Files
topdown-shooter-vibecodegame/index.html
2025-07-12 14:21:31 +02:00

1270 lines
51 KiB
HTML

<!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;
}
.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>
<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>
<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');
// 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,
pathfindingCache: new Map(),
maxCacheSize: 100,
pathfindingQueue: [],
maxPathfindingPerFrame: 2,
gameOver: false,
highScore: localStorage.getItem('zombieHighScore') || 0
};
// Audio loader
const sounds = {
gunshot: new Audio('386845__morganpurkis__single-gunshot-52.wav'),
zombieGrunt: new Audio('426627__mrh4hn__zombie-grunt.wav'),
playerOuch: new Audio('421877__sventhors__ouch_1.wav')
};
// Set volume levels
sounds.gunshot.volume = 0.3;
sounds.zombieGrunt.volume = 0.5;
sounds.playerOuch.volume = 0.7;
// 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++) {
// No border walls - zombies can enter from all sides
if (false) {
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];
}
// 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;
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();
// 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;
}
// 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
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();
// Play gunshot sound
sounds.gunshot.currentTime = 0;
sounds.gunshot.play().catch(e => console.log('Audio play failed:', e));
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)];
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() {
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 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);
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;
}
// 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;
}
}
}
}
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() {
let x, y;
let attempts = 0;
const maxAttempts = 50;
// 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));
}
function checkCollisions() {
// 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];
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;
// Play zombie grunt sound
sounds.zombieGrunt.currentTime = 0;
sounds.zombieGrunt.play().catch(e => console.log('Audio play failed:', e));
// 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);
}
bulletHit = true;
break;
}
}
if (bulletHit) {
game.bullets.splice(i, 1);
}
}
// 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;
// Play player ouch sound
sounds.playerOuch.currentTime = 0;
sounds.playerOuch.play().catch(e => console.log('Audio play failed:', e));
updateUI();
if (game.player.health <= 0) {
// Game over
showGameOver();
}
}
}
}
}
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 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) {
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();
// 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
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;
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;
}
});
canvas.addEventListener('mouseup', (e) => {
game.mouse.down = false;
});
// Restart button event listener
document.getElementById('restartButton').addEventListener('click', restartGame);
// Start loading sprites
loadSprites();
</script>
</body>
</html>