Initial commit: kids games

Contains game-jumpnrun and game-labyrinth projects.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-28 10:41:51 +01:00
commit d0cdf2cc2c
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// Level-Daten
// 0 = Weg, 1 = Wand, 2 = Spieler-Start, 3 = Ausgang, 4 = Monster-Start
const LEVELS = [
// Level 1: Klein (15x11) — Einfach
{
name: "Die Flucht beginnt",
monsterSpeed: 3, // Tiles pro Sekunde
speedIncrease: 0.15, // Speed-Zunahme pro Sekunde
maxMonsterSpeed: 5,
grid: [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,2,0,0,1,0,0,0,0,0,1,0,0,0,1],
[1,0,1,0,1,0,1,1,1,0,1,0,1,0,1],
[1,0,1,0,0,0,0,0,1,0,0,0,1,0,1],
[1,0,1,1,1,1,1,0,1,0,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,0,1,1,1,0,1,1,1,0,1],
[1,0,1,0,0,0,1,4,1,0,0,0,1,0,1],
[1,0,1,0,1,0,1,0,1,0,1,0,1,0,1],
[1,0,0,0,1,0,0,0,0,0,1,0,0,3,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
]
},
// Level 2: Mittel (21x15) — Komplexer
{
name: "Tiefer ins Dunkel",
monsterSpeed: 3.5,
speedIncrease: 0.2,
maxMonsterSpeed: 6,
grid: [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,2,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1],
[1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1],
[1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1],
[1,0,1,1,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1],
[1,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,1,0,0,0,1],
[1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1],
[1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,0,1],
[1,0,1,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,1,0,1],
[1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1],
[1,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,3,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
]
},
// Level 3: Groß (27x19) — Schwer, viele Sackgassen
{
name: "Das letzte Labyrinth",
monsterSpeed: 4,
speedIncrease: 0.25,
maxMonsterSpeed: 7.5,
grid: [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,2,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1],
[1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1],
[1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1],
[1,0,1,1,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,1],
[1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1],
[1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1],
[1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1],
[1,0,1,0,0,0,0,0,1,0,0,0,4,0,0,0,1,0,0,0,0,0,1,0,1,0,1],
[1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1,1,1,0,1],
[1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1],
[1,0,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,0,1],
[1,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,0,0,3,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
]
}
];

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game-labyrinth/js/main.js Normal file
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// Game Loop + State Management
const Game = {
state: 'menu', // menu, playing, levelComplete, gameOver, win
currentLevel: 0,
elapsedTime: 0,
totalTime: 0,
lastTime: 0,
grid: null,
isMobile: false,
init() {
this.isMobile = ('ontouchstart' in window) || (navigator.maxTouchPoints > 0);
Renderer.init();
this.setupInput();
this.fitCanvas();
window.addEventListener('resize', () => this.fitCanvas());
this.state = 'menu';
this.lastTime = performance.now() / 1000;
this.loop();
},
fitCanvas() {
const canvas = Renderer.canvas;
const dpadHeight = this.isMobile ? 190 : 0;
const maxW = window.innerWidth - 8;
const maxH = window.innerHeight - 8 - dpadHeight;
const scaleX = maxW / canvas.width;
const scaleY = maxH / canvas.height;
const scale = Math.min(scaleX, scaleY, 3); // max 3x um nicht zu groß auf Desktop
canvas.style.width = Math.floor(canvas.width * scale) + 'px';
canvas.style.height = Math.floor(canvas.height * scale) + 'px';
},
setupInput() {
document.addEventListener('keydown', (e) => {
if (['ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' '].includes(e.key)) {
e.preventDefault();
}
this.handleKey(e.key);
});
// Touch-Steuerung (Swipe auf Canvas)
let touchStartX = 0, touchStartY = 0;
const canvas = Renderer.canvas;
canvas.addEventListener('touchstart', (e) => {
e.preventDefault();
touchStartX = e.touches[0].clientX;
touchStartY = e.touches[0].clientY;
});
canvas.addEventListener('touchend', (e) => {
e.preventDefault();
const dx = e.changedTouches[0].clientX - touchStartX;
const dy = e.changedTouches[0].clientY - touchStartY;
const absDx = Math.abs(dx);
const absDy = Math.abs(dy);
if (Math.max(absDx, absDy) < 20) {
// Tap = Enter
this.handleKey('Enter');
return;
}
if (absDx > absDy) {
this.handleKey(dx > 0 ? 'ArrowRight' : 'ArrowLeft');
} else {
this.handleKey(dy > 0 ? 'ArrowDown' : 'ArrowUp');
}
});
// D-Pad Buttons
const dpadMap = {
'dpad-up': 'ArrowUp',
'dpad-down': 'ArrowDown',
'dpad-left': 'ArrowLeft',
'dpad-right': 'ArrowRight'
};
for (const [id, key] of Object.entries(dpadMap)) {
const btn = document.getElementById(id);
if (!btn) continue;
btn.addEventListener('touchstart', (e) => {
e.preventDefault();
this.handleKey(key);
});
// Auch wiederholtes Drücken ermöglichen
let interval = null;
btn.addEventListener('touchstart', () => {
interval = setInterval(() => this.handleKey(key), 150);
});
btn.addEventListener('touchend', () => clearInterval(interval));
btn.addEventListener('touchcancel', () => clearInterval(interval));
}
},
handleKey(key) {
switch (this.state) {
case 'menu':
if (key === 'Enter' || key === ' ') this.startGame();
break;
case 'playing':
Player.handleInput(key);
break;
case 'gameOver':
if (key === 'Enter' || key === ' ') this.startGame();
break;
case 'levelComplete':
if (key === 'Enter' || key === ' ') this.nextLevel();
break;
case 'win':
if (key === 'Enter' || key === ' ') {
this.currentLevel = 0;
this.totalTime = 0;
this.startGame();
}
break;
}
},
startGame() {
this.currentLevel = 0;
this.totalTime = 0;
this.loadLevel(0);
this.state = 'playing';
this.fitCanvas();
},
loadLevel(index) {
const level = LEVELS[index];
// Deep copy des Grids
this.grid = level.grid.map(row => [...row]);
const cols = this.grid[0].length;
const rows = this.grid.length;
Renderer.resize(cols, rows);
this.fitCanvas();
// Spieler-Start finden
const playerStart = Utils.findTile(this.grid, 2);
Player.init(playerStart.col, playerStart.row);
// Monster-Start finden
const monsterStart = Utils.findTile(this.grid, 4);
Monster.init(monsterStart.col, monsterStart.row, level.monsterSpeed, level.speedIncrease, level.maxMonsterSpeed);
// Start-Tiles zu Wegen machen (damit man drüber laufen kann)
this.grid[playerStart.row][playerStart.col] = 0;
this.grid[monsterStart.row][monsterStart.col] = 0;
this.elapsedTime = 0;
},
nextLevel() {
this.currentLevel++;
if (this.currentLevel >= LEVELS.length) {
this.state = 'win';
} else {
this.loadLevel(this.currentLevel);
this.state = 'playing';
}
},
checkWin() {
// Spieler hat den Ausgang erreicht
const exit = Utils.findTile(this.grid, 3);
if (exit && Player.col === exit.col && Player.row === exit.row) {
this.totalTime += this.elapsedTime;
this.state = 'levelComplete';
}
},
checkGameOver() {
if (Monster.checkCollision(Player.visualX, Player.visualY)) {
this.state = 'gameOver';
}
},
update(dt) {
if (this.state !== 'playing') return;
this.elapsedTime += dt;
Player.update(dt, this.grid);
Monster.update(dt, this.grid, Player.col, Player.row, this.elapsedTime);
this.checkWin();
this.checkGameOver();
},
draw(time) {
switch (this.state) {
case 'menu':
Renderer.drawMenuScreen();
break;
case 'playing':
Renderer.clear();
Renderer.drawGrid(this.grid, time);
Player.draw(time);
Monster.draw(time);
Renderer.drawHUD(this.currentLevel + 1, this.elapsedTime, Monster.speed);
break;
case 'gameOver':
Renderer.clear();
Renderer.drawGrid(this.grid, time);
Player.draw(time);
Monster.draw(time);
Renderer.drawHUD(this.currentLevel + 1, this.elapsedTime, Monster.speed);
Renderer.drawGameOverScreen(this.currentLevel + 1, this.elapsedTime);
break;
case 'levelComplete':
Renderer.clear();
Renderer.drawGrid(this.grid, time);
Player.draw(time);
Renderer.drawHUD(this.currentLevel + 1, this.elapsedTime, Monster.speed);
Renderer.drawLevelCompleteScreen(this.currentLevel + 1);
break;
case 'win':
Renderer.drawWinScreen(this.totalTime);
break;
}
},
loop() {
const now = performance.now() / 1000;
const dt = Math.min(now - this.lastTime, 0.05); // Cap delta time
this.lastTime = now;
this.update(dt);
this.draw(now);
requestAnimationFrame(() => this.loop());
}
};
// Start!
Game.init();

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// Monster-KI
const Monster = {
col: 0,
row: 0,
targetCol: 0,
targetRow: 0,
visualX: 0,
visualY: 0,
speed: 3, // Aktuelle Geschwindigkeit (Tiles/Sek)
baseSpeed: 3,
maxSpeed: 5,
speedIncrease: 0.15, // Zunahme pro Sekunde
moving: false,
moveProgress: 0,
path: [],
pathRecalcTimer: 0,
pathRecalcInterval: 0.3, // Pfad alle 0.3s neu berechnen
animFrame: 0,
animTimer: 0,
init(col, row, baseSpeed, speedIncrease, maxSpeed) {
this.col = col;
this.row = row;
this.targetCol = col;
this.targetRow = row;
this.visualX = col;
this.visualY = row;
this.speed = baseSpeed;
this.baseSpeed = baseSpeed;
this.maxSpeed = maxSpeed;
this.speedIncrease = speedIncrease;
this.moving = false;
this.moveProgress = 0;
this.path = [];
this.pathRecalcTimer = 0;
this.animFrame = 0;
},
recalcPath(grid, playerCol, playerRow) {
this.path = Utils.bfs(grid, this.col, this.row, playerCol, playerRow);
},
update(dt, grid, playerCol, playerRow, elapsedTime) {
// Geschwindigkeit erhöhen
this.speed = Math.min(
this.baseSpeed + this.speedIncrease * elapsedTime,
this.maxSpeed
);
// Animation
this.animTimer += dt;
if (this.animTimer > 0.2) {
this.animFrame = (this.animFrame + 1) % 2;
this.animTimer = 0;
}
// Pfad regelmäßig neu berechnen
this.pathRecalcTimer += dt;
if (this.pathRecalcTimer >= this.pathRecalcInterval) {
this.pathRecalcTimer = 0;
this.recalcPath(grid, playerCol, playerRow);
}
// Bewegung
if (!this.moving && this.path.length > 0) {
const next = this.path.shift();
this.targetCol = next.col;
this.targetRow = next.row;
this.moving = true;
this.moveProgress = 0;
}
if (this.moving) {
this.moveProgress += this.speed * dt;
if (this.moveProgress >= 1) {
this.col = this.targetCol;
this.row = this.targetRow;
this.moving = false;
this.moveProgress = 0;
// Direkt nächsten Schritt
if (this.path.length > 0) {
const next = this.path.shift();
this.targetCol = next.col;
this.targetRow = next.row;
this.moving = true;
this.moveProgress = 0;
}
}
}
// Visuelle Position
if (this.moving) {
this.visualX = Utils.lerp(this.col, this.targetCol, this.moveProgress);
this.visualY = Utils.lerp(this.row, this.targetRow, this.moveProgress);
} else {
this.visualX = this.col;
this.visualY = this.row;
}
},
// Kollision mit Spieler (Distanz-basiert)
checkCollision(playerX, playerY) {
const dx = this.visualX - playerX;
const dy = this.visualY - playerY;
return Math.sqrt(dx * dx + dy * dy) < 0.6;
},
draw(time) {
Renderer.drawMonster(this.visualX, this.visualY, this.animFrame, time);
}
};

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// Spieler-Logik
const Player = {
col: 0, // Aktuelle Grid-Position
row: 0,
targetCol: 0, // Ziel-Position (für smooth movement)
targetRow: 0,
visualX: 0, // Visuelle Position (interpoliert)
visualY: 0,
direction: 'right',
moving: false,
moveProgress: 0,
moveSpeed: 6, // Tiles pro Sekunde
animFrame: 0,
animTimer: 0,
inputQueue: null, // Gepufferter Input
init(col, row) {
this.col = col;
this.row = row;
this.targetCol = col;
this.targetRow = row;
this.visualX = col;
this.visualY = row;
this.direction = 'right';
this.moving = false;
this.moveProgress = 0;
this.inputQueue = null;
this.animFrame = 0;
},
handleInput(key) {
let dc = 0, dr = 0, dir = this.direction;
switch (key) {
case 'ArrowUp': case 'w': case 'W': dr = -1; dir = 'up'; break;
case 'ArrowDown': case 's': case 'S': dr = 1; dir = 'down'; break;
case 'ArrowLeft': case 'a': case 'A': dc = -1; dir = 'left'; break;
case 'ArrowRight': case 'd': case 'D': dc = 1; dir = 'right'; break;
default: return;
}
this.inputQueue = { dc, dr, dir };
},
tryMove(grid) {
if (!this.inputQueue) return;
const { dc, dr, dir } = this.inputQueue;
const newCol = this.col + dc;
const newRow = this.row + dr;
this.direction = dir;
if (Utils.isWalkable(grid, newCol, newRow)) {
this.targetCol = newCol;
this.targetRow = newRow;
this.moving = true;
this.moveProgress = 0;
this.inputQueue = null;
}
},
update(dt, grid) {
// Versuche gepufferten Input
if (!this.moving) {
this.tryMove(grid);
}
if (this.moving) {
this.moveProgress += this.moveSpeed * dt;
this.animTimer += dt;
if (this.animTimer > 0.15) {
this.animFrame = (this.animFrame + 1) % 2;
this.animTimer = 0;
}
if (this.moveProgress >= 1) {
this.moveProgress = 1;
this.col = this.targetCol;
this.row = this.targetRow;
this.moving = false;
this.moveProgress = 0;
// Sofort nächsten Input verarbeiten
this.tryMove(grid);
}
// Smooth interpolation
this.visualX = Utils.lerp(this.col - (this.targetCol - this.col) * (this.moving ? 0 : 1),
this.targetCol, this.moving ? this.moveProgress : 1);
this.visualY = Utils.lerp(this.row - (this.targetRow - this.row) * (this.moving ? 0 : 1),
this.targetRow, this.moving ? this.moveProgress : 1);
}
if (this.moving) {
this.visualX = Utils.lerp(this.col, this.targetCol, this.moveProgress);
this.visualY = Utils.lerp(this.row, this.targetRow, this.moveProgress);
} else {
this.visualX = this.col;
this.visualY = this.row;
}
},
draw(time) {
Renderer.drawPlayer(this.visualX, this.visualY, this.direction, this.animFrame, time);
}
};

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// Pixel-Art Renderer
const TILE_SIZE = 32;
// NES-inspirierte Farbpalette
const COLORS = {
bg: '#0f0f23',
wall: '#1a1a4e',
wallLight: '#2a2a6e',
wallDark: '#10103a',
path: '#0a0a1a',
exit: '#00ff66',
exitGlow: '#00cc55',
playerBody: '#ffcc00',
playerEye: '#ffffff',
playerPupil:'#222222',
monsterBody:'#ff3344',
monsterEye: '#ffffff',
monsterPupil:'#000000',
monsterDark:'#cc1122',
hud: '#ffffff',
hudShadow: '#333355',
title: '#ffcc00',
subtitle: '#88aaff',
danger: '#ff3344',
success: '#00ff66',
};
const Renderer = {
canvas: null,
ctx: null,
init() {
this.canvas = document.getElementById('game');
this.ctx = this.canvas.getContext('2d');
this.ctx.imageSmoothingEnabled = false;
},
resize(cols, rows) {
this.canvas.width = cols * TILE_SIZE;
this.canvas.height = rows * TILE_SIZE + 40; // +40 für HUD
this.ctx.imageSmoothingEnabled = false;
},
_lastCanvasW: 0,
_lastCanvasH: 0,
// Wird vom Renderer aufgerufen wenn Canvas-Größe sich ändert
_checkRefit() {
if (this.canvas.width !== this._lastCanvasW || this.canvas.height !== this._lastCanvasH) {
this._lastCanvasW = this.canvas.width;
this._lastCanvasH = this.canvas.height;
this.ctx.imageSmoothingEnabled = false;
Game.fitCanvas();
}
},
clear() {
this.ctx.fillStyle = COLORS.bg;
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
},
// --- Wand-Tile mit Brick-Muster ---
drawWall(col, row) {
const x = col * TILE_SIZE;
const y = row * TILE_SIZE;
const ctx = this.ctx;
// Basis
ctx.fillStyle = COLORS.wall;
ctx.fillRect(x, y, TILE_SIZE, TILE_SIZE);
// Brick-Linien
ctx.fillStyle = COLORS.wallDark;
// Horizontale Fugen
ctx.fillRect(x, y + 7, TILE_SIZE, 2);
ctx.fillRect(x, y + 17, TILE_SIZE, 2);
ctx.fillRect(x, y + 27, TILE_SIZE, 2);
// Vertikale Fugen (versetzt)
ctx.fillRect(x + 15, y, 2, 8);
ctx.fillRect(x + 7, y + 8, 2, 10);
ctx.fillRect(x + 23, y + 8, 2, 10);
ctx.fillRect(x + 15, y + 18, 2, 10);
ctx.fillRect(x + 7, y + 28, 2, 4);
ctx.fillRect(x + 23, y + 28, 2, 4);
// Highlight oben-links
ctx.fillStyle = COLORS.wallLight;
ctx.fillRect(x, y, TILE_SIZE, 1);
ctx.fillRect(x, y, 1, TILE_SIZE);
},
// --- Weg-Tile ---
drawPath(col, row) {
const x = col * TILE_SIZE;
const y = row * TILE_SIZE;
this.ctx.fillStyle = COLORS.path;
this.ctx.fillRect(x, y, TILE_SIZE, TILE_SIZE);
// Subtile Punkte für Textur
this.ctx.fillStyle = '#111122';
if ((col + row) % 3 === 0) {
this.ctx.fillRect(x + 14, y + 14, 4, 4);
}
},
// --- Ausgang mit pulsierendem Leuchten ---
drawExit(col, row, time) {
const x = col * TILE_SIZE;
const y = row * TILE_SIZE;
const ctx = this.ctx;
const pulse = 0.5 + 0.5 * Math.sin(time * 4);
// Boden
ctx.fillStyle = COLORS.path;
ctx.fillRect(x, y, TILE_SIZE, TILE_SIZE);
// Glow-Effekt
const glowSize = 2 + pulse * 3;
ctx.fillStyle = `rgba(0, 255, 100, ${0.15 + pulse * 0.1})`;
ctx.fillRect(x - glowSize, y - glowSize, TILE_SIZE + glowSize * 2, TILE_SIZE + glowSize * 2);
// Tür/Ausgang-Symbol
ctx.fillStyle = COLORS.exit;
ctx.fillRect(x + 4, y + 2, 24, 28);
ctx.fillStyle = COLORS.path;
ctx.fillRect(x + 8, y + 6, 16, 20);
ctx.fillStyle = COLORS.exit;
// Türgriff
ctx.fillRect(x + 20, y + 14, 3, 3);
// Pfeil
ctx.fillStyle = `rgba(0, 255, 100, ${0.5 + pulse * 0.5})`;
ctx.fillRect(x + 12, y + 10, 8, 4);
ctx.fillRect(x + 14, y + 8, 4, 2);
ctx.fillRect(x + 14, y + 14, 4, 2);
},
// --- Spieler zeichnen ---
drawPlayer(px, py, direction, frame, time) {
const ctx = this.ctx;
const x = px * TILE_SIZE;
const y = py * TILE_SIZE;
const bobY = Math.sin(time * 8) * 1.5 * (frame % 2); // Walk-Bob
// Körper (gelber Kreis-artiger Blob)
ctx.fillStyle = COLORS.playerBody;
ctx.fillRect(x + 6, y + 6 + bobY, 20, 20);
ctx.fillRect(x + 4, y + 8 + bobY, 24, 16);
ctx.fillRect(x + 8, y + 4 + bobY, 16, 24);
// Highlight
ctx.fillStyle = '#ffdd44';
ctx.fillRect(x + 8, y + 6 + bobY, 6, 4);
// Augen (Richtungsabhängig)
let eyeOffX = 0, eyeOffY = 0;
if (direction === 'left') eyeOffX = -2;
if (direction === 'right') eyeOffX = 2;
if (direction === 'up') eyeOffY = -2;
if (direction === 'down') eyeOffY = 2;
// Linkes Auge
ctx.fillStyle = COLORS.playerEye;
ctx.fillRect(x + 10 + eyeOffX, y + 12 + bobY + eyeOffY, 5, 5);
ctx.fillStyle = COLORS.playerPupil;
ctx.fillRect(x + 12 + eyeOffX, y + 14 + bobY + eyeOffY, 2, 2);
// Rechtes Auge
ctx.fillStyle = COLORS.playerEye;
ctx.fillRect(x + 18 + eyeOffX, y + 12 + bobY + eyeOffY, 5, 5);
ctx.fillStyle = COLORS.playerPupil;
ctx.fillRect(x + 20 + eyeOffX, y + 14 + bobY + eyeOffY, 2, 2);
// Mund
ctx.fillStyle = COLORS.playerPupil;
ctx.fillRect(x + 13, y + 20 + bobY, 6, 2);
},
// --- Monster zeichnen ---
drawMonster(px, py, frame, time) {
const ctx = this.ctx;
const x = px * TILE_SIZE;
const y = py * TILE_SIZE;
const bob = Math.sin(time * 6) * 1;
// Körper (roter Geist)
ctx.fillStyle = COLORS.monsterBody;
ctx.fillRect(x + 4, y + 4 + bob, 24, 22);
ctx.fillRect(x + 6, y + 2 + bob, 20, 26);
ctx.fillRect(x + 8, y + 0 + bob, 16, 28);
// Wellenförmiger unterer Rand
const wave = frame % 2;
ctx.fillStyle = COLORS.monsterBody;
ctx.fillRect(x + 4, y + 24 + bob, 6, 4 + wave * 2);
ctx.fillRect(x + 14, y + 24 + bob, 6, 4 + wave * 2);
ctx.fillRect(x + 9, y + 24 + bob, 6, 4 + (1 - wave) * 2);
ctx.fillRect(x + 19, y + 24 + bob, 6, 4 + (1 - wave) * 2);
// Dunklere Schattierung
ctx.fillStyle = COLORS.monsterDark;
ctx.fillRect(x + 4, y + 18 + bob, 2, 8);
ctx.fillRect(x + 26, y + 18 + bob, 2, 8);
// Augen
ctx.fillStyle = COLORS.monsterEye;
ctx.fillRect(x + 8, y + 8 + bob, 7, 8);
ctx.fillRect(x + 18, y + 8 + bob, 7, 8);
ctx.fillStyle = COLORS.monsterPupil;
ctx.fillRect(x + 11, y + 11 + bob, 3, 4);
ctx.fillRect(x + 21, y + 11 + bob, 3, 4);
},
// --- Grid zeichnen ---
drawGrid(grid, time) {
for (let r = 0; r < grid.length; r++) {
for (let c = 0; c < grid[r].length; c++) {
const tile = grid[r][c];
if (tile === 1) {
this.drawWall(c, r);
} else if (tile === 3) {
this.drawExit(c, r, time);
} else {
this.drawPath(c, r);
}
}
}
},
// --- HUD ---
drawHUD(level, time, monsterSpeed) {
const ctx = this.ctx;
const y = this.canvas.height - 36;
ctx.fillStyle = '#111122';
ctx.fillRect(0, y - 4, this.canvas.width, 40);
ctx.font = '10px "Press Start 2P", monospace';
// Level
ctx.fillStyle = COLORS.title;
ctx.fillText(`LEVEL ${level}`, 10, y + 14);
// Timer
const mins = Math.floor(time / 60);
const secs = Math.floor(time % 60);
const timeStr = `${mins}:${secs.toString().padStart(2, '0')}`;
ctx.fillStyle = COLORS.hud;
ctx.fillText(`ZEIT ${timeStr}`, this.canvas.width / 2 - 50, y + 14);
// Monster-Speed-Anzeige (Gefahr)
const danger = Math.min(monsterSpeed / 8, 1);
ctx.fillStyle = danger > 0.6 ? COLORS.danger : COLORS.subtitle;
const bars = Math.ceil(danger * 5);
ctx.fillText(`GEFAHR ${'!'.repeat(bars)}`, this.canvas.width - 160, y + 14);
},
// --- Screens ---
drawMenuScreen() {
const ctx = this.ctx;
this.canvas.width = 480;
this.canvas.height = 400;
this._checkRefit();
this.clear();
ctx.font = '28px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.title;
ctx.textAlign = 'center';
ctx.fillText('LABYRINTH', 240, 120);
ctx.font = '10px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.subtitle;
ctx.fillText('Finde den Ausgang!', 240, 170);
ctx.fillText('Aber pass auf das Monster auf...', 240, 195);
// Monster-Preview
this.drawMonster(7, 7.5, 0, performance.now() / 1000);
ctx.font = '12px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.hud;
const blink = Math.sin(performance.now() / 400) > 0;
if (blink) {
ctx.fillText(Game.isMobile ? 'TIPPEN zum Starten' : 'ENTER zum Starten', 240, 330);
}
ctx.font = '8px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.hudShadow;
ctx.fillText(Game.isMobile ? 'Wischen oder D-Pad zum Bewegen' : 'Pfeiltasten / WASD zum Bewegen', 240, 365);
ctx.textAlign = 'left';
},
drawGameOverScreen(level, time) {
const ctx = this.ctx;
ctx.fillStyle = 'rgba(15, 15, 35, 0.85)';
ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
ctx.textAlign = 'center';
const cx = this.canvas.width / 2;
ctx.font = '24px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.danger;
ctx.fillText('GEFANGEN!', cx, this.canvas.height / 2 - 30);
ctx.font = '10px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.hud;
ctx.fillText(`Level ${level}`, cx, this.canvas.height / 2 + 10);
const blink = Math.sin(performance.now() / 400) > 0;
if (blink) {
ctx.fillStyle = COLORS.subtitle;
ctx.fillText(Game.isMobile ? 'TIPPEN zum Neustarten' : 'ENTER zum Neustarten', cx, this.canvas.height / 2 + 50);
}
ctx.textAlign = 'left';
},
drawLevelCompleteScreen(level) {
const ctx = this.ctx;
ctx.fillStyle = 'rgba(15, 15, 35, 0.85)';
ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
ctx.textAlign = 'center';
const cx = this.canvas.width / 2;
ctx.font = '20px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.success;
ctx.fillText('ENTKOMMEN!', cx, this.canvas.height / 2 - 20);
ctx.font = '10px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.hud;
ctx.fillText(`Level ${level} geschafft!`, cx, this.canvas.height / 2 + 15);
const blink = Math.sin(performance.now() / 400) > 0;
if (blink) {
ctx.fillStyle = COLORS.subtitle;
ctx.fillText(Game.isMobile ? 'TIPPEN f\u00fcr n\u00e4chstes Level' : 'ENTER f\u00fcr n\u00e4chstes Level', cx, this.canvas.height / 2 + 50);
}
ctx.textAlign = 'left';
},
drawWinScreen(totalTime) {
const ctx = this.ctx;
this.canvas.width = 480;
this.canvas.height = 400;
this._checkRefit();
this.clear();
ctx.textAlign = 'center';
ctx.font = '18px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.title;
ctx.fillText('DU HAST', 240, 120);
ctx.fillText('GEWONNEN!', 240, 155);
ctx.font = '10px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.success;
ctx.fillText('Alle Level geschafft!', 240, 200);
const mins = Math.floor(totalTime / 60);
const secs = Math.floor(totalTime % 60);
ctx.fillStyle = COLORS.hud;
ctx.fillText(`Gesamtzeit: ${mins}:${secs.toString().padStart(2, '0')}`, 240, 240);
const blink = Math.sin(performance.now() / 400) > 0;
if (blink) {
ctx.font = '12px "Press Start 2P", monospace';
ctx.fillStyle = COLORS.subtitle;
ctx.fillText(Game.isMobile ? 'TIPPEN zum Neustart' : 'ENTER zum Neustart', 240, 310);
}
ctx.textAlign = 'left';
}
};

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// Hilfsfunktionen
const Utils = {
// Prüft ob eine Tile-Position begehbar ist
isWalkable(grid, col, row) {
if (row < 0 || row >= grid.length || col < 0 || col >= grid[0].length) return false;
return grid[row][col] !== 1;
},
// BFS Pathfinding — findet kürzesten Pfad von start zu target
bfs(grid, startCol, startRow, targetCol, targetRow) {
const rows = grid.length;
const cols = grid[0].length;
const visited = Array.from({ length: rows }, () => Array(cols).fill(false));
const queue = [{ col: startCol, row: startRow, path: [] }];
visited[startRow][startCol] = true;
const directions = [
{ dc: 0, dr: -1 }, // hoch
{ dc: 0, dr: 1 }, // runter
{ dc: -1, dr: 0 }, // links
{ dc: 1, dr: 0 }, // rechts
];
while (queue.length > 0) {
const current = queue.shift();
if (current.col === targetCol && current.row === targetRow) {
return current.path;
}
for (const dir of directions) {
const nc = current.col + dir.dc;
const nr = current.row + dir.dr;
if (nr >= 0 && nr < rows && nc >= 0 && nc < cols && !visited[nr][nc] && grid[nr][nc] !== 1) {
visited[nr][nc] = true;
queue.push({
col: nc,
row: nr,
path: [...current.path, { col: nc, row: nr }]
});
}
}
}
return []; // Kein Pfad gefunden
},
// Finde Position eines bestimmten Tile-Typs im Grid
findTile(grid, type) {
for (let r = 0; r < grid.length; r++) {
for (let c = 0; c < grid[r].length; c++) {
if (grid[r][c] === type) return { col: c, row: r };
}
}
return null;
},
// Manhattan-Distanz
distance(c1, r1, c2, r2) {
return Math.abs(c1 - c2) + Math.abs(r1 - r2);
},
// Lineare Interpolation
lerp(a, b, t) {
return a + (b - a) * t;
}
};