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// Game initialization
document.addEventListener('DOMContentLoaded', () => {
    // Initialize game
    const game = new WormateGame();
    game.init();
    
    // Initialize Feather Icons
    if (typeof feather !== 'undefined') {
        feather.replace();
    }
});

class WormateGame {
    constructor() {
        this.canvas = document.getElementById('gameCanvas');
        this.ctx = this.canvas.getContext('2d');
        this.scoreDisplay = document.getElementById('score-display');
        this.leaderboard = document.getElementById('leaderboard');
        this.playBtn = document.getElementById('play-btn');
        this.timeDisplay = document.getElementById('time-display');
        
        this.gameStarted = false;
        this.playerId = null;
        this.players = {};
        this.foods = [];
        this.powerUps = [];
        this.score = 0;
        this.timeLeft = 60; // Starting time (seconds)
        this.maxTime = 120; // Maximum time bank
        this.timeDecayRate = 1.0; // Base decay rate (seconds per second)
        this.timeDecayMultiplier = 0.01; // Increases as worm grows
this.gameTimer = null;
this.keys = {
            ArrowUp: false,
            ArrowDown: false,
            ArrowLeft: false,
            ArrowRight: false
        };
    }

    init() {
        this.resizeCanvas();
        window.addEventListener('resize', () => this.resizeCanvas());
        
        // Keyboard controls
        window.addEventListener('keydown', (e) => {
            if (this.keys.hasOwnProperty(e.key)) {
                this.keys[e.key] = true;
                e.preventDefault();
            }
        });

        window.addEventListener('keyup', (e) => {
            if (this.keys.hasOwnProperty(e.key)) {
                this.keys[e.key] = false;
                e.preventDefault();
            }
        });

        // Start game button
        this.playBtn.addEventListener('click', () => this.startGame());
        
        // Start game loop
        this.gameLoop();
    }

    resizeCanvas() {
        this.canvas.width = window.innerWidth;
        this.canvas.height = window.innerHeight;
    }

    startGame() {
        const playerName = prompt('Enter your name:', 'Player' + Math.floor(Math.random() * 1000));
        if (playerName) {
            this.playerId = 'local-' + Date.now();
            this.players[this.playerId] = {
                id: this.playerId,
                name: playerName,
                color: this.getRandomColor(),
                score: 0,
                segments: [
                    { x: this.canvas.width/2, y: this.canvas.height/2, radius: 15 },
                    { x: this.canvas.width/2 - 20, y: this.canvas.height/2, radius: 14 },
                    { x: this.canvas.width/2 - 40, y: this.canvas.height/2, radius: 13 }
                ]
            };
            
            // Generate initial food
            for (let i = 0; i < 50; i++) {
                const foodTypes = [
                    { type: 'lollipop', radius: 12, color: '#FF5252', time: 2, rarity: 0.5 },
                    { type: 'gummybear', radius: 10, color: '#FF4081', time: 2, rarity: 0.5 }, 
                    { type: 'candycorn', radius: 8, color: '#FFD740', time: 2, rarity: 0.5 },
                    { type: 'chocolate', radius: 14, color: '#7B3F00', time: 2, rarity: 0.1 },
                    { type: 'marshmallow', radius: 9, color: '#FFFFFF', time: 2, rarity: 0.2 }
                ];
                const randomFood = foodTypes[Math.floor(Math.random() * foodTypes.length)];
                this.foods.push({
                x: Math.random() * this.canvas.width,
                y: Math.random() * this.canvas.height,
                radius: randomFood.radius,
                color: randomFood.color,
                type: randomFood.type,
                points: randomFood.points,
                time: 2 // Fixed 2 seconds for all food types
,
                    time: 2 // Fixed 2 seconds for all food types
                });
}
            this.gameStarted = true;
            this.playBtn.style.display = 'none';
            this.timeLeft = 30; // Reset time
            this.timeDisplay.textContent = `Time: ${this.timeLeft}s`;
            this.startTimer();
}
    }
    gameLoop() {
        if (this.gameStarted) {
            this.update();
            this.render();
        }
        requestAnimationFrame(() => this.gameLoop());
    }
    startTimer() {
        clearInterval(this.gameTimer);
        let lastTime = Date.now();
        
        this.gameTimer = setInterval(() => {
            const now = Date.now();
            const delta = (now - lastTime) / 1000; // Convert to seconds
            lastTime = now;
            
            // Calculate time decay based on worm size
            const decayRate = this.timeDecayRate + 
                             (this.timeDecayMultiplier * this.players[this.playerId]?.segments.length || 0);
            
            this.timeLeft = Math.max(0, this.timeLeft - (decayRate * delta));
            this.timeDisplay.textContent = `Time: ${Math.floor(this.timeLeft)}s`;
            
            if (this.timeLeft <= 0) {
                this.gameOver();
            }
            
            // Visual feedback for time status
            if (this.timeLeft <= 10) {
                this.timeDisplay.classList.add('warning');
                this.timeDisplay.style.animationDuration = `${0.5 / (11 - this.timeLeft)}s`;
            } else if (this.timeLeft <= 30) {
                this.timeDisplay.classList.add('warning');
                this.timeDisplay.style.animationDuration = '1s';
            } else {
                this.timeDisplay.classList.remove('warning');
            }
}, 1000);
    }
update() {
        // Move player worm
        const player = this.players[this.playerId];
        if (!player) return;

        const head = player.segments[0];
        let newX = head.x;
        let newY = head.y;

        if (this.keys.ArrowUp) newY -= 5;
        if (this.keys.ArrowDown) newY += 5;
        if (this.keys.ArrowLeft) newX -= 5;
        if (this.keys.ArrowRight) newX += 5;

        // Add new head position
        player.segments.unshift({
            x: newX,
            y: newY,
            radius: head.radius
        });

        // Remove tail segment
        player.segments.pop();

        // Check food collision
        this.foods = this.foods.filter(food => {
            const distance = Math.sqrt(
                Math.pow(head.x - food.x, 2) + 
                Math.pow(head.y - food.y, 2)
            );
            
            if (distance < head.radius + food.radius) {
                // Eat food - grow worm
                const tail = player.segments[player.segments.length - 1];
                for (let i = 0; i < 5; i++) {
                    player.segments.push({
                        x: tail.x,
                        y: tail.y,
                        radius: tail.radius * 0.95
                    });
                }
                // Add time for eating food with diminishing returns based on worm size
                const timeGain = Math.max(1, food.time - (player.segments.length * 0.1));
                this.timeLeft = Math.min(this.maxTime, this.timeLeft + timeGain);
                
                // Increase time decay as worm grows (harder to maintain)
                this.timeDecayMultiplier = 0.01 + (player.segments.length * 0.0005);
player.score += 1;
                this.score = player.score;
                this.scoreDisplay.textContent = `Score: ${this.score}`;
                this.timeDisplay.textContent = `Time: ${this.timeLeft}s`;
return false; // Remove food
            }
            return true; // Keep food
        });

        // Add new food if needed
        if (this.foods.length < 30 && Math.random() < 0.1) {
            const foodTypes = [
                { type: 'lollipop', radius: 12, color: '#FF5252', points: 10, time: 2 },
                { type: 'gummybear', radius: 10, color: '#FF4081', points: 5, time: 2 },
                { type: 'candycorn', radius: 8, color: '#FFD740', points: 3, time: 2 },
                { type: 'chocolate', radius: 14, color: '#7B3F00', points: 15, time: 2 },
                { type: 'marshmallow', radius: 9, color: '#FFFFFF', points: 8, time: 2 }
            ];
const randomFood = foodTypes[Math.floor(Math.random() * foodTypes.length)];
            this.foods.push({
                x: Math.random() * this.canvas.width,
                y: Math.random() * this.canvas.height,
                radius: randomFood.radius,
                color: randomFood.color,
                type: randomFood.type,
                points: randomFood.points
            });
        }
// Check wall collision
        if (
            head.x < -head.radius || 
            head.x > this.canvas.width + head.radius ||
            head.y < -head.radius || 
            head.y > this.canvas.height + head.radius
        ) {
            this.gameOver();
        }

        // Update leaderboard
        this.updateLeaderboard();
    }

    render() {
        // Clear canvas
        this.ctx.fillStyle = '#1a1a2e';
        this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
        
        // Draw foods
        this.foods.forEach(food => {
            this.ctx.save();
            this.ctx.translate(food.x, food.y);
            
            switch(food.type) {
                case 'lollipop':
                    // Lollipop head
                    this.ctx.fillStyle = food.color;
                    this.ctx.beginPath();
                    this.ctx.arc(0, 0, food.radius, 0, Math.PI * 2);
                    this.ctx.fill();
                    
                    // Lollipop stick
                    this.ctx.strokeStyle = '#FFFFFF';
                    this.ctx.lineWidth = 2;
                    this.ctx.beginPath();
                    this.ctx.moveTo(0, food.radius);
                    this.ctx.lineTo(0, food.radius * 2);
                    this.ctx.stroke();
                    break;
                    
                case 'gummybear':
                    // Gummy bear body
                    this.ctx.fillStyle = food.color;
                    this.ctx.beginPath();
                    this.ctx.ellipse(0, 0, food.radius, food.radius * 1.2, 0, 0, Math.PI * 2);
                    this.ctx.fill();
                    
                    // Eyes
                    this.ctx.fillStyle = '#000000';
                    this.ctx.beginPath();
                    this.ctx.arc(-food.radius/3, -food.radius/3, 2, 0, Math.PI * 2);
                    this.ctx.arc(food.radius/3, -food.radius/3, 2, 0, Math.PI * 2);
                    this.ctx.fill();
                    break;
                    
                case 'candycorn':
                    // Candy corn triangle
                    this.ctx.fillStyle = food.color;
                    this.ctx.beginPath();
                    this.ctx.moveTo(0, -food.radius);
                    this.ctx.lineTo(-food.radius, food.radius);
                    this.ctx.lineTo(food.radius, food.radius);
                    this.ctx.closePath();
                    this.ctx.fill();
                    break;
                    
                case 'chocolate':
                    // Chocolate bar
                    this.ctx.fillStyle = food.color;
                    this.ctx.fillRect(-food.radius, -food.radius/2, food.radius*2, food.radius);
                    break;
                    
                case 'marshmallow':
                    // Marshmallow
                    this.ctx.fillStyle = food.color;
                    this.ctx.beginPath();
                    this.ctx.arc(0, 0, food.radius, 0, Math.PI * 2);
                    this.ctx.fill();
                    
                    // Shading
                    this.ctx.fillStyle = 'rgba(0,0,0,0.1)';
                    this.ctx.beginPath();
                    this.ctx.arc(0, -food.radius/3, food.radius/3, 0, Math.PI * 2);
                    this.ctx.fill();
                    break;
            }
            
            this.ctx.restore();
        });
// Draw players
        Object.values(this.players).forEach(player => {
            // Draw worm segments
            player.segments.forEach((segment, i) => {
                const gradient = this.ctx.createRadialGradient(
                    segment.x, segment.y, 0,
                    segment.x, segment.y, segment.radius
                );
                gradient.addColorStop(0, player.color);
                gradient.addColorStop(1, this.darkenColor(player.color, 0.3));
                
                this.ctx.fillStyle = gradient;
                this.ctx.beginPath();
                this.ctx.arc(segment.x, segment.y, segment.radius, 0, Math.PI * 2);
                this.ctx.fill();
                
                // Draw eyes on head
                if (i === 0 && player.segments.length > 1) {
                    const angle = Math.atan2(
                        player.segments[1].y - segment.y,
                        player.segments[1].x - segment.x
                    );
                    
                    const eyeRadius = segment.radius * 0.3;
                    const eyeOffset = segment.radius * 0.6;
                    
                    // Eyes
                    this.ctx.fillStyle = 'white';
                    this.ctx.beginPath();
                    this.ctx.arc(
                        segment.x + Math.cos(angle + Math.PI/2) * eyeOffset,
                        segment.y + Math.sin(angle + Math.PI/2) * eyeOffset,
                        eyeRadius, 0, Math.PI * 2
                    );
                    this.ctx.fill();
                    
                    this.ctx.beginPath();
                    this.ctx.arc(
                        segment.x + Math.cos(angle - Math.PI/2) * eyeOffset,
                        segment.y + Math.sin(angle - Math.PI/2) * eyeOffset,
                        eyeRadius, 0, Math.PI * 2
                    );
                    this.ctx.fill();
                    
                    // Pupils
                    this.ctx.fillStyle = 'black';
                    this.ctx.beginPath();
                    this.ctx.arc(
                        segment.x + Math.cos(angle + Math.PI/2) * eyeOffset + Math.cos(angle) * eyeRadius/2,
                        segment.y + Math.sin(angle + Math.PI/2) * eyeOffset + Math.sin(angle) * eyeRadius/2,
                        eyeRadius/2, 0, Math.PI * 2
                    );
                    this.ctx.fill();
                    
                    this.ctx.beginPath();
                    this.ctx.arc(
                        segment.x + Math.cos(angle - Math.PI/2) * eyeOffset + Math.cos(angle) * eyeRadius/2,
                        segment.y + Math.sin(angle - Math.PI/2) * eyeOffset + Math.sin(angle) * eyeRadius/2,
                        eyeRadius/2, 0, Math.PI * 2
                    );
                    this.ctx.fill();
                }
            });
            
            // Draw player name
            if (player.segments.length > 0) {
                const head = player.segments[0];
                this.ctx.fillStyle = 'white';
                this.ctx.font = '12px "Press Start 2P", cursive';
                this.ctx.textAlign = 'center';
                this.ctx.fillText(player.name, head.x, head.y - head.radius - 10);
            }
        });
    }

    updateLeaderboard() {
        const sortedPlayers = Object.values(this.players).sort((a, b) => b.score - a.score);
        this.leaderboard.innerHTML = '<h3>Leaderboard</h3>' + 
            sortedPlayers.map(p => 
                `<div class="player-row ${p.id === this.playerId ? 'you' : ''}">
                    <span class="player-name">${p.name}</span>
                    <span class="player-score">${p.score}</span>
                </div>`
            ).join('');
    }

    gameOver() {
        alert(`Game Over! Your score: ${this.score}`);
        this.gameStarted = false;
        this.playBtn.style.display = 'block';
        this.players = {};
        this.foods = [];
        this.score = 0;
        this.scoreDisplay.textContent = `Score: 0`;
    }

    getRandomColor() {
        const colors = [
            '#FF5252', '#FF4081', '#E040FB', '#7C4DFF', 
            '#536DFE', '#448AFF', '#40C4FF', '#18FFFF',
            '#64FFDA', '#69F0AE', '#B2FF59', '#EEFF41',
            '#FFFF00', '#FFD740', '#FFAB40', '#FF6E40'
        ];
        return colors[Math.floor(Math.random() * colors.length)];
    }

    darkenColor(color, amount) {
        let r = parseInt(color.substr(1, 2), 16);
        let g = parseInt(color.substr(3, 2), 16);
        let b = parseInt(color.substr(5, 2), 16);
        
        r = Math.max(0, Math.floor(r * (1 - amount)));
        g = Math.max(0, Math.floor(g * (1 - amount)));
        b = Math.max(0, Math.floor(b * (1 - amount)));
        
        return `#${((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1)}`;
    }
}