Contains game-jumpnrun and game-labyrinth projects. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
1022 lines
32 KiB
HTML
1022 lines
32 KiB
HTML
<!DOCTYPE html>
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<html lang="de">
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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, maximum-scale=1.0, user-scalable=no">
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<title>LABYRINTH</title>
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<style>
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@import url('https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap');
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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background: #0f0f23;
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display: flex;
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flex-direction: column;
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justify-content: center;
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align-items: center;
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min-height: 100vh;
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min-height: 100dvh;
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font-family: 'Press Start 2P', monospace;
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overflow: hidden;
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touch-action: none;
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-webkit-touch-callout: none;
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-webkit-user-select: none;
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user-select: none;
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}
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canvas {
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image-rendering: pixelated;
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image-rendering: crisp-edges;
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border: 4px solid #333;
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box-shadow: 0 0 30px rgba(0, 255, 100, 0.15);
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}
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/* D-Pad für Mobile */
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#dpad {
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display: none;
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position: fixed;
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bottom: 20px;
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left: 50%;
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transform: translateX(-50%);
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width: 160px;
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height: 160px;
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z-index: 10;
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}
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.dpad-btn {
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position: absolute;
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width: 52px;
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height: 52px;
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background: rgba(255, 255, 255, 0.12);
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border: 2px solid rgba(255, 255, 255, 0.25);
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border-radius: 10px;
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color: rgba(255, 255, 255, 0.7);
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font-size: 22px;
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display: flex;
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justify-content: center;
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align-items: center;
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-webkit-tap-highlight-color: transparent;
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cursor: pointer;
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}
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.dpad-btn:active {
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background: rgba(255, 204, 0, 0.35);
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border-color: rgba(255, 204, 0, 0.6);
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}
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#dpad-up { top: 0; left: 50%; transform: translateX(-50%); }
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#dpad-down { bottom: 0; left: 50%; transform: translateX(-50%); }
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#dpad-left { top: 50%; left: 0; transform: translateY(-50%); }
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#dpad-right { top: 50%; right: 0; transform: translateY(-50%); }
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@media (pointer: coarse) {
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#dpad { display: block; }
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}
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</style>
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</head>
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<body>
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<canvas id="game"></canvas>
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<div id="dpad">
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<button class="dpad-btn" id="dpad-up">▲</button>
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<button class="dpad-btn" id="dpad-down">▼</button>
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<button class="dpad-btn" id="dpad-left">◀</button>
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<button class="dpad-btn" id="dpad-right">▶</button>
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</div>
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<script>
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// === LEVELS ===
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// 0 = Weg, 1 = Wand, 2 = Spieler-Start, 3 = Ausgang, 4 = Monster-Start
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const LEVELS = [
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// Level 1: Klein (15x11) — Einfach
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{
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name: "Die Flucht beginnt",
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monsterSpeed: 3,
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speedIncrease: 0.15,
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maxMonsterSpeed: 5,
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grid: [
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[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
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[1,2,0,0,1,0,0,0,0,0,1,0,0,0,1],
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[1,0,1,0,1,0,1,1,1,0,1,0,1,0,1],
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[1,0,1,0,0,0,0,0,1,0,0,0,1,0,1],
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[1,0,1,1,1,1,1,0,1,0,1,1,1,0,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,0,1,1,1,0,1,1,1,0,1,1,1,0,1],
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[1,0,1,0,0,0,1,4,1,0,0,0,1,0,1],
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[1,0,1,0,1,0,1,0,1,0,1,0,1,0,1],
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[1,0,0,0,1,0,0,0,0,0,1,0,0,3,1],
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[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
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]
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},
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// Level 2: Mittel (21x15) — Komplexer
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{
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name: "Tiefer ins Dunkel",
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monsterSpeed: 3.5,
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speedIncrease: 0.2,
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maxMonsterSpeed: 6,
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grid: [
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[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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[1,2,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1],
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[1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1],
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[1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1],
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[1,0,1,1,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1],
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[1,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,1,0,0,0,1],
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[1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1],
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[1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1],
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[1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,0,1],
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[1,0,1,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,1,0,1],
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[1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1],
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[1,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,3,1],
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[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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]
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},
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// Level 3: Groß (27x19) — Schwer, viele Sackgassen
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{
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name: "Das letzte Labyrinth",
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monsterSpeed: 4,
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speedIncrease: 0.25,
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maxMonsterSpeed: 7.5,
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grid: [
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[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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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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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]
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}
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];
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// === UTILS ===
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const Utils = {
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isWalkable(grid, col, row) {
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if (row < 0 || row >= grid.length || col < 0 || col >= grid[0].length) return false;
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return grid[row][col] !== 1;
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},
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bfs(grid, startCol, startRow, targetCol, targetRow) {
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const rows = grid.length;
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const cols = grid[0].length;
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const visited = Array.from({ length: rows }, () => Array(cols).fill(false));
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const queue = [{ col: startCol, row: startRow, path: [] }];
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visited[startRow][startCol] = true;
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const directions = [
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{ dc: 0, dr: -1 },
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{ dc: 0, dr: 1 },
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{ dc: -1, dr: 0 },
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{ dc: 1, dr: 0 },
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];
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while (queue.length > 0) {
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const current = queue.shift();
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if (current.col === targetCol && current.row === targetRow) {
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return current.path;
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}
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for (const dir of directions) {
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const nc = current.col + dir.dc;
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const nr = current.row + dir.dr;
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if (nr >= 0 && nr < rows && nc >= 0 && nc < cols && !visited[nr][nc] && grid[nr][nc] !== 1) {
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visited[nr][nc] = true;
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queue.push({
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col: nc,
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row: nr,
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path: [...current.path, { col: nc, row: nr }]
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});
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}
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}
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}
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return [];
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},
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findTile(grid, type) {
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for (let r = 0; r < grid.length; r++) {
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for (let c = 0; c < grid[r].length; c++) {
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if (grid[r][c] === type) return { col: c, row: r };
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}
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}
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return null;
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},
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distance(c1, r1, c2, r2) {
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return Math.abs(c1 - c2) + Math.abs(r1 - r2);
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},
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lerp(a, b, t) {
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return a + (b - a) * t;
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}
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};
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// === RENDERER ===
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const TILE_SIZE = 32;
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const COLORS = {
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bg: '#0f0f23',
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wall: '#1a1a4e',
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wallLight: '#2a2a6e',
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wallDark: '#10103a',
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path: '#0a0a1a',
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exit: '#00ff66',
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exitGlow: '#00cc55',
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playerBody: '#ffcc00',
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playerEye: '#ffffff',
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playerPupil:'#222222',
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monsterBody:'#ff3344',
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monsterEye: '#ffffff',
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monsterPupil:'#000000',
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monsterDark:'#cc1122',
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hud: '#ffffff',
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hudShadow: '#333355',
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title: '#ffcc00',
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subtitle: '#88aaff',
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danger: '#ff3344',
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success: '#00ff66',
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};
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const Renderer = {
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canvas: null,
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ctx: null,
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init() {
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this.canvas = document.getElementById('game');
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this.ctx = this.canvas.getContext('2d');
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this.ctx.imageSmoothingEnabled = false;
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},
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resize(cols, rows) {
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this.canvas.width = cols * TILE_SIZE;
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this.canvas.height = rows * TILE_SIZE + 40;
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this.ctx.imageSmoothingEnabled = false;
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},
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_lastCanvasW: 0,
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_lastCanvasH: 0,
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_checkRefit() {
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if (this.canvas.width !== this._lastCanvasW || this.canvas.height !== this._lastCanvasH) {
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this._lastCanvasW = this.canvas.width;
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this._lastCanvasH = this.canvas.height;
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this.ctx.imageSmoothingEnabled = false;
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Game.fitCanvas();
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}
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},
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clear() {
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this.ctx.fillStyle = COLORS.bg;
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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},
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drawWall(col, row) {
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const x = col * TILE_SIZE;
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const y = row * TILE_SIZE;
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const ctx = this.ctx;
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ctx.fillStyle = COLORS.wall;
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ctx.fillRect(x, y, TILE_SIZE, TILE_SIZE);
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ctx.fillStyle = COLORS.wallDark;
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ctx.fillRect(x, y + 7, TILE_SIZE, 2);
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ctx.fillRect(x, y + 17, TILE_SIZE, 2);
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ctx.fillRect(x, y + 27, TILE_SIZE, 2);
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ctx.fillRect(x + 15, y, 2, 8);
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ctx.fillRect(x + 7, y + 8, 2, 10);
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ctx.fillRect(x + 23, y + 8, 2, 10);
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ctx.fillRect(x + 15, y + 18, 2, 10);
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ctx.fillRect(x + 7, y + 28, 2, 4);
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ctx.fillRect(x + 23, y + 28, 2, 4);
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ctx.fillStyle = COLORS.wallLight;
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ctx.fillRect(x, y, TILE_SIZE, 1);
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ctx.fillRect(x, y, 1, TILE_SIZE);
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},
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drawPath(col, row) {
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const x = col * TILE_SIZE;
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const y = row * TILE_SIZE;
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this.ctx.fillStyle = COLORS.path;
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this.ctx.fillRect(x, y, TILE_SIZE, TILE_SIZE);
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this.ctx.fillStyle = '#111122';
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if ((col + row) % 3 === 0) {
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this.ctx.fillRect(x + 14, y + 14, 4, 4);
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}
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},
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drawExit(col, row, time) {
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const x = col * TILE_SIZE;
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const y = row * TILE_SIZE;
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const ctx = this.ctx;
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const pulse = 0.5 + 0.5 * Math.sin(time * 4);
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ctx.fillStyle = COLORS.path;
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ctx.fillRect(x, y, TILE_SIZE, TILE_SIZE);
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const glowSize = 2 + pulse * 3;
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ctx.fillStyle = `rgba(0, 255, 100, ${0.15 + pulse * 0.1})`;
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ctx.fillRect(x - glowSize, y - glowSize, TILE_SIZE + glowSize * 2, TILE_SIZE + glowSize * 2);
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ctx.fillStyle = COLORS.exit;
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ctx.fillRect(x + 4, y + 2, 24, 28);
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ctx.fillStyle = COLORS.path;
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ctx.fillRect(x + 8, y + 6, 16, 20);
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ctx.fillStyle = COLORS.exit;
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ctx.fillRect(x + 20, y + 14, 3, 3);
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ctx.fillStyle = `rgba(0, 255, 100, ${0.5 + pulse * 0.5})`;
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ctx.fillRect(x + 12, y + 10, 8, 4);
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ctx.fillRect(x + 14, y + 8, 4, 2);
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ctx.fillRect(x + 14, y + 14, 4, 2);
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},
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drawPlayer(px, py, direction, frame, time) {
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const ctx = this.ctx;
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const x = px * TILE_SIZE;
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const y = py * TILE_SIZE;
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const bobY = Math.sin(time * 8) * 1.5 * (frame % 2);
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ctx.fillStyle = COLORS.playerBody;
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ctx.fillRect(x + 6, y + 6 + bobY, 20, 20);
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ctx.fillRect(x + 4, y + 8 + bobY, 24, 16);
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ctx.fillRect(x + 8, y + 4 + bobY, 16, 24);
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ctx.fillStyle = '#ffdd44';
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ctx.fillRect(x + 8, y + 6 + bobY, 6, 4);
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let eyeOffX = 0, eyeOffY = 0;
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if (direction === 'left') eyeOffX = -2;
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if (direction === 'right') eyeOffX = 2;
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if (direction === 'up') eyeOffY = -2;
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if (direction === 'down') eyeOffY = 2;
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ctx.fillStyle = COLORS.playerEye;
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ctx.fillRect(x + 10 + eyeOffX, y + 12 + bobY + eyeOffY, 5, 5);
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ctx.fillStyle = COLORS.playerPupil;
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ctx.fillRect(x + 12 + eyeOffX, y + 14 + bobY + eyeOffY, 2, 2);
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ctx.fillStyle = COLORS.playerEye;
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ctx.fillRect(x + 18 + eyeOffX, y + 12 + bobY + eyeOffY, 5, 5);
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ctx.fillStyle = COLORS.playerPupil;
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ctx.fillRect(x + 20 + eyeOffX, y + 14 + bobY + eyeOffY, 2, 2);
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ctx.fillStyle = COLORS.playerPupil;
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ctx.fillRect(x + 13, y + 20 + bobY, 6, 2);
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},
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drawMonster(px, py, frame, time) {
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const ctx = this.ctx;
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const x = px * TILE_SIZE;
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const y = py * TILE_SIZE;
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const bob = Math.sin(time * 6) * 1;
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ctx.fillStyle = COLORS.monsterBody;
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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);
|
|
|
|
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);
|
|
|
|
ctx.fillStyle = COLORS.monsterDark;
|
|
ctx.fillRect(x + 4, y + 18 + bob, 2, 8);
|
|
ctx.fillRect(x + 26, y + 18 + bob, 2, 8);
|
|
|
|
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);
|
|
},
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
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';
|
|
|
|
ctx.fillStyle = COLORS.title;
|
|
ctx.fillText(`LEVEL ${level}`, 10, y + 14);
|
|
|
|
const mins = Math.floor(time / 60);
|
|
const secs = Math.floor(time % 60);
|
|
const timeStr = `${mins}:${secs.toString().padStart(2, '0')}`;
|
|
ctx.fillStyle = COLORS.hud;
|
|
ctx.fillText(`ZEIT ${timeStr}`, this.canvas.width / 2 - 50, y + 14);
|
|
|
|
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);
|
|
},
|
|
|
|
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);
|
|
|
|
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';
|
|
}
|
|
};
|
|
|
|
// === PLAYER ===
|
|
|
|
const Player = {
|
|
col: 0,
|
|
row: 0,
|
|
targetCol: 0,
|
|
targetRow: 0,
|
|
visualX: 0,
|
|
visualY: 0,
|
|
direction: 'right',
|
|
moving: false,
|
|
moveProgress: 0,
|
|
moveSpeed: 6,
|
|
animFrame: 0,
|
|
animTimer: 0,
|
|
inputQueue: null,
|
|
|
|
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) {
|
|
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;
|
|
|
|
this.tryMove(grid);
|
|
}
|
|
|
|
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);
|
|
}
|
|
};
|
|
|
|
// === MONSTER ===
|
|
|
|
const Monster = {
|
|
col: 0,
|
|
row: 0,
|
|
targetCol: 0,
|
|
targetRow: 0,
|
|
visualX: 0,
|
|
visualY: 0,
|
|
speed: 3,
|
|
baseSpeed: 3,
|
|
maxSpeed: 5,
|
|
speedIncrease: 0.15,
|
|
moving: false,
|
|
moveProgress: 0,
|
|
path: [],
|
|
pathRecalcTimer: 0,
|
|
pathRecalcInterval: 0.3,
|
|
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) {
|
|
this.speed = Math.min(
|
|
this.baseSpeed + this.speedIncrease * elapsedTime,
|
|
this.maxSpeed
|
|
);
|
|
|
|
this.animTimer += dt;
|
|
if (this.animTimer > 0.2) {
|
|
this.animFrame = (this.animFrame + 1) % 2;
|
|
this.animTimer = 0;
|
|
}
|
|
|
|
this.pathRecalcTimer += dt;
|
|
if (this.pathRecalcTimer >= this.pathRecalcInterval) {
|
|
this.pathRecalcTimer = 0;
|
|
this.recalcPath(grid, playerCol, playerRow);
|
|
}
|
|
|
|
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;
|
|
|
|
if (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.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;
|
|
}
|
|
},
|
|
|
|
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);
|
|
}
|
|
};
|
|
|
|
// === GAME ===
|
|
|
|
const Game = {
|
|
state: 'menu',
|
|
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);
|
|
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) {
|
|
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);
|
|
});
|
|
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];
|
|
this.grid = level.grid.map(row => [...row]);
|
|
|
|
const cols = this.grid[0].length;
|
|
const rows = this.grid.length;
|
|
Renderer.resize(cols, rows);
|
|
this.fitCanvas();
|
|
|
|
const playerStart = Utils.findTile(this.grid, 2);
|
|
Player.init(playerStart.col, playerStart.row);
|
|
|
|
const monsterStart = Utils.findTile(this.grid, 4);
|
|
Monster.init(monsterStart.col, monsterStart.row, level.monsterSpeed, level.speedIncrease, level.maxMonsterSpeed);
|
|
|
|
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() {
|
|
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);
|
|
this.lastTime = now;
|
|
|
|
this.update(dt);
|
|
this.draw(now);
|
|
|
|
requestAnimationFrame(() => this.loop());
|
|
}
|
|
};
|
|
|
|
// Start!
|
|
Game.init();
|
|
</script>
|
|
</body>
|
|
</html>
|