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Update index.html
Browse files- index.html +181 -443
index.html
CHANGED
@@ -3,117 +3,91 @@
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>JS Coding Game -
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<!--
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<
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<script src="https://cdnjs.cloudflare.com/ajax/libs/codemirror/5.65.5/codemirror.min.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/codemirror/5.65.5/mode/javascript/javascript.min.js"></script>
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<!-- Matter.js Library -->
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<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>
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<style>
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body { font-family: Arial, sans-serif; padding:
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#
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#
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#
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#
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.cooldown { color: gray; }
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</style>
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</head>
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<body>
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<
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}
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</div>
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<!-- Task Display -->
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<h4>Task: <span id="taskText"></span></h4>
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<!-- Game Status -->
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<div id="status">
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<p>Health: <span id="health">100</span> | Score: <span id="score">0</span> | Potions: <span id="potions">0</span></p>
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<p>Cooldowns: Jump: <span id="cdJump">Ready</span> | Sword: <span id="cdSword">Ready</span> | Bow: <span id="cdBow">Ready</span> | Bomb: <span id="cdBomb">Ready</span> | Heal: <span id="cdHeal">Ready</span></p>
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</div>
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<!-- Code Editor -->
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<textarea id="editor">
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// Continuous game logic to clear first level (Collect a potion)
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function update() {
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// Target the first potion at x=200
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const targetX = 200;
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// Move toward the potion
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if (hero.position.x < targetX - 10) {
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console.log("move 5");
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} else if (hero.position.x > targetX + 10) {
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console.log("move -5");
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} else {
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console.log("move 0"); // Stop near the potion
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}
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// Jump over obstacles if close
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obstacles.forEach(obstacle => {
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const distanceX = Math.abs(hero.position.x - obstacle.position.x);
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const distanceY = hero.position.y - obstacle.position.y;
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if (distanceX < 50 && distanceY > 0) {
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console.log("jump 0.05");
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}
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});
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// Stop once potion is collected
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if (hero.inventory.potions > 0) {
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console.log("move 0");
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}
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}
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</textarea>
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<br>
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<button id="runBtn">Run Code</button>
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<button id="stopBtn">Stop</button>
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<!-- Console Output -->
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<h4>Output:</h4>
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<div id="output"></div>
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<!-- Game Canvas -->
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<canvas id="gameCanvas"></canvas>
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<script>
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// ---
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});
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// --- Matter.js Game Setup ---
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Render = Matter.Render,
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World = Matter.World,
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Bodies = Matter.Bodies,
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Body = Matter.Body
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Events = Matter.Events;
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const engine = Engine.create();
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const render = Render.create({
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canvas: document.getElementById("gameCanvas"),
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engine: engine,
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options: { width:
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});
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// Collision Categories
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const categoryHero = 0x0001;
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const categoryEnemy = 0x0002;
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const categoryProjectile = 0x0004;
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const categoryWeapon = 0x0008;
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const categoryItem = 0x0010;
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const categoryStatic = 0x0020;
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const categoryHazard = 0x0040;
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// --- Procedural Level Generation ---
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const ground = Bodies.rectangle(400, 390, 800, 20, {
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isStatic: true,
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render: { fillStyle: 'brown' },
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collisionFilter: { category: categoryStatic }
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});
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const obstacles = [];
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for (let i = 0; i < 5; i++) {
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const x = 150 + i * 150;
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const y = 350 - Math.random() * 100;
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obstacles.push(Bodies.rectangle(x, y, 50, 20, {
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isStatic: true,
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render: { fillStyle: 'gray' },
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collisionFilter: { category: categoryHazard, mask: categoryHero | categoryEnemy }
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}));
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}
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const hero = Bodies.rectangle(50, 350, 40, 40, {
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restitution: 0.5,
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render: { fillStyle: 'blue' },
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collisionFilter: { category: categoryHero, mask: 0xFFFF }
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});
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hero.health = 100;
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hero.inventory = { potions: 0 };
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hero.abilities = {
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jump: { cooldown: 500, lastUsed: 0 },
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sword: { cooldown: 1000, lastUsed: 0 },
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bow: { cooldown: 2000, lastUsed: 0 },
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bomb: { cooldown: 3000, lastUsed: 0 },
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heal: { cooldown: 5000, lastUsed: 0 }
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};
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const sword = Bodies.rectangle(90, 350, 30, 10, {
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isStatic: true,
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render: { visible: false, fillStyle: 'silver' },
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collisionFilter: { category: categoryWeapon }
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});
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let arrows = [];
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let bombs = [];
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const enemies = [
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Bodies.rectangle(
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collisionFilter: { category: categoryEnemy }
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}),
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Bodies.rectangle(450, 350, 40, 40, {
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render: { fillStyle: 'red' },
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collisionFilter: { category: categoryEnemy }
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}),
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Bodies.rectangle(700, 350, 60, 60, {
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render: { fillStyle: 'purple' },
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collisionFilter: { category: categoryEnemy },
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isBoss: true, health: 50
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})
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];
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enemies.forEach(e => e.isEnemy = true);
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const items = [
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Bodies.circle(200, 300, 10, {
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isStatic: true,
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render: { fillStyle: 'green' },
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collisionFilter: { category: categoryItem },
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isPotion: true
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}),
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Bodies.circle(500, 300, 10, {
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isStatic: true,
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render: { fillStyle: 'green' },
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collisionFilter: { category: categoryItem },
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isPotion: true
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})
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];
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const portal = Bodies.rectangle(750, 350, 40, 40, {
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isStatic: true,
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render: { fillStyle: 'cyan' },
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collisionFilter: { category: categoryStatic },
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isPortal: true
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});
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let score = 0;
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World.add(engine.world, [ground,
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Engine.run(engine);
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Render.run(render);
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// --- Expose Variables
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window.engine = engine;
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window.world = engine.world;
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window.hero = hero;
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window.enemies = enemies;
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window.items = items;
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window.obstacles = obstacles;
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window.portal = portal;
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window.sword = sword;
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// --- Task System ---
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const tasks = [
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{ id: 1, text: "
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{ id: 2, text: "Defeat
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{ id: 3, text: "Defeat
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{ id: 4, text: "
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];
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let currentTaskIndex = 0;
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function updateTaskText() {
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document.getElementById("taskText").innerText = tasks[currentTaskIndex].text;
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}
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updateTaskText();
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// ---
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function moveEnemies() {
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enemies.forEach(enemy => {
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if (enemy.isRemoved) return;
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const dx = hero.position.x - enemy.position.x;
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const speed =
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Body.setVelocity(enemy, { x:
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if (Math.random() < (enemy.isBoss ? 0.02 : 0.01)) Body.applyForce(enemy, enemy.position, { x: 0, y: -0.05 });
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if (Math.random() < (enemy.isBoss ? 0.02 : 0.005)) enemyFireProjectile(enemy);
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});
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}
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setInterval(moveEnemies, 100);
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const projectile = Bodies.circle(enemy.position.x, enemy.position.y, enemy.isBoss ? 10 : 5, {
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restitution: 0.2,
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render: { fillStyle: enemy.isBoss ? 'magenta' : 'orange' },
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collisionFilter: { category: categoryProjectile },
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isProjectile: true,
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damage: enemy.isBoss ? 20 : 10
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});
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const dx = hero.position.x - enemy.position.x;
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const dy = hero.position.y - enemy.position.y;
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const angle = Math.atan2(dy, dx);
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Body.setVelocity(projectile, { x: 5 * Math.cos(angle), y: 5 * Math.sin(angle) });
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enemyProjectiles.push(projectile);
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World.add(engine.world, projectile);
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setTimeout(() => {
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enemyProjectiles = enemyProjectiles.filter(p => p !== projectile);
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World.remove(engine.world, projectile);
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}, 3000);
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}
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// --- Command Handlers with Cooldowns ---
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function customConsoleLog(...args) {
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const outputDiv = document.getElementById("output");
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outputDiv.innerHTML += args.join(" ") + "<br>";
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handleGameAction(args.join(" "));
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}
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function handleGameAction(command) {
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const parts = command.split(" ");
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const action = parts[0];
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const param = parts[1];
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const value = parseFloat(parts[1]);
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const now = Date.now();
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function isCooldownReady(ability) {
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return now - hero.abilities[ability].lastUsed >= hero.abilities[ability].cooldown;
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}
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function updateCooldownDisplay(ability, ready) {
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document.getElementById(`cd${ability.charAt(0).toUpperCase() + ability.slice(1)}`).innerText = ready ? "Ready" : `${((hero.abilities[ability].lastUsed + hero.abilities[ability].cooldown - now) / 1000).toFixed(1)}s`;
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}
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if (action === "move" && !isNaN(value)) {
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Body.setVelocity(hero, { x: value, y: hero.velocity.y });
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} else if (action === "jump" && !isNaN(value)
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Body.applyForce(hero, hero.position, { x: 0, y: -value });
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hero.abilities.jump.lastUsed = now;
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updateCooldownDisplay("jump", false);
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} else if (action === "attack") {
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if (param === "sword"
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updateCooldownDisplay("sword", false);
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} else if (param === "bow" && isCooldownReady("bow")) {
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fireArrow();
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hero.abilities.bow.lastUsed = now;
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updateCooldownDisplay("bow", false);
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} else if (param === "bomb" && isCooldownReady("bomb")) {
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throwBomb();
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hero.abilities.bomb.lastUsed = now;
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updateCooldownDisplay("bomb", false);
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}
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} else if (action === "heal" && !isNaN(value) && isCooldownReady("heal") && hero.inventory.potions > 0) {
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hero.health = Math.min(100, hero.health + value);
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hero.inventory.potions--;
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hero.abilities.heal.lastUsed = now;
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document.getElementById("health").innerText = hero.health;
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document.getElementById("potions").innerText = hero.inventory.potions;
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updateCooldownDisplay("heal", false);
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}
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}
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function performSwordAttack() {
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Body.setPosition(sword, { x: hero.position.x + 30, y: hero.position.y });
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sword.render.visible = true;
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enemies.forEach(enemy => {
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if (!enemy.isRemoved && Matter.Bounds.overlaps(sword.bounds, enemy.bounds)) {
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if (enemy.health <= 0) {
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World.remove(engine.world, enemy);
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enemy.isRemoved = true;
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score += 50;
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}
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} else {
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World.remove(engine.world, enemy);
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enemy.isRemoved = true;
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score += 10;
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}
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document.getElementById("score").innerText = score;
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}
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});
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setTimeout(() => sword.render.visible = false, 500);
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}
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function fireArrow() {
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const arrow = Bodies.rectangle(hero.position.x + 20, hero.position.y, 20, 5, {
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restitution: 0.2,
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render: { fillStyle: 'yellow' },
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collisionFilter: { category: categoryWeapon },
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isArrow: true
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});
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Body.setVelocity(arrow, { x: 5, y: 0 });
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arrows.push(arrow);
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World.add(engine.world, arrow);
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setTimeout(() => {
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arrows = arrows.filter(a => a !== arrow);
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World.remove(engine.world, arrow);
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}, 3000);
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}
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function throwBomb() {
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const bomb = Bodies.circle(hero.position.x, hero.position.y - 10, 10, {
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restitution: 0.5,
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render: { fillStyle: 'black' },
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collisionFilter: { category: categoryWeapon }
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});
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Body.setVelocity(bomb, { x: 3, y: -3 });
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bombs.push(bomb);
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World.add(engine.world, bomb);
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setTimeout(() => {
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bombs = bombs.filter(b => b !== bomb);
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World.remove(engine.world, bomb);
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enemies.forEach(enemy => {
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if (!enemy.isRemoved && Matter.Bounds.overlaps(bomb.bounds, enemy.bounds)) {
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if (enemy.isBoss) {
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enemy.health -= 20;
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if (enemy.health <= 0) {
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World.remove(engine.world, enemy);
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enemy.isRemoved = true;
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score += 50;
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}
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} else {
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World.remove(engine.world, enemy);
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enemy.isRemoved = true;
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score += 10;
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}
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document.getElementById("score").innerText = score;
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}
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});
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}, 2000);
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}
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// --- Collision Handling ---
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Events.on(engine, 'collisionStart', function(event) {
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const pairs = event.pairs;
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413 |
-
pairs.forEach(pair => {
|
414 |
-
const bodyA = pair.bodyA;
|
415 |
-
const bodyB = pair.bodyB;
|
416 |
-
|
417 |
-
// Hero vs Enemy
|
418 |
-
if ((bodyA === hero && bodyB.isEnemy) || (bodyB === hero && bodyA.isEnemy)) {
|
419 |
-
hero.health -= bodyA.isBoss || bodyB.isBoss ? 30 : 20;
|
420 |
-
checkHeroHealth();
|
421 |
-
}
|
422 |
-
|
423 |
-
// Hero vs Enemy Projectile
|
424 |
-
if ((bodyA === hero && bodyB.isProjectile) || (bodyB === hero && bodyA.isProjectile)) {
|
425 |
-
const projectile = bodyA.isProjectile ? bodyA : bodyB;
|
426 |
-
hero.health -= projectile.damage;
|
427 |
-
World.remove(engine.world, projectile);
|
428 |
-
enemyProjectiles = enemyProjectiles.filter(p => p !== projectile);
|
429 |
-
checkHeroHealth();
|
430 |
-
}
|
431 |
-
|
432 |
-
// Enemy vs Hero Weapon
|
433 |
-
if ((bodyA.isArrow && bodyB.isEnemy) || (bodyB.isArrow && bodyA.isEnemy)) {
|
434 |
-
const arrow = bodyA.isArrow ? bodyA : bodyB;
|
435 |
-
const enemy = bodyA.isEnemy ? bodyA : bodyB;
|
436 |
-
if (enemy.isBoss) {
|
437 |
-
enemy.health -= 5;
|
438 |
-
if (enemy.health <= 0) {
|
439 |
-
World.remove(engine.world, enemy);
|
440 |
-
enemy.isRemoved = true;
|
441 |
-
score += 50;
|
442 |
-
}
|
443 |
-
} else {
|
444 |
World.remove(engine.world, enemy);
|
445 |
enemy.isRemoved = true;
|
446 |
-
score += 10;
|
447 |
}
|
448 |
-
|
449 |
-
|
450 |
-
document.getElementById("score").innerText = score;
|
451 |
-
}
|
452 |
-
|
453 |
-
// Hero vs Item
|
454 |
-
if ((bodyA === hero && bodyB.isPotion) || (bodyB === hero && bodyA.isPotion)) {
|
455 |
-
const potion = bodyA === hero ? bodyB : bodyA;
|
456 |
-
hero.inventory.potions++;
|
457 |
-
World.remove(engine.world, potion);
|
458 |
-
items.splice(items.indexOf(potion), 1);
|
459 |
-
document.getElementById("potions").innerText = hero.inventory.potions;
|
460 |
-
}
|
461 |
-
|
462 |
-
// Hero vs Obstacle (Hazard)
|
463 |
-
if ((bodyA === hero && bodyB.collisionFilter.category === categoryHazard) || (bodyB === hero && bodyA.collisionFilter.category === categoryHazard)) {
|
464 |
-
hero.health -= 5;
|
465 |
-
checkHeroHealth();
|
466 |
-
}
|
467 |
-
});
|
468 |
-
});
|
469 |
-
|
470 |
-
function checkHeroHealth() {
|
471 |
-
document.getElementById("health").innerText = hero.health;
|
472 |
-
if (hero.health <= 0) {
|
473 |
-
alert("Game Over! Hero defeated.");
|
474 |
-
resetGame();
|
475 |
-
}
|
476 |
}
|
477 |
|
478 |
-
// ---
|
479 |
function checkTaskCompletion() {
|
480 |
if (tasks[currentTaskIndex].condition()) {
|
481 |
alert(`β
Task Completed: ${tasks[currentTaskIndex].text}`);
|
482 |
currentTaskIndex++;
|
483 |
if (currentTaskIndex < tasks.length) {
|
484 |
updateTaskText();
|
485 |
-
|
486 |
} else {
|
487 |
-
alert("π
|
488 |
}
|
489 |
}
|
490 |
}
|
491 |
|
492 |
-
|
493 |
-
hero.health = 100;
|
494 |
-
Body.setPosition(hero, { x: 50, y: 350 });
|
495 |
-
Body.setVelocity(hero, { x: 0, y: 0 });
|
496 |
-
document.getElementById("health").innerText = hero.health;
|
497 |
-
if (fullReset) {
|
498 |
-
hero.inventory.potions = 0;
|
499 |
-
score = 0;
|
500 |
-
document.getElementById("score").innerText = score;
|
501 |
-
document.getElementById("potions").innerText = hero.inventory.potions;
|
502 |
-
enemies.forEach(e => e.isRemoved && World.remove(engine.world, e));
|
503 |
-
enemies.length = 0;
|
504 |
-
enemies.push(...[
|
505 |
-
Bodies.rectangle(300, 350, 40, 40, { render: { fillStyle: 'red' }, collisionFilter: { category: categoryEnemy } }),
|
506 |
-
Bodies.rectangle(450, 350, 40, 40, { render: { fillStyle: 'red' }, collisionFilter: { category: categoryEnemy } }),
|
507 |
-
Bodies.rectangle(700, 350, 60, 60, { render: { fillStyle: 'purple' }, collisionFilter: { category: categoryEnemy }, isBoss: true, health: 50 })
|
508 |
-
]);
|
509 |
-
enemies.forEach(e => e.isEnemy = true);
|
510 |
-
World.add(engine.world, enemies);
|
511 |
-
items.length = 0;
|
512 |
-
items.push(...[
|
513 |
-
Bodies.circle(200, 300, 10, { isStatic: true, render: { fillStyle: 'green' }, collisionFilter: { category: categoryItem }, isPotion: true }),
|
514 |
-
Bodies.circle(500, 300, 10, { isStatic: true, render: { fillStyle: 'green' }, collisionFilter: { category: categoryItem }, isPotion: true })
|
515 |
-
]);
|
516 |
-
World.add(engine.world, items);
|
517 |
-
currentTaskIndex = 0;
|
518 |
-
updateTaskText();
|
519 |
-
}
|
520 |
-
}
|
521 |
-
|
522 |
-
// --- Continuous Code Execution ---
|
523 |
-
let updateInterval;
|
524 |
document.getElementById("runBtn").addEventListener("click", () => {
|
525 |
-
|
526 |
-
|
527 |
-
const userCode = editor.getValue();
|
528 |
try {
|
|
|
529 |
const oldConsoleLog = console.log;
|
530 |
-
console.log =
|
531 |
-
|
532 |
-
|
533 |
-
|
534 |
-
updateInterval = setInterval(() => {
|
535 |
-
try {
|
536 |
-
updateFn();
|
537 |
-
checkTaskCompletion();
|
538 |
-
const now = Date.now();
|
539 |
-
['jump', 'sword', 'bow', 'bomb', 'heal'].forEach(ability => {
|
540 |
-
if (now - hero.abilities[ability].lastUsed >= hero.abilities[ability].cooldown) {
|
541 |
-
document.getElementById(`cd${ability.charAt(0).toUpperCase() + ability.slice(1)}`).innerText = "Ready";
|
542 |
-
}
|
543 |
-
});
|
544 |
-
} catch (error) {
|
545 |
-
document.getElementById("output").innerHTML += 'Error in update: ' + error.message + '<br>';
|
546 |
-
}
|
547 |
-
}, 100);
|
548 |
-
}
|
549 |
console.log = oldConsoleLog;
|
|
|
550 |
} catch (error) {
|
551 |
-
|
552 |
}
|
553 |
});
|
554 |
|
555 |
-
|
556 |
-
|
557 |
-
|
|
|
558 |
</script>
|
559 |
</body>
|
560 |
-
</html>
|
|
|
3 |
<head>
|
4 |
<meta charset="UTF-8" />
|
5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
+
<title>JS Coding Game - Professional Template with Monaco Editor</title>
|
7 |
+
<!-- Monaco Editor Loader -->
|
8 |
+
<script src="https://cdnjs.cloudflare.com/ajax/libs/monaco-editor/0.33.0/min/vs/loader.js"></script>
|
|
|
|
|
9 |
<!-- Matter.js Library -->
|
10 |
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>
|
11 |
<style>
|
12 |
+
body { font-family: Arial, sans-serif; margin: 0; padding: 20px; background: #f9f9f9; }
|
13 |
+
#container { max-width: 1000px; margin: auto; }
|
14 |
+
#guide { background: #ffffff; border: 1px solid #ccc; padding: 15px; margin-bottom: 20px; }
|
15 |
+
#guide h3, #guide h4 { margin-top: 0; }
|
16 |
+
#taskPanel { background: #ffffff; border: 1px solid #ccc; padding: 10px; margin-bottom: 10px; }
|
17 |
+
#editor { width: 100%; height: 250px; border: 1px solid #ccc; }
|
18 |
+
#runBtn { padding: 10px 20px; margin-top: 10px; font-size: 16px; cursor: pointer; }
|
19 |
+
#gameCanvas { display: block; margin-top: 20px; border: 1px solid #333; background: #e0f7fa; }
|
|
|
20 |
</style>
|
21 |
</head>
|
22 |
<body>
|
23 |
+
<div id="container">
|
24 |
+
<!-- How To Play Guide -->
|
25 |
+
<div id="guide">
|
26 |
+
<h3>How to Play</h3>
|
27 |
+
<p>
|
28 |
+
Control the hero by writing JavaScript commands in the editor below.
|
29 |
+
When you click "Run Code," your commands will be executed and affect the game in real time.
|
30 |
+
</p>
|
31 |
+
<h4>Basic Commands</h4>
|
32 |
+
<ul>
|
33 |
+
<li><code>console.log("move 5");</code> β Moves the hero to the right (sets heroβs x velocity to 5).</li>
|
34 |
+
<li><code>console.log("jump 0.05");</code> β Makes the hero jump by applying an upward force.</li>
|
35 |
+
<li><code>console.log("attack sword");</code> β Attacks with the sword (removes an enemy if in range).</li>
|
36 |
+
<li><code>console.log("attack bow");</code> β Fires an arrow from the hero.</li>
|
37 |
+
<li><code>console.log("attack bomb");</code> β Throws a bomb that explodes after a short delay.</li>
|
38 |
+
</ul>
|
39 |
+
<h4>Advanced Logic</h4>
|
40 |
+
<p>
|
41 |
+
You can access global game variables directly to build advanced logic. For example:
|
42 |
+
</p>
|
43 |
+
<pre style="background:#eee; padding:10px;">if (hero.velocity.x > 4) {
|
44 |
+
console.log("Hero is speeding!");
|
45 |
+
}</pre>
|
46 |
+
<p>The following game variables are available:</p>
|
47 |
+
<ul>
|
48 |
+
<li><code>hero</code> β The heroβs Matter.js body (position, velocity, etc.).</li>
|
49 |
+
<li><code>engine</code> β The Matter.js engine instance.</li>
|
50 |
+
<li><code>world</code> β The Matter.js world containing all game bodies.</li>
|
51 |
+
<li><code>enemies</code> β An array of enemy bodies.</li>
|
52 |
+
<li><code>sword</code> β The sword body used for melee attacks.</li>
|
53 |
+
</ul>
|
54 |
+
</div>
|
55 |
+
|
56 |
+
<!-- Task Display Panel -->
|
57 |
+
<div id="taskPanel">
|
58 |
+
<strong>Current Task:</strong> <span id="taskText"></span>
|
59 |
+
</div>
|
60 |
+
|
61 |
+
<!-- Monaco Editor Container -->
|
62 |
+
<div id="editor"></div>
|
63 |
+
<button id="runBtn">Run Code</button>
|
64 |
+
|
65 |
+
<!-- Game Canvas -->
|
66 |
+
<canvas id="gameCanvas" width="600" height="300"></canvas>
|
67 |
</div>
|
68 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
69 |
<script>
|
70 |
+
// --- Initialize Monaco Editor ---
|
71 |
+
require.config({ paths: { 'vs': 'https://cdnjs.cloudflare.com/ajax/libs/monaco-editor/0.33.0/min/vs' }});
|
72 |
+
let monacoEditor;
|
73 |
+
require(['vs/editor/editor.main'], function() {
|
74 |
+
monacoEditor = monaco.editor.create(document.getElementById('editor'), {
|
75 |
+
value: `// Example Commands:
|
76 |
+
// Basic movement:
|
77 |
+
console.log("move 5");
|
78 |
+
console.log("jump 0.05");
|
79 |
+
|
80 |
+
// Advanced logic example:
|
81 |
+
// if (hero.velocity.x > 4) { console.log("Hero is speeding!"); }
|
82 |
+
|
83 |
+
// To attack using different weapons:
|
84 |
+
// console.log("attack sword");
|
85 |
+
// console.log("attack bow");
|
86 |
+
// console.log("attack bomb");`,
|
87 |
+
language: "javascript",
|
88 |
+
theme: "vs-light",
|
89 |
+
automaticLayout: true
|
90 |
+
});
|
91 |
});
|
92 |
|
93 |
// --- Matter.js Game Setup ---
|
|
|
95 |
Render = Matter.Render,
|
96 |
World = Matter.World,
|
97 |
Bodies = Matter.Bodies,
|
98 |
+
Body = Matter.Body;
|
|
|
99 |
|
100 |
const engine = Engine.create();
|
101 |
const render = Render.create({
|
102 |
canvas: document.getElementById("gameCanvas"),
|
103 |
engine: engine,
|
104 |
+
options: { width: 600, height: 300, wireframes: false }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
105 |
});
|
106 |
|
107 |
+
// --- Create Game Bodies ---
|
108 |
+
const ground = Bodies.rectangle(300, 290, 600, 20, { isStatic: true });
|
109 |
+
const hero = Bodies.rectangle(100, 250, 40, 40, { restitution: 0.5 });
|
110 |
+
|
111 |
+
// Weapons:
|
112 |
+
const sword = Bodies.rectangle(140, 250, 30, 10, { isStatic: true, render: { visible: false } });
|
113 |
let arrows = [];
|
114 |
let bombs = [];
|
115 |
+
|
116 |
+
// Enemies:
|
117 |
const enemies = [
|
118 |
+
Bodies.rectangle(400, 250, 40, 40, { isStatic: false }),
|
119 |
+
Bodies.rectangle(550, 250, 40, 40, { isStatic: false })
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
120 |
];
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
121 |
|
122 |
+
World.add(engine.world, [ground, hero, sword, ...enemies]);
|
123 |
Engine.run(engine);
|
124 |
Render.run(render);
|
125 |
|
126 |
+
// --- Expose Key Variables for Advanced Access ---
|
127 |
window.engine = engine;
|
128 |
+
window.render = render;
|
129 |
window.world = engine.world;
|
130 |
window.hero = hero;
|
|
|
|
|
|
|
|
|
131 |
window.sword = sword;
|
132 |
+
window.enemies = enemies;
|
133 |
|
134 |
+
// --- Task System: 50 Tasks ---
|
135 |
const tasks = [
|
136 |
+
{ id: 1, text: "Reach x = 200", condition: () => hero.position.x >= 200 },
|
137 |
+
{ id: 2, text: "Defeat at least one enemy", condition: () => enemies.some(e => e.isRemoved) },
|
138 |
+
{ id: 3, text: "Defeat all enemies", condition: () => enemies.every(e => e.isRemoved) },
|
139 |
+
{ id: 4, text: "Jump above y = 180", condition: () => hero.position.y <= 180 },
|
140 |
+
{ id: 5, text: "Reach x = 300", condition: () => hero.position.x >= 300 },
|
141 |
+
{ id: 6, text: "Reach x = 400", condition: () => hero.position.x >= 400 },
|
142 |
+
{ id: 7, text: "Reach x = 500", condition: () => hero.position.x >= 500 },
|
143 |
+
{ id: 8, text: "Move with speed > 3", condition: () => Math.abs(hero.velocity.x) > 3 },
|
144 |
+
{ id: 9, text: "Move left with speed > 3", condition: () => hero.velocity.x < -3 },
|
145 |
+
{ id: 10, text: "Land with low y-velocity (< 2)", condition: () => Math.abs(hero.velocity.y) < 2 },
|
146 |
+
{ id: 11, text: "Stay on ground (y > 240)", condition: () => hero.position.y > 240 },
|
147 |
+
{ id: 12, text: "Achieve x = 150", condition: () => hero.position.x >= 150 },
|
148 |
+
{ id: 13, text: "Achieve x = 250", condition: () => hero.position.x >= 250 },
|
149 |
+
{ id: 14, text: "Achieve x = 350", condition: () => hero.position.x >= 350 },
|
150 |
+
{ id: 15, text: "Achieve x = 450", condition: () => hero.position.x >= 450 },
|
151 |
+
{ id: 16, text: "Perform a moderate jump (y between 240 and 260)", condition: () => hero.position.y >= 240 && hero.position.y <= 260 },
|
152 |
+
{ id: 17, text: "Move 100 units from start", condition: () => hero.position.x - 100 >= 100 },
|
153 |
+
{ id: 18, text: "Hero's x velocity is nearly 0", condition: () => Math.abs(hero.velocity.x) < 0.1 },
|
154 |
+
{ id: 19, text: "Hero's y velocity is nearly 0", condition: () => Math.abs(hero.velocity.y) < 0.1 },
|
155 |
+
{ id: 20, text: "Attack using sword to defeat an enemy", condition: () => enemies.some(e => e.isRemoved) },
|
156 |
+
{ id: 21, text: "Attack using bow to defeat an enemy", condition: () => enemies.some(e => e.isRemoved) },
|
157 |
+
{ id: 22, text: "Attack using bomb to defeat an enemy", condition: () => enemies.some(e => e.isRemoved) },
|
158 |
+
{ id: 23, text: "Move and jump simultaneously", condition: () => hero.position.x >= 120 && hero.position.y <= 240 },
|
159 |
+
{ id: 24, text: "Achieve a sprint speed (|velocity.x| >= 7)", condition: () => Math.abs(hero.velocity.x) >= 7 },
|
160 |
+
{ id: 25, text: "Perform a duck action", condition: () => hero.render && hero.render.fillStyle === "blue" },
|
161 |
+
{ id: 26, text: "Perform a dash move (|velocity.x| >= 5)", condition: () => Math.abs(hero.velocity.x) >= 5 },
|
162 |
+
{ id: 27, text: "Change direction (velocity.x becomes negative)", condition: () => hero.velocity.x < 0 },
|
163 |
+
{ id: 28, text: "Move upward quickly (velocity.y < -2)", condition: () => hero.velocity.y < -2 },
|
164 |
+
{ id: 29, text: "Stay completely still", condition: () => Math.abs(hero.velocity.x) < 0.1 && Math.abs(hero.velocity.y) < 0.1 },
|
165 |
+
{ id: 30, text: "Reach far right (x >= 550)", condition: () => hero.position.x >= 550 },
|
166 |
+
{ id: 31, text: "Reach far left (x <= 50)", condition: () => hero.position.x <= 50 },
|
167 |
+
{ id: 32, text: "Perform a combo attack (all enemies defeated)", condition: () => enemies.every(e => e.isRemoved) },
|
168 |
+
{ id: 33, text: "Attack with bow and bomb consecutively", condition: () => enemies.every(e => e.isRemoved) },
|
169 |
+
{ id: 34, text: "Show high energy (dummy condition)", condition: () => hero.position.x > 0 },
|
170 |
+
{ id: 35, text: "Perform a precise jump (y < 230)", condition: () => hero.position.y < 230 },
|
171 |
+
{ id: 36, text: "Land softly (|velocity.y| < 1)", condition: () => Math.abs(hero.velocity.y) < 1 },
|
172 |
+
{ id: 37, text: "Achieve horizontal acceleration > 4", condition: () => Math.abs(hero.velocity.x) > 4 },
|
173 |
+
{ id: 38, text: "Avoid enemy collision", condition: () => enemies.every(e => !Matter.Bounds.overlaps(hero.bounds, e.bounds)) },
|
174 |
+
{ id: 39, text: "Come near an enemy (within 50 units) without attacking", condition: () => enemies.some(e => Math.abs(hero.position.x - e.position.x) < 50 && !e.isRemoved) },
|
175 |
+
{ id: 40, text: "Reset near starting point (x < 120)", condition: () => hero.position.x < 120 },
|
176 |
+
{ id: 41, text: "Jump height exceeds 30 units", condition: () => (250 - hero.position.y) >= 30 },
|
177 |
+
{ id: 42, text: "Maintain steady movement (velocity.x ~ 3)", condition: () => Math.abs(hero.velocity.x - 3) < 1 },
|
178 |
+
{ id: 43, text: "Attack then move (enemy defeated and x > 150)", condition: () => enemies.some(e => e.isRemoved) && hero.position.x > 150 },
|
179 |
+
{ id: 44, text: "Keep speed constant (velocity.x ~ 3)", condition: () => Math.abs(hero.velocity.x - 3) < 0.5 },
|
180 |
+
{ id: 45, text: "Show agility (jump and dash with |velocity.x| > 4)", condition: () => hero.position.y < 240 && Math.abs(hero.velocity.x) > 4 },
|
181 |
+
{ id: 46, text: "Combo move achieves x >= 350", condition: () => hero.position.x >= 350 },
|
182 |
+
{ id: 47, text: "Recover from an attack (x >= 100)", condition: () => hero.position.x >= 100 },
|
183 |
+
{ id: 48, text: "Dodge enemy attack (no overlap with any enemy)", condition: () => enemies.every(e => !Matter.Bounds.overlaps(hero.bounds, e.bounds)) },
|
184 |
+
{ id: 49, text: "Exhibit erratic movement (|velocity.x| > 5)", condition: () => Math.abs(hero.velocity.x) > 5 },
|
185 |
+
{ id: 50, text: "Final Task: Overcome all challenges (x >= 550 and all enemies defeated)", condition: () => hero.position.x >= 550 && enemies.every(e => e.isRemoved) }
|
186 |
];
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187 |
+
|
188 |
let currentTaskIndex = 0;
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189 |
function updateTaskText() {
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190 |
document.getElementById("taskText").innerText = tasks[currentTaskIndex].text;
|
191 |
}
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192 |
updateTaskText();
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193 |
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194 |
+
// --- Enemy Movement (Simple AI) ---
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195 |
function moveEnemies() {
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196 |
+
enemies.forEach((enemy) => {
|
197 |
if (enemy.isRemoved) return;
|
198 |
const dx = hero.position.x - enemy.position.x;
|
199 |
+
const speed = dx > 0 ? 1.5 : -1.5;
|
200 |
+
Body.setVelocity(enemy, { x: speed, y: 0 });
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|
201 |
});
|
202 |
}
|
203 |
setInterval(moveEnemies, 100);
|
204 |
|
205 |
+
// --- Command Parser (No debug console output) ---
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|
206 |
function handleGameAction(command) {
|
207 |
const parts = command.split(" ");
|
208 |
const action = parts[0];
|
209 |
const param = parts[1];
|
210 |
const value = parseFloat(parts[1]);
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|
211 |
|
212 |
if (action === "move" && !isNaN(value)) {
|
213 |
Body.setVelocity(hero, { x: value, y: hero.velocity.y });
|
214 |
+
} else if (action === "jump" && !isNaN(value)) {
|
215 |
Body.applyForce(hero, hero.position, { x: 0, y: -value });
|
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|
216 |
} else if (action === "attack") {
|
217 |
+
if (param === "sword") performSwordAttack();
|
218 |
+
if (param === "bow") fireArrow();
|
219 |
+
if (param === "bomb") throwBomb();
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|
220 |
}
|
221 |
}
|
222 |
|
223 |
function performSwordAttack() {
|
224 |
Body.setPosition(sword, { x: hero.position.x + 30, y: hero.position.y });
|
225 |
sword.render.visible = true;
|
226 |
+
enemies.forEach((enemy) => {
|
227 |
if (!enemy.isRemoved && Matter.Bounds.overlaps(sword.bounds, enemy.bounds)) {
|
228 |
+
World.remove(engine.world, enemy);
|
229 |
+
enemy.isRemoved = true;
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|
230 |
}
|
231 |
});
|
232 |
+
setTimeout(() => { sword.render.visible = false; }, 500);
|
233 |
}
|
234 |
|
235 |
function fireArrow() {
|
236 |
+
const arrow = Bodies.rectangle(hero.position.x + 20, hero.position.y, 20, 5, { restitution: 0.2 });
|
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|
237 |
Body.setVelocity(arrow, { x: 5, y: 0 });
|
238 |
arrows.push(arrow);
|
239 |
World.add(engine.world, arrow);
|
240 |
+
setTimeout(() => { World.remove(engine.world, arrow); }, 3000);
|
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|
241 |
}
|
242 |
|
243 |
function throwBomb() {
|
244 |
+
const bomb = Bodies.circle(hero.position.x, hero.position.y - 10, 10, { restitution: 0.5 });
|
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|
245 |
Body.setVelocity(bomb, { x: 3, y: -3 });
|
246 |
bombs.push(bomb);
|
247 |
World.add(engine.world, bomb);
|
248 |
setTimeout(() => {
|
249 |
bombs = bombs.filter(b => b !== bomb);
|
250 |
World.remove(engine.world, bomb);
|
251 |
+
enemies.forEach((enemy) => {
|
252 |
if (!enemy.isRemoved && Matter.Bounds.overlaps(bomb.bounds, enemy.bounds)) {
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|
253 |
World.remove(engine.world, enemy);
|
254 |
enemy.isRemoved = true;
|
|
|
255 |
}
|
256 |
+
});
|
257 |
+
}, 2000);
|
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|
258 |
}
|
259 |
|
260 |
+
// --- Check Task Completion ---
|
261 |
function checkTaskCompletion() {
|
262 |
if (tasks[currentTaskIndex].condition()) {
|
263 |
alert(`β
Task Completed: ${tasks[currentTaskIndex].text}`);
|
264 |
currentTaskIndex++;
|
265 |
if (currentTaskIndex < tasks.length) {
|
266 |
updateTaskText();
|
267 |
+
resetHeroPosition();
|
268 |
} else {
|
269 |
+
alert("π All Tasks Completed!");
|
270 |
}
|
271 |
}
|
272 |
}
|
273 |
|
274 |
+
// --- Run Code Button Event ---
|
|
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|
|
|
|
|
275 |
document.getElementById("runBtn").addEventListener("click", () => {
|
276 |
+
// Retrieve user code from Monaco Editor
|
277 |
+
const userCode = monacoEditor.getValue();
|
|
|
278 |
try {
|
279 |
+
// Override console.log temporarily to capture commands (without on-screen debug)
|
280 |
const oldConsoleLog = console.log;
|
281 |
+
console.log = function(msg) {
|
282 |
+
handleGameAction(msg);
|
283 |
+
};
|
284 |
+
new Function(userCode)();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
285 |
console.log = oldConsoleLog;
|
286 |
+
setTimeout(checkTaskCompletion, 1000);
|
287 |
} catch (error) {
|
288 |
+
alert("Error: " + error.message);
|
289 |
}
|
290 |
});
|
291 |
|
292 |
+
function resetHeroPosition() {
|
293 |
+
Body.setPosition(hero, { x: 100, y: 250 });
|
294 |
+
Body.setVelocity(hero, { x: 0, y: 0 });
|
295 |
+
}
|
296 |
</script>
|
297 |
</body>
|
298 |
+
</html>
|