feat: add hearts HUD and water-gap instant death hazard
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js/game.js
75
js/game.js
@ -1,16 +1,30 @@
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const canvas = document.getElementById('game');
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const ctx = canvas.getContext('2d');
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const scoreEl = document.getElementById('score');
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const heartsEl = document.getElementById('hearts');
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const keys = new Set();
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const gravity = 1900;
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const groundY = 420;
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const worldWidth = 6000;
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const waterGaps = [
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{ x: 700, width: 130 },
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{ x: 1300, width: 150 },
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{ x: 2100, width: 170 },
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{ x: 3000, width: 140 },
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{ x: 3900, width: 200 }
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];
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const state = {
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running: true,
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dead: false,
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deadReason: '',
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lastTs: performance.now(),
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score: 0,
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stepCarry: 0,
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cameraX: 0,
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hearts: 3,
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player: {
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x: 160,
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y: 0,
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@ -33,7 +47,6 @@ window.addEventListener('keydown', (e) => {
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e.preventDefault();
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}
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keys.add(e.key);
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if (e.key === 'ArrowUp' && state.player.onGround) {
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state.player.vy = -state.player.jumpPower;
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state.player.onGround = false;
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@ -46,21 +59,44 @@ function drawBackground() {
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.fillStyle = '#88d34f';
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ctx.fillRect(0, groundY, canvas.width, canvas.height - groundY);
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// Water gaps
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for (const gap of waterGaps) {
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const sx = gap.x - state.cameraX;
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if (sx + gap.width < 0 || sx > canvas.width) continue;
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ctx.fillStyle = '#2e8bcf';
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ctx.fillRect(sx, groundY, gap.width, canvas.height - groundY);
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}
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}
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function drawTRex(p) {
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const sx = p.x - state.cameraX;
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ctx.fillStyle = '#35535f';
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ctx.fillRect(p.x, p.y, p.width, p.height);
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ctx.fillRect(sx, p.y, p.width, p.height);
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ctx.fillStyle = '#27404a';
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ctx.fillRect(p.x + p.width - 12, p.y + 14, 7, 7); // eye
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ctx.fillRect(p.x + 10, p.y + p.height - 8, 14, 8); // foot1
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ctx.fillRect(p.x + p.width - 24, p.y + p.height - 8, 14, 8); // foot2
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ctx.fillRect(sx + p.width - 12, p.y + 14, 7, 7);
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ctx.fillRect(sx + 10, p.y + p.height - 8, 14, 8);
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ctx.fillRect(sx + p.width - 24, p.y + p.height - 8, 14, 8);
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}
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function updateHeartsUI() {
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heartsEl.textContent = '❤'.repeat(state.hearts) + '🖤'.repeat(Math.max(0, 3 - state.hearts));
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}
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function kill(reason) {
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state.running = false;
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state.dead = true;
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state.deadReason = reason;
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}
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function isOverWater(player) {
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const centerX = player.x + player.width / 2;
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return waterGaps.some((g) => centerX >= g.x && centerX <= g.x + g.width);
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}
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function updatePlayer(dt) {
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const p = state.player;
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let move = 0;
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if (keys.has('ArrowLeft')) move -= 1;
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if (keys.has('ArrowRight')) move += 1;
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@ -74,7 +110,7 @@ function updatePlayer(dt) {
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p.vx = move * p.speed;
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const oldX = p.x;
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p.x += p.vx * dt;
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p.x = Math.max(0, Math.min(canvas.width - p.width, p.x));
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p.x = Math.max(0, Math.min(worldWidth - p.width, p.x));
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if (p.x > oldX) {
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state.stepCarry += p.x - oldX;
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@ -91,26 +127,47 @@ function updatePlayer(dt) {
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p.y = groundY - p.height;
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p.vy = 0;
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p.onGround = true;
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if (isOverWater(p)) {
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kill('SPLASH! Water is instant death.');
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}
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} else {
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p.onGround = false;
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}
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state.cameraX = Math.max(0, Math.min(worldWidth - canvas.width, p.x - 240));
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}
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function drawDeathText() {
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if (!state.dead) return;
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ctx.fillStyle = 'rgba(0,0,0,0.55)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.fillStyle = '#fff';
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ctx.font = 'bold 42px Arial';
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ctx.fillText('Game Over', 360, 220);
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ctx.font = '24px Arial';
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ctx.fillText(state.deadReason, 280, 270);
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}
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function tick(ts) {
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if (!state.running) return;
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const dt = Math.min((ts - state.lastTs) / 1000, 0.05);
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state.lastTs = ts;
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updatePlayer(dt);
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if (state.running) updatePlayer(dt);
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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drawBackground();
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drawTRex(state.player);
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drawDeathText();
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scoreEl.textContent = `Score: ${state.score}`;
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updateHeartsUI();
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requestAnimationFrame(tick);
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}
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requestAnimationFrame((ts) => {
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state.lastTs = ts;
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updateHeartsUI();
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requestAnimationFrame(tick);
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});
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