class Enemy { constructor() { const isHeavy = Math.random() < CONFIG.game.heavyEnemyChanceBase + wave * CONFIG.game.heavyEnemyChancePerWave; this.isHeavy = isHeavy; const wordData = WordGenerator.generateWord(isHeavy); if (isHeavy) { this.words = wordData; this.currentWordIndex = 0; this.text = this.words[0]; } else { this.words = [wordData]; this.currentWordIndex = 0; this.text = wordData; } this.y = 0; this.speed = isHeavy ? S.heavyEnemySpeedBase + Math.random() * S.heavyEnemySpeedRandom : Math.min( S.simpleEnemySpeedBase + Math.random() * S.simpleEnemySpeedRandom + wave * S.simpleEnemySpeedPerWave, S.simpleEnemyMaxSpeed, ); this.height = isHeavy ? S.enemyHeavyHeight : S.enemySimpleHeight; this.pulse = 0; this.flashTimer = 0; this.width = 0; this.x = this._calculateSpawnX(); } _calculateSpawnX() { const padding = S.enemyPaddingX; ctx.save(); ctx.font = `${this.isHeavy ? "bold " : ""}${this.isHeavy ? S.enemyHeavyFont : S.enemySimpleFont}px 'Courier New', monospace`; let maxTextWidth = 0; for (let word of this.words) { const w = ctx.measureText(word).width; if (w > maxTextWidth) maxTextWidth = w; } ctx.restore(); this.width = maxTextWidth + 24; const halfWidth = this.width / 2; const minX = padding + halfWidth; const maxX = W - padding - halfWidth; return minX + Math.random() * (maxX - minX); } nextWord() { this.currentWordIndex++; this.flashTimer = S.flashDuration; if (this.currentWordIndex >= this.words.length) { return true; } this.text = this.words[this.currentWordIndex]; return false; } update() { this.y += this.speed; this.pulse += 0.05; if (this.flashTimer > 0) this.flashTimer--; } draw() { const alpha = S.enemyAlphaBase + Math.sin(this.pulse) * S.enemyAlphaRange; const flash = this.flashTimer > 0; ctx.save(); ctx.font = `${this.isHeavy ? "bold " : ""}${this.isHeavy ? S.enemyHeavyFont : S.enemySimpleFont}px 'Courier New', monospace`; const boxW = this.width; const boxH = this.height; ctx.shadowColor = flash ? CONFIG.colors.white : this.isHeavy ? CONFIG.colors.heavy : CONFIG.colors.primary; ctx.shadowBlur = flash ? S.enemyFlashGlow : S.enemyGlow + Math.sin(this.pulse * 2) * S.enemyGlowPulse; ctx.strokeStyle = flash ? CONFIG.colors.white : this.isHeavy ? `rgba(255,170,0,${alpha})` : `rgba(0,255,65,${alpha})`; ctx.lineWidth = flash ? S.enemyLineWidth * 2 : S.enemyLineWidth; if (this.isHeavy) { const off = S.enemyAlienOffset; ctx.beginPath(); ctx.moveTo(this.x - boxW / 2 + off, this.y - boxH / 2); ctx.lineTo(this.x + boxW / 2 - off, this.y - boxH / 2); ctx.lineTo(this.x + boxW / 2, this.y); ctx.lineTo(this.x + boxW / 2 - off, this.y + boxH / 2); ctx.lineTo(this.x - boxW / 2 + off, this.y + boxH / 2); ctx.lineTo(this.x - boxW / 2, this.y); ctx.closePath(); ctx.stroke(); const barW = boxW - S.armorBarPad; const barH = S.enemyArmorBarHeight; const totalLayers = this.words.length; const remainingLayers = totalLayers - this.currentWordIndex; ctx.fillStyle = CONFIG.colors.armorBarBg; ctx.fillRect(this.x - barW / 2, this.y - boxH / 2 - S.enemyArmorBarOffset, barW, barH); ctx.fillStyle = flash ? CONFIG.colors.white : CONFIG.colors.armorBarFill; ctx.fillRect( this.x - barW / 2, this.y - boxH / 2 - S.enemyArmorBarOffset, barW * (remainingLayers / totalLayers), barH, ); ctx.font = `${S.armorBarFont}px "Courier New", monospace`; ctx.fillStyle = flash ? CONFIG.colors.white : CONFIG.colors.heavy; ctx.textAlign = "center"; ctx.fillText( `${CONFIG.texts.armorLabel} ${remainingLayers}/${totalLayers}`, this.x, this.y - boxH / 2 - S.enemyArmorLabelOffset, ); } else { ctx.strokeRect(this.x - boxW / 2, this.y - boxH / 2, boxW, boxH); } ctx.shadowBlur = 0; ctx.font = `${this.isHeavy ? "bold " : ""}${this.isHeavy ? S.enemyHeavyFont : S.enemySimpleFont}px 'Courier New', monospace`; ctx.textAlign = "center"; ctx.textBaseline = "middle"; ctx.fillStyle = flash ? CONFIG.colors.white : this.isHeavy ? CONFIG.colors.heavy : CONFIG.colors.primary; ctx.fillText(this.text, this.x, this.y); ctx.restore(); } getBounds() { return { left: this.x - this.width / 2, right: this.x + this.width / 2, top: this.y - this.height / 2, bottom: this.y + this.height / 2, }; } }