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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Metal Detection Minigame</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        @import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700;900&display=swap');
        
        body {
            font-family: 'Orbitron', monospace;
            background: radial-gradient(ellipse at center, #0a0a0a 0%, #000000 100%);
            overflow: hidden;
        }
        
        .radar-container {
            position: relative;
            width: 320px;
            height: 320px;
            background: radial-gradient(circle at center, rgba(16, 185, 129, 0.1) 0%, rgba(0, 0, 0, 0.8) 70%),
                        repeating-radial-gradient(circle at center, 
                            transparent 0, 
                            transparent 39px, 
                            rgba(16, 185, 129, 0.3) 40px, 
                            rgba(16, 185, 129, 0.3) 41px);
            border: 3px solid #10b981;
            box-shadow: 0 0 50px rgba(16, 185, 129, 0.5), 
                        inset 0 0 50px rgba(16, 185, 129, 0.2);
            animation: radarPulse 2s ease-in-out infinite;
        }
        
        @keyframes radarPulse {
            0%, 100% { box-shadow: 0 0 50px rgba(16, 185, 129, 0.5), inset 0 0 50px rgba(16, 185, 129, 0.2); }
            50% { box-shadow: 0 0 80px rgba(16, 185, 129, 0.8), inset 0 0 80px rgba(16, 185, 129, 0.4); }
        }
        
        .sweep-line {
            position: absolute;
            top: 50%;
            left: 50%;
            width: 50%;
            height: 2px;
            background: linear-gradient(to right, #10b981, transparent);
            transform-origin: left center;
            box-shadow: 0 0 10px #10b981, 0 0 20px #10b981;
            animation: sweepRotate 4s linear infinite;
        }
        
        .sweep-line::before {
            content: '';
            position: absolute;
            width: 100%;
            height: 100%;
            background: linear-gradient(to right, rgba(16, 185, 129, 0.8), transparent);
            filter: blur(3px);
        }
        
        .blip {
            position: absolute;
            width: 12px;
            height: 12px;
            background: radial-gradient(circle, #ef4444 0%, #dc2626 70%, transparent 100%);
            border-radius: 50%;
            transform: translate(-50%, -50%);
            box-shadow: 0 0 20px #ef4444, 0 0 40px #ef4444;
            animation: blipGlow 1.5s ease-in-out infinite;
        }
        
        @keyframes blipGlow {
            0%, 100% { 
                transform: translate(-50%, -50%) scale(1);
                opacity: 1;
            }
            50% { 
                transform: translate(-50%, -50%) scale(1.3);
                opacity: 0.7;
            }
        }
        
        .locked-blip {
            background: radial-gradient(circle, #10b981 0%, #059669 70%, transparent 100%);
            animation: lockedGlow 1s ease-in-out infinite;
            box-shadow: 0 0 30px #10b981, 0 0 60px #10b981;
        }
        
        @keyframes lockedGlow {
            0%, 100% { 
                transform: translate(-50%, -50%) scale(1) rotate(0deg);
                filter: brightness(1);
            }
            50% { 
                transform: translate(-50%, -50%) scale(1.2) rotate(180deg);
                filter: brightness(1.5);
            }
        }
        
        .hit-effect {
            position: absolute;
            width: 60px;
            height: 60px;
            border: 3px solid #10b981;
            border-radius: 50%;
            transform: translate(-50%, -50%);
            animation: hitRipple 0.6s ease-out forwards;
        }
        
        @keyframes hitRipple {
            0% {
                transform: translate(-50%, -50%) scale(0.5);
                opacity: 1;
            }
            100% {
                transform: translate(-50%, -50%) scale(3);
                opacity: 0;
            }
        }
        
        .score-display {
            font-size: 1.5rem;
            font-weight: 700;
            text-shadow: 0 0 10px #10b981;
            letter-spacing: 2px;
        }
        
        .instructions {
            font-size: 0.9rem;
            opacity: 0.8;
            letter-spacing: 1px;
        }
        
        .key-hint {
            color: #10b981;
            font-weight: 700;
            text-shadow: 0 0 5px #10b981;
            animation: keyPulse 2s ease-in-out infinite;
        }
        
        @keyframes keyPulse {
            0%, 100% { opacity: 1; }
            50% { opacity: 0.5; }
        }
        
        .hud-element {
            background: rgba(0, 0, 0, 0.7);
            border: 1px solid rgba(16, 185, 129, 0.3);
            box-shadow: 0 0 20px rgba(16, 185, 129, 0.2);
        }
        
        .grid-line {
            position: absolute;
            background: rgba(16, 185, 129, 0.2);
        }
        
        .grid-line.horizontal {
            width: 100%;
            height: 1px;
            top: 50%;
            transform: translateY(-50%);
        }
        
        .grid-line.vertical {
            width: 1px;
            height: 100%;
            left: 50%;
            transform: translateX(-50%);
        }
        
        .angle-markers {
            position: absolute;
            width: 100%;
            height: 100%;
            pointer-events: none;
        }
        
        .angle-marker {
            position: absolute;
            width: 2px;
            height: 10px;
            background: rgba(16, 185, 129, 0.5);
            transform-origin: center 160px;
            left: 50%;
            top: 0;
        }
    </style>
</head>
<body class="flex flex-col items-center justify-center min-h-screen text-green-400">
    <div class="absolute top-4 left-4 hud-element p-4 rounded-lg">
        <div class="text-sm opacity-70">METAL DETECTOR</div>
        <div class="text-lg font-bold">Model XR-7</div>
    </div>
    
    <div class="absolute top-4 right-4 hud-element p-4 rounded-lg">
        <div class="text-sm opacity-70">FREQUENCY</div>
        <div class="text-lg font-bold">14.5 kHz</div>
    </div>
    
    <div class="flex flex-col items-center">
        <h1 class="text-4xl font-bold mb-2 tracking-wider">METAL DETECTION</h1>
        <p class="instructions mb-8 text-center">Press <span class="key-hint">E</span> when the sweep line crosses a <span class="text-red-400">red blip</span></p>
        
        <div class="relative radar-container rounded-full">
            <!-- Grid lines -->
            <div class="grid-line horizontal"></div>
            <div class="grid-line vertical"></div>
            
            <!-- Angle markers -->
            <div class="angle-markers">
                <div class="angle-marker" style="transform: rotate(0deg)"></div>
                <div class="angle-marker" style="transform: rotate(30deg)"></div>
                <div class="angle-marker" style="transform: rotate(60deg)"></div>
                <div class="angle-marker" style="transform: rotate(90deg)"></div>
                <div class="angle-marker" style="transform: rotate(120deg)"></div>
                <div class="angle-marker" style="transform: rotate(150deg)"></div>
                <div class="angle-marker" style="transform: rotate(180deg)"></div>
                <div class="angle-marker" style="transform: rotate(210deg)"></div>
                <div class="angle-marker" style="transform: rotate(240deg)"></div>
                <div class="angle-marker" style="transform: rotate(270deg)"></div>
                <div class="angle-marker" style="transform: rotate(300deg)"></div>
                <div class="angle-marker" style="transform: rotate(330deg)"></div>
            </div>
            
            <!-- Scanning circles -->
            <div class="absolute inset-8 rounded-full border border-green-500 opacity-20"></div>
            <div class="absolute inset-16 rounded-full border border-green-500 opacity-20"></div>
            <div class="absolute inset-24 rounded-full border border-green-500 opacity-20"></div>
            
            <!-- Radar sweep line -->
            <div class="sweep-line" id="sweepLine"></div>
            
            <!-- Blips will be added here dynamically -->
            <div id="blipsContainer"></div>
            
            <!-- Hit effects -->
            <div id="hitEffects"></div>
        </div>
        
        <div class="mt-8 flex items-center space-x-8">
            <div class="hud-element px-6 py-3 rounded-lg">
                <div class="text-sm opacity-70">TARGETS LOCKED</div>
                <div class="score-display text-3xl" id="scoreDisplay">0/3</div>
            </div>
            
            <div class="hud-element px-6 py-3 rounded-lg">
                <div class="text-sm opacity-70">ACCURACY</div>
                <div class="score-display text-3xl" id="accuracyDisplay">0%</div>
            </div>
        </div>
        
        <div class="mt-4 hud-element px-6 py-3 rounded-lg">
            <div id="statusDisplay" class="text-lg">Scanning for metals...</div>
        </div>
    </div>
    
    <audio id="hitSound" preload="auto">
        <source src="data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU..." type="audio/wav">
    </audio>
    
    <audio id="missSound" preload="auto">
        <source src="data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU..." type="audio/wav">
    </audio>
    
    <audio id="successSound" preload="auto">
        <source src="data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU..." type="audio/wav">
    </audio>
    
    <script>
        // Game variables
        let score = 0;
        let gameActive = true;
        let blips = [];
        let lockedBlips = [];
        let sweepAngle = 0;
        let totalAttempts = 0;
        let successfulHits = 0;
        
        // Game constants
        const TOTAL_TARGETS = 3;
        const SWEEP_SPEED = 4; // seconds per rotation
        const HIT_TOLERANCE = 6; // degrees
        
        // DOM elements
        const sweepLine = document.getElementById('sweepLine');
        const blipsContainer = document.getElementById('blipsContainer');
        const scoreDisplay = document.getElementById('scoreDisplay');
        const statusDisplay = document.getElementById('statusDisplay');
        const accuracyDisplay = document.getElementById('accuracyDisplay');
        const hitEffects = document.getElementById('hitEffects');
        const hitSound = document.getElementById('hitSound');
        const missSound = document.getElementById('missSound');
        const successSound = document.getElementById('successSound');
        
        // Create oscilloscope-style audio using Web Audio API
        const audioContext = new (window.AudioContext || window.webkitAudioContext)();
        
        function playHitSound() {
            const oscillator = audioContext.createOscillator();
            const gainNode = audioContext.createGain();
            
            oscillator.connect(gainNode);
            gainNode.connect(audioContext.destination);
            
            oscillator.frequency.setValueAtTime(800, audioContext.currentTime);
            oscillator.type = 'sine';
            
            gainNode.gain.setValueAtTime(0.3, audioContext.currentTime);
            gainNode.gain.exponentialRampToValueAtTime(0.01, audioContext.currentTime + 0.3);
            
            oscillator.start(audioContext.currentTime);
            oscillator.stop(audioContext.currentTime + 0.3);
        }
        
        function playMissSound() {
            const oscillator = audioContext.createOscillator();
            const gainNode = audioContext.createGain();
            
            oscillator.connect(gainNode);
            gainNode.connect(audioContext.destination);
            
            oscillator.frequency.setValueAtTime(200, audioContext.currentTime);
            oscillator.type = 'sawtooth';
            
            gainNode.gain.setValueAtTime(0.2, audioContext.currentTime);
            gainNode.gain.exponentialRampToValueAtTime(0.01, audioContext.currentTime + 0.2);
            
            oscillator.start(audioContext.currentTime);
            oscillator.stop(audioContext.currentTime + 0.2);
        }
        
        function playSuccessSound() {
            const notes = [523.25, 659.25, 783.99]; // C, E, G
            notes.forEach((freq, index) => {
                const oscillator = audioContext.createOscillator();
                const gainNode = audioContext.createGain();
                
                oscillator.connect(gainNode);
                gainNode.connect(audioContext.destination);
                
                oscillator.frequency.setValueAtTime(freq, audioContext.currentTime + index * 0.1);
                oscillator.type = 'sine';
                
                gainNode.gain.setValueAtTime(0.3, audioContext.currentTime + index * 0.1);
                gainNode.gain.exponentialRampToValueAtTime(0.01, audioContext.currentTime + index * 0.1 + 0.5);
                
                oscillator.start(audioContext.currentTime + index * 0.1);
                oscillator.stop(audioContext.currentTime + index * 0.1 + 0.5);
            });
        }
        
        // Initialize the game
        function initGame() {
            // Create initial blips
            createBlips();
            
            // Set up keyboard event listener
            document.addEventListener('keydown', handleKeyPress);
            
            // Update the sweep line rotation
            setInterval(updateSweep, 50);
        }
        
        // Create blips on the radar
function createBlips() {
    const numBlips = 5;
    const minAngleDiff = 12; // Minimum angle difference between blips
    const maxAttempts = 5; // Prevent infinite loop

    let placed = 0;
    let attempts = 0;

    while (placed < numBlips && attempts < maxAttempts) {
        const angle = Math.random() * 360;
        const distance = 0.3 + Math.random() * 0.5;
        const x = 160 + 160 * distance * Math.cos(angle * Math.PI / 180);
        const y = 160 + 160 * distance * Math.sin(angle * Math.PI / 180);

        // Check angular distance from existing blips
        let tooClose = blips.some(blip => {
            const diff = Math.abs(blip.angle - angle);
            const angleDiff = Math.min(diff, 360 - diff); // handle wraparound
            return angleDiff < minAngleDiff;
        });

        if (!tooClose) {
            const blip = document.createElement('div');
            blip.className = 'blip';
            blip.style.left = x + 'px';
            blip.style.top = y + 'px';
            blip.dataset.angle = angle;

            blipsContainer.appendChild(blip);
            blips.push({
                element: blip,
                angle: angle,
                locked: false
            });

            placed++;











        }

        attempts++;
    }
}

        
        // Update the sweep line rotation
        function updateSweep() {
            sweepAngle = (sweepAngle + (360 / (SWEEP_SPEED * 20))) % 360;
            sweepLine.style.transform = `rotate(${sweepAngle}deg)`;
        }
        
        // Handle key press
        function handleKeyPress(event) {
            if (!gameActive || event.key.toLowerCase() !== 'e') return;
            
            totalAttempts++;
            let hit = false;
            
            // Check if any blip is within the tolerance
            for (let i = 0; i < blips.length; i++) {
                const blip = blips[i];
                
                if (blip.locked) continue;
                
                const angleDiff = Math.abs((blip.angle - sweepAngle + 360) % 360);
                const isWithinTolerance = angleDiff <= HIT_TOLERANCE || angleDiff >= (360 - HIT_TOLERANCE);
                
                if (isWithinTolerance) {
                    // Hit!
                    blip.locked = true;
                    blip.element.classList.add('locked-blip');
                    lockedBlips.push(blip);
                    
                    // Create hit effect
                    createHitEffect(blip.element.offsetLeft + 6, blip.element.offsetTop + 6);
                    
                    score++;
                    successfulHits++;
                    updateScoreDisplay();
                    playHitSound();
                    
                    hit = true;
                    break;
                }
            }
            
            if (!hit) {
                playMissSound();
            }
            
            updateAccuracy();
            
            // Check if game is complete
            if (score >= TOTAL_TARGETS) {
                gameComplete();
            }
        }
        
        // Create hit effect
        function createHitEffect(x, y) {
            const effect = document.createElement('div');
            effect.className = 'hit-effect';
            effect.style.left = x + 'px';
            effect.style.top = y + 'px';
            
            hitEffects.appendChild(effect);
            
            // Remove after animation completes
            setTimeout(() => {
                effect.remove();
            }, 600);
        }
        
        // Update score display
        function updateScoreDisplay() {
            scoreDisplay.textContent = `${score}/${TOTAL_TARGETS}`;
            
            if (score < TOTAL_TARGETS) {
                statusDisplay.textContent = `Lock onto target ${score + 1}...`;
            }
        }
        
        // Update accuracy display
        function updateAccuracy() {
            const accuracy = totalAttempts > 0 ? Math.round((successfulHits / totalAttempts) * 100) : 0;
            accuracyDisplay.textContent = `${accuracy}%`;
        }
        
        // Game complete
        function gameComplete() {
            gameActive = false;
            statusDisplay.textContent = "All targets locked! Excavation authorized.";
            playSuccessSound();
            
            // Add celebration effect
            setTimeout(() => {
                document.body.style.animation = 'celebration 2s ease-in-out';
            }, 1000);
            
            // Remove after 3 seconds
            setTimeout(() => {
                if (confirm("Metal detection complete! Proceed with excavation?")) {
                    location.reload();
                }
            }, 3000);
        }
        
        // Add celebration animation
        const style = document.createElement('style');
        style.textContent = `
            @keyframes celebration {
                0% { filter: brightness(1); }
                50% { filter: brightness(1.5) hue-rotate(120deg); }
                100% { filter: brightness(1); }
            }
        `;
        document.head.appendChild(style);
        
        // Start the game
        initGame();
    </script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=Mankeysocks/ex-7" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html>