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/* ═══════════════════════════════════════════════════════════════
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;
}
}

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/* ═══════════════════════════════════════════════════════════════
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: <span style="color: #ffd700">${currentLevelScore}</span><br>
Бонус за время: <span style="color: #00ffff">${Math.max(0, 100 - gameTime) * 5}</span><br>
Всего очков: <span style="color: #00ff88">${totalScore}</span>
`;
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: <span style="color: #00ffff">${levelManager.currentLevel + 1}</span><br>
Счет: <span style="color: #ffd700">${totalScore}</span>
`;
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!<br>
Итоговый счет: <span style="color: #ffd700; font-size: 24px">${totalScore}</span>
`;
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;
}

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js/levels.js Normal file
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/* ═══════════════════════════════════════════════════════════════
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;
}
}

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/* ═══════════════════════════════════════════════════════════════
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 });