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| 1 | +<!DOCTYPE html> |
| 2 | +<html lang="en"> |
| 3 | + <head> |
| 4 | + <meta charset="UTF-8" /> |
| 5 | + <meta name="viewport" content="width=device-width, initial-scale=1.0" /> |
| 6 | + <title>Flashlight Test</title> |
| 7 | + <style> |
| 8 | + html, |
| 9 | + body { |
| 10 | + height: 100%; |
| 11 | + margin: 0; |
| 12 | + background: #0b0b12; |
| 13 | + } |
| 14 | + #game { |
| 15 | + position: fixed; |
| 16 | + inset: 0; |
| 17 | + } |
| 18 | + .tip { |
| 19 | + position: fixed; |
| 20 | + left: 12px; |
| 21 | + top: 12px; |
| 22 | + color: #e7e7ee; |
| 23 | + font: 14px/1.3 Arial; |
| 24 | + opacity: 0.85; |
| 25 | + user-select: none; |
| 26 | + } |
| 27 | + .tip kbd { |
| 28 | + background: #1f2030; |
| 29 | + padding: 2px 6px; |
| 30 | + border-radius: 6px; |
| 31 | + border: 1px solid #2c2e44; |
| 32 | + } |
| 33 | + .tip .pill { |
| 34 | + background: #1d2b43; |
| 35 | + padding: 2px 6px; |
| 36 | + border-radius: 999px; |
| 37 | + border: 1px solid #2a3b5d; |
| 38 | + } |
| 39 | + </style> |
| 40 | + </head> |
| 41 | + <body> |
| 42 | + <div id="game"></div> |
| 43 | + <div class="tip"> |
| 44 | + <div> |
| 45 | + <strong>WASD</strong> to move • Flashlight points at your cursor |
| 46 | + </div> |
| 47 | + <div style="margin-top: 6px"> |
| 48 | + Press <kbd>R</kbd> to reroll obstacles |
| 49 | + </div> |
| 50 | + <div style="margin-top: 6px" class="pill">Pink = walls • Blue = you</div> |
| 51 | + </div> |
| 52 | + <div id="diag"></div> |
| 53 | + |
| 54 | + <script type="module"> |
| 55 | + // Pixi v8 compatible: no deprecated API, no invalid imports |
| 56 | + import { |
| 57 | + Application, |
| 58 | + Graphics, |
| 59 | + Container, |
| 60 | + Point, |
| 61 | + } from "https://cdn.jsdelivr.net/npm/pixi.js@8.x/dist/pixi.mjs"; |
| 62 | + |
| 63 | + // ---- PIXI APP ---- |
| 64 | + const app = new Application(); |
| 65 | + await app.init({ |
| 66 | + backgroundAlpha: 0, |
| 67 | + antialias: true, |
| 68 | + resolution: Math.min(devicePixelRatio, 2), |
| 69 | + resizeTo: window, |
| 70 | + }); |
| 71 | + document.getElementById("game").appendChild(app.canvas); |
| 72 | + |
| 73 | + const world = new Container(); |
| 74 | + app.stage.addChild(world); |
| 75 | + |
| 76 | + const state = { |
| 77 | + speed: 260, |
| 78 | + coneLength: 520, // flashlight reach |
| 79 | + coneWidthDeg: 46, // full width in degrees |
| 80 | + obstacles: [], |
| 81 | + keys: new Set(), |
| 82 | + pointer: new Point(app.screen.width / 2, app.screen.height / 2), |
| 83 | + }; |
| 84 | + |
| 85 | + // Player (blue square) |
| 86 | + const player = new Graphics() |
| 87 | + .rect(0, 0, 28, 28) |
| 88 | + .fill({ color: 0x3b82f6 }); // blue |
| 89 | + player.pivot.set(14, 14); |
| 90 | + player.position.set(app.screen.width / 2, app.screen.height / 2); |
| 91 | + world.addChild(player); |
| 92 | + |
| 93 | + // Obstacles (random pink rectangles) |
| 94 | + const obstaclesLayer = new Container(); |
| 95 | + world.addChild(obstaclesLayer); |
| 96 | + |
| 97 | + function rerollObstacles() { |
| 98 | + obstaclesLayer.removeChildren(); |
| 99 | + state.obstacles.length = 0; |
| 100 | + const W = app.screen.width, |
| 101 | + H = app.screen.height; |
| 102 | + const count = Math.round((W * H) / 60000); // density scales with area |
| 103 | + for (let i = 0; i < count; i++) { |
| 104 | + const w = 50 + Math.random() * 140; |
| 105 | + const h = 40 + Math.random() * 120; |
| 106 | + const x = Math.random() * (W - w) + w / 2; |
| 107 | + const y = Math.random() * (H - h) + h / 2; |
| 108 | + // Avoid initial spawn too close to player |
| 109 | + const dx = x - player.x, |
| 110 | + dy = y - player.y; |
| 111 | + if (Math.hypot(dx, dy) < 120) { |
| 112 | + i--; |
| 113 | + continue; |
| 114 | + } |
| 115 | + |
| 116 | + const r = new Graphics() |
| 117 | + .roundRect(0, 0, w, h, 8) |
| 118 | + .fill({ color: 0xff6bb3 }); // pink |
| 119 | + r.pivot.set(w / 2, h / 2); |
| 120 | + r.position.set(x, y); |
| 121 | + obstaclesLayer.addChild(r); |
| 122 | + state.obstacles.push(r); |
| 123 | + } |
| 124 | + } |
| 125 | + |
| 126 | + rerollObstacles(); |
| 127 | + |
| 128 | + const visionMask = new Graphics(); |
| 129 | + const darkness = new Graphics(); |
| 130 | + darkness |
| 131 | + .rect(0, 0, app.screen.width, app.screen.height) |
| 132 | + .fill({ color: 0x000000, alpha: 0.95 }); |
| 133 | + |
| 134 | + darkness.setMask({ mask: visionMask, inverse: true }); |
| 135 | + |
| 136 | + app.stage.addChild(darkness, visionMask); |
| 137 | + |
| 138 | + // ---- INPUT ---- |
| 139 | + window.addEventListener("keydown", (e) => { |
| 140 | + const k = e.key.toLowerCase(); |
| 141 | + if ( |
| 142 | + [ |
| 143 | + "w", |
| 144 | + "a", |
| 145 | + "s", |
| 146 | + "d", |
| 147 | + "arrowup", |
| 148 | + "arrowdown", |
| 149 | + "arrowleft", |
| 150 | + "arrowright", |
| 151 | + ].includes(k) |
| 152 | + ) { |
| 153 | + state.keys.add(k); |
| 154 | + } |
| 155 | + if (k === "r") rerollObstacles(); |
| 156 | + }); |
| 157 | + window.addEventListener("keyup", (e) => |
| 158 | + state.keys.delete(e.key.toLowerCase()) |
| 159 | + ); |
| 160 | + |
| 161 | + // Pointer tracking |
| 162 | + app.stage.eventMode = "static"; |
| 163 | + app.stage.hitArea = app.screen; // screen-sized interactive area |
| 164 | + app.stage.on("pointermove", (e) => state.pointer.copyFrom(e.global)); |
| 165 | + |
| 166 | + // ---- UTILS ---- |
| 167 | + function clamp(v, min, max) { |
| 168 | + return Math.max(min, Math.min(max, v)); |
| 169 | + } |
| 170 | + |
| 171 | + function updatePlayer(dt) { |
| 172 | + let vx = 0, |
| 173 | + vy = 0; |
| 174 | + if (state.keys.has("w") || state.keys.has("arrowup")) vy -= 1; |
| 175 | + if (state.keys.has("s") || state.keys.has("arrowdown")) vy += 1; |
| 176 | + if (state.keys.has("a") || state.keys.has("arrowleft")) vx -= 1; |
| 177 | + if (state.keys.has("d") || state.keys.has("arrowright")) vx += 1; |
| 178 | + if (vx || vy) { |
| 179 | + const l = Math.hypot(vx, vy) || 1; |
| 180 | + vx /= l; |
| 181 | + vy /= l; |
| 182 | + player.x += vx * state.speed * dt; |
| 183 | + player.y += vy * state.speed * dt; |
| 184 | + } |
| 185 | + // Stay on screen |
| 186 | + player.x = clamp(player.x, 14, app.screen.width - 14); |
| 187 | + player.y = clamp(player.y, 14, app.screen.height - 14); |
| 188 | + } |
| 189 | + |
| 190 | + function redrawVisionMask() { |
| 191 | + const ang = Math.atan2( |
| 192 | + state.pointer.y - player.y, |
| 193 | + state.pointer.x - player.x |
| 194 | + ); |
| 195 | + const half = (state.coneWidthDeg * Math.PI) / 180 / 2; |
| 196 | + const L = state.coneLength; |
| 197 | + |
| 198 | + const leftX = player.x + Math.cos(ang - half) * L; |
| 199 | + const leftY = player.y + Math.sin(ang - half) * L; |
| 200 | + |
| 201 | + visionMask.clear(); |
| 202 | + |
| 203 | + // console.log(ang, half, ang - half, ang + half); |
| 204 | + |
| 205 | + // Full screen darkness |
| 206 | + visionMask |
| 207 | + .moveTo(player.x, player.y) |
| 208 | + .lineTo(leftX, leftY) |
| 209 | + .arc(player.x, player.y, L, ang - half, ang + half, false) |
| 210 | + .lineTo(player.x, player.y) |
| 211 | + .fill({ color: 0x00ffcc, alpha: 1 }); |
| 212 | + // .cut(); // don't need anymore we are using inverse |
| 213 | + visionMask.circle(player.x, player.y, 36).fill({ color: 0x00ffcc, alpha: 1 }) |
| 214 | + } |
| 215 | + |
| 216 | + app.ticker.add(() => { |
| 217 | + const dt = app.ticker.deltaMS / 1000; |
| 218 | + updatePlayer(dt); |
| 219 | + redrawVisionMask(); |
| 220 | + }); |
| 221 | + |
| 222 | + |
| 223 | + |
| 224 | + </script> |
| 225 | + </body> |
| 226 | +</html> |
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