Mobile First Overhaul: Touch gestures, dual tap/drag, instant responsiveness and ergonomic controls across all mini games
This commit is contained in:
+122
-72
@@ -1,4 +1,4 @@
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// Wand Spell Tracing & Dueling Mini-Game (Das Zauberspruch-Duell)
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// Wand Spell Tracing & Dueling Mini-Game (Das Zauberspruch-Duell - Mobile First)
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(function() {
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const canvas = document.getElementById('spellCanvas');
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if (!canvas) return;
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@@ -13,11 +13,13 @@
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const modalText = document.getElementById('modalText');
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const modalBtn = document.getElementById('modalBtn');
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let width = 700, height = 440;
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let width = 700, height = 400;
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function resize() {
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const rect = canvas.getBoundingClientRect();
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width = Math.round(rect.width || canvas.parentElement.clientWidth || 700);
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height = Math.round(Math.min(480, Math.max(280, width * 0.62)));
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// Slightly taller on mobile so stars are large and easy to tap
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const isMobile = width < 500;
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height = Math.round(isMobile ? Math.min(360, Math.max(300, width * 0.85)) : Math.min(440, Math.max(320, width * 0.58)));
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canvas.width = width;
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canvas.height = height;
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canvas.style.height = height + 'px';
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@@ -30,43 +32,42 @@
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id: 'flipendo',
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name: 'Flipendo ⚡',
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incantation: '"Flipendo!" (Ruck-Schockzauber)',
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desc: 'Verbinde die 4 Runensterne im Zickzack-Muster, um den Schockzauber zu entfesseln!',
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desc: 'Tippe oder ziehe die 4 Sterne von 1 bis 4 im Zickzack-Muster!',
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color: '#00f2fe',
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beamColor: '#4facfe',
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// Relative coordinates (0 to 1) for responsive scaling
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points: [
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{ x: 0.22, y: 0.28 },
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{ x: 0.18, y: 0.28 },
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{ x: 0.52, y: 0.28 },
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{ x: 0.25, y: 0.72 },
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{ x: 0.55, y: 0.72 }
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{ x: 0.20, y: 0.72 },
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{ x: 0.54, y: 0.72 }
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]
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},
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{
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id: 'incendio',
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name: 'Incendio 🔥',
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incantation: '"Incendio!" (Feuer-Zauber)',
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desc: 'Zeichne das lodernde Flammendreieck, um die Zielattrappe in Brand zu setzen!',
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desc: 'Tippe oder ziehe die Sterne im Dreieck (1 ➔ 2 ➔ 3 ➔ 4), um Feuer zu entfachen!',
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color: '#ff4500',
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beamColor: '#ff8c00',
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points: [
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{ x: 0.38, y: 0.22 },
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{ x: 0.55, y: 0.74 },
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{ x: 0.22, y: 0.74 },
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{ x: 0.38, y: 0.22 }
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{ x: 0.36, y: 0.22 },
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{ x: 0.54, y: 0.74 },
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{ x: 0.18, y: 0.74 },
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{ x: 0.36, y: 0.22 }
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]
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},
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{
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id: 'alohomora',
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name: 'Alohomora 🗝️',
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incantation: '"Alohomora!" (Entriegelungszauber)',
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desc: 'Zeichne die magische Schlüsselloch-Kurve, um das verzauberte Siegel zu sprengen!',
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desc: 'Verbinde die Sterne von 1 bis 4 in der Schlüsselloch-Kurve!',
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color: '#ffd700',
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beamColor: '#fff275',
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points: [
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{ x: 0.38, y: 0.25 },
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{ x: 0.48, y: 0.38 },
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{ x: 0.42, y: 0.52 },
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{ x: 0.42, y: 0.78 }
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{ x: 0.32, y: 0.22 },
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{ x: 0.48, y: 0.36 },
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{ x: 0.34, y: 0.52 },
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{ x: 0.34, y: 0.80 }
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]
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}
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];
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@@ -81,6 +82,7 @@
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let dummyShake = 0;
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let spellCastAnim = 0;
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let gameWon = false;
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let resetTimer = null;
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function setupSpellNodes() {
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const spell = SPELLS[currentSpellIdx];
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@@ -88,12 +90,13 @@
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spellNodes = spell.points.map((pt, idx) => ({
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x: Math.round(pt.x * width),
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y: Math.round(pt.y * height),
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radius: 20,
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radius: width < 500 ? 24 : 20,
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hit: idx < nextNodeIdx
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}));
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}
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window.addEventListener('resize', resize);
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window.addEventListener('orientationchange', () => setTimeout(resize, 200));
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resize();
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function updateSpellUI() {
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@@ -107,7 +110,6 @@
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}
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updateSpellUI();
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// Touch & Pointer Coordinates
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function getCanvasCoords(clientX, clientY) {
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const rect = canvas.getBoundingClientRect();
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return {
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@@ -130,10 +132,46 @@
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}
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}
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function checkNodeHit(x, y) {
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if (nextNodeIdx >= spellNodes.length) return;
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const targetNode = spellNodes[nextNodeIdx];
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const dist = Math.hypot(x - targetNode.x, y - targetNode.y);
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// Generous, thumb-friendly hit radius: 52px on mobile, 44px desktop
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const hitRadius = width < 500 ? 52 : 44;
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if (dist < hitRadius) {
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targetNode.hit = true;
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nextNodeIdx++;
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if (window.navigator && window.navigator.vibrate) {
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window.navigator.vibrate(30);
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}
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if (window.soundFX) window.soundFX.playKeyChime();
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addWandSpark(targetNode.x, targetNode.y, '#ffd700');
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// Clear any pending idle reset
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clearTimeout(resetTimer);
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// Connect path to the node exactly
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userPath.push({ x: targetNode.x, y: targetNode.y });
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// All nodes connected for this spell!
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if (nextNodeIdx >= spellNodes.length) {
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castSpellSuccess();
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}
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}
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}
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function handleInputStart(x, y) {
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if (gameWon) return;
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isDrawing = true;
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userPath = [{ x, y }];
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// If starting fresh or continuing
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if (nextNodeIdx === 0) {
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userPath = [{ x, y }];
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} else {
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userPath.push({ x, y });
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}
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checkNodeHit(x, y);
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}
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@@ -146,34 +184,23 @@
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function handleInputEnd() {
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isDrawing = false;
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// If not all nodes hit, reset progress for this spell
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if (nextNodeIdx < spellNodes.length) {
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nextNodeIdx = 0;
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userPath = [];
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setupSpellNodes();
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// MOBILE-FIRST IMPROVEMENT:
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// DO NOT wipe nextNodeIdx on finger release!
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// This allows players to either swipe continuously OR tap stars 1 -> 2 -> 3 -> 4!
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// Only set an idle reset timeout if they abandon the spell for 10 seconds.
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clearTimeout(resetTimer);
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if (nextNodeIdx > 0 && nextNodeIdx < spellNodes.length) {
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resetTimer = setTimeout(() => {
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if (nextNodeIdx < spellNodes.length && !gameWon) {
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nextNodeIdx = 0;
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userPath = [];
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setupSpellNodes();
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}
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}, 10000);
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}
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}
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function checkNodeHit(x, y) {
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if (nextNodeIdx >= spellNodes.length) return;
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const targetNode = spellNodes[nextNodeIdx];
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const dist = Math.hypot(x - targetNode.x, y - targetNode.y);
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// Tolerant hit radius for easy finger play: 36px
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if (dist < 36) {
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targetNode.hit = true;
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nextNodeIdx++;
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if (window.soundFX) window.soundFX.playKeyChime();
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addWandSpark(targetNode.x, targetNode.y, '#ffd700');
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// All nodes connected for this spell!
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if (nextNodeIdx >= spellNodes.length) {
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castSpellSuccess();
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}
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}
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}
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// Touch events with touch-action none
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// Touch events with passive false and touch-action none
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canvas.addEventListener('touchstart', e => {
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e.preventDefault();
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if (e.touches.length > 0) {
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@@ -195,7 +222,12 @@
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handleInputEnd();
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}, { passive: false });
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// Pointer events for desktop
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canvas.addEventListener('touchcancel', e => {
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e.preventDefault();
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handleInputEnd();
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}, { passive: false });
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// Pointer events for desktop mouse
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canvas.addEventListener('pointerdown', e => {
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if (e.pointerType === 'mouse') {
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const p = getCanvasCoords(e.clientX, e.clientY);
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@@ -217,11 +249,14 @@
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function castSpellSuccess() {
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const spell = SPELLS[currentSpellIdx];
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spellCastAnim = 1.0;
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dummyShake = 18;
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dummyShake = 22;
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if (window.soundFX) window.soundFX.playMagicSuccess();
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if (window.navigator && window.navigator.vibrate) {
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window.navigator.vibrate([40, 60, 80]);
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}
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// Explosion on target dummy
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const dummyX = width * 0.78;
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const dummyX = width * 0.82;
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const dummyY = height * 0.5;
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for (let i = 0; i < 40; i++) {
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const angle = Math.random() * Math.PI * 2;
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@@ -267,12 +302,11 @@
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modalText.innerHTML = `
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Mit meisterhafter Zauberstabführung hast du alle 3 Zaubersprüche entfesselt und die verzauberte Rüstung bezwungen!<br><br>
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<strong>Gelehrte Sprüche:</strong> Flipendo ⚡, Incendio 🔥 & Alohomora 🗝️<br><br>
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Professor Flitwick applaudiert begeistert. Das uralte Schlosstor schwingt auf...
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Dahinter flackern die unheimlichen Flammen von <strong>Snapes Flammenkammer</strong>!<br><br>
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Die alte Rüstung verneigt sich ehrfürchtig. Das Tor öffnet sich und gibt den Weg zur dampfenden <strong>Zaubertrank-Brauküche</strong> frei!<br><br>
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🎒 <em>Das goldene Duellanten-Abzeichen wurde deinem Zauberbeutel hinzugefügt!</em>
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`;
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modalBtn.innerText = "Weiter zu Snapes Flaschenrätsel 🧪";
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modalBtn.onclick = () => { window.location.href = '/bottles'; };
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modalBtn.innerText = "Weiter zur Zaubertrank-Brauküche ⚗️ ➔";
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modalBtn.onclick = () => { window.location.href = '/brew'; };
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modalBackdrop.classList.add('show');
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}
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@@ -302,12 +336,12 @@
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if (spellCastAnim > 0) {
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ctx.save();
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ctx.strokeStyle = spell.beamColor;
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ctx.lineWidth = 14 * spellCastAnim;
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ctx.lineWidth = 16 * spellCastAnim;
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ctx.shadowColor = spell.color;
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ctx.shadowBlur = 30;
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ctx.beginPath();
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ctx.moveTo(width * 0.45, height * 0.5);
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ctx.lineTo(width * 0.78, height * 0.5);
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ctx.lineTo(width * 0.82, height * 0.5);
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ctx.stroke();
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ctx.restore();
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spellCastAnim -= 0.05;
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@@ -315,27 +349,27 @@
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// Draw Enchanted Target Dummy (Right side)
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ctx.save();
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const dummyBaseX = width * 0.78 + (dummyShake > 0 ? (Math.random() - 0.5) * dummyShake : 0);
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const dummyBaseX = width * 0.82 + (dummyShake > 0 ? (Math.random() - 0.5) * dummyShake : 0);
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const dummyBaseY = height * 0.5;
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if (dummyShake > 0) dummyShake *= 0.85;
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// Dummy wooden post & shield
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// Dummy wooden post
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ctx.fillStyle = '#4a3319';
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ctx.fillRect(dummyBaseX - 8, dummyBaseY - 60, 16, 120);
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ctx.fillRect(dummyBaseX - 6, dummyBaseY - 50, 12, 100);
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// Armor Breastplate
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ctx.fillStyle = '#6c757d';
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ctx.strokeStyle = '#e5b948';
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ctx.lineWidth = 3;
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ctx.beginPath();
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ctx.arc(dummyBaseX, dummyBaseY - 10, 32, 0, Math.PI * 2);
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ctx.arc(dummyBaseX, dummyBaseY - 10, 28, 0, Math.PI * 2);
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ctx.fill();
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ctx.stroke();
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// Armor Helmet
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ctx.fillStyle = '#495057';
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ctx.beginPath();
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ctx.arc(dummyBaseX, dummyBaseY - 50, 20, 0, Math.PI * 2);
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ctx.arc(dummyBaseX, dummyBaseY - 45, 18, 0, Math.PI * 2);
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ctx.fill();
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ctx.stroke();
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@@ -345,15 +379,15 @@
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ctx.shadowBlur = 15;
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ctx.lineWidth = 2;
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ctx.beginPath();
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ctx.arc(dummyBaseX, dummyBaseY - 10, 42 + Math.sin(Date.now() * 0.008) * 4, 0, Math.PI * 2);
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ctx.arc(dummyBaseX, dummyBaseY - 10, 38 + Math.sin(Date.now() * 0.008) * 4, 0, Math.PI * 2);
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ctx.stroke();
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ctx.restore();
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// Draw Spell Tracing Guide Lines (Left / Center side)
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// Draw Guide Lines between all nodes
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if (spellNodes.length > 1 && !gameWon) {
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ctx.save();
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ctx.strokeStyle = 'rgba(255, 255, 255, 0.15)';
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ctx.setLineDash([8, 8]);
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ctx.strokeStyle = 'rgba(255, 255, 255, 0.2)';
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ctx.setLineDash([6, 6]);
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ctx.lineWidth = 3;
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ctx.beginPath();
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ctx.moveTo(spellNodes[0].x, spellNodes[0].y);
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@@ -364,7 +398,23 @@
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ctx.restore();
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}
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// Draw Player's Drawn Line
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// Draw Completed Connected Lines between hit nodes
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if (nextNodeIdx > 0 && !gameWon) {
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ctx.save();
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ctx.strokeStyle = '#2ecc71';
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ctx.lineWidth = 5;
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ctx.shadowColor = '#2ecc71';
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ctx.shadowBlur = 15;
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ctx.beginPath();
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ctx.moveTo(spellNodes[0].x, spellNodes[0].y);
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for (let i = 1; i < nextNodeIdx; i++) {
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ctx.lineTo(spellNodes[i].x, spellNodes[i].y);
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}
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ctx.stroke();
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ctx.restore();
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}
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// Draw Active Player Finger Path
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if (userPath.length > 1) {
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ctx.save();
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ctx.strokeStyle = spell.color;
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@@ -382,21 +432,21 @@
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ctx.restore();
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}
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// Draw Spell Nodes (Rune Stars to connect)
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// Draw Spell Nodes (Stars with large numbers)
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if (!gameWon) {
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spellNodes.forEach((node, idx) => {
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ctx.save();
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const isNext = (idx === nextNodeIdx);
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const isHit = node.hit;
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ctx.shadowColor = isHit ? '#2ecc71' : (isNext ? spell.color : '#888');
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ctx.shadowBlur = isNext ? 20 : 8;
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ctx.shadowColor = isHit ? '#2ecc71' : (isNext ? spell.color : '#666');
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ctx.shadowBlur = isNext ? 22 : 8;
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ctx.fillStyle = isHit ? '#2ecc71' : (isNext ? '#ffffff' : '#332a42');
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ctx.strokeStyle = isNext ? spell.color : '#e5b948';
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ctx.fillStyle = isHit ? '#2ecc71' : (isNext ? '#ffffff' : '#221a30');
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ctx.strokeStyle = isHit ? '#2ecc71' : (isNext ? spell.color : '#8c6e3b');
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ctx.lineWidth = isNext ? 4 : 2;
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const r = node.radius + (isNext ? Math.sin(Date.now() * 0.01) * 3 : 0);
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const r = node.radius + (isNext ? Math.sin(Date.now() * 0.012) * 3 : 0);
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ctx.beginPath();
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ctx.arc(node.x, node.y, r, 0, Math.PI * 2);
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ctx.fill();
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@@ -404,7 +454,7 @@
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// Number label
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ctx.fillStyle = isHit ? '#000' : (isNext ? '#000' : '#e5b948');
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ctx.font = 'bold 14px sans-serif';
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ctx.font = 'bold 16px sans-serif';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillText(idx + 1, node.x, node.y);
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