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2025-07-12 14:01:11 +02:00
commit 1b501c3017
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Zombie Survival Shooter</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
background: linear-gradient(135deg, #1a1a1a 0%, #2d2d30 100%);
font-family: 'Courier New', monospace;
overflow: hidden;
height: 100vh;
width: 100vw;
}
canvas {
display: block;
background: linear-gradient(45deg, #3a3a3a 0%, #4a4a4a 100%);
image-rendering: pixelated;
image-rendering: -moz-crisp-edges;
image-rendering: crisp-edges;
width: 100vw;
height: 100vh;
}
.ui {
position: fixed;
top: 20px;
left: 20px;
color: white;
font-size: 18px;
z-index: 10;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);
}
.weapon-info {
background: linear-gradient(135deg, rgba(0, 0, 0, 0.8) 0%, rgba(20, 20, 20, 0.9) 100%);
padding: 15px 20px;
border-radius: 10px;
border: 2px solid rgba(255, 255, 255, 0.1);
box-shadow: 0 4px 15px rgba(0, 0, 0, 0.5);
backdrop-filter: blur(5px);
}
.weapon-info div {
margin: 5px 0;
font-weight: bold;
}
.weapon-info span {
color: #00ff88;
text-shadow: 0 0 10px rgba(0, 255, 136, 0.5);
}
#score {
color: #ffaa00 !important;
text-shadow: 0 0 10px rgba(255, 170, 0, 0.5) !important;
}
#health {
color: #ff4444 !important;
text-shadow: 0 0 10px rgba(255, 68, 68, 0.5) !important;
}
</style>
</head>
<body>
<canvas id="gameCanvas"></canvas>
<div class="ui">
<div class="weapon-info">
<div>Weapon: <span id="weaponName">Pistol</span></div>
<div>Ammo: <span id="ammoCount"></span></div>
<div>Health: <span id="health">100</span></div>
<div>Score: <span id="score">0</span></div>
</div>
</div>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Make canvas fullscreen
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
// Game state
const game = {
player: null,
zombies: [],
bullets: [],
weapons: [],
weaponDrops: [],
score: 0,
keys: {},
mouse: { x: 0, y: 0, down: false },
map: null,
camera: { x: 0, y: 0 },
tileSize: 32,
mapWidth: 50,
mapHeight: 40
};
// Sprite loader
const sprites = {};
const spriteList = [
'main-character.png',
'zombie.png', 'zombie2.png', 'zombie3.png', 'zombie4.png',
'pistol.png', 'shotgun.png', 'burst-rifle.png', 'machine-gun.png',
'bullet.png', 'bullet-shotgun.png',
'zombie-dead.png'
];
let spritesLoaded = 0;
function loadSprites() {
spriteList.forEach(spriteName => {
const img = new Image();
img.onload = () => {
spritesLoaded++;
if (spritesLoaded === spriteList.length) {
initGame();
}
};
img.src = spriteName;
sprites[spriteName] = img;
});
}
// Weapon definitions
const weaponTypes = {
pistol: {
name: 'Pistol',
ammo: Infinity,
damage: 25,
fireRate: 300,
spread: 0,
bulletsPerShot: 1,
range: 400,
autoFire: false,
burstCount: 1,
sprite: 'pistol.png'
},
shotgun: {
name: 'Shotgun',
ammo: 8,
damage: 40,
fireRate: 800,
spread: 0.5,
bulletsPerShot: 5,
range: 200,
autoFire: false,
burstCount: 1,
sprite: 'shotgun.png'
},
burstRifle: {
name: 'Burst Rifle',
ammo: 30,
damage: 55,
fireRate: 100,
spread: 0.1,
bulletsPerShot: 1,
range: 350,
autoFire: false,
burstCount: 3,
sprite: 'burst-rifle.png'
},
machineGun: {
name: 'Machine Gun',
ammo: 50,
damage: 45,
fireRate: 100,
spread: 0.2,
bulletsPerShot: 1,
range: 300,
autoFire: true,
burstCount: 1,
sprite: 'machine-gun.png'
}
};
// Tile system
const TILE_TYPES = {
FLOOR: 0,
WALL: 1,
BUILDING: 2,
ROAD: 3
};
function createTileSVG(type, size = 32) {
const svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
svg.setAttribute('width', size);
svg.setAttribute('height', size);
svg.setAttribute('viewBox', `0 0 ${size} ${size}`);
switch(type) {
case TILE_TYPES.FLOOR:
// Concrete floor with texture
svg.innerHTML = `
<rect width="${size}" height="${size}" fill="#4a4a4a"/>
<rect x="0" y="0" width="16" height="16" fill="#525252"/>
<rect x="16" y="16" width="16" height="16" fill="#525252"/>
<rect x="2" y="2" width="2" height="2" fill="#3a3a3a"/>
<rect x="28" y="6" width="2" height="2" fill="#3a3a3a"/>
<rect x="8" y="24" width="2" height="2" fill="#3a3a3a"/>
<rect x="22" y="28" width="2" height="2" fill="#3a3a3a"/>
`;
break;
case TILE_TYPES.WALL:
// Brick wall
svg.innerHTML = `
<rect width="${size}" height="${size}" fill="#8B4513"/>
<rect x="0" y="0" width="16" height="8" fill="#A0522D" stroke="#654321" stroke-width="1"/>
<rect x="16" y="0" width="16" height="8" fill="#A0522D" stroke="#654321" stroke-width="1"/>
<rect x="8" y="8" width="16" height="8" fill="#A0522D" stroke="#654321" stroke-width="1"/>
<rect x="0" y="16" width="16" height="8" fill="#A0522D" stroke="#654321" stroke-width="1"/>
<rect x="16" y="16" width="16" height="8" fill="#A0522D" stroke="#654321" stroke-width="1"/>
<rect x="8" y="24" width="16" height="8" fill="#A0522D" stroke="#654321" stroke-width="1"/>
`;
break;
case TILE_TYPES.BUILDING:
// Building tile
svg.innerHTML = `
<rect width="${size}" height="${size}" fill="#2F4F4F"/>
<rect x="2" y="2" width="${size-4}" height="${size-4}" fill="#708090"/>
<rect x="6" y="6" width="8" height="8" fill="#4682B4"/>
<rect x="18" y="6" width="8" height="8" fill="#4682B4"/>
<rect x="6" y="18" width="8" height="8" fill="#4682B4"/>
<rect x="18" y="18" width="8" height="8" fill="#4682B4"/>
<rect x="7" y="7" width="2" height="2" fill="#87CEEB"/>
<rect x="11" y="7" width="2" height="2" fill="#87CEEB"/>
<rect x="19" y="7" width="2" height="2" fill="#87CEEB"/>
<rect x="23" y="7" width="2" height="2" fill="#87CEEB"/>
<rect x="7" y="19" width="2" height="2" fill="#87CEEB"/>
<rect x="11" y="19" width="2" height="2" fill="#87CEEB"/>
<rect x="19" y="19" width="2" height="2" fill="#87CEEB"/>
<rect x="23" y="19" width="2" height="2" fill="#87CEEB"/>
`;
break;
case TILE_TYPES.ROAD:
// Asphalt road
svg.innerHTML = `
<rect width="${size}" height="${size}" fill="#2F2F2F"/>
<rect x="0" y="14" width="${size}" height="4" fill="#FFFF00"/>
<rect x="4" y="4" width="2" height="2" fill="#1F1F1F"/>
<rect x="26" y="8" width="2" height="2" fill="#1F1F1F"/>
<rect x="12" y="22" width="2" height="2" fill="#1F1F1F"/>
<rect x="20" y="26" width="2" height="2" fill="#1F1F1F"/>
`;
break;
}
return svg;
}
function generateMap() {
const map = [];
for (let y = 0; y < game.mapHeight; y++) {
const row = [];
for (let x = 0; x < game.mapWidth; x++) {
// Border walls
if (x === 0 || x === game.mapWidth - 1 || y === 0 || y === game.mapHeight - 1) {
row.push(TILE_TYPES.WALL);
}
// Buildings in clusters
else if (Math.random() < 0.15 && x > 5 && x < game.mapWidth - 5 && y > 5 && y < game.mapHeight - 5) {
row.push(TILE_TYPES.BUILDING);
}
// Walls for structure
else if (Math.random() < 0.08) {
row.push(TILE_TYPES.WALL);
}
// Roads
else if ((x % 8 === 0 || y % 8 === 0) && Math.random() < 0.3) {
row.push(TILE_TYPES.ROAD);
}
// Default floor
else {
row.push(TILE_TYPES.FLOOR);
}
}
map.push(row);
}
// Ensure starting area is clear
const centerX = Math.floor(game.mapWidth / 2);
const centerY = Math.floor(game.mapHeight / 2);
for (let dy = -2; dy <= 2; dy++) {
for (let dx = -2; dx <= 2; dx++) {
if (centerX + dx >= 0 && centerX + dx < game.mapWidth &&
centerY + dy >= 0 && centerY + dy < game.mapHeight) {
map[centerY + dy][centerX + dx] = TILE_TYPES.FLOOR;
}
}
}
return map;
}
function renderTileToCanvas(type, x, y) {
const svg = createTileSVG(type, game.tileSize);
const svgData = new XMLSerializer().serializeToString(svg);
const img = new Image();
const blob = new Blob([svgData], {type: 'image/svg+xml'});
const url = URL.createObjectURL(blob);
img.onload = function() {
ctx.drawImage(img, x * game.tileSize, y * game.tileSize);
URL.revokeObjectURL(url);
};
img.src = url;
}
function isWalkable(tileType) {
return tileType === TILE_TYPES.FLOOR || tileType === TILE_TYPES.ROAD;
}
function getTileAt(x, y) {
const tileX = Math.floor(x / game.tileSize);
const tileY = Math.floor(y / game.tileSize);
if (tileX < 0 || tileX >= game.mapWidth || tileY < 0 || tileY >= game.mapHeight) {
return TILE_TYPES.WALL;
}
return game.map[tileY][tileX];
}
class Player {
constructor(x, y) {
this.x = x;
this.y = y;
this.width = 32;
this.height = 32;
this.speed = 3;
this.weapon = { ...weaponTypes.pistol };
this.lastShot = 0;
this.burstCount = 0;
this.burstTimer = 0;
this.health = 100;
this.maxHealth = 100;
this.lastDamage = 0;
}
update() {
// Movement with collision detection
let newX = this.x;
let newY = this.y;
if (game.keys['w'] || game.keys['W']) newY -= this.speed;
if (game.keys['s'] || game.keys['S']) newY += this.speed;
if (game.keys['a'] || game.keys['A']) newX -= this.speed;
if (game.keys['d'] || game.keys['D']) newX += this.speed;
// Check collision for X movement
if (isWalkable(getTileAt(newX - this.width/2, this.y)) &&
isWalkable(getTileAt(newX + this.width/2, this.y))) {
this.x = newX;
}
// Check collision for Y movement
if (isWalkable(getTileAt(this.x, newY - this.height/2)) &&
isWalkable(getTileAt(this.x, newY + this.height/2))) {
this.y = newY;
}
// Keep player in map bounds
this.x = Math.max(this.width/2, Math.min(game.mapWidth * game.tileSize - this.width/2, this.x));
this.y = Math.max(this.height/2, Math.min(game.mapHeight * game.tileSize - this.height/2, this.y));
// Shooting
const now = Date.now();
if (this.burstCount > 0 && now - this.burstTimer > this.weapon.fireRate) {
this.shoot();
this.burstCount--;
this.burstTimer = now;
} else if ((game.mouse.down && this.weapon.autoFire) || this.burstCount > 0) {
if (now - this.lastShot > this.weapon.fireRate) {
if (this.burstCount === 0) {
this.burstCount = this.weapon.burstCount;
this.burstTimer = now;
}
}
}
// Check weapon pickups
game.weaponDrops.forEach((drop, index) => {
const dx = this.x - drop.x;
const dy = this.y - drop.y;
if (Math.sqrt(dx * dx + dy * dy) < 30) {
this.weapon = { ...drop.weapon };
game.weaponDrops.splice(index, 1);
updateUI();
}
});
}
shoot() {
if (this.weapon.ammo <= 0) {
if (this.weapon.name !== 'Pistol') {
this.weapon = { ...weaponTypes.pistol };
updateUI();
}
return;
}
const dx = game.mouse.x - this.x;
const dy = game.mouse.y - this.y;
const angle = Math.atan2(dy, dx);
for (let i = 0; i < this.weapon.bulletsPerShot; i++) {
const spread = (Math.random() - 0.5) * this.weapon.spread;
const bulletAngle = angle + spread;
game.bullets.push(new Bullet(
this.x, this.y, bulletAngle, this.weapon.damage, this.weapon.range
));
}
if (this.weapon.ammo !== Infinity) {
this.weapon.ammo--;
}
this.lastShot = Date.now();
updateUI();
}
draw() {
ctx.drawImage(sprites['main-character.png'],
this.x - this.width/2 + game.camera.x, this.y - this.height/2 + game.camera.y, this.width, this.height);
}
}
class Zombie {
constructor(x, y) {
this.x = x;
this.y = y;
this.width = 32;
this.height = 32;
this.speed = 1 + Math.random() * 0.5;
this.hp = 50 + Math.random() * 50;
this.maxHp = this.hp;
this.sprite = ['zombie.png', 'zombie2.png', 'zombie3.png', 'zombie4.png'][Math.floor(Math.random() * 4)];
}
update() {
// Move towards player with collision detection
const dx = game.player.x - this.x;
const dy = game.player.y - this.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
let newX = this.x + (dx / distance) * this.speed;
let newY = this.y + (dy / distance) * this.speed;
// Check collision for X movement
if (isWalkable(getTileAt(newX - this.width/2, this.y)) &&
isWalkable(getTileAt(newX + this.width/2, this.y))) {
this.x = newX;
}
// Check collision for Y movement
if (isWalkable(getTileAt(this.x, newY - this.height/2)) &&
isWalkable(getTileAt(this.x, newY + this.height/2))) {
this.y = newY;
}
}
}
takeDamage(damage) {
this.hp -= damage;
return this.hp <= 0;
}
draw() {
const screenX = this.x + game.camera.x;
const screenY = this.y + game.camera.y;
ctx.drawImage(sprites[this.sprite],
screenX - this.width/2, screenY - this.height/2, this.width, this.height);
// Enhanced health bar
const barWidth = this.width + 4;
const barHeight = 6;
const healthPercent = this.hp / this.maxHp;
const barX = screenX - barWidth/2;
const barY = screenY - this.height/2 - 12;
// Health bar background (dark border)
ctx.fillStyle = 'rgba(0, 0, 0, 0.8)';
ctx.fillRect(barX - 1, barY - 1, barWidth + 2, barHeight + 2);
// Health bar background (red)
ctx.fillStyle = '#330000';
ctx.fillRect(barX, barY, barWidth, barHeight);
// Health bar foreground with gradient effect
const gradient = ctx.createLinearGradient(barX, barY, barX, barY + barHeight);
if (healthPercent > 0.6) {
gradient.addColorStop(0, '#00ff44');
gradient.addColorStop(1, '#00cc33');
} else if (healthPercent > 0.3) {
gradient.addColorStop(0, '#ffaa00');
gradient.addColorStop(1, '#ff8800');
} else {
gradient.addColorStop(0, '#ff4444');
gradient.addColorStop(1, '#cc0000');
}
ctx.fillStyle = gradient;
ctx.fillRect(barX, barY, barWidth * healthPercent, barHeight);
// Health bar highlight
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
ctx.fillRect(barX, barY, barWidth * healthPercent, 2);
}
}
class Bullet {
constructor(x, y, angle, damage, range) {
this.x = x;
this.y = y;
this.startX = x;
this.startY = y;
this.vx = Math.cos(angle) * 8;
this.vy = Math.sin(angle) * 8;
this.damage = damage;
this.range = range;
this.width = 4;
this.height = 4;
}
update() {
this.x += this.vx;
this.y += this.vy;
// Check range
const dx = this.x - this.startX;
const dy = this.y - this.startY;
if (Math.sqrt(dx * dx + dy * dy) > this.range) {
return false;
}
// Check bounds
if (this.x < 0 || this.x > canvas.width || this.y < 0 || this.y > canvas.height) {
return false;
}
return true;
}
draw() {
// Enhanced bullet with glow effect
ctx.shadowBlur = 10;
ctx.shadowColor = '#ffff00';
ctx.fillStyle = '#ffff44';
ctx.fillRect(this.x - 2 + game.camera.x, this.y - 2 + game.camera.y, 4, 4);
// Reset shadow
ctx.shadowBlur = 0;
}
}
class WeaponDrop {
constructor(x, y, weaponType) {
this.x = x;
this.y = y;
this.weapon = { ...weaponTypes[weaponType] };
this.sprite = this.weapon.sprite;
this.width = 24;
this.height = 24;
}
draw() {
// Weapon drop with pulsing glow effect
const time = Date.now() * 0.005;
const glowIntensity = (Math.sin(time) + 1) * 0.5;
ctx.shadowBlur = 15 + glowIntensity * 10;
ctx.shadowColor = '#00aaff';
ctx.drawImage(sprites[this.sprite],
this.x - this.width/2 + game.camera.x, this.y - this.height/2 + game.camera.y, this.width, this.height);
// Reset shadow
ctx.shadowBlur = 0;
}
}
function spawnZombie() {
const side = Math.floor(Math.random() * 4);
let x, y;
const mapPixelWidth = game.mapWidth * game.tileSize;
const mapPixelHeight = game.mapHeight * game.tileSize;
switch(side) {
case 0: // Top
x = Math.random() * mapPixelWidth;
y = -32;
break;
case 1: // Right
x = mapPixelWidth + 32;
y = Math.random() * mapPixelHeight;
break;
case 2: // Bottom
x = Math.random() * mapPixelWidth;
y = mapPixelHeight + 32;
break;
case 3: // Left
x = -32;
y = Math.random() * mapPixelHeight;
break;
}
game.zombies.push(new Zombie(x, y));
}
function checkCollisions() {
// Bullet-zombie collisions
for (let i = game.bullets.length - 1; i >= 0; i--) {
const bullet = game.bullets[i];
for (let j = game.zombies.length - 1; j >= 0; j--) {
const zombie = game.zombies[j];
const dx = bullet.x - zombie.x;
const dy = bullet.y - zombie.y;
if (Math.abs(dx) < zombie.width/2 && Math.abs(dy) < zombie.height/2) {
if (zombie.takeDamage(bullet.damage)) {
// Zombie died
game.score += 10;
// Random weapon drop (increased rate)
if (Math.random() < 0.4) {
const weaponKeys = Object.keys(weaponTypes);
const randomWeapon = weaponKeys[Math.floor(Math.random() * weaponKeys.length)];
if (randomWeapon !== 'pistol') {
game.weaponDrops.push(new WeaponDrop(zombie.x, zombie.y, randomWeapon));
}
}
game.zombies.splice(j, 1);
}
game.bullets.splice(i, 1);
break;
}
}
}
// Player-zombie collisions
const now = Date.now();
for (let i = game.zombies.length - 1; i >= 0; i--) {
const zombie = game.zombies[i];
const dx = game.player.x - zombie.x;
const dy = game.player.y - zombie.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < (game.player.width + zombie.width) / 2) {
// Damage player (once per second per zombie)
if (now - game.player.lastDamage > 1000) {
game.player.health -= 10;
game.player.lastDamage = now;
updateUI();
if (game.player.health <= 0) {
// Game over - restart
game.player.health = game.player.maxHealth;
game.player.x = canvas.width / 2;
game.player.y = canvas.height / 2;
game.zombies = [];
game.bullets = [];
game.weaponDrops = [];
game.score = 0;
updateUI();
}
}
}
}
}
function updateUI() {
document.getElementById('weaponName').textContent = game.player.weapon.name;
document.getElementById('ammoCount').textContent =
game.player.weapon.ammo === Infinity ? '∞' : game.player.weapon.ammo;
document.getElementById('health').textContent = game.player.health;
document.getElementById('score').textContent = game.score;
}
function drawMap() {
// Pre-rendered tile canvases for performance
if (!game.tileCanvases) {
game.tileCanvases = {};
Object.values(TILE_TYPES).forEach(type => {
const tileCanvas = document.createElement('canvas');
tileCanvas.width = game.tileSize;
tileCanvas.height = game.tileSize;
const tileCtx = tileCanvas.getContext('2d');
// Draw tile directly to canvas
switch(type) {
case TILE_TYPES.FLOOR:
tileCtx.fillStyle = '#4a4a4a';
tileCtx.fillRect(0, 0, game.tileSize, game.tileSize);
tileCtx.fillStyle = '#525252';
tileCtx.fillRect(0, 0, 16, 16);
tileCtx.fillRect(16, 16, 16, 16);
tileCtx.fillStyle = '#3a3a3a';
tileCtx.fillRect(2, 2, 2, 2);
tileCtx.fillRect(28, 6, 2, 2);
tileCtx.fillRect(8, 24, 2, 2);
tileCtx.fillRect(22, 28, 2, 2);
break;
case TILE_TYPES.WALL:
tileCtx.fillStyle = '#8B4513';
tileCtx.fillRect(0, 0, game.tileSize, game.tileSize);
tileCtx.fillStyle = '#A0522D';
tileCtx.strokeStyle = '#654321';
tileCtx.lineWidth = 1;
for (let row = 0; row < 4; row++) {
for (let col = 0; col < 2; col++) {
let x = col * 16 + (row % 2) * 8;
let y = row * 8;
if (x + 16 <= game.tileSize) {
tileCtx.fillRect(x, y, 16, 8);
tileCtx.strokeRect(x, y, 16, 8);
}
}
}
break;
case TILE_TYPES.BUILDING:
tileCtx.fillStyle = '#2F4F4F';
tileCtx.fillRect(0, 0, game.tileSize, game.tileSize);
tileCtx.fillStyle = '#708090';
tileCtx.fillRect(2, 2, game.tileSize-4, game.tileSize-4);
tileCtx.fillStyle = '#4682B4';
tileCtx.fillRect(6, 6, 8, 8);
tileCtx.fillRect(18, 6, 8, 8);
tileCtx.fillRect(6, 18, 8, 8);
tileCtx.fillRect(18, 18, 8, 8);
tileCtx.fillStyle = '#87CEEB';
[[7,7], [11,7], [19,7], [23,7], [7,19], [11,19], [19,19], [23,19]].forEach(([x,y]) => {
tileCtx.fillRect(x, y, 2, 2);
});
break;
case TILE_TYPES.ROAD:
tileCtx.fillStyle = '#2F2F2F';
tileCtx.fillRect(0, 0, game.tileSize, game.tileSize);
tileCtx.fillStyle = '#FFFF00';
tileCtx.fillRect(0, 14, game.tileSize, 4);
tileCtx.fillStyle = '#1F1F1F';
[[4,4], [26,8], [12,22], [20,26]].forEach(([x,y]) => {
tileCtx.fillRect(x, y, 2, 2);
});
break;
}
game.tileCanvases[type] = tileCanvas;
});
}
// Draw visible tiles
const startX = Math.max(0, Math.floor(-game.camera.x / game.tileSize));
const endX = Math.min(game.mapWidth, Math.ceil((canvas.width - game.camera.x) / game.tileSize));
const startY = Math.max(0, Math.floor(-game.camera.y / game.tileSize));
const endY = Math.min(game.mapHeight, Math.ceil((canvas.height - game.camera.y) / game.tileSize));
for (let y = startY; y < endY; y++) {
for (let x = startX; x < endX; x++) {
const tileType = game.map[y][x];
const screenX = x * game.tileSize + game.camera.x;
const screenY = y * game.tileSize + game.camera.y;
ctx.drawImage(game.tileCanvases[tileType], screenX, screenY);
}
}
}
function gameLoop() {
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Update camera to follow player
game.camera.x = canvas.width / 2 - game.player.x;
game.camera.y = canvas.height / 2 - game.player.y;
// Draw map
drawMap();
// Update
game.player.update();
game.zombies.forEach(zombie => zombie.update());
game.bullets = game.bullets.filter(bullet => bullet.update());
checkCollisions();
// Spawn zombies (reduced spawn rate)
if (Math.random() < 0.01 + game.score * 0.00005) {
spawnZombie();
}
// Draw
game.zombies.forEach(zombie => zombie.draw());
game.bullets.forEach(bullet => bullet.draw());
game.weaponDrops.forEach(drop => drop.draw());
game.player.draw();
requestAnimationFrame(gameLoop);
}
function initGame() {
// Generate the map
game.map = generateMap();
// Place player at center of map
const centerX = Math.floor(game.mapWidth / 2) * game.tileSize;
const centerY = Math.floor(game.mapHeight / 2) * game.tileSize;
game.player = new Player(centerX, centerY);
// Spawn initial zombies at map edges
for (let i = 0; i < 5; i++) {
spawnZombie();
}
updateUI();
gameLoop();
}
// Event listeners
document.addEventListener('keydown', (e) => {
game.keys[e.key] = true;
});
document.addEventListener('keyup', (e) => {
game.keys[e.key] = false;
});
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
game.mouse.x = e.clientX - rect.left - game.camera.x;
game.mouse.y = e.clientY - rect.top - game.camera.y;
});
canvas.addEventListener('mousedown', (e) => {
game.mouse.down = true;
if (!game.player.weapon.autoFire) {
game.player.burstCount = game.player.weapon.burstCount;
game.player.burstTimer = Date.now();
}
});
canvas.addEventListener('mouseup', (e) => {
game.mouse.down = false;
});
// Start loading sprites
loadSprites();
</script>
</body>
</html>