works better

This commit is contained in:
2025-07-12 14:12:03 +02:00
parent 1b501c3017
commit 5361076f41

View File

@ -67,6 +67,74 @@
color: #ff4444 !important;
text-shadow: 0 0 10px rgba(255, 68, 68, 0.5) !important;
}
.game-over-screen {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
background: rgba(0, 0, 0, 0.9);
display: flex;
justify-content: center;
align-items: center;
z-index: 1000;
backdrop-filter: blur(10px);
}
.game-over-content {
text-align: center;
color: white;
font-family: 'Courier New', monospace;
}
.game-over-content h1 {
font-size: 4rem;
color: #ff4444;
text-shadow: 0 0 20px rgba(255, 68, 68, 0.8);
margin-bottom: 30px;
animation: pulse 2s infinite;
}
@keyframes pulse {
0%, 100% { opacity: 1; }
50% { opacity: 0.7; }
}
.score-display {
font-size: 1.5rem;
margin-bottom: 40px;
}
.score-display div {
margin: 10px 0;
}
.score-display span {
color: #00ff88;
text-shadow: 0 0 10px rgba(0, 255, 136, 0.5);
}
.restart-btn {
background: linear-gradient(135deg, #ff4444 0%, #cc0000 100%);
border: none;
color: white;
padding: 15px 30px;
font-size: 1.2rem;
font-family: 'Courier New', monospace;
font-weight: bold;
border-radius: 10px;
cursor: pointer;
transition: all 0.3s ease;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);
box-shadow: 0 4px 15px rgba(255, 68, 68, 0.3);
}
.restart-btn:hover {
background: linear-gradient(135deg, #ff6666 0%, #ff0000 100%);
transform: translateY(-2px);
box-shadow: 0 6px 20px rgba(255, 68, 68, 0.5);
}
</style>
</head>
<body>
@ -80,6 +148,17 @@
</div>
</div>
<div id="gameOverScreen" class="game-over-screen" style="display: none;">
<div class="game-over-content">
<h1>GAME OVER</h1>
<div class="score-display">
<div>Final Score: <span id="finalScore">0</span></div>
<div>High Score: <span id="highScore">0</span></div>
</div>
<button id="restartButton" class="restart-btn">RESTART GAME</button>
</div>
</div>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
@ -107,7 +186,13 @@
camera: { x: 0, y: 0 },
tileSize: 32,
mapWidth: 50,
mapHeight: 40
mapHeight: 40,
pathfindingCache: new Map(),
maxCacheSize: 100,
pathfindingQueue: [],
maxPathfindingPerFrame: 2,
gameOver: false,
highScore: localStorage.getItem('zombieHighScore') || 0
};
// Sprite loader
@ -267,8 +352,8 @@
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) {
// No border walls - zombies can enter from all sides
if (false) {
row.push(TILE_TYPES.WALL);
}
// Buildings in clusters
@ -335,6 +420,161 @@
return game.map[tileY][tileX];
}
// Pathfinding system
class PathNode {
constructor(x, y) {
this.x = x;
this.y = y;
this.g = 0; // Cost from start
this.h = 0; // Heuristic cost to goal
this.f = 0; // Total cost (g + h)
this.parent = null;
}
}
function manhattanDistance(a, b) {
return Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
}
function getNeighbors(node) {
const neighbors = [];
const directions = [
{x: 0, y: -1}, {x: 1, y: 0}, {x: 0, y: 1}, {x: -1, y: 0}, // Cardinal
{x: -1, y: -1}, {x: 1, y: -1}, {x: 1, y: 1}, {x: -1, y: 1} // Diagonal
];
for (let dir of directions) {
const newX = node.x + dir.x;
const newY = node.y + dir.y;
// Check bounds
if (newX >= 0 && newX < game.mapWidth && newY >= 0 && newY < game.mapHeight) {
// Check if tile is walkable
if (isWalkable(game.map[newY][newX])) {
// For diagonal movement, also check adjacent tiles to prevent corner cutting
if (dir.x !== 0 && dir.y !== 0) {
if (isWalkable(game.map[node.y][newX]) && isWalkable(game.map[newY][node.x])) {
neighbors.push(new PathNode(newX, newY));
}
} else {
neighbors.push(new PathNode(newX, newY));
}
}
}
}
return neighbors;
}
function findPath(startX, startY, goalX, goalY) {
// Convert world coordinates to tile coordinates
const startTileX = Math.floor(startX / game.tileSize);
const startTileY = Math.floor(startY / game.tileSize);
const goalTileX = Math.floor(goalX / game.tileSize);
const goalTileY = Math.floor(goalY / game.tileSize);
// Check cache first (quantize coordinates for better cache hits)
const quantizedStartX = Math.floor(startTileX / 2) * 2;
const quantizedStartY = Math.floor(startTileY / 2) * 2;
const quantizedGoalX = Math.floor(goalTileX / 2) * 2;
const quantizedGoalY = Math.floor(goalTileY / 2) * 2;
const cacheKey = `${quantizedStartX},${quantizedStartY}-${quantizedGoalX},${quantizedGoalY}`;
if (game.pathfindingCache.has(cacheKey)) {
return game.pathfindingCache.get(cacheKey);
}
// Check if start and goal are valid
if (!isWalkable(game.map[startTileY]?.[startTileX]) ||
!isWalkable(game.map[goalTileY]?.[goalTileX])) {
return [];
}
const openSet = [];
const closedSet = new Set();
const startNode = new PathNode(startTileX, startTileY);
const goalNode = new PathNode(goalTileX, goalTileY);
startNode.h = manhattanDistance(startNode, goalNode);
startNode.f = startNode.h;
openSet.push(startNode);
while (openSet.length > 0) {
// Find node with lowest f cost
let currentIndex = 0;
for (let i = 1; i < openSet.length; i++) {
if (openSet[i].f < openSet[currentIndex].f) {
currentIndex = i;
}
}
const current = openSet.splice(currentIndex, 1)[0];
const currentKey = `${current.x},${current.y}`;
closedSet.add(currentKey);
// Check if we reached the goal
if (current.x === goalNode.x && current.y === goalNode.y) {
const path = [];
let node = current;
while (node) {
path.unshift({
x: node.x * game.tileSize + game.tileSize / 2,
y: node.y * game.tileSize + game.tileSize / 2
});
node = node.parent;
}
// Cache the result
if (game.pathfindingCache.size >= game.maxCacheSize) {
// Remove oldest entry
const firstKey = game.pathfindingCache.keys().next().value;
game.pathfindingCache.delete(firstKey);
}
game.pathfindingCache.set(cacheKey, path);
return path;
}
const neighbors = getNeighbors(current);
for (let neighbor of neighbors) {
const neighborKey = `${neighbor.x},${neighbor.y}`;
if (closedSet.has(neighborKey)) {
continue;
}
// Calculate movement cost (diagonal costs more)
const isDiagonal = Math.abs(neighbor.x - current.x) + Math.abs(neighbor.y - current.y) === 2;
const movementCost = isDiagonal ? 1.4 : 1.0;
const tentativeG = current.g + movementCost;
let existingNode = openSet.find(node => node.x === neighbor.x && node.y === neighbor.y);
if (!existingNode) {
neighbor.g = tentativeG;
neighbor.h = manhattanDistance(neighbor, goalNode);
neighbor.f = neighbor.g + neighbor.h;
neighbor.parent = current;
openSet.push(neighbor);
} else if (tentativeG < existingNode.g) {
existingNode.g = tentativeG;
existingNode.f = existingNode.g + existingNode.h;
existingNode.parent = current;
}
}
}
// Cache empty result
const emptyPath = [];
if (game.pathfindingCache.size >= game.maxCacheSize) {
const firstKey = game.pathfindingCache.keys().next().value;
game.pathfindingCache.delete(firstKey);
}
game.pathfindingCache.set(cacheKey, emptyPath);
return emptyPath; // No path found
}
class Player {
constructor(x, y) {
this.x = x;
@ -379,17 +619,15 @@
// Shooting
const now = Date.now();
if (this.burstCount > 0 && now - this.burstTimer > this.weapon.fireRate) {
// Handle burst firing (remaining shots after initial click)
if (this.burstCount > 1 && 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;
}
}
}
// Handle automatic weapons (hold to fire)
else if (game.mouse.down && this.weapon.autoFire && now - this.lastShot >= this.weapon.fireRate) {
this.shoot();
}
// Check weapon pickups
@ -450,28 +688,113 @@
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)];
this.path = [];
this.pathIndex = 0;
this.lastPathUpdate = 0;
this.pathUpdateInterval = 1000 + Math.random() * 500; // Update path every 1-1.5 seconds
this.lastPlayerX = null;
this.lastPlayerY = null;
}
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);
const now = Date.now();
const distanceToPlayer = Math.sqrt(
Math.pow(game.player.x - this.x, 2) + Math.pow(game.player.y - this.y, 2)
);
if (distance > 0) {
let newX = this.x + (dx / distance) * this.speed;
let newY = this.y + (dy / distance) * this.speed;
// If very close to player, use direct movement for responsiveness
if (distanceToPlayer < 64) {
const dx = game.player.x - this.x;
const dy = game.player.y - this.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// 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;
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;
}
}
return;
}
// Update path periodically or if no path exists
if (now - this.lastPathUpdate > this.pathUpdateInterval || this.path.length === 0) {
// Only recalculate if player has moved significantly or path is old
const playerMoved = this.lastPlayerX && this.lastPlayerY &&
(Math.abs(game.player.x - this.lastPlayerX) > 64 ||
Math.abs(game.player.y - this.lastPlayerY) > 64);
if (!this.lastPlayerX || playerMoved || this.path.length === 0 ||
now - this.lastPathUpdate > this.pathUpdateInterval) {
this.path = findPath(this.x, this.y, game.player.x, game.player.y);
this.pathIndex = 0;
this.lastPathUpdate = now;
this.lastPlayerX = game.player.x;
this.lastPlayerY = game.player.y;
}
}
// Follow the path
if (this.path.length > 0 && this.pathIndex < this.path.length) {
const target = this.path[this.pathIndex];
const dx = target.x - this.x;
const dy = target.y - this.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// If we're close enough to the current waypoint, move to the next one
if (distance < 16) {
this.pathIndex++;
return;
}
// 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;
// Move towards current waypoint
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;
}
}
} else {
// Fallback to direct movement if no path found
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 * 0.5; // Slower when no path
let newY = this.y + (dy / distance) * this.speed * 0.5;
// 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;
}
}
}
}
@ -596,28 +919,30 @@
}
function spawnZombie() {
const side = Math.floor(Math.random() * 4);
let x, y;
const mapPixelWidth = game.mapWidth * game.tileSize;
const mapPixelHeight = game.mapHeight * game.tileSize;
let attempts = 0;
const maxAttempts = 50;
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;
// Keep trying to find a walkable spawn position
do {
x = Math.random() * (game.mapWidth * game.tileSize);
y = Math.random() * (game.mapHeight * game.tileSize);
attempts++;
} while (!isWalkable(getTileAt(x, y)) && attempts < maxAttempts);
// If we couldn't find a walkable tile, spawn on a road or floor tile
if (attempts >= maxAttempts) {
// Find any walkable tile
for (let ty = 0; ty < game.mapHeight; ty++) {
for (let tx = 0; tx < game.mapWidth; tx++) {
if (isWalkable(game.map[ty][tx])) {
x = tx * game.tileSize + game.tileSize / 2;
y = ty * game.tileSize + game.tileSize / 2;
break;
}
}
if (isWalkable(getTileAt(x, y))) break;
}
}
game.zombies.push(new Zombie(x, y));
@ -627,6 +952,7 @@
// Bullet-zombie collisions
for (let i = game.bullets.length - 1; i >= 0; i--) {
const bullet = game.bullets[i];
let bulletHit = false;
for (let j = game.zombies.length - 1; j >= 0; j--) {
const zombie = game.zombies[j];
@ -650,10 +976,14 @@
game.zombies.splice(j, 1);
}
game.bullets.splice(i, 1);
bulletHit = true;
break;
}
}
if (bulletHit) {
game.bullets.splice(i, 1);
}
}
// Player-zombie collisions
@ -672,15 +1002,8 @@
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();
// Game over
showGameOver();
}
}
}
@ -695,6 +1018,49 @@
document.getElementById('score').textContent = game.score;
}
function showGameOver() {
game.gameOver = true;
// Update high score
if (game.score > game.highScore) {
game.highScore = game.score;
localStorage.setItem('zombieHighScore', game.highScore);
}
// Update game over screen
document.getElementById('finalScore').textContent = game.score;
document.getElementById('highScore').textContent = game.highScore;
document.getElementById('gameOverScreen').style.display = 'flex';
}
function restartGame() {
// Hide game over screen
document.getElementById('gameOverScreen').style.display = 'none';
// Reset game state
game.gameOver = false;
game.score = 0;
game.zombies = [];
game.bullets = [];
game.weaponDrops = [];
game.pathfindingCache.clear();
// Reset player
const centerX = Math.floor(game.mapWidth / 2) * game.tileSize;
const centerY = Math.floor(game.mapHeight / 2) * game.tileSize;
game.player.health = game.player.maxHealth;
game.player.x = centerX;
game.player.y = centerY;
game.player.weapon = { ...weaponTypes.pistol };
// Spawn initial zombies
for (let i = 0; i < 5; i++) {
spawnZombie();
}
updateUI();
}
function drawMap() {
// Pre-rendered tile canvases for performance
if (!game.tileCanvases) {
@ -794,18 +1160,21 @@
// 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();
// Only update game if not game over
if (!game.gameOver) {
// 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
@ -852,9 +1221,12 @@
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();
const now = Date.now();
// Always shoot on click for non-auto weapons if fire rate allows
if (!game.player.weapon.autoFire && now - game.player.lastShot >= game.player.weapon.fireRate) {
game.player.shoot(); // Shoot immediately on click
game.player.burstCount = game.player.weapon.burstCount - 1; // Set remaining burst shots
game.player.burstTimer = now;
}
});
@ -862,6 +1234,9 @@
game.mouse.down = false;
});
// Restart button event listener
document.getElementById('restartButton').addEventListener('click', restartGame);
// Start loading sprites
loadSprites();
</script>