const canvas = document.getElementById("game-canvas");
const ctx = canvas.getContext("2d");
let W, H;
let gameState = "start";
let score = 0,
wave = 1,
lives = 3;
let enemies = [];
let particles = [];
let projectiles = [];
let spawnTimer = 0;
let spawnInterval = CONFIG.game.spawnIntervalBase;
let waveTimer = 0;
let shakeTimer = 0;
let shakeAmount = 0;
let bgOffset = 0;
let gameLoopStarted = false;
let introPlaying = false;
let playerStats = {};
const params = new URLSearchParams(location.search);
const settings = {
autoRestart: params.get("autoRestart") !== "0",
};
function initKeyboardBridge() {
if (initKeyboardBridge._done) return;
initKeyboardBridge._done = true;
let buffer = "";
document.addEventListener("keydown", (e) => {
if (e.key === "Backspace") {
e.preventDefault();
buffer = buffer.slice(0, -1);
InputModule.updateLocalDisplay(buffer);
} else if (e.key === "Enter") {
e.preventDefault();
const line = buffer;
buffer = "";
InputModule.submitLocal(line);
} else if (e.key === "Escape") {
buffer = "";
InputModule.clear();
} else if (e.key.length === 1 && !e.ctrlKey && !e.altKey && !e.metaKey) {
buffer += e.key;
InputModule.updateLocalDisplay(buffer);
}
});
}
const game = {
launchProjectile(word, targetEnemy, isHit, username) {
projectiles.push(new Projectile(word, targetEnemy, isHit, username));
},
onProjectileHit(projectile, enemy) {
const dead = enemy.nextWord();
if (dead) {
score += enemy.isHeavy ? CONFIG.game.scoreHeavy : CONFIG.game.scoreSimple;
document.getElementById("score").textContent = score;
if (projectile.username) {
if (!playerStats[projectile.username]) playerStats[projectile.username] = { kills: 0, misses: 0 };
playerStats[projectile.username].kills++;
}
this.destroyEnemy(enemy);
} else {
spawnParticles(enemy.x, enemy.y, CONFIG.colors.heavy, S.particleArmorBreak);
triggerShake(S.shakeHit, S.shakeHitDuration);
}
},
onProjectileMiss(projectile) {
spawnParticles(projectile.targetX, projectile.targetY, CONFIG.colors.miss, S.particleMiss);
triggerShake(S.shakeMiss, S.shakeMissDuration);
if (projectile.username) {
if (!playerStats[projectile.username]) playerStats[projectile.username] = { kills: 0, misses: 0 };
playerStats[projectile.username].misses++;
}
},
destroyEnemy(enemy) {
const idx = enemies.indexOf(enemy);
if (idx > -1) {
const color = enemy.isHeavy ? CONFIG.colors.heavy : CONFIG.colors.primary;
const count = enemy.isHeavy
? S.particleDestroyHeavy
: S.particleDestroySimple;
spawnParticles(enemy.x, enemy.y, color, count);
enemies.splice(idx, 1);
}
},
};
function spawnEnemy() {
enemies.push(new Enemy());
}
function takeDamage() {
lives--;
document.getElementById("lives").textContent = lives;
triggerShake(S.shakeDamage, S.shakeDamageDuration);
document.getElementById("game-container").classList.add("glitch");
setTimeout(
() => document.getElementById("game-container").classList.remove("glitch"),
S.glitchDuration,
);
if (lives <= 0) {
gameOver();
}
}
let gameOverTimeout = null;
function renderPlayerStats() {
const container = document.getElementById("player-stats");
container.innerHTML = "";
const names = Object.keys(playerStats);
if (names.length === 0) return;
const byKills = names.slice().sort((a, b) => playerStats[b].kills - playerStats[a].kills);
const top3 = byKills.slice(0, 3);
const sectionTitle = document.createElement("div");
sectionTitle.className = "stats-section-title";
sectionTitle.textContent = "УБИЙЦЫ";
container.appendChild(sectionTitle);
top3.forEach((name, i) => {
const row = document.createElement("div");
row.className = "stats-row" + (i === 0 ? " stats-top1" : i === 1 ? " stats-top2" : " stats-top3");
const place = i === 0 ? "1" : i === 1 ? "2" : "3";
row.innerHTML = `#${place} ${name} ${playerStats[name].kills}`;
container.appendChild(row);
});
let maxMisses = 0;
let mazilaName = "";
for (const name of names) {
if (playerStats[name].misses > maxMisses) {
maxMisses = playerStats[name].misses;
mazilaName = name;
}
}
if (mazilaName && maxMisses > 0) {
const mazila = document.createElement("div");
mazila.className = "stats-mazila";
mazila.innerHTML = `Мазила: ${mazilaName} (${maxMisses})`;
container.appendChild(mazila);
}
}
function gameOver() {
gameState = "gameover";
document.getElementById("final-score").textContent = score;
renderPlayerStats();
document.getElementById("gameover-screen").classList.remove("hidden");
document.getElementById("gameover-subtitle").classList.add("hidden");
if (gameOverTimeout) clearTimeout(gameOverTimeout);
gameOverTimeout = setTimeout(() => {
gameOverTimeout = null;
document.getElementById("gameover-screen").classList.add("hidden");
document.getElementById("ui-overlay").classList.add("hidden");
document.getElementById("input-chat").classList.add("hidden");
gameLoopStarted = false;
if (settings.autoRestart) {
recalc();
runIntro();
} else {
document.body.classList.add("hidden");
}
}, CONFIG.game.gameOverDelay);
}
function startGame() {
if (gameOverTimeout) {
clearTimeout(gameOverTimeout);
gameOverTimeout = null;
}
gameState = "playing";
score = CONFIG.game.startScore;
wave = CONFIG.game.startWave;
lives = CONFIG.game.startLives;
enemies = [];
particles = [];
projectiles = [];
playerStats = {};
spawnTimer = CONFIG.game.spawnIntervalBase;
spawnInterval = CONFIG.game.spawnIntervalBase;
waveTimer = 0;
InputModule.clear();
document.getElementById("score").textContent = score;
document.getElementById("wave").textContent = wave;
document.getElementById("lives").textContent = lives;
document.getElementById("start-screen").classList.add("hidden");
document.getElementById("gameover-screen").classList.add("hidden");
document.getElementById("ui-overlay").classList.remove("hidden");
document.getElementById("input-chat").classList.remove("hidden");
if (!gameLoopStarted) {
gameLoopStarted = true;
loop();
}
}
function update() {
if (gameState !== "playing") return;
spawnTimer++;
if (spawnTimer >= spawnInterval) {
spawnEnemy();
spawnTimer = 0;
spawnInterval = Math.max(
CONFIG.game.spawnIntervalMin,
CONFIG.game.spawnIntervalBase - wave * CONFIG.game.spawnIntervalDecayPerWave,
);
}
waveTimer++;
if (waveTimer >= CONFIG.game.waveInterval) {
wave++;
waveTimer = 0;
document.getElementById("wave").textContent = wave;
spawnInterval = Math.max(
CONFIG.game.spawnIntervalMin,
CONFIG.game.spawnIntervalBase - wave * CONFIG.game.spawnIntervalDecayPerWave,
);
}
for (let i = enemies.length - 1; i >= 0; i--) {
const e = enemies[i];
e.update();
if (e.y > H - S.removeZone) {
takeDamage();
enemies.splice(i, 1);
}
}
for (let i = particles.length - 1; i >= 0; i--) {
particles[i].update();
if (particles[i].life <= 0) particles.splice(i, 1);
}
for (let i = projectiles.length - 1; i >= 0; i--) {
const alive = projectiles[i].update();
if (!alive) {
projectiles.splice(i, 1);
}
}
if (shakeTimer > 0) {
shakeTimer--;
shakeAmount *= 0.9;
}
}
function draw() {
ctx.clearRect(0, 0, W, H);
ctx.save();
if (shakeTimer > 0) {
ctx.translate((Math.random() - 0.5) * shakeAmount, (Math.random() - 0.5) * shakeAmount);
}
drawGrid();
for (let p of projectiles) p.draw();
for (let p of particles) p.draw();
for (let e of enemies) e.draw();
ctx.save();
ctx.fillStyle = CONFIG.colors.playerBase;
ctx.fillRect(0, H - S.inputAreaHeight, W, S.inputAreaHeight);
ctx.strokeStyle = CONFIG.colors.primary;
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(0, H - S.inputAreaHeight);
ctx.lineTo(W, H - S.inputAreaHeight);
ctx.stroke();
ctx.fillStyle = CONFIG.colors.primary;
ctx.shadowColor = CONFIG.colors.primary;
ctx.shadowBlur = S.playerGlow;
ctx.beginPath();
ctx.arc(W / 2, H - S.playerY, S.playerRadius, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
ctx.restore();
}
function loop() {
update();
draw();
if (gameLoopStarted) {
requestAnimationFrame(loop);
}
}