
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{ type: 'laser', color: '#00ffff', label: 'L', weapon: 3 },
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{ type: 'rocket', color: '#aa00ff', label: 'R', weapon: 4 },
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{ type: 'flame', color: '#ff4400', label: 'F', weapon: 5 },
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{ type: 'plasma', color: '#00ff00', label: 'G', weapon: 6 },
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{ type: 'upgrade', color: '#ff00ff', label: '↑', upgrade: true },
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{ type: 'health', color: '#00ff00', label: '+', heal: 30 },
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{ type: 'maxhealth', color: '#ff0066', label: '♥', maxHeal: true },
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{ type: 'shield', color: '#0088ff', label: 'S', shield: true },
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{ type: 'bomb', color: '#ff6600', label: 'B', bomb: true }
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];
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function spawnPowerup(x, y) {
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const t = powerupTypes[Math.floor(Math.random() * powerupTypes.length)];
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powerups.push({
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x, y, width: 28, height: 28,
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...t,
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vy: -6,
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grounded: false,
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bobOffset: Math.random() * Math.PI * 2
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});
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}
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function createExplosion(x, y, color, count = 15) {
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for (let i = 0; i < count; i++) {
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const angle = (Math.PI * 2 / count) * i;
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const speed = 2 + Math.random() * 4;
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particles.push({
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x, y,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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life: 30 + Math.random() * 20,
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color: color,
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size: 3 + Math.random() * 4
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});
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}
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}
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function createBlood(x, y, count = 10) {
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for (let i = 0; i < count; i++) {
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particles.push({
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x, y,
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vx: (Math.random() - 0.5) * 8,
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vy: (Math.random() - 0.5) * 8 - 3,
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life: 40 + Math.random() * 20,
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color: '#cc0000',
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size: 2 + Math.random() * 3,
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gravity: 0.4
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});
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}
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}
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function createSparks(x, y, count = 8) {
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for (let i = 0; i < count; i++) {
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particles.push({
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x, y,
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vx: (Math.random() - 0.5) * 6,
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vy: (Math.random() - 0.5) * 6,
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life: 20 + Math.random() * 10,
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color: '#ffff00',
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size: 2 + Math.random() * 2,
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gravity: 0.2
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});
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}
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}
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document.addEventListener('keydown', e => {
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keys[e.code] = true;
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if (e.code === 'KeyX') {
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player.weapon = (player.weapon + 1) % weapons.length;
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}
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if (e.code === 'KeyP' || e.code === 'Escape') {
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togglePause();
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}
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});
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document.addEventListener('keyup', e => keys[e.code] = false);
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function togglePause() {
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paused = !paused;
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document.getElementById('pause-btn').textContent = paused ? '▶ Продолжить' : '⏸ Пауза';
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}
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function update() {
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if (paused) return;
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gameTime++;
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waveTimer++;
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if (shake > 0) shake--;
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const wpn = weapons[player.weapon];
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const damageMultiplier = 1 + (player.weaponLevel - 1) * 0.15;
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if (keys['ArrowLeft']) { player.vx = -player.speed; player.facing = -1; }
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else if (keys['ArrowRight']) { player.vx = player.speed; player.facing = 1; }
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else player.vx = 0;
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if (keys['ArrowUp'] && player.grounded) {
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player.vy = player.jumpForce;
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player.grounded = false;
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}
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player.vy += 0.7;
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player.x += player.vx;
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player.y += player.vy;
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if (player.y > 452 - player.height) {
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player.y = 452 - player.height;
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player.vy = 0;
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player.grounded = true;
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}
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if (player.x < 0) player.x = 0;
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if (player.x > canvas.width - player.width) player.x = canvas.width - player.width;
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if (keys['KeyZ'] && Date.now() - lastShot > wpn.fireRate) {
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const count = wpn.count || 1;
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for (let i = 0; i < count; i++) {
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const angle = (count > 1) ? (i - (count-1)/2) * 0.15 : 0;
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const spread = wpn.flame ? (Math.random() - 0.5) * 0.4 : 0;
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const shootUp = keys['ArrowUp'] && !player.grounded ? -1 : 0;
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bullets.push({
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x: player.x + player.width/2,
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y: player.y + 14,
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vx: (Math.cos(angle + spread) * wpn.bulletSpeed * player.facing) + (wpn.flame ? (Math.random() - 0.5) * 2 : 0),
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vy: (shootUp !== 0 ? -wpn.bulletSpeed * 0.7 : 0) + Math.sin(angle + spread) * wpn.bulletSpeed + (wpn.flame ? (Math.random() - 0.5) * 2 : 0),
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damage: wpn.damage * damageMultiplier,
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color: wpn.color,
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size: wpn.bulletSize,
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glow: wpn.glow,
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explosive: wpn.explosive,
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flame: wpn.flame,
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plasma: wpn.plasma,
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laser: wpn.laser,
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life: wpn.flame ? 20 : 100
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});
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}
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lastShot = Date.now();
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}
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bullets = bullets.filter(b => {
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b.x += b.vx;
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b.y += b.vy;
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if (b.laser) {
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b.life = 10;
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b.x += b.vx * 3;
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b.y += b.vy * 3;
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}
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if (b.flame) b.life--;
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return b.x > -50 && b.x < canvas.width + 50 && b.y > -50 && b.y < canvas.height + 50 && (!b.flame || b.life > 0);
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});
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if (!bossActive && waveActive) {
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if (enemiesToSpawn > 0 && waveTimer % 40 === 0) {
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spawnEnemy();
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enemiesToSpawn--;
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enemiesInWave++;
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}
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if (enemiesToSpawn <= 0 && enemies.length === 0) {
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waveActive = false;
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player.wave++;
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document.getElementById('wave').textContent = player.wave;
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if (player.score >= 10000 * player.wave && !bossActive) {
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spawnBoss();
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} else {
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setTimeout(startWave, 2000);
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}
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}
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}
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if (bossActive && boss) {
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boss.moveTimer++;
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boss.shootTimer++;
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boss.animFrame++;
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boss.y += Math.sin(boss.moveTimer * 0.03) * 1.5;
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if (boss.x > 500) boss.x -= boss.speed;
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if (player.invincible <= 0 &&
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player.x < boss.x + boss.width && player.x + player.width > boss.x &&
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player.y < boss.y + boss.height && player.y + player.height > boss.y) {
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player.hp -= 30;
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player.invincible = 90;
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shake = 10;
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createBlood(player.x + player.width/2, player.y + player.height/2, 20);
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}
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if (boss.hp <= 0) {
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player.score += boss.score;
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createExplosion(boss.x + boss.width/2, boss.y + boss.height/2, '#ff0000', 100);
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createBlood(boss.x + boss.width/2, boss.y + boss.height/2, 50);
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for (let i = 0; i < 5; i++) {
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spawnPowerup(boss.x + Math.random() * boss.width, boss.y + Math.random() * boss.height);
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}
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boss = null;
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bossActive = false;
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player.wave++;
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document.getElementById('wave').textContent = player.wave;
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setTimeout(startWave, 3000);
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}
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}
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enemies = enemies.filter(e => {
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e.x -= e.speed;
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e.shootTimer++;
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e.animFrame++;
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if (e.fly) {
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e.y += Math.sin(e.animFrame * 0.05) * 2;
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}
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if (player.invincible <= 0 &&
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player.x < e.x + e.width && player.x + player.width > e.x &&
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player.y < e.y + e.height && player.y + player.height > e.y) {
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player.hp -= 20;
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player.invincible = 60;
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shake = 5;
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createBlood(player.x + player.width/2, player.y + player.height/2, 15);
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}
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return e.x > -100 && player.hp > 0;
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});
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bullets = bullets.filter(b => {
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let hit = false;
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if (bossActive && boss &&
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b.x > boss.x && b.x < boss.x + boss.width &&
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b.y > boss.y && b.y < boss.y + boss.height) {
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boss.hp -= b.damage;
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hit = true;
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createExplosion(b.x, b.y, b.color, b.explosive ? 25 : b.laser ? 15 : 10);
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createSparks(b.x, b.y, 5);
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if (boss.hp <= boss.maxHp * 0.5 && boss.phase === 1) {
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boss.phase = 2;
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boss.speed = 1.0;
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}
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}
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enemies.forEach((e, ei) => {
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if (b.x > e.x && b.x < e.x + e.width && b.y > e.y && b.y < e.y + e.height) {
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e.hp -= b.damage;
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hit = true;
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createExplosion(b.x, b.y, b.color, b.explosive ? 25 : b.laser ? 15 : 10);
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if (e.hp <= 0) {
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player.score += e.score;
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createBlood(e.x + e.width/2, e.y + e.height/2, e.name === 'tank' || e.name === 'mech' ? 20 : 12);
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if (Math.random() < e.weaponDrop) spawnPowerup(e.x, e.y);
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enemies.splice(ei, 1);
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}
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if (b.explosive) {
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explosions.push({ x: b.x, y: b.y, radius: 0, maxRadius: 60, alpha: 1 });
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shake = 3;
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}
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}
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});
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return !hit;
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});
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explosions = explosions.filter(e => {
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e.radius += 4;
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e.alpha -= 0.05;
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return e.alpha > 0;
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});
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powerups = powerups.filter(p => {
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p.vy += 0.5;
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p.y += p.vy;
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if (p.y > 452 - p.height) { p.y = 452 - p.height; p.vy = 0; p.grounded = true; }
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p.bobOffset += 0.1;
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if (player.x < p.x + p.width && player.x + player.width > p.x &&
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player.y < p.y + p.height && player.y + player.height > p.y) {
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if (p.weapon !== undefined) {
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if (player.weapon === p.weapon) {
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player.weaponLevel = Math.min(5, player.weaponLevel + 1);
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} else {
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player.weapon = p.weapon;
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player.weaponLevel = 1;
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}
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}
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if (p.upgrade) {
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player.weaponLevel = Math.min(5, player.weaponLevel + 1);
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createExplosion(p.x + p.width/2, p.y + p.height/2, '#ff00ff', 30);
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}
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if (p.heal) player.hp = Math.min(player.maxHp, player.hp + p.heal);
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if (p.maxHeal) { player.maxHp += 50; player.hp = player.maxHp; }
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if (p.shield) player.invincible = 300;
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if (p.bomb) {
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enemies.forEach(e => { e.hp -= 150; createExplosion(e.x + e.width/2, e.y + e.height/2, '#ff6600', 10); });
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enemies = enemies.filter(e => {
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if (e.hp <= 0) {
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player.score += e.score;
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createBlood(e.x + e.width/2, e.y + e.height/2, 15);
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return false;
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}
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return true;
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});
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if (bossActive && boss) {
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boss.hp -= 500;
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createExplosion(boss.x + boss.width/2, boss.y + boss.height/2, '#ff6600', 30);
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shake = 15;
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}
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}
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player.score += 50;
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createExplosion(p.x + p.width/2, p.y + p.height/2, p.color, 20);
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return false;
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}
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return true;
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});
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particles = particles.filter(p => {
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p.x += p.vx;
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p.y += p.vy;
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p.vy += p.gravity || 0.3;
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p.life--;
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p.vx *= 0.95;
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return p.life > 0;
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});
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if (player.invincible > 0) player.invincible--;
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backgroundOffset += player.vx * 0.3;
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document.getElementById('hp').textContent = player.hp;
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document.getElementById('maxhp').textContent = player.maxHp;
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document.getElementById('wpn').textContent = weapons[player.weapon].name + (player.weaponLevel > 1 ? ' +' + (player.weaponLevel - 1) : '');
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document.getElementById('scr').textContent = player.score;
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document.getElementById('wave').textContent = player.wave;
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document.getElementById('wprogress').textContent = enemiesToSpawn + '/' + enemiesInWave;
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if (player.hp <= 0) {
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alert('GAME OVER! Счёт: ' + player.score + ', Волна: ' + player.wave);
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resetGame();
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}
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}
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let lastShot = 0;
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function resetGame() {
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player.x = 100; player.y = 350; player.hp = 100; player.maxHp = 100; player.score = 0;
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player.weapon = 0; player.weaponLevel = 1; player.level = 1; player.wave = 1;
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bullets = []; enemies = []; powerups = []; particles = []; explosions = []; boss = null;
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bossActive = false; waveActive = false;
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document.getElementById('wave').textContent = '1';
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startWave();
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}
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function draw() {
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if (shake > 0) {
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ctx.save();
|
|
ctx.translate((Math.random() - 0.5) * shake * 2, (Math.random() - 0.5) * shake * 2);
|
|
}
|
|
|
|
const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
|
|
gradient.addColorStop(0, '#0a0a1a');
|
|
gradient.addColorStop(0.5, '#16213e');
|
|
gradient.addColorStop(1, '#1a1a2e');
|
|
ctx.fillStyle = gradient;
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
|
|
ctx.fillStyle = '#fff';
|
|
for (let i = 0; i < 80; i++) {
|
|
const x = ((i * 73 + backgroundOffset * 0.1) % canvas.width + canvas.width) % canvas.width;
|
|
const y = (i * 37) % (canvas.height - 100);
|
|
const size = (i % 3) + 1;
|
|
ctx.globalAlpha = 0.3 + Math.sin(gameTime * 0.05 + i) * 0.2;
|
|
ctx.fillRect(x, y, size, size);
|
|
}
|
|
ctx.globalAlpha = 1;
|
|
|
|
ctx.fillStyle = '#1a1a2e';
|
|
for (let i = 0; i < 8; i++) {
|
|
const x = ((i * 120 - backgroundOffset * 0.2) % 1200) - 200;
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, 350);
|
|
ctx.lineTo(x + 60, 180);
|
|
ctx.lineTo(x + 120, 350);
|
|
ctx.fill();
|
|
}
|
|
|
|
ctx.fillStyle = '#2a2a3e';
|
|
for (let i = 0; i < canvas.width; i += 60) {
|
|
const buildingH = 80 + Math.sin(i) * 30;
|
|
ctx.fillRect(i, 452 - buildingH, 50, buildingH);
|
|
const windows = Math.floor(buildingH / 20);
|
|
for (let w = 0; w < windows; w++) {
|
|
for (let col = 0; col < 3; col++) {
|
|
if (Math.sin(gameTime * 0.02 + i + w + col) > 0.3) {
|
|
ctx.fillStyle = '#ffff88';
|
|
ctx.fillRect(i + 8 + col * 14, 452 - buildingH + 10 + w * 20, 8, 12);
|
|
ctx.fillStyle = '#2a2a3e';
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ctx.fillStyle = '#3a2e1a';
|
|
ctx.fillRect(0, 452, canvas.width, 48);
|
|
ctx.fillStyle = '#4a3a2a';
|
|
ctx.fillRect(0, 452, canvas.width, 8);
|
|
ctx.fillStyle = '#2d4a1e';
|
|
for (let i = 0; i < canvas.width; i += 20) {
|
|
const grassH = 4 + Math.sin(gameTime * 0.05 + i) * 2;
|
|
ctx.fillRect(i, 452 - grassH, 8, grassH);
|
|
}
|
|
ctx.fillStyle = '#5a4a3a';
|
|
ctx.fillRect(120, 456, 16, 10);
|
|
ctx.fillRect(340, 460, 20, 8);
|
|
ctx.fillRect(580, 454, 14, 12);
|
|
ctx.fillRect(720, 458, 18, 8);
|
|
|
|
if (player.invincible % 4 < 2) {
|
|
const legOffset = player.vx !== 0 ? Math.sin(Date.now() * 0.02) * 6 : 0;
|
|
ctx.fillStyle = '#2a3a5a';
|
|
ctx.fillRect(player.x + 6, player.y + 36, 8, 12 + legOffset);
|
|
ctx.fillRect(player.x + 18, player.y + 36, 8, 12 - legOffset);
|
|
ctx.fillStyle = '#1a1a2e';
|
|
ctx.fillRect(player.x + 4, player.y + 44, 10, 4);
|
|
ctx.fillRect(player.x + 18, player.y + 44, 10, 4);
|
|
ctx.fillStyle = '#4a90d9';
|
|
ctx.fillRect(player.x + 4, player.y + 14, 24, 26);
|
|
ctx.fillStyle = '#2a2a3a';
|
|
ctx.fillRect(player.x + 4, player.y + 28, 24, 6);
|
|
ctx.fillStyle = '#5a7a9a';
|
|
ctx.fillRect(player.x + 8, player.y + 16, 16, 14);
|
|
ctx.fillStyle = '#ffccaa';
|
|
ctx.fillRect(player.x + 6, player.y - 6, 20, 22);
|
|
ctx.fillStyle = '#3a3a4a';
|
|
ctx.fillRect(player.x + 4, player.y - 10, 24, 10);
|
|
ctx.fillStyle = '#2a3a4a';
|
|
ctx.fillRect(player.x + 8, player.y - 6, 14, 6);
|
|
ctx.fillStyle = '#fff';
|
|
const eyeX = player.facing === 1 ? player.x + 18 : player.x + 10;
|
|
ctx.fillRect(eyeX, player.y + 2, 6, 4);
|
|
ctx.fillStyle = '#000';
|
|
ctx.fillRect(player.facing === 1 ? eyeX + 2 : eyeX, player.y + 3, 3, 2);
|
|
ctx.fillStyle = '#ffccaa';
|
|
ctx.fillRect(player.x + 14, player.y + 16, 10, 10);
|
|
ctx.fillStyle = '#4a90d9';
|
|
const wx = player.facing === 1 ? player.x + 20 : player.x - 8;
|
|
ctx.fillRect(wx, player.y + 18, 28, 10);
|
|
ctx.fillStyle = '#333';
|
|
ctx.fillRect(player.facing === 1 ? wx + 20 : wx, player.y + 20, 12, 6);
|
|
|
|
if (player.invincible > 60) {
|
|
ctx.strokeStyle = 'rgba(0, 136, 255, 0.5)';
|
|
ctx.lineWidth = 3;
|
|
ctx.beginPath();
|
|
ctx.arc(player.x + player.width/2, player.y + player.height/2, 40, 0, Math.PI * 2);
|
|
ctx.stroke();
|
|
}
|
|
}
|
|
|
|
bullets.forEach(b => {
|
|
if (b.laser) {
|
|
ctx.strokeStyle = b.glow;
|
|
ctx.lineWidth = b.size * 2;
|
|
ctx.shadowBlur = 20;
|
|
ctx.shadowColor = b.color;
|
|
ctx.beginPath();
|
|
ctx.moveTo(b.x - b.vx * 5, b.y - b.vy * 5);
|
|
ctx.lineTo(b.x, b.y);
|
|
ctx.stroke();
|
|
ctx.shadowBlur = 0;
|
|
ctx.fillStyle = '#fff';
|
|
ctx.beginPath();
|
|
ctx.arc(b.x, b.y, b.size, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
} else {
|
|
const glowGradient = ctx.createRadialGradient(b.x, b.y, 0, b.x, b.y, b.size * 3);
|
|
glowGradient.addColorStop(0, b.glow);
|
|
glowGradient.addColorStop(1, 'transparent');
|
|
ctx.fillStyle = glowGradient;
|
|
ctx.beginPath();
|
|
ctx.arc(b.x, b.y, b.size * 3, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.fillStyle = b.color;
|
|
ctx.beginPath();
|
|
ctx.arc(b.x, b.y, b.size, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
if (b.plasma) {
|
|
ctx.strokeStyle = b.glow;
|
|
ctx.lineWidth = b.size;
|
|
ctx.beginPath();
|
|
ctx.moveTo(b.x, b.y);
|
|
ctx.lineTo(b.x - b.vx * 2, b.y - b.vy * 2);
|
|
ctx.stroke();
|
|
}
|
|
}
|
|
});
|
|
|
|
explosions.forEach(e => {
|
|
ctx.fillStyle = `rgba(255, 100, 0, ${e.alpha})`;
|
|
ctx.beginPath();
|
|
ctx.arc(e.x, e.y, e.radius, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.fillStyle = `rgba(255, 200, 50, ${e.alpha * 0.7})`;
|
|
ctx.beginPath();
|
|
ctx.arc(e.x, e.y, e.radius * 0.7, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
});
|
|
|
|
particles.forEach(p => {
|
|
ctx.globalAlpha = p.life / 50;
|
|
ctx.fillStyle = p.color;
|
|
ctx.beginPath();
|
|
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
});
|
|
ctx.globalAlpha = 1;
|
|
|
|
if (bossActive && boss) {
|
|
boss.animFrame++;
|
|
ctx.fillStyle = '#3a1a1a';
|
|
ctx.fillRect(boss.x + 10, boss.y + 50, 100, 50);
|
|
ctx.fillStyle = boss.color;
|
|
ctx.fillRect(boss.x + 20, boss.y + 20, 80, 40);
|
|
ctx.fillRect(boss.x + 40, boss.y, 40, 30);
|
|
ctx.fillStyle = '#ff4400';
|
|
ctx.beginPath();
|
|
ctx.arc(boss.x + 60, boss.y + 15, 12, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.fillStyle = '#ff0000';
|
|
ctx.beginPath();
|
|
ctx.arc(boss.x + 60, boss.y + 15, 6, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.fillStyle = '#5a2a2a';
|
|
ctx.fillRect(boss.x, boss.y + 60, 20, 40);
|
|
ctx.fillRect(boss.x + 100, boss.y + 60, 20, 40);
|
|
const hpPct = boss.hp / boss.maxHp;
|
|
ctx.fillStyle = '#333';
|
|
ctx.fillRect(boss.x, boss.y - 25, boss.width, 12);
|
|
ctx.fillStyle = hpPct > 0.5 ? '#0f0' : hpPct > 0.25 ? '#ff0' : '#f00';
|
|
ctx.fillRect(boss.x + 2, boss.y - 23, (boss.width - 4) * hpPct, 8);
|
|
ctx.fillStyle = '#fff';
|
|
ctx.font = 'bold 14px monospace';
|
|
ctx.textAlign = 'center';
|
|
ctx.fillText('БОСС', boss.x + boss.width/2, boss.y - 28);
|
|
ctx.textAlign = 'left';
|
|
}
|
|
|
|
enemies.forEach(e => {
|
|
e.animFrame++;
|
|
if (e.name === 'soldier') {
|
|
const legOffset = Math.sin(e.animFrame * 0.3) * 6;
|
|
ctx.fillStyle = '#1a1a2e';
|
|
ctx.fillRect(e.x + 6, e.y + 36, 8, 12 + legOffset);
|
|
ctx.fillRect(e.x + 18, e.y + 36, 8, 12 - legOffset);
|
|
ctx.fillStyle = e.color;
|
|
ctx.fillRect(e.x + 4, e.y + 14, 24, 24);
|
|
ctx.fillStyle = '#ffccaa';
|
|
ctx.fillRect(e.x + 6, e.y, 20, 16);
|
|
ctx.fillStyle = '#3a4a3a';
|
|
ctx.fillRect(e.x + 4, e.y - 4, 24, 8);
|
|
ctx.fillStyle = '#4a2a2a';
|
|
ctx.fillRect(e.x + 16, e.y + 18, 14, 8);
|
|
ctx.fillStyle = '#444';
|
|
ctx.fillRect(e.x + 28, e.y + 20, 12, 6);
|
|
} else if (e.name === 'tank') {
|
|
ctx.fillStyle = '#1a1a1a';
|
|
const trackOffset = Math.sin(e.animFrame * 0.1) * 2;
|
|
ctx.fillRect(e.x, e.y + 24 + trackOffset, e.width, 11);
|
|
ctx.fillStyle = e.color;
|
|
ctx.fillRect(e.x + 4, e.y + 8, e.width - 8, 20);
|
|
ctx.fillStyle = '#3d6016';
|
|
ctx.fillRect(e.x + 18, e.y, 24, 14);
|
|
ctx.fillStyle = '#2d4010';
|
|
ctx.fillRect(e.x + 36, e.y + 4, 28, 8);
|
|
ctx.fillStyle = '#1a1a1a';
|
|
ctx.beginPath();
|
|
ctx.arc(e.x + 30, e.y + 7, 5, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
} else if (e.name === 'helicopter') {
|
|
ctx.fillStyle = '#333';
|
|
const rotorOffset = Math.sin(e.animFrame * 0.8) * 20;
|
|
ctx.fillRect(e.x - 15, e.y - 8, 85, 4);
|
|
ctx.fillRect(e.x + 25 + rotorOffset, e.y - 12, 6, 8);
|
|
ctx.fillStyle = e.color;
|
|
ctx.beginPath();
|
|
ctx.ellipse(e.x + 25, e.y + 8, 30, 15, 0, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.fillStyle = '#6a8aaa';
|
|
ctx.beginPath();
|
|
ctx.arc(e.x + 40, e.y + 5, 12, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.fillStyle = e.color;
|
|
ctx.fillRect(e.x - 20, e.y + 4, 20, 8);
|
|
ctx.fillRect(e.x - 25, e.y, 8, 16);
|
|
} else if (e.name === 'commando') {
|
|
const legOffset = Math.sin(e.animFrame * 0.4) * 8;
|
|
ctx.fillStyle = '#2a1a2a';
|
|
ctx.fillRect(e.x + 8, e.y + 38, 7, 12 + legOffset);
|
|
ctx.fillRect(e.x + 19, e.y + 38, 7, 12 - legOffset);
|
|
ctx.fillStyle = e.color;
|
|
ctx.fillRect(e.x + 6, e.y + 16, 22, 24);
|
|
ctx.fillStyle = '#ffccaa';
|
|
ctx.fillRect(e.x + 8, e.y + 2, 18, 16);
|
|
ctx.fillStyle = '#4a1a4a';
|
|
ctx.fillRect(e.x + 6, e.y - 2, 22, 8);
|
|
ctx.fillStyle = '#6a2a6a';
|
|
ctx.fillRect(e.x + 18, e.y + 20, 16, 8);
|
|
ctx.fillStyle = '#333';
|
|
ctx.fillRect(e.x + 32, e.y + 22, 14, 6);
|
|
} else if (e.name === 'mech') {
|
|
const legOffset = Math.sin(e.animFrame * 0.15) * 4;
|
|
ctx.fillStyle = '#1a2a3a';
|
|
ctx.fillRect(e.x + 10, e.y + 40, 14, 15 + legOffset);
|
|
ctx.fillRect(e.x + 46, e.y + 40, 14, 15 - legOffset);
|
|
ctx.fillStyle = e.color;
|
|
ctx.fillRect(e.x + 8, e.y + 20, 54, 28);
|
|
ctx.fillRect(e.x + 20, e.y + 8, 30, 20);
|
|
ctx.fillStyle = '#006688';
|
|
ctx.beginPath();
|
|
ctx.arc(e.x + 35, e.y + 18, 10, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.fillStyle = '#003344';
|
|
ctx.fillRect(e.x + 50, e.y + 24, 24, 10);
|
|
ctx.fillStyle = '#ff4400';
|
|
ctx.beginPath();
|
|
ctx.arc(e.x + 35, e.y + 18, 4, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
}
|
|
|
|
const hpPct = e.hp / e.maxHp;
|
|
ctx.fillStyle = '#333';
|
|
ctx.fillRect(e.x, e.y - 16, e.width, 8);
|
|
ctx.fillStyle = hpPct > 0.5 ? '#0f0' : hpPct > 0.25 ? '#ff0' : '#f00';
|
|
ctx.fillRect(e.x + 1, e.y - 15, (e.width - 2) * hpPct, 6);
|
|
});
|
|
|
|
powerups.forEach(p => {
|
|
const bobY = p.grounded ? Math.sin(p.bobOffset) * 4 : 0;
|
|
const glowGradient = ctx.createRadialGradient(p.x + p.width/2, p.y + p.height/2 + bobY, 0, p.x + p.width/2, p.y + p.height/2 + bobY, 20);
|
|
glowGradient.addColorStop(0, p.color);
|
|
glowGradient.addColorStop(1, 'transparent');
|
|
ctx.fillStyle = glowGradient;
|
|
ctx.beginPath();
|
|
ctx.arc(p.x + p.width/2, p.y + p.height/2 + bobY, 20, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.fillStyle = p.color;
|
|
ctx.fillRect(p.x + 2, p.y + 4 + bobY, p.width - 4, p.height - 4);
|
|
ctx.strokeStyle = '#fff';
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeRect(p.x + 2, p.y + 4 + bobY, p.width - 4, p.height - 4);
|
|
ctx.fillStyle = '#fff';
|
|
ctx.font = 'bold 18px monospace';
|
|
ctx.textAlign = 'center';
|
|
ctx.fillText(p.label, p.x + p.width/2, p.y + 20 + bobY);
|
|
ctx.textAlign = 'left';
|
|
});
|
|
|
|
if (shake > 0) ctx.restore();
|
|
}
|
|
|
|
function loop() {
|
|
update();
|
|
draw();
|
|
requestAnimationFrame(loop);
|
|
}
|
|
|
|
startWave();
|
|
loop();
|