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 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-display").classList.add("hidden"); gameLoopStarted = false; recalc(); runIntro(); }, 10000); } 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-display").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); } }