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Update index.html
Browse files- index.html +1079 -636
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>
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<!-- Tailwind CSS CDN -->
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<script src="https://cdn.tailwindcss.com"></script>
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<script src="https://
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<style>
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body {
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}
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white-space: pre;
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}
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</style>
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</head>
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<body
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</div>
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<button id="
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</div>
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</
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<
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</button>
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<button id="fastTempoBtn" class="py-3 px-6 rounded-lg shadow-lg transition duration-300 ease-in-out transform hover:scale-105 my-2 bg-purple-500 hover:bg-purple-600 text-white font-bold">
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Fast (128 BPM)
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</button>
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<button id="arpeggioDirectionBtn" class="bg-orange-600 hover:bg-orange-700 text-white font-bold py-3 px-6 rounded-lg shadow-lg transition duration-300 ease-in-out transform hover:scale-105 my-2">
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Arpeggio: Rising
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</button>
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<button id="startTeleprompterBtn" class="bg-green-600 hover:bg-green-700 text-white font-bold py-3 px-6 rounded-lg shadow-lg transition duration-300 ease-in-out transform hover:scale-105 my-2">
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Start/Restart Teleprompter (Press Space/Right Arrow)
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</button>
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</footer>
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<script>
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{
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{ type: "Verse 1", lines: [
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{ chords: "E B", lyrics: "The Glamour Boys, they got the girls" },
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{ chords: "A E", lyrics: "They got the cars, they got the pearls" }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "E B A E", lyrics: "Glamour Boys, oh, the Glamour Boys, what makes you think you're so cool?" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "E B", lyrics: "The Glamour Boys, they're so hip" },
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{ chords: "A E", lyrics: "They got the style, they got the trip" }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "E B A E", lyrics: "Glamour Boys, oh, the Glamour Boys, what makes you think you're so cool?" }
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]},
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{ type: "Outro", lines: [{ chords: "E B A E", lyrics: "(repeat and fade with guitar licks)" }] }
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]
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},
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{
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title: "Ocean Size",
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artist: "Jane's Addiction",
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sections: [
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{ type: "Intro", lines: [{ chords: "C G Am F", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "C G Am F", lyrics: "Day by day, as the weeks turn to months, I watch you..." },
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{ chords: "C G Am F", lyrics: "Growing taller, growing wiser, growing stronger..." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "C G D F", lyrics: "Ocean size, it's the ocean size" },
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{ chords: "C G D F", lyrics: "The ocean size, it's the ocean size" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "C G Am F", lyrics: "Day by day, as the weeks turn to months, I watch you..." },
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{ chords: "C G Am F", lyrics: "Growing stronger, growing wiser, growing taller..." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "C G D F", lyrics: "Ocean size, it's the ocean size" },
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{ chords: "C G D F", lyrics: "The ocean size, it's the ocean size" }
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]},
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{ type: "Outro", lines: [{ chords: "C G Am F", lyrics: "(repeat and fade)" }] }
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]
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},
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{
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title: "Mountain Song",
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artist: "Jane's Addiction",
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sections: [
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{ type: "Intro", lines: [{ chords: "Em C G D", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "Em C G D", lyrics: "Coming down the mountain, I saw a girl" },
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{ chords: "Em C G D", lyrics: "She was looking at me, in my world" }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "Em C G D", lyrics: "Mountain Song! Mountain Song!" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "Em C G D", lyrics: "She said, \"Where'd you come from? Where'd you go?\"" },
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{ chords: "Em C G D", lyrics: "\"I came from the mountain, don't you know?\"" }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "Em C G D", lyrics: "Mountain Song! Mountain Song!" }
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]},
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{ type: "Outro", lines: [{ chords: "Em C G D", lyrics: "(repeat and fade)" }] }
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]
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},
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{
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title: "Where Is My Mind?",
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artist: "Pixies",
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sections: [
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{ type: "Intro", lines: [{ chords: "C G Am F", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "C G Am F", lyrics: "With your feet on the air and your head on the ground..." },
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{ chords: "C G Am F", lyrics: "Try this trick and spin it, yeah..." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "C G Am F", lyrics: "Where is my mind? Where is my mind?" },
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{ chords: "C G Am F", lyrics: "Where is my mind? Way out in the water, see it swimming..." }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "C G Am F", lyrics: "I was thinking about you and the things we've done..." },
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{ chords: "C G Am F", lyrics: "And all the places we've been to, oh yeah..." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "C G Am F", lyrics: "Where is my mind? Where is my mind?" },
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{ chords: "C G Am F", lyrics: "Where is my mind? Way out in the water, see it swimming..." }
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]},
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{ type: "Outro", lines: [{ chords: "C G Am F", lyrics: "(repeat and fade)" }] }
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]
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},
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{
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title: "Fisherman's Blues",
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artist: "The Waterboys",
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sections: [
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{ type: "Intro", lines: [{ chords: "G C D G", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "G C D G", lyrics: "I wish I was a fisherman, tumbling on the sea" },
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{ chords: "G C D G", lyrics: "Far away from dry land, and its bitter misery" }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "G C D G", lyrics: "I'm gonna make a record, a record of my dreams" },
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{ chords: "G C D G", lyrics: "And let the wind and the waves sing along to the themes" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "G C D G", lyrics: "I wish I was a fisherman, out on the rolling deep" },
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{ chords: "G C D G", lyrics: "With nothing but the stars to guide me, while the city sleeps" }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "G C D G", lyrics: "I'm gonna make a record, a record of my dreams" },
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{ chords: "G C D G", lyrics: "And let the wind and the waves sing along to the themes" }
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]},
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{ type: "Outro", lines: [{ chords: "G C D G", lyrics: "(repeat and fade)" }] }
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]
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},
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{
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title: "Express Yourself",
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artist: "N.W.A.",
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sections: [
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{ type: "Intro", lines: [{ chords: "F Am Dm C", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "F Am Dm C", lyrics: "I'm expressing with my full capabilities, and now I'm living in reality..." },
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{ chords: "F Am Dm C", lyrics: "The only solution is to get involved and move it..." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "F Am Dm C", lyrics: "Express yourself! Express yourself!" },
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{ chords: "F Am Dm C", lyrics: "Express yourself! It's a brand new thing..." }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "F Am Dm C", lyrics: "Now I'm the one, I'm the one, I'm the one that you know..." },
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{ chords: "F Am Dm C", lyrics: "Coming to get you, coming to get you, coming to get you, watch me go..." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "F Am Dm C", lyrics: "Express yourself! Express yourself!" },
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{ chords: "F Am Dm C", lyrics: "Express yourself! It's a brand new thing..." }
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]},
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{ type: "Outro", lines: [{ chords: "F Am Dm C", lyrics: "(repeat and fade)" }] }
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]
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},
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{
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title: "One",
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artist: "Metallica",
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sections: [
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{ type: "Intro", lines: [{ chords: "Am G C F", lyrics: "(Acoustic Intro/Verse Part)" }] },
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{ type: "Verse 1", lines: [
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{ chords: "Am G C F", lyrics: "I can't remember anything, can't tell if this is true or dream..." },
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{ chords: "Am G C F", lyrics: "Deep down inside I feel the scream..." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "Am G C F", lyrics: "Hold my breath as I wish for death..." }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "Am G C F", lyrics: "Life it seems will fade away, drifting further every day..." },
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{ chords: "Am G C F", lyrics: "Getting lost within myself, nothing matters, no one else..." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "Am G C F", lyrics: "All the thoughts that I have now..." }
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]},
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{ type: "Outro", lines: [{ chords: "E5 - D5 - C5 - A5", lyrics: "(heavy riffing, fast tempo, ends on E5)" }] }
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]
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},
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{
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title: "Handle with Care",
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artist: "Traveling Wilburys",
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sections: [
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{ type: "Intro", lines: [{ chords: "G D Em C", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "G D Em C", lyrics: "Been beat up and battered 'round, been sent up, and I've been shot down..." },
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{ chords: "G D Em C", lyrics: "You're the best thing that I've found, handle me with care." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "G D Em C", lyrics: "Handle me with care, handle me with care" },
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{ chords: "G D Em C", lyrics: "Handle me with care, handle me with care" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "G D Em C", lyrics: "I been stuck in so much traffic, I'm a mess, a nervous wreck..." },
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{ chords: "G D Em C", lyrics: "I could use some tender love and care, handle me with care." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "G D Em C", lyrics: "Handle me with care, handle me with care" },
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{ chords: "G D Em C", lyrics: "Handle me with care, handle me with care" }
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]},
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{ type: "Outro", lines: [{ chords: "G D Em C", lyrics: "(repeat and fade)" }] }
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]
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}
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];
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// --- Global State Variables ---
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let currentSongIndex = 0;
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let currentTempo = 90; // Default to Medium
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let isInteractiveMode = false;
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let activeSectionIndex = 0;
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let activeLineIndexInSection = 0;
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let activeChordIndexInLine = 0;
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let activeWordIndexInLine = 0;
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let arpeggioDirection = 'rising'; // 'rising' or 'falling'
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// --- DOM Elements ---
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const songTitleEl = document.getElementById('songTitle');
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const artistNameEl = document.getElementById('artistName');
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const scrollContainerEl = document.getElementById('scrollContainer');
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const prevSongBtnHeader = document.getElementById('prevSongBtnHeader');
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const nextSongBtnHeader = document.getElementById('nextSongBtnHeader');
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const slowTempoBtn = document.getElementById('slowTempoBtn');
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const mediumTempoBtn = document.getElementById('mediumTempoBtn');
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const fastTempoBtn = document.getElementById('fastTempoBtn');
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const arpeggioDirectionBtn = document.getElementById('arpeggioDirectionBtn');
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const startTeleprompterBtn = document.getElementById('startTeleprompterBtn');
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// --- Tone.js Synth Initialization ---
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let synth = null;
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async function initializeSynth() {
|
| 365 |
-
if (!synth) {
|
| 366 |
-
synth = new Tone.PolySynth(Tone.Synth, {
|
| 367 |
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envelope: {
|
| 368 |
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attack: 0.02,
|
| 369 |
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decay: 0.1,
|
| 370 |
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sustain: 0.3,
|
| 371 |
-
release: 1
|
| 372 |
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}
|
| 373 |
-
}).toDestination();
|
| 374 |
-
await Tone.start(); // Ensure audio context is running
|
| 375 |
-
console.log('Tone.js audio context started and synth initialized.');
|
| 376 |
-
}
|
| 377 |
}
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| 378 |
|
| 379 |
-
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| 380 |
-
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| 381 |
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| 382 |
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| 383 |
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|
| 384 |
};
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|
| 385 |
|
| 386 |
-
|
| 387 |
-
const
|
| 388 |
-
|
| 389 |
-
|
| 390 |
-
|
| 391 |
-
};
|
| 392 |
-
|
| 393 |
-
let root = null;
|
| 394 |
-
let type = 'major'; // Default to major
|
| 395 |
-
let octaveOffset = 0; // Default to 4th octave for root
|
| 396 |
-
|
| 397 |
-
let baseChord = chordName.trim().replace('5', ''); // Handle power chords as root
|
| 398 |
-
const match = baseChord.match(/^([A-G][b#]?)/);
|
| 399 |
-
if (match) {
|
| 400 |
-
root = rootMap[match[1]];
|
| 401 |
-
baseChord = baseChord.substring(match[1].length); // Remove root for type parsing
|
| 402 |
-
} else {
|
| 403 |
-
return []; // Fallback for unparseable roots
|
| 404 |
-
}
|
| 405 |
|
| 406 |
-
|
| 407 |
-
|
| 408 |
-
|
| 409 |
-
|
| 410 |
-
|
| 411 |
-
|
| 412 |
-
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|
| 413 |
}
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|
| 414 |
|
| 415 |
-
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|
| 416 |
|
| 417 |
-
|
| 418 |
-
|
| 419 |
-
|
| 420 |
-
|
| 421 |
-
|
| 422 |
-
|
| 423 |
-
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|
| 424 |
}
|
| 425 |
-
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|
| 426 |
|
| 427 |
-
|
| 428 |
-
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|
| 429 |
|
| 430 |
-
|
| 431 |
-
};
|
| 432 |
|
| 433 |
-
|
| 434 |
-
|
| 435 |
-
await initializeSynth(); // Ensure synth is ready
|
| 436 |
|
| 437 |
-
|
| 438 |
-
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| 439 |
|
| 440 |
-
|
| 441 |
-
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| 442 |
|
| 443 |
-
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|
| 444 |
|
| 445 |
-
|
| 446 |
-
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|
| 447 |
|
| 448 |
-
|
| 449 |
-
|
| 450 |
-
Tone.Midi(midiNote).toNote(),
|
| 451 |
-
"16n", // Shorter attack for arpeggio notes
|
| 452 |
-
startTime + (index * noteDuration * 0.5) // Stagger notes
|
| 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 |
-
|
| 491 |
-
|
| 492 |
-
|
| 493 |
-
|
| 494 |
-
|
| 495 |
-
chordsP.appendChild(chordSpan);
|
| 496 |
-
});
|
| 497 |
-
lineDiv.appendChild(chordsP);
|
| 498 |
-
|
| 499 |
-
const lyricsP = document.createElement('p');
|
| 500 |
-
lyricsP.className = 'text-gray-100';
|
| 501 |
-
const wordsInLine = line.lyrics.split(/\s+/).filter(w => w.length > 0);
|
| 502 |
-
wordsInLine.forEach((word, wordMapIndex) => {
|
| 503 |
-
const wordSpan = document.createElement('span');
|
| 504 |
-
wordSpan.textContent = word;
|
| 505 |
-
wordSpan.innerHTML += ' '; // Add space between words
|
| 506 |
-
wordSpan.dataset.wordIndex = wordMapIndex;
|
| 507 |
-
lyricsP.appendChild(wordSpan);
|
| 508 |
-
});
|
| 509 |
-
lineDiv.appendChild(lyricsP);
|
| 510 |
-
|
| 511 |
-
sectionDiv.appendChild(lineDiv);
|
| 512 |
-
});
|
| 513 |
-
scrollContainerEl.appendChild(sectionDiv);
|
| 514 |
-
});
|
| 515 |
-
updateHighlighting(); // Initial highlighting
|
| 516 |
}
|
|
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|
| 517 |
|
| 518 |
-
|
| 519 |
-
|
| 520 |
-
|
| 521 |
-
|
| 522 |
-
|
| 523 |
-
|
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|
| 524 |
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|
| 525 |
|
| 526 |
-
|
| 527 |
-
|
| 528 |
-
|
| 529 |
-
);
|
| 530 |
-
|
| 531 |
-
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|
| 532 |
|
| 533 |
-
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| 534 |
-
|
| 535 |
-
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|
| 536 |
}
|
|
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|
| 537 |
|
| 538 |
-
|
| 539 |
-
|
| 540 |
-
|
| 541 |
-
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|
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|
| 542 |
|
| 543 |
-
|
| 544 |
-
const containerHeight = scrollContainerEl.clientHeight;
|
| 545 |
-
const lineTop = activeLineDiv.offsetTop;
|
| 546 |
-
const lineBottom = lineTop + activeLineDiv.clientHeight;
|
| 547 |
|
| 548 |
-
|
| 549 |
-
|
| 550 |
-
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| 551 |
}
|
| 552 |
}
|
| 553 |
}
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| 554 |
|
| 555 |
-
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| 556 |
-
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| 557 |
-
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|
| 558 |
|
| 559 |
-
|
| 560 |
-
event.preventDefault(); // Prevent page scrolling
|
| 561 |
|
| 562 |
-
|
| 563 |
-
|
| 564 |
-
|
| 565 |
-
|
| 566 |
-
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| 567 |
|
| 568 |
-
|
| 569 |
-
|
| 570 |
-
|
| 571 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
| 572 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 573 |
|
| 574 |
-
|
| 575 |
-
|
| 576 |
-
|
| 577 |
-
|
| 578 |
-
|
| 579 |
-
|
| 580 |
-
|
| 581 |
-
|
| 582 |
-
|
| 583 |
-
|
| 584 |
-
|
| 585 |
-
|
| 586 |
-
|
| 587 |
-
|
| 588 |
-
|
| 589 |
-
|
| 590 |
-
|
| 591 |
-
|
| 592 |
-
|
| 593 |
-
|
| 594 |
-
|
| 595 |
-
|
| 596 |
-
|
| 597 |
-
|
| 598 |
-
|
| 599 |
-
|
| 600 |
-
|
| 601 |
-
|
| 602 |
-
|
| 603 |
-
|
| 604 |
-
|
| 605 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
|
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|
|
|
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|
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|
|
|
|
|
|
| 606 |
}
|
| 607 |
-
} else if (
|
| 608 |
-
|
| 609 |
-
|
| 610 |
-
|
| 611 |
-
|
| 612 |
-
// All words on line covered, but chords remain. Advance chords only.
|
| 613 |
-
// Keep word index at the last word.
|
| 614 |
-
newWordIndex = wordsInCurrentLine.length > 0 ? wordsInCurrentLine.length - 1 : 0;
|
| 615 |
}
|
|
|
|
|
|
|
| 616 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 617 |
|
| 618 |
-
|
| 619 |
-
|
| 620 |
-
|
| 621 |
-
|
| 622 |
-
|
| 623 |
-
|
| 624 |
}
|
| 625 |
}
|
|
|
|
|
|
|
| 626 |
|
| 627 |
-
|
| 628 |
-
|
| 629 |
-
isInteractiveMode = false; // Exit interactive mode on song change
|
| 630 |
-
Tone.Transport.stop();
|
| 631 |
-
Tone.Transport.cancel();
|
| 632 |
|
| 633 |
-
|
| 634 |
-
|
| 635 |
-
|
| 636 |
-
|
|
|
|
|
|
|
| 637 |
}
|
| 638 |
-
|
| 639 |
-
// Reset teleprompter state for the new song
|
| 640 |
-
activeSectionIndex = 0;
|
| 641 |
-
activeLineIndexInSection = 0;
|
| 642 |
-
activeChordIndexInLine = 0;
|
| 643 |
-
activeWordIndexInLine = 0;
|
| 644 |
-
scrollContainerEl.scrollTop = 0; // Scroll to top
|
| 645 |
-
|
| 646 |
-
renderSong(); // Re-render the new song
|
| 647 |
-
}
|
| 648 |
-
|
| 649 |
-
function setTempo(tempoValue) {
|
| 650 |
-
currentTempo = tempoValue;
|
| 651 |
-
Tone.Transport.bpm.value = tempoValue;
|
| 652 |
-
// Update button styles
|
| 653 |
-
slowTempoBtn.classList.remove('bg-purple-700');
|
| 654 |
-
mediumTempoBtn.classList.remove('bg-purple-700');
|
| 655 |
-
fastTempoBtn.classList.remove('bg-purple-700');
|
| 656 |
-
slowTempoBtn.classList.add('bg-purple-500', 'hover:bg-purple-600');
|
| 657 |
-
mediumTempoBtn.classList.add('bg-purple-500', 'hover:bg-purple-600');
|
| 658 |
-
fastTempoBtn.classList.add('bg-purple-500', 'hover:bg-purple-600');
|
| 659 |
-
|
| 660 |
-
if (tempoValue === tempos.slow) slowTempoBtn.classList.replace('bg-purple-500', 'bg-purple-700');
|
| 661 |
-
else if (tempoValue === tempos.medium) mediumTempoBtn.classList.replace('bg-purple-500', 'bg-purple-700');
|
| 662 |
-
else if (tempoValue === tempos.fast) fastTempoBtn.classList.replace('bg-purple-500', 'bg-purple-700');
|
| 663 |
-
}
|
| 664 |
-
|
| 665 |
-
function toggleArpeggioDirection() {
|
| 666 |
-
arpeggioDirection = arpeggioDirection === 'rising' ? 'falling' : 'rising';
|
| 667 |
-
arpeggioDirectionBtn.textContent = `Arpeggio: ${arpeggioDirection.charAt(0).toUpperCase() + arpeggioDirection.slice(1)}`;
|
| 668 |
-
}
|
| 669 |
-
|
| 670 |
-
function startTeleprompter() {
|
| 671 |
-
isInteractiveMode = true;
|
| 672 |
-
activeSectionIndex = 0;
|
| 673 |
-
activeLineIndexInSection = 0;
|
| 674 |
-
activeChordIndexInLine = 0;
|
| 675 |
-
activeWordIndexInLine = 0;
|
| 676 |
-
scrollContainerEl.scrollTop = 0; // Scroll to top on start
|
| 677 |
-
initializeSynth(); // Ensure synth is ready
|
| 678 |
-
Tone.Transport.stop(); // Stop any previous playback
|
| 679 |
-
Tone.Transport.cancel();
|
| 680 |
-
Tone.Transport.bpm.value = currentTempo; // Set tempo for interactive playback
|
| 681 |
-
updateHighlighting(); // Apply initial highlight
|
| 682 |
-
}
|
| 683 |
-
|
| 684 |
-
// --- Initial Setup and Event Listeners ---
|
| 685 |
-
document.addEventListener('DOMContentLoaded', () => {
|
| 686 |
-
renderSong(); // Render the first song on load
|
| 687 |
-
setTempo(tempos.medium); // Set initial tempo button state
|
| 688 |
-
|
| 689 |
-
// Attach event listeners
|
| 690 |
-
prevSongBtnHeader.addEventListener('click', () => handleSongChange('prev'));
|
| 691 |
-
nextSongBtnHeader.addEventListener('click', () => handleSongChange('next'));
|
| 692 |
-
slowTempoBtn.addEventListener('click', () => setTempo(tempos.slow));
|
| 693 |
-
mediumTempoBtn.addEventListener('click', () => setTempo(tempos.medium));
|
| 694 |
-
fastTempoBtn.addEventListener('click', () => setTempo(tempos.fast));
|
| 695 |
-
arpeggioDirectionBtn.addEventListener('click', toggleArpeggioDirection);
|
| 696 |
-
startTeleprompterBtn.addEventListener('click', startTeleprompter);
|
| 697 |
-
|
| 698 |
-
window.addEventListener('keydown', handleKeyPress);
|
| 699 |
});
|
|
|
|
|
|
|
|
|
|
| 700 |
</script>
|
| 701 |
</body>
|
| 702 |
</html>
|
|
|
|
| 1 |
<!DOCTYPE html>
|
| 2 |
<html lang="en">
|
| 3 |
<head>
|
| 4 |
+
<!-- Chosen Palette: Retro Arcade (Deep Blue, Neon Green, Red, Yellow, White, Gold) -->
|
| 5 |
+
<!-- Application Structure Plan: A single-page application with a clear state-driven flow: MENU -> DEMO -> PLAYING -> PAUSED -> GAME_OVER -> HIGH_SCORE_ENTRY -> HIGH_SCORES. This structure ensures a focused, arcade-like experience. UI overlays manage menu, pause, game over, and high score interactions. Two-player mode is managed through alternating turns on life loss. The user flow is linear through game states, with high scores being an end-game display. -->
|
| 6 |
+
<!-- Visualization & Content Choices:
|
| 7 |
+
- Player/Enemy Ships: Report Info -> Player and Enemy models. Goal -> Represent game agents with more visual variety. Viz/Method -> 3D compound objects (THREE.Group) with more detailed geometries (e.g., Cylinders, Spheres, Cones, Boxes combined). Interaction -> Player control, AI movement, collision. Justification -> Enhances visual fidelity and differentiation. Library/Method -> Three.js.
|
| 8 |
+
- Formations/Waves/Armada: Report Info -> Enemy formations, attack waves, and an armada. Goal -> Create structured challenges with escalating difficulty. Viz/Method -> Positional data within JS objects driving enemy AI, complex formation logic for armada. Interaction -> Player must defeat waves to progress. Justification -> Central to Galaga's gameplay, armada adds unique challenge. Library/Method -> JavaScript logic.
|
| 9 |
+
- Tractor Beam: Report Info -> Boss Galaga capture mechanic. Goal -> Introduce risk/reward for dual fighter. Viz/Method -> Animated, transparent THREE.Mesh (Cone). Interaction -> Captures player, enabling dual-fighter retrieval. Justification -> Iconic and requested feature. Library/Method -> Three.js.
|
| 10 |
+
- Starfield Complexity: Report Info -> Dynamic background with more variation. Goal -> Simulate forward motion and enhance immersion. Viz/Method -> Multiple THREE.Points groups with varying sizes, colors, and speeds. Interaction -> None (ambient). Justification -> Visually richer background. Library/Method -> Three.js.
|
| 11 |
+
- HUD (Score/Lives/Wave): Report Info -> UI requirements. Goal -> Provide critical game state info for both players. Viz/Method -> HTML overlays with Tailwind CSS. Interaction -> Read-only. Justification -> Standard, non-intrusive method for displaying game data. Library/Method -> HTML/CSS.
|
| 12 |
+
- High Score Board: Report Info -> Persistent high score. Goal -> Provide a sense of progression and competition. Viz/Method -> HTML overlay with form for initials, dynamically updated list. Interaction -> User input for initials, display only. Justification -> Standard arcade feature. Library/Method -> JavaScript (localStorage for persistence).
|
| 13 |
+
- Auto Shield: Report Info -> Easier auto-shield. Goal -> Provide a brief period of invincibility after being hit. Viz/Method -> Player ship flashing, temporary state variable. Interaction -> Automatic on hit. Justification -> Improves player survivability and reduces frustration. Library/Method -> JavaScript logic.
|
| 14 |
+
- Heat-Seeking Missiles: Report Info -> Player missiles home-in. Goal -> Increase player's hit rate. Viz/Method -> Player projectile velocity adjustment towards nearest enemy. Interaction -> Automatic. Justification -> Enhances player experience, makes game feel more forgiving. Library/Method -> JavaScript logic.
|
| 15 |
+
- Shot Power-Up: Report Info -> Blue capsules for more missiles. Goal -> Reward player, add progression. Viz/Method -> Small 3D cylinder/capsule, moves towards player. Interaction -> Collectible to increase missile output. Justification -> Adds depth to power-up system. Library/Method -> Three.js (for model), JavaScript logic.
|
| 16 |
+
- Multi-Fighter Fleet: Report Info -> Acquire more ships. Goal -> Enhance offensive capabilities, visual progression. Viz/Method -> Multiple player ship models grouped under one main control. Interaction -> Dynamic visual arrangement. Justification -> Core Galaga '88 mechanic. Library/Method -> Three.js (for grouping), JavaScript logic.
|
| 17 |
+
- Sound Effects: Report Info -> Game audio. Goal -> Enhance immersion and provide feedback. Viz/Method -> Tone.js for music and sound effects. Interaction -> Automatic playback based on game events. Justification -> Crucial for arcade feel. Library/Method -> Tone.js.
|
| 18 |
+
- Mouse Control: Report Info -> Additional input. Goal -> Provide alternative control method. Viz/Method -> Mouse position mapping to ship X-coordinate. Interaction -> Direct player control. Justification -> Improves accessibility for different input preferences. Library/Method -> JavaScript DOM events.
|
| 19 |
+
-->
|
| 20 |
+
<!-- CONFIRMATION: NO SVG graphics used. NO Mermaid JS used. -->
|
| 21 |
<meta charset="UTF-8">
|
| 22 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
|
| 23 |
+
<title>Galaga '88 3D</title>
|
|
|
|
| 24 |
<script src="https://cdn.tailwindcss.com"></script>
|
| 25 |
+
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
|
| 26 |
+
<script src="https://unpkg.com/tone@14.7.77/build/Tone.js"></script>
|
| 27 |
<style>
|
| 28 |
+
body { margin: 0; overflow: hidden; background-color: #000; font-family: 'Courier New', Courier, monospace; }
|
| 29 |
+
canvas { display: block; }
|
| 30 |
+
.hud-element { position: absolute; color: #ffffff; text-shadow: 2px 2px 4px #00ff00; }
|
| 31 |
+
.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); z-index: 1000; }
|
| 32 |
+
.overlay-box { background-color: rgba(0, 15, 30, 0.8); border: 2px solid #00ff00; padding: 2rem 4rem; text-align: center; border-radius: 0.5rem;}
|
| 33 |
+
.overlay-title { font-size: 3rem; color: #ffff00; text-shadow: 2px 2px 6px #ff0000; margin-bottom: 1rem; }
|
| 34 |
+
.overlay-text { font-size: 1.2rem; color: #ffffff; margin-bottom: 2rem; }
|
| 35 |
+
.overlay-button { background-color: #ffff00; color: #000000; border: none; padding: 1rem 2rem; font-size: 1.5rem; cursor: pointer; transition: all 0.2s; border-radius: 0.3rem;}
|
| 36 |
+
.overlay-button:hover { background-color: #ffffff; color: #000000; transform: scale(1.05); }
|
| 37 |
+
.touch-controls { position: absolute; bottom: 0; width: 100%; height: 120px; display: flex; justify-content: space-between; align-items: center; z-index: 100; padding: 0 20px; }
|
| 38 |
+
.touch-button { width: 80px; height: 80px; border: 2px solid #00ff00; border-radius: 50%; display: flex; justify-content: center; align-items: center; color: #00ff00; font-size: 2rem; user-select: none; }
|
| 39 |
+
.touch-button.fire { width: 100px; height: 100px; color: #ffff00; border-color: #ffff00; }
|
| 40 |
+
|
| 41 |
+
#high-score-form input {
|
| 42 |
+
background-color: #333;
|
| 43 |
+
border: 1px solid #0f0;
|
| 44 |
+
color: #fff;
|
| 45 |
+
padding: 0.5rem;
|
| 46 |
+
margin-top: 1rem;
|
| 47 |
+
text-align: center;
|
| 48 |
+
text-transform: uppercase;
|
| 49 |
+
font-size: 1.5rem;
|
| 50 |
+
width: 8rem;
|
| 51 |
}
|
| 52 |
+
#high-scores-list {
|
| 53 |
+
list-style: none;
|
| 54 |
+
padding: 0;
|
| 55 |
+
margin: 1rem 0;
|
| 56 |
+
font-size: 1.2rem;
|
| 57 |
+
color: #fff;
|
| 58 |
}
|
| 59 |
+
#high-scores-list li {
|
| 60 |
+
padding: 0.2rem 0;
|
| 61 |
+
display: flex;
|
| 62 |
+
justify-content: space-between;
|
| 63 |
}
|
| 64 |
+
#high-scores-list li span:first-child {
|
| 65 |
+
color: #ffff00;
|
| 66 |
}
|
| 67 |
+
#high-scores-list li span:last-child {
|
| 68 |
+
color: #00ff00;
|
|
|
|
| 69 |
}
|
| 70 |
</style>
|
| 71 |
</head>
|
| 72 |
+
<body>
|
| 73 |
+
<div id="score-p1-display" class="hud-element top-4 left-4 text-2xl">P1 SCORE: 0</div>
|
| 74 |
+
<div id="score-p2-display" class="hud-element top-4 left-4 ml-48 text-2xl" style="display: none;">P2 SCORE: 0</div>
|
| 75 |
+
<div id="high-score-current-display" class="hud-element top-4 left-1/2 -translate-x-1/2 text-2xl text-yellow-400">HIGH SCORE: 0</div>
|
| 76 |
+
<div id="current-player-display" class="hud-element bottom-4 right-4 text-2xl text-yellow-400">P1 TURN</div>
|
| 77 |
+
<div id="wave-display" class="hud-element top-4 right-4 text-2xl">WAVE: 1</div>
|
| 78 |
+
<div id="lives-display" class="hud-element bottom-4 left-4 text-2xl flex items-center gap-2">LIVES: </div>
|
| 79 |
+
|
| 80 |
+
<div id="menu-overlay" class="overlay">
|
| 81 |
+
<div class="overlay-box">
|
| 82 |
+
<h1 class="overlay-title">GALAGA '88 3D</h1>
|
| 83 |
+
<p class="overlay-text">Use [A]/[D] or [←]/[→] to move. [SPACE] to fire.<br>
|
| 84 |
+
[P] to Pause. Collect captured ships for Double Fighter!</p>
|
| 85 |
+
<div class="mb-4">
|
| 86 |
+
<button id="start-1player-button" class="overlay-button mr-4">1 PLAYER</button>
|
| 87 |
+
<button id="start-2player-button" class="overlay-button">2 PLAYERS</button>
|
| 88 |
</div>
|
| 89 |
+
<button id="view-high-scores-button" class="overlay-button !bg-gray-700 !text-white !border !border-white mt-4">HIGH SCORES</button>
|
| 90 |
+
</div>
|
| 91 |
+
</div>
|
| 92 |
+
<div id="pause-overlay" class="overlay" style="display: none;">
|
| 93 |
+
<div class="overlay-box">
|
| 94 |
+
<h1 class="overlay-title">PAUSED</h1>
|
| 95 |
+
<button id="resume-button" class="overlay-button">RESUME</button>
|
| 96 |
+
</div>
|
| 97 |
+
</div>
|
| 98 |
+
<div id="game-over-overlay" class="overlay" style="display: none;">
|
| 99 |
+
<div class="overlay-box">
|
| 100 |
+
<h1 class="overlay-title">GAME OVER</h1>
|
| 101 |
+
<p id="final-score" class="overlay-text text-2xl"></p>
|
| 102 |
+
<form id="high-score-form" class="hidden">
|
| 103 |
+
<p class="text-white text-lg">Enter Initials (3 letters):</p>
|
| 104 |
+
<input type="text" id="initials-input" maxlength="3" pattern="[A-Z]{3}" class="uppercase" required>
|
| 105 |
+
<button type="submit" class="overlay-button mt-4">SAVE SCORE</button>
|
| 106 |
+
</form>
|
| 107 |
+
<button id="restart-button" class="overlay-button mt-4">PLAY AGAIN</button>
|
| 108 |
</div>
|
| 109 |
+
</div>
|
| 110 |
+
<div id="high-scores-overlay" class="overlay" style="display: none;">
|
| 111 |
+
<div class="overlay-box">
|
| 112 |
+
<h1 class="overlay-title">HIGH SCORES</h1>
|
| 113 |
+
<ul id="high-scores-list"></ul>
|
| 114 |
+
<button id="back-to-menu-button" class="overlay-button mt-4">BACK TO MENU</button>
|
| 115 |
+
</div>
|
| 116 |
+
</div>
|
| 117 |
+
|
| 118 |
+
<div class="touch-controls">
|
| 119 |
+
<div id="left-touch" class="touch-button"><span>←</span></div>
|
| 120 |
+
<div id="fire-touch" class="touch-button fire"><span>◎</span></div>
|
| 121 |
+
<div id="right-touch" class="touch-button"><span>→</span></div>
|
| 122 |
+
</div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 123 |
|
| 124 |
<script>
|
| 125 |
+
const GAME = {
|
| 126 |
+
state: 'MENU', // MENU, DEMO, PLAYING, PAUSED, GAME_OVER, HIGH_SCORE_ENTRY, HIGH_SCORES
|
| 127 |
+
players: {
|
| 128 |
+
p1: { score: 0, lives: 5, fighterCount: 1, missileCount: 1 },
|
| 129 |
+
p2: { score: 0, lives: 5, fighterCount: 1, missileCount: 1 }
|
| 130 |
+
},
|
| 131 |
+
currentPlayer: 'p1',
|
| 132 |
+
numPlayers: 1, // 1 or 2
|
| 133 |
+
playerFleet: [], // Array to hold individual player ship meshes
|
| 134 |
+
playerShipGroup: null, // The main THREE.Group that contains all active player ships
|
| 135 |
+
enemies: [],
|
| 136 |
+
playerProjectiles: [],
|
| 137 |
+
enemyProjectiles: [],
|
| 138 |
+
explosions: [],
|
| 139 |
+
powerUps: [], // New array for power-up capsules
|
| 140 |
+
stars: [],
|
| 141 |
+
scene: null,
|
| 142 |
+
camera: null,
|
| 143 |
+
renderer: null,
|
| 144 |
+
clock: new THREE.Clock(),
|
| 145 |
+
input: { left: false, right: false },
|
| 146 |
+
canShoot: true,
|
| 147 |
+
shootCooldown: 250,
|
| 148 |
+
playerBoundaryX: 20,
|
| 149 |
+
capturedShip: null,
|
| 150 |
+
wave: 1,
|
| 151 |
+
waveData: [
|
| 152 |
+
{ grunts: 8, chargers: 0, bosses: 0, type: 'standard' },
|
| 153 |
+
{ grunts: 10, chargers: 2, bosses: 0, type: 'standard' },
|
| 154 |
+
{ grunts: 6, chargers: 4, bosses: 1, type: 'standard' },
|
| 155 |
+
{ grunts: 0, chargers: 10, bosses: 2, type: 'standard' },
|
| 156 |
+
{ grunts: 20, chargers: 0, bosses: 0, type: 'armada' }, // Armada wave
|
| 157 |
+
{ grunts: 15, chargers: 8, bosses: 2, type: 'standard' },
|
| 158 |
+
],
|
| 159 |
+
currentWaveEnemiesSpawned: 0,
|
| 160 |
+
currentWaveTotalEnemies: 0,
|
| 161 |
+
invincible: false,
|
| 162 |
+
invincibilityDuration: 3000, // 3 seconds
|
| 163 |
+
highScores: JSON.parse(localStorage.getItem('galagaHighScores')) || [],
|
| 164 |
+
powerUpDropChance: 0.1, // 10% chance for power-up to drop
|
| 165 |
+
audioContextReady: false,
|
| 166 |
+
music: {
|
| 167 |
+
demo: null,
|
| 168 |
+
highScore: null
|
| 169 |
+
},
|
| 170 |
+
sfx: {
|
| 171 |
+
playerShoot: null,
|
| 172 |
+
enemyShoot: null,
|
| 173 |
+
explosion: null,
|
| 174 |
+
powerUp: null,
|
| 175 |
+
playerHit: null,
|
| 176 |
+
captureBeam: null,
|
| 177 |
+
gameStart: null,
|
| 178 |
+
gameOver: null
|
| 179 |
+
},
|
| 180 |
+
demoTimer: 0,
|
| 181 |
+
demoInterval: 10000, // 10 seconds for demo loop
|
| 182 |
+
musicAlternationTimer: 0,
|
| 183 |
+
musicAlternationInterval: 5000 // Alternate music every 5 seconds
|
| 184 |
+
};
|
| 185 |
+
|
| 186 |
+
function init() {
|
| 187 |
+
setupScene();
|
| 188 |
+
setupUI();
|
| 189 |
+
// Setup audio context on first user interaction, then load and configure sounds
|
| 190 |
+
window.addEventListener('resize', onWindowResize, false);
|
| 191 |
+
document.body.addEventListener('click', initAudioContext, { once: true });
|
| 192 |
+
animate();
|
| 193 |
+
}
|
| 194 |
+
|
| 195 |
+
function initAudioContext() {
|
| 196 |
+
if (!GAME.audioContextReady) {
|
| 197 |
+
Tone.start().then(() => {
|
| 198 |
+
GAME.audioContextReady = true;
|
| 199 |
+
loadAndConfigureSounds(); // Now call this here to ensure Tone.js is ready
|
| 200 |
+
startDemoLoop();
|
| 201 |
+
}).catch(e => console.error("Failed to start audio context:", e));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
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|
|
|
|
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|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 202 |
}
|
| 203 |
+
}
|
| 204 |
+
|
| 205 |
+
function loadAndConfigureSounds() {
|
| 206 |
+
// Instantiate all synths and sequences
|
| 207 |
+
GAME.sfx.playerShoot = new Tone.PolySynth(Tone.Synth, {
|
| 208 |
+
oscillator: { type: "square" }
|
| 209 |
+
}).toDestination();
|
| 210 |
+
GAME.sfx.playerShoot.volume.value = -10;
|
| 211 |
+
|
| 212 |
+
GAME.sfx.enemyShoot = new Tone.PolySynth(Tone.Synth, {
|
| 213 |
+
oscillator: { type: "sawtooth" }
|
| 214 |
+
}).toDestination();
|
| 215 |
+
GAME.sfx.enemyShoot.volume.value = -15;
|
| 216 |
+
|
| 217 |
+
GAME.sfx.explosion = new Tone.NoiseSynth({
|
| 218 |
+
noise: { type: "white" },
|
| 219 |
+
envelope: { attack: 0.01, decay: 0.2, sustain: 0, release: 0.1 }
|
| 220 |
+
}).toDestination();
|
| 221 |
+
GAME.sfx.explosion.volume.value = -10;
|
| 222 |
+
|
| 223 |
+
GAME.sfx.powerUp = new Tone.PluckSynth().toDestination();
|
| 224 |
+
GAME.sfx.powerUp.volume.value = -5;
|
| 225 |
+
|
| 226 |
+
GAME.sfx.playerHit = new Tone.MembraneSynth().toDestination();
|
| 227 |
+
GAME.sfx.playerHit.volume.value = -5;
|
| 228 |
+
|
| 229 |
+
GAME.sfx.captureBeam = new Tone.AMSynth({
|
| 230 |
+
harmonicity: 0.5,
|
| 231 |
+
oscillator: { type: "sine" },
|
| 232 |
+
envelope: { attack: 0.1, decay: 0.2, sustain: 0.5, release: 0.5 },
|
| 233 |
+
modulation: { type: "square" },
|
| 234 |
+
modulationEnvelope: { attack: 0.2, decay: 0.5 }
|
| 235 |
+
}).toDestination();
|
| 236 |
+
GAME.sfx.captureBeam.volume.value = -10;
|
| 237 |
+
|
| 238 |
+
GAME.sfx.gameStart = new Tone.Synth().toDestination();
|
| 239 |
+
GAME.sfx.gameStart.volume.value = -5;
|
| 240 |
+
|
| 241 |
+
GAME.sfx.gameOver = new Tone.FMSynth().toDestination();
|
| 242 |
+
GAME.sfx.gameOver.volume.value = -5;
|
| 243 |
+
|
| 244 |
+
// Sequences are created here, but they trigger attacks on the already defined sfx synths.
|
| 245 |
+
GAME.music.demo = new Tone.Sequence((time, note) => {
|
| 246 |
+
if(GAME.sfx.playerShoot) GAME.sfx.playerShoot.triggerAttackRelease(note, "8n", time);
|
| 247 |
+
}, ["C4", "E4", "G4", "C5"]);
|
| 248 |
+
GAME.music.demo.loop = true;
|
| 249 |
+
GAME.music.demo.bpm.value = 120;
|
| 250 |
+
GAME.music.demo.volume.value = -15;
|
| 251 |
+
|
| 252 |
+
GAME.music.highScore = new Tone.Sequence((time, note) => {
|
| 253 |
+
if(GAME.sfx.enemyShoot) GAME.sfx.enemyShoot.triggerAttackRelease(note, "8n", time);
|
| 254 |
+
}, ["G3", "D4", "B3", "E4"]);
|
| 255 |
+
GAME.music.highScore.loop = true;
|
| 256 |
+
GAME.music.highScore.bpm.value = 100;
|
| 257 |
+
GAME.music.highScore.volume.value = -15;
|
| 258 |
+
}
|
| 259 |
+
|
| 260 |
+
function startDemoLoop() {
|
| 261 |
+
if (GAME.state === 'MENU' || GAME.state === 'HIGH_SCORES') {
|
| 262 |
+
if (GAME.music.demo) GAME.music.demo.start();
|
| 263 |
+
if (GAME.music.highScore) GAME.music.highScore.stop();
|
| 264 |
+
GAME.state = 'DEMO';
|
| 265 |
+
GAME.demoTimer = 0;
|
| 266 |
+
}
|
| 267 |
+
}
|
| 268 |
+
|
| 269 |
+
function stopAllMusic() {
|
| 270 |
+
if (GAME.music.demo && GAME.music.demo.state === 'started') GAME.music.demo.stop();
|
| 271 |
+
if (GAME.music.highScore && GAME.music.highScore.state === 'started') GAME.music.highScore.stop();
|
| 272 |
+
}
|
| 273 |
+
|
| 274 |
+
function setupScene() {
|
| 275 |
+
GAME.scene = new THREE.Scene();
|
| 276 |
+
GAME.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
| 277 |
+
GAME.camera.position.set(0, 10, 30);
|
| 278 |
+
GAME.camera.lookAt(0, 0, 0);
|
| 279 |
+
|
| 280 |
+
GAME.renderer = new THREE.WebGLRenderer({ antialias: true });
|
| 281 |
+
GAME.renderer.setSize(window.innerWidth, window.innerHeight);
|
| 282 |
+
document.body.appendChild(GAME.renderer.domElement);
|
| 283 |
+
|
| 284 |
+
const ambientLight = new THREE.AmbientLight(0x606060);
|
| 285 |
+
GAME.scene.add(ambientLight);
|
| 286 |
+
const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
| 287 |
+
dirLight.position.set(0, 1, 1);
|
| 288 |
+
GAME.scene.add(dirLight);
|
| 289 |
+
|
| 290 |
+
createStarfield();
|
| 291 |
+
createPlayerShipGroup();
|
| 292 |
+
}
|
| 293 |
+
|
| 294 |
+
function setupUI() {
|
| 295 |
+
document.getElementById('start-1player-button').addEventListener('click', () => { GAME.numPlayers = 1; startGame(); });
|
| 296 |
+
document.getElementById('start-2player-button').addEventListener('click', () => { GAME.numPlayers = 2; startGame(); });
|
| 297 |
+
document.getElementById('restart-button').addEventListener('click', startGame);
|
| 298 |
+
document.getElementById('resume-button').addEventListener('click', togglePause);
|
| 299 |
+
document.getElementById('view-high-scores-button').addEventListener('click', showHighScores);
|
| 300 |
+
document.getElementById('back-to-menu-button').addEventListener('click', showMenu);
|
| 301 |
+
document.getElementById('high-score-form').addEventListener('submit', handleHighScoreSubmit);
|
| 302 |
+
|
| 303 |
+
document.addEventListener('keydown', e => {
|
| 304 |
+
if (e.key === 'a' || e.key === 'ArrowLeft') GAME.input.left = true;
|
| 305 |
+
if (e.key === 'd' || e.key === 'ArrowRight') GAME.input.right = true;
|
| 306 |
+
if (e.key === ' ' && GAME.state === 'PLAYING') firePlayerProjectile();
|
| 307 |
+
if (e.key === 'p' && (GAME.state === 'PLAYING' || GAME.state === 'PAUSED')) togglePause();
|
| 308 |
+
});
|
| 309 |
+
document.addEventListener('keyup', e => {
|
| 310 |
+
if (e.key === 'a' || e.key === 'ArrowLeft') GAME.input.left = false;
|
| 311 |
+
if (e.key === 'd' || e.key === 'ArrowRight') GAME.input.right = false;
|
| 312 |
+
});
|
| 313 |
+
|
| 314 |
+
const leftBtn = document.getElementById('left-touch');
|
| 315 |
+
const rightBtn = document.getElementById('right-touch');
|
| 316 |
+
const fireBtn = document.getElementById('fire-touch');
|
| 317 |
+
leftBtn.addEventListener('touchstart', (e) => { e.preventDefault(); GAME.input.left = true; });
|
| 318 |
+
leftBtn.addEventListener('touchend', (e) => { e.preventDefault(); GAME.input.left = false; });
|
| 319 |
+
rightBtn.addEventListener('touchstart', (e) => { e.preventDefault(); GAME.input.right = true; });
|
| 320 |
+
rightBtn.addEventListener('touchend', (e) => { e.preventDefault(); GAME.input.right = false; });
|
| 321 |
+
fireBtn.addEventListener('touchstart', (e) => { e.preventDefault(); if (GAME.state === 'PLAYING') firePlayerProjectile(); });
|
| 322 |
+
|
| 323 |
+
GAME.renderer.domElement.addEventListener('mousemove', onMouseMove, false);
|
| 324 |
+
|
| 325 |
+
updateHUD();
|
| 326 |
+
}
|
| 327 |
+
|
| 328 |
+
function onMouseMove(event) {
|
| 329 |
+
if (GAME.state !== 'PLAYING' || !GAME.playerShipGroup) return;
|
| 330 |
+
const mouseX = (event.clientX / window.innerWidth) * 2 - 1;
|
| 331 |
+
const vector = new THREE.Vector3(mouseX, 0, 0.5);
|
| 332 |
+
vector.unproject(GAME.camera);
|
| 333 |
+
|
| 334 |
+
const dir = vector.sub(GAME.camera.position).normalize();
|
| 335 |
+
const distance = (GAME.playerShipGroup.position.z - GAME.camera.position.z) / dir.z;
|
| 336 |
+
const pos = GAME.camera.position.clone().add(dir.multiplyScalar(distance));
|
| 337 |
+
|
| 338 |
+
GAME.playerShipGroup.position.x = Math.max(-GAME.playerBoundaryX, Math.min(GAME.playerBoundaryX, pos.x));
|
| 339 |
+
}
|
| 340 |
+
|
| 341 |
+
function showMenu() {
|
| 342 |
+
document.getElementById('menu-overlay').style.display = 'flex';
|
| 343 |
+
document.getElementById('high-scores-overlay').style.display = 'none';
|
| 344 |
+
GAME.state = 'MENU';
|
| 345 |
+
resetGameVisuals();
|
| 346 |
+
startDemoLoop();
|
| 347 |
+
}
|
| 348 |
|
| 349 |
+
function startGame() {
|
| 350 |
+
stopAllMusic();
|
| 351 |
+
if(GAME.audioContextReady && GAME.sfx.gameStart) GAME.sfx.gameStart.triggerAttackRelease("C5", "0.2");
|
| 352 |
+
resetGame();
|
| 353 |
+
GAME.state = 'PLAYING';
|
| 354 |
+
document.getElementById('menu-overlay').style.display = 'none';
|
| 355 |
+
document.getElementById('game-over-overlay').style.display = 'none';
|
| 356 |
+
document.getElementById('high-scores-overlay').style.display = 'none';
|
| 357 |
+
document.getElementById('score-p2-display').style.display = GAME.numPlayers === 2 ? 'block' : 'none';
|
| 358 |
+
|
| 359 |
+
startWave();
|
| 360 |
+
}
|
| 361 |
+
|
| 362 |
+
function resetGame() {
|
| 363 |
+
GAME.players.p1.score = 0;
|
| 364 |
+
GAME.players.p1.lives = 5;
|
| 365 |
+
GAME.players.p1.fighterCount = 1;
|
| 366 |
+
GAME.players.p1.missileCount = 1;
|
| 367 |
+
|
| 368 |
+
GAME.players.p2.score = 0;
|
| 369 |
+
GAME.players.p2.lives = 5;
|
| 370 |
+
GAME.players.p2.fighterCount = 1;
|
| 371 |
+
GAME.players.p2.missileCount = 1;
|
| 372 |
+
|
| 373 |
+
GAME.currentPlayer = 'p1';
|
| 374 |
+
GAME.wave = 1;
|
| 375 |
+
|
| 376 |
+
resetGameVisuals();
|
| 377 |
+
|
| 378 |
+
GAME.capturedShip = null;
|
| 379 |
+
GAME.invincible = false;
|
| 380 |
+
GAME.canShoot = true;
|
| 381 |
+
|
| 382 |
+
updateHUD();
|
| 383 |
+
}
|
| 384 |
+
|
| 385 |
+
function resetGameVisuals() {
|
| 386 |
+
if(GAME.playerShipGroup && GAME.playerShipGroup.parent) GAME.scene.remove(GAME.playerShipGroup);
|
| 387 |
+
GAME.playerFleet = [];
|
| 388 |
+
createPlayerShipGroup();
|
| 389 |
+
|
| 390 |
+
GAME.enemies.forEach(e => GAME.scene.remove(e.mesh));
|
| 391 |
+
GAME.playerProjectiles.forEach(p => GAME.scene.remove(p.mesh));
|
| 392 |
+
GAME.enemyProjectiles.forEach(p => GAME.scene.remove(p));
|
| 393 |
+
GAME.explosions.forEach(e => GAME.scene.remove(e));
|
| 394 |
+
GAME.powerUps.forEach(p => GAME.scene.remove(p));
|
| 395 |
+
if (GAME.capturedShip && GAME.capturedShip.mesh.parent) GAME.scene.remove(GAME.capturedShip.mesh);
|
| 396 |
+
|
| 397 |
+
GAME.enemies = [];
|
| 398 |
+
GAME.playerProjectiles = [];
|
| 399 |
+
GAME.enemyProjectiles = [];
|
| 400 |
+
GAME.explosions = [];
|
| 401 |
+
GAME.powerUps = [];
|
| 402 |
+
}
|
| 403 |
+
|
| 404 |
+
function createIndividualShipMesh(playerIdentifier) {
|
| 405 |
+
const primaryColor = playerIdentifier === 'p1' ? 0x00ff00 : 0x00aaff;
|
| 406 |
+
const accentColor = playerIdentifier === 'p1' ? 0x00aa00 : 0x0077bb;
|
| 407 |
+
const cockpitColor = 0xffffff;
|
| 408 |
+
|
| 409 |
+
const ship = new THREE.Group();
|
| 410 |
+
|
| 411 |
+
const bodyGeo = new THREE.ConeGeometry(1, 2.5, 8);
|
| 412 |
+
const bodyMat = new THREE.MeshPhongMaterial({ color: primaryColor });
|
| 413 |
+
const body = new THREE.Mesh(bodyGeo, bodyMat);
|
| 414 |
+
body.rotation.x = Math.PI / 2;
|
| 415 |
+
ship.add(body);
|
| 416 |
+
|
| 417 |
+
const wingGeo = new THREE.BoxGeometry(3.5, 0.2, 1.2);
|
| 418 |
+
const wingMat = new THREE.MeshPhongMaterial({ color: accentColor });
|
| 419 |
+
const wing = new THREE.Mesh(wingGeo, wingMat);
|
| 420 |
+
wing.position.set(0, 0, 0.5);
|
| 421 |
+
ship.add(wing);
|
| 422 |
+
|
| 423 |
+
const cockpitGeo = new THREE.SphereGeometry(0.5, 16, 8);
|
| 424 |
+
const cockpitMat = new THREE.MeshPhongMaterial({ color: cockpitColor, emissive: 0x5555ff, shininess: 100 });
|
| 425 |
+
const cockpit = new THREE.Mesh(cockpitGeo, cockpitMat);
|
| 426 |
+
cockpit.position.set(0, 0.3, -0.8);
|
| 427 |
+
ship.add(cockpit);
|
| 428 |
+
|
| 429 |
+
const thrusterGeo = new THREE.CylinderGeometry(0.3, 0.5, 1, 8);
|
| 430 |
+
const thrusterMat = new THREE.MeshPhongMaterial({ color: 0xff8800, emissive: 0xff8800 });
|
| 431 |
+
const leftThruster = new THREE.Mesh(thrusterGeo, thrusterMat);
|
| 432 |
+
leftThruster.position.set(-1.2, -0.1, 1.5);
|
| 433 |
+
ship.add(leftThruster);
|
| 434 |
+
const rightThruster = new THREE.Mesh(thrusterGeo, thrusterMat);
|
| 435 |
+
rightThruster.position.set(1.2, -0.1, 1.5);
|
| 436 |
+
ship.add(rightThruster);
|
| 437 |
+
|
| 438 |
+
ship.scale.set(0.7,0.7,0.7);
|
| 439 |
+
return ship;
|
| 440 |
+
}
|
| 441 |
+
|
| 442 |
+
function createPlayerShipGroup() {
|
| 443 |
+
if (GAME.playerShipGroup) {
|
| 444 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
| 445 |
+
GAME.playerShipGroup = null;
|
| 446 |
+
}
|
| 447 |
+
|
| 448 |
+
GAME.playerShipGroup = new THREE.Group();
|
| 449 |
+
GAME.playerFleet = [];
|
| 450 |
+
|
| 451 |
+
const fighterCount = GAME.players[GAME.currentPlayer].fighterCount;
|
| 452 |
+
const spacing = 3;
|
| 453 |
+
|
| 454 |
+
for (let i = 0; i < fighterCount; i++) {
|
| 455 |
+
const individualShip = createIndividualShipMesh(GAME.currentPlayer);
|
| 456 |
+
individualShip.position.x = (i - (fighterCount - 1) / 2) * spacing;
|
| 457 |
+
GAME.playerFleet.push(individualShip);
|
| 458 |
+
GAME.playerShipGroup.add(individualShip);
|
| 459 |
+
}
|
| 460 |
+
|
| 461 |
+
GAME.playerShipGroup.position.set(0, 0, 15);
|
| 462 |
+
GAME.playerShipGroup.velocity = new THREE.Vector3();
|
| 463 |
+
GAME.scene.add(GAME.playerShipGroup);
|
| 464 |
+
}
|
| 465 |
+
|
| 466 |
+
function createGrunt(pos) {
|
| 467 |
+
const mat = new THREE.MeshPhongMaterial({ color: 0xff0000 });
|
| 468 |
+
const mesh = new THREE.Group();
|
| 469 |
+
mesh.add(new THREE.Mesh(new THREE.TetrahedronGeometry(1), mat));
|
| 470 |
+
const wing1 = new THREE.Mesh(new THREE.BoxGeometry(0.2, 0.2, 1.5), mat);
|
| 471 |
+
wing1.position.set(0.8, 0, 0);
|
| 472 |
+
wing1.rotation.y = Math.PI / 4;
|
| 473 |
+
mesh.add(wing1);
|
| 474 |
+
const wing2 = wing1.clone();
|
| 475 |
+
wing2.position.set(-0.8, 0, 0);
|
| 476 |
+
wing2.rotation.y = -Math.PI / 4;
|
| 477 |
+
mesh.add(wing2);
|
| 478 |
+
mesh.scale.set(0.8, 0.8, 0.8);
|
| 479 |
+
return createEnemyObject(mesh, pos, 100, 'grunt');
|
| 480 |
+
}
|
| 481 |
+
|
| 482 |
+
function createCharger(pos) {
|
| 483 |
+
const mat = new THREE.MeshPhongMaterial({ color: 0xffff00 });
|
| 484 |
+
const mesh = new THREE.Group();
|
| 485 |
+
mesh.add(new THREE.Mesh(new THREE.OctahedronGeometry(1), mat));
|
| 486 |
+
const cannon = new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, 1, 8), new THREE.MeshPhongMaterial({ color: 0x888800 }));
|
| 487 |
+
cannon.position.set(0, 0, -0.8);
|
| 488 |
+
mesh.add(cannon);
|
| 489 |
+
mesh.scale.set(0.9, 0.9, 0.9);
|
| 490 |
+
return createEnemyObject(mesh, pos, 150, 'charger');
|
| 491 |
+
}
|
| 492 |
+
|
| 493 |
+
function createBoss(pos) {
|
| 494 |
+
const mat = new THREE.MeshPhongMaterial({ color: 0x00ffff });
|
| 495 |
+
const mesh = new THREE.Group();
|
| 496 |
+
mesh.add(new THREE.Mesh(new THREE.IcosahedronGeometry(1.2), mat));
|
| 497 |
+
const eye = new THREE.Mesh(new THREE.SphereGeometry(0.3, 16, 8), new THREE.MeshPhongMaterial({ color: 0xff0000, emissive: 0xff0000 }));
|
| 498 |
+
eye.position.set(0, 0.5, -0.5);
|
| 499 |
+
mesh.add(eye);
|
| 500 |
+
const antenna1 = new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, 1, 8), new THREE.MeshPhongMaterial({ color: 0xaaaaaa }));
|
| 501 |
+
antenna1.position.set(-0.7, 0.7, 0);
|
| 502 |
+
antenna1.rotation.x = Math.PI / 4;
|
| 503 |
+
mesh.add(antenna1);
|
| 504 |
+
const antenna2 = antenna1.clone();
|
| 505 |
+
antenna2.position.set(0.7, 0.7, 0);
|
| 506 |
+
antenna2.rotation.x = -Math.PI / 4;
|
| 507 |
+
mesh.add(antenna2);
|
| 508 |
+
return createEnemyObject(mesh, pos, 300, 'boss');
|
| 509 |
+
}
|
| 510 |
+
|
| 511 |
+
function createEnemyObject(mesh, pos, score, type) {
|
| 512 |
+
const enemy = {
|
| 513 |
+
mesh: mesh,
|
| 514 |
+
state: 'FORMING',
|
| 515 |
+
scoreValue: score,
|
| 516 |
+
type: type,
|
| 517 |
+
formationPos: new THREE.Vector3().copy(pos),
|
| 518 |
+
diveTimer: Math.random() * 3 + 2,
|
| 519 |
+
tractorBeam: null,
|
| 520 |
+
isCapturing: false,
|
| 521 |
+
initialSpawnPosition: new THREE.Vector3()
|
| 522 |
};
|
| 523 |
+
const spawnX = (Math.random() - 0.5) * 80;
|
| 524 |
+
const spawnZ = -50 - Math.random() * 20;
|
| 525 |
+
enemy.mesh.position.set(spawnX, 0, spawnZ);
|
| 526 |
+
enemy.initialSpawnPosition.copy(enemy.mesh.position);
|
| 527 |
+
GAME.enemies.push(enemy);
|
| 528 |
+
GAME.scene.add(enemy.mesh);
|
| 529 |
+
return enemy;
|
| 530 |
+
}
|
| 531 |
|
| 532 |
+
function createStarfield() {
|
| 533 |
+
const numLayers = 3;
|
| 534 |
+
const layerColors = [0xbbbbbb, 0xaaaaaa, 0x888888];
|
| 535 |
+
const layerSizes = [0.4, 0.7, 1.0];
|
| 536 |
+
const layerSpeeds = [10, 20, 30];
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 537 |
|
| 538 |
+
for (let i = 0; i < numLayers; i++) {
|
| 539 |
+
const starGeometry = new THREE.BufferGeometry();
|
| 540 |
+
const starVertices = [];
|
| 541 |
+
for (let j = 0; j < 5000; j++) {
|
| 542 |
+
const x = THREE.MathUtils.randFloatSpread(1000);
|
| 543 |
+
const y = THREE.MathUtils.randFloatSpread(1000);
|
| 544 |
+
const z = THREE.MathUtils.randFloatSpread(1000);
|
| 545 |
+
starVertices.push(x, y, z);
|
| 546 |
}
|
| 547 |
+
starGeometry.setAttribute('position', new THREE.Float32BufferAttribute(starVertices, 3));
|
| 548 |
+
const starMaterial = new THREE.PointsMaterial({ color: layerColors[i], size: layerSizes[i] });
|
| 549 |
+
const stars = new THREE.Points(starGeometry, starMaterial);
|
| 550 |
+
stars.userData.speed = layerSpeeds[i];
|
| 551 |
+
GAME.stars.push(stars);
|
| 552 |
+
GAME.scene.add(stars);
|
| 553 |
+
}
|
| 554 |
+
}
|
| 555 |
+
|
| 556 |
+
function startWave() {
|
| 557 |
+
GAME.currentWaveEnemiesSpawned = 0;
|
| 558 |
+
const waveInfo = GAME.waveData[(GAME.wave - 1) % GAME.waveData.length];
|
| 559 |
+
GAME.currentWaveTotalEnemies = waveInfo.grunts + waveInfo.chargers + waveInfo.bosses;
|
| 560 |
|
| 561 |
+
if (waveInfo.type === 'armada') {
|
| 562 |
+
createArmada(waveInfo.grunts);
|
| 563 |
+
} else {
|
| 564 |
+
let enemyIndex = 0;
|
| 565 |
+
function createEnemyInFormation(creatorFn) {
|
| 566 |
+
const row = Math.floor(enemyIndex / 8);
|
| 567 |
+
const col = enemyIndex % 8;
|
| 568 |
+
const pos = new THREE.Vector3((col - 3.5) * 4, 0, -15 - row * 4);
|
| 569 |
+
creatorFn(pos);
|
| 570 |
+
enemyIndex++;
|
| 571 |
+
}
|
| 572 |
+
|
| 573 |
+
for (let i = 0; i < waveInfo.grunts; i++) createEnemyInFormation(createGrunt);
|
| 574 |
+
for (let i = 0; i < waveInfo.chargers; i++) createEnemyInFormation(createCharger);
|
| 575 |
+
for (let i = 0; i < waveInfo.bosses; i++) createEnemyInFormation(createBoss);
|
| 576 |
+
}
|
| 577 |
+
}
|
| 578 |
|
| 579 |
+
function createArmada(count) {
|
| 580 |
+
const rows = Math.ceil(Math.sqrt(count));
|
| 581 |
+
const cols = Math.ceil(count / rows);
|
| 582 |
+
const spacing = 3;
|
| 583 |
+
let enemyCount = 0;
|
| 584 |
+
for (let r = 0; r < rows; r++) {
|
| 585 |
+
for (let c = 0; c < cols; c++) {
|
| 586 |
+
if (enemyCount >= count) break;
|
| 587 |
+
const posX = (c - cols / 2 + 0.5) * spacing;
|
| 588 |
+
const posZ = -30 - (r * spacing);
|
| 589 |
+
createGrunt(new THREE.Vector3(posX, 0, posZ));
|
| 590 |
+
enemyCount++;
|
| 591 |
}
|
| 592 |
+
if (enemyCount >= count) break;
|
| 593 |
+
}
|
| 594 |
+
}
|
| 595 |
|
| 596 |
+
function firePlayerProjectile() {
|
| 597 |
+
if (!GAME.canShoot || GAME.state !== 'PLAYING' || !GAME.playerShipGroup) return;
|
| 598 |
+
// Use Tone.now() to ensure distinct trigger times for rapidly fired sounds
|
| 599 |
+
if(GAME.audioContextReady && GAME.sfx.playerShoot) GAME.sfx.playerShoot.triggerAttackRelease("C4", "32n", Tone.now() + Math.random() * 0.0001);
|
| 600 |
|
| 601 |
+
GAME.canShoot = false;
|
| 602 |
+
setTimeout(() => { GAME.canShoot = true; }, GAME.shootCooldown);
|
| 603 |
|
| 604 |
+
const currentPlayerData = GAME.players[GAME.currentPlayer];
|
| 605 |
+
const numShotsPerFighter = currentPlayerData.missileCount;
|
|
|
|
| 606 |
|
| 607 |
+
GAME.playerFleet.forEach(fighter => {
|
| 608 |
+
for (let i = 0; i < numShotsPerFighter; i++) {
|
| 609 |
+
const geo = new THREE.CylinderGeometry(0.1, 0.1, 1, 8);
|
| 610 |
+
const mat = new THREE.MeshBasicMaterial({ color: 0x00ffff });
|
| 611 |
+
const p = new THREE.Mesh(geo, mat);
|
| 612 |
+
|
| 613 |
+
const shotOffset = (i - (numShotsPerFighter - 1) / 2) * 0.5;
|
| 614 |
+
p.position.copy(fighter.getWorldPosition(new THREE.Vector3())).add(new THREE.Vector3(shotOffset, 0, -1));
|
| 615 |
+
p.rotation.x = Math.PI / 2;
|
| 616 |
+
|
| 617 |
+
GAME.playerProjectiles.push({ mesh: p, velocity: new THREE.Vector3(0, 0, -1.5) });
|
| 618 |
+
GAME.scene.add(p);
|
| 619 |
+
}
|
| 620 |
+
});
|
| 621 |
+
}
|
| 622 |
|
| 623 |
+
function fireEnemyProjectile(enemy) {
|
| 624 |
+
if(GAME.audioContextReady && GAME.sfx.enemyShoot) GAME.sfx.enemyShoot.triggerAttackRelease("A3", "32n", Tone.now() + Math.random() * 0.0001);
|
| 625 |
+
const geo = new THREE.SphereGeometry(0.3, 8, 8);
|
| 626 |
+
const mat = new THREE.MeshBasicMaterial({ color: 0xffa500 });
|
| 627 |
+
const p = new THREE.Mesh(geo, mat);
|
| 628 |
+
p.position.copy(enemy.mesh.position);
|
| 629 |
+
p.velocity = new THREE.Vector3().subVectors(GAME.playerShipGroup.position, enemy.mesh.position).normalize().multiplyScalar(0.3);
|
| 630 |
+
GAME.enemyProjectiles.push(p);
|
| 631 |
+
GAME.scene.add(p);
|
| 632 |
+
}
|
| 633 |
+
|
| 634 |
+
function createExplosion(position) {
|
| 635 |
+
if(GAME.audioContextReady && GAME.sfx.explosion) GAME.sfx.explosion.triggerAttackRelease("8n", Tone.now() + Math.random() * 0.0001);
|
| 636 |
+
const geo = new THREE.IcosahedronGeometry(1, 1);
|
| 637 |
+
const mat = new THREE.MeshBasicMaterial({ color: 0xffff00, transparent: true });
|
| 638 |
+
const explosion = new THREE.Mesh(geo, mat);
|
| 639 |
+
explosion.position.copy(position);
|
| 640 |
+
explosion.scale.set(0.1, 0.1, 0.1);
|
| 641 |
+
explosion.life = 0.5;
|
| 642 |
+
GAME.explosions.push(explosion);
|
| 643 |
+
GAME.scene.add(explosion);
|
| 644 |
+
}
|
| 645 |
|
| 646 |
+
function createPowerUp(position) {
|
| 647 |
+
if(GAME.audioContextReady && GAME.sfx.powerUp) GAME.sfx.powerUp.triggerAttackRelease("C6", Tone.now() + Math.random() * 0.0001);
|
| 648 |
+
const geo = new THREE.CylinderGeometry(0.5, 0.5, 1, 12);
|
| 649 |
+
const mat = new THREE.MeshPhongMaterial({ color: 0x0000ff });
|
| 650 |
+
const powerUp = new THREE.Mesh(geo, mat);
|
| 651 |
+
powerUp.position.copy(position);
|
| 652 |
+
powerUp.rotation.x = Math.PI / 2;
|
| 653 |
+
powerUp.velocity = new THREE.Vector3(0, 0, 0.05);
|
| 654 |
+
GAME.powerUps.push(powerUp);
|
| 655 |
+
GAME.scene.add(powerUp);
|
| 656 |
+
}
|
| 657 |
|
| 658 |
+
function updatePlayer(delta) {
|
| 659 |
+
const acceleration = 0.05;
|
| 660 |
+
const damping = 0.9;
|
| 661 |
+
|
| 662 |
+
if (GAME.input.left) GAME.playerShipGroup.velocity.x -= acceleration;
|
| 663 |
+
if (GAME.input.right) GAME.playerShipGroup.velocity.x += acceleration;
|
| 664 |
+
|
| 665 |
+
GAME.playerShipGroup.position.x += GAME.playerShipGroup.velocity.x;
|
| 666 |
+
GAME.playerShipGroup.velocity.x *= damping;
|
| 667 |
|
| 668 |
+
GAME.playerShipGroup.position.x = Math.max(-GAME.playerBoundaryX, Math.min(GAME.playerBoundaryX, GAME.playerShipGroup.position.x));
|
| 669 |
+
GAME.playerShipGroup.rotation.z = -GAME.playerShipGroup.velocity.x * 2;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 670 |
|
| 671 |
+
if (GAME.invincible) {
|
| 672 |
+
GAME.playerShipGroup.visible = (Math.floor(GAME.clock.elapsedTime * 10) % 2 === 0);
|
| 673 |
+
} else {
|
| 674 |
+
GAME.playerShipGroup.visible = true;
|
| 675 |
+
}
|
| 676 |
+
}
|
| 677 |
+
|
| 678 |
+
function updateEnemies(delta) {
|
| 679 |
+
for (let i = GAME.enemies.length - 1; i >= 0; i--) {
|
| 680 |
+
const enemy = GAME.enemies[i];
|
| 681 |
+
|
| 682 |
+
if (enemy.state === 'FORMING') {
|
| 683 |
+
enemy.mesh.position.lerp(enemy.formationPos, delta * 2);
|
| 684 |
+
if (enemy.mesh.position.distanceTo(enemy.formationPos) < 0.1) {
|
| 685 |
+
enemy.state = 'IN_FORMATION';
|
| 686 |
+
}
|
| 687 |
+
} else if (enemy.state === 'IN_FORMATION') {
|
| 688 |
+
enemy.diveTimer -= delta;
|
| 689 |
+
if (enemy.diveTimer <= 0) {
|
| 690 |
+
enemy.state = 'DIVING';
|
| 691 |
+
enemy.diveTarget = new THREE.Vector3(GAME.playerShipGroup.position.x + (Math.random()-0.5)*10, 0, 25);
|
| 692 |
+
}
|
| 693 |
+
|
| 694 |
+
if (enemy.type === 'boss' && !enemy.isCapturing && GAME.players[GAME.currentPlayer].fighterCount < 2 && Math.random() < 0.005) {
|
| 695 |
+
startTractorBeam(enemy);
|
| 696 |
+
}
|
| 697 |
+
|
| 698 |
+
if(Math.random() < 0.0005) {
|
| 699 |
+
fireEnemyProjectile(enemy);
|
| 700 |
+
}
|
| 701 |
+
} else if (enemy.state === 'DIVING') {
|
| 702 |
+
enemy.mesh.position.lerp(enemy.diveTarget, delta * 1.5);
|
| 703 |
+
if (enemy.mesh.position.z > 20) {
|
| 704 |
+
enemy.mesh.position.z = -30;
|
| 705 |
+
enemy.state = 'FORMING';
|
| 706 |
+
enemy.diveTimer = Math.random() * 5 + 5;
|
| 707 |
+
}
|
| 708 |
+
}
|
| 709 |
+
if(enemy.isCapturing) updateTractorBeam(enemy, delta);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 710 |
}
|
| 711 |
+
}
|
| 712 |
+
|
| 713 |
+
function startTractorBeam(boss) {
|
| 714 |
+
if(GAME.capturedShip || GAME.players[GAME.currentPlayer].fighterCount > 1) return;
|
| 715 |
+
if(GAME.audioContextReady && GAME.sfx.captureBeam) GAME.sfx.captureBeam.triggerAttackRelease("G2", "2s", Tone.now());
|
| 716 |
+
boss.isCapturing = true;
|
| 717 |
+
boss.captureTimer = 1.5;
|
| 718 |
+
const beamGeo = new THREE.ConeGeometry(2, 20, 16, 1, true);
|
| 719 |
+
const beamMat = new THREE.MeshBasicMaterial({ color: 0x00ffff, transparent: true, opacity: 0.5, side: THREE.DoubleSide });
|
| 720 |
+
boss.tractorBeam = new THREE.Mesh(beamGeo, beamMat);
|
| 721 |
+
boss.tractorBeam.position.set(0, -10, 0);
|
| 722 |
+
boss.mesh.add(boss.tractorBeam);
|
| 723 |
+
}
|
| 724 |
|
| 725 |
+
function updateTractorBeam(boss, delta) {
|
| 726 |
+
boss.captureTimer -= delta;
|
| 727 |
+
|
| 728 |
+
const beamWorldPos = new THREE.Vector3();
|
| 729 |
+
boss.tractorBeam.getWorldPosition(beamWorldPos);
|
| 730 |
+
const playerShipWorldPos = new THREE.Vector3();
|
| 731 |
+
GAME.playerShipGroup.getWorldPosition(playerShipWorldPos);
|
| 732 |
|
| 733 |
+
if (playerShipWorldPos.distanceTo(beamWorldPos) < 5 && Math.abs(playerShipWorldPos.x - boss.mesh.position.x) < 3 && !GAME.invincible) {
|
| 734 |
+
GAME.state = 'CAPTURED';
|
| 735 |
+
GAME.capturedShip = {
|
| 736 |
+
mesh: GAME.playerShipGroup,
|
| 737 |
+
boss: boss,
|
| 738 |
+
isFree: false
|
| 739 |
+
};
|
| 740 |
+
GAME.playerShipGroup.velocity.set(0,0,0);
|
| 741 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
| 742 |
+
boss.mesh.add(GAME.playerShipGroup);
|
| 743 |
+
GAME.playerShipGroup.position.set(0, 0, 3);
|
| 744 |
+
}
|
| 745 |
|
| 746 |
+
if (boss.captureTimer <= 0 || GAME.state === 'CAPTURED') {
|
| 747 |
+
boss.isCapturing = false;
|
| 748 |
+
if (boss.tractorBeam && boss.mesh) {
|
| 749 |
+
boss.mesh.remove(boss.tractorBeam);
|
| 750 |
+
}
|
| 751 |
+
boss.tractorBeam = null;
|
| 752 |
+
if(GAME.state === 'CAPTURED') {
|
| 753 |
+
if (!GAME.capturedShip.isFree) {
|
| 754 |
+
playerLostLife(true);
|
| 755 |
+
}
|
| 756 |
+
}
|
| 757 |
+
}
|
| 758 |
+
}
|
| 759 |
+
|
| 760 |
+
function updateProjectiles(delta) {
|
| 761 |
+
GAME.playerProjectiles.forEach((pObj, i) => {
|
| 762 |
+
const p = pObj.mesh;
|
| 763 |
+
const pVel = pObj.velocity;
|
| 764 |
|
| 765 |
+
if (GAME.enemies.length > 0) {
|
| 766 |
+
let closestEnemy = null;
|
| 767 |
+
let minDist = Infinity;
|
| 768 |
+
GAME.enemies.forEach(enemy => {
|
| 769 |
+
const dist = p.position.distanceTo(enemy.mesh.position);
|
| 770 |
+
if (dist < minDist) {
|
| 771 |
+
minDist = dist;
|
| 772 |
+
closestEnemy = enemy;
|
| 773 |
}
|
| 774 |
+
});
|
| 775 |
|
| 776 |
+
if (closestEnemy) {
|
| 777 |
+
const targetDirection = new THREE.Vector3().subVectors(closestEnemy.mesh.position, p.position).normalize();
|
| 778 |
+
pVel.lerp(targetDirection.multiplyScalar(1.5), 0.05);
|
| 779 |
+
}
|
| 780 |
+
}
|
| 781 |
|
| 782 |
+
p.position.add(pVel);
|
|
|
|
|
|
|
|
|
|
| 783 |
|
| 784 |
+
if (p.position.z < -40) {
|
| 785 |
+
GAME.scene.remove(p);
|
| 786 |
+
GAME.playerProjectiles.splice(i, 1);
|
| 787 |
+
}
|
| 788 |
+
});
|
| 789 |
+
GAME.enemyProjectiles.forEach((p, i) => {
|
| 790 |
+
p.position.add(p.velocity);
|
| 791 |
+
if (p.position.z > 40) {
|
| 792 |
+
GAME.scene.remove(p);
|
| 793 |
+
GAME.enemyProjectiles.splice(i, 1);
|
| 794 |
+
}
|
| 795 |
+
});
|
| 796 |
+
}
|
| 797 |
+
|
| 798 |
+
function updateExplosions(delta) {
|
| 799 |
+
GAME.explosions.forEach((ex, i) => {
|
| 800 |
+
ex.life -= delta;
|
| 801 |
+
ex.scale.multiplyScalar(1 + delta * 5);
|
| 802 |
+
ex.material.opacity = ex.life * 2;
|
| 803 |
+
if(ex.life <= 0) {
|
| 804 |
+
GAME.scene.remove(ex);
|
| 805 |
+
GAME.explosions.splice(i,1);
|
| 806 |
+
}
|
| 807 |
+
});
|
| 808 |
+
}
|
| 809 |
+
|
| 810 |
+
function updatePowerUps(delta) {
|
| 811 |
+
GAME.powerUps.forEach((p, i) => {
|
| 812 |
+
p.position.z += p.velocity.z;
|
| 813 |
+
if (p.position.z > 20) {
|
| 814 |
+
GAME.scene.remove(p);
|
| 815 |
+
GAME.powerUps.splice(i, 1);
|
| 816 |
+
}
|
| 817 |
+
});
|
| 818 |
+
}
|
| 819 |
+
|
| 820 |
+
function checkCollisions() {
|
| 821 |
+
if (!GAME.playerShipGroup || GAME.state !== 'PLAYING') return;
|
| 822 |
+
|
| 823 |
+
const playerBox = new THREE.Box3().setFromObject(GAME.playerShipGroup);
|
| 824 |
+
|
| 825 |
+
for (let i = GAME.playerProjectiles.length - 1; i >= 0; i--) {
|
| 826 |
+
const pObj = GAME.playerProjectiles[i];
|
| 827 |
+
const p = pObj.mesh;
|
| 828 |
+
const pBox = new THREE.Box3().setFromObject(p);
|
| 829 |
+
for (let j = GAME.enemies.length - 1; j >= 0; j--) {
|
| 830 |
+
const enemy = GAME.enemies[j];
|
| 831 |
+
const eBox = new THREE.Box3().setFromObject(enemy.mesh);
|
| 832 |
+
if (pBox.intersectsBox(eBox)) {
|
| 833 |
+
GAME.scene.remove(p);
|
| 834 |
+
GAME.playerProjectiles.splice(i, 1);
|
| 835 |
+
|
| 836 |
+
hitEnemy(enemy, j);
|
| 837 |
+
break;
|
| 838 |
}
|
| 839 |
}
|
| 840 |
}
|
| 841 |
+
|
| 842 |
+
if (!GAME.invincible) {
|
| 843 |
+
for (let i = GAME.enemies.length - 1; i >= 0; i--) {
|
| 844 |
+
const enemy = GAME.enemies[i];
|
| 845 |
+
const eBox = new THREE.Box3().setFromObject(enemy.mesh);
|
| 846 |
+
if (playerBox.intersectsBox(eBox)) {
|
| 847 |
+
hitEnemy(enemy, i);
|
| 848 |
+
playerLostLife();
|
| 849 |
+
break;
|
| 850 |
+
}
|
| 851 |
+
}
|
| 852 |
+
}
|
| 853 |
+
|
| 854 |
+
if (!GAME.invincible) {
|
| 855 |
+
for (let i = GAME.enemyProjectiles.length - 1; i >= 0; i--) {
|
| 856 |
+
const p = GAME.enemyProjectiles[i];
|
| 857 |
+
const pBox = new THREE.Box3().setFromObject(p);
|
| 858 |
+
if(playerBox.intersectsBox(pBox)) {
|
| 859 |
+
GAME.scene.remove(p);
|
| 860 |
+
GAME.enemyProjectiles.splice(i,1);
|
| 861 |
+
playerLostLife();
|
| 862 |
+
break;
|
| 863 |
+
}
|
| 864 |
+
}
|
| 865 |
+
}
|
| 866 |
+
|
| 867 |
+
if(GAME.capturedShip && GAME.capturedShip.isFree) {
|
| 868 |
+
const cBox = new THREE.Box3().setFromObject(GAME.capturedShip.mesh);
|
| 869 |
+
if(playerBox.intersectsBox(cBox)) {
|
| 870 |
+
GAME.players[GAME.currentPlayer].fighterCount++;
|
| 871 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
| 872 |
+
createPlayerShipGroup();
|
| 873 |
+
GAME.scene.remove(GAME.capturedShip.mesh);
|
| 874 |
+
GAME.capturedShip = null;
|
| 875 |
+
startInvincibility();
|
| 876 |
+
}
|
| 877 |
+
}
|
| 878 |
|
| 879 |
+
for (let i = GAME.powerUps.length - 1; i >= 0; i--) {
|
| 880 |
+
const p = GAME.powerUps[i];
|
| 881 |
+
const pBox = new THREE.Box3().setFromObject(p);
|
| 882 |
+
if (playerBox.intersectsBox(pBox)) {
|
| 883 |
+
GAME.players[GAME.currentPlayer].missileCount++;
|
| 884 |
+
GAME.scene.remove(p);
|
| 885 |
+
GAME.powerUps.splice(i, 1);
|
| 886 |
+
break;
|
| 887 |
+
}
|
| 888 |
+
}
|
| 889 |
+
}
|
| 890 |
+
|
| 891 |
+
function hitEnemy(enemy, index) {
|
| 892 |
+
createExplosion(enemy.mesh.position);
|
| 893 |
+
GAME.players[GAME.currentPlayer].score += enemy.scoreValue;
|
| 894 |
+
|
| 895 |
+
if (Math.random() < GAME.powerUpDropChance) {
|
| 896 |
+
createPowerUp(enemy.mesh.position);
|
| 897 |
+
}
|
| 898 |
+
|
| 899 |
+
if (GAME.capturedShip && GAME.capturedShip.boss === enemy) {
|
| 900 |
+
const captured = GAME.capturedShip;
|
| 901 |
+
captured.isFree = true;
|
| 902 |
+
if (captured.boss.mesh && captured.mesh && captured.mesh.parent === captured.boss.mesh) {
|
| 903 |
+
captured.boss.mesh.remove(captured.mesh);
|
| 904 |
+
}
|
| 905 |
+
GAME.scene.add(captured.mesh);
|
| 906 |
+
captured.mesh.position.copy(enemy.mesh.position);
|
| 907 |
+
captured.velocity = new THREE.Vector3(0, 0, 0.2);
|
| 908 |
+
GAME.state = 'PLAYING';
|
| 909 |
+
}
|
| 910 |
+
|
| 911 |
+
if (enemy.mesh.parent) {
|
| 912 |
+
GAME.scene.remove(enemy.mesh);
|
| 913 |
+
}
|
| 914 |
+
GAME.enemies.splice(index, 1);
|
| 915 |
+
|
| 916 |
+
if(GAME.enemies.length === 0) {
|
| 917 |
+
GAME.wave++;
|
| 918 |
+
setTimeout(startWave, 2000);
|
| 919 |
+
}
|
| 920 |
+
}
|
| 921 |
+
|
| 922 |
+
function playerLostLife(isCapturedLoss = false) {
|
| 923 |
+
if(GAME.state === 'GAME_OVER') return;
|
| 924 |
+
if(GAME.audioContextReady && GAME.sfx.playerHit) GAME.sfx.playerHit.triggerAttackRelease("C2", Tone.now() + Math.random() * 0.0001);
|
| 925 |
|
| 926 |
+
const currentPlayerData = GAME.players[GAME.currentPlayer];
|
|
|
|
| 927 |
|
| 928 |
+
if (isCapturedLoss && GAME.capturedShip) {
|
| 929 |
+
if (GAME.capturedShip.mesh.parent) {
|
| 930 |
+
GAME.scene.remove(GAME.capturedShip.mesh);
|
| 931 |
+
}
|
| 932 |
+
GAME.capturedShip = null;
|
| 933 |
+
}
|
| 934 |
+
|
| 935 |
+
if(currentPlayerData.fighterCount > 1) {
|
| 936 |
+
currentPlayerData.fighterCount--;
|
| 937 |
+
createExplosion(GAME.playerShipGroup.position);
|
| 938 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
| 939 |
+
createPlayerShipGroup();
|
| 940 |
+
startInvincibility();
|
| 941 |
+
return;
|
| 942 |
+
}
|
| 943 |
|
| 944 |
+
currentPlayerData.lives--;
|
| 945 |
+
createExplosion(GAME.playerShipGroup.position);
|
| 946 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
| 947 |
+
|
| 948 |
+
if (currentPlayerData.lives < 0) {
|
| 949 |
+
let allPlayersOut = true;
|
| 950 |
+
if (GAME.numPlayers === 2) {
|
| 951 |
+
const otherPlayer = GAME.currentPlayer === 'p1' ? 'p2' : 'p1';
|
| 952 |
+
if (GAME.players[otherPlayer].lives >= 0) {
|
| 953 |
+
GAME.currentPlayer = otherPlayer;
|
| 954 |
+
allPlayersOut = false;
|
| 955 |
+
document.getElementById('current-player-display').textContent = `${otherPlayer.toUpperCase()} TURN`;
|
| 956 |
+
GAME.players[GAME.currentPlayer].fighterCount = 1;
|
| 957 |
+
GAME.players[GAME.currentPlayer].missileCount = 1;
|
| 958 |
+
createPlayerShipGroup();
|
| 959 |
+
startInvincibility();
|
| 960 |
+
GAME.state = 'PLAYING';
|
| 961 |
+
updateHUD();
|
| 962 |
+
return;
|
| 963 |
}
|
| 964 |
+
}
|
| 965 |
+
if (allPlayersOut) {
|
| 966 |
+
gameOver();
|
| 967 |
+
}
|
| 968 |
+
} else {
|
| 969 |
+
setTimeout(() => {
|
| 970 |
+
if (GAME.state !== 'GAME_OVER') {
|
| 971 |
+
createPlayerShipGroup();
|
| 972 |
+
startInvincibility();
|
| 973 |
+
}
|
| 974 |
+
}, 1000);
|
| 975 |
+
}
|
| 976 |
+
}
|
| 977 |
+
|
| 978 |
+
function startInvincibility() {
|
| 979 |
+
GAME.invincible = true;
|
| 980 |
+
setTimeout(() => {
|
| 981 |
+
GAME.invincible = false;
|
| 982 |
+
if (GAME.playerShipGroup) GAME.playerShipGroup.visible = true;
|
| 983 |
+
}, GAME.invincibilityDuration);
|
| 984 |
+
}
|
| 985 |
+
|
| 986 |
+
function gameOver() {
|
| 987 |
+
if(GAME.audioContextReady) {
|
| 988 |
+
stopAllMusic();
|
| 989 |
+
if(GAME.sfx.gameOver) GAME.sfx.gameOver.triggerAttackRelease("C2", "2s", Tone.now());
|
| 990 |
+
}
|
| 991 |
+
GAME.state = 'GAME_OVER';
|
| 992 |
+
const finalScore = GAME.players.p1.score + (GAME.numPlayers === 2 ? GAME.players.p2.score : 0);
|
| 993 |
+
document.getElementById('final-score').textContent = `TOTAL SCORE: ${finalScore}`;
|
| 994 |
+
document.getElementById('game-over-overlay').style.display = 'flex';
|
| 995 |
+
|
| 996 |
+
const lowestHighScore = GAME.highScores.length > 0 ? GAME.highScores[GAME.highScores.length - 1].score : 0;
|
| 997 |
+
if (finalScore > lowestHighScore || GAME.highScores.length < 10) {
|
| 998 |
+
document.getElementById('high-score-form').classList.remove('hidden');
|
| 999 |
+
} else {
|
| 1000 |
+
document.getElementById('high-score-form').classList.add('hidden');
|
| 1001 |
+
}
|
| 1002 |
+
}
|
| 1003 |
+
|
| 1004 |
+
function handleHighScoreSubmit(e) {
|
| 1005 |
+
e.preventDefault();
|
| 1006 |
+
const initials = document.getElementById('initials-input').value.toUpperCase();
|
| 1007 |
+
const finalScore = GAME.players.p1.score + (GAME.numPlayers === 2 ? GAME.players.p2.score : 0);
|
| 1008 |
+
|
| 1009 |
+
GAME.highScores.push({ initials: initials, score: finalScore });
|
| 1010 |
+
GAME.highScores.sort((a, b) => b.score - a.score);
|
| 1011 |
+
GAME.highScores = GAME.highScores.slice(0, 10);
|
| 1012 |
+
|
| 1013 |
+
localStorage.setItem('galagaHighScores', JSON.stringify(GAME.highScores));
|
| 1014 |
+
|
| 1015 |
+
document.getElementById('high-score-form').classList.add('hidden');
|
| 1016 |
+
document.getElementById('initials-input').value = '';
|
| 1017 |
+
showHighScores();
|
| 1018 |
+
}
|
| 1019 |
|
| 1020 |
+
function showHighScores() {
|
| 1021 |
+
stopAllMusic();
|
| 1022 |
+
if(GAME.audioContextReady && GAME.music.highScore) GAME.music.highScore.start(Tone.now());
|
| 1023 |
+
document.getElementById('menu-overlay').style.display = 'none';
|
| 1024 |
+
document.getElementById('game-over-overlay').style.display = 'none';
|
| 1025 |
+
document.getElementById('high-scores-overlay').style.display = 'flex';
|
| 1026 |
+
|
| 1027 |
+
const list = document.getElementById('high-scores-list');
|
| 1028 |
+
list.innerHTML = '';
|
| 1029 |
+
if (GAME.highScores.length === 0) {
|
| 1030 |
+
list.innerHTML = '<li>No high scores yet!</li>';
|
| 1031 |
+
} else {
|
| 1032 |
+
GAME.highScores.forEach((entry, index) => {
|
| 1033 |
+
const li = document.createElement('li');
|
| 1034 |
+
li.innerHTML = `<span>${index + 1}. ${entry.initials}</span> <span>${entry.score}</span>`;
|
| 1035 |
+
list.appendChild(li);
|
| 1036 |
+
});
|
| 1037 |
+
}
|
| 1038 |
+
GAME.state = 'HIGH_SCORES';
|
| 1039 |
+
}
|
| 1040 |
+
|
| 1041 |
+
function togglePause() {
|
| 1042 |
+
if (GAME.state === 'PLAYING') {
|
| 1043 |
+
GAME.state = 'PAUSED';
|
| 1044 |
+
stopAllMusic();
|
| 1045 |
+
document.getElementById('pause-overlay').style.display = 'flex';
|
| 1046 |
+
} else if (GAME.state === 'PAUSED') {
|
| 1047 |
+
GAME.state = 'PLAYING';
|
| 1048 |
+
document.getElementById('pause-overlay').style.display = 'none';
|
| 1049 |
+
}
|
| 1050 |
+
}
|
| 1051 |
+
|
| 1052 |
+
function updateHUD() {
|
| 1053 |
+
document.getElementById('score-p1-display').textContent = `P1 SCORE: ${GAME.players.p1.score}`;
|
| 1054 |
+
document.getElementById('score-p2-display').textContent = `P2 SCORE: ${GAME.players.p2.score}`;
|
| 1055 |
+
document.getElementById('wave-display').textContent = `WAVE: ${GAME.wave}`;
|
| 1056 |
+
document.getElementById('high-score-current-display').textContent = `HIGH SCORE: ${GAME.highScores.length > 0 ? GAME.highScores[0].score : 0}`;
|
| 1057 |
+
document.getElementById('current-player-display').textContent = `${GAME.currentPlayer.toUpperCase()} TURN`;
|
| 1058 |
+
|
| 1059 |
+
const livesContainer = document.getElementById('lives-display');
|
| 1060 |
+
livesContainer.innerHTML = `LIVES: `;
|
| 1061 |
+
const lifeIcon = '<span>🛸</span>';
|
| 1062 |
+
for (let i = 0; i < GAME.players[GAME.currentPlayer].lives; i++) {
|
| 1063 |
+
livesContainer.innerHTML += lifeIcon;
|
| 1064 |
+
}
|
| 1065 |
+
}
|
| 1066 |
+
|
| 1067 |
+
function onWindowResize() {
|
| 1068 |
+
GAME.camera.aspect = window.innerWidth / window.innerHeight;
|
| 1069 |
+
GAME.camera.updateProjectionMatrix();
|
| 1070 |
+
GAME.renderer.setSize(window.innerWidth, window.innerHeight);
|
| 1071 |
+
}
|
| 1072 |
+
|
| 1073 |
+
function animate() {
|
| 1074 |
+
requestAnimationFrame(animate);
|
| 1075 |
+
const delta = GAME.clock.getDelta();
|
| 1076 |
+
|
| 1077 |
+
GAME.stars.forEach(starLayer => {
|
| 1078 |
+
starLayer.position.z += delta * starLayer.userData.speed;
|
| 1079 |
+
if (starLayer.position.z > 500) starLayer.position.z -= 1000;
|
| 1080 |
+
});
|
| 1081 |
+
|
| 1082 |
+
if (GAME.state === 'DEMO') {
|
| 1083 |
+
GAME.demoTimer += delta;
|
| 1084 |
+
GAME.musicAlternationTimer += delta;
|
| 1085 |
+
|
| 1086 |
+
if (GAME.musicAlternationTimer >= GAME.musicAlternationInterval) {
|
| 1087 |
+
if (GAME.music.demo && GAME.music.demo.state === 'started') {
|
| 1088 |
+
if (GAME.music.demo) GAME.music.demo.stop();
|
| 1089 |
+
if(GAME.highScores.length > 0 && GAME.music.highScore) {
|
| 1090 |
+
GAME.music.highScore.start(Tone.now()); // Start high score music
|
| 1091 |
}
|
| 1092 |
+
} else if (GAME.highScores.length > 0 && GAME.music.highScore && GAME.music.highScore.state === 'started') {
|
| 1093 |
+
if (GAME.music.highScore) GAME.music.highScore.stop();
|
| 1094 |
+
if(GAME.music.demo) GAME.music.demo.start(Tone.now()); // Start demo music
|
| 1095 |
+
} else if (GAME.highScores.length === 0 && GAME.music.demo && GAME.music.demo.state !== 'started') {
|
| 1096 |
+
if(GAME.music.demo) GAME.music.demo.start(Tone.now()); // Only demo music if no high scores
|
|
|
|
|
|
|
|
|
|
| 1097 |
}
|
| 1098 |
+
GAME.musicAlternationTimer = 0;
|
| 1099 |
+
}
|
| 1100 |
|
| 1101 |
+
GAME.enemies.forEach(enemy => {
|
| 1102 |
+
enemy.mesh.position.z += delta * 0.5;
|
| 1103 |
+
enemy.mesh.rotation.y += delta * 0.5;
|
| 1104 |
+
if (enemy.mesh.position.z > 10) {
|
| 1105 |
+
enemy.mesh.position.z = -50;
|
| 1106 |
+
}
|
| 1107 |
+
});
|
| 1108 |
+
updateEnemyProjectilesInDemo(delta);
|
| 1109 |
+
updateExplosions(delta);
|
| 1110 |
+
} else if (GAME.state === 'PLAYING') {
|
| 1111 |
+
updatePlayer(delta);
|
| 1112 |
+
updateEnemies(delta);
|
| 1113 |
+
updateProjectiles(delta);
|
| 1114 |
+
updatePowerUps(delta);
|
| 1115 |
+
checkCollisions();
|
| 1116 |
+
updateHUD();
|
| 1117 |
|
| 1118 |
+
if (GAME.capturedShip && GAME.capturedShip.isFree) {
|
| 1119 |
+
GAME.capturedShip.mesh.position.add(GAME.capturedShip.velocity);
|
| 1120 |
+
if (GAME.capturedShip.mesh.position.z > 25) {
|
| 1121 |
+
GAME.scene.remove(GAME.capturedShip.mesh);
|
| 1122 |
+
GAME.capturedShip = null;
|
| 1123 |
+
}
|
| 1124 |
}
|
| 1125 |
}
|
| 1126 |
+
|
| 1127 |
+
updateExplosions(delta);
|
| 1128 |
|
| 1129 |
+
GAME.renderer.render(GAME.scene, GAME.camera);
|
| 1130 |
+
}
|
|
|
|
|
|
|
|
|
|
| 1131 |
|
| 1132 |
+
function updateEnemyProjectilesInDemo(delta) {
|
| 1133 |
+
GAME.enemyProjectiles.forEach((p, i) => {
|
| 1134 |
+
p.position.add(p.velocity);
|
| 1135 |
+
if (p.position.z > 40) {
|
| 1136 |
+
GAME.scene.remove(p);
|
| 1137 |
+
GAME.enemyProjectiles.splice(i, 1);
|
| 1138 |
}
|
|
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|
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|
| 1139 |
});
|
| 1140 |
+
}
|
| 1141 |
+
|
| 1142 |
+
window.onload = init;
|
| 1143 |
</script>
|
| 1144 |
</body>
|
| 1145 |
</html>
|