|
35 | 35 | var goal = { |
36 | 36 | x: canvas.width / 2, |
37 | 37 | y: canvas.height / 2, |
38 | | - radius: 30, |
| 38 | + radius: 42, |
39 | 39 | angle1: 0, |
40 | 40 | angle2: 0, |
41 | 41 | angle3: 0 |
42 | 42 | }; |
43 | 43 |
|
44 | 44 | // Listen for click events |
45 | 45 | canvas.addEventListener('click', function(e) { |
46 | | - if (e.target.nodeName !== 'A') { |
| 46 | + if (!player.freeze) { |
47 | 47 | var rect = canvas.getBoundingClientRect(); |
48 | 48 | var clickX = e.clientX - rect.left; |
49 | 49 | var clickY = e.clientY - rect.top; |
50 | 50 |
|
51 | 51 | // Set the player's target |
52 | 52 | player.target = { x: clickX, y: clickY }; |
53 | | - |
54 | | - // Store the last click position |
55 | | - lastClick.x = clickX; |
56 | | - lastClick.y = clickY; |
57 | 53 | } |
58 | 54 | }); |
59 | 55 |
|
60 | 56 | // Main game loop |
61 | 57 | function gameLoop() { |
62 | 58 | // Move towards target if it exists |
63 | | - if(player.target) { |
| 59 | + if (player.target) { |
64 | 60 | var dx = player.target.x - player.x; |
65 | 61 | var dy = player.target.y - player.y; |
66 | 62 | var distance = Math.sqrt(dx * dx + dy * dy); |
|
89 | 85 | // Clear the canvas |
90 | 86 | ctx.clearRect(0, 0, canvas.width, canvas.height); |
91 | 87 |
|
92 | | - // Create and store the path for the first rotating circle |
93 | | - var circlePath1 = new Path2D(); |
| 88 | + // Create and store the path for the outer rotating circle |
| 89 | + var outerCirclePath = new Path2D(); |
94 | 90 | goal.angle1 += 0.01; |
95 | | - var startAngle = goal.angle1; |
96 | | - var endAngle = startAngle + Math.PI * 2 - player.radius * 3 / goal.radius; |
97 | | - circlePath1.arc(goal.x, goal.y, goal.radius * 3, startAngle, endAngle); |
| 91 | + var startAngleOuter = goal.angle1; |
| 92 | + var endAngleOuter = startAngleOuter + Math.PI * 2 - player.radius * 3 / goal.radius; |
| 93 | + var outerCircleRadius = goal.radius * 1.618 ** 3 |
| 94 | + outerCirclePath.arc(goal.x, goal.y, outerCircleRadius, startAngleOuter, endAngleOuter); |
98 | 95 | ctx.strokeStyle = 'red'; |
99 | 96 | ctx.lineWidth = 5; |
100 | | - ctx.stroke(circlePath1); |
| 97 | + ctx.stroke(outerCirclePath); |
101 | 98 |
|
102 | | - // Create and store the path for the second rotating circle |
103 | | - var circlePath2 = new Path2D(); |
| 99 | + // Create and store the path for the middle rotating circle |
| 100 | + var middleCirclePath = new Path2D(); |
104 | 101 | goal.angle2 -= 0.01; |
105 | | - startAngle = goal.angle2; |
106 | | - endAngle = startAngle + Math.PI * 2 - player.radius * 3 / goal.radius; |
107 | | - circlePath2.arc(goal.x, goal.y, goal.radius * 2.5, startAngle, endAngle); |
| 102 | + var startAngleMiddle = goal.angle2; |
| 103 | + var endAngleMiddle = startAngleMiddle + Math.PI * 2 - player.radius * 3 / goal.radius; |
| 104 | + var middleCircleRadius = goal.radius * 1.618 ** 2 |
| 105 | + middleCirclePath.arc(goal.x, goal.y, middleCircleRadius, startAngleMiddle, endAngleMiddle); |
108 | 106 | ctx.strokeStyle = 'blue'; |
109 | 107 | ctx.lineWidth = 5; |
110 | | - ctx.stroke(circlePath2); |
| 108 | + ctx.stroke(middleCirclePath); |
111 | 109 |
|
112 | | - // Create and store the path for the third rotating circle |
113 | | - var circlePath3 = new Path2D(); |
| 110 | + // Create and store the path for the inner rotating circle |
| 111 | + var innerCirclePath = new Path2D(); |
114 | 112 | goal.angle3 = Math.atan2(player.y - goal.y, player.x - goal.x) + Math.PI; |
115 | | - startAngle = goal.angle3; |
116 | | - endAngle = startAngle + Math.PI * 2 - player.radius * 3 / goal.radius; |
117 | | - circlePath3.arc(goal.x, goal.y, goal.radius * 2, startAngle, endAngle); |
| 113 | + var startAngleInner = goal.angle3; |
| 114 | + var endAngleInner = startAngleInner + Math.PI * 2 - player.radius * 3 / goal.radius; |
| 115 | + var innerCircleRadius = goal.radius * 1.618 |
| 116 | + innerCirclePath.arc(goal.x, goal.y, innerCircleRadius, startAngleInner, endAngleInner); |
118 | 117 | ctx.strokeStyle = 'purple'; |
119 | 118 | ctx.lineWidth = 5; |
120 | | - ctx.stroke(circlePath3); |
| 119 | + ctx.stroke(innerCirclePath); |
| 120 | + |
| 121 | + var playerPath = new Path2D(); |
| 122 | + playerPath.arc(player.x, player.y, player.radius, 0, Math.PI * 2); |
| 123 | + |
| 124 | + // Create and store the paths for the outer rotating circle |
| 125 | + var outerCirclePathOuter = new Path2D(); |
| 126 | + var outerCirclePathInner = new Path2D(); |
| 127 | + // modify radius for outer and inner invisible barriers |
| 128 | + outerCirclePathOuter.arc(goal.x, goal.y, outerCircleRadius + player.radius, startAngleOuter, endAngleOuter); |
| 129 | + outerCirclePathInner.arc(goal.x, goal.y, outerCircleRadius - player.radius, startAngleOuter, endAngleOuter); |
| 130 | + |
| 131 | + // Create and store the paths for the middle rotating circle |
| 132 | + var middleCirclePathOuter = new Path2D(); |
| 133 | + var middleCirclePathInner = new Path2D(); |
| 134 | + // modify radius for outer and inner invisible barriers |
| 135 | + middleCirclePathOuter.arc(goal.x, goal.y, middleCircleRadius + player.radius, startAngleMiddle, endAngleMiddle); |
| 136 | + middleCirclePathInner.arc(goal.x, goal.y, middleCircleRadius - player.radius, startAngleMiddle, endAngleMiddle); |
| 137 | + |
| 138 | + // Create and store the paths for the inner rotating circle |
| 139 | + var innerCirclePathOuter = new Path2D(); |
| 140 | + var innerCirclePathInner = new Path2D(); |
| 141 | + // modify radius for outer and inner invisible barriers |
| 142 | + innerCirclePathOuter.arc(goal.x, goal.y, innerCircleRadius + player.radius, startAngleInner, endAngleInner); |
| 143 | + innerCirclePathInner.arc(goal.x, goal.y, innerCircleRadius - player.radius, startAngleInner, endAngleInner); |
| 144 | + |
| 145 | + // Reset and freeze the player |
| 146 | + if (player.freeze) { |
| 147 | + ctx.globalAlpha = 0.5; |
| 148 | + } else { |
| 149 | + ctx.globalAlpha = 1; |
| 150 | + } |
121 | 151 |
|
122 | 152 | // Check for collision with the rotating circles |
123 | | - if(!player.reset && |
124 | | - (ctx.isPointInStroke(circlePath1, player.x, player.y) || |
125 | | - ctx.isPointInStroke(circlePath2, player.x, player.y) || |
126 | | - ctx.isPointInStroke(circlePath3, player.x, player.y))) { |
127 | | - player.reset = true; |
128 | | - player.flash = 3; |
129 | | - setTimeout(() => {player.reset = false}, 3000); // Wait for 3 seconds before resetting |
| 153 | + if (!player.freeze && |
| 154 | + (ctx.isPointInStroke(outerCirclePathOuter, player.x, player.y) || |
| 155 | + ctx.isPointInStroke(outerCirclePathInner, player.x, player.y) || |
| 156 | + ctx.isPointInStroke(middleCirclePathOuter, player.x, player.y) || |
| 157 | + ctx.isPointInStroke(middleCirclePathInner, player.x, player.y) || |
| 158 | + ctx.isPointInStroke(innerCirclePathOuter, player.x, player.y) || |
| 159 | + ctx.isPointInStroke(innerCirclePathInner, player.x, player.y))) { |
| 160 | + player.target = {}; |
| 161 | + player.reset = true; |
| 162 | + player.freeze = true; |
| 163 | + setTimeout(function() { |
| 164 | + // Perform the desired change to the variable |
| 165 | + console.log('done freeze') |
| 166 | + player.freeze = false; |
| 167 | + player.x = canvas.width / 2; |
| 168 | + player.y = 50; |
| 169 | + player.vx = 0; |
| 170 | + player.vy = 0; |
| 171 | + }, 1000); |
130 | 172 | } |
131 | 173 |
|
132 | | - // Reset and flash the player |
133 | | - if(player.reset) { |
134 | | - player.x = canvas.width / 2; |
135 | | - player.y = 50; |
136 | | - player.vx = 0; |
137 | | - player.vy = 0; |
138 | | - |
139 | | - if(player.flash > 0) { |
140 | | - ctx.globalAlpha = 0.5; |
141 | | - player.flash--; |
142 | | - } else { |
143 | | - player.reset = false; |
144 | | - } |
145 | | - } else { |
146 | | - ctx.globalAlpha = 1; |
147 | | - } |
148 | 174 |
|
149 | 175 | // Draw the player |
150 | 176 | ctx.beginPath(); |
|
158 | 184 | ctx.fillStyle = 'green'; |
159 | 185 | ctx.fill(); |
160 | 186 |
|
161 | | - // Check for collision with the goal |
162 | | - var dx = player.x - goal.x; |
163 | | - var dy = player.y - goal.y; |
164 | | - var distance = Math.sqrt(dx * dx + dy * dy); |
165 | | - if(distance < player.radius + goal.radius) { |
166 | | - alert('You reached the goal!'); |
167 | | - player.x = canvas.width / 2; |
168 | | - player.y = 50; |
169 | | - player.vx = 0; |
170 | | - player.vy = 0; |
171 | | - } |
172 | | - |
173 | | - // Wrap player circle if out of screen bounds |
174 | | - if (player.x < -player.radius) player.x = canvas.width + player.radius; |
175 | | - if (player.x > canvas.width + player.radius) player.x = -player.radius; |
176 | | - if (player.y < -player.radius) player.y = canvas.height + player.radius; |
177 | | - if (player.y > canvas.height + player.radius) player.y = -player.radius; |
178 | | - |
179 | 187 | // Request next animation frame |
180 | 188 | requestAnimationFrame(gameLoop); |
181 | 189 | } |
182 | 190 |
|
183 | 191 | gameLoop(); |
184 | 192 | </script> |
185 | | - <script> |
186 | | - var githubLink = document.getElementById('github-link'); |
187 | | - githubLink.addEventListener('click', function(event) { |
188 | | - event.stopPropagation(); |
189 | | - }); |
190 | | - </script> |
191 | 193 | </body> |
192 | 194 | </html> |
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