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Update index.html
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1 file changed

+37
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index.html

Lines changed: 37 additions & 25 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
<!DOCTYPE html>
22
<html>
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<head>
4-
<title>Gödel's Gauntlet</title>
4+
<title>Godel's Gauntlet</title>
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<style>
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body { margin: 0; overflow: hidden; }
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canvas { position: absolute; top: 0; left: 0; }
@@ -36,35 +36,47 @@
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angle3: 0
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};
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39-
// Listen for keydown events
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window.addEventListener('keydown', function(e) {
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var acceleration = player.speed;
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if(e.key === 'ArrowUp' || e.key === 'w') player.vy -= acceleration;
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if(e.key === 'ArrowDown' || e.key === 's') player.vy += acceleration;
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if(e.key === 'ArrowLeft' || e.key === 'a') player.vx -= acceleration;
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if(e.key === 'ArrowRight' || e.key === 'd') player.vx += acceleration;
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});
39+
// Listen for click events
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canvas.addEventListener('click', function(e) {
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var rect = canvas.getBoundingClientRect();
42+
var clickX = e.clientX - rect.left;
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var clickY = e.clientY - rect.top;
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// Set the player's target
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player.target = { x: clickX, y: clickY };
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48-
// Listen for deviceorientation events
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window.addEventListener('deviceorientation', function(e) {
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var acceleration = player.speed;
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player.vx += Math.sin(e.alpha * Math.PI / 180) * acceleration;
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player.vy += Math.sin((e.beta - 90) * Math.PI / 180) * acceleration;
48+
// Store the last click position
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lastClick.x = clickX;
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lastClick.y = clickY;
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});
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// Main game loop
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function gameLoop() {
57-
// Apply velocity to player position
58-
if (!player.reset) {
59-
player.x += player.vx;
60-
player.y += player.vy;
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}
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63-
// Limit speed
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var speed = Math.sqrt(player.vx * player.vx + player.vy * player.vy);
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if(speed > player.maxSpeed) {
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player.vx *= player.maxSpeed / speed;
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player.vy *= player.maxSpeed / speed;
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// Move towards target if it exists
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if(player.target) {
57+
var dx = player.target.x - player.x;
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var dy = player.target.y - player.y;
59+
var distance = Math.sqrt(dx * dx + dy * dy);
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61+
if(distance > 1) {
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// Apply velocity to player position
63+
player.vx = dx / distance * player.speed;
64+
player.vy = dy / distance * player.speed;
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player.x += player.vx;
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player.y += player.vy;
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// Accelerate
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player.speed += 0.1;
70+
if(player.speed > player.maxSpeed) {
71+
player.speed = player.maxSpeed;
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}
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} else {
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// Decelerate
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player.speed -= 0.1;
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if(player.speed < 0) {
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player.speed = 0;
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}
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}
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}
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// Clear the canvas

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