diff --git a/js/entities.js b/js/entities.js
new file mode 100644
index 0000000..3954fd2
--- /dev/null
+++ b/js/entities.js
@@ -0,0 +1,661 @@
+/* ═══════════════════════════════════════════════════════════════
+ GAME ENTITIES - Player, Platforms, Coins, Enemies, etc.
+ ═══════════════════════════════════════════════════════════════ */
+
+// ═══════════════════════════════════════════════════════════════
+// PLAYER
+// ═══════════════════════════════════════════════════════════════
+const Player = {
+ x: 60,
+ y: 400,
+ width: 28,
+ height: 38,
+ color: '#00d9ff',
+ velocityX: 0,
+ velocityY: 0,
+ speed: 6,
+ baseSpeed: 6,
+ sprintSpeed: 9,
+ jumpPower: -14,
+ baseJumpPower: -14,
+ doubleJumpPower: -12,
+ gravity: 0.65,
+ grounded: false,
+ facingRight: true,
+ invincible: false,
+ invincibleTimer: 0,
+ hasDoubleJump: false,
+ hasUsedDoubleJump: false,
+ hasSpeedBoost: false,
+ speedBoostTimer: 0,
+
+ reset(x = 60, y = 400) {
+ this.x = x;
+ this.y = y;
+ this.velocityX = 0;
+ this.velocityY = 0;
+ this.grounded = false;
+ this.invincible = false;
+ this.invincibleTimer = 0;
+ this.hasUsedDoubleJump = false;
+ this.hasSpeedBoost = false;
+ this.speedBoostTimer = 0;
+ },
+
+ update() {
+ // Speed boost timer
+ if (this.hasSpeedBoost) {
+ this.speedBoostTimer--;
+ if (this.speedBoostTimer <= 0) {
+ this.hasSpeedBoost = false;
+ this.speed = this.baseSpeed;
+ }
+ }
+
+ // Invincibility timer
+ if (this.invincible) {
+ this.invincibleTimer--;
+ if (this.invincibleTimer <= 0) {
+ this.invincible = false;
+ }
+ }
+ },
+
+ jump() {
+ if (this.grounded) {
+ this.velocityY = this.jumpPower;
+ this.grounded = false;
+ this.hasUsedDoubleJump = false;
+ return true;
+ } else if (this.hasDoubleJump && !this.hasUsedDoubleJump) {
+ this.velocityY = this.doubleJumpPower;
+ this.hasUsedDoubleJump = true;
+ return true;
+ }
+ return false;
+ },
+
+ takeDamage() {
+ if (this.invincible) return false;
+ this.invincible = true;
+ this.invincibleTimer = 90; // 1.5 seconds at 60fps
+ return true;
+ },
+
+ applyPowerUp(type) {
+ switch(type) {
+ case 'doubleJump':
+ this.hasDoubleJump = true;
+ break;
+ case 'speedBoost':
+ this.hasSpeedBoost = true;
+ this.speed = this.sprintSpeed;
+ this.speedBoostTimer = 300; // 5 seconds
+ break;
+ case 'invincibility':
+ this.invincible = true;
+ this.invincibleTimer = 300;
+ break;
+ }
+ }
+};
+
+// Boss Enemy
+const Boss = {
+ x: 0, y: 0, width: 60, height: 60,
+ health: 5, maxHealth: 5,
+ velocityX: 2, velocityY: 0, gravity: 0.5,
+ patrolLeft: 0, patrolRight: 0,
+ hitTimer: 0,
+
+ init(x, y, left, right) {
+ this.x = x; this.y = y;
+ this.patrolLeft = left; this.patrolRight = right;
+ this.health = this.maxHealth;
+ },
+
+ update() {
+ if (this.hitTimer > 0) this.hitTimer--;
+ this.x += this.velocityX;
+ if (this.x <= this.patrolLeft || this.x + this.width >= this.patrolRight) this.velocityX *= -1;
+ },
+
+ draw() {
+ const pulse = Math.sin(frameCount * 0.1) * 0.2 + 0.8;
+ ctx.shadowColor = this.hitTimer > 0 ? '#ff0000' : '#ff00ff';
+ ctx.shadowBlur = 20 * pulse;
+ ctx.fillStyle = this.hitTimer > 0 ? '#ff4444' : '#ff00ff';
+ ctx.beginPath();
+ ctx.arc(this.x + 30, this.y + 30, 25, 0, Math.PI * 2);
+ ctx.fill();
+ ctx.fillStyle = '#fff';
+ ctx.beginPath(); ctx.arc(this.x + 20, this.y + 25, 8, 0, Math.PI * 2);
+ ctx.arc(this.x + 40, this.y + 25, 8, 0, Math.PI * 2);
+ ctx.fill();
+ ctx.shadowBlur = 0;
+ },
+
+ checkCollision(player) {
+ return player.x < this.x + this.width && player.x + player.width > this.x &&
+ player.y < this.y + this.height && player.y + player.height > this.y;
+ },
+
+ takeDamage() {
+ this.health--;
+ this.hitTimer = 15;
+ screenShake = 10;
+ createParticles(this.x + 30, this.y + 30, '#ff00ff', 15);
+ return this.health <= 0;
+ }
+};
+
+// Secret Gem
+const SecretGem = {
+ x: 0, y: 0, width: 20, height: 20, collected: false, bobOffset: 0,
+
+ init(x, y) { this.x = x; this.y = y; this.collected = false; },
+ update() { this.bobOffset = Math.sin(frameCount * 0.08) * 5; },
+
+ draw() {
+ if (this.collected) return;
+ const y = this.y + this.bobOffset;
+ const glow = Math.sin(frameCount * 0.15) * 0.3 + 0.7;
+ ctx.shadowColor = '#ffd700'; ctx.shadowBlur = 20 * glow;
+ ctx.fillStyle = '#ffd700';
+ ctx.beginPath();
+ ctx.moveTo(this.x + 10, y);
+ ctx.lineTo(this.x + 20, y + 10);
+ ctx.lineTo(this.x + 10, y + 20);
+ ctx.lineTo(this.x, y + 10);
+ ctx.closePath();
+ ctx.fill();
+ ctx.fillStyle = '#fff';
+ ctx.beginPath(); ctx.arc(this.x + 7, y + 7, 3, 0, Math.PI * 2);
+ ctx.fill();
+ ctx.shadowBlur = 0;
+ },
+
+ checkCollision(player) {
+ if (this.collected) return false;
+ return player.x < this.x + this.width && player.x + player.width > this.x &&
+ player.y < this.y + this.height && player.y + player.height > this.y;
+ }
+};
+
+// ═══════════════════════════════════════════════════════════════
+// PLATFORMS
+// ═══════════════════════════════════════════════════════════════
+class Platform {
+ constructor(x, y, width, height, color = '#3a3a5a', isMoving = false, moveData = null) {
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height = height;
+ this.color = color;
+ this.isMoving = isMoving;
+
+ if (isMoving && moveData) {
+ this.startX = moveData.startX;
+ this.endX = moveData.endX;
+ this.startY = moveData.startY;
+ this.endY = moveData.endY;
+ this.speed = moveData.speed || 2;
+ this.direction = 1;
+ this.moveType = moveData.moveType || 'horizontal'; // 'horizontal', 'vertical', 'circular'
+ }
+ }
+
+ update() {
+ if (!this.isMoving) return;
+
+ switch(this.moveType) {
+ case 'horizontal':
+ this.x += this.speed * this.direction;
+ if (this.x >= this.endX || this.x <= this.startX) {
+ this.direction *= -1;
+ }
+ break;
+ case 'vertical':
+ this.y += this.speed * this.direction;
+ if (this.y >= this.endY || this.y <= this.startY) {
+ this.direction *= -1;
+ }
+ break;
+ case 'circular':
+ const time = Date.now() / 1000;
+ this.x = this.startX + Math.sin(time * this.speed) * (this.endX - this.startX) / 2;
+ this.y = this.startY + Math.cos(time * this.speed) * (this.endY - this.startY) / 2;
+ break;
+ }
+ }
+
+ draw(ctx, frameCount) {
+ // Main platform body with gradient
+ const platformGradient = ctx.createLinearGradient(this.x, this.y, this.x, this.y + this.height);
+ platformGradient.addColorStop(0, this.color);
+ platformGradient.addColorStop(1, this.darkenColor(this.color, 30));
+ ctx.fillStyle = platformGradient;
+ ctx.fillRect(this.x, this.y, this.width, this.height);
+
+ // Top highlight (bevel effect)
+ ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
+ ctx.fillRect(this.x, this.y, this.width, 4);
+
+ // Bottom shadow
+ ctx.fillStyle = 'rgba(0, 0, 0, 0.4)';
+ ctx.fillRect(this.x, this.y + this.height - 3, this.width, 3);
+
+ // Side highlights
+ ctx.fillStyle = 'rgba(255, 255, 255, 0.1)';
+ ctx.fillRect(this.x, this.y, 2, this.height);
+ ctx.fillStyle = 'rgba(0, 0, 0, 0.2)';
+ ctx.fillRect(this.x + this.width - 2, this.y, 2, this.height);
+
+ // Edge glow for moving platforms
+ if (this.isMoving) {
+ ctx.shadowColor = this.color;
+ ctx.shadowBlur = 15;
+ ctx.strokeStyle = 'rgba(255, 255, 255, 0.5)';
+ ctx.lineWidth = 2;
+ ctx.strokeRect(this.x, this.y, this.width, this.height);
+ ctx.shadowBlur = 0;
+ }
+ }
+
+ darkenColor(color, percent) {
+ // Simple color darkening
+ const num = parseInt(color.replace('#', ''), 16);
+ const amt = Math.round(2.55 * percent);
+ const R = Math.max((num >> 16) - amt, 0);
+ const G = Math.max((num >> 8 & 0x00FF) - amt, 0);
+ const B = Math.max((num & 0x0000FF) - amt, 0);
+ return '#' + (0x1000000 + R * 0x10000 + G * 0x100 + B).toString(16).slice(1);
+ }
+}
+
+// ═══════════════════════════════════════════════════════════════
+// COINS
+// ═══════════════════════════════════════════════════════════════
+class Coin {
+ constructor(x, y) {
+ this.x = x;
+ this.y = y;
+ this.width = 20;
+ this.height = 20;
+ this.collected = false;
+ this.rotation = Math.random() * Math.PI * 2;
+ }
+
+ update(frameCount) {
+ if (!this.collected) {
+ this.rotation += 0.05;
+ }
+ }
+
+ draw(ctx, frameCount) {
+ if (this.collected) return;
+
+ const bobOffset = Math.sin(frameCount * 0.08) * 3;
+ const scale = Math.abs(Math.cos(this.rotation));
+
+ ctx.save();
+ ctx.translate(this.x + this.width / 2, this.y + this.height / 2 + bobOffset);
+ ctx.scale(scale, 1);
+
+ // Glow
+ ctx.shadowColor = '#ffd700';
+ ctx.shadowBlur = 20;
+
+ // Coin body
+ const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, 10);
+ gradient.addColorStop(0, '#fff8dc');
+ gradient.addColorStop(0.5, '#ffd700');
+ gradient.addColorStop(1, '#b8860b');
+ ctx.fillStyle = gradient;
+ ctx.beginPath();
+ ctx.arc(0, 0, 10, 0, Math.PI * 2);
+ ctx.fill();
+
+ // Inner detail
+ ctx.fillStyle = '#daa520';
+ ctx.beginPath();
+ ctx.arc(0, 0, 6, 0, Math.PI * 2);
+ ctx.fill();
+
+ ctx.restore();
+ ctx.shadowBlur = 0;
+ }
+}
+
+// ═══════════════════════════════════════════════════════════════
+// ENEMIES - Spikes
+// ═══════════════════════════════════════════════════════════════
+class Spike {
+ constructor(x, y, width = 30, height = 22) {
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height = height;
+ }
+
+ draw(ctx) {
+ ctx.fillStyle = '#ff4757';
+ const spikeCount = Math.floor(this.width / 15);
+ const spikeWidth = this.width / spikeCount;
+
+ for (let i = 0; i < spikeCount; i++) {
+ ctx.beginPath();
+ ctx.moveTo(this.x + i * spikeWidth, this.y + this.height);
+ ctx.lineTo(this.x + i * spikeWidth + spikeWidth / 2, this.y);
+ ctx.lineTo(this.x + (i + 1) * spikeWidth, this.y + this.height);
+ ctx.fill();
+ }
+
+ // Glow effect
+ ctx.shadowColor = '#ff4757';
+ ctx.shadowBlur = 10;
+ ctx.fillStyle = 'rgba(255, 71, 87, 0.5)';
+ for (let i = 0; i < spikeCount; i++) {
+ ctx.beginPath();
+ ctx.moveTo(this.x + i * spikeWidth + spikeWidth / 2, this.y);
+ ctx.lineTo(this.x + i * spikeWidth + spikeWidth / 2, this.y + 5);
+ ctx.stroke();
+ }
+ ctx.shadowBlur = 0;
+ }
+}
+
+// ═══════════════════════════════════════════════════════════════
+// ENEMIES - Moving Patrol Enemy
+// ═══════════════════════════════════════════════════════════════
+class PatrolEnemy {
+ constructor(x, y, patrolRange = 100, speed = 1.5) {
+ this.x = x;
+ this.y = y;
+ this.width = 25;
+ this.height = 30;
+ this.startX = x;
+ this.endX = x + patrolRange;
+ this.speed = speed;
+ this.direction = 1;
+ this.color = '#ff6b6b';
+ }
+
+ update() {
+ this.x += this.speed * this.direction;
+ if (this.x >= this.endX || this.x <= this.startX) {
+ this.direction *= -1;
+ }
+ }
+
+ draw(ctx, frameCount) {
+ // Body
+ ctx.fillStyle = this.color;
+ ctx.fillRect(this.x, this.y, this.width, this.height);
+
+ // Gradient overlay
+ const gradient = ctx.createLinearGradient(this.x, this.y, this.x, this.y + this.height);
+ gradient.addColorStop(0, 'rgba(255, 255, 255, 0.2)');
+ gradient.addColorStop(1, 'rgba(0, 0, 0, 0.3)');
+ ctx.fillStyle = gradient;
+ ctx.fillRect(this.x, this.y, this.width, this.height);
+
+ // Eyes
+ const eyeY = this.y + 8;
+ ctx.fillStyle = '#fff';
+ ctx.fillRect(this.x + 4, eyeY, 6, 6);
+ ctx.fillRect(this.x + 15, eyeY, 6, 6);
+
+ // Pupils (follow player direction)
+ ctx.fillStyle = '#000';
+ const pupilOffset = this.direction > 0 ? 2 : 0;
+ ctx.fillRect(this.x + 5 + pupilOffset, eyeY + 2, 3, 3);
+ ctx.fillRect(this.x + 16 + pupilOffset, eyeY + 2, 3, 3);
+
+ // Angry eyebrows
+ ctx.fillStyle = '#333';
+ ctx.beginPath();
+ ctx.moveTo(this.x + 3, eyeY - 3);
+ ctx.lineTo(this.x + 10, eyeY);
+ ctx.lineTo(this.x + 10, eyeY - 2);
+ ctx.lineTo(this.x + 5, eyeY - 4);
+ ctx.fill();
+
+ ctx.beginPath();
+ ctx.moveTo(this.x + 22, eyeY - 3);
+ ctx.lineTo(this.x + 15, eyeY);
+ ctx.lineTo(this.x + 15, eyeY - 2);
+ ctx.lineTo(this.x + 20, eyeY - 4);
+ ctx.fill();
+
+ // Glow
+ ctx.shadowColor = this.color;
+ ctx.shadowBlur = 10;
+ ctx.strokeStyle = 'rgba(255, 107, 107, 0.5)';
+ ctx.lineWidth = 2;
+ ctx.strokeRect(this.x, this.y, this.width, this.height);
+ ctx.shadowBlur = 0;
+ }
+}
+
+// ═══════════════════════════════════════════════════════════════
+// FLAG (Goal)
+// ═══════════════════════════════════════════════════════════════
+class Flag {
+ constructor(x, y) {
+ this.x = x;
+ this.y = y;
+ this.width = 30;
+ this.height = 40;
+ }
+
+ draw(ctx, frameCount) {
+ // Pole
+ ctx.fillStyle = '#8b4513';
+ ctx.fillRect(this.x, this.y, 6, this.height);
+
+ // Pole gradient
+ const poleGradient = ctx.createLinearGradient(this.x, this.y, this.x + 6, this.y);
+ poleGradient.addColorStop(0, '#a0522d');
+ poleGradient.addColorStop(0.5, '#8b4513');
+ poleGradient.addColorStop(1, '#5d3a1a');
+ ctx.fillStyle = poleGradient;
+ ctx.fillRect(this.x, this.y, 6, this.height);
+
+ // Flag cloth with wave animation
+ const waveOffset = Math.sin(frameCount * 0.08) * 8;
+
+ ctx.fillStyle = '#ff6b6b';
+ ctx.beginPath();
+ ctx.moveTo(this.x + 6, this.y + 2);
+ ctx.quadraticCurveTo(this.x + 20 + waveOffset, this.y + 8, this.x + 36, this.y + 12);
+ ctx.quadraticCurveTo(this.x + 20 + waveOffset, this.y + 20, this.x + 36, this.y + 28);
+ ctx.quadraticCurveTo(this.x + 20 + waveOffset, this.y + 32, this.x + 6, this.y + 35);
+ ctx.closePath();
+ ctx.fill();
+
+ // Flag highlight
+ const flagGradient = ctx.createLinearGradient(this.x + 6, this.y, this.x + 36, this.y + 35);
+ flagGradient.addColorStop(0, 'rgba(255, 255, 255, 0.3)');
+ flagGradient.addColorStop(1, 'rgba(0, 0, 0, 0.2)');
+ ctx.fillStyle = flagGradient;
+ ctx.beginPath();
+ ctx.moveTo(this.x + 6, this.y + 2);
+ ctx.quadraticCurveTo(this.x + 20 + waveOffset, this.y + 8, this.x + 36, this.y + 12);
+ ctx.quadraticCurveTo(this.x + 20 + waveOffset, this.y + 20, this.x + 36, this.y + 28);
+ ctx.quadraticCurveTo(this.x + 20 + waveOffset, this.y + 32, this.x + 6, this.y + 35);
+ ctx.closePath();
+ ctx.fill();
+
+ // Gold orb on top
+ ctx.fillStyle = '#ffd700';
+ ctx.beginPath();
+ ctx.arc(this.x + 3, this.y, 8, 0, Math.PI * 2);
+ ctx.fill();
+
+ // Orb shine
+ ctx.fillStyle = 'rgba(255, 255, 255, 0.6)';
+ ctx.beginPath();
+ ctx.arc(this.x + 1, this.y - 2, 3, 0, Math.PI * 2);
+ ctx.fill();
+
+ // Glow
+ ctx.shadowColor = '#ffd700';
+ ctx.shadowBlur = 20;
+ ctx.strokeStyle = 'rgba(255, 215, 0, 0.5)';
+ ctx.lineWidth = 2;
+ ctx.strokeRect(this.x + 6, this.y + 2, 30, 33);
+ ctx.shadowBlur = 0;
+ }
+}
+
+// ═══════════════════════════════════════════════════════════════
+// POWER-UPS
+// ═══════════════════════════════════════════════════════════════
+class PowerUp {
+ constructor(x, y, type) {
+ this.x = x;
+ this.y = y;
+ this.width = 24;
+ this.height = 24;
+ this.type = type; // 'doubleJump', 'speedBoost', 'invincibility'
+ this.collected = false;
+
+ switch(type) {
+ case 'doubleJump':
+ this.color = '#00ff88';
+ this.icon = '⬆️';
+ break;
+ case 'speedBoost':
+ this.color = '#ff00ff';
+ this.icon = '⚡';
+ break;
+ case 'invincibility':
+ this.color = '#ffff00';
+ this.icon = '🛡️';
+ break;
+ }
+ }
+
+ update(frameCount) {
+ if (this.collected) return;
+ }
+
+ draw(ctx, frameCount) {
+ if (this.collected) return;
+
+ const floatOffset = Math.sin(frameCount * 0.1) * 5;
+ const rotation = frameCount * 0.02;
+
+ ctx.save();
+ ctx.translate(this.x + this.width / 2, this.y + this.height / 2 + floatOffset);
+ ctx.rotate(rotation);
+
+ // Glow
+ ctx.shadowColor = this.color;
+ ctx.shadowBlur = 20;
+
+ // Body
+ ctx.fillStyle = this.color;
+ ctx.beginPath();
+ ctx.arc(0, 0, 12, 0, Math.PI * 2);
+ ctx.fill();
+
+ // Inner circle
+ ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
+ ctx.beginPath();
+ ctx.arc(0, 0, 8, 0, Math.PI * 2);
+ ctx.fill();
+
+ ctx.restore();
+
+ // Icon (non-rotating)
+ ctx.font = '14px Arial';
+ ctx.textAlign = 'center';
+ ctx.fillText(this.icon, this.x + this.width / 2, this.y + this.height / 2 + floatOffset + 5);
+
+ ctx.shadowBlur = 0;
+ }
+}
+
+// ═══════════════════════════════════════════════════════════════
+// CHECKPOINTS
+// ═══════════════════════════════════════════════════════════════
+class Checkpoint {
+ constructor(x, y) {
+ this.x = x;
+ this.y = y;
+ this.width = 30;
+ this.height = 40;
+ this.activated = false;
+ }
+
+ draw(ctx, frameCount) {
+ // Pole
+ ctx.fillStyle = this.activated ? '#00ff88' : '#666';
+ ctx.fillRect(this.x + 12, this.y, 6, this.height);
+
+ // Flag
+ const waveOffset = Math.sin(frameCount * 0.1) * 5;
+ ctx.fillStyle = this.activated ? '#00ff88' : '#888';
+ ctx.beginPath();
+ ctx.moveTo(this.x + 18, this.y + 2);
+ ctx.quadraticCurveTo(this.x + 28 + waveOffset, this.y + 10, this.x + 35, this.y + 12);
+ ctx.quadraticCurveTo(this.x + 28 + waveOffset, this.y + 22, this.x + 18, this.y + 25);
+ ctx.closePath();
+ ctx.fill();
+
+ // Glow when activated
+ if (this.activated) {
+ ctx.shadowColor = '#00ff88';
+ ctx.shadowBlur = 15;
+ ctx.strokeStyle = 'rgba(0, 255, 136, 0.5)';
+ ctx.lineWidth = 2;
+ ctx.strokeRect(this.x, this.y, this.width, this.height);
+ ctx.shadowBlur = 0;
+ }
+ }
+}
+
+// ═══════════════════════════════════════════════════════════════
+// PORTAL (Level Exit)
+// ═══════════════════════════════════════════════════════════════
+class Portal {
+ constructor(x, y) {
+ this.x = x;
+ this.y = y;
+ this.width = 50;
+ this.height = 60;
+ }
+
+ draw(ctx, frameCount) {
+ const rotation = frameCount * 0.03;
+
+ // Outer ring
+ ctx.save();
+ ctx.translate(this.x + this.width / 2, this.y + this.height / 2);
+ ctx.rotate(rotation);
+
+ // Glow
+ ctx.shadowColor = '#aa00ff';
+ ctx.shadowBlur = 30;
+
+ // Multiple rings
+ for (let i = 0; i < 3; i++) {
+ ctx.strokeStyle = `rgba(170, 0, 255, ${0.8 - i * 0.2})`;
+ ctx.lineWidth = 3 - i;
+ ctx.beginPath();
+ ctx.arc(0, 0, 25 - i * 5, 0, Math.PI * 2);
+ ctx.stroke();
+ }
+
+ // Inner swirl
+ ctx.fillStyle = 'rgba(100, 0, 200, 0.5)';
+ ctx.beginPath();
+ ctx.arc(0, 0, 15, 0, Math.PI * 2);
+ ctx.fill();
+
+ ctx.restore();
+ ctx.shadowBlur = 0;
+ }
+}
diff --git a/js/game.js b/js/game.js
new file mode 100644
index 0000000..47f0419
--- /dev/null
+++ b/js/game.js
@@ -0,0 +1,990 @@
+/* ═══════════════════════════════════════════════════════════════
+ MAIN GAME ENGINE
+ ═══════════════════════════════════════════════════════════════ */
+
+// ═══════════════════════════════════════════════════════════════
+// CANVAS & CONTEXT
+// ═══════════════════════════════════════════════════════════════
+const canvas = document.getElementById('gameCanvas');
+const ctx = canvas.getContext('2d');
+
+// ═══════════════════════════════════════════════════════════════
+// SAVE SYSTEM
+// ═══════════════════════════════════════════════════════════════
+const SaveSystem = {
+ saveKey: 'platformer_save',
+ scoresKey: 'platformer_scores',
+
+ saveGame: function(data) {
+ try {
+ localStorage.setItem(this.saveKey, JSON.stringify(data));
+ } catch(e) { console.log('Save failed:', e); }
+ },
+
+ loadGame: function() {
+ try {
+ const data = localStorage.getItem(this.saveKey);
+ return data ? JSON.parse(data) : null;
+ } catch(e) { return null; }
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // ACHIEVEMENTS SYSTEM
+ // ═══════════════════════════════════════════════════════════════
+ achievementsKey: 'platformer_achievements',
+
+ getAchievements: function() {
+ try {
+ const data = localStorage.getItem(this.achievementsKey);
+ return data ? JSON.parse(data) : {};
+ } catch(e) { return {}; }
+ },
+
+ unlockAchievement: function(id) {
+ const achievements = this.getAchievements();
+ if (!achievements[id]) {
+ achievements[id] = true;
+ localStorage.setItem(this.achievementsKey, JSON.stringify(achievements));
+ return true;
+ }
+ return false;
+ },
+
+ saveScore: function(score) {
+ try {
+ const scores = this.getScores();
+ scores.push({ score: score, date: Date.now() });
+ scores.sort((a, b) => b.score - a.score);
+ scores = scores.slice(0, 10);
+ localStorage.setItem(this.scoresKey, JSON.stringify(scores));
+ } catch(e) {}
+ },
+
+ getScores: function() {
+ try {
+ const data = localStorage.getItem(this.scoresKey);
+ return data ? JSON.parse(data) : [];
+ } catch(e) { return []; }
+ },
+
+ clearSave: function() {
+ localStorage.removeItem(this.saveKey);
+ }
+};
+
+// Achievements list
+const ACHIEVEMENTS = [
+ { id: 'first_coin', name: 'Первая монетка', icon: '🪙', desc: 'Соберите 1 монету' },
+ { id: 'coins_100', name: 'Коллекционер', icon: '💰', desc: 'Соберите 100 монет' },
+ { id: 'level_5', name: 'Продвинутый', icon: '⭐', desc: 'Пройдите 5 уровней' },
+ { id: 'level_10', name: 'Мастер', icon: '🏆', desc: 'Пройдите все уровни' },
+ { id: 'no_hit', name: 'Неуязвимый', icon: '🛡️', desc: 'Пройдите уровень без урона' },
+ { id: 'speedrun', name: 'Спидраннер', icon: '⚡', desc: 'Пройдите уровень за 30 сек' }
+];
+
+// Combo system
+let comboCount = 0;
+let comboTimer = 0;
+const COMBO_MAX_TIME = 120; // 2 seconds at 60fps
+
+function addCombo(points) {
+ comboTimer = COMBO_MAX_TIME;
+ comboCount++;
+ return points * Math.min(comboCount, 5); // Max 5x multiplier
+}
+
+function updateCombo() {
+ if (comboTimer > 0) comboTimer--;
+ else comboCount = 0;
+}
+
+// ═══════════════════════════════════════════════════════════════
+let gameRunning = true;
+let paused = false;
+let frameCount = 0;
+let gameTime = 0;
+let totalScore = 0;
+let currentLevelScore = 0;
+let lives = 3;
+let screenShake = 0;
+let maxUnlockedLevel = 1;
+let hasSave = false;
+
+// ═══════════════════════════════════════════════════════════════
+// UI ELEMENTS
+// ═══════════════════════════════════════════════════════════════
+const messageDiv = document.getElementById('message');
+const messageTitle = document.getElementById('messageTitle');
+const messageStats = document.getElementById('messageStats');
+const scoreDisplay = document.getElementById('score');
+const timerDisplay = document.getElementById('timer');
+const livesContainer = document.getElementById('lives');
+const levelDisplay = document.getElementById('level');
+
+// ═══════════════════════════════════════════════════════════════
+// INPUT
+// ═══════════════════════════════════════════════════════════════
+const keys = { left: false, right: false, up: false };
+
+document.addEventListener('keydown', (e) => {
+ if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = true;
+ if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = true;
+ if (e.code === 'Space' || e.code === 'ArrowUp' || e.code === 'KeyW') {
+ keys.up = true;
+ e.preventDefault();
+ }
+ if (e.code === 'KeyR') restartGame();
+ if (e.code === 'Escape') togglePause();
+});
+
+document.addEventListener('keyup', (e) => {
+ if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = false;
+ if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = false;
+ if (e.code === 'Space' || e.code === 'ArrowUp' || e.code === 'KeyW') keys.up = false;
+});
+
+// Continue to next level with Enter or Space
+document.addEventListener('keydown', (e) => {
+ // Only continue if game is not running AND message is shown AND it's a win
+ if (!gameRunning && messageDiv.style.display !== 'none') {
+ if (messageTitle.textContent.includes('ПРОЙДЕН') || messageTitle.textContent.includes('ПОБЕДА')) {
+ if (e.code === 'Space' || e.code === 'Enter' || e.code === 'ArrowRight' || e.code === 'ArrowDown' || e.code === 'KeyA' || e.code === 'KeyD') {
+ e.preventDefault();
+ continueToNextLevel();
+ }
+ }
+ }
+});
+
+// ═══════════════════════════════════════════════════════════════
+// PARTICLES SYSTEM
+// ═══════════════════════════════════════════════════════════════
+let particles = [];
+
+function createParticles(x, y, color, count = 10, speed = 8) {
+ for (let i = 0; i < count; i++) {
+ particles.push({
+ x: x,
+ y: y,
+ vx: (Math.random() - 0.5) * speed,
+ vy: (Math.random() - 0.5) * speed - 2,
+ size: Math.random() * 6 + 2,
+ color: color,
+ life: 1,
+ decay: Math.random() * 0.025 + 0.015
+ });
+ }
+}
+
+// Trail particles for player movement
+let playerTrail = [];
+function createPlayerTrail() {
+ if (Math.abs(Player.velocityX) > 2 || Math.abs(Player.velocityY) > 2) {
+ playerTrail.push({
+ x: Player.x + Player.width / 2,
+ y: Player.y + Player.height / 2,
+ size: Math.random() * 8 + 4,
+ color: Player.color,
+ life: 1,
+ decay: 0.05
+ });
+ }
+}
+
+function updatePlayerTrail() {
+ for (let i = playerTrail.length - 1; i >= 0; i--) {
+ playerTrail[i].life -= playerTrail[i].decay;
+ if (playerTrail[i].life <= 0) playerTrail.splice(i, 1);
+ }
+}
+
+function drawPlayerTrail() {
+ for (const p of playerTrail) {
+ ctx.globalAlpha = p.life * 0.5;
+ ctx.fillStyle = p.color;
+ ctx.beginPath();
+ ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2);
+ ctx.fill();
+ }
+ ctx.globalAlpha = 1;
+}
+
+// Landing particles
+let wasGrounded = true;
+function checkLanding() {
+ if (!wasGrounded && Player.grounded) {
+ createParticles(Player.x + Player.width / 2, Player.y + Player.height, '#aaa', 8, 4);
+ }
+ wasGrounded = Player.grounded;
+}
+
+function updateParticles() {
+ for (let i = particles.length - 1; i >= 0; i--) {
+ const p = particles[i];
+ p.x += p.vx;
+ p.y += p.vy;
+ p.vy += 0.15;
+ p.life -= p.decay;
+ if (p.life <= 0) particles.splice(i, 1);
+ }
+}
+
+function drawParticles() {
+ for (const p of particles) {
+ ctx.globalAlpha = p.life;
+ ctx.fillStyle = p.color;
+ ctx.beginPath();
+ ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2);
+ ctx.fill();
+ }
+ ctx.globalAlpha = 1;
+}
+
+// ═══════════════════════════════════════════════════════════════
+// BACKGROUND - Parallax Stars
+// ═══════════════════════════════════════════════════════════════
+const stars = [];
+for (let i = 0; i < 150; i++) {
+ stars.push({
+ x: Math.random() * canvas.width,
+ y: Math.random() * canvas.height,
+ size: Math.random() * 2.5 + 0.5,
+ speed: Math.random() * 0.4 + 0.05,
+ brightness: Math.random(),
+ twinkleSpeed: Math.random() * 0.1 + 0.02
+ });
+}
+
+function drawBackground() {
+ // Animated gradient background
+ const time = frameCount * 0.01;
+
+ const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
+ gradient.addColorStop(0, `hsl(${260 + Math.sin(time) * 10}, 50%, 5%)`);
+ gradient.addColorStop(0.3, `hsl(${240 + Math.sin(time) * 5}, 60%, 8%)`);
+ gradient.addColorStop(0.6, `hsl(${270 + Math.sin(time) * 8}, 40%, 10%)`);
+ gradient.addColorStop(1, `hsl(${250 + Math.sin(time) * 6}, 50%, 12%)`);
+ ctx.fillStyle = gradient;
+ ctx.fillRect(0, 0, canvas.width, canvas.height);
+
+ // Animated nebula clouds
+ for (let i = 0; i < 3; i++) {
+ const nebulaX = 200 + i * 250 + Math.sin(time + i) * 50;
+ const nebulaY = 300 + i * 100 + Math.cos(time * 0.7 + i) * 30;
+ const nebulaSize = 150 + Math.sin(time * 0.5 + i * 2) * 30;
+
+ const nebulaGradient = ctx.createRadialGradient(nebulaX, nebulaY, 0, nebulaX, nebulaY, nebulaSize);
+ nebulaGradient.addColorStop(0, `hsla(${i * 60 + 280}, 70%, 30%, 0.08)`);
+ nebulaGradient.addColorStop(0.5, `hsla(${i * 60 + 260}, 60%, 20%, 0.04)`);
+ nebulaGradient.addColorStop(1, 'transparent');
+ ctx.fillStyle = nebulaGradient;
+ ctx.beginPath();
+ ctx.arc(nebulaX, nebulaY, nebulaSize, 0, Math.PI * 2);
+ ctx.fill();
+ }
+
+ // Shooting stars (rare)
+ if (Math.random() < 0.002) {
+ const shootingStar = {
+ x: Math.random() * canvas.width,
+ y: Math.random() * canvas.height * 0.5,
+ length: 50 + Math.random() * 50,
+ speed: 15 + Math.random() * 10
+ };
+ const gradient2 = ctx.createLinearGradient(
+ shootingStar.x, shootingStar.y,
+ shootingStar.x + shootingStar.length, shootingStar.y + shootingStar.length * 0.3
+ );
+ gradient2.addColorStop(0, 'rgba(255, 255, 255, 0.8)');
+ gradient2.addColorStop(1, 'transparent');
+ ctx.strokeStyle = gradient2;
+ ctx.lineWidth = 2;
+ ctx.beginPath();
+ ctx.moveTo(shootingStar.x, shootingStar.y);
+ ctx.lineTo(shootingStar.x + shootingStar.length, shootingStar.y + shootingStar.length * 0.3);
+ ctx.stroke();
+ }
+
+ // Stars with parallax and twinkle
+ for (const star of stars) {
+ const twinkle = Math.sin(frameCount * star.twinkleSpeed + star.brightness * 10) * 0.4 + 0.6;
+ const starColor = star.brightness > 0.7 ?
+ `rgba(100, 200, 255, ${twinkle * star.brightness})` :
+ `rgba(255, 255, 255, ${twinkle * star.brightness})`;
+ ctx.fillStyle = starColor;
+ ctx.beginPath();
+ ctx.arc(star.x, star.y, star.size * twinkle, 0, Math.PI * 2);
+ ctx.fill();
+
+ // Subtle movement (parallax)
+ if (frameCount % 60 === 0) {
+ star.x -= star.speed;
+ if (star.x < 0) star.x = canvas.width;
+ }
+ }
+
+ // Weather effects - rain
+ if (frameCount % 2 === 0) {
+ for (let i = 0; i < 3; i++) {
+ const rainX = Math.random() * canvas.width;
+ const rainY = Math.random() * canvas.height;
+ ctx.strokeStyle = 'rgba(150, 200, 255, 0.3)';
+ ctx.lineWidth = 1;
+ ctx.beginPath();
+ ctx.moveTo(rainX, rainY);
+ ctx.lineTo(rainX - 2, rainY + 15);
+ ctx.stroke();
+ }
+ }
+
+ // Vignette effect
+ const vignetteGradient = ctx.createRadialGradient(
+ canvas.width / 2, canvas.height / 2, canvas.height * 0.3,
+ canvas.width / 2, canvas.height / 2, canvas.height * 0.8
+ );
+ vignetteGradient.addColorStop(0, 'transparent');
+ vignetteGradient.addColorStop(1, 'rgba(0, 0, 0, 0.5)');
+ ctx.fillStyle = vignetteGradient;
+ ctx.fillRect(0, 0, canvas.width, canvas.height);
+}
+
+// ═══════════════════════════════════════════════════════════════
+// COLLISION DETECTION
+// ═══════════════════════════════════════════════════════════════
+function checkCollision(rect1, rect2) {
+ return rect1.x < rect2.x + rect2.width &&
+ rect1.x + rect1.width > rect2.x &&
+ rect1.y < rect2.y + rect2.height &&
+ rect1.y + rect1.height > rect2.y;
+}
+
+// ═══════════════════════════════════════════════════════════════
+// PLAYER DRAWING - Animated Sprite-like
+// ═══════════════════════════════════════════════════════════════
+function drawPlayer() {
+ const p = Player;
+
+ // Skip drawing during invincibility flicker
+ if (p.invincible && Math.floor(frameCount / 4) % 2 === 0) return;
+
+ // Determine animation frame based on state
+ let bobOffset = 0;
+ let legSpread = 0;
+ let armAngle = 0;
+
+ if (!p.grounded) {
+ // Jumping/falling pose
+ bobOffset = p.velocityY > 0 ? 2 : -2;
+ armAngle = p.velocityY > 0 ? -0.5 : 0.5;
+ } else if (Math.abs(p.velocityX) > 0.5) {
+ // Running animation
+ legSpread = Math.sin(frameCount * 0.3) * 4;
+ bobOffset = Math.sin(frameCount * 0.3) * 2;
+ armAngle = Math.sin(frameCount * 0.3) * 0.3;
+ } else {
+ // Idle breathing
+ bobOffset = Math.sin(frameCount * 0.05) * 1;
+ }
+
+ // Shadow with glow
+ ctx.fillStyle = 'rgba(0, 0, 0, 0.3)';
+ ctx.beginPath();
+ ctx.ellipse(p.x + p.width / 2, p.y + p.height + 3 + bobOffset, p.width / 2, 4, 0, 0, Math.PI * 2);
+ ctx.fill();
+
+ // Dynamic glow color based on powerups
+ let glowColor = '#00ffff';
+ let bodyColor1 = '#00ffff';
+ let bodyColor2 = '#00d9ff';
+ if (p.hasSpeedBoost) {
+ glowColor = '#ff00ff';
+ bodyColor1 = '#ff00ff';
+ bodyColor2 = '#aa00ff';
+ }
+ if (p.invincible) {
+ glowColor = '#ffff00';
+ bodyColor1 = '#ffff00';
+ bodyColor2 = '#ffaa00';
+ }
+
+ // Draw arms (behind body)
+ ctx.fillStyle = bodyColor2;
+ // Left arm
+ ctx.save();
+ ctx.translate(p.x + 4, p.y + 15 + bobOffset);
+ ctx.rotate(-armAngle);
+ ctx.fillRect(-3, 0, 6, 15);
+ ctx.restore();
+ // Right arm
+ ctx.save();
+ ctx.translate(p.x + p.width - 4, p.y + 15 + bobOffset);
+ ctx.rotate(armAngle);
+ ctx.fillRect(-3, 0, 6, 15);
+ ctx.restore();
+
+ // Body with gradient
+ const bodyGradient = ctx.createLinearGradient(p.x, p.y + bobOffset, p.x + p.width, p.y + p.height + bobOffset);
+ bodyGradient.addColorStop(0, bodyColor1);
+ bodyGradient.addColorStop(0.5, bodyColor2);
+ bodyGradient.addColorStop(1, '#006688');
+ ctx.fillStyle = bodyGradient;
+
+ // Main body
+ const r = 6;
+ ctx.beginPath();
+ ctx.moveTo(p.x + r, p.y + bobOffset);
+ ctx.lineTo(p.x + p.width - r, p.y + bobOffset);
+ ctx.quadraticCurveTo(p.x + p.width, p.y + bobOffset, p.x + p.width, p.y + r + bobOffset);
+ ctx.lineTo(p.x + p.width, p.y + p.height - r + bobOffset);
+ ctx.quadraticCurveTo(p.x + p.width, p.y + p.height + bobOffset, p.x + p.width - r, p.y + p.height + bobOffset);
+ ctx.lineTo(p.x + r, p.y + p.height + bobOffset);
+ ctx.quadraticCurveTo(p.x, p.y + p.height + bobOffset, p.x, p.y + p.height - r + bobOffset);
+ ctx.lineTo(p.x, p.y + r + bobOffset);
+ ctx.quadraticCurveTo(p.x, p.y + bobOffset, p.x + r, p.y + bobOffset);
+ ctx.fill();
+
+ // Enhanced glow effect with pulse
+ const pulseIntensity = Math.sin(frameCount * 0.1) * 5 + 15;
+ ctx.shadowColor = glowColor;
+ ctx.shadowBlur = pulseIntensity;
+ ctx.strokeStyle = glowColor;
+ ctx.lineWidth = 2;
+ ctx.stroke();
+ ctx.shadowBlur = 0;
+
+ // Draw legs
+ ctx.fillStyle = bodyColor2;
+ // Left leg
+ ctx.fillRect(p.x + 6 - legSpread/2, p.y + p.height - 5 + bobOffset, 7, 10);
+ // Right leg
+ ctx.fillRect(p.x + p.width - 13 + legSpread/2, p.y + p.height - 5 + bobOffset, 7, 10);
+
+ // Inner highlight
+ ctx.strokeStyle = 'rgba(255, 255, 255, 0.3)';
+ ctx.lineWidth = 1;
+ ctx.beginPath();
+ ctx.moveTo(p.x + 4, p.y + 4 + bobOffset);
+ ctx.lineTo(p.x + p.width - 4, p.y + 4 + bobOffset);
+ ctx.stroke();
+
+ // Eyes with direction
+ const eyeY = p.y + 12 + bobOffset;
+ const eyeOffset = p.facingRight ? 2 : -2;
+
+ // Eye whites
+ ctx.fillStyle = '#fff';
+ ctx.beginPath();
+ ctx.arc(p.x + 8 + eyeOffset, eyeY, 5, 0, Math.PI * 2);
+ ctx.arc(p.x + 20 + eyeOffset, eyeY, 5, 0, Math.PI * 2);
+ ctx.fill();
+
+ // Pupils
+ ctx.fillStyle = '#000';
+ const pupilOffset = p.facingRight ? 2 : 0;
+ ctx.beginPath();
+ ctx.arc(p.x + 9 + pupilOffset + eyeOffset, eyeY + 1, 2.5, 0, Math.PI * 2);
+ ctx.arc(p.x + 21 + pupilOffset + eyeOffset, eyeY + 1, 2.5, 0, Math.PI * 2);
+ ctx.fill();
+
+ // Eye shine
+ ctx.fillStyle = '#fff';
+ ctx.beginPath();
+ ctx.arc(p.x + 7 + pupilOffset + eyeOffset, eyeY - 1, 1.5, 0, Math.PI * 2);
+ ctx.arc(p.x + 19 + pupilOffset + eyeOffset, eyeY - 1, 1.5, 0, Math.PI * 2);
+ ctx.fill();
+
+ // Double jump indicator
+ if (Player.hasDoubleJump && !Player.hasUsedDoubleJump) {
+ ctx.fillStyle = 'rgba(0, 255, 136, 0.8)';
+ ctx.beginPath();
+ ctx.arc(p.x + p.width / 2, p.y - 10, 5, 0, Math.PI * 2);
+ ctx.fill();
+ }
+}
+
+// ═══════════════════════════════════════════════════════════════
+// SCREEN SHAKE
+// ═══════════════════════════════════════════════════════════════
+function applyScreenShake() {
+ if (screenShake > 0) {
+ const shakeX = (Math.random() - 0.5) * screenShake;
+ const shakeY = (Math.random() - 0.5) * screenShake;
+ ctx.translate(shakeX, shakeY);
+ screenShake *= 0.9;
+ if (screenShake < 0.5) screenShake = 0;
+ }
+}
+
+function triggerScreenShake(intensity = 10) {
+ screenShake = intensity;
+ canvas.classList.add('shake');
+ setTimeout(() => canvas.classList.remove('shake'), 400);
+}
+
+// ═══════════════════════════════════════════════════════════════
+// GAME LOGIC
+// ═══════════════════════════════════════════════════════════════
+let levelManager = new LevelManager();
+let lastCheckpoint = null;
+
+function initLevel(levelIndex) {
+ if (!levelManager.loadLevel(levelIndex)) {
+ // Game completed
+ gameComplete();
+ return;
+ }
+
+ // Reset player position
+ const level = LEVELS[levelIndex];
+ Player.reset(level.playerStart.x, level.playerStart.y);
+
+ // Reset checkpoint
+ lastCheckpoint = null;
+
+ // Update level display
+ if (levelDisplay) {
+ levelDisplay.textContent = `УРОВЕНЬ ${levelIndex + 1}: ${level.name}`;
+ }
+
+ // Reset level score
+ currentLevelScore = 0;
+}
+
+function update() {
+ if (!gameRunning || paused) return;
+
+ frameCount++;
+ if (frameCount % 60 === 0) {
+ gameTime++;
+ timerDisplay.textContent = gameTime;
+ }
+
+ // Update player
+ Player.update();
+
+ // Update level objects
+ levelManager.update();
+
+ // Check landing
+ checkLanding();
+
+ // Create player trail
+ createPlayerTrail();
+ updatePlayerTrail();
+
+ // Update particles
+ updateParticles();
+
+ // Player movement
+ if (keys.left) {
+ Player.velocityX = -Player.speed;
+ Player.facingRight = false;
+ } else if (keys.right) {
+ Player.velocityX = Player.speed;
+ Player.facingRight = true;
+ } else {
+ Player.velocityX = 0;
+ }
+
+ Player.x += Player.velocityX;
+
+ // Screen boundaries (horizontal)
+ if (Player.x < 30) Player.x = 30;
+ if (Player.x + Player.width > 870) Player.x = 870 - Player.width;
+
+ // Jump
+ if (keys.up) {
+ const wasGrounded = Player.grounded;
+ if (Player.jump()) {
+ createParticles(Player.x + Player.width / 2, Player.y + Player.height, '#00ffff', 8);
+ if (!wasGrounded && Player.hasDoubleJump && Player.hasUsedDoubleJump) {
+ AudioSystem.play('doubleJump');
+ } else {
+ AudioSystem.play('jump');
+ }
+ }
+ keys.up = false; // Prevent hold-to-fly
+ }
+
+ // Gravity
+ Player.velocityY += Player.gravity;
+ Player.y += Player.velocityY;
+
+ // Platform collisions
+ Player.grounded = false;
+ const allPlatforms = levelManager.getAllPlatforms();
+
+ for (const platform of allPlatforms) {
+ if (checkCollision(Player, platform)) {
+ // Landing on top
+ if (Player.velocityY > 0 && Player.y + Player.height - Player.velocityY <= platform.y + 10) {
+ Player.y = platform.y - Player.height;
+ Player.velocityY = 0;
+ Player.grounded = true;
+ Player.hasUsedDoubleJump = false;
+
+ // Move with platform
+ if (platform.isMoving) {
+ Player.x += platform.speed * platform.direction;
+ }
+ }
+ // Hitting from below
+ else if (Player.velocityY < 0 && Player.y - Player.velocityY >= platform.y + platform.height - 10) {
+ Player.y = platform.y + platform.height;
+ Player.velocityY = 0;
+ }
+ // Side collisions
+ else if (Player.velocityX > 0) {
+ Player.x = platform.x - Player.width;
+ } else if (Player.velocityX < 0) {
+ Player.x = platform.x + platform.width;
+ }
+ }
+ }
+
+ // Fall off screen
+ if (Player.y > canvas.height + 50) {
+ takeDamage();
+ }
+
+ // Coin collection
+ for (const coin of levelManager.coins) {
+ if (!coin.collected && checkCollision(Player, coin)) {
+ coin.collected = true;
+ currentLevelScore += 10;
+ totalScore += 10;
+ scoreDisplay.textContent = totalScore;
+ // Enhanced sparkle effect with golden trail
+ createParticles(coin.x + coin.width / 2, coin.y + coin.height / 2, '#ffd700', 15, 6);
+ createParticles(coin.x + coin.width / 2, coin.y + coin.height / 2, '#fff8dc', 10, 8);
+ createParticles(coin.x + coin.width / 2, coin.y + coin.height / 2, '#ffec8b', 8, 10);
+ AudioSystem.play('coin');
+ }
+ }
+
+ // Spike collision
+ for (const spike of levelManager.spikes) {
+ if (checkCollision(Player, spike)) {
+ takeDamage();
+ }
+ }
+
+ // Patrol enemy collision
+ for (let i = levelManager.patrolEnemies.length - 1; i >= 0; i--) {
+ const enemy = levelManager.patrolEnemies[i];
+ if (checkCollision(Player, enemy)) {
+ // Check if player is falling onto enemy (stomp kill)
+ if (Player.velocityY > 0 && Player.y + Player.height < enemy.y + enemy.height / 2) {
+ // Enemy defeated - remove and create explosion
+ levelManager.patrolEnemies.splice(i, 1);
+ // Death explosion - red/orange particles
+ createParticles(enemy.x + enemy.width / 2, enemy.y + enemy.height / 2, '#ff6b6b', 20, 8);
+ createParticles(enemy.x + enemy.width / 2, enemy.y + enemy.height / 2, '#ff4444', 15, 10);
+ createParticles(enemy.x + enemy.width / 2, enemy.y + enemy.height / 2, '#ffaa00', 12, 12);
+ // Small bounce
+ Player.velocityY = -8;
+ // Bonus score
+ currentLevelScore += 25;
+ totalScore += 25;
+ scoreDisplay.textContent = totalScore;
+ screenShake = 8;
+ AudioSystem.play('powerUp'); // Reuse power-up sound for victory
+ } else {
+ takeDamage();
+ }
+ }
+ }
+
+ // Power-up collection
+ for (const powerUp of levelManager.powerUps) {
+ if (!powerUp.collected && checkCollision(Player, powerUp)) {
+ powerUp.collected = true;
+ Player.applyPowerUp(powerUp.type);
+ createParticles(powerUp.x + powerUp.width / 2, powerUp.y + powerUp.height / 2, powerUp.color, 20);
+ triggerScreenShake(5);
+ AudioSystem.play('powerUp');
+ }
+ }
+
+ // Checkpoint activation
+ for (const checkpoint of levelManager.checkpoints) {
+ if (!checkpoint.activated && checkCollision(Player, checkpoint)) {
+ checkpoint.activated = true;
+ lastCheckpoint = { x: checkpoint.x, y: checkpoint.y };
+ createParticles(checkpoint.x + checkpoint.width / 2, checkpoint.y + checkpoint.height / 2, '#00ff88', 25);
+ AudioSystem.play('checkpoint');
+ }
+ }
+
+ // Flag (goal) collision
+ if (levelManager.flag && checkCollision(Player, levelManager.flag)) {
+ levelComplete();
+ }
+
+ // Portal collision (next level)
+ if (levelManager.portal && checkCollision(Player, levelManager.portal)) {
+ levelComplete();
+ }
+}
+
+function draw() {
+ ctx.save();
+
+ // Apply screen shake
+ applyScreenShake();
+
+ // Draw background
+ drawBackground();
+
+ // Draw level objects
+ levelManager.draw(ctx, frameCount);
+
+ // Draw player trail
+ drawPlayerTrail();
+
+ // Draw player
+ drawPlayer();
+
+ // Draw particles
+ drawParticles();
+
+ ctx.restore();
+}
+
+function gameLoop() {
+ update();
+ draw();
+ requestAnimationFrame(gameLoop);
+}
+
+// ═══════════════════════════════════════════════════════════════
+// GAME EVENTS
+// ═══════════════════════════════════════════════════════════════
+function takeDamage() {
+ if (!Player.takeDamage()) return;
+
+ AudioSystem.play('hurt');
+ lives--;
+ updateLivesDisplay();
+ createParticles(Player.x + Player.width / 2, Player.y + Player.height / 2, '#ff4757', 20);
+ triggerScreenShake(15);
+
+ if (lives <= 0) {
+ gameOver();
+ } else {
+ respawnAtCheckpoint();
+ }
+}
+
+function respawnAtCheckpoint() {
+ if (lastCheckpoint) {
+ Player.reset(lastCheckpoint.x, lastCheckpoint.y);
+ } else {
+ const level = LEVELS[levelManager.currentLevel];
+ Player.reset(level.playerStart.x, level.playerStart.y);
+ }
+ Player.velocityX = 0;
+ Player.velocityY = 0;
+}
+
+function updateLivesDisplay() {
+ livesContainer.innerHTML = '';
+ for (let i = 0; i < 3; i++) {
+ const life = document.createElement('div');
+ life.className = 'life-icon' + (i >= lives ? ' lost' : '');
+ livesContainer.appendChild(life);
+ }
+}
+
+let levelCompleteCalled = false;
+
+function levelComplete() {
+ if (levelCompleteCalled) return;
+ levelCompleteCalled = true;
+
+ AudioSystem.play('levelComplete');
+
+ // Confetti explosion!
+ for (let i = 0; i < 50; i++) {
+ const colors = ['#ff4757', '#2ed573', '#1e90ff', '#ffd700', '#ff6b81', '#00ff88'];
+ createParticles(
+ canvas.width / 2 + (Math.random() - 0.5) * 200,
+ canvas.height / 2,
+ colors[Math.floor(Math.random() * colors.length)],
+ 3,
+ 15
+ );
+ }
+
+ // Screen flash effect
+ triggerScreenShake(20);
+
+ gameRunning = false;
+ totalScore += currentLevelScore;
+ totalScore += Math.max(0, 100 - gameTime) * 5; // Time bonus
+
+ messageTitle.textContent = '🎉 УРОВЕНЬ ПРОЙДЕН! 🎉';
+ messageTitle.style.color = '#00ff88';
+ messageStats.innerHTML = `
+ Монеты: ${currentLevelScore}
+ Бонус за время: ${Math.max(0, 100 - gameTime) * 5}
+ Всего очков: ${totalScore}
+ `;
+ messageDiv.querySelector('button').textContent = 'Следующий уровень →';
+ messageDiv.className = 'win';
+ messageDiv.style.display = 'block';
+
+ // Auto advance after delay - only when user presses a key
+ // setTimeout(() => {
+ // nextLevel();
+ // }, 3000);
+}
+
+function continueToNextLevel() {
+ console.log('continueToNextLevel called, current level:', levelManager.currentLevel, 'total levels:', LEVELS.length);
+ if (levelManager.currentLevel < LEVELS.length - 1) {
+ nextLevel();
+ } else {
+ // Game completed - reset to level 1
+ console.log('Game completed, restarting from level 1');
+ restartGame();
+ }
+}
+
+function handleMessageButton() {
+ if (messageTitle.textContent.includes('ИГРА ОКОНЧЕНА')) {
+ restartGame();
+ } else {
+ continueToNextLevel();
+ }
+}
+
+function nextLevel() {
+ levelCompleteCalled = false;
+ messageDiv.style.display = 'none';
+ gameTime = 0;
+ frameCount = 0;
+ lives = 3;
+ updateLivesDisplay();
+ Player.hasDoubleJump = false;
+ Player.hasSpeedBoost = false;
+ initLevel(levelManager.currentLevel + 1);
+ gameRunning = true;
+}
+
+function gameOver() {
+ AudioSystem.play('gameOver');
+ gameRunning = false;
+ messageDiv.querySelector('button').textContent = 'Играть снова';
+ messageTitle.textContent = '💀 ИГРА ОКОНЧЕНА';
+ messageTitle.style.color = '#ff4757';
+ messageStats.innerHTML = `
+ Уровень: ${levelManager.currentLevel + 1}
+ Счет: ${totalScore}
+ `;
+ messageDiv.className = 'lose';
+ messageDiv.style.display = 'block';
+}
+
+function gameComplete() {
+ gameRunning = false;
+ messageTitle.textContent = '🏆 ПОБЕДА! 🏆';
+ messageTitle.style.color = '#ffd700';
+ messageStats.innerHTML = `
+ Поздравляем! Вы прошли все уровни!
+ Итоговый счет: ${totalScore}
+ `;
+ messageDiv.className = 'win';
+ messageDiv.style.display = 'block';
+}
+
+function restartGame() {
+ levelCompleteCalled = false;
+ messageDiv.querySelector('button').textContent = 'Играть снова';
+ totalScore = 0;
+ lives = 3;
+ gameTime = 0;
+ frameCount = 0;
+ particles = [];
+ screenShake = 0;
+ Player.hasDoubleJump = false;
+ Player.hasSpeedBoost = false;
+
+ scoreDisplay.textContent = '0';
+ timerDisplay.textContent = '0';
+ updateLivesDisplay();
+
+ levelManager.reset();
+ initLevel(0);
+
+ messageDiv.style.display = 'none';
+ gameRunning = true;
+}
+
+function togglePause() {
+ if (!gameRunning) return;
+ paused = !paused;
+
+ const pauseMenu = document.getElementById('pause-menu');
+ if (pauseMenu) {
+ pauseMenu.style.display = paused ? 'block' : 'none';
+ }
+}
+
+// ═══════════════════════════════════════════════════════════════
+// START GAME
+// ═══════════════════════════════════════════════════════════════
+updateLivesDisplay();
+initLevel(0);
+gameLoop();
+
+// ═══════════════════════════════════════════════════════════════
+// MENU FUNCTIONS
+// ═══════════════════════════════════════════════════════════════
+function startGame() {
+ document.getElementById('main-menu').style.display = 'none';
+ document.getElementById('loading').style.display = 'none';
+ document.getElementById('game-wrapper').style.display = 'block';
+ AudioSystem.init();
+ if (AudioSystem.muted) {
+ AudioSystem.toggleMute();
+ }
+ gameRunning = true;
+}
+
+function showSettings() {
+ document.getElementById('settings-modal').classList.add('show');
+}
+
+function hideSettings() {
+ document.getElementById('settings-modal').classList.remove('show');
+}
+
+function showAbout() {
+ document.getElementById('about-modal').classList.add('show');
+}
+
+function hideAbout() {
+ document.getElementById('about-modal').classList.remove('show');
+}
+
+function toggleSound() {
+ const muted = AudioSystem.toggleMute();
+ document.getElementById('sound-toggle').textContent = muted ? 'ВЫКЛ' : 'ВКЛ';
+}
+
+function toggleFullscreen() {
+ if (!document.fullscreenElement) {
+ document.documentElement.requestFullscreen();
+ } else {
+ document.exitFullscreen();
+ }
+}
+
+function exitToMenu() {
+ document.getElementById('game-wrapper').style.display = 'none';
+ document.getElementById('main-menu').style.display = 'flex';
+ document.getElementById('pause-menu').style.display = 'none';
+ messageDiv.style.display = 'none';
+ gameRunning = false;
+}
diff --git a/js/levels.js b/js/levels.js
new file mode 100644
index 0000000..8283fe0
--- /dev/null
+++ b/js/levels.js
@@ -0,0 +1,689 @@
+/* ═══════════════════════════════════════════════════════════════
+ GAME LEVELS - Level definitions for multi-level platformer
+ ═══════════════════════════════════════════════════════════════ */
+
+const LEVELS = [
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 1 - Tutorial
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "НАЧАЛО",
+ playerStart: { x: 60, y: 420 },
+ platforms: [
+ // Ground
+ { x: 0, y: 510, width: 900, height: 40, color: '#2a2a4a', isGround: true },
+ // Wall
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a', isGround: true },
+ // Platform
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a', },
+ // Platform
+ { x: 150, y: 420, width: 120, height: 20, color: '#4a3a6a', },
+ // Platform
+ { x: 320, y: 340, width: 100, height: 20, color: '#4a3a6a', },
+ // Platform
+ { x: 480, y: 260, width: 120, height: 20, color: '#4a3a6a', },
+ // Platform
+ { x: 280, y: 180, width: 100, height: 20, color: '#4a3a6a', },
+ // Platform
+ { x: 550, y: 120, width: 150, height: 20, color: '#4a3a6a', },
+ // Platform
+ { x: 100, y: 280, width: 80, height: 20, color: '#4a3a6a', },
+ ],
+ movingPlatforms: [
+ { x: 200, y: 300, width: 70, height: 18, color: '#6a5aaa', startX: 180, endX: 280, speed: 1.5, direction: 1, moveType: 'horizontal' },
+ ],
+ coins: [
+ { x: 200, y: 380 },
+ { x: 360, y: 300 },
+ { x: 530, y: 220 },
+ { x: 320, y: 140 },
+ { x: 620, y: 80 },
+ { x: 140, y: 240 },
+ ],
+ spikes: [
+ { x: 400, y: 488, width: 30, height: 20 },
+ { x: 600, y: 488, width: 30, height: 20 },
+ ],
+ patrolEnemies: [
+ ],
+ powerUps: [
+ ],
+ checkpoints: [
+ { x: 50, y: 470 },
+ ],
+ flag: { x: 680, y: 60 },
+ portal: null
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 2 - Moving Platforms
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "НЕБО",
+ playerStart: { x: 60, y: 420 },
+ platforms: [
+ { x: 0, y: 510, width: 200, height: 40, color: '#2a2a4a' },
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ // Islands
+ { x: 80, y: 380, width: 80, height: 20, color: '#4a3a6a' },
+ { x: 300, y: 320, width: 80, height: 20, color: '#4a3a6a' },
+ { x: 550, y: 250, width: 80, height: 20, color: '#4a3a6a' },
+ { x: 750, y: 350, width: 100, height: 20, color: '#4a3a6a' },
+ { x: 700, y: 150, width: 100, height: 20, color: '#4a3a6a' }
+ ],
+ movingPlatforms: [
+ { x: 220, y: 380, width: 70, height: 18, color: '#6a5aaa', startX: 200, endX: 320, speed: 2, direction: 1, moveType: 'horizontal' },
+ { x: 420, y: 300, width: 70, height: 18, color: '#6a5aaa', startX: 400, endX: 520, speed: 1.8, direction: 1, moveType: 'horizontal' },
+ { x: 650, y: 250, width: 60, height: 18, color: '#6a5aaa', startX: 620, endX: 720, speed: 2.2, direction: 1, moveType: 'horizontal' },
+ { x: 450, y: 150, width: 70, height: 18, color: '#6a5aaa', startX: 400, endY: 150, endX: 600, speed: 2, direction: 1, moveType: 'horizontal' }
+ ],
+ coins: [
+ { x: 110, y: 340 },
+ { x: 330, y: 280 },
+ { x: 580, y: 210 },
+ { x: 790, y: 310 },
+ { x: 740, y: 110 },
+ { x: 500, y: 110 }
+ ],
+ spikes: [
+ { x: 280, y: 488, width: 100, height: 22 },
+ { x: 500, y: 488, width: 80, height: 22 }
+ ],
+ patrolEnemies: [
+ { x: 700, y: 320, patrolRange: 80, speed: 1.5 }
+ ],
+ powerUps: [
+ { x: 340, y: 100, type: 'doubleJump' }
+ ],
+ checkpoints: [
+ { x: 50, y: 470 },
+ { x: 450, y: 270 }
+ ],
+ flag: { x: 780, y: 110 },
+ portal: null
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 3 - Enemies & Power-ups
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "ОПАСНОСТЬ",
+ playerStart: { x: 60, y: 420 },
+ platforms: [
+ { x: 0, y: 510, width: 250, height: 40, color: '#2a2a4a' },
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ // Platforms with enemies
+ { x: 100, y: 400, width: 100, height: 20, color: '#4a3a6a' },
+ { x: 280, y: 350, width: 120, height: 20, color: '#4a3a6a' },
+ { x: 500, y: 280, width: 100, height: 20, color: '#4a3a6a' },
+ { x: 300, y: 200, width: 100, height: 20, color: '#4a3a6a' },
+ { x: 550, y: 150, width: 120, height: 20, color: '#4a3a6a' },
+ { x: 750, y: 250, width: 100, height: 20, color: '#4a3a6a' },
+ { x: 700, y: 400, width: 150, height: 20, color: '#4a3a6a' }
+ ],
+ movingPlatforms: [
+ { x: 450, y: 180, width: 70, height: 18, color: '#6a5aaa', startX: 420, endX: 540, speed: 2.5, direction: 1, moveType: 'horizontal' }
+ ],
+ coins: [
+ { x: 140, y: 360 },
+ { x: 330, y: 310 },
+ { x: 540, y: 240 },
+ { x: 340, y: 160 },
+ { x: 600, y: 110 },
+ { x: 790, y: 210 },
+ { x: 770, y: 360 }
+ ],
+ spikes: [
+ { x: 350, y: 328, width: 40, height: 22 },
+ { x: 600, y: 488, width: 60, height: 22 }
+ ],
+ patrolEnemies: [
+ { x: 300, y: 170, patrolRange: 80, speed: 2 },
+ { x: 560, y: 120, patrolRange: 90, speed: 1.8 },
+ { x: 720, y: 370, patrolRange: 100, speed: 2.2 }
+ ],
+ powerUps: [
+ { x: 560, y: 110, type: 'speedBoost' },
+ { x: 780, y: 370, type: 'invincibility' }
+ ],
+ checkpoints: [
+ { x: 50, y: 470 },
+ { x: 330, y: 170 }
+ ],
+ flag: { x: 820, y: 60 },
+ portal: { x: 800, y: 60 }
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 4 - Vertical Challenge
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "ВЕРШИНА",
+ playerStart: { x: 60, y: 450 },
+ platforms: [
+ { x: 0, y: 510, width: 250, height: 40, color: '#2a2a4a' },
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ // Vertical climbing
+ { x: 180, y: 420, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 80, y: 350, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 250, y: 320, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 450, y: 380, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 350, y: 280, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 550, y: 220, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 700, y: 280, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 600, y: 150, width: 100, height: 18, color: '#4a3a6a' },
+ { x: 400, y: 100, width: 100, height: 18, color: '#4a3a6a' },
+ { x: 700, y: 80, width: 100, height: 18, color: '#4a3a6a' }
+ ],
+ movingPlatforms: [
+ { x: 120, y: 280, width: 60, height: 18, color: '#6a5aaa', startX: 100, endX: 200, speed: 2, direction: 1, moveType: 'horizontal' },
+ { x: 450, y: 120, width: 60, height: 18, color: '#6a5aaa', startX: 430, endX: 530, speed: 1.5, direction: 1, moveType: 'horizontal' }
+ ],
+ coins: [
+ { x: 210, y: 420 },
+ { x: 110, y: 340 },
+ { x: 280, y: 280 },
+ { x: 480, y: 340 },
+ { x: 380, y: 240 },
+ { x: 580, y: 180 },
+ { x: 730, y: 240 },
+ { x: 640, y: 110 },
+ { x: 440, y: 60 },
+ { x: 740, y: 40 }
+ ],
+ spikes: [
+ { x: 300, y: 488, width: 60, height: 22 },
+ { x: 500, y: 488, width: 80, height: 22 }
+ ],
+ patrolEnemies: [
+ { x: 370, y: 70, patrolRange: 70, speed: 2.5 }
+ ],
+ powerUps: [
+ { x: 420, y: 250, type: 'doubleJump' },
+ { x: 600, y: 50, type: 'speedBoost' }
+ ],
+ checkpoints: [
+ { x: 50, y: 490 },
+ { x: 350, y: 80 }
+ ],
+ flag: { x: 770, y: 40 },
+ portal: null
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 5 - Final Boss Stage
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "ФИНАЛ",
+ playerStart: { x: 60, y: 450 },
+ platforms: [
+ { x: 0, y: 510, width: 200, height: 40, color: '#2a2a4a' },
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ // Gauntlet
+ { x: 150, y: 440, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 280, y: 400, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 400, y: 360, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 520, y: 320, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 650, y: 280, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 750, y: 350, width: 100, height: 18, color: '#4a3a6a' },
+ { x: 700, y: 200, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 500, y: 150, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 300, y: 120, width: 100, height: 18, color: '#4a3a6a' },
+ { x: 100, y: 180, width: 100, height: 18, color: '#4a3a6a' },
+ { x: 750, y: 80, width: 100, height: 18, color: '#4a3a6a' }
+ ],
+ movingPlatforms: [
+ { x: 230, y: 350, width: 50, height: 18, color: '#6a5aaa', startX: 220, endX: 300, speed: 3, direction: 1, moveType: 'horizontal' },
+ { x: 580, y: 250, width: 50, height: 18, color: '#6a5aaa', startX: 560, endX: 660, speed: 2.5, direction: 1, moveType: 'horizontal' },
+ { x: 400, y: 80, width: 60, height: 18, color: '#6a5aaa', startX: 380, endX: 480, speed: 2, direction: 1, moveType: 'horizontal' }
+ ],
+ coins: [
+ { x: 170, y: 400 },
+ { x: 300, y: 360 },
+ { x: 420, y: 320 },
+ { x: 540, y: 280 },
+ { x: 670, y: 240 },
+ { x: 780, y: 310 },
+ { x: 730, y: 160 },
+ { x: 530, y: 110 },
+ { x: 340, y: 80 },
+ { x: 140, y: 140 },
+ { x: 790, y: 40 }
+ ],
+ spikes: [
+ { x: 250, y: 488, width: 80, height: 22 },
+ { x: 450, y: 488, width: 80, height: 22 },
+ { x: 650, y: 488, width: 80, height: 22 }
+ ],
+ patrolEnemies: [
+ { x: 170, y: 150, patrolRange: 60, speed: 2 },
+ { x: 320, y: 90, patrolRange: 70, speed: 2.5 },
+ { x: 510, y: 120, patrolRange: 60, speed: 3 },
+ { x: 760, y: 50, patrolRange: 60, speed: 2 }
+ ],
+ powerUps: [
+ { x: 730, y: 320, type: 'doubleJump' },
+ { x: 510, y: 80, type: 'speedBoost' },
+ { x: 130, y: 140, type: 'invincibility' }
+ ],
+ checkpoints: [
+ { x: 50, y: 470 },
+ { x: 730, y: 50 }
+ ],
+ flag: { x: 800, y: 40 },
+ portal: { x: 780, y: 40 }
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 6 - The Gauntlet
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "ИСПЫТАНИЕ",
+ playerStart: { x: 60, y: 450 },
+ platforms: [
+ { x: 0, y: 510, width: 150, height: 40, color: '#2a2a4a' },
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 180, y: 450, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 300, y: 400, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 420, y: 350, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 540, y: 300, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 660, y: 250, width: 60, height: 18, color: '#4a3a6a' },
+ { x: 750, y: 350, width: 100, height: 18, color: '#4a3a6a' },
+ { x: 600, y: 150, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 400, y: 100, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 200, y: 150, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 50, y: 220, width: 80, height: 18, color: '#4a3a6a' }
+ ],
+ movingPlatforms: [
+ { x: 250, y: 320, width: 50, height: 18, color: '#6a5aaa', startX: 230, endX: 310, speed: 2.5, direction: 1, moveType: 'horizontal' },
+ { x: 480, y: 220, width: 50, height: 18, color: '#6a5aaa', startX: 460, endX: 540, speed: 2.2, direction: 1, moveType: 'horizontal' }
+ ],
+ coins: [
+ { x: 200, y: 410 }, { x: 320, y: 360 }, { x: 440, y: 310 },
+ { x: 560, y: 260 }, { x: 680, y: 210 }, { x: 790, y: 310 },
+ { x: 630, y: 110 }, { x: 430, y: 60 }, { x: 230, y: 110 },
+ { x: 80, y: 180 }
+ ],
+ spikes: [
+ { x: 200, y: 488, width: 80, height: 22 }, { x: 400, y: 488, width: 80, height: 22 },
+ { x: 600, y: 488, width: 80, height: 22 }
+ ],
+ patrolEnemies: [
+ { x: 380, y: 70, patrolRange: 60, speed: 3 }
+ ],
+ powerUps: [
+ { x: 750, y: 310, type: 'speedBoost' }
+ ],
+ checkpoints: [
+ { x: 50, y: 470 }, { x: 400, y: 70 }
+ ],
+ flag: { x: 80, y: 180 },
+ portal: null
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 7 - Speed Run
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "ГОНКА",
+ playerStart: { x: 60, y: 420 },
+ platforms: [
+ { x: 0, y: 510, width: 300, height: 40, color: '#2a2a4a' },
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 350, y: 450, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 500, y: 380, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 650, y: 310, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 750, y: 400, width: 100, height: 18, color: '#4a3a6a' },
+ { x: 700, y: 200, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 500, y: 150, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 300, y: 120, width: 80, height: 18, color: '#4a3a6a' },
+ { x: 100, y: 180, width: 80, height: 18, color: '#4a3a6a' }
+ ],
+ movingPlatforms: [
+ { x: 200, y: 350, width: 60, height: 18, color: '#6a5aaa', startX: 180, endX: 280, speed: 3.5, direction: 1, moveType: 'horizontal' },
+ { x: 400, y: 250, width: 60, height: 18, color: '#6a5aaa', startX: 380, endX: 480, speed: 3, direction: 1, moveType: 'horizontal' },
+ { x: 600, y: 100, width: 60, height: 18, color: '#6a5aaa', startX: 580, endX: 680, speed: 2.5, direction: 1, moveType: 'horizontal' }
+ ],
+ coins: [
+ { x: 380, y: 410 }, { x: 530, y: 340 }, { x: 680, y: 270 },
+ { x: 790, y: 360 }, { x: 730, y: 160 }, { x: 530, y: 110 },
+ { x: 330, y: 80 }, { x: 130, y: 140 }
+ ],
+ spikes: [
+ { x: 300, y: 488, width: 60, height: 22 }, { x: 500, y: 488, width: 60, height: 22 }
+ ],
+ patrolEnemies: [
+ { x: 500, y: 120, patrolRange: 60, speed: 3.5 },
+ { x: 300, y: 90, patrolRange: 60, speed: 3 }
+ ],
+ powerUps: [
+ { x: 330, y: 80, type: 'doubleJump' },
+ { x: 130, y: 140, type: 'speedBoost' }
+ ],
+ checkpoints: [
+ { x: 50, y: 470 }, { x: 500, y: 120 }
+ ],
+ flag: { x: 130, y: 140 },
+ portal: null
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 8 - The Tower
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "БАШНЯ",
+ playerStart: { x: 60, y: 480 },
+ platforms: [
+ { x: 0, y: 530, width: 120, height: 20, color: '#2a2a4a' },
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ // Tower ascending
+ { x: 150, y: 470, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 80, y: 400, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 180, y: 340, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 100, y: 280, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 200, y: 220, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 350, y: 300, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 500, y: 250, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 650, y: 200, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 750, y: 280, width: 80, height: 16, color: '#4a3a6a' },
+ { x: 700, y: 150, width: 80, height: 16, color: '#4a3a6a' },
+ { x: 550, y: 80, width: 80, height: 16, color: '#4a3a6a' },
+ { x: 350, y: 60, width: 100, height: 16, color: '#4a3a6a' }
+ ],
+ movingPlatforms: [
+ { x: 280, y: 250, width: 50, height: 16, color: '#6a5aaa', startX: 260, endX: 340, speed: 2, direction: 1, moveType: 'horizontal' },
+ { x: 450, y: 160, width: 50, height: 16, color: '#6a5aaa', startX: 430, endX: 510, speed: 1.8, direction: 1, moveType: 'horizontal' }
+ ],
+ coins: [
+ { x: 170, y: 430 }, { x: 100, y: 360 }, { x: 200, y: 300 },
+ { x: 120, y: 240 }, { x: 220, y: 180 }, { x: 370, y: 260 },
+ { x: 520, y: 210 }, { x: 670, y: 160 }, { x: 780, y: 240 },
+ { x: 730, y: 110 }, { x: 580, y: 40 }, { x: 380, y: 20 }
+ ],
+ spikes: [
+ { x: 150, y: 508, width: 40, height: 22 }, { x: 300, y: 508, width: 50, height: 22 },
+ { x: 500, y: 508, width: 50, height: 22 }, { x: 700, y: 508, width: 50, height: 22 }
+ ],
+ patrolEnemies: [
+ { x: 340, y: 30, patrolRange: 80, speed: 2 }
+ ],
+ powerUps: [
+ { x: 580, y: 40, type: 'doubleJump' }
+ ],
+ checkpoints: [
+ { x: 30, y: 490 }, { x: 350, y: 30 }
+ ],
+ flag: { x: 380, y: 20 },
+ portal: null
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 9 - Chaos
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "ХАОС",
+ playerStart: { x: 60, y: 400 },
+ platforms: [
+ { x: 0, y: 510, width: 200, height: 40, color: '#2a2a4a' },
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 100, y: 420, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 200, y: 380, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 300, y: 340, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 400, y: 300, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 500, y: 260, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 600, y: 220, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 700, y: 280, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 780, y: 350, width: 70, height: 16, color: '#4a3a6a' },
+ { x: 750, y: 180, width: 80, height: 16, color: '#4a3a6a' },
+ { x: 600, y: 120, width: 80, height: 16, color: '#4a3a6a' },
+ { x: 400, y: 100, width: 80, height: 16, color: '#4a3a6a' },
+ { x: 200, y: 150, width: 80, height: 16, color: '#4a3a6a' },
+ { x: 50, y: 220, width: 80, height: 16, color: '#4a3a6a' }
+ ],
+ movingPlatforms: [
+ { x: 250, y: 300, width: 40, height: 16, color: '#6a5aaa', startX: 230, endX: 290, speed: 3, direction: 1, moveType: 'horizontal' },
+ { x: 450, y: 200, width: 40, height: 16, color: '#6a5aaa', startX: 430, endX: 510, speed: 2.5, direction: 1, moveType: 'horizontal' },
+ { x: 650, y: 150, width: 40, height: 16, color: '#6a5aaa', startX: 630, endX: 710, speed: 2, direction: 1, moveType: 'horizontal' }
+ ],
+ coins: [
+ { x: 115, y: 380 }, { x: 215, y: 340 }, { x: 315, y: 300 },
+ { x: 415, y: 260 }, { x: 515, y: 220 }, { x: 615, y: 180 },
+ { x: 730, y: 240 }, { x: 810, y: 310 }, { x: 780, y: 140 },
+ { x: 630, y: 80 }, { x: 430, y: 60 }, { x: 230, y: 110 },
+ { x: 80, y: 180 }
+ ],
+ spikes: [
+ { x: 220, y: 488, width: 60, height: 22 }, { x: 400, y: 488, width: 60, height: 22 },
+ { x: 580, y: 488, width: 60, height: 22 }, { x: 760, y: 488, width: 60, height: 22 }
+ ],
+ patrolEnemies: [
+ { x: 200, y: 120, patrolRange: 60, speed: 3.5 },
+ { x: 400, y: 70, patrolRange: 60, speed: 3 },
+ { x: 600, y: 90, patrolRange: 60, speed: 3.5 }
+ ],
+ powerUps: [
+ { x: 80, y: 180, type: 'invincibility' },
+ { x: 630, y: 80, type: 'doubleJump' }
+ ],
+ checkpoints: [
+ { x: 30, y: 470 }, { x: 200, y: 120 }, { x: 80, y: 180 }
+ ],
+ flag: { x: 80, y: 180 },
+ portal: null
+ },
+
+ // ═══════════════════════════════════════════════════════════════
+ // LEVEL 10 - Final Challenge
+ // ═══════════════════════════════════════════════════════════════
+ {
+ name: "ФИНАЛ",
+ playerStart: { x: 60, y: 450 },
+ platforms: [
+ { x: 0, y: 510, width: 180, height: 40, color: '#2a2a4a' },
+ { x: 0, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ { x: 870, y: 0, width: 30, height: 550, color: '#1a1a3a' },
+ // Challenging platforms
+ { x: 200, y: 460, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 100, y: 390, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 220, y: 330, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 120, y: 270, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 250, y: 220, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 400, y: 280, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 550, y: 220, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 700, y: 280, width: 50, height: 16, color: '#4a3a6a' },
+ { x: 800, y: 200, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 700, y: 120, width: 60, height: 16, color: '#4a3a6a' },
+ { x: 500, y: 80, width: 80, height: 16, color: '#4a3a6a' },
+ { x: 300, y: 60, width: 80, height: 16, color: '#4a3a6a' },
+ { x: 100, y: 100, width: 80, height: 16, color: '#4a3a6a' }
+ ],
+ movingPlatforms: [
+ { x: 170, y: 320, width: 40, height: 16, color: '#6a5aaa', startX: 150, endX: 210, speed: 2.5, direction: 1, moveType: 'horizontal' },
+ { x: 350, y: 180, width: 40, height: 16, color: '#6a5aaa', startX: 330, endX: 410, speed: 3, direction: 1, moveType: 'horizontal' },
+ { x: 600, y: 160, width: 40, height: 16, color: '#6a5aaa', startX: 580, endX: 660, speed: 2, direction: 1, moveType: 'horizontal' },
+ { x: 400, y: 150, width: 40, height: 16, color: '#6a5aaa', startX: 380, endX: 460, speed: 2.2, direction: 1, moveType: 'horizontal' }
+ ],
+ coins: [
+ { x: 215, y: 420 }, { x: 115, y: 350 }, { x: 235, y: 290 },
+ { x: 135, y: 230 }, { x: 265, y: 180 }, { x: 415, y: 240 },
+ { x: 565, y: 180 }, { x: 715, y: 240 }, { x: 825, y: 160 },
+ { x: 725, y: 80 }, { x: 530, y: 40 }, { x: 330, y: 20 },
+ { x: 130, y: 60 }
+ ],
+ spikes: [
+ { x: 220, y: 488, width: 50, height: 22 }, { x: 400, y: 488, width: 50, height: 22 },
+ { x: 580, y: 488, width: 50, height: 22 }, { x: 760, y: 488, width: 50, height: 22 }
+ ],
+ patrolEnemies: [
+ { x: 300, y: 30, patrolRange: 70, speed: 4 },
+ { x: 500, y: 50, patrolRange: 70, speed: 3.5 }
+ ],
+ powerUps: [
+ { x: 130, y: 60, type: 'doubleJump' },
+ { x: 530, y: 40, type: 'speedBoost' },
+ { x: 825, y: 160, type: 'invincibility' }
+ ],
+ checkpoints: [
+ { x: 30, y: 470 }, { x: 300, y: 30 }, { x: 130, y: 60 }
+ ],
+ flag: { x: 130, y: 60 },
+ portal: null
+ }
+];
+
+// ═══════════════════════════════════════════════════════════════
+// LEVEL MANAGER
+// ═══════════════════════════════════════════════════════════════
+class LevelManager {
+ constructor() {
+ this.currentLevel = 0;
+ this.maxLevel = LEVELS.length;
+ this.platforms = [];
+ this.movingPlatforms = [];
+ this.coins = [];
+ this.spikes = [];
+ this.patrolEnemies = [];
+ this.powerUps = [];
+ this.checkpoints = [];
+ this.flag = null;
+ this.portal = null;
+ }
+
+ loadLevel(levelIndex) {
+ if (levelIndex >= this.maxLevel) {
+ return false; // Game complete
+ }
+
+ this.currentLevel = levelIndex;
+ const level = LEVELS[levelIndex];
+
+ // Create platforms
+ this.platforms = level.platforms.map(p => new Platform(p.x, p.y, p.width, p.height, p.color, false, p.isMoving));
+
+ // Create moving platforms
+ this.movingPlatforms = level.movingPlatforms.map(mp =>
+ new Platform(mp.x, mp.y, mp.width, mp.height, mp.color, true, {
+ startX: mp.startX,
+ endX: mp.endX,
+ startY: mp.startY || mp.y,
+ endY: mp.endY || mp.y,
+ speed: mp.speed,
+ moveType: mp.moveType
+ })
+ );
+
+ // Create coins
+ this.coins = level.coins.map(c => new Coin(c.x, c.y));
+
+ // Create spikes
+ this.spikes = level.spikes.map(s => new Spike(s.x, s.y, s.width, s.height));
+
+ // Create patrol enemies
+ this.patrolEnemies = level.patrolEnemies.map(e =>
+ new PatrolEnemy(e.x, e.y, e.patrolRange, e.speed)
+ );
+
+ // Create power-ups
+ this.powerUps = level.powerUps.map(p => new PowerUp(p.x, p.y, p.type));
+
+ // Create checkpoints
+ this.checkpoints = level.checkpoints.map(c => new Checkpoint(c.x, c.y));
+
+ // Create flag
+ this.flag = new Flag(level.flag.x, level.flag.y);
+
+ // Create portal
+ if (level.portal) {
+ this.portal = new Portal(level.portal.x, level.portal.y);
+ } else {
+ this.portal = null;
+ }
+
+ return true;
+ }
+
+ update() {
+ // Update moving platforms
+ for (const mp of this.movingPlatforms) {
+ mp.update();
+ }
+
+ // Update coins
+ for (const coin of this.coins) {
+ coin.update(frameCount);
+ }
+
+ // Update patrol enemies
+ for (const enemy of this.patrolEnemies) {
+ enemy.update();
+ }
+
+ // Update power-ups
+ for (const powerUp of this.powerUps) {
+ powerUp.update(frameCount);
+ }
+ }
+
+ draw(ctx, frameCount) {
+ // Draw platforms
+ for (const platform of this.platforms) {
+ platform.draw(ctx, frameCount);
+ }
+
+ // Draw moving platforms
+ for (const mp of this.movingPlatforms) {
+ mp.draw(ctx, frameCount);
+ }
+
+ // Draw checkpoints
+ for (const checkpoint of this.checkpoints) {
+ checkpoint.draw(ctx, frameCount);
+ }
+
+ // Draw coins
+ for (const coin of this.coins) {
+ coin.draw(ctx, frameCount);
+ }
+
+ // Draw spikes
+ for (const spike of this.spikes) {
+ spike.draw(ctx);
+ }
+
+ // Draw patrol enemies
+ for (const enemy of this.patrolEnemies) {
+ enemy.draw(ctx, frameCount);
+ }
+
+ // Draw power-ups
+ for (const powerUp of this.powerUps) {
+ powerUp.draw(ctx, frameCount);
+ }
+
+ // Draw portal
+ if (this.portal) {
+ this.portal.draw(ctx, frameCount);
+ }
+
+ // Draw flag
+ if (this.flag) {
+ this.flag.draw(ctx, frameCount);
+ }
+ }
+
+ getAllPlatforms() {
+ return [...this.platforms, ...this.movingPlatforms];
+ }
+
+ reset() {
+ this.currentLevel = 0;
+ }
+}
diff --git a/js/sound.js b/js/sound.js
new file mode 100644
index 0000000..96d6186
--- /dev/null
+++ b/js/sound.js
@@ -0,0 +1,212 @@
+/* ═══════════════════════════════════════════════════════════════
+ AUDIO SYSTEM - Web Audio API Sound Effects
+ ═══════════════════════════════════════════════════════════════ */
+
+const AudioSystem = {
+ ctx: null,
+ masterVolume: 0.3,
+ sounds: {},
+ muted: false,
+
+ init() {
+ try {
+ this.ctx = new (window.AudioContext || window.webkitAudioContext)();
+ this.createSounds();
+ } catch (e) {
+ console.log('Audio not supported');
+ }
+ },
+
+ createSounds() {
+ // Jump sound - rising pitch
+ this.sounds.jump = () => {
+ if (!this.ctx || this.muted) return;
+ const osc = this.ctx.createOscillator();
+ const gain = this.ctx.createGain();
+ osc.connect(gain);
+ gain.connect(this.ctx.destination);
+ osc.type = 'sine';
+ osc.frequency.setValueAtTime(200, this.ctx.currentTime);
+ osc.frequency.exponentialRampToValueAtTime(600, this.ctx.currentTime + 0.1);
+ gain.gain.setValueAtTime(this.masterVolume * 0.5, this.ctx.currentTime);
+ gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + 0.15);
+ osc.start();
+ osc.stop(this.ctx.currentTime + 0.15);
+ };
+
+ // Double jump sound - higher pitch
+ this.sounds.doubleJump = () => {
+ if (!this.ctx || this.muted) return;
+ const osc = this.ctx.createOscillator();
+ const gain = this.ctx.createGain();
+ osc.connect(gain);
+ gain.connect(this.ctx.destination);
+ osc.type = 'sine';
+ osc.frequency.setValueAtTime(400, this.ctx.currentTime);
+ osc.frequency.exponentialRampToValueAtTime(800, this.ctx.currentTime + 0.1);
+ gain.gain.setValueAtTime(this.masterVolume * 0.4, this.ctx.currentTime);
+ gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + 0.12);
+ osc.start();
+ osc.stop(this.ctx.currentTime + 0.12);
+ };
+
+ // Coin collect - bright chime
+ this.sounds.coin = () => {
+ if (!this.ctx || this.muted) return;
+ const frequencies = [880, 1100, 1320];
+ frequencies.forEach((freq, i) => {
+ const osc = this.ctx.createOscillator();
+ const gain = this.ctx.createGain();
+ osc.connect(gain);
+ gain.connect(this.ctx.destination);
+ osc.type = 'sine';
+ osc.frequency.setValueAtTime(freq, this.ctx.currentTime + i * 0.05);
+ gain.gain.setValueAtTime(0, this.ctx.currentTime);
+ gain.gain.linearRampToValueAtTime(this.masterVolume * 0.3, this.ctx.currentTime + i * 0.05);
+ gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + 0.2 + i * 0.05);
+ osc.start(this.ctx.currentTime + i * 0.05);
+ osc.stop(this.ctx.currentTime + 0.25 + i * 0.05);
+ });
+ };
+
+ // Damage/hurt - low thud
+ this.sounds.hurt = () => {
+ if (!this.ctx || this.muted) return;
+ const osc = this.ctx.createOscillator();
+ const gain = this.ctx.createGain();
+ osc.connect(gain);
+ gain.connect(this.ctx.destination);
+ osc.type = 'sawtooth';
+ osc.frequency.setValueAtTime(150, this.ctx.currentTime);
+ osc.frequency.exponentialRampToValueAtTime(50, this.ctx.currentTime + 0.2);
+ gain.gain.setValueAtTime(this.masterVolume * 0.4, this.ctx.currentTime);
+ gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + 0.2);
+ osc.start();
+ osc.stop(this.ctx.currentTime + 0.2);
+ };
+
+ // Power-up collected - magical chime
+ this.sounds.powerUp = () => {
+ if (!this.ctx || this.muted) return;
+ const frequencies = [523, 659, 784, 1047];
+ frequencies.forEach((freq, i) => {
+ const osc = this.ctx.createOscillator();
+ const gain = this.ctx.createGain();
+ osc.connect(gain);
+ gain.connect(this.ctx.destination);
+ osc.type = 'triangle';
+ osc.frequency.setValueAtTime(freq, this.ctx.currentTime + i * 0.08);
+ gain.gain.setValueAtTime(0, this.ctx.currentTime);
+ gain.gain.linearRampToValueAtTime(this.masterVolume * 0.25, this.ctx.currentTime + i * 0.08);
+ gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + 0.3 + i * 0.08);
+ osc.start(this.ctx.currentTime + i * 0.08);
+ osc.stop(this.ctx.currentTime + 0.4 + i * 0.08);
+ });
+ };
+
+ // Checkpoint - celebratory sound
+ this.sounds.checkpoint = () => {
+ if (!this.ctx || this.muted) return;
+ const frequencies = [392, 523, 659, 784];
+ frequencies.forEach((freq, i) => {
+ const osc = this.ctx.createOscillator();
+ const gain = this.ctx.createGain();
+ osc.connect(gain);
+ gain.connect(this.ctx.destination);
+ osc.type = 'sine';
+ osc.frequency.setValueAtTime(freq, this.ctx.currentTime + i * 0.1);
+ gain.gain.setValueAtTime(0, this.ctx.currentTime);
+ gain.gain.linearRampToValueAtTime(this.masterVolume * 0.3, this.ctx.currentTime + i * 0.1);
+ gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + 0.3 + i * 0.1);
+ osc.start(this.ctx.currentTime + i * 0.1);
+ osc.stop(this.ctx.currentTime + 0.5 + i * 0.1);
+ });
+ };
+
+ // Level complete - victory fanfare
+ this.sounds.levelComplete = () => {
+ if (!this.ctx || this.muted) return;
+ const notes = [523, 587, 659, 698, 784, 880, 988, 1047];
+ notes.forEach((freq, i) => {
+ const osc = this.ctx.createOscillator();
+ const gain = this.ctx.createGain();
+ osc.connect(gain);
+ gain.connect(this.ctx.destination);
+ osc.type = 'square';
+ osc.frequency.setValueAtTime(freq, this.ctx.currentTime + i * 0.12);
+ gain.gain.setValueAtTime(0, this.ctx.currentTime);
+ gain.gain.linearRampToValueAtTime(this.masterVolume * 0.15, this.ctx.currentTime + i * 0.12 + 0.02);
+ gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + 0.4 + i * 0.12);
+ osc.start(this.ctx.currentTime + i * 0.12);
+ osc.stop(this.ctx.currentTime + 0.5 + i * 0.12);
+ });
+ };
+
+ // Game over - sad descending
+ this.sounds.gameOver = () => {
+ if (!this.ctx || this.muted) return;
+ const frequencies = [440, 415, 392, 370, 349, 330, 311, 294];
+ frequencies.forEach((freq, i) => {
+ const osc = this.ctx.createOscillator();
+ const gain = this.ctx.createGain();
+ osc.connect(gain);
+ gain.connect(this.ctx.destination);
+ osc.type = 'sawtooth';
+ osc.frequency.setValueAtTime(freq, this.ctx.currentTime + i * 0.15);
+ gain.gain.setValueAtTime(0, this.ctx.currentTime);
+ gain.gain.linearRampToValueAtTime(this.masterVolume * 0.2, this.ctx.currentTime + i * 0.15);
+ gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + 0.3 + i * 0.15);
+ osc.start(this.ctx.currentTime + i * 0.15);
+ osc.stop(this.ctx.currentTime + 0.4 + i * 0.15);
+ });
+ };
+
+ // Step/land sound
+ this.sounds.land = () => {
+ if (!this.ctx || this.muted) return;
+ const osc = this.ctx.createOscillator();
+ const gain = this.ctx.createGain();
+ osc.connect(gain);
+ gain.connect(this.ctx.destination);
+ osc.type = 'sine';
+ osc.frequency.setValueAtTime(80, this.ctx.currentTime);
+ osc.frequency.exponentialRampToValueAtTime(40, this.ctx.currentTime + 0.05);
+ gain.gain.setValueAtTime(this.masterVolume * 0.2, this.ctx.currentTime);
+ gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + 0.05);
+ osc.start();
+ osc.stop(this.ctx.currentTime + 0.05);
+ };
+ },
+
+ play(soundName) {
+ if (this.sounds[soundName]) {
+ // Resume audio context if suspended (browser autoplay policy)
+ if (this.ctx && this.ctx.state === 'suspended') {
+ this.ctx.resume();
+ }
+ this.sounds[soundName]();
+ }
+ },
+
+ toggleMute() {
+ this.muted = !this.muted;
+ return this.muted;
+ },
+
+ setVolume(vol) {
+ this.masterVolume = Math.max(0, Math.min(1, vol));
+ }
+};
+
+// Auto-initialize on first user interaction
+document.addEventListener('click', () => {
+ if (!AudioSystem.ctx) {
+ AudioSystem.init();
+ }
+}, { once: true });
+
+document.addEventListener('keydown', () => {
+ if (!AudioSystem.ctx) {
+ AudioSystem.init();
+ }
+}, { once: true });