534 lines
18 KiB
JavaScript
Executable File
534 lines
18 KiB
JavaScript
Executable File
// 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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const ctx = canvas.getContext('2d');
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const spellNameEl = document.getElementById('spellName');
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const spellDescEl = document.getElementById('spellDesc');
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const spellProgressEl = document.getElementById('spellProgress');
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const dummyHpEl = document.getElementById('dummyHp');
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const modalBackdrop = document.getElementById('modalBackdrop');
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const modalTitle = document.getElementById('modalTitle');
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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 = 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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// 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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setupSpellNodes();
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}
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// 3 Sequential Spells with distinct gestures
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const SPELLS = [
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{
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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: '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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points: [
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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: 0.20, 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: '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: 0.36, 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: '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: 0.32, 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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id: 'expecto_patronum',
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name: 'Expecto Patronum 🦌',
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incantation: '"Expecto Patronum!" (Meister-Schutzzauber)',
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desc: 'Verbinde die 5 Sterne des Lichts im Pentagramm (1 ➔ 2 ➔ 3 ➔ 4 ➔ 5), um die Rüstung endgültig zu bannen!',
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color: '#ffffff',
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beamColor: '#bbf2f6',
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points: [
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{ x: 0.35, y: 0.18 },
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{ x: 0.50, y: 0.65 },
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{ x: 0.18, y: 0.35 },
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{ x: 0.52, y: 0.35 },
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{ x: 0.20, y: 0.65 }
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]
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}
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];
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let currentSpellIdx = 0;
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let spellNodes = [];
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let nextNodeIdx = 0;
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let isDrawing = false;
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let userPath = [];
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let wandParticles = [];
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let blastParticles = [];
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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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if (!spell) return;
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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: 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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const spell = SPELLS[currentSpellIdx];
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if (!spell) return;
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if (spellNameEl) spellNameEl.innerText = spell.name;
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if (spellDescEl) spellDescEl.innerText = spell.desc;
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if (spellProgressEl) spellProgressEl.innerText = `Zauberspruch ${currentSpellIdx + 1} von ${SPELLS.length}`;
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if (dummyHpEl) dummyHpEl.innerText = `${SPELLS.length - currentSpellIdx} Zauber übrig`;
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setupSpellNodes();
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}
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updateSpellUI();
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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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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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function addWandSpark(x, y, color) {
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for (let i = 0; i < 4; i++) {
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wandParticles.push({
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x: x,
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y: y,
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vx: (Math.random() - 0.5) * 3,
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vy: (Math.random() - 0.5) * 3,
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color: color || '#fff',
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size: Math.random() * 4 + 2,
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alpha: 1.0
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});
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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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// 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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function handleInputMove(x, y) {
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if (!isDrawing || gameWon) return;
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userPath.push({ x, y });
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addWandSpark(x, y, SPELLS[currentSpellIdx].color);
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checkNodeHit(x, y);
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}
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function handleInputEnd() {
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isDrawing = false;
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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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// 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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const p = getCanvasCoords(e.touches[0].clientX, e.touches[0].clientY);
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handleInputStart(p.x, p.y);
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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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const p = getCanvasCoords(e.touches[0].clientX, e.touches[0].clientY);
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handleInputMove(p.x, p.y);
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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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handleInputEnd();
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}, { passive: false });
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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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handleInputStart(p.x, p.y);
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}
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});
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canvas.addEventListener('pointermove', e => {
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if (e.pointerType === 'mouse' && isDrawing) {
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const p = getCanvasCoords(e.clientX, e.clientY);
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handleInputMove(p.x, p.y);
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}
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});
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canvas.addEventListener('pointerup', () => {
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handleInputEnd();
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});
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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 = 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 * 0.82;
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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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const spd = Math.random() * 8 + 3;
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blastParticles.push({
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x: dummyX,
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y: dummyY,
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vx: Math.cos(angle) * spd,
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vy: Math.sin(angle) * spd,
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color: spell.color,
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size: Math.random() * 5 + 3,
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alpha: 1.0
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});
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}
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setTimeout(() => {
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currentSpellIdx++;
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nextNodeIdx = 0;
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userPath = [];
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if (currentSpellIdx >= SPELLS.length) {
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gameWon = true;
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onDuelWon();
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} else {
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updateSpellUI();
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}
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}, 800);
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}
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async function onDuelWon() {
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let newItem = null;
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try {
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const res = await fetch('/api/duel/complete', { method: 'POST' });
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const data = await res.json();
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if (data.new_item) newItem = data.new_item;
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} catch (e) {
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console.error(e);
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}
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if (!newItem) {
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newItem = {
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id: "duel_badge",
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name: "Duellanten-Abzeichen & Kessel-Rezept",
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icon: "⚡",
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desc: "Ein goldenes Abzeichen und Snapes geheime Zaubertrank-Formel für die Brauküche."
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};
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}
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if (window.showChamberVictory) {
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window.showChamberVictory({
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chamberBadge: "Kammer II: Das Spruch-Duell",
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title: "⚡ Duell Gemeistert!",
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statsHtml: `<span>🪄 Gesten: <strong>4 Sprüche</strong></span><span>🛡️ Rüstung: <strong>Bezwungen!</strong></span>`,
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item: newItem,
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storyText: "Die verzauberte Rüstung bricht klirrend in sich zusammen! In ihrem Brustharnisch liegt ein versiegeltes Pergament: <strong>Snapes geheime Rezeptur</strong> für die Kessel-Brauküche. Das schwere Fallgitter zur <strong>Zaubertrank-Brauküche</strong> hebt sich!",
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nextUrl: "/brew",
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nextBtnText: "➔ Weiter zu Kammer III: Brauküche ⚗️"
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});
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} else {
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modalTitle.innerText = "⚡ Duell Gemeistert!";
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modalText.innerHTML = `Mit meisterhafter Zauberstabführung hast du alle Sprüche entfesselt und die Rüstung bezwungen!`;
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modalBtn.innerText = "Weiter zur 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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}
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function render() {
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ctx.clearRect(0, 0, width, height);
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// Dungeon stone chamber background
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const bgGrad = ctx.createRadialGradient(width * 0.5, height * 0.5, 30, width * 0.5, height * 0.5, width * 0.6);
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bgGrad.addColorStop(0, '#1c172e');
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bgGrad.addColorStop(1, '#0c0a14');
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ctx.fillStyle = bgGrad;
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ctx.fillRect(0, 0, width, height);
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// Stone floor tiles
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ctx.strokeStyle = '#2d253d';
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ctx.lineWidth = 1;
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for (let y = height * 0.75; y < height; y += 25) {
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ctx.beginPath();
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ctx.moveTo(0, y);
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ctx.lineTo(width, y);
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ctx.stroke();
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}
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const spell = SPELLS[currentSpellIdx] || SPELLS[SPELLS.length - 1];
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// Draw Spell Beam if casting
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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 = 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 * 0.82, 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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}
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// Draw Enchanted Target Dummy (Right side)
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ctx.save();
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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
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ctx.fillStyle = '#4a3319';
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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, 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 - 45, 18, 0, Math.PI * 2);
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ctx.fill();
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ctx.stroke();
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// Glowing Rune Shield Aura on Dummy
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ctx.strokeStyle = spell.color;
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ctx.shadowColor = spell.color;
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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, 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 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, 0.2)';
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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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for (let i = 1; i < spellNodes.length; 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 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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ctx.lineWidth = 6;
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ctx.lineCap = 'round';
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ctx.lineJoin = 'round';
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ctx.shadowColor = spell.color;
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ctx.shadowBlur = 18;
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ctx.beginPath();
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ctx.moveTo(userPath[0].x, userPath[0].y);
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for (let i = 1; i < userPath.length; i++) {
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ctx.lineTo(userPath[i].x, userPath[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 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 : '#666');
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ctx.shadowBlur = isNext ? 22 : 8;
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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() * 0.012) * 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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ctx.stroke();
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// Number label
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ctx.fillStyle = isHit ? '#000' : (isNext ? '#000' : '#e5b948');
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|
ctx.font = 'bold 16px sans-serif';
|
|
ctx.textAlign = 'center';
|
|
ctx.textBaseline = 'middle';
|
|
ctx.fillText(idx + 1, node.x, node.y);
|
|
|
|
ctx.restore();
|
|
});
|
|
}
|
|
|
|
// Update & Render Wand Sparks
|
|
for (let i = wandParticles.length - 1; i >= 0; i--) {
|
|
const p = wandParticles[i];
|
|
p.x += p.vx;
|
|
p.y += p.vy;
|
|
p.alpha *= 0.90;
|
|
if (p.alpha <= 0.02) {
|
|
wandParticles.splice(i, 1);
|
|
continue;
|
|
}
|
|
ctx.fillStyle = p.color;
|
|
ctx.globalAlpha = p.alpha;
|
|
ctx.beginPath();
|
|
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
}
|
|
|
|
// Update & Render Blast Particles
|
|
for (let i = blastParticles.length - 1; i >= 0; i--) {
|
|
const p = blastParticles[i];
|
|
p.x += p.vx;
|
|
p.y += p.vy;
|
|
p.alpha *= 0.92;
|
|
if (p.alpha <= 0.02) {
|
|
blastParticles.splice(i, 1);
|
|
continue;
|
|
}
|
|
ctx.fillStyle = p.color;
|
|
ctx.globalAlpha = p.alpha;
|
|
ctx.beginPath();
|
|
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
}
|
|
ctx.globalAlpha = 1.0;
|
|
|
|
requestAnimationFrame(render);
|
|
}
|
|
requestAnimationFrame(render);
|
|
})();
|