tankwar / index.html
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<!DOCTYPE html>
<html>
<head>
<title>Tank Battle</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #333;
font-family: Arial;
}
#gameCanvas {
background-repeat: repeat;
}
#instructions {
position: fixed;
top: 10px;
right: 10px;
color: white;
background: rgba(0,0,0,0.7);
padding: 10px;
border-radius: 5px;
z-index: 1000;
}
#weaponInfo {
position: fixed;
top: 150px;
right: 10px;
color: white;
background: rgba(0,0,0,0.7);
padding: 10px;
border-radius: 5px;
z-index: 1000;
font-size: 18px;
}
.button {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
padding: 20px 40px;
font-size: 24px;
background: #4CAF50;
color: white;
border: none;
border-radius: 5px;
cursor: pointer;
display: none;
z-index: 1000;
}
#countdown {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 72px;
color: white;
text-shadow: 2px 2px 4px rgba(0,0,0,0.5);
z-index: 1000;
display: none;
}
</style>
</head>
<body>
<div id="instructions">
Controls:<br>
WASD - Move tank<br>
Mouse - Aim<br>
Space - Fire<br>
C - Switch Weapon
R - Toggle Auto-fire
</div>
<div id="weaponInfo">Current Weapon: Cannon</div>
<div id="countdown">3</div>
<button id="nextRound" class="button">Next Round</button>
<button id="restart" class="button">Restart Game</button>
<canvas id="gameCanvas"></canvas>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const nextRoundBtn = document.getElementById('nextRound');
const restartBtn = document.getElementById('restart');
const weaponInfo = document.getElementById('weaponInfo');
const countdownEl = document.getElementById('countdown');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Game state
let currentRound = 1;
let gameOver = false;
let currentWeapon = 'cannon';
let enemies = [];
let bullets = [];
let items = [];
let lastShot = 0;
let isCountingDown = true;
let countdownTime = 3;
let autoFire = false;
// Load assets
const backgroundImg = new Image();
backgroundImg.src = 'city.png';
const playerImg = new Image();
playerImg.src = 'player.png';
const enemyImg = new Image();
enemyImg.src = 'enemy.png';
// Audio setup
const cannonSound = new Audio('firemn.ogg');
const machinegunSound = new Audio('firemg.ogg');
const enemyFireSound = new Audio('fireenemy.ogg');
const bgm = new Audio('BGM.ogg');
const countSound = new Audio('count.ogg');
bgm.loop = true;
enemyFireSound.volume = 0.5;
const weapons = {
cannon: {
fireRate: 1000,
damage: 0.25,
bulletSize: 5,
sound: cannonSound
},
machinegun: {
fireRate: 200,
damage: 0.05,
bulletSize: 2,
sound: machinegunSound
}
};
// Player setup
const player = {
x: canvas.width/2,
y: canvas.height/2,
speed: 5,
angle: 0,
width: 100,
height: 45,
health: 1000,
maxHealth: 1000
};
function startCountdown() {
isCountingDown = true;
countdownTime = 3;
countdownEl.style.display = 'block';
countdownEl.textContent = countdownTime;
bgm.pause(); // BGM μΌμ‹œμ •μ§€
countSound.play(); // μΉ΄μš΄νŠΈλ‹€μš΄ μ‚¬μš΄λ“œ μž¬μƒ
const countInterval = setInterval(() => {
countdownTime--;
if(countdownTime <= 0) {
clearInterval(countInterval);
countdownEl.style.display = 'none';
isCountingDown = false;
bgm.play(); // BGM λ‹€μ‹œ μž¬μƒ
}
countdownEl.textContent = countdownTime > 0 ? countdownTime : 'GO!';
}, 1000);
}
class Enemy {
constructor() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.health = 1000;
this.maxHealth = 1000;
this.speed = 2;
this.lastShot = 0;
this.shootInterval = 1000;
this.angle = 0;
this.width = 100;
this.height = 45;
this.moveTimer = 0;
this.moveInterval = Math.random() * 2000 + 1000;
this.moveAngle = Math.random() * Math.PI * 2;
}
update() {
if(isCountingDown) return;
const now = Date.now();
// Movement
if (now - this.moveTimer > this.moveInterval) {
this.moveAngle = Math.random() * Math.PI * 2;
this.moveTimer = now;
}
this.x += Math.cos(this.moveAngle) * this.speed;
this.y += Math.sin(this.moveAngle) * this.speed;
// Bounds check
this.x = Math.max(this.width/2, Math.min(canvas.width - this.width/2, this.x));
this.y = Math.max(this.height/2, Math.min(canvas.height - this.height/2, this.y));
// Aim at player
this.angle = Math.atan2(player.y - this.y, player.x - this.x);
// Shooting
if (now - this.lastShot > this.shootInterval && !isCountingDown) {
this.shoot();
this.lastShot = now;
}
}
shoot() {
enemyFireSound.cloneNode().play();
bullets.push({
x: this.x + Math.cos(this.angle) * 30,
y: this.y + Math.sin(this.angle) * 30,
angle: this.angle,
speed: 5,
isEnemy: true,
size: 3
});
}
}
function initRound() {
enemies = [];
for(let i = 0; i < 1 * currentRound; i++) {
enemies.push(new Enemy());
}
player.health = player.maxHealth;
bullets = [];
items = [];
startCountdown();
}
canvas.addEventListener('mousemove', (e) => {
player.angle = Math.atan2(e.clientY - player.y, e.clientX - player.x);
});
const keys = {};
document.addEventListener('keydown', e => {
keys[e.key] = true;
if(e.key.toLowerCase() === 'c') {
currentWeapon = currentWeapon === 'cannon' ? 'machinegun' : 'cannon';
weaponInfo.textContent = `Current Weapon: ${currentWeapon.charAt(0).toUpperCase() + currentWeapon.slice(1)}`;
} else if(e.key.toLowerCase() === 'r') {
autoFire = !autoFire;
}
});
document.addEventListener('keyup', e => keys[e.key] = false);
function fireBullet() {
if(isCountingDown) return;
const weapon = weapons[currentWeapon];
const now = Date.now();
if ((keys[' '] || autoFire) && now - lastShot > weapon.fireRate) {
weapon.sound.cloneNode().play();
bullets.push({
x: player.x + Math.cos(player.angle) * 30,
y: player.y + Math.sin(player.angle) * 30,
angle: player.angle,
speed: 10,
isEnemy: false,
damage: weapon.damage,
size: weapon.bulletSize
});
lastShot = now;
}
}
function updateGame() {
if(gameOver) return;
if(!isCountingDown) {
if(keys['w']) player.y -= player.speed;
if(keys['s']) player.y += player.speed;
if(keys['a']) player.x -= player.speed;
if(keys['d']) player.x += player.speed;
player.x = Math.max(player.width/2, Math.min(canvas.width - player.width/2, player.x));
player.y = Math.max(player.height/2, Math.min(canvas.height - player.height/2, player.y));
fireBullet();
}
enemies.forEach(enemy => enemy.update());
if(!isCountingDown) {
// Update bullets and collisions
bullets = bullets.filter(bullet => {
bullet.x += Math.cos(bullet.angle) * bullet.speed;
bullet.y += Math.sin(bullet.angle) * bullet.speed;
if(!bullet.isEnemy) {
enemies = enemies.filter(enemy => {
const dist = Math.hypot(bullet.x - enemy.x, bullet.y - enemy.y);
if(dist < 30) {
enemy.health -= enemy.maxHealth * bullet.damage;
if(enemy.health <= 0) {
spawnHealthItem(enemy.x, enemy.y);
return false;
}
return true;
}
return true;
});
} else {
const dist = Math.hypot(bullet.x - player.x, bullet.y - player.y);
if(dist < 30) {
player.health -= 100;
if(player.health <= 0) {
gameOver = true;
restartBtn.style.display = 'block';
}
return false;
}
}
return bullet.x >= 0 && bullet.x <= canvas.width &&
bullet.y >= 0 && bullet.y <= canvas.height;
});
items = items.filter(item => {
const dist = Math.hypot(item.x - player.x, item.y - player.y);
if(dist < 30) {
player.health = Math.min(player.health + 200, player.maxHealth);
return false;
}
return true;
});
if(enemies.length === 0) {
if(currentRound < 10) {
nextRoundBtn.style.display = 'block';
} else {
gameOver = true;
restartBtn.style.display = 'block';
}
}
}
}
function spawnHealthItem(x, y) {
items.push({x, y});
}
function drawHealthBar(x, y, health, maxHealth, width, height, color) {
ctx.fillStyle = '#333';
ctx.fillRect(x - width/2, y - height/2, width, height);
ctx.fillStyle = color;
ctx.fillRect(x - width/2, y - height/2, width * (health/maxHealth), height);
}
function drawGame() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const pattern = ctx.createPattern(backgroundImg, 'repeat');
ctx.fillStyle = pattern;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw all game objects
ctx.save();
ctx.translate(player.x, player.y);
ctx.rotate(player.angle);
ctx.drawImage(playerImg, -player.width/2, -player.height/2, player.width, player.height);
ctx.restore();
drawHealthBar(canvas.width/2, 30, player.health, player.maxHealth, 200, 20, 'green');
enemies.forEach(enemy => {
ctx.save();
ctx.translate(enemy.x, enemy.y);
ctx.rotate(enemy.angle);
ctx.drawImage(enemyImg, -enemy.width/2, -enemy.height/2, enemy.width, enemy.height);
ctx.restore();
drawHealthBar(enemy.x, enemy.y - 40, enemy.health, enemy.maxHealth, 60, 5, 'red');
});
bullets.forEach(bullet => {
ctx.beginPath();
ctx.fillStyle = bullet.isEnemy ? 'red' : 'yellow';
ctx.arc(bullet.x, bullet.y, bullet.size, 0, Math.PI * 2);
ctx.fill();
});
items.forEach(item => {
ctx.beginPath();
ctx.fillStyle = 'green';
ctx.arc(item.x, item.y, 10, 0, Math.PI * 2);
ctx.fill();
});
ctx.fillStyle = 'white';
ctx.font = '24px Arial';
ctx.fillText(`Round ${currentRound}/10`, 10, 30);
if(isCountingDown) {
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}
function gameLoop() {
updateGame();
drawGame();
requestAnimationFrame(gameLoop);
}
nextRoundBtn.addEventListener('click', () => {
currentRound++;
nextRoundBtn.style.display = 'none';
initRound();
});
restartBtn.addEventListener('click', () => {
currentRound = 1;
gameOver = false;
restartBtn.style.display = 'none';
initRound();
});
Promise.all([
new Promise(resolve => backgroundImg.onload = resolve),
new Promise(resolve => playerImg.onload = resolve),
new Promise(resolve => enemyImg.onload = resolve)
]).then(() => {
initRound();
gameLoop();
bgm.play(); // κ²Œμž„ μ‹œμž‘μ‹œ BGM μž¬μƒ
});
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
});
</script>
</body>
</html>