Spaces:
Running
Running
File size: 17,127 Bytes
252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe 7a2efe0 252bfbe |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 |
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Moving Brick Attacker</title>
<script src="https://cdn.tailwindcss.com"></script>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
<style>
#gameCanvas {
background-color: #1a202c;
border-radius: 8px;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
touch-action: none;
}
.game-container {
position: relative;
}
.game-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
background-color: rgba(0, 0, 0, 0.7);
color: white;
border-radius: 8px;
}
.hidden {
display: none;
}
.brick {
border-radius: 2px;
}
.heart-icon {
color: #f56565;
}
.bullet {
position: absolute;
width: 4px;
height: 12px;
background-color: #f6e05e;
border-radius: 2px;
}
#attacker {
position: absolute;
width: 50px;
height: 80px;
background-color: #4a5568;
border-radius: 8px;
bottom: 10px;
left: 50%;
transform: translateX(-50%);
z-index: 10;
}
#gun {
position: absolute;
width: 30px;
height: 10px;
background-color: #2d3748;
top: -10px;
left: 10px;
border-radius: 2px;
transform-origin: left center;
z-index: 20;
}
#gun-barrel {
position: absolute;
width: 30px;
height: 4px;
background-color: #2d3748;
top: 3px;
left: 30px;
border-radius: 2px;
}
/* Animation for special bricks */
@keyframes pulse {
0% { transform: scale(1); }
50% { transform: scale(1.05); }
100% { transform: scale(1); }
}
@keyframes spin {
0% { transform: rotate(0deg); }
100% { transform: rotate(360deg); }
}
.start-btn {
background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
border: none;
color: white;
padding: 15px 32px;
text-align: center;
text-decoration: none;
display: inline-block;
font-size: 18px;
font-weight: bold;
margin: 10px 2px;
cursor: pointer;
border-radius: 50px;
box-shadow: 0 4px 15px rgba(0, 0, 0, 0.2);
transition: all 0.3s ease;
position: relative;
overflow: hidden;
}
.start-btn:hover {
transform: translateY(-3px);
box-shadow: 0 6px 20px rgba(0, 0, 0, 0.3);
}
.start-btn:active {
transform: translateY(1px);
}
.start-btn::after {
content: "";
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: linear-gradient(135deg, rgba(255,255,255,0.3) 0%, rgba(255,255,255,0) 100%);
opacity: 0;
transition: opacity 0.3s ease;
}
.start-btn:hover::after {
opacity: 1;
}
.start-btn i {
margin-right: 10px;
}
</style>
</head>
<body class="bg-gray-900 min-h-screen flex flex-col items-center justify-center p-4">
<div class="max-w-4xl w-full">
<h1 class="text-3xl font-bold text-center text-white mb-6">Moving Brick Attacker</h1>
<div class="flex justify-between items-center mb-4">
<div class="flex items-center space-x-2">
<span class="text-white font-semibold">Score:</span>
<span id="score" class="text-yellow-300 font-bold text-xl">0</span>
</div>
<div class="flex items-center space-x-2">
<span class="text-white font-semibold">Lives:</span>
<div id="lives" class="flex space-x-1">
<i class="fas fa-heart heart-icon"></i>
<i class="fas fa-heart heart-icon"></i>
<i class="fas fa-heart heart-icon"></i>
</div>
</div>
</div>
<div class="game-container relative">
<canvas id="gameCanvas" width="800" height="500" class="w-full"></canvas>
<div id="startScreen" class="game-overlay">
<h2 class="text-4xl font-bold mb-6 text-yellow-300">Brick Attacker</h2>
<p class="text-xl mb-8 text-center max-w-md">Shoot the moving bricks before they reach the bottom!</p>
<button id="startButton" class="start-btn">
<i class="fas fa-play"></i> Start Game
</button>
</div>
<div id="gameOverScreen" class="game-overlay hidden">
<h2 class="text-4xl font-bold mb-4 text-red-500">Game Over</h2>
<p class="text-2xl mb-2">Your score: <span id="finalScore" class="text-yellow-300">0</span></p>
<button id="restartButton" class="start-btn mt-6">
<i class="fas fa-redo"></i> Play Again
</button>
</div>
</div>
<div class="mt-6 flex justify-center">
<div class="bg-gray-800 p-4 rounded-lg max-w-md">
<h3 class="text-white font-semibold mb-2">Controls:</h3>
<ul class="text-gray-300 space-y-1">
<li><i class="fas fa-mouse-pointer mr-2"></i> Move mouse to aim</li>
<li><i class="fas fa-mouse mr-2"></i> Click to shoot</li>
<li><i class="fas fa-arrows-alt mr-2"></i> Arrow keys to move</li>
</ul>
</div>
</div>
</div>
<script>
// Game variables
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const startScreen = document.getElementById('startScreen');
const gameOverScreen = document.getElementById('gameOverScreen');
const startButton = document.getElementById('startButton');
const restartButton = document.getElementById('restartButton');
const scoreElement = document.getElementById('score');
const finalScoreElement = document.getElementById('finalScore');
const livesElement = document.getElementById('lives');
let gameRunning = false;
let score = 0;
let lives = 3;
let bricks = [];
let bullets = [];
let attackerX = canvas.width / 2;
let attackerWidth = 50;
let gunAngle = 0;
let mouseX = 0;
let mouseY = 0;
let animationId;
let brickSpeed = 2;
let brickSpawnRate = 60;
let frameCount = 0;
// Attacker element (for visual representation)
const attacker = document.createElement('div');
attacker.id = 'attacker';
document.querySelector('.game-container').appendChild(attacker);
const gun = document.createElement('div');
gun.id = 'gun';
attacker.appendChild(gun);
const gunBarrel = document.createElement('div');
gunBarrel.id = 'gun-barrel';
gun.appendChild(gunBarrel);
// Event listeners
startButton.addEventListener('click', startGame);
restartButton.addEventListener('click', startGame);
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
mouseX = e.clientX - rect.left;
mouseY = e.clientY - rect.top;
// Calculate gun angle based on mouse position
const dx = mouseX - (attackerX + attackerWidth / 2);
const dy = mouseY - (canvas.height - 90);
gunAngle = Math.atan2(dy, dx);
// Update gun position and rotation
gun.style.transform = `rotate(${gunAngle}rad)`;
});
canvas.addEventListener('click', shoot);
document.addEventListener('keydown', (e) => {
if (!gameRunning) return;
if (e.key === 'ArrowLeft') {
attackerX = Math.max(0, attackerX - 20);
} else if (e.key === 'ArrowRight') {
attackerX = Math.min(canvas.width - attackerWidth, attackerX + 20);
}
});
// Game functions
function startGame() {
gameRunning = true;
score = 0;
lives = 3;
bricks = [];
bullets = [];
brickSpeed = 2;
brickSpawnRate = 60;
frameCount = 0;
scoreElement.textContent = score;
updateLives();
startScreen.classList.add('hidden');
gameOverScreen.classList.add('hidden');
// Reset attacker position
attackerX = canvas.width / 2 - attackerWidth / 2;
// Start game loop
animationId = requestAnimationFrame(gameLoop);
}
function gameLoop() {
if (!gameRunning) return;
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Update attacker position
attacker.style.left = `${attackerX}px`;
// Spawn bricks
if (frameCount % brickSpawnRate === 0) {
spawnBrick();
}
// Update bricks
updateBricks();
// Update bullets
updateBullets();
// Check collisions
checkCollisions();
// Increase difficulty
if (frameCount % 500 === 0) {
brickSpeed = Math.min(brickSpeed + 0.2, 6);
brickSpawnRate = Math.max(brickSpawnRate - 5, 20);
}
frameCount++;
animationId = requestAnimationFrame(gameLoop);
}
function spawnBrick() {
const width = Math.random() * 60 + 40;
const x = Math.random() * (canvas.width - width);
const color = getRandomColor();
// 10% chance for special brick
const isSpecial = Math.random() < 0.1;
bricks.push({
x,
y: 0,
width,
height: 20,
color,
isSpecial,
health: isSpecial ? 3 : 1
});
}
function getRandomColor() {
const colors = [
'#f56565', // red
'#48bb78', // green
'#4299e1', // blue
'#ed8936', // orange
'#9f7aea', // purple
'#ecc94b' // yellow
];
return colors[Math.floor(Math.random() * colors.length)];
}
function updateBricks() {
for (let i = bricks.length - 1; i >= 0; i--) {
const brick = bricks[i];
// Move brick down
brick.y += brickSpeed;
// Draw brick
ctx.fillStyle = brick.color;
ctx.fillRect(brick.x, brick.y, brick.width, brick.height);
// Draw special effects
if (brick.isSpecial) {
ctx.strokeStyle = '#ffffff';
ctx.lineWidth = 2;
ctx.strokeRect(brick.x, brick.y, brick.width, brick.height);
// Draw health indicator
ctx.fillStyle = '#ffffff';
ctx.font = '10px Arial';
ctx.fillText('★'.repeat(brick.health), brick.x + 5, brick.y + 15);
}
// Remove bricks that go off screen
if (brick.y > canvas.height) {
bricks.splice(i, 1);
loseLife();
}
}
}
function updateBullets() {
for (let i = bullets.length - 1; i >= 0; i--) {
const bullet = bullets[i];
// Move bullet
bullet.x += bullet.dx * 10;
bullet.y += bullet.dy * 10;
// Draw bullet
const bulletElement = document.createElement('div');
bulletElement.className = 'bullet';
bulletElement.style.left = `${bullet.x}px`;
bulletElement.style.top = `${bullet.y}px`;
document.querySelector('.game-container').appendChild(bulletElement);
// Remove bullet after a short delay to allow animation
setTimeout(() => {
if (bulletElement.parentNode) {
bulletElement.parentNode.removeChild(bulletElement);
}
}, 16);
// Remove bullets that go off screen
if (bullet.x < 0 || bullet.x > canvas.width ||
bullet.y < 0 || bullet.y > canvas.height) {
bullets.splice(i, 1);
}
}
}
function checkCollisions() {
for (let i = bullets.length - 1; i >= 0; i--) {
const bullet = bullets[i];
for (let j = bricks.length - 1; j >= 0; j--) {
const brick = bricks[j];
if (bullet.x > brick.x && bullet.x < brick.x + brick.width &&
bullet.y > brick.y && bullet.y < brick.y + brick.height) {
// Hit brick
brick.health--;
if (brick.health <= 0) {
// Brick destroyed
bricks.splice(j, 1);
score += brick.isSpecial ? 5 : 1;
scoreElement.textContent = score;
}
// Remove bullet
bullets.splice(i, 1);
break;
}
}
}
}
function shoot() {
if (!gameRunning) return;
const startX = attackerX + attackerWidth / 2;
const startY = canvas.height - 90;
bullets.push({
x: startX,
y: startY,
dx: Math.cos(gunAngle),
dy: Math.sin(gunAngle)
});
}
function loseLife() {
lives--;
updateLives();
if (lives <= 0) {
gameOver();
}
}
function updateLives() {
livesElement.innerHTML = '';
for (let i = 0; i < lives; i++) {
const heart = document.createElement('i');
heart.className = 'fas fa-heart heart-icon';
livesElement.appendChild(heart);
}
}
function gameOver() {
gameRunning = false;
cancelAnimationFrame(animationId);
finalScoreElement.textContent = score;
gameOverScreen.classList.remove('hidden');
}
</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=Mohabedalgani/zaido" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html> |