cybernetic-pong-x / index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Cybernetic Pong X</title>
<script src="https://cdn.tailwindcss.com"></script>
<script src="https://kit.fontawesome.com/a076d05399.js" crossorigin="anonymous"></script>
<style>
@import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700&display=swap');
body {
font-family: 'Orbitron', sans-serif;
background-color: #0a0a1a;
overflow: hidden;
color: #00fffc;
}
#gameCanvas {
background-color: #000022;
border: 2px solid #00fffc;
box-shadow: 0 0 20px #00fffc, inset 0 0 20px #00fffc;
}
.particle {
position: absolute;
border-radius: 50%;
pointer-events: none;
}
.glow-text {
text-shadow: 0 0 10px #00fffc, 0 0 20px #00fffc;
}
.cyber-btn {
background: linear-gradient(45deg, #00fffc, #0088ff);
border: none;
color: #000;
font-weight: bold;
transition: all 0.3s;
box-shadow: 0 0 15px #00fffc;
}
.cyber-btn:hover {
transform: scale(1.05);
box-shadow: 0 0 25px #00fffc;
}
.grid-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background:
linear-gradient(rgba(0, 255, 252, 0.1) 1px, transparent 1px),
linear-gradient(90deg, rgba(0, 255, 252, 0.1) 1px, transparent 1px);
background-size: 30px 30px;
pointer-events: none;
}
.score-display {
background: rgba(0, 20, 40, 0.7);
border: 2px solid #00fffc;
box-shadow: 0 0 15px #00fffc;
}
</style>
</head>
<body class="flex flex-col items-center justify-center min-h-screen">
<div class="grid-overlay"></div>
<h1 class="text-5xl font-bold mb-6 glow-text">CYBERNETIC PONG X</h1>
<div class="relative">
<canvas id="gameCanvas" width="800" height="500" class="mb-4"></canvas>
<div id="playerScore" class="score-display absolute top-4 left-4 px-4 py-2 rounded-lg text-2xl font-bold">0</div>
<div id="aiScore" class="score-display absolute top-4 right-4 px-4 py-2 rounded-lg text-2xl font-bold">0</div>
<div id="startScreen" class="absolute inset-0 flex flex-col items-center justify-center bg-black bg-opacity-80">
<h2 class="text-4xl font-bold mb-8 glow-text">READY FOR CYBER COMBAT?</h2>
<button id="startBtn" class="cyber-btn px-8 py-3 rounded-full text-xl mb-4">
<i class="fas fa-play mr-2"></i> INITIATE
</button>
<div class="flex space-x-4">
<button id="easyBtn" class="cyber-btn px-4 py-2 rounded-full">EASY MODE</button>
<button id="mediumBtn" class="cyber-btn px-4 py-2 rounded-full">NORMAL MODE</button>
<button id="hardBtn" class="cyber-btn px-4 py-2 rounded-full">HACKER MODE</button>
</div>
</div>
<div id="gameOverScreen" class="absolute inset-0 hidden flex-col items-center justify-center bg-black bg-opacity-80">
<h2 id="gameOverText" class="text-4xl font-bold mb-8 glow-text"></h2>
<button id="restartBtn" class="cyber-btn px-8 py-3 rounded-full text-xl">
<i class="fas fa-redo mr-2"></i> REBOOT
</button>
</div>
</div>
<div class="flex space-x-8 mt-6">
<div class="flex items-center">
<i class="fas fa-keyboard text-2xl mr-2 glow-text"></i>
<span class="text-xl">W/S: Move Paddle</span>
</div>
<div class="flex items-center">
<i class="fas fa-bolt text-2xl mr-2 glow-text"></i>
<span class="text-xl">SPACE: Power Shot</span>
</div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const playerScoreDisplay = document.getElementById('playerScore');
const aiScoreDisplay = document.getElementById('aiScore');
const startScreen = document.getElementById('startScreen');
const gameOverScreen = document.getElementById('gameOverScreen');
const gameOverText = document.getElementById('gameOverText');
const startBtn = document.getElementById('startBtn');
const restartBtn = document.getElementById('restartBtn');
const easyBtn = document.getElementById('easyBtn');
const mediumBtn = document.getElementById('mediumBtn');
const hardBtn = document.getElementById('hardBtn');
// Game variables
let gameRunning = false;
let difficulty = 5; // Default medium difficulty
let playerScore = 0;
let aiScore = 0;
let powerCharge = 0;
let powerActive = false;
// Paddle and ball properties
const paddleWidth = 15;
const paddleHeight = 100;
const ballSize = 15;
let playerPaddle = {
x: 30,
y: canvas.height / 2 - paddleHeight / 2,
width: paddleWidth,
height: paddleHeight,
speed: 8,
dy: 0
};
let aiPaddle = {
x: canvas.width - 30 - paddleWidth,
y: canvas.height / 2 - paddleHeight / 2,
width: paddleWidth,
height: paddleHeight,
speed: difficulty,
dy: 0
};
let ball = {
x: canvas.width / 2,
y: canvas.height / 2,
width: ballSize,
height: ballSize,
dx: 5,
dy: 5,
speed: 5,
trail: []
};
// Particles for explosions
let particles = [];
// Event listeners
startBtn.addEventListener('click', startGame);
restartBtn.addEventListener('click', restartGame);
easyBtn.addEventListener('click', () => setDifficulty(3));
mediumBtn.addEventListener('click', () => setDifficulty(5));
hardBtn.addEventListener('click', () => setDifficulty(8));
document.addEventListener('keydown', keyDownHandler);
document.addEventListener('keyup', keyUpHandler);
function setDifficulty(level) {
difficulty = level;
aiPaddle.speed = level;
// Update active button style
[easyBtn, mediumBtn, hardBtn].forEach(btn => btn.classList.remove('bg-purple-600'));
if (level === 3) easyBtn.classList.add('bg-purple-600');
if (level === 5) mediumBtn.classList.add('bg-purple-600');
if (level === 8) hardBtn.classList.add('bg-purple-600');
}
function keyDownHandler(e) {
if (!gameRunning) return;
if (e.key === 'w' || e.key === 'W') {
playerPaddle.dy = -playerPaddle.speed;
} else if (e.key === 's' || e.key === 'S') {
playerPaddle.dy = playerPaddle.speed;
} else if (e.key === ' ' && powerCharge >= 100) {
activatePowerShot();
}
}
function keyUpHandler(e) {
if (e.key === 'w' || e.key === 'W' || e.key === 's' || e.key === 'S') {
playerPaddle.dy = 0;
}
}
function activatePowerShot() {
powerActive = true;
powerCharge = 0;
// Create particles for power activation
for (let i = 0; i < 30; i++) {
createParticle(
playerPaddle.x + playerPaddle.width,
playerPaddle.y + playerPaddle.height / 2,
'#00fffc',
true
);
}
// Ball gets super speed temporarily
ball.dx = 15 * Math.sign(ball.dx);
ball.dy = 15 * Math.sign(ball.dy);
setTimeout(() => {
powerActive = false;
ball.dx = 5 * Math.sign(ball.dx);
ball.dy = 5 * Math.sign(ball.dy);
}, 1000);
}
function startGame() {
gameRunning = true;
startScreen.classList.add('hidden');
resetGame();
requestAnimationFrame(gameLoop);
}
function restartGame() {
gameOverScreen.classList.add('hidden');
playerScore = 0;
aiScore = 0;
updateScore();
resetGame();
requestAnimationFrame(gameLoop);
}
function resetGame() {
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
ball.dx = 5 * (Math.random() > 0.5 ? 1 : -1);
ball.dy = 5 * (Math.random() > 0.5 ? 1 : -1);
ball.trail = [];
playerPaddle.y = canvas.height / 2 - paddleHeight / 2;
aiPaddle.y = canvas.height / 2 - paddleHeight / 2;
powerCharge = 0;
powerActive = false;
}
function gameLoop() {
if (!gameRunning) return;
clearCanvas();
update();
draw();
requestAnimationFrame(gameLoop);
}
function clearCanvas() {
ctx.fillStyle = '#000022';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw grid lines
ctx.strokeStyle = 'rgba(0, 255, 252, 0.1)';
ctx.lineWidth = 1;
// Vertical lines
for (let x = 0; x < canvas.width; x += 30) {
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, canvas.height);
ctx.stroke();
}
// Horizontal lines
for (let y = 0; y < canvas.height; y += 30) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(canvas.width, y);
ctx.stroke();
}
// Center line
ctx.strokeStyle = 'rgba(0, 255, 252, 0.3)';
ctx.setLineDash([10, 10]);
ctx.beginPath();
ctx.moveTo(canvas.width / 2, 0);
ctx.lineTo(canvas.width / 2, canvas.height);
ctx.stroke();
ctx.setLineDash([]);
}
function update() {
// Update player paddle position
playerPaddle.y += playerPaddle.dy;
// Keep player paddle in bounds
if (playerPaddle.y < 0) {
playerPaddle.y = 0;
} else if (playerPaddle.y + playerPaddle.height > canvas.height) {
playerPaddle.y = canvas.height - playerPaddle.height;
}
// AI paddle follows ball with some imperfection
const aiPaddleCenter = aiPaddle.y + aiPaddle.height / 2;
const ballCenter = ball.y + ball.height / 2;
// Add some randomness to AI difficulty
const aiError = Math.random() * (difficulty * 5);
if (aiPaddleCenter < ballCenter - aiError) {
aiPaddle.dy = aiPaddle.speed;
} else if (aiPaddleCenter > ballCenter + aiError) {
aiPaddle.dy = -aiPaddle.speed;
} else {
aiPaddle.dy = 0;
}
aiPaddle.y += aiPaddle.dy;
// Keep AI paddle in bounds
if (aiPaddle.y < 0) {
aiPaddle.y = 0;
} else if (aiPaddle.y + aiPaddle.height > canvas.height) {
aiPaddle.y = canvas.height - aiPaddle.height;
}
// Update ball position
ball.x += ball.dx;
ball.y += ball.dy;
// Add current position to trail (for cool effect)
ball.trail.push({x: ball.x, y: ball.y});
if (ball.trail.length > 10) {
ball.trail.shift();
}
// Ball collision with top and bottom walls
if (ball.y < 0 || ball.y + ball.height > canvas.height) {
ball.dy = -ball.dy;
createImpactParticles(ball.x, ball.y);
}
// Ball collision with paddles
if (
ball.x < playerPaddle.x + playerPaddle.width &&
ball.x + ball.width > playerPaddle.x &&
ball.y < playerPaddle.y + playerPaddle.height &&
ball.y + ball.height > playerPaddle.y
) {
// Calculate angle based on where ball hits paddle
const hitPosition = (ball.y - playerPaddle.y) / playerPaddle.height;
const angle = (hitPosition - 0.5) * Math.PI / 2;
ball.dx = Math.abs(ball.dx) + 0.2; // Increase speed slightly
ball.dy = Math.sin(angle) * ball.speed;
// Charge power on hit
powerCharge = Math.min(100, powerCharge + 20);
createImpactParticles(playerPaddle.x + playerPaddle.width, ball.y);
}
if (
ball.x < aiPaddle.x + aiPaddle.width &&
ball.x + ball.width > aiPaddle.x &&
ball.y < aiPaddle.y + aiPaddle.height &&
ball.y + ball.height > aiPaddle.y
) {
// Calculate angle based on where ball hits paddle
const hitPosition = (ball.y - aiPaddle.y) / aiPaddle.height;
const angle = (hitPosition - 0.5) * Math.PI / 2;
ball.dx = -Math.abs(ball.dx) - 0.2; // Increase speed slightly
ball.dy = Math.sin(angle) * ball.speed;
createImpactParticles(aiPaddle.x, ball.y);
}
// Ball out of bounds (score)
if (ball.x < 0) {
aiScore++;
updateScore();
createExplosion(ball.x, ball.y);
resetBall();
} else if (ball.x + ball.width > canvas.width) {
playerScore++;
updateScore();
createExplosion(ball.x, ball.y);
resetBall();
}
// Update particles
updateParticles();
// Check for game over
if (playerScore >= 5 || aiScore >= 5) {
endGame();
}
}
function resetBall() {
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
ball.dx = 5 * (Math.random() > 0.5 ? 1 : -1);
ball.dy = 5 * (Math.random() > 0.5 ? 1 : -1);
ball.trail = [];
// Small delay before next round
gameRunning = false;
setTimeout(() => {
gameRunning = true;
}, 1000);
}
function updateScore() {
playerScoreDisplay.textContent = playerScore;
aiScoreDisplay.textContent = aiScore;
}
function endGame() {
gameRunning = false;
gameOverScreen.classList.remove('hidden');
if (playerScore > aiScore) {
gameOverText.textContent = "SYSTEM DOMINATION COMPLETE";
gameOverText.style.color = "#00ff00";
} else {
gameOverText.textContent = "SYSTEM FAILURE DETECTED";
gameOverText.style.color = "#ff0033";
}
}
function draw() {
// Draw ball trail
for (let i = 0; i < ball.trail.length; i++) {
const alpha = i / ball.trail.length;
ctx.fillStyle = `rgba(0, 255, 252, ${alpha * 0.5})`;
ctx.beginPath();
ctx.arc(ball.trail[i].x + ball.width / 2, ball.trail[i].y + ball.height / 2, ball.width / 2 * alpha, 0, Math.PI * 2);
ctx.fill();
}
// Draw ball
const gradient = ctx.createRadialGradient(
ball.x + ball.width / 2, ball.y + ball.height / 2, 0,
ball.x + ball.width / 2, ball.y + ball.height / 2, ball.width / 2
);
gradient.addColorStop(0, powerActive ? '#ff00ff' : '#00fffc');
gradient.addColorStop(1, powerActive ? '#ff0000' : '#0088ff');
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(ball.x + ball.width / 2, ball.y + ball.height / 2, ball.width / 2, 0, Math.PI * 2);
ctx.fill();
// Draw player paddle
const paddleGradient = ctx.createLinearGradient(
playerPaddle.x, playerPaddle.y,
playerPaddle.x + playerPaddle.width, playerPaddle.y + playerPaddle.height
);
paddleGradient.addColorStop(0, '#00fffc');
paddleGradient.addColorStop(1, '#0088ff');
ctx.fillStyle = paddleGradient;
ctx.fillRect(playerPaddle.x, playerPaddle.y, playerPaddle.width, playerPaddle.height);
// Draw AI paddle
const aiPaddleGradient = ctx.createLinearGradient(
aiPaddle.x, aiPaddle.y,
aiPaddle.x + aiPaddle.width, aiPaddle.y + aiPaddle.height
);
aiPaddleGradient.addColorStop(0, '#ff00ff');
aiPaddleGradient.addColorStop(1, '#ff0033');
ctx.fillStyle = aiPaddleGradient;
ctx.fillRect(aiPaddle.x, aiPaddle.y, aiPaddle.width, aiPaddle.height);
// Draw power meter
ctx.fillStyle = 'rgba(0, 20, 40, 0.7)';
ctx.fillRect(20, canvas.height - 30, 200, 20);
ctx.fillStyle = powerCharge >= 100 ? '#ff00ff' : '#00fffc';
ctx.fillRect(20, canvas.height - 30, 200 * (powerCharge / 100), 20);
ctx.strokeStyle = '#00fffc';
ctx.strokeRect(20, canvas.height - 30, 200, 20);
ctx.fillStyle = '#00fffc';
ctx.font = '14px Orbitron';
ctx.fillText('POWER SHOT', 25, canvas.height - 35);
if (powerCharge >= 100) {
ctx.fillStyle = '#ff00ff';
ctx.font = 'bold 14px Orbitron';
ctx.fillText('READY!', 150, canvas.height - 35);
}
// Draw particles
drawParticles();
}
function createImpactParticles(x, y) {
for (let i = 0; i < 10; i++) {
createParticle(x, y, '#00fffc');
}
}
function createExplosion(x, y) {
for (let i = 0; i < 50; i++) {
createParticle(x, y, i % 2 === 0 ? '#ff00ff' : '#00fffc', true);
}
}
function createParticle(x, y, color, isExplosion = false) {
const size = Math.random() * 4 + 2;
const angle = Math.random() * Math.PI * 2;
const speed = isExplosion ? Math.random() * 5 + 2 : Math.random() * 3 + 1;
particles.push({
x: x,
y: y,
size: size,
color: color,
dx: Math.cos(angle) * speed,
dy: Math.sin(angle) * speed,
life: isExplosion ? 60 : 30,
maxLife: isExplosion ? 60 : 30
});
}
function updateParticles() {
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.x += p.dx;
p.y += p.dy;
p.life--;
// Apply gravity to explosion particles
if (p.life < p.maxLife / 2) {
p.dy += 0.1;
}
if (p.life <= 0) {
particles.splice(i, 1);
}
}
}
function drawParticles() {
for (const p of particles) {
const alpha = p.life / p.maxLife;
ctx.fillStyle = `${p.color.replace(')', `, ${alpha})`).replace('rgb', 'rgba')}`;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size * alpha, 0, Math.PI * 2);
ctx.fill();
}
}
// Set default difficulty
setDifficulty(5);
});
</script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=andreaschandra/cybernetic-pong-x" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html>