Files
bootle/app/static/js/broom.js
T

426 lines
14 KiB
JavaScript
Executable File

// Broom flight mini-game: Winged Keys Chamber (Flitwick's Challenge)
(function() {
const canvas = document.getElementById('broomCanvas');
if (!canvas) return;
const ctx = canvas.getContext('2d');
// UI elements
const scoreVal = document.getElementById('scoreVal');
const timerVal = document.getElementById('timerVal');
const statusMsg = document.getElementById('statusMsg');
const modalBackdrop = document.getElementById('modalBackdrop');
const modalTitle = document.getElementById('modalTitle');
const modalText = document.getElementById('modalText');
const modalBtn = document.getElementById('modalBtn');
let width, height;
function resize() {
width = canvas.parentElement.clientWidth;
height = Math.min(520, window.innerHeight * 0.65);
canvas.width = width;
canvas.height = height;
}
window.addEventListener('resize', resize);
resize();
// Game State
let gameRunning = true;
let startTime = Date.now();
let score = 0;
let keyCaught = false;
let doorUnlocked = false;
// Player (Broomstick)
const player = {
x: 80,
y: height / 2,
vx: 0,
vy: 0,
speed: 5.5,
boost: 1.0,
angle: 0,
trail: []
};
// Keys Swarm
const keys = [];
const NUM_KEYS = 24;
// Master Key (Damaged wing silver key)
const masterKey = {
x: width - 150,
y: height / 2,
vx: -2,
vy: 1.5,
wingPhase: 0,
caught: false,
size: 16
};
// Target Door
const door = {
x: width - 60,
y: height / 2 - 45,
w: 45,
h: 90
};
// Spawn decoy keys
for (let i = 0; i < NUM_KEYS; i++) {
keys.push({
x: Math.random() * (width - 150) + 100,
y: Math.random() * (height - 60) + 30,
vx: (Math.random() - 0.5) * 4,
vy: (Math.random() - 0.5) * 3,
size: Math.random() * 6 + 8,
wingPhase: Math.random() * Math.PI * 2,
wingSpeed: Math.random() * 0.3 + 0.2,
gold: Math.random() > 0.4
});
}
// Controls
const keysDown = {};
window.addEventListener('keydown', e => {
keysDown[e.key.toLowerCase()] = true;
if (e.key === ' ' || e.key === 'Shift') player.boost = 1.6;
});
window.addEventListener('keyup', e => {
keysDown[e.key.toLowerCase()] = false;
if (e.key === ' ' || e.key === 'Shift') player.boost = 1.0;
});
// Pointer / Touch control
let pointerTarget = null;
canvas.addEventListener('pointermove', e => {
const rect = canvas.getBoundingClientRect();
pointerTarget = {
x: e.clientX - rect.left,
y: e.clientY - rect.top
};
});
canvas.addEventListener('pointerdown', e => {
player.boost = 1.6;
if (window.soundFX) window.soundFX.playWhoosh();
});
canvas.addEventListener('pointerup', () => {
player.boost = 1.0;
});
canvas.addEventListener('pointerleave', () => {
pointerTarget = null;
player.boost = 1.0;
});
// Mobile buttons
const btnUp = document.getElementById('mBtnUp');
const btnDown = document.getElementById('mBtnDown');
const btnBoost = document.getElementById('mBtnBoost');
if (btnUp) {
btnUp.addEventListener('pointerdown', () => { keysDown['arrowup'] = true; });
btnUp.addEventListener('pointerup', () => { keysDown['arrowup'] = false; });
}
if (btnDown) {
btnDown.addEventListener('pointerdown', () => { keysDown['arrowdown'] = true; });
btnDown.addEventListener('pointerup', () => { keysDown['arrowdown'] = false; });
}
if (btnBoost) {
btnBoost.addEventListener('pointerdown', () => { player.boost = 1.8; if (window.soundFX) window.soundFX.playWhoosh(); });
btnBoost.addEventListener('pointerup', () => { player.boost = 1.0; });
}
function update() {
if (!gameRunning) return;
const elapsedSec = Math.floor((Date.now() - startTime) / 1000);
if (timerVal) timerVal.innerText = elapsedSec + 's';
// Keyboard Movement
let ax = 0, ay = 0;
if (keysDown['arrowup'] || keysDown['w']) ay -= 1;
if (keysDown['arrowdown'] || keysDown['s']) ay += 1;
if (keysDown['arrowleft'] || keysDown['a']) ax -= 1;
if (keysDown['arrowright'] || keysDown['d']) ax += 1;
// Pointer steer
if (pointerTarget) {
const dx = pointerTarget.x - player.x;
const dy = pointerTarget.y - player.y;
const dist = Math.hypot(dx, dy);
if (dist > 15) {
ax = dx / dist;
ay = dy / dist;
}
}
const curSpeed = player.speed * player.boost;
player.vx = player.vx * 0.85 + ax * curSpeed * 0.2;
player.vy = player.vy * 0.85 + ay * curSpeed * 0.2;
player.x += player.vx;
player.y += player.vy;
// Bounds
player.x = Math.max(30, Math.min(width - 70, player.x));
player.y = Math.max(30, Math.min(height - 30, player.y));
player.angle = Math.atan2(player.vy, player.vx + 2) * 0.5;
// Particles trail
player.trail.push({ x: player.x - 20, y: player.y, alpha: 1, size: Math.random() * 4 + 2 });
if (player.trail.length > 20) player.trail.shift();
player.trail.forEach(p => { p.alpha *= 0.9; p.x -= 2; });
// Update decoy keys
keys.forEach(k => {
k.wingPhase += k.wingSpeed;
k.x += k.vx;
k.y += k.vy;
if (k.x < 50 || k.x > width - 100) k.vx *= -1;
if (k.y < 30 || k.y > height - 30) k.vy *= -1;
});
// Update Master Key
if (!masterKey.caught) {
masterKey.wingPhase += 0.35;
// Evasive maneuver if player is close
const dToPlayer = Math.hypot(player.x - masterKey.x, player.y - masterKey.y);
if (dToPlayer < 140) {
masterKey.vx += (masterKey.x - player.x) * 0.04;
masterKey.vy += (masterKey.y - player.y) * 0.04;
} else {
masterKey.vx += (Math.random() - 0.5) * 0.8;
masterKey.vy += (Math.random() - 0.5) * 0.8;
}
masterKey.vx = Math.max(-5, Math.min(5, masterKey.vx * 0.95));
masterKey.vy = Math.max(-4, Math.min(4, masterKey.vy * 0.95));
masterKey.x += masterKey.vx;
masterKey.y += masterKey.vy;
masterKey.x = Math.max(120, Math.min(width - 120, masterKey.x));
masterKey.y = Math.max(40, Math.min(height - 40, masterKey.y));
// Catch check
if (dToPlayer < 35) {
masterKey.caught = true;
keyCaught = true;
score += 500;
if (scoreVal) scoreVal.innerText = score;
if (window.soundFX) window.soundFX.playKeyChime();
if (statusMsg) {
statusMsg.innerHTML = "✨ <strong>Schlüssel gefangen!</strong> Fliege jetzt zur schweren Holztür rechts und öffne das Schloss!";
statusMsg.style.color = "#2ecc71";
}
}
} else {
// Master key follows player
masterKey.x = player.x + 10;
masterKey.y = player.y - 15;
// Check if player reached the door
const dToDoor = Math.hypot(player.x - (door.x + door.w / 2), player.y - (door.y + door.h / 2));
if (dToDoor < 55 && !doorUnlocked) {
doorUnlocked = true;
gameRunning = false;
onGameWin(elapsedSec);
}
}
}
function render() {
ctx.clearRect(0, 0, width, height);
// Dungeon stone background & arches
ctx.fillStyle = '#0f0e17';
ctx.fillRect(0, 0, width, height);
// Stone pillars
ctx.fillStyle = 'rgba(25, 22, 36, 0.7)';
for (let x = 120; x < width - 100; x += 180) {
ctx.fillRect(x, 0, 35, height);
ctx.strokeStyle = '#352e47';
ctx.lineWidth = 2;
ctx.strokeRect(x, 0, 35, height);
}
// Vaulted arches at top
ctx.strokeStyle = '#2d273d';
ctx.lineWidth = 4;
ctx.beginPath();
for (let x = 0; x < width; x += 90) {
ctx.moveTo(x, 0);
ctx.quadraticCurveTo(x + 45, 60, x + 90, 0);
}
ctx.stroke();
// The Door
ctx.fillStyle = doorUnlocked ? '#1f6f3e' : '#4a2f16';
ctx.fillRect(door.x, door.y, door.w, door.h);
ctx.strokeStyle = '#e5b948';
ctx.lineWidth = 3;
ctx.strokeRect(door.x, door.y, door.w, door.h);
// Keyhole
ctx.fillStyle = keyCaught ? '#ffd700' : '#111';
ctx.beginPath();
ctx.arc(door.x + door.w / 2, door.y + door.h / 2 - 6, 6, 0, Math.PI * 2);
ctx.fill();
ctx.fillRect(door.x + door.w / 2 - 3, door.y + door.h / 2 - 6, 6, 14);
if (keyCaught) {
ctx.shadowColor = '#ffd700';
ctx.shadowBlur = 15;
}
// Sparkle trail
player.trail.forEach(p => {
ctx.fillStyle = `rgba(229, 185, 72, ${p.alpha})`;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fill();
});
ctx.shadowBlur = 0;
// Decoy keys
keys.forEach(k => {
ctx.save();
ctx.translate(k.x, k.y);
// wings
const wingY = Math.sin(k.wingPhase) * (k.size * 0.7);
ctx.fillStyle = k.gold ? 'rgba(255, 215, 0, 0.7)' : 'rgba(200, 220, 255, 0.65)';
ctx.beginPath();
ctx.ellipse(-k.size * 0.6, wingY, k.size * 0.8, k.size * 0.35, 0.3, 0, Math.PI * 2);
ctx.ellipse(k.size * 0.6, wingY, k.size * 0.8, k.size * 0.35, -0.3, 0, Math.PI * 2);
ctx.fill();
// Key body
ctx.fillStyle = k.gold ? '#e5b948' : '#c0c5cc';
ctx.beginPath();
ctx.arc(0, 0, k.size * 0.35, 0, Math.PI * 2);
ctx.fill();
ctx.fillRect(-1.5, 0, 3, k.size * 1.1);
ctx.fillRect(0, k.size * 0.7, k.size * 0.4, 2.5);
ctx.restore();
});
// Master Key (Damaged Wing)
ctx.save();
ctx.translate(masterKey.x, masterKey.y);
const mWingY = Math.sin(masterKey.wingPhase) * (masterKey.size * 0.8);
ctx.shadowColor = '#00ffff';
ctx.shadowBlur = masterKey.caught ? 5 : 12;
// Right intact wing
ctx.fillStyle = 'rgba(180, 225, 255, 0.85)';
ctx.beginPath();
ctx.ellipse(masterKey.size * 0.7, mWingY, masterKey.size * 0.9, masterKey.size * 0.4, -0.3, 0, Math.PI * 2);
ctx.fill();
// Left BENT wing (as in the book!)
ctx.fillStyle = 'rgba(140, 190, 230, 0.75)';
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(-masterKey.size * 0.5, mWingY * 0.6);
ctx.lineTo(-masterKey.size * 0.9, mWingY * 0.3); // bent angle!
ctx.lineTo(-masterKey.size * 0.4, mWingY * 0.2);
ctx.closePath();
ctx.fill();
// Heavy antique key body
ctx.fillStyle = '#e0e8f0';
ctx.beginPath();
ctx.arc(0, 0, masterKey.size * 0.4, 0, Math.PI * 2);
ctx.fill();
ctx.fillRect(-2, 0, 4, masterKey.size * 1.3);
ctx.fillRect(0, masterKey.size * 0.8, masterKey.size * 0.5, 3);
ctx.fillRect(0, masterKey.size * 1.05, masterKey.size * 0.4, 3);
ctx.restore();
ctx.shadowBlur = 0;
// Player (Broom & Wizard)
ctx.save();
ctx.translate(player.x, player.y);
ctx.rotate(player.angle);
// Broomstick handle
ctx.strokeStyle = '#5a3d1b';
ctx.lineWidth = 5;
ctx.beginPath();
ctx.moveTo(-35, 2);
ctx.lineTo(30, -2);
ctx.stroke();
// Broom twigs
ctx.fillStyle = '#8a6229';
ctx.beginPath();
ctx.moveTo(-35, 2);
ctx.lineTo(-55, -8);
ctx.lineTo(-58, 12);
ctx.closePath();
ctx.fill();
// Wizard silhouette (Cloak & Hat)
ctx.fillStyle = '#1c172a';
ctx.beginPath();
ctx.arc(5, -12, 7, 0, Math.PI * 2); // head
ctx.fill();
// Hat
ctx.fillStyle = '#120e1e';
ctx.beginPath();
ctx.moveTo(-4, -13);
ctx.lineTo(14, -13);
ctx.lineTo(2, -26);
ctx.closePath();
ctx.fill();
// Cloak fluttering
ctx.fillStyle = '#7a1f28'; // Gryffindor red cloak
ctx.beginPath();
ctx.moveTo(0, -6);
ctx.lineTo(-20, -10 + Math.sin(Date.now() * 0.01) * 3);
ctx.lineTo(-24, 6);
ctx.lineTo(10, 0);
ctx.closePath();
ctx.fill();
// Wand tip spark
ctx.fillStyle = '#ffff99';
ctx.shadowColor = '#ffff00';
ctx.shadowBlur = 10;
ctx.beginPath();
ctx.arc(24, -8, 3, 0, Math.PI * 2);
ctx.fill();
ctx.shadowBlur = 0;
ctx.restore();
}
function loop() {
update();
render();
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
async function onGameWin(timeTaken) {
if (window.soundFX) window.soundFX.playMagicSuccess();
try {
await fetch('/api/broom/complete', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ score: score, time_taken: timeTaken })
});
} catch (e) {
console.error(e);
}
modalTitle.innerText = "🏆 Raum 1 gemeistert!";
modalText.innerHTML = `Mit waghalsigem Flug hast du den großen Silberschlüssel mit dem geknickten Flügel erwischt und das schwere Schloss entriegelt!<br><br>
<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'; };
modalBackdrop.classList.add('show');
}
})();