Files
PacCrypt-Webapp/static/js/pacman.js
T

377 lines
11 KiB
JavaScript

/**
* Pacman game module.
* Handles game logic, rendering, and user interaction.
*/
// ===== Game Constants =====
const PACMAN_SPEED = 40;
const ENEMY_SPEED = 20;
const CELL_SIZE = 40;
const DOT_SIZE = 5;
// ===== Game State =====
let canvas, ctx, pacman, enemy, walls, dots, score;
let cols, rows, randSeed, gameInterval;
// ===== Public Interface =====
export function setupGame() {
console.log('[PacMan] Game module loaded.');
window.startPacman = startPacman;
window.exitGame = exitGame;
}
export function startPacman() {
// Scroll to the Pacman section
const pacmanSection = document.getElementById("pacman-section");
if (pacmanSection) {
pacmanSection.scrollIntoView({ behavior: 'smooth' });
}
// Initialize game state
initializeGame();
setupGameLoop();
}
export function stopPacman() {
clearInterval(gameInterval);
if (ctx) ctx.clearRect(0, 0, canvas.width, canvas.height);
// Restore scrolling
document.body.style.overflow = '';
document.removeEventListener('wheel', preventScroll);
document.removeEventListener('touchmove', preventScroll);
}
export function resetGame() {
stopPacman();
startPacman();
}
export function exitGame() {
stopPacman();
document.getElementById("input-text").value = "";
document.getElementById("pacman-section").style.display = "none";
document.getElementById("encoding-section").style.display = "block";
}
// ===== Game Initialization =====
function initializeGame() {
canvas = document.getElementById("pacmanCanvas");
ctx = canvas.getContext("2d");
cols = Math.floor(canvas.width / CELL_SIZE);
rows = Math.floor(canvas.height / CELL_SIZE);
walls = [];
dots = [];
score = 0;
clearInterval(gameInterval);
// Get seed from generated password or use default
const passwordField = document.getElementById("generated-password");
const seedSource = passwordField?.value || "pacman";
randSeed = [...seedSource].reduce((s, c) => s + c.charCodeAt(0), 0);
generateWalls();
generateDots();
pacman = spawn();
do { enemy = spawn(); } while (enemy.x === pacman.x && enemy.y === pacman.y);
pacman.dx = pacman.dy = 0;
document.addEventListener("keydown", movePacman);
// Prevent scrolling
document.body.style.overflow = 'hidden';
document.addEventListener('wheel', preventScroll, { passive: false });
document.addEventListener('touchmove', preventScroll, { passive: false });
// Add touch controls
let touchStartX = 0;
let touchStartY = 0;
canvas.addEventListener('touchstart', (e) => {
e.preventDefault();
touchStartX = e.touches[0].clientX;
touchStartY = e.touches[0].clientY;
}, { passive: false });
canvas.addEventListener('touchmove', (e) => {
e.preventDefault();
}, { passive: false });
canvas.addEventListener('touchend', (e) => {
e.preventDefault();
const touchEndX = e.changedTouches[0].clientX;
const touchEndY = e.changedTouches[0].clientY;
const dx = touchEndX - touchStartX;
const dy = touchEndY - touchStartY;
// Determine swipe direction based on the larger movement
if (Math.abs(dx) > Math.abs(dy)) {
// Horizontal swipe
if (dx > 0) {
pacman.dx = PACMAN_SPEED;
pacman.dy = 0;
} else {
pacman.dx = -PACMAN_SPEED;
pacman.dy = 0;
}
} else {
// Vertical swipe
if (dy > 0) {
pacman.dx = 0;
pacman.dy = PACMAN_SPEED;
} else {
pacman.dx = 0;
pacman.dy = -PACMAN_SPEED;
}
}
}, { passive: false });
}
function setupGameLoop() {
gameInterval = setInterval(gameLoop, 150);
}
// ===== Game Setup Helpers =====
function spawn() {
const options = [];
for (let c = 1; c < cols - 1; c++) {
for (let r = 1; r < rows - 1; r++) {
if (!walls.some(w => w.c === c && w.r === r)) {
const neighbors = [
{ c: c + 1, r }, { c: c - 1, r },
{ c, r: r + 1 }, { c, r: r - 1 }
];
if (neighbors.some(n => !walls.some(w => w.c === n.c && w.r === n.r))) {
options.push({ c, r });
}
}
}
}
const s = options[Math.floor(rand() * options.length)];
return {
x: s.c * CELL_SIZE + CELL_SIZE / 2,
y: s.r * CELL_SIZE + CELL_SIZE / 2,
size: CELL_SIZE / 2 - 5,
dx: 0,
dy: 0
};
}
function rand() {
const x = Math.sin(randSeed++) * 10000;
return x - Math.floor(x);
}
function generateWalls() {
// First pass: generate initial walls
for (let c = 0; c < cols; c++) {
for (let r = 0; r < rows; r++) {
if (c === 0 || r === 0 || c === cols - 1 || r === rows - 1 || rand() < 0.2) {
walls.push({ c, r });
}
}
}
// Second pass: check for enclosed spaces
for (let c = 1; c < cols - 1; c++) {
for (let r = 1; r < rows - 1; r++) {
// Skip if already a wall
if (walls.some(w => w.c === c && w.r === r)) continue;
// Check all four sides
const hasWallAbove = walls.some(w => w.c === c && w.r === r - 1);
const hasWallBelow = walls.some(w => w.c === c && w.r === r + 1);
const hasWallLeft = walls.some(w => w.c === c - 1 && w.r === r);
const hasWallRight = walls.some(w => w.c === c + 1 && w.r === r);
// If all sides are walls, make this spot a wall too
if (hasWallAbove && hasWallBelow && hasWallLeft && hasWallRight) {
walls.push({ c, r });
}
}
}
}
function generateDots() {
dots = [];
for (let c = 1; c < cols - 1; c++) {
for (let r = 1; r < rows - 1; r++) {
if (walls.some(w => w.c === c && w.r === r)) continue;
const isEnclosed =
walls.some(w => w.c === c + 1 && w.r === r) &&
walls.some(w => w.c === c - 1 && w.r === r) &&
walls.some(w => w.c === c && w.r === r + 1) &&
walls.some(w => w.c === c && w.r === r - 1);
if (!isEnclosed) dots.push({ c, r });
}
}
}
// ===== Game Loop & Rendering =====
function gameLoop() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawWalls();
moveChar(pacman);
moveEnemy();
drawChar(pacman, "yellow");
drawChar(enemy, "red");
eatDots();
drawScore();
checkGameOver();
}
function drawWalls() {
ctx.fillStyle = "blue";
walls.forEach(w => {
ctx.fillRect(w.c * CELL_SIZE, w.r * CELL_SIZE, CELL_SIZE, CELL_SIZE);
});
}
function drawChar(ch, color) {
ctx.beginPath();
ctx.arc(ch.x, ch.y, ch.size, 0, Math.PI * 2);
ctx.fillStyle = color;
ctx.fill();
}
function drawScore() {
ctx.fillStyle = "white";
ctx.font = "20px Poppins";
ctx.textAlign = "left";
// Add padding to prevent clipping
const padding = 10;
ctx.fillText("Score: " + score, padding, 25);
}
function checkGameOver() {
if (
Math.abs(pacman.x - enemy.x) < pacman.size &&
Math.abs(pacman.y - enemy.y) < pacman.size
) {
ctx.fillStyle = "#00ff99";
ctx.font = "40px Poppins";
ctx.textAlign = "center";
ctx.fillText("Game Over!", canvas.width / 2, canvas.height / 2);
clearInterval(gameInterval);
}
}
// ===== Movement Logic =====
function movePacman(e) {
const k = e.key;
if (!["ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight"].includes(k)) return;
e.preventDefault();
if (k === "ArrowUp") { pacman.dx = 0; pacman.dy = -PACMAN_SPEED; }
if (k === "ArrowDown") { pacman.dx = 0; pacman.dy = PACMAN_SPEED; }
if (k === "ArrowLeft") { pacman.dx = -PACMAN_SPEED; pacman.dy = 0; }
if (k === "ArrowRight") { pacman.dx = PACMAN_SPEED; pacman.dy = 0; }
}
function moveChar(ch) {
const nx = ch.x + ch.dx;
const ny = ch.y + ch.dy;
if (!willCollide(nx, ny, ch.size)) {
ch.x = nx;
ch.y = ny;
}
}
function moveEnemy() {
const options = [];
const moves = [[ENEMY_SPEED, 0], [-ENEMY_SPEED, 0], [0, ENEMY_SPEED], [0, -ENEMY_SPEED]];
moves.forEach(([dx, dy]) => {
const nx = enemy.x + dx;
const ny = enemy.y + dy;
if (!willCollide(nx, ny, enemy.size)) options.push({ dx, dy });
});
if (!options.length) return;
let best = options[0];
let bestDist = dist(enemy.x + best.dx, enemy.y + best.dy, pacman.x, pacman.y);
for (const opt of options) {
const d = dist(enemy.x + opt.dx, enemy.y + opt.dy, pacman.x, pacman.y);
if (d < bestDist) {
best = opt;
bestDist = d;
}
}
enemy.x += best.dx;
enemy.y += best.dy;
}
function dist(x1, y1, x2, y2) {
return Math.abs(x1 - x2) + Math.abs(y1 - y2);
}
function willCollide(x, y, size) {
const left = x - size, right = x + size;
const top = y - size, bottom = y + size;
return walls.some(w => {
const wx1 = w.c * CELL_SIZE, wy1 = w.r * CELL_SIZE;
const wx2 = wx1 + CELL_SIZE, wy2 = wy1 + CELL_SIZE;
return right > wx1 && left < wx2 && bottom > wy1 && top < wy2;
});
}
function eatDots() {
const chompSound = document.getElementById("chomp-sound");
dots = dots.filter(d => {
const dx = d.c * CELL_SIZE + CELL_SIZE / 2;
const dy = d.r * CELL_SIZE + CELL_SIZE / 2;
if (Math.abs(pacman.x - dx) < pacman.size && Math.abs(pacman.y - dy) < pacman.size) {
score++;
if (chompSound) {
chompSound.currentTime = 0;
chompSound.volume = 0.4;
chompSound.play();
}
return false;
}
return true;
});
// Check if all dots are eaten
if (dots.length === 0) {
// Trigger password generator for new random map
const generateBtn = document.getElementById("generate-btn");
if (generateBtn) {
generateBtn.click();
}
// Auto-restart the game after a short delay
setTimeout(() => {
resetGame();
}, 1000);
}
ctx.fillStyle = "white";
dots.forEach(d => {
ctx.beginPath();
ctx.arc(d.c * CELL_SIZE + CELL_SIZE / 2, d.r * CELL_SIZE + CELL_SIZE / 2, DOT_SIZE, 0, Math.PI * 2);
ctx.fill();
});
}
// ===== Global Functions =====
window.resetGame = resetGame;
window.exitGame = exitGame;
// Add scroll prevention function
function preventScroll(e) {
e.preventDefault();
}