nova64 0.2.5 → 0.2.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +25 -8
- package/bin/nova64.js +165 -0
- package/dist/assets/console-CY_kygm3.js +14 -0
- package/dist/assets/console-CY_kygm3.js.map +1 -0
- package/dist/assets/main-l0sNRNKZ.js.map +1 -0
- package/dist/assets/sky/studio/nx.png +0 -0
- package/dist/assets/sky/studio/ny.png +0 -0
- package/dist/assets/sky/studio/nz.png +0 -0
- package/dist/assets/sky/studio/px.png +0 -0
- package/dist/assets/sky/studio/py.png +0 -0
- package/dist/assets/sky/studio/pz.png +0 -0
- package/dist/assets/vanilla-Dcuy32gi.js +2 -0
- package/dist/assets/vanilla-Dcuy32gi.js.map +1 -0
- package/dist/console.html +899 -0
- package/dist/docs/BENCHMARK.md +77 -0
- package/dist/docs/CHEATSHEET.md +255 -0
- package/dist/docs/EFFECTS_API_GUIDE.md +577 -0
- package/dist/docs/EFFECTS_QUICK_REFERENCE.md +331 -0
- package/dist/docs/FONT_CHARACTER_REFERENCE.md +219 -0
- package/dist/docs/FREE_GLB_ASSETS.md +330 -0
- package/dist/docs/FULLSCREEN_BUTTON_FEATURE.md +296 -0
- package/dist/docs/GAMEPAD_SUPPORT.md +348 -0
- package/dist/docs/GAME_IMPROVEMENTS.md +278 -0
- package/dist/docs/GAME_QUALITY_STATUS.md +300 -0
- package/dist/docs/MIGRATION_GUIDE.md +553 -0
- package/dist/docs/NOVA64_3D_API.md +356 -0
- package/dist/docs/NOVA64_API_REFERENCE.md +1406 -0
- package/dist/docs/NOVA64_UI_API.md +503 -0
- package/dist/docs/UI_SYSTEM_SUMMARY.md +445 -0
- package/dist/docs/VOXEL_ENGINE_GUIDE.md +662 -0
- package/dist/docs/VOXEL_QUICK_REFERENCE.md +386 -0
- package/dist/docs/api-3d.html +750 -0
- package/dist/docs/api-effects.html +385 -0
- package/dist/docs/api-improvements.md +121 -0
- package/dist/docs/api-skybox.html +407 -0
- package/dist/docs/api-sprites.html +321 -0
- package/dist/docs/api-voxel.html +337 -0
- package/dist/docs/api.html +543 -0
- package/dist/docs/assets.html +306 -0
- package/dist/docs/audio.html +340 -0
- package/dist/docs/blogs.html +286 -0
- package/dist/docs/collision.html +316 -0
- package/dist/docs/console.html +247 -0
- package/dist/docs/editor.html +297 -0
- package/dist/docs/font.html +247 -0
- package/dist/docs/framebuffer.html +247 -0
- package/dist/docs/fullscreen-button.html +297 -0
- package/dist/docs/gpu-systems.html +247 -0
- package/dist/docs/index.html +580 -0
- package/dist/docs/input.html +491 -0
- package/dist/docs/physics.html +311 -0
- package/dist/docs/screens.html +311 -0
- package/dist/docs/storage.html +311 -0
- package/dist/docs/textinput.html +332 -0
- package/dist/docs/ui.html +488 -0
- package/dist/examples/3d-advanced/code.js +695 -0
- package/dist/examples/adventure-comic-3d/code.js +342 -0
- package/dist/examples/audio-lab/code.js +150 -0
- package/dist/examples/boids-flocking/code.js +270 -0
- package/dist/examples/crystal-cathedral-3d/code.js +706 -0
- package/dist/examples/cyberpunk-city-3d/code.js +1383 -0
- package/dist/examples/demoscene/README.md +192 -0
- package/dist/examples/demoscene/code.js +1081 -0
- package/dist/examples/demoscene/meta.json +21 -0
- package/dist/examples/dungeon-crawler-3d/code.js +1117 -0
- package/dist/examples/f-zero-nova-3d/code.js +865 -0
- package/dist/examples/f-zero-nova-3d/code_old.js +1555 -0
- package/dist/examples/fps-demo-3d/code.js +744 -0
- package/dist/examples/game-of-life-3d/code.js +338 -0
- package/dist/examples/generative-art/code.js +632 -0
- package/dist/examples/hello-3d/code.js +325 -0
- package/dist/examples/hello-skybox/code.js +183 -0
- package/dist/examples/hello-world/code.js +19 -0
- package/dist/examples/input-showcase/code.js +109 -0
- package/dist/examples/instancing-demo/code.js +315 -0
- package/dist/examples/minecraft-demo/code.js +387 -0
- package/dist/examples/model-viewer-3d/code.js +114 -0
- package/dist/examples/mystical-realm-3d/code.js +1203 -0
- package/dist/examples/nature-explorer-3d/code.js +1318 -0
- package/dist/examples/particles-demo/code.js +522 -0
- package/dist/examples/pbr-showcase/code.js +140 -0
- package/dist/examples/physics-demo-3d/code.js +948 -0
- package/dist/examples/screen-demo/code.js +267 -0
- package/dist/examples/shooter-demo-3d/code.js +1286 -0
- package/dist/examples/space-combat-3d/IMPLEMENTATION_SUMMARY.md +109 -0
- package/dist/examples/space-combat-3d/README.md +135 -0
- package/dist/examples/space-combat-3d/code.js +1332 -0
- package/dist/examples/space-harrier-3d/code.js +923 -0
- package/dist/examples/star-fox-nova-3d/code.js +1116 -0
- package/dist/examples/star-fox-nova-3d/code_backup.js +410 -0
- package/dist/examples/star-fox-nova-3d/code_broken.js +1821 -0
- package/dist/examples/storage-quest/code.js +209 -0
- package/dist/examples/strider-demo-3d/IMPROVEMENT_OPTIONS.md +285 -0
- package/dist/examples/strider-demo-3d/cache-test.html +132 -0
- package/dist/examples/strider-demo-3d/code-fixed.js +582 -0
- package/dist/examples/strider-demo-3d/code-old.js +1537 -0
- package/dist/examples/strider-demo-3d/code.js +1462 -0
- package/dist/examples/strider-demo-3d/code.js.bak2 +1169 -0
- package/dist/examples/strider-demo-3d/fix-game.sh +53 -0
- package/dist/examples/super-plumber-64/README.md +128 -0
- package/dist/examples/super-plumber-64/code.js +1185 -0
- package/dist/examples/super-plumber-64/index.html +88 -0
- package/dist/examples/test-2d-overlay/code.js +32 -0
- package/dist/examples/test-font/code.js +51 -0
- package/dist/examples/test-minimal/code.js +21 -0
- package/dist/examples/ui-demo/code.js +306 -0
- package/dist/examples/wing-commander-space/README.md +180 -0
- package/dist/examples/wing-commander-space/code.js +1285 -0
- package/dist/examples/wizardry-3d/CHANGELOG.md +366 -0
- package/dist/examples/wizardry-3d/code.js +3928 -0
- package/dist/index.html +666 -0
- package/dist/os9-shell/assets/index-DIHfrTaW.css +1 -0
- package/dist/os9-shell/assets/index-KchE_ngx.js +483 -0
- package/dist/os9-shell/assets/index-KchE_ngx.js.map +1 -0
- package/dist/os9-shell/index.html +23 -0
- package/dist/os9-shell/nova-icon.svg +12 -0
- package/index.html +6 -1
- package/package.json +37 -32
- package/public/assets/sky/studio/nx.png +0 -0
- package/public/assets/sky/studio/ny.png +0 -0
- package/public/assets/sky/studio/nz.png +0 -0
- package/public/assets/sky/studio/px.png +0 -0
- package/public/assets/sky/studio/py.png +0 -0
- package/public/assets/sky/studio/pz.png +0 -0
- package/public/os9-shell/assets/index-KchE_ngx.js +483 -0
- package/public/os9-shell/assets/index-KchE_ngx.js.map +1 -0
- package/public/os9-shell/index.html +10 -1
- package/runtime/api-2d.js +301 -21
- package/runtime/api-3d/pbr.js +45 -1
- package/runtime/api-3d.js +1 -0
- package/runtime/api-effects.js +90 -3
- package/runtime/api-gameutils.js +476 -0
- package/runtime/api-generative.js +610 -0
- package/runtime/api-skybox.js +54 -0
- package/runtime/api-voxel.js +139 -28
- package/runtime/gpu-threejs.js +13 -9
- package/runtime/ui.js +2 -2
- package/src/main.js +20 -0
- package/public/os9-shell/assets/index-B1Uvacma.js +0 -32825
- package/public/os9-shell/assets/index-B1Uvacma.js.map +0 -1
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// ⭐ SPACE HARRIER NOVA 64 - Exceptional 2.5D/3D Rail Shooter ⭐
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let gameState = 'start';
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let gameTime = 0;
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let inputLockoutCD;
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let weaponCD;
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// Colors
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const PALETTE = {
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sky: 0xaa22ff,
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ground1: 0x22cc55,
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ground2: 0x118833,
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playerBody: 0xff3333,
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playerHead: 0xffccaa,
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gun: 0xcccccc,
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bullet: 0xffff00,
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enemy: 0xaa22ff,
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enemyEye: 0x00ff00,
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enemyShot: 0xff00ff,
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treeTrunk: 0x8b4513,
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treeLeaves: 0x11aa55,
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pillar: 0xffaa00,
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explosion: 0xff5500,
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};
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let game = {
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player: {
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x: 0,
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y: 0,
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z: -5,
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health: 100,
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meshes: {},
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animPhase: 0,
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bobPhase: 0,
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},
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speed: 45,
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distance: 0,
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score: 0,
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lives: 3,
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wave: 0,
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waveTimer: 0,
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waveEnemiesLeft: 0,
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waveClear: false,
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waveClearTimer: 0,
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powerup: null, // active power-up type
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powerupTimer: 0,
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powerupPickups: [], // on-screen power-up meshes
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shake: null,
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killStreak: 0,
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streakTimer: 0,
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glitchTimer: 0,
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gridPlanes: [],
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scenery: [],
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enemies: [],
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bullets: [],
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enemyBullets: [],
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particles: [],
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enemySpawnTimer: 0,
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};
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export async function init() {
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console.log('🚀 SPACE HARRIER NOVA 64 - Loading...');
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setCameraPosition(0, 5, 12);
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setCameraTarget(0, 3, -50);
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setCameraFOV(70);
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// Vibrant alien sky and effects
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setAmbientLight(0xffffff, 1.0);
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setLightDirection(-0.5, -1, -0.5);
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setLightColor(0xfff0dd);
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setFog(PALETTE.sky, 30, 150);
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// Retro presentation with modern shader touch
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if (typeof enablePixelation === 'function') enablePixelation(1);
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if (typeof enableDithering === 'function') enableDithering(true);
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enableBloom(1.0, 0.5, 0.3); // Alien sky & bullet glow
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enableFXAA();
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enableVignette(1.0, 0.95);
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createCheckeredFloor();
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createPlayer();
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// Hide player meshes on start screen to prevent 3D artifacts/bloom trails
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setPlayerVisible(false);
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for (let i = 0; i < 40; i++) {
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spawnScenery(true);
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}
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inputLockoutCD = createCooldown(0.6);
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inputLockoutCD.timer = 0.6; // start locked out
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weaponCD = createCooldown(0.12);
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game.shake = createShake({ decay: 5 });
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initStartScreen();
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}
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function createCheckeredFloor() {
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const cols = 22;
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const rows = 35;
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const size = 5;
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const startX = -(cols * size) / 2;
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const startZ = 20;
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for (let r = 0; r < rows; r++) {
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for (let c = 0; c < cols; c++) {
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const isAlt = (r + c) % 2 === 0;
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const color = isAlt ? PALETTE.ground1 : PALETTE.ground2;
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const x = startX + c * size + size / 2;
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const z = startZ - r * size - size / 2;
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const y = -2;
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const plane = createPlane(size, size, color, [x, y, z]);
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rotateMesh(plane, -Math.PI / 2, 0, 0);
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game.gridPlanes.push({
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mesh: plane,
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x: x,
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y: y,
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z: z,
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size: size,
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});
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}
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}
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}
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function createPlayer() {
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const p = game.player;
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const bx = p.x,
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by = p.y,
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bz = p.z;
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p.meshes.body = createCube(1.2, PALETTE.playerBody, [bx, by, bz]);
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setScale(p.meshes.body, 1.0, 1.3, 0.8);
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p.meshes.head = createSphere(0.6, PALETTE.playerHead, [bx, by + 1.2, bz], 8);
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p.meshes.hair = createCube(0.7, 0x5a2d0c, [bx, by + 1.5, bz + 0.1]);
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setScale(p.meshes.hair, 1.1, 0.4, 1.1);
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p.meshes.jetpack = createCube(0.8, 0x888888, [bx, by + 0.2, bz + 0.6]);
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setScale(p.meshes.jetpack, 1.2, 1.5, 0.5);
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p.meshes.gun = createCube(0.5, PALETTE.gun, [bx + 0.8, by, bz - 1.5]);
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setScale(p.meshes.gun, 0.6, 0.6, 3.5);
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p.meshes.armL = createCube(0.4, PALETTE.playerBody, [bx - 0.8, by + 0.2, bz]);
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setScale(p.meshes.armL, 0.7, 1.8, 0.7);
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p.meshes.armR = createCube(0.4, PALETTE.playerBody, [bx + 0.8, by + 0.2, bz]);
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setScale(p.meshes.armR, 0.7, 1.8, 0.7);
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p.meshes.legL = createCube(0.4, PALETTE.playerBody, [bx - 0.4, by - 1.0, bz]);
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setScale(p.meshes.legL, 0.8, 2.0, 0.8);
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p.meshes.legR = createCube(0.4, PALETTE.playerBody, [bx + 0.4, by - 1.0, bz]);
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setScale(p.meshes.legR, 0.8, 2.0, 0.8);
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p.meshes.flameL = createCube(0.3, 0xffaa00, [bx - 0.3, by - 0.6, bz + 0.6]);
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p.meshes.flameR = createCube(0.3, 0xffaa00, [bx + 0.3, by - 0.6, bz + 0.6]);
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}
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function setPlayerVisible(visible) {
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Object.values(game.player.meshes).forEach(m => setMeshVisible(m, visible));
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}
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function spawnScenery(randomZ = false) {
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const isLeft = Math.random() > 0.5;
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const x = (isLeft ? -1 : 1) * (15 + Math.random() * 25);
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const z = randomZ ? 10 - Math.random() * 120 : -120;
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const y = -2;
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const type = Math.random() > 0.5 ? 'tree' : 'pillar';
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let parts = [];
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if (type === 'tree') {
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const height = 3 + Math.random() * 6;
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const trunk = createCube(1, PALETTE.treeTrunk, [x, y + height / 2, z]);
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setScale(trunk, 1, height, 1);
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// Exceptional foliage look
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const top = createSphere(2.5 + Math.random(), PALETTE.treeLeaves, [x, y + height + 1, z], 6);
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parts.push({ mesh: trunk, oy: y + height / 2 });
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parts.push({ mesh: top, oy: y + height + 1 });
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} else {
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// Exceptional floating glowing rings/pillars
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const pHeight = 6 + Math.random() * 8;
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// We try to pass a nice high-end color and maybe emissive
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const pillarOptions = {
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material: 'holographic',
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color: PALETTE.pillar,
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emissive: 0xaa2200,
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|
195
|
+
opacity: 0.8,
|
|
196
|
+
transparent: true,
|
|
197
|
+
};
|
|
198
|
+
// Use createAdvancedCube for holographic/emissive material support
|
|
199
|
+
const pillar = createAdvancedCube(1, pillarOptions, [x, y + pHeight / 2, z]);
|
|
200
|
+
|
|
201
|
+
setScale(pillar, 2, pHeight, 2);
|
|
202
|
+
parts.push({ mesh: pillar, oy: y + pHeight / 2 });
|
|
203
|
+
}
|
|
204
|
+
|
|
205
|
+
game.scenery.push({
|
|
206
|
+
parts: parts,
|
|
207
|
+
x: x,
|
|
208
|
+
z: z,
|
|
209
|
+
});
|
|
210
|
+
}
|
|
211
|
+
|
|
212
|
+
function spawnEnemy(type) {
|
|
213
|
+
const x = (Math.random() - 0.5) * 40;
|
|
214
|
+
const z = -120;
|
|
215
|
+
const y = 3 + Math.random() * 15;
|
|
216
|
+
type = type || 'normal';
|
|
217
|
+
|
|
218
|
+
let color = PALETTE.enemy;
|
|
219
|
+
let hp = 30;
|
|
220
|
+
let spd = 30 + Math.random() * 30;
|
|
221
|
+
let size = 2.5;
|
|
222
|
+
|
|
223
|
+
if (type === 'fast') {
|
|
224
|
+
color = 0x00ccff;
|
|
225
|
+
hp = 15;
|
|
226
|
+
spd = 60 + Math.random() * 30;
|
|
227
|
+
size = 1.8;
|
|
228
|
+
} else if (type === 'tank') {
|
|
229
|
+
color = 0xff4400;
|
|
230
|
+
hp = 80;
|
|
231
|
+
spd = 20 + Math.random() * 15;
|
|
232
|
+
size = 3.5;
|
|
233
|
+
} else if (type === 'boss') {
|
|
234
|
+
color = 0xff0000;
|
|
235
|
+
hp = 200 + game.wave * 50;
|
|
236
|
+
spd = 15;
|
|
237
|
+
size = 5;
|
|
238
|
+
}
|
|
239
|
+
|
|
240
|
+
const core = createSphere(size, color, [x, y, z], 8);
|
|
241
|
+
const eye = createSphere(size * 0.5, PALETTE.enemyEye, [x, y, z + size * 0.8], 8);
|
|
242
|
+
|
|
243
|
+
const wingL = createCube(size * 0.6, 0x5500aa, [x - size * 1.2, y, z]);
|
|
244
|
+
setScale(wingL, 3, 0.2, 1);
|
|
245
|
+
const wingR = createCube(size * 0.6, 0x5500aa, [x + size * 1.2, y, z]);
|
|
246
|
+
setScale(wingR, 3, 0.2, 1);
|
|
247
|
+
|
|
248
|
+
game.enemies.push({
|
|
249
|
+
parts: [
|
|
250
|
+
{ mesh: core, ox: 0, oy: 0, oz: 0 },
|
|
251
|
+
{ mesh: eye, ox: 0, oy: 0, oz: size * 0.8 },
|
|
252
|
+
{ mesh: wingL, ox: -size * 1.2, oy: 0, oz: 0 },
|
|
253
|
+
{ mesh: wingR, ox: size * 1.2, oy: 0, oz: 0 },
|
|
254
|
+
],
|
|
255
|
+
x: x,
|
|
256
|
+
y: y,
|
|
257
|
+
z: z,
|
|
258
|
+
health: hp,
|
|
259
|
+
maxHealth: hp,
|
|
260
|
+
type: type,
|
|
261
|
+
vx: (Math.random() - 0.5) * 20,
|
|
262
|
+
vy: (Math.random() - 0.5) * 10,
|
|
263
|
+
vz: spd,
|
|
264
|
+
timer: 0,
|
|
265
|
+
});
|
|
266
|
+
}
|
|
267
|
+
|
|
268
|
+
function firePlayerBullet(xOffset) {
|
|
269
|
+
const p = game.player;
|
|
270
|
+
const x = p.x + 0.8 + (xOffset || 0);
|
|
271
|
+
const y = p.y;
|
|
272
|
+
const z = p.z - 2;
|
|
273
|
+
|
|
274
|
+
const bullet = createCube(0.8, PALETTE.bullet, [x, y, z]);
|
|
275
|
+
setScale(bullet, 0.5, 0.5, 6.0);
|
|
276
|
+
|
|
277
|
+
game.bullets.push({
|
|
278
|
+
mesh: bullet,
|
|
279
|
+
x: x,
|
|
280
|
+
y: y,
|
|
281
|
+
z: z,
|
|
282
|
+
vz: -180,
|
|
283
|
+
life: 2.0,
|
|
284
|
+
});
|
|
285
|
+
}
|
|
286
|
+
|
|
287
|
+
function fireEnemyBullet(ex, ey, ez) {
|
|
288
|
+
const bullet = createSphere(1.2, PALETTE.enemyShot, [ex, ey, ez], 6);
|
|
289
|
+
|
|
290
|
+
const p = game.player;
|
|
291
|
+
const dx = p.x - ex,
|
|
292
|
+
dy = p.y - ey,
|
|
293
|
+
dz = p.z - ez;
|
|
294
|
+
const dist = Math.sqrt(dx * dx + dy * dy + dz * dz) || 1;
|
|
295
|
+
const speed = 70 + game.score * 0.001;
|
|
296
|
+
|
|
297
|
+
game.enemyBullets.push({
|
|
298
|
+
mesh: bullet,
|
|
299
|
+
x: ex,
|
|
300
|
+
y: ey,
|
|
301
|
+
z: ez,
|
|
302
|
+
vx: (dx / dist) * speed,
|
|
303
|
+
vy: (dy / dist) * speed,
|
|
304
|
+
vz: (dz / dist) * speed,
|
|
305
|
+
life: 3.0,
|
|
306
|
+
});
|
|
307
|
+
}
|
|
308
|
+
|
|
309
|
+
function createExplosion(x, y, z, color) {
|
|
310
|
+
for (let i = 0; i < 15; i++) {
|
|
311
|
+
const p = createCube(0.8, color, [x, y, z]);
|
|
312
|
+
const speed = 15 + Math.random() * 25;
|
|
313
|
+
const angle1 = Math.random() * Math.PI * 2;
|
|
314
|
+
const angle2 = Math.random() * Math.PI * 2;
|
|
315
|
+
|
|
316
|
+
game.particles.push({
|
|
317
|
+
mesh: p,
|
|
318
|
+
x: x,
|
|
319
|
+
y: y,
|
|
320
|
+
z: z,
|
|
321
|
+
vx: Math.cos(angle1) * Math.sin(angle2) * speed,
|
|
322
|
+
vy: Math.sin(angle1) * speed,
|
|
323
|
+
vz: Math.cos(angle1) * Math.cos(angle2) * speed,
|
|
324
|
+
life: 0.5 + Math.random() * 0.5,
|
|
325
|
+
maxLife: 1.0,
|
|
326
|
+
});
|
|
327
|
+
}
|
|
328
|
+
}
|
|
329
|
+
|
|
330
|
+
export function update(dt) {
|
|
331
|
+
gameTime += dt;
|
|
332
|
+
|
|
333
|
+
if (gameState === 'start' || gameState === 'gameover') {
|
|
334
|
+
updateCooldown(inputLockoutCD, dt);
|
|
335
|
+
updateAllButtons();
|
|
336
|
+
updateGrid(dt * 0.4);
|
|
337
|
+
|
|
338
|
+
// Animate player idly
|
|
339
|
+
updatePlayer(dt, true);
|
|
340
|
+
|
|
341
|
+
if (cooldownReady(inputLockoutCD) && isKeyPressed('Space')) startGame();
|
|
342
|
+
return;
|
|
343
|
+
}
|
|
344
|
+
|
|
345
|
+
game.distance += game.speed * dt;
|
|
346
|
+
game.score += dt * 25;
|
|
347
|
+
game.speed = Math.min(100, 45 + game.wave * 3);
|
|
348
|
+
updateShake(game.shake, dt);
|
|
349
|
+
|
|
350
|
+
// Glitch decay
|
|
351
|
+
if (game.glitchTimer > 0) {
|
|
352
|
+
game.glitchTimer -= dt;
|
|
353
|
+
if (game.glitchTimer <= 0) {
|
|
354
|
+
game.glitchTimer = 0;
|
|
355
|
+
disableGlitch();
|
|
356
|
+
} else {
|
|
357
|
+
setGlitchIntensity(game.glitchTimer * 1.5);
|
|
358
|
+
}
|
|
359
|
+
}
|
|
360
|
+
|
|
361
|
+
// Kill streak timer
|
|
362
|
+
if (game.streakTimer > 0) {
|
|
363
|
+
game.streakTimer -= dt;
|
|
364
|
+
if (game.streakTimer <= 0) game.killStreak = 0;
|
|
365
|
+
}
|
|
366
|
+
|
|
367
|
+
// Power-up timer
|
|
368
|
+
if (game.powerupTimer > 0) {
|
|
369
|
+
game.powerupTimer -= dt;
|
|
370
|
+
if (game.powerupTimer <= 0) game.powerup = null;
|
|
371
|
+
}
|
|
372
|
+
|
|
373
|
+
// Wave management
|
|
374
|
+
if (game.waveClear) {
|
|
375
|
+
game.waveClearTimer -= dt;
|
|
376
|
+
if (game.waveClearTimer <= 0) {
|
|
377
|
+
game.waveClear = false;
|
|
378
|
+
startWave(game.wave + 1);
|
|
379
|
+
}
|
|
380
|
+
} else if (game.waveEnemiesLeft <= 0 && game.enemies.length === 0 && game.wave > 0) {
|
|
381
|
+
game.waveClear = true;
|
|
382
|
+
game.waveClearTimer = 2.0;
|
|
383
|
+
const waveBonus = game.wave * 200;
|
|
384
|
+
game.score += waveBonus;
|
|
385
|
+
sfx('powerup');
|
|
386
|
+
}
|
|
387
|
+
|
|
388
|
+
updatePlayer(dt, false);
|
|
389
|
+
updateGrid(dt);
|
|
390
|
+
updateScenery(dt);
|
|
391
|
+
updateEnemies(dt);
|
|
392
|
+
updateBullets(dt);
|
|
393
|
+
updateEnemyBullets(dt);
|
|
394
|
+
updateParticles(dt);
|
|
395
|
+
updatePowerupPickups(dt);
|
|
396
|
+
}
|
|
397
|
+
|
|
398
|
+
function startGame() {
|
|
399
|
+
if (gameState === 'playing') return;
|
|
400
|
+
inputLockoutCD.timer = 0.3;
|
|
401
|
+
gameState = 'playing';
|
|
402
|
+
setPlayerVisible(true);
|
|
403
|
+
game.score = 0;
|
|
404
|
+
game.player.health = 100;
|
|
405
|
+
game.speed = 45;
|
|
406
|
+
game.lives = 3;
|
|
407
|
+
game.wave = 0;
|
|
408
|
+
game.powerup = null;
|
|
409
|
+
game.powerupTimer = 0;
|
|
410
|
+
game.killStreak = 0;
|
|
411
|
+
game.streakTimer = 0;
|
|
412
|
+
game.waveClear = false;
|
|
413
|
+
|
|
414
|
+
game.enemies.forEach(e => e.parts.forEach(p => destroyMesh(p.mesh)));
|
|
415
|
+
game.enemyBullets.forEach(b => destroyMesh(b.mesh));
|
|
416
|
+
game.bullets.forEach(b => destroyMesh(b.mesh));
|
|
417
|
+
game.powerupPickups.forEach(p => destroyMesh(p.mesh));
|
|
418
|
+
|
|
419
|
+
game.enemies = [];
|
|
420
|
+
game.enemyBullets = [];
|
|
421
|
+
game.bullets = [];
|
|
422
|
+
game.powerupPickups = [];
|
|
423
|
+
clearButtons();
|
|
424
|
+
|
|
425
|
+
startWave(1);
|
|
426
|
+
}
|
|
427
|
+
|
|
428
|
+
function startWave(num) {
|
|
429
|
+
game.wave = num;
|
|
430
|
+
const baseCount = 4 + num * 2;
|
|
431
|
+
game.waveEnemiesLeft = baseCount;
|
|
432
|
+
game.enemySpawnTimer = 0.5;
|
|
433
|
+
}
|
|
434
|
+
|
|
435
|
+
function spawnPowerup(x, y, z) {
|
|
436
|
+
const types = ['health', 'rapid', 'spread', 'shield'];
|
|
437
|
+
const type = types[Math.floor(Math.random() * types.length)];
|
|
438
|
+
const colors = { health: 0x00ff00, rapid: 0xffff00, spread: 0xff8800, shield: 0x00ccff };
|
|
439
|
+
const mesh = createSphere(1.5, colors[type], [x, y, z], 6);
|
|
440
|
+
game.powerupPickups.push({ mesh, x, y, z, type, timer: 0 });
|
|
441
|
+
}
|
|
442
|
+
|
|
443
|
+
function updatePowerupPickups(dt) {
|
|
444
|
+
const p = game.player;
|
|
445
|
+
for (let i = game.powerupPickups.length - 1; i >= 0; i--) {
|
|
446
|
+
const pu = game.powerupPickups[i];
|
|
447
|
+
pu.z += game.speed * dt * 0.5;
|
|
448
|
+
pu.timer += dt;
|
|
449
|
+
setPosition(pu.mesh, pu.x, pu.y + Math.sin(pu.timer * 4) * 1.5, pu.z);
|
|
450
|
+
setRotation(pu.mesh, 0, pu.timer * 3, 0);
|
|
451
|
+
|
|
452
|
+
// Collect
|
|
453
|
+
if (Math.abs(pu.x - p.x) < 3 && Math.abs(pu.y - p.y) < 3 && Math.abs(pu.z - p.z) < 4) {
|
|
454
|
+
if (pu.type === 'health') {
|
|
455
|
+
p.health = Math.min(100, p.health + 40);
|
|
456
|
+
} else {
|
|
457
|
+
game.powerup = pu.type;
|
|
458
|
+
game.powerupTimer = 8;
|
|
459
|
+
}
|
|
460
|
+
sfx('coin');
|
|
461
|
+
destroyMesh(pu.mesh);
|
|
462
|
+
game.powerupPickups.splice(i, 1);
|
|
463
|
+
continue;
|
|
464
|
+
}
|
|
465
|
+
|
|
466
|
+
if (pu.z > 25) {
|
|
467
|
+
destroyMesh(pu.mesh);
|
|
468
|
+
game.powerupPickups.splice(i, 1);
|
|
469
|
+
}
|
|
470
|
+
}
|
|
471
|
+
}
|
|
472
|
+
|
|
473
|
+
function updatePlayer(dt, isIdle) {
|
|
474
|
+
const p = game.player;
|
|
475
|
+
if (!isIdle && p.health <= 0) {
|
|
476
|
+
createExplosion(p.x, p.y, p.z, PALETTE.playerBody);
|
|
477
|
+
sfx('explosion');
|
|
478
|
+
game.lives--;
|
|
479
|
+
if (game.lives <= 0) {
|
|
480
|
+
gameState = 'gameover';
|
|
481
|
+
initGameOverScreen();
|
|
482
|
+
} else {
|
|
483
|
+
// Respawn with brief invulnerability
|
|
484
|
+
p.health = 100;
|
|
485
|
+
p.x = 0;
|
|
486
|
+
p.y = 0;
|
|
487
|
+
game.powerup = 'shield';
|
|
488
|
+
game.powerupTimer = 3;
|
|
489
|
+
}
|
|
490
|
+
return;
|
|
491
|
+
}
|
|
492
|
+
|
|
493
|
+
let dx = 0;
|
|
494
|
+
let dy = 0;
|
|
495
|
+
if (!isIdle) {
|
|
496
|
+
if (key('ArrowLeft') || key('a')) dx = -1;
|
|
497
|
+
if (key('ArrowRight') || key('d')) dx = 1;
|
|
498
|
+
if (key('ArrowUp') || key('w')) dy = 1;
|
|
499
|
+
if (key('ArrowDown') || key('s')) dy = -1;
|
|
500
|
+
}
|
|
501
|
+
|
|
502
|
+
const moveSpeed = 45;
|
|
503
|
+
p.x += dx * moveSpeed * dt;
|
|
504
|
+
p.y += dy * moveSpeed * dt;
|
|
505
|
+
|
|
506
|
+
if (p.x < -22) p.x = -22;
|
|
507
|
+
if (p.x > 22) p.x = 22;
|
|
508
|
+
if (p.y < 0) p.y = 0;
|
|
509
|
+
if (p.y > 18) p.y = 18;
|
|
510
|
+
|
|
511
|
+
const isGrounded = p.y < 0.5;
|
|
512
|
+
p.animPhase += dt * (isGrounded ? 18 : 6);
|
|
513
|
+
p.bobPhase += dt * moveSpeed * 0.25;
|
|
514
|
+
|
|
515
|
+
const bY = p.y + (isGrounded && dx !== 0 ? Math.abs(Math.sin(p.bobPhase)) * 0.8 : 0);
|
|
516
|
+
|
|
517
|
+
setPosition(p.meshes.body, p.x, bY, p.z);
|
|
518
|
+
setPosition(p.meshes.head, p.x, bY + 1.2, p.z);
|
|
519
|
+
setPosition(p.meshes.hair, p.x, bY + 1.5, p.z + 0.1);
|
|
520
|
+
setPosition(p.meshes.jetpack, p.x, bY + 0.2, p.z + 0.6);
|
|
521
|
+
setPosition(p.meshes.gun, p.x + 0.8, bY - 0.2, p.z - 1.5);
|
|
522
|
+
setPosition(p.meshes.armL, p.x - 0.8, bY + 0.2, p.z);
|
|
523
|
+
setPosition(p.meshes.armR, p.x + 0.8, bY + 0.2, p.z);
|
|
524
|
+
|
|
525
|
+
// Jetpack flames flicker
|
|
526
|
+
setPosition(p.meshes.flameL, p.x - 0.3, bY - 0.6 - Math.random() * 0.3, p.z + 0.6);
|
|
527
|
+
setPosition(p.meshes.flameR, p.x + 0.3, bY - 0.6 - Math.random() * 0.3, p.z + 0.6);
|
|
528
|
+
|
|
529
|
+
if (isGrounded && (dx !== 0 || isIdle)) {
|
|
530
|
+
// idle running in place effectively
|
|
531
|
+
const legSwing = Math.sin(p.animPhase) * 1.5;
|
|
532
|
+
setPosition(p.meshes.legL, p.x - 0.4, bY - 1.0, p.z + legSwing);
|
|
533
|
+
setPosition(p.meshes.legR, p.x + 0.4, bY - 1.0, p.z - legSwing);
|
|
534
|
+
} else {
|
|
535
|
+
setPosition(p.meshes.legL, p.x - 0.4, bY - 1.0, p.z + 0.5);
|
|
536
|
+
setPosition(p.meshes.legR, p.x + 0.4, bY - 1.0, p.z + 0.5);
|
|
537
|
+
}
|
|
538
|
+
|
|
539
|
+
updateCooldown(weaponCD, dt);
|
|
540
|
+
const fireRate = game.powerup === 'rapid' ? 0.04 : 0.12;
|
|
541
|
+
weaponCD.duration = fireRate;
|
|
542
|
+
if (!isIdle && key('Space') && useCooldown(weaponCD)) {
|
|
543
|
+
firePlayerBullet();
|
|
544
|
+
if (game.powerup === 'spread') {
|
|
545
|
+
firePlayerBullet(-8);
|
|
546
|
+
firePlayerBullet(8);
|
|
547
|
+
}
|
|
548
|
+
}
|
|
549
|
+
}
|
|
550
|
+
|
|
551
|
+
function updateGrid(dt) {
|
|
552
|
+
const totalLength = 35 * 5;
|
|
553
|
+
game.gridPlanes.forEach(g => {
|
|
554
|
+
g.z += game.speed * dt;
|
|
555
|
+
if (g.z > 20) {
|
|
556
|
+
g.z -= totalLength;
|
|
557
|
+
}
|
|
558
|
+
setPosition(g.mesh, g.x, g.y, g.z);
|
|
559
|
+
});
|
|
560
|
+
}
|
|
561
|
+
|
|
562
|
+
function updateScenery(dt) {
|
|
563
|
+
game.scenery.forEach(s => {
|
|
564
|
+
s.z += game.speed * dt;
|
|
565
|
+
if (s.z > 20) {
|
|
566
|
+
s.z -= 140 + Math.random() * 60;
|
|
567
|
+
s.x = (Math.random() > 0.5 ? -1 : 1) * (15 + Math.random() * 30);
|
|
568
|
+
}
|
|
569
|
+
s.parts.forEach(p => {
|
|
570
|
+
setPosition(p.mesh, s.x, p.oy, s.z);
|
|
571
|
+
});
|
|
572
|
+
});
|
|
573
|
+
}
|
|
574
|
+
|
|
575
|
+
function updateEnemies(dt) {
|
|
576
|
+
game.enemySpawnTimer -= dt;
|
|
577
|
+
if (game.enemySpawnTimer <= 0 && game.waveEnemiesLeft > 0) {
|
|
578
|
+
game.waveEnemiesLeft--;
|
|
579
|
+
// Enemy type distribution based on wave
|
|
580
|
+
const roll = Math.random();
|
|
581
|
+
if (game.wave >= 3 && game.waveEnemiesLeft === 0 && game.wave % 3 === 0) {
|
|
582
|
+
spawnEnemy('boss');
|
|
583
|
+
} else if (roll < 0.15 && game.wave >= 2) {
|
|
584
|
+
spawnEnemy('fast');
|
|
585
|
+
} else if (roll < 0.25 && game.wave >= 4) {
|
|
586
|
+
spawnEnemy('tank');
|
|
587
|
+
} else {
|
|
588
|
+
spawnEnemy('normal');
|
|
589
|
+
}
|
|
590
|
+
game.enemySpawnTimer = Math.max(0.4, 1.5 - game.wave * 0.08);
|
|
591
|
+
}
|
|
592
|
+
|
|
593
|
+
for (let i = game.enemies.length - 1; i >= 0; i--) {
|
|
594
|
+
const e = game.enemies[i];
|
|
595
|
+
e.timer += dt;
|
|
596
|
+
|
|
597
|
+
e.x += e.vx * dt;
|
|
598
|
+
e.y += e.vy * dt;
|
|
599
|
+
e.z += e.vz * dt;
|
|
600
|
+
|
|
601
|
+
if (e.x < -30 || e.x > 30) e.vx *= -1;
|
|
602
|
+
if (e.y < 2 || e.y > 20) e.vy *= -1;
|
|
603
|
+
|
|
604
|
+
const bob = Math.sin(e.timer * 4) * 2;
|
|
605
|
+
|
|
606
|
+
e.parts.forEach(p => {
|
|
607
|
+
setPosition(p.mesh, e.x + p.ox, e.y + p.oy + bob, e.z + p.oz);
|
|
608
|
+
});
|
|
609
|
+
|
|
610
|
+
if (e.timer > 1.5 && Math.random() < (e.type === 'boss' ? 0.06 : 0.02)) {
|
|
611
|
+
fireEnemyBullet(e.x, e.y + bob, e.z);
|
|
612
|
+
}
|
|
613
|
+
|
|
614
|
+
// Boss fires spread
|
|
615
|
+
if (e.type === 'boss' && e.timer > 2 && Math.random() < 0.01) {
|
|
616
|
+
for (let a = -2; a <= 2; a++) {
|
|
617
|
+
fireEnemyBullet(e.x + a * 3, e.y + bob, e.z);
|
|
618
|
+
}
|
|
619
|
+
}
|
|
620
|
+
|
|
621
|
+
if (e.z > 20) {
|
|
622
|
+
e.parts.forEach(p => destroyMesh(p.mesh));
|
|
623
|
+
game.enemies.splice(i, 1);
|
|
624
|
+
}
|
|
625
|
+
}
|
|
626
|
+
}
|
|
627
|
+
|
|
628
|
+
function updateBullets(dt) {
|
|
629
|
+
for (let i = game.bullets.length - 1; i >= 0; i--) {
|
|
630
|
+
const b = game.bullets[i];
|
|
631
|
+
b.z += b.vz * dt;
|
|
632
|
+
b.life -= dt;
|
|
633
|
+
setPosition(b.mesh, b.x, b.y, b.z);
|
|
634
|
+
|
|
635
|
+
if (b.life <= 0 || b.z < -150) {
|
|
636
|
+
destroyMesh(b.mesh);
|
|
637
|
+
game.bullets.splice(i, 1);
|
|
638
|
+
continue;
|
|
639
|
+
}
|
|
640
|
+
|
|
641
|
+
let hit = false;
|
|
642
|
+
for (let j = game.enemies.length - 1; j >= 0; j--) {
|
|
643
|
+
const e = game.enemies[j];
|
|
644
|
+
if (Math.abs(b.x - e.x) < 3.0 && Math.abs(b.y - e.y) < 3.0 && Math.abs(b.z - e.z) < 4.0) {
|
|
645
|
+
e.health -= 15;
|
|
646
|
+
hit = true;
|
|
647
|
+
sfx('hit');
|
|
648
|
+
if (e.health <= 0) {
|
|
649
|
+
createExplosion(e.x, e.y, e.z, PALETTE.explosion);
|
|
650
|
+
const killPoints =
|
|
651
|
+
e.type === 'boss' ? 3000 : e.type === 'tank' ? 1000 : e.type === 'fast' ? 700 : 500;
|
|
652
|
+
game.score += killPoints;
|
|
653
|
+
game.killStreak++;
|
|
654
|
+
game.streakTimer = 2;
|
|
655
|
+
if (game.killStreak >= 5) {
|
|
656
|
+
game.score += game.killStreak * 100;
|
|
657
|
+
}
|
|
658
|
+
sfx('explosion');
|
|
659
|
+
// 25% chance to drop power-up
|
|
660
|
+
if (Math.random() < 0.25) {
|
|
661
|
+
spawnPowerup(e.x, e.y, e.z);
|
|
662
|
+
}
|
|
663
|
+
e.parts.forEach(p => destroyMesh(p.mesh));
|
|
664
|
+
game.enemies.splice(j, 1);
|
|
665
|
+
}
|
|
666
|
+
break;
|
|
667
|
+
}
|
|
668
|
+
}
|
|
669
|
+
|
|
670
|
+
if (hit) {
|
|
671
|
+
destroyMesh(b.mesh);
|
|
672
|
+
game.bullets.splice(i, 1);
|
|
673
|
+
}
|
|
674
|
+
}
|
|
675
|
+
}
|
|
676
|
+
|
|
677
|
+
function updateEnemyBullets(dt) {
|
|
678
|
+
const p = game.player;
|
|
679
|
+
for (let i = game.enemyBullets.length - 1; i >= 0; i--) {
|
|
680
|
+
const b = game.enemyBullets[i];
|
|
681
|
+
b.x += b.vx * dt;
|
|
682
|
+
b.y += b.vy * dt;
|
|
683
|
+
b.z += b.vz * dt;
|
|
684
|
+
b.life -= dt;
|
|
685
|
+
|
|
686
|
+
setPosition(b.mesh, b.x, b.y, b.z);
|
|
687
|
+
|
|
688
|
+
if (Math.abs(b.x - p.x) < 1.5 && Math.abs(b.y - p.y) < 2.0 && Math.abs(b.z - p.z) < 2.0) {
|
|
689
|
+
if (game.powerup === 'shield') {
|
|
690
|
+
// Shield absorbs hit
|
|
691
|
+
} else {
|
|
692
|
+
p.health -= 25;
|
|
693
|
+
triggerShake(game.shake, 0.4);
|
|
694
|
+
enableGlitch(0.5);
|
|
695
|
+
game.glitchTimer = 0.3;
|
|
696
|
+
sfx('hit');
|
|
697
|
+
}
|
|
698
|
+
createExplosion(p.x, p.y, p.z, PALETTE.playerBody);
|
|
699
|
+
destroyMesh(b.mesh);
|
|
700
|
+
game.enemyBullets.splice(i, 1);
|
|
701
|
+
continue;
|
|
702
|
+
}
|
|
703
|
+
|
|
704
|
+
if (b.life <= 0 || b.z > 20) {
|
|
705
|
+
destroyMesh(b.mesh);
|
|
706
|
+
game.enemyBullets.splice(i, 1);
|
|
707
|
+
}
|
|
708
|
+
}
|
|
709
|
+
}
|
|
710
|
+
|
|
711
|
+
function updateParticles(dt) {
|
|
712
|
+
for (let i = game.particles.length - 1; i >= 0; i--) {
|
|
713
|
+
const p = game.particles[i];
|
|
714
|
+
p.x += p.vx * dt;
|
|
715
|
+
p.y += p.vy * dt;
|
|
716
|
+
p.z += p.vz * dt;
|
|
717
|
+
p.life -= dt;
|
|
718
|
+
|
|
719
|
+
setPosition(p.mesh, p.x, p.y, p.z);
|
|
720
|
+
|
|
721
|
+
const alpha = p.life / p.maxLife;
|
|
722
|
+
setScale(p.mesh, alpha, alpha, alpha);
|
|
723
|
+
|
|
724
|
+
if (p.life <= 0) {
|
|
725
|
+
destroyMesh(p.mesh);
|
|
726
|
+
game.particles.splice(i, 1);
|
|
727
|
+
}
|
|
728
|
+
}
|
|
729
|
+
}
|
|
730
|
+
|
|
731
|
+
function initStartScreen() {
|
|
732
|
+
clearButtons();
|
|
733
|
+
createButton(
|
|
734
|
+
centerX(240),
|
|
735
|
+
252,
|
|
736
|
+
240,
|
|
737
|
+
52,
|
|
738
|
+
'▶ START MISSION',
|
|
739
|
+
() => {
|
|
740
|
+
startGame();
|
|
741
|
+
},
|
|
742
|
+
{ normalColor: uiColors.success, hoverColor: rgba8(60, 220, 120, 255) }
|
|
743
|
+
);
|
|
744
|
+
}
|
|
745
|
+
|
|
746
|
+
function drawStartScreen() {
|
|
747
|
+
// Solid opaque base — guaranteed to cover the 3D scene
|
|
748
|
+
cls(rgba8(5, 0, 15, 255));
|
|
749
|
+
|
|
750
|
+
// Rich alien-world gradient layered on top
|
|
751
|
+
drawGradient(0, 0, 640, 360, rgba8(20, 5, 55, 255), rgba8(4, 0, 18, 255), 'v');
|
|
752
|
+
|
|
753
|
+
// Radial spotlight glow behind title
|
|
754
|
+
drawRadialGradient(320, 105, 230, rgba8(200, 60, 255, 48), rgba8(0, 0, 0, 0));
|
|
755
|
+
|
|
756
|
+
// Cosmic starfield noise
|
|
757
|
+
drawNoise(0, 0, 640, 360, 22, Math.floor(gameTime * 6));
|
|
758
|
+
|
|
759
|
+
// Distant planet arc at horizon
|
|
760
|
+
drawRadialGradient(320, 440, 280, rgba8(80, 0, 160, 70), rgba8(0, 0, 0, 0));
|
|
761
|
+
|
|
762
|
+
// Corner starbursts — pulsing
|
|
763
|
+
const sp = Math.sin(gameTime * 2) * 0.5 + 0.5;
|
|
764
|
+
drawStarburst(30, 30, 18, 7, 6, rgba8(255, 140, 0, Math.floor(sp * 210)), true);
|
|
765
|
+
drawStarburst(610, 30, 18, 7, 6, rgba8(255, 140, 0, Math.floor(sp * 210)), true);
|
|
766
|
+
drawStarburst(30, 330, 12, 5, 5, rgba8(180, 0, 255, Math.floor((1 - sp) * 180)), true);
|
|
767
|
+
drawStarburst(610, 330, 12, 5, 5, rgba8(180, 0, 255, Math.floor((1 - sp) * 180)), true);
|
|
768
|
+
|
|
769
|
+
// More scattered star shots across the sky
|
|
770
|
+
drawStarburst(90, 70, 7, 3, 4, rgba8(255, 255, 180, Math.floor(sp * 160)), true);
|
|
771
|
+
drawStarburst(550, 55, 6, 2, 4, rgba8(200, 180, 255, Math.floor((1 - sp) * 150)), true);
|
|
772
|
+
drawStarburst(480, 80, 5, 2, 5, rgba8(255, 200, 100, Math.floor(sp * 130)), true);
|
|
773
|
+
|
|
774
|
+
// Energy wave at the horizon line
|
|
775
|
+
drawWave(0, 185, 640, 6, 0.028, gameTime * 2.2, rgba8(180, 0, 255, 100), 2);
|
|
776
|
+
drawWave(0, 190, 640, 4, 0.042, gameTime * 2.8 + 1.0, rgba8(255, 100, 0, 75), 2);
|
|
777
|
+
|
|
778
|
+
// Main title — SPACE HARRIER with orange/flame glow
|
|
779
|
+
const titleBob = Math.sin(gameTime * 1.8) * 7;
|
|
780
|
+
drawGlowTextCentered(
|
|
781
|
+
'SPACE',
|
|
782
|
+
320,
|
|
783
|
+
44 + titleBob,
|
|
784
|
+
rgba8(255, 160, 0, 255),
|
|
785
|
+
rgba8(160, 50, 0, 170),
|
|
786
|
+
2
|
|
787
|
+
);
|
|
788
|
+
drawGlowTextCentered(
|
|
789
|
+
'HARRIER',
|
|
790
|
+
320,
|
|
791
|
+
98 + titleBob,
|
|
792
|
+
rgba8(255, 80, 20, 255),
|
|
793
|
+
rgba8(120, 20, 0, 160),
|
|
794
|
+
2
|
|
795
|
+
);
|
|
796
|
+
|
|
797
|
+
// Subtitle
|
|
798
|
+
const subPulse = Math.sin(gameTime * 3) * 0.25 + 0.75;
|
|
799
|
+
setFont('large');
|
|
800
|
+
setTextAlign('center');
|
|
801
|
+
drawText('NOVA 64 EDITION', 320, 152, rgba8(120, 200, 255, Math.floor(subPulse * 255)), 1);
|
|
802
|
+
|
|
803
|
+
// Tagline
|
|
804
|
+
setFont('normal');
|
|
805
|
+
drawText('THE LEGENDARY RAIL SHOOTER RETURNS', 320, 174, rgba8(200, 150, 255, 200), 1);
|
|
806
|
+
|
|
807
|
+
// Info panel
|
|
808
|
+
const panel = createPanel(centerX(440), 200, 440, 92, {
|
|
809
|
+
bgColor: rgba8(15, 5, 35, 215),
|
|
810
|
+
borderColor: rgba8(180, 60, 255, 255),
|
|
811
|
+
borderWidth: 2,
|
|
812
|
+
shadow: true,
|
|
813
|
+
});
|
|
814
|
+
drawPanel(panel);
|
|
815
|
+
|
|
816
|
+
setFont('small');
|
|
817
|
+
setTextAlign('center');
|
|
818
|
+
drawText('◆ Blast through waves of alien enemies', 320, 218, uiColors.light, 1);
|
|
819
|
+
drawText('◆ Dodge projectiles & collect power-ups', 320, 233, uiColors.light, 1);
|
|
820
|
+
drawText('◆ Retro N64 rail-shooter with 3D visuals', 320, 248, uiColors.light, 1);
|
|
821
|
+
|
|
822
|
+
// Buttons
|
|
823
|
+
drawAllButtons();
|
|
824
|
+
|
|
825
|
+
// Controls hint
|
|
826
|
+
setFont('tiny');
|
|
827
|
+
drawText('WASD / Arrows: Move ◆ Space: Shoot', 320, 318, uiColors.secondary, 1);
|
|
828
|
+
|
|
829
|
+
// Pulsing prompt
|
|
830
|
+
const alpha = Math.floor((Math.sin(gameTime * 5) * 0.5 + 0.5) * 255);
|
|
831
|
+
drawText('◆ PRESS SPACE TO LAUNCH ◆', 320, 334, rgba8(255, 160, 0, alpha), 1);
|
|
832
|
+
|
|
833
|
+
// CRT scanlines
|
|
834
|
+
drawScanlines(45, 2);
|
|
835
|
+
}
|
|
836
|
+
|
|
837
|
+
function initGameOverScreen() {
|
|
838
|
+
setPlayerVisible(false);
|
|
839
|
+
disableGlitch();
|
|
840
|
+
game.glitchTimer = 0;
|
|
841
|
+
clearButtons();
|
|
842
|
+
createButton(
|
|
843
|
+
centerX(220),
|
|
844
|
+
260,
|
|
845
|
+
220,
|
|
846
|
+
50,
|
|
847
|
+
'↻ RETRY',
|
|
848
|
+
() => {
|
|
849
|
+
gameState = 'start';
|
|
850
|
+
inputLockoutCD.timer = 0.6;
|
|
851
|
+
initStartScreen();
|
|
852
|
+
},
|
|
853
|
+
{ normalColor: uiColors.danger, hoverColor: rgba8(250, 60, 60, 255) }
|
|
854
|
+
);
|
|
855
|
+
}
|
|
856
|
+
|
|
857
|
+
export function draw() {
|
|
858
|
+
if (gameState === 'start') {
|
|
859
|
+
drawStartScreen();
|
|
860
|
+
return;
|
|
861
|
+
}
|
|
862
|
+
|
|
863
|
+
if (gameState === 'gameover') {
|
|
864
|
+
rect(0, 0, 640, 360, rgba8(100, 0, 0, 150), true);
|
|
865
|
+
setFont('huge');
|
|
866
|
+
setTextAlign('center');
|
|
867
|
+
drawTextShadow('GAME OVER', 320, 120, uiColors.danger, rgba8(0, 0, 0, 255), 4, 1);
|
|
868
|
+
|
|
869
|
+
setFont('normal');
|
|
870
|
+
drawText('SCORE: ' + Math.floor(game.score), 320, 180, uiColors.warning, 1);
|
|
871
|
+
drawAllButtons();
|
|
872
|
+
return;
|
|
873
|
+
}
|
|
874
|
+
|
|
875
|
+
setFont('normal');
|
|
876
|
+
setTextAlign('left');
|
|
877
|
+
drawText('SCORE: ' + Math.floor(game.score), 20, 20, uiColors.warning, 1);
|
|
878
|
+
drawText(`WAVE ${game.wave}`, 20, 40, rgba8(0, 255, 255, 255), 1);
|
|
879
|
+
|
|
880
|
+
// Lives
|
|
881
|
+
for (let i = 0; i < game.lives; i++) {
|
|
882
|
+
rect(170 + i * 18, 22, 12, 12, rgba8(255, 50, 50, 255), true);
|
|
883
|
+
}
|
|
884
|
+
|
|
885
|
+
// Health bar
|
|
886
|
+
rect(420, 20, 200, 20, rgba8(50, 0, 0, 200), true);
|
|
887
|
+
const hpWidth = Math.max(0, game.player.health * 2);
|
|
888
|
+
rect(420, 20, hpWidth, 20, hpWidth > 40 ? uiColors.success : uiColors.danger, true);
|
|
889
|
+
rect(420, 20, 200, 20, uiColors.light, false);
|
|
890
|
+
|
|
891
|
+
// Power-up indicator
|
|
892
|
+
if (game.powerup) {
|
|
893
|
+
const puColors = {
|
|
894
|
+
rapid: rgba8(255, 255, 0, 255),
|
|
895
|
+
spread: rgba8(255, 136, 0, 255),
|
|
896
|
+
shield: rgba8(0, 200, 255, 255),
|
|
897
|
+
};
|
|
898
|
+
drawText(
|
|
899
|
+
`${game.powerup.toUpperCase()} ${Math.ceil(game.powerupTimer)}s`,
|
|
900
|
+
420,
|
|
901
|
+
46,
|
|
902
|
+
puColors[game.powerup] || uiColors.light,
|
|
903
|
+
1
|
|
904
|
+
);
|
|
905
|
+
}
|
|
906
|
+
|
|
907
|
+
// Kill streak
|
|
908
|
+
if (game.killStreak >= 3) {
|
|
909
|
+
setTextAlign('center');
|
|
910
|
+
drawText(`${game.killStreak}x STREAK!`, 320, 60, rgba8(255, 200, 50, 255), 1);
|
|
911
|
+
setTextAlign('left');
|
|
912
|
+
}
|
|
913
|
+
|
|
914
|
+
// Wave clear message
|
|
915
|
+
if (game.waveClear) {
|
|
916
|
+
setTextAlign('center');
|
|
917
|
+
setFont('large');
|
|
918
|
+
drawText(`WAVE ${game.wave} CLEAR!`, 320, 160, rgba8(0, 255, 100, 255), 1);
|
|
919
|
+
setFont('normal');
|
|
920
|
+
drawText(`+${game.wave * 200} BONUS`, 320, 185, rgba8(255, 255, 100, 255), 1);
|
|
921
|
+
setTextAlign('left');
|
|
922
|
+
}
|
|
923
|
+
}
|