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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>Flappy Bird - Easy Control Mode</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        @import url('https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap');
        
        .flappy-bird {
            font-family: 'Press Start 2P', cursive;
        }
        
        #gameCanvas {
            display: block;
            background-color: #70c5ce;
            width: 600px;
        }
        
        .bird {
            background-image: url('data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCA1MTIgNTEyIj48cGF0aCBmaWxsPSIjZjlkYzAwIiBkPSJNNDQ4IDI1NmMwLTEwNi4wMzktODUuOTYxLTE5Mi0xOTItMTkyUzY0IDE0OS45NjEgNjQgMjU2YzAgMTA2LjAzOSA4NS45NjEgMTkyIDE5MiAxOTJzMTkyLTg1Ljk2MSAxOTItMTkyeiIvPjxwYXRoIGZpbGw9IiNmZmZlYjkiIGQ9Ik0yODggMTkyYzAtMTcuNjczLTE0LjMyNy0zMi0zMi0zMnMtMzIgMTQuMzI3LTMyIDMyIDE0LjMyNyAzMiAzMiAzMlMzODggMjA5LjY3MyAzODggMTkyeiBNMzc2IDE2MGMwLTE3LjY3My0xNC4zMjctMzItMzItMzJzLTMyIDE0LjMyNy0zMiAzMiAxNC4zMjcgMzIgMzIgMzJTMzc2IDE3Ny42NzMgMzc2IDE2MHogTTM0NCAxOTJjMC0xNy42NzMtMTQuMzI3LTMyLTMyLTMycy0zMiAxNC4zMjctMzIgMzIgMTQuMzI3IDMyIDMyIDMyUzM0NCAyMDkuNjczIDM0NCAxOTJ6Ii8+PHBhdGggZmlsbD0iI2Y1YTYyNyIgZD0iTTI4OCAxOTJjMC0xNy42NzMtMTQuMzI3LTMyLTMyLTMycy0zMiAxNC4zMjctMzIgMzIgMTQuMzI3IDMyIDMyIDMyUzI4OCAyMDkuNjczIDI4OCAxOTJ6Ii8+PHBhdGggZmlsbD0iI2U1MzkzNSIgZD0iTTQwOCAzMjBjMC0yNi40NjctMjEuNTMzLTQ4LTQ4LTQ4cy00OCAyMS41MzMtNDggNDggMjEuNTMzIDQ4IDQ4IDQ4IDQ4LTIxLjUzMyA0OC00OHoiLz48cGF0aCBmaWxsPSIjZTUzOTM1IiBkPSJNMzUyIDI4OGMwLTE3LjY3My0xNC4zMjctMzItMzItMzJzLTMyIDE0LjMyNy0zMiAzMiAxNC4zMjcgMzIgMzIgMzJTMzUyIDMwNS42NzMgMzUyIDI4OHoiLz48cGF0aCBmaWxsPSIjZTUzOTM1IiBkPSJNMjg4IDI0MGMwLTE3LjY3My0xNC4zMjctMzItMzItMzJzLTMyIDE0LjMyNy0zMiAzMiAxNC4zMjcgMzIgMzIgMzJTMjg4IDI1Ny42NzMgMjg4IDI0MHoiLz48cGF0aCBmaWxsPSIjZTUzOTM1IiBkPSJNMjAzLjI1IDExOC4xMjVjMC0yNi40NjctMjEuNTMzLTQ4LTQ4LTQ4cy00OCAyMS41MzMtNDggNDggMjEuNTMzIDQ4IDQ4IDQ4IDQ4LTIxLjUzMyA0OC00OHoiLz48L3N2Zw==');
            background-size: cover;
            position: absolute;
        }
        
        .pipe {
            position: absolute;
            background-color: #5cb85c;
            border: 3px solid #4cae4c;
            border-radius: 5px;
        }
        
        .pipe-top {
            border-bottom-left-radius: 0;
            border-bottom-right-radius: 0;
        }
        
        .pipe-bottom {
            border-top-left-radius: 0;
            border-top-right-radius: 0;
        }
        
        .score-display {
            text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.5);
            color: white;
            pointer-events: none;
        }
        
        .game-over {
            background-color: rgba(0, 0, 0, 0.7);
            border: 3px solid white;
        }
        
        .instructions {
            animation: pulse 1.5s infinite;
        }
        
        .difficulty-indicator {
            position: absolute;
            bottom: 10px;
            left: 0;
            right: 0;
            text-align: center;
            color: white;
            text-shadow: 1px 1px 2px black;
            font-size: 12px;
        }
        
        .jump-animation {
            animation: jumpScale 0.2s ease-out;
        }
        
        @keyframes pulse {
            0% { transform: scale(1); opacity: 1; }
            50% { transform: scale(1.05); opacity: 0.8; }
            100% { transform: scale(1); opacity: 1; }
        }
        
        @keyframes jumpScale {
            0% { transform: scale(1); }
            50% { transform: scale(0.9); }
            100% { transform: scale(1); }
        }
    </style>
</head>
<body class="bg-gray-900 flex items-center justify-center min-h-screen flappy-bird">
    <div class="relative overflow-hidden border-4 border-white rounded-lg shadow-2xl">
        <canvas id="gameCanvas" width="600" height="600"></canvas>
        
        <div id="startScreen" class="absolute inset-0 flex flex-col items-center justify-center bg-gray-900 bg-opacity-70 text-white p-4 text-center">
            <h1 class="text-4xl mb-8 text-yellow-300">FLAPPY BIRD</h1>
            <p class="text-xl mb-2">Gentle Controls Mode</p>
            <p class="text-lg instructions">Press SPACE or CLICK to start</p>
            <div class="mt-8 text-sm">
                <p>Controls:</p>
                <p>SPACE, CLICK, or ARROW UP - Gentle Jump</p>
                <p class="mt-4 text-xs">Game becomes slightly more challenging as you play</p>
            </div>
        </div>
        
        <div id="gameOver" class="hidden absolute inset-0 flex flex-col items-center justify-center bg-black bg-opacity-70 text-white p-4 text-center game-over">
            <h2 class="text-3xl mb-4 text-red-500">GAME OVER</h2>
            <p id="finalScore" class="text-2xl mb-6">Score: 0</p>
            <button id="restartBtn" class="px-6 py-2 bg-green-500 hover:bg-green-600 rounded-lg text-lg transition-colors duration-200 jump-animation">
                PLAY AGAIN
            </button>
        </div>
        
        <div id="scoreDisplay" class="hidden absolute top-4 left-0 right-0 text-center text-2xl font-bold score-display">0</div>
        <div id="difficultyDisplay" class="difficulty-indicator hidden">Difficulty: Gentle</div>
    </div>

    <script>
        document.addEventListener('DOMContentLoaded', function() {
            // Game elements
            const canvas = document.getElementById('gameCanvas');
            const ctx = canvas.getContext('2d');
            const startScreen = document.getElementById('startScreen');
            const gameOverScreen = document.getElementById('gameOver');
            const scoreDisplay = document.getElementById('scoreDisplay');
            const finalScoreDisplay = document.getElementById('finalScore');
            const restartBtn = document.getElementById('restartBtn');
            const difficultyDisplay = document.getElementById('difficultyDisplay');
            
            // Game variables
            let gameRunning = false;
            let score = 0;
            let highScore = localStorage.getItem('flappyHighScore') || 0;
            let difficultyLevel = 0;
            const MAX_DIFFICULTY = 5;
            const DIFFICULTY_NAMES = ["Gentle", "Easy", "Medium", "Challenging", "Hard", "Expert"];
            
            // Bird properties (softer controls)
            const bird = {
                x: 150, // Starting more to the right with wider screen
                y: canvas.height / 2,
                width: 40,
                height: 30,
                velocity: 0,
                gravity: 0.2,  // Very light gravity
                jumpForce: -5,  // Mild jump force for better control
                color: '#FFD700',
                rotation: 0
            };
            
            // Pipes (with very easy starting settings)
            let pipes = [];
            const pipeWidth = 70;
            const pipeGap = 180;  // Very wide gap at start
            let pipeGapCurrent = pipeGap;
            const pipeFrequency = 2000; // milliseconds (slow at first)
            let pipeSpeed = 1.8;  // Slow initial speed
            let lastPipeTime = 0;
            
            // Game loop variables
            let animationId;
            let lastTimestamp;
            let lastJumpTime = 0;
            const jumpCooldown = 150; // milliseconds between jumps
            
            // Start game function
            function startGame() {
                // Reset game state
                gameRunning = true;
                score = 0;
                difficultyLevel = 0;
                bird.y = canvas.height / 2;
                bird.velocity = 0;
                bird.rotation = 0;
                pipes = [];
                pipeGapCurrent = pipeGap;
                pipeSpeed = 1.8;
                
                // Hide screens
                startScreen.classList.add('hidden');
                gameOverScreen.classList.add('hidden');
                scoreDisplay.textContent = '0';
                scoreDisplay.classList.remove('hidden');
                difficultyDisplay.textContent = 'Difficulty: ' + DIFFICULTY_NAMES[difficultyLevel];
                difficultyDisplay.classList.remove('hidden');
                
                // Start game loop
                lastTimestamp = performance.now();
                animationId = requestAnimationFrame(gameLoop);
            }
            
            // Game over function
            function gameOver() {
                gameRunning = false;
                cancelAnimationFrame(animationId);
                
                // Update high score
                if (score > highScore) {
                    highScore = score;
                    localStorage.setItem('flappyHighScore', highScore);
                }
                
                // Show game over screen
                finalScoreDisplay.textContent = `Score: ${score} | High Score: ${highScore}`;
                gameOverScreen.classList.remove('hidden');
                scoreDisplay.classList.add('hidden');
                difficultyDisplay.classList.add('hidden');
                
                // Add animation to restart button
                restartBtn.classList.add('jump-animation');
                setTimeout(() => {
                    restartBtn.classList.remove('jump-animation');
                }, 200);
            }
            
            // Update difficulty based on score - VERY gradual
            function updateDifficulty() {
                const newDifficulty = Math.min(
                    Math.floor(score / 5), // Only increase every 5 points
                    MAX_DIFFICULTY
                );
                
                if (newDifficulty !== difficultyLevel) {
                    difficultyLevel = newDifficulty;
                    
                    // Adjust game parameters based on difficulty - very small increments
                    pipeSpeed = 1.8 + (difficultyLevel * 0.3); // 1.8 to 3.3
                    pipeGapCurrent = Math.max(120, pipeGap - (difficultyLevel * 12)); // 180 to 120
                    bird.gravity = 0.2 + (difficultyLevel * 0.05); // 0.2 to 0.45
                    
                    // Update UI
                    difficultyDisplay.textContent = 'Difficulty: ' + DIFFICULTY_NAMES[difficultyLevel];
                }
            }
            
            // Main game loop
            function gameLoop(timestamp) {
                // Calculate delta time
                const deltaTime = timestamp - lastTimestamp;
                lastTimestamp = timestamp;
                
                // Clear canvas
                ctx.clearRect(0, 0, canvas.width, canvas.height);
                
                // Update and draw background
                drawBackground();
                
                // Update and draw bird
                updateBird(deltaTime);
                drawBird();
                
                // Update and draw pipes
                updatePipes(timestamp);
                drawPipes();
                
                // Check collisions
                if (checkCollisions()) {
                    gameOver();
                    return;
                }
                
                // Update difficulty (very gradually)
                updateDifficulty();
                
                // Continue game loop if still running
                if (gameRunning) {
                    animationId = requestAnimationFrame(gameLoop);
                }
            }
            
            // Draw background
            function drawBackground() {
                // Sky
                ctx.fillStyle = '#70c5ce';
                ctx.fillRect(0, 0, canvas.width, canvas.height);
                
                // Ground (wider)
                ctx.fillStyle = '#5cb85c';
                ctx.fillRect(0, canvas.height - 50, canvas.width, 50);
                
                // Ground texture
                ctx.strokeStyle = '#4cae4c';
                ctx.lineWidth = 3;
                for (let i = 0; i < canvas.width; i += 20) {
                    ctx.beginPath();
                    ctx.moveTo(i, canvas.height - 50);
                    ctx.lineTo(i + 10, canvas.height - 40);
                    ctx.stroke();
                }
            }
            
            // Update bird physics (very gentle)
            function updateBird(deltaTime) {
                // Apply gravity
                bird.velocity += bird.gravity * (deltaTime / 16); // Normalize for frame rate
                
                // Update position
                bird.y += bird.velocity;
                
                // Calculate rotation based on velocity (smoother)
                bird.rotation = Math.min(Math.max(bird.velocity * 3, -Math.PI/4), Math.PI/4);
                
                // Keep bird in bounds
                if (bird.y < 0) {
                    bird.y = 0;
                    bird.velocity = 0;
                }
                
                // Check if bird hit the ground
                if (bird.y + bird.height > canvas.height - 50) {
                    bird.y = canvas.height - 50 - bird.height;
                    bird.velocity = 0;
                }
            }
            
            // Draw bird with smooth rotation
            function drawBird() {
                ctx.save();
                ctx.translate(bird.x + bird.width/2, bird.y + bird.height/2);
                ctx.rotate(bird.rotation);
                
                // Draw bird body (centered on transform point)
                ctx.fillStyle = bird.color;
                ctx.beginPath();
                ctx.ellipse(0, 0, bird.width/2, bird.height/2, 0, 0, Math.PI * 2);
                ctx.fill();
                
                // Draw eye
                ctx.fillStyle = 'black';
                ctx.beginPath();
                ctx.arc(bird.width * 0.2, -bird.height * 0.2, 3, 0, Math.PI * 2);
                ctx.fill();
                
                // Draw beak
                ctx.fillStyle = '#FFA500';
                ctx.beginPath();
                ctx.moveTo(bird.width/2, 0);
                ctx.lineTo(bird.width/2 + 15, 5);
                ctx.lineTo(bird.width/2 + 15, -5);
                ctx.closePath();
                ctx.fill();
                
                // Draw wing (flapping effect)
                ctx.fillStyle = '#FF8C00';
                const wingY = Math.sin(Date.now() / 100) * 5;
                ctx.beginPath();
                ctx.moveTo(-bird.width * 0.1, wingY);
                ctx.lineTo(bird.width * 0.1, bird.height * 0.2 + wingY);
                ctx.lineTo(-bird.width * 0.2, bird.height * 0.3 + wingY);
                ctx.closePath();
                ctx.fill();
                
                ctx.restore();
            }
            
            // Make bird jump (with cooldown to prevent spamming)
            function jump() {
                const now = Date.now();
                if (now - lastJumpTime < jumpCooldown) return;
                lastJumpTime = now;
                
                if (!gameRunning && !gameOverScreen.classList.contains('hidden')) return;
                
                if (!gameRunning) {
                    startGame();
                } else {
                    bird.velocity = bird.jumpForce;
                    // Add visual feedback
                    const scoreEl = scoreDisplay;
                    scoreEl.classList.add('jump-animation');
                    setTimeout(() => scoreEl.classList.remove('jump-animation'), 200);
                }
            }
            
            // Update pipes
            function updatePipes(timestamp) {
                // Add new pipes
                if (timestamp - lastPipeTime > pipeFrequency / (1 + difficultyLevel * 0.2)) {
                    const minGapFromEdge = 80;
                    const gapPosition = minGapFromEdge + 
                        Math.random() * (canvas.height - pipeGapCurrent - minGapFromEdge * 2 - 50); // Leave room at bottom
                    
                    pipes.push({
                        x: canvas.width,
                        width: pipeWidth,
                        topHeight: gapPosition,
                        bottomHeight: canvas.height - gapPosition - pipeGapCurrent - 50,
                        scored: false,
                        colorTop: `hsl(${100 + difficultyLevel * 10}, 70%, 45%)`,
                        colorBottom: `hsl(${100 + difficultyLevel * 10}, 70%, 40%)`
                    });
                    
                    lastPipeTime = timestamp;
                }
                
                // Move pipes and remove off-screen pipes
                pipes = pipes.filter(pipe => {
                    pipe.x -= pipeSpeed;
                    
                    // Check if bird passed the pipe (for scoring)
                    if (!pipe.scored && pipe.x + pipe.width < bird.x) {
                        pipe.scored = true;
                        score++;
                        scoreDisplay.textContent = score;
                    }
                    
                    return pipe.x + pipe.width > 0;
                });
            }
            
            // Draw pipes
            function drawPipes() {
                pipes.forEach(pipe => {
                    // Top pipe
                    ctx.fillStyle = pipe.colorTop || '#5cb85c';
                    ctx.fillRect(pipe.x, 0, pipe.width, pipe.topHeight);
                    
                    // Pipe decoration (top)
                    ctx.fillStyle = pipe.colorBottom || '#4cae4c';
                    ctx.fillRect(pipe.x - 3, pipe.topHeight - 20, pipe.width + 6, 20);
                    
                    // Bottom pipe
                    ctx.fillStyle = pipe.colorTop || '#5cb85c';
                    ctx.fillRect(pipe.x, canvas.height - pipe.bottomHeight - 50, pipe.width, pipe.bottomHeight);
                    
                    // Pipe decoration (bottom)
                    ctx.fillStyle = pipe.colorBottom || '#4cae4c';
                    ctx.fillRect(pipe.x - 3, canvas.height - pipe.bottomHeight - 50, pipe.width + 6, 20);
                });
            }
            
            // Check collisions
            function checkCollisions() {
                // Check ground collision
                if (bird.y + bird.height >= canvas.height - 50) {
                    return true;
                }
                
                // Check pipe collisions
                for (const pipe of pipes) {
                    // Check if bird is within pipe's x-range
                    if (bird.x + bird.width > pipe.x && bird.x < pipe.x + pipe.width) {
                        // Check top pipe collision
                        if (bird.y < pipe.topHeight) {
                            return true;
                        }
                        
                        // Check bottom pipe collision
                        if (bird.y + bird.height > canvas.height - pipe.bottomHeight - 50) {
                            return true;
                        }
                    }
                }
                
                return false;
            }
            
            // Event listeners (with debounce for space bar)
            document.addEventListener('keydown', function(e) {
                if (e.code === 'Space' || e.key === ' ' || e.key === 'ArrowUp') {
                    e.preventDefault();
                    jump();
                }
            });
            
            canvas.addEventListener('click', function() {
                jump();
            });
            
            restartBtn.addEventListener('click', function() {
                this.classList.add('jump-animation');
                setTimeout(() => this.classList.remove('jump-animation'), 200);
                setTimeout(startGame, 200); // Small delay for button animation
            });
            
            // Display start screen
            startScreen.classList.remove('hidden');
            
            // Add touch support for mobile with cooldown
            canvas.addEventListener('touchstart', function(e) {
                e.preventDefault();
                jump();
            }, { passive: false });
        });
    </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=royam0820/royam0820-space-games" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html>