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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<title>Sling Humans β€” Prototype</title>
<style>
  html,body{height:100%;margin:0;background:linear-gradient(#bfe9ff,#eaf7ff);font-family:Inter,system-ui,Segoe UI,Arial}
  #game {width:100%;height:100vh;overflow:hidden}
  .ui {position:absolute;left:14px;top:14px;background:rgba(255,255,255,0.9);padding:10px;border-radius:10px;box-shadow:0 6px 18px rgba(13,38,76,0.08);z-index:10}
  .ui button{background:#1976d2;color:white;border:none;padding:8px 12px;border-radius:8px;cursor:pointer}
  .ui .small{font-size:13px;color:#0b2540;margin-top:6px}
  .credits{position:absolute;right:14px;top:14px;background:rgba(255,255,255,0.9);padding:8px 10px;border-radius:8px;font-size:13px;z-index:10}
</style>
</head>
<body>
<div id="game"></div>
<div class="ui">
  <div style="font-weight:700">Sling Humans β€” Prototype</div>
  <div style="margin-top:8px;display:flex;gap:8px">
    <button id="restart">Restart</button>
    <button id="next">Next Level</button>
    <button id="powerup">Mega Launch</button>
  </div>
  <div class="small">Score: <span id="score">0</span> β€’ Ammo: <span id="ammo">5</span> β€’ Stars: <span id="stars">0</span></div>
  <div style="margin-top:8px;font-size:13px;color:#444">Human: <select id="hType">
    <option value="regular">Regular</option>
    <option value="heavy">Heavyweight</option>
    <option value="jumper">Jumper</option>
    <option value="boomer">Boomer</option>
  </select></div>
</div>
<div class="credits">Cartoon style β€” non graphic</div>

<!-- Phaser 3 CDN -->
<script src="https://cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.min.js"></script>
<script>
/*
  Sling Humans β€” Prototype
  - Single-file Phaser 3 game
  - Uses emoji + basic shapes
  - Extendable: add assets, audio, more levels
*/

const WIDTH = Math.min(window.innerWidth, 1200);
const HEIGHT = Math.min(window.innerHeight, 800);

const config = {
  type: Phaser.AUTO,
  parent: 'game',
  width: WIDTH,
  height: HEIGHT,
  backgroundColor: 0xe8f7ff,
  physics: { default: 'matter', matter: { gravity: { y: 1.0 }, debug: false } },
  scene: { preload, create, update }
};

const game = new Phaser.Game(config);

let slingPos = { x: 160, y: HEIGHT - 180 };
let currentHuman = null, isDragging=false;
let dottedLines = [];
let score = 0, ammo = 5, level = 0, stars = 0;
let blocksGroup = [], targetsGroup = [];
let megaLaunchActive = false;

function preload() {
  // no external assets; can load sprites/sounds here later
}

function create() {
  const scene = this;

  // ground
  const ground = scene.matter.add.rectangle(WIDTH/2, HEIGHT-24, WIDTH, 48, { isStatic: true, label: 'ground' });

  // catapult base visuals
  scene.add.circle(slingPos.x, slingPos.y, 20, 0x6d4c41).setDepth(2);
  scene.add.rectangle(slingPos.x+28, slingPos.y+12, 10, 40, 0x4e342e).setOrigin(0.5).setDepth(2);

  // UI hooks
  document.getElementById('restart').onclick = () => resetLevel(scene);
  document.getElementById('next').onclick = () => nextLevel(scene);
  document.getElementById('powerup').onclick = () => { megaLaunchActive = true; document.getElementById('powerup').innerText='Mega! (On)'; setTimeout(()=>{megaLaunchActive=false; document.getElementById('powerup').innerText='Mega Launch';}, 8000); };

  // level build
  buildLevel(scene, level);

  // spawn human
  spawnHuman(scene);

  // input handlers
  scene.input.on('pointerdown', (pointer) => {
    if (!currentHuman) return;
    const bodies = Phaser.Physics.Matter.Matter.Query.point([currentHuman.body], pointer);
    if (bodies.length) {
      isDragging = true;
      scene.matter.body.setStatic(currentHuman.body, true); // hold it while dragging
    }
  });

  scene.input.on('pointermove', (pointer) => {
    if (!isDragging || !currentHuman) return;
    // clamp drag radius
    const maxDrag = 250;
    const dx = pointer.x - slingPos.x;
    const dy = pointer.y - slingPos.y;
    const dist = Math.min(Math.hypot(dx,dy), maxDrag);
    const angle = Math.atan2(dy,dx);
    const px = slingPos.x + Math.cos(angle)*dist;
    const py = slingPos.y + Math.sin(angle)*dist;
    currentHuman.setPosition(px, py);
    drawTrajectory(scene, currentHuman.x, currentHuman.y, slingPos.x - px, slingPos.y - py);
  });

  scene.input.on('pointerup', (pointer) => {
    if (!isDragging || !currentHuman) return;
    isDragging = false;
    clearTrajectory();
    // compute launch velocity
    const dx = slingPos.x - currentHuman.x;
    const dy = slingPos.y - currentHuman.y;
    let power = Math.sqrt(dx*dx + dy*dy);
    const angle = Math.atan2(dy, dx);
    let velocityFactor = 0.08 * (megaLaunchActive ? 2.2 : 1.0); // mega launch stronger
    const vx = Math.cos(angle) * power * velocityFactor;
    const vy = Math.sin(angle) * power * velocityFactor;
    scene.matter.body.setStatic(currentHuman.body, false);
    scene.matter.body.setVelocity(currentHuman.body, { x: vx, y: vy });
    // small spin
    scene.matter.body.setAngularVelocity(currentHuman.body, (Math.random()*6-3));
    // track with camera
    scene.cameras.main.startFollow(currentHuman, true, 0.06, 0.06);
    // reduce ammo and update UI
    ammo = Math.max(0, ammo-1);
    updateUi();
    // after a delay spawn next if ammo left
    scene.time.delayedCall(800, ()=>{ if (ammo>0) spawnHuman(scene); });
  });

  // collision detection with blocks/targets
  scene.matter.world.on('collisionstart', (event) => {
    event.pairs.forEach(pair => {
      const { bodyA, bodyB } = pair;
      [bodyA, bodyB].forEach(b => {
        if (!b.gameObject) return;
        const go = b.gameObject;
        // if boomer explosion type and collision strong, explode
        if (go.humanType === 'boomer') {
          const speed = pair.collision.penetration && Math.hypot(pair.collision.penetration.x, pair.collision.penetration.y) || 0;
          if (speed > 1.2 && !go.exploded) {
            go.exploded = true;
            explodeAt(scene, go.x, go.y);
            scene.matter.world.remove(go.body);
            go.destroy();
          }
        }
      });
      // scoring: check if block knocked far or high force
      const bodies = [bodyA.gameObject, bodyB.gameObject];
      bodies.forEach(obj => {
        if (obj && obj.isBlock && !obj.scored) {
          // if block speed large or rotated a lot -> scored
          const speed = obj.body.speed || 0;
          const angle = Math.abs(obj.rotation || 0);
          if (speed > 3 || angle > 0.6) {
            obj.scored = true;
            score += (obj.blockType==='glass' ? 30 : obj.blockType==='wood' ? 15 : 8);
            updateUi();
            // small tint animation
            scene.tweens.add({ targets: obj, alpha: 0.3, duration: 200, yoyo: true });
          }
        }
      });
    });
  });

  // camera bounds
  scene.cameras.main.setBounds(0,0, WIDTH*1.5, HEIGHT);
  scene.cameras.main.setZoom(1.0);
}

function update() {
  // nothing heavy here; could check win/lose
  const scene = this;
  // check win: all targets destroyed
  if (targetsGroup.every(t=>t.destroyed)) {
    // level clear
    if (!this._cleared) {
      this._cleared = true;
      scene.cameras.main.fadeOut(600, 255,255,255);
      scene.time.delayedCall(700, ()=> {
        // award stars
        const blocksLeft = blocksGroup.filter(b=>!b.scored).length;
        stars = Math.min(3, Math.max(1, Math.floor(score/100)+1));
        document.getElementById('stars').innerText = stars;
        alert('Level Cleared! Score: '+score+' Stars: '+stars);
        nextLevel(scene);
      });
    }
  }
  // if out of ammo and no current human, show message
  if (ammo<=0 && !currentHuman) {
    // optional: show a small hint
  }
}

/* ---------- Helpers ---------- */

function spawnHuman(scene) {
  const type = document.getElementById('hType').value;
  const emoji = 'πŸ§‘';
  const container = scene.add.container(slingPos.x, slingPos.y);
  const circle = scene.add.circle(0,0,22, 0xffcc80).setStrokeStyle(2,0xdb8b3b);
  const txt = scene.add.text(-10,-16, emoji, { fontSize: '28px' });
  container.add([circle, txt]);
  scene.matter.add.gameObject(container, { shape: { type: 'circle', radius: 22 }, label: 'human' });
  container.setDepth(3);
  container.isHuman = true;
  container.humanType = type;
  // set physics params by type
  const body = container.body;
  body.friction = 0.8;
  body.restitution = (type==='jumper' ? 0.8 : 0.2);
  body.density = (type==='heavy' ? 0.009 : type==='boomer' ? 0.002 : 0.004);
  // special behaviours
  if (type==='jumper') {
    container.onGroundBounce = true;
  }
  if (type==='boomer') {
    // boomer will explode on high impact (handled in collision)
  }
  // mark human as current
  currentHuman = container;
  // small bobbing animation
  scene.tweens.add({ targets: container, y: container.y-6, duration: 600, yoyo:true, repeat:-1 });
  // ensure it collides with world and blocks
  scene.matter.world.setCollisionCategory(0);
  // collisions with blocks
  blocksGroup.forEach(b => scene.matter.add.collider(container, b));
  // collisions with targets
  targetsGroup.forEach(t => scene.matter.add.collider(container, t));
  // update UI
  updateUi();
}

function buildLevel(scene, lvl) {
  // clear old
  blocksGroup.forEach(b=>{ try{ b.destroy(); }catch(e){} });
  targetsGroup.forEach(t=>{ try{ t.destroy(); }catch(e){} });
  blocksGroup = []; targetsGroup = [];

  // create a simple structure of blocks depending on level
  const baseX = WIDTH - 300;
  const baseY = HEIGHT - 120;

  const pattern = 2 + (lvl % 3); // complexity
  for (let s=0; s<pattern; s++) {
    const cols = 2 + s;
    const rows = 2 + Math.floor(s/1);
    const startX = baseX + s*70;
    for (let i=0;i<cols;i++){
      for (let j=0;j<rows;j++){
        const x = startX + i*48;
        const y = baseY - j*42;
        const type = (Math.random()<0.15 ? 'metal' : Math.random()<0.4 ? 'glass' : 'wood');
        const color = type==='metal' ? 0x90a4ae : type==='glass' ? 0x81d4fa : 0xffcc80;
        const rect = scene.add.rectangle(x,y,44,38,color).setStrokeStyle(2,0x333333);
        scene.matter.add.gameObject(rect, { shape: { type:'rectangle', width:44, height:38 }});
        rect.isBlock = true; rect.blockType = type; rect.scored = false;
        blocksGroup.push(rect);
      }
    }
  }

  // add a couple of "targets" (robots)
  for (let k=0;k<Math.min(3, 1+lvl); k++) {
    const tx = baseX + 40 + k*70;
    const ty = baseY - (2+k%2)*42 - 20;
    const container = scene.add.container(tx, ty);
    const body = scene.add.circle(0,0,18,0xa5d6a7).setStrokeStyle(2,0x2e7d32);
    const smile = scene.add.text(-9,-12, 'πŸ€–', {fontSize:'26px'});
    container.add([body, smile]);
    scene.matter.add.gameObject(container, { shape: { type: 'circle', radius: 18 }});
    container.isTarget = true; container.destroyed = false;
    targetsGroup.push(container);
    // collision behavior: if high impact -> destroyed
    scene.matter.world.on('collisionactive', (ev) => {
      ev.pairs.forEach(pair => {
        if ((pair.bodyA === container.body || pair.bodyB === container.body)) {
          // check relative speed
          const speed = pair.collision.penetration && Math.hypot(pair.collision.penetration.x, pair.collision.penetration.y) || 0;
          if (speed > 1.1 && !container.destroyed) {
            container.destroyed = true;
            // small explosion
            explodeAt(scene, container.x, container.y);
            try { scene.matter.world.remove(container.body); } catch(e){}
            container.destroy();
            score += 80;
            updateUi();
          }
        }
      });
    });
  }

  // camera reset
  scene.cameras.main.setScroll(0,0);
  scene.cameras.main.stopFollow();
}

function drawTrajectory(scene, x0, y0, vx, vy) {
  // clear old
  clearTrajectory();
  // simulate points using simple physics approx (not matter sim)
  const g = 1.0 * 60; // pixel/s^2 scale approx
  const steps = 25;
  const dt = 1/12;
  for (let i=0;i<steps;i++){
    const t = i*dt;
    const px = x0 + vx * 60 * t; // 60 to scale to pixels
    const py = y0 + vy * 60 * t + 0.5 * g * t * t;
    const dot = scene.add.circle(px, py, 3, 0x0d47a1).setAlpha(0.6).setDepth(1);
    dottedLines.push(dot);
  }
}

function clearTrajectory() {
  dottedLines.forEach(d=>d.destroy());
  dottedLines = [];
}

function explodeAt(scene, x, y) {
  // particle-ish effect using small circles
  for (let i=0;i<18;i++){
    const p = scene.add.circle(x, y, 4, 0xff8a80);
    scene.tweens.add({ targets: p, x: x + Phaser.Math.Between(-120,120), y: y + Phaser.Math.Between(-120,120), alpha: 0, duration: 500 + Math.random()*400, onComplete: ()=>p.destroy() });
  }
}

function updateUi() {
  document.getElementById('score').innerText = score;
  document.getElementById('ammo').innerText = ammo;
  document.getElementById('stars').innerText = stars;
}

function resetLevel(scene) {
  score = 0; ammo = 5; stars = 0;
  currentHuman = null; isDragging=false; megaLaunchActive=false;
  updateUi();
  // remove all matter children and rebuild scene - easiest: reload page
  window.location.reload();
}

function nextLevel(scene) {
  level += 1; ammo = 5 + Math.min(level, 3);
  score = score + 50; // small bonus
  currentHuman = null;
  buildLevel(scene, level);
  spawnHuman(scene);
  updateUi();
}

</script>
</body>
</html>