Fix mobile broom flight with D-pad & touch-action, add Chamber II McGonagalls Wizard Chess
This commit is contained in:
+154
-86
@@ -1,4 +1,4 @@
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// Broom flight mini-game: Winged Keys Chamber (Flitwick's Challenge)
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// Broom flight mini-game: Winged Keys Chamber (Flitwick's Challenge) - Mobile & Touch Optimized
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(function() {
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const canvas = document.getElementById('broomCanvas');
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if (!canvas) return;
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@@ -13,15 +13,28 @@
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const modalText = document.getElementById('modalText');
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const modalBtn = document.getElementById('modalBtn');
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let width, height;
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let width = 800, height = 480;
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function resize() {
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width = canvas.parentElement.clientWidth;
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height = Math.min(520, window.innerHeight * 0.65);
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const rect = canvas.getBoundingClientRect();
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width = Math.round(rect.width || canvas.parentElement.clientWidth || 800);
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height = Math.round(Math.min(520, Math.max(300, 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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if (door) {
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door.x = width - 55;
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door.y = height / 2 - 45;
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}
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}
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window.addEventListener('resize', resize);
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resize();
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// Target Door
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const door = {
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x: width - 55,
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y: height / 2 - 45,
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w: 42,
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h: 90
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};
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// Game State
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let gameRunning = true;
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@@ -33,10 +46,10 @@
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// Player (Broomstick)
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const player = {
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x: 80,
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y: height / 2,
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y: 200,
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vx: 0,
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vy: 0,
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speed: 5.5,
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speed: 6.0,
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boost: 1.0,
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angle: 0,
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trail: []
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@@ -44,26 +57,22 @@
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// Keys Swarm
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const keys = [];
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const NUM_KEYS = 24;
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const NUM_KEYS = 22;
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// Master Key (Damaged wing silver key)
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const masterKey = {
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x: width - 150,
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y: height / 2,
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vx: -2,
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x: 600,
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y: 200,
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vx: -2.5,
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vy: 1.5,
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wingPhase: 0,
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caught: false,
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size: 16
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size: 17
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};
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// Target Door
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const door = {
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x: width - 60,
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y: height / 2 - 45,
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w: 45,
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h: 90
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};
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// Initialize Canvas Size
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window.addEventListener('resize', resize);
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resize();
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// Spawn decoy keys
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for (let i = 0; i < NUM_KEYS; i++) {
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@@ -79,53 +88,106 @@
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});
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}
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// Controls
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// Keyboard Controls
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const keysDown = {};
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window.addEventListener('keydown', e => {
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keysDown[e.key.toLowerCase()] = true;
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if (e.key === ' ' || e.key === 'Shift') player.boost = 1.6;
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if (e.key === ' ' || e.key === 'Shift') {
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player.boost = 1.7;
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if (window.soundFX) window.soundFX.playWhoosh();
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}
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});
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window.addEventListener('keyup', e => {
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keysDown[e.key.toLowerCase()] = false;
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if (e.key === ' ' || e.key === 'Shift') player.boost = 1.0;
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});
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// Pointer / Touch control
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// Touch & Pointer Steering
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let pointerTarget = null;
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canvas.addEventListener('pointermove', e => {
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function getCanvasCoords(clientX, clientY) {
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const rect = canvas.getBoundingClientRect();
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pointerTarget = {
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x: e.clientX - rect.left,
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y: e.clientY - rect.top
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return {
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x: (clientX - rect.left) * (canvas.width / rect.width),
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y: (clientY - rect.top) * (canvas.height / rect.height)
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};
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});
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}
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// Direct Touch Listeners to prevent browser scrolling
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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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pointerTarget = getCanvasCoords(e.touches[0].clientX, e.touches[0].clientY);
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player.boost = 1.4;
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if (window.soundFX) window.soundFX.playWhoosh();
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}
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}, { passive: false });
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canvas.addEventListener('touchmove', e => {
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e.preventDefault();
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if (e.touches.length > 0) {
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pointerTarget = getCanvasCoords(e.touches[0].clientX, e.touches[0].clientY);
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}
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}, { passive: false });
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canvas.addEventListener('touchend', e => {
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e.preventDefault();
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pointerTarget = null;
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player.boost = 1.0;
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}, { passive: false });
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// Pointer events for mouse
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canvas.addEventListener('pointerdown', e => {
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player.boost = 1.6;
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if (window.soundFX) window.soundFX.playWhoosh();
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if (e.pointerType === 'mouse') {
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pointerTarget = getCanvasCoords(e.clientX, e.clientY);
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player.boost = 1.5;
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if (window.soundFX) window.soundFX.playWhoosh();
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}
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});
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canvas.addEventListener('pointermove', e => {
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if (e.pointerType === 'mouse' && (e.buttons > 0 || pointerTarget)) {
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pointerTarget = getCanvasCoords(e.clientX, e.clientY);
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}
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});
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canvas.addEventListener('pointerup', () => {
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player.boost = 1.0;
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});
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canvas.addEventListener('pointerleave', () => {
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pointerTarget = null;
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player.boost = 1.0;
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});
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// Mobile buttons
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const btnUp = document.getElementById('mBtnUp');
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const btnDown = document.getElementById('mBtnDown');
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// Mobile D-Pad Buttons
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function bindDpad(btnId, keyName) {
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const btn = document.getElementById(btnId);
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if (!btn) return;
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const start = (e) => { e.preventDefault(); keysDown[keyName] = true; };
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const end = (e) => { e.preventDefault(); keysDown[keyName] = false; };
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btn.addEventListener('touchstart', start, { passive: false });
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btn.addEventListener('touchend', end, { passive: false });
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btn.addEventListener('pointerdown', start);
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btn.addEventListener('pointerup', end);
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btn.addEventListener('pointerleave', end);
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}
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bindDpad('mBtnUp', 'arrowup');
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bindDpad('mBtnDown', 'arrowdown');
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bindDpad('mBtnLeft', 'arrowleft');
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bindDpad('mBtnRight', 'arrowright');
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const btnBoost = document.getElementById('mBtnBoost');
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if (btnUp) {
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btnUp.addEventListener('pointerdown', () => { keysDown['arrowup'] = true; });
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btnUp.addEventListener('pointerup', () => { keysDown['arrowup'] = false; });
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}
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if (btnDown) {
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btnDown.addEventListener('pointerdown', () => { keysDown['arrowdown'] = true; });
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btnDown.addEventListener('pointerup', () => { keysDown['arrowdown'] = false; });
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}
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if (btnBoost) {
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btnBoost.addEventListener('pointerdown', () => { player.boost = 1.8; if (window.soundFX) window.soundFX.playWhoosh(); });
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btnBoost.addEventListener('pointerup', () => { player.boost = 1.0; });
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const startBoost = (e) => {
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e.preventDefault();
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player.boost = 1.8;
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if (window.soundFX) window.soundFX.playWhoosh();
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};
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const endBoost = (e) => {
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e.preventDefault();
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player.boost = 1.0;
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};
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btnBoost.addEventListener('touchstart', startBoost, { passive: false });
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btnBoost.addEventListener('touchend', endBoost, { passive: false });
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btnBoost.addEventListener('pointerdown', startBoost);
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btnBoost.addEventListener('pointerup', endBoost);
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btnBoost.addEventListener('pointerleave', endBoost);
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}
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function update() {
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@@ -134,74 +196,73 @@
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const elapsedSec = Math.floor((Date.now() - startTime) / 1000);
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if (timerVal) timerVal.innerText = elapsedSec + 's';
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// Keyboard Movement
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// Keyboard & D-Pad Movement
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let ax = 0, ay = 0;
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if (keysDown['arrowup'] || keysDown['w']) ay -= 1;
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if (keysDown['arrowdown'] || keysDown['s']) ay += 1;
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if (keysDown['arrowleft'] || keysDown['a']) ax -= 1;
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if (keysDown['arrowright'] || keysDown['d']) ax += 1;
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// Pointer steer
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// Pointer steer (Touch / Mouse direct following)
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if (pointerTarget) {
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const dx = pointerTarget.x - player.x;
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const dy = pointerTarget.y - player.y;
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const dist = Math.hypot(dx, dy);
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if (dist > 15) {
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if (dist > 12) {
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ax = dx / dist;
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ay = dy / dist;
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}
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}
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const curSpeed = player.speed * player.boost;
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player.vx = player.vx * 0.85 + ax * curSpeed * 0.2;
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player.vy = player.vy * 0.85 + ay * curSpeed * 0.2;
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player.vx = player.vx * 0.82 + ax * curSpeed * 0.22;
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player.vy = player.vy * 0.82 + ay * curSpeed * 0.22;
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player.x += player.vx;
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player.y += player.vy;
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// Bounds
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player.x = Math.max(30, Math.min(width - 70, player.x));
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player.x = Math.max(30, Math.min(width - 65, player.x));
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player.y = Math.max(30, Math.min(height - 30, player.y));
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player.angle = Math.atan2(player.vy, player.vx + 2) * 0.5;
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player.angle = Math.atan2(player.vy, player.vx + 2) * 0.55;
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// Particles trail
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player.trail.push({ x: player.x - 20, y: player.y, alpha: 1, size: Math.random() * 4 + 2 });
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if (player.trail.length > 20) player.trail.shift();
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player.trail.forEach(p => { p.alpha *= 0.9; p.x -= 2; });
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player.trail.push({ x: player.x - 22, y: player.y, alpha: 1, size: Math.random() * 4 + 2 });
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if (player.trail.length > 22) player.trail.shift();
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player.trail.forEach(p => { p.alpha *= 0.88; p.x -= 2; });
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// Update decoy keys
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keys.forEach(k => {
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k.wingPhase += k.wingSpeed;
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k.x += k.vx;
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k.y += k.vy;
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if (k.x < 50 || k.x > width - 100) k.vx *= -1;
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if (k.x < 40 || k.x > width - 90) k.vx *= -1;
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if (k.y < 30 || k.y > height - 30) k.vy *= -1;
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});
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// Update Master Key
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if (!masterKey.caught) {
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masterKey.wingPhase += 0.35;
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// Evasive maneuver if player is close
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const dToPlayer = Math.hypot(player.x - masterKey.x, player.y - masterKey.y);
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if (dToPlayer < 140) {
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masterKey.vx += (masterKey.x - player.x) * 0.04;
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masterKey.vy += (masterKey.y - player.y) * 0.04;
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if (dToPlayer < 150) {
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masterKey.vx += (masterKey.x - player.x) * 0.045;
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masterKey.vy += (masterKey.y - player.y) * 0.045;
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} else {
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masterKey.vx += (Math.random() - 0.5) * 0.8;
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masterKey.vy += (Math.random() - 0.5) * 0.8;
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masterKey.vx += (Math.random() - 0.5) * 0.9;
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masterKey.vy += (Math.random() - 0.5) * 0.9;
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}
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masterKey.vx = Math.max(-5, Math.min(5, masterKey.vx * 0.95));
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masterKey.vy = Math.max(-4, Math.min(4, masterKey.vy * 0.95));
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masterKey.vx = Math.max(-5.5, Math.min(5.5, masterKey.vx * 0.95));
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masterKey.vy = Math.max(-4.5, Math.min(4.5, masterKey.vy * 0.95));
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masterKey.x += masterKey.vx;
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masterKey.y += masterKey.vy;
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masterKey.x = Math.max(120, Math.min(width - 120, masterKey.x));
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masterKey.x = Math.max(90, Math.min(width - 100, masterKey.x));
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masterKey.y = Math.max(40, Math.min(height - 40, masterKey.y));
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// Catch check
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if (dToPlayer < 35) {
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// Catch check (generous hit box for mobile thumbs: 42px)
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if (dToPlayer < 42) {
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masterKey.caught = true;
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keyCaught = true;
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score += 500;
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@@ -211,11 +272,10 @@
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window.notifyNewItem({ icon: "🗝️", name: "Geknickter Silberschlüssel" });
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}
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if (statusMsg) {
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statusMsg.innerHTML = "✨ <strong>Schlüssel gefangen & im Beutel!</strong> Fliege zur Holztür rechts und öffne das Schloss!";
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statusMsg.innerHTML = "✨ <strong>Schlüssel gefangen & im Beutel!</strong> Fliege jetzt zur schweren Holztür rechts!";
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statusMsg.style.color = "#2ecc71";
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}
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}
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} else {
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// Master key follows player
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masterKey.x = player.x + 10;
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@@ -223,7 +283,7 @@
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// Check if player reached the door
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const dToDoor = Math.hypot(player.x - (door.x + door.w / 2), player.y - (door.y + door.h / 2));
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if (dToDoor < 55 && !doorUnlocked) {
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if (dToDoor < 60 && !doorUnlocked) {
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doorUnlocked = true;
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gameRunning = false;
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onGameWin(elapsedSec);
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@@ -240,20 +300,20 @@
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// Stone pillars
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ctx.fillStyle = 'rgba(25, 22, 36, 0.7)';
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for (let x = 120; x < width - 100; x += 180) {
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ctx.fillRect(x, 0, 35, height);
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for (let x = 110; x < width - 90; x += 160) {
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ctx.fillRect(x, 0, 30, height);
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ctx.strokeStyle = '#352e47';
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ctx.lineWidth = 2;
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ctx.strokeRect(x, 0, 35, height);
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ctx.strokeRect(x, 0, 30, height);
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}
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// Vaulted arches at top
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ctx.strokeStyle = '#2d273d';
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ctx.lineWidth = 4;
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ctx.lineWidth = 3;
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ctx.beginPath();
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for (let x = 0; x < width; x += 90) {
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for (let x = 0; x < width; x += 80) {
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ctx.moveTo(x, 0);
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ctx.quadraticCurveTo(x + 45, 60, x + 90, 0);
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ctx.quadraticCurveTo(x + 40, 50, x + 80, 0);
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}
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ctx.stroke();
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@@ -285,11 +345,19 @@
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});
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ctx.shadowBlur = 0;
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// Touch target indicator
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if (pointerTarget && gameRunning) {
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ctx.strokeStyle = 'rgba(229, 185, 72, 0.5)';
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ctx.lineWidth = 2;
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ctx.beginPath();
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ctx.arc(pointerTarget.x, pointerTarget.y, 20 + Math.sin(Date.now() * 0.01) * 4, 0, Math.PI * 2);
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ctx.stroke();
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}
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// Decoy keys
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keys.forEach(k => {
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ctx.save();
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ctx.translate(k.x, k.y);
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// wings
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const wingY = Math.sin(k.wingPhase) * (k.size * 0.7);
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ctx.fillStyle = k.gold ? 'rgba(255, 215, 0, 0.7)' : 'rgba(200, 220, 255, 0.65)';
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ctx.beginPath();
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@@ -312,7 +380,7 @@
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ctx.translate(masterKey.x, masterKey.y);
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const mWingY = Math.sin(masterKey.wingPhase) * (masterKey.size * 0.8);
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ctx.shadowColor = '#00ffff';
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ctx.shadowBlur = masterKey.caught ? 5 : 12;
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ctx.shadowBlur = masterKey.caught ? 6 : 14;
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// Right intact wing
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ctx.fillStyle = 'rgba(180, 225, 255, 0.85)';
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@@ -320,12 +388,12 @@
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ctx.ellipse(masterKey.size * 0.7, mWingY, masterKey.size * 0.9, masterKey.size * 0.4, -0.3, 0, Math.PI * 2);
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ctx.fill();
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// Left BENT wing (as in the book!)
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// Left BENT wing
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ctx.fillStyle = 'rgba(140, 190, 230, 0.75)';
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ctx.beginPath();
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ctx.moveTo(0, 0);
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ctx.lineTo(-masterKey.size * 0.5, mWingY * 0.6);
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ctx.lineTo(-masterKey.size * 0.9, mWingY * 0.3); // bent angle!
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ctx.lineTo(-masterKey.size * 0.9, mWingY * 0.3);
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ctx.lineTo(-masterKey.size * 0.4, mWingY * 0.2);
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ctx.closePath();
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ctx.fill();
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@@ -366,7 +434,7 @@
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// Wizard silhouette (Cloak & Hat)
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ctx.fillStyle = '#1c172a';
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ctx.beginPath();
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ctx.arc(5, -12, 7, 0, Math.PI * 2); // head
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ctx.arc(5, -12, 7, 0, Math.PI * 2);
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ctx.fill();
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// Hat
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ctx.fillStyle = '#120e1e';
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@@ -377,7 +445,7 @@
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ctx.closePath();
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ctx.fill();
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// Cloak fluttering
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ctx.fillStyle = '#7a1f28'; // Gryffindor red cloak
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ctx.fillStyle = '#7a1f28';
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ctx.beginPath();
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ctx.moveTo(0, -6);
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ctx.lineTo(-20, -10 + Math.sin(Date.now() * 0.01) * 3);
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@@ -421,9 +489,9 @@
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modalText.innerHTML = `Mit waghalsigem Flug hast du den großen Silberschlüssel mit dem geknickten Flügel erwischt und das schwere Schloss entriegelt!<br><br>
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<strong>Flugzeit:</strong> ${timeTaken} Sekunden<br>
|
||||
<strong>Punkte:</strong> ${score}<br><br>
|
||||
Die Tür schwingt knarrend auf... Vor dir lodern violette und schwarze Flammen in Snapes Prüfung!`;
|
||||
modalBtn.innerText = "Weiter zur Flammenkammer 🧪";
|
||||
modalBtn.onclick = () => { window.location.href = '/bottles'; };
|
||||
Die Tür schwingt knarrend auf... Vor dir liegt McGonagalls gigantisches Zauberschach!`;
|
||||
modalBtn.innerText = "Weiter zu McGonagalls Zauberschach ♟️";
|
||||
modalBtn.onclick = () => { window.location.href = '/chess'; };
|
||||
modalBackdrop.classList.add('show');
|
||||
}
|
||||
})();
|
||||
|
||||
Reference in New Issue
Block a user