SCORE 0
WAVE 1
SHIELD / HP

GAME OVER

Score: 0

JS details: const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const scoreEl = document.getElementById('score'); const waveEl = document.getElementById('wave'); const hpBar = document.getElementById('hpBar'); const powerupsEl = document.getElementById('powerups'); const messageEl = document.getElementById('message'); const overlay = document.getElementById('overlay'); const finalScoreEl = document.getElementById('finalScore'); const restartBtn = document.getElementById('restartBtn'); let W,H; function resize(){ W=window.innerWidth; H=window.innerHeight; canvas.width=W; canvas.height=H; } window.addEventListener('resize',resize); resize(); Input: const keys={}; let mouseX=W/2; window.addEventListener('keydown',e=>{keys[e.code]=true; if(e.code==='Space') e.preventDefault(); resumeAudio();}); window.addEventListener('keyup',e=>keys[e.code]=false); canvas.addEventListener('pointermove',e=>{mouseX=e.clientX;}); canvas.addEventListener('pointerdown',e=>{mouseX=e.clientX; resumeAudio();}); Game variables: let player, bullets=[], enemies=[], particles=[], powerups=[], floats=[]; let score=0, wave=1, gameOver=false, shake=0, shakeDecay=0; let spawnQueue=[], spawnTimer=0, waveTransition=0, waveActive=false; let stars=[]; Reset: function resetGame(){ score=0; wave=1; gameOver=false; overlay.classList.remove('show'); player={x:W/2,y:H-80,width:30,height:36,speed:360,hp:100,maxHp:100,shield:0,cooldown:0,weapon:'normal',powerTime:0,inv:0,color:'#0ff'}; bullets=[]; enemies=[]; particles=[]; powerups=[]; floats=[]; spawnQueue=[]; spawnTimer=0; waveTransition=0; shake=0; initStars(); startWave(1); updateHUD(); } Stars: function initStars(){ stars=[]; for(let i=0;i<120;i++) stars.push({x:Math.random()*W,y:Math.random()*H,s:Math.random()*2+0.5,sp:Math.random()*40+10}); } function updateStars(dt){ for(let s of stars){ s.y+=s.sp*dt; if(s.y>H){s.y=0;s.x=Math.random()*W;} } } function drawStars(){ ctx.fillStyle='#fff'; for(let s of stars){ ctx.globalAlpha=0.3+s.s/4; ctx.beginPath(); ctx.arc(s.x,s.y,s.s*0.5,0,Math.PI*2); ctx.fill(); } ctx.globalAlpha=1; } Wave config: function getWaveConfig(w){ const enemies=[]; let total = 5 + w*2; if(w%3===0){ // boss wave: fewer enemies plus boss enemies.push({type:'drone',count:3+w}); } else { enemies.push({type:'drone',count:Math.ceil(total*0.5)}); if(w>=2) enemies.push({type:'shooter',count:Math.floor(total*0.25)}); if(w>=4) enemies.push({type:'tank',count:Math.floor(total*0.15)}); if(w>=6) enemies.push({type:'kamikaze',count:Math.floor(total*0.15)}); } return {enemies,boss:w%3===0,spawnInterval:Math.max(0.5,1.6-w*0.05)}; } startWave(w){ wave=w; waveActive=true; const cfg=getWaveConfig(w); spawnQueue=[]; for(let e of cfg.enemies){ for(let i=0;i0;i--){ const j=Math.floor(Math.random()*(i+1)); [spawnQueue[i],spawnQueue[j]]=[spawnQueue[j],spawnQueue[i]]; } spawnTimer=0.5; if(cfg.boss) spawnQueue.push('__boss__'); showMessage('WAVE '+w); updateHUD(); } showMessage(txt){ messageEl.textContent=txt; messageEl.classList.add('show'); setTimeout(()=>messageEl.classList.remove('show'),1500); } Spawning: function spawnEnemy(type){ let e; if(type==='__boss__') e=makeBoss(); else e=makeEnemy(type); enemies.push(e); } makeEnemy(type) switch: drone: {type,x:Math.random()*(W-40)+20,y:-40,radius:18,hp:40,maxHp:40,speed:80+Math.random()*40,color:'#f0f',value:100,shootCooldown:0, amp:Math.random()*60+20, phase:Math.random()*Math.PI*2} shooter: radius 22, hp 80, speed 60, color '#0f0', value 250, shoots every 1.5s, stays around y=100-250. tank: radius 30, hp 200, speed 40, color '#f80', value 400, shoots spread. kamikaze: radius 16, hp 50, speed 140, color '#f44', value 150, targets player. makeBoss: radius 70, hp 2000 + wave*300, speed 90, color '#f0f', score 5000. Position top center. Enemy update function: function updateEnemy(e,dt){ e.shootCooldown-=dt; switch(e.type){ case 'drone': e.y += e.speed*dt; e.x += Math.sin(time*3+e.phase)*80*dt; break; case 'shooter': e.y += e.speed*dt*0.3; if(e.y>H*0.35) e.y=H*0.35; e.x += Math.sin(time*1.5+e.phase)*60*dt; if(e.shootCooldown<=0){ shootEnemy(e,1); e.shootCooldown=1.4; } break; case 'tank': e.y += e.speed*dt; if(e.shootCooldown<=0){ shootEnemy(e,3); e.shootCooldown=2.0; } break; case 'kamikaze': const angle=Math.atan2(player.y-e.y, player.x-e.x); e.x+=Math.cos(angle)*e.speed*dt; e.y+=Math.sin(angle)*e.speed*dt; break; case 'boss': e.x += e.speed*dt*e.dir; if(e.xW-e.radius){e.dir*=-1;} if(e.shootCooldown<=0){ // pattern: aimed burst + radial shootEnemy(e,5); e.shootCooldown=0.8; } break; } // clamp x if(e.xW-e.radius) e.x=W-e.radius; // remove if off bottom if(e.y>H+e.radius && e.type!=='boss') e.dead=true; } shootEnemy(e,count): if count===1: aimed bullet at player. if count===3: three spread forward. if count===5: boss pattern: aimed 3 + radial 8? Let's implement boss: every 0.8s alternate pattern. Store e.pattern. Pattern 0: 5 aimed bullets in fan toward player. Pattern 1: 8 radial bullets. Alternate. For bullets: x,y,vx,vy,radius=6,color='#f55',damage,owner='enemy',life=5. Player update: function updatePlayer(dt){ // movement let targetX = player.x; if(keys['ArrowLeft']||keys['KeyA']) targetX -= player.speed*dt; if(keys['ArrowRight']||keys['KeyD']) targetX += player.speed*dt; // mouse follows if pointer moved? We can combine: if mouseX differs, move toward it. // We'll set targetX from mouse if pointer is active. But we don't know active. Simpler: keyboard overrides mouse? Or mouse sets x. // Use mouseX always unless keyboard pressed. if(keys['ArrowLeft']||keys['ArrowRight']||keys['KeyA']||keys['KeyD']){} else { targetX = mouseX; } player.x += (targetX - player.x)*Math.min(1,dt*10); // smooth player.x = Math.max(player.width/2, Math.min(W-player.width/2, player.x)); player.y = H-80; // cooldown player.cooldown -= dt; if(player.cooldown<=0) playerShoot(); // power timers if(player.powerTime>0){ player.powerTime-=dt; if(player.powerTime<=0){ player.weapon='normal'; }} if(player.inv>0) player.inv-=dt; } playerShoot: let cd,dmg; switch(player.weapon){ case 'rapid': cd=0.08; dmg=12; break; case 'spread': cd=0.28; dmg=18; break; case 'double': cd=0.18; dmg=20; break; default: cd=0.22; dmg=25; } player.cooldown=cd; const speed=700; if(player.weapon==='spread'){ for(let a of [-0.2,0,0.2]) bullets.push(makeBullet(player.x,player.y-20,Math.sin(a)*speed,-Math.cos(a)*speed,5,'#0ff',dmg,'player')); } else if(player.weapon==='double'){ bullets.push(makeBullet(player.x-10,player.y-20,0,-speed,5,'#0ff',dmg,'player')); bullets.push(makeBullet(player.x+10,player.y-20,0,-speed,5,'#0ff',dmg,'player')); } else if(player.weapon==='rapid'){ bullets.push(makeBullet(player.x+(Math.random()*10-5),player.y-20,0,-speed,4,'#0ff',dmg,'player')); } else { bullets.push(makeBullet(player.x,player.y-20,0,-speed,6,'#0ff',dmg,'player')); } makeBullet(x,y,vx,vy,r,color,dmg,owner){ return {x,y,vx,vy,radius:r,color,damage:dmg,owner,life:4}; } Bullets update: b.x+=b.vx*dt; b.y+=b.vy*dt; b.life-=dt; if offscreen or life<=0 remove. Powerups: makePowerup(x,y): random type among ['health','rapid','spread','shield']; return {x,y,vy:80,radius:12,type,color}. Draw icon. update: y+=vy*dt; remove off bottom. collision with player. applyPowerup(p): switch type: health: player.hp=Math.min(player.maxHp,player.hp+40); show floating '+HP'; rapid: player.weapon='rapid'; player.powerTime=10; spread similar; shield: player.shield=50 maybe. For HUD show active weapon timer. Particles: createExplosion(x,y,color,count=20,size=3): for i push {x,y,vx:(Math.random()-0.5)*300,vy:(Math.random()-0.5)*300,life:0.4+Math.random()*0.5,color,size}. update with drag. Draw circle with shadowBlur. Collision: - bullet-enemy: if bullet.owner==='player' and enemy not dead and dist < b.r+e.radius: e.hp-=b.damage; b.life=0; create hit particles; if e.hp<=0: enemy.dead=true; killEnemy(e); continue. - enemy bullet vs player: if dist < b.r + player.radius approx 15 and player.inv<=0: b.life=0; playerHit(b.damage); - player vs enemy: if dist < e.radius+18 and player.inv<=0: playerHit(20); e.dead=true; killEnemy(e); // kamikaze kill gives score? yes. killEnemy(e): add score e.value; createExplosion(e.x,e.y,e.color, e.type==='boss'?80:30, e.type==='boss'?6:3); screenShake(e.type==='boss'?25:8); maybe powerup drop chance e.type!=='drone'? 0.15 : 0.08; boss always drop? maybe. addFloat(e.x,e.y,'+'+e.value); playerHit(dmg): if player.shield>0) { let absorb=Math.min(player.shield,dmg); player.shield-=absorb; dmg-=absorb; } if dmg>0 player.hp-=dmg; player.inv=1.0; createExplosion(player.x,player.y,'#0ff',30,4); screenShake(15); if player.hp<=0 gameOver=true; Wave management: In update(dt): if gameOver return maybe. if waveActive: spawnTimer-=dt; if(spawnTimer<=0 && spawnQueue.length>0){ spawnEnemy(spawnQueue.shift()); spawnTimer=getWaveConfig(wave).spawnInterval; } // if queue empty and enemies length 0 -> wave complete if(spawnQueue.length===0 && enemies.filter(e=>!e.dead).length===0){ waveActive=false; waveTransition=2.0; } else { waveTransition-=dt; if(waveTransition<=0){ startWave(wave+1); } } But getWaveConfig called each time; okay. Screen shake: function screenShake(amount){ shake=Math.min(shake+amount,40); shakeDecay=5; } In draw: ctx.save(); if(shake>0){ const sx=(Math.random()-0.5)*shake; const sy=(Math.random()-0.5)*shake; ctx.translate(sx,sy); shake=Math.max(0,shake-shakeDecay*dt*60?); Actually update shake in update: shake*=0.9 or shake-=shakeDecay*dt; } Let's update in updateGame: if(shake>0){ shake-=shakeDecay*dt*30; if(shake<0) shake=0; } Draw: function draw(){ ctx.fillStyle='#050510'; ctx.fillRect(0,0,W,H); drawStars(); // draw particles for p in particles draw with shadowBlur. // draw powerups for p in powerups draw icon. // draw bullets for b in bullets { ctx.save(); ctx.shadowBlur=10; ctx.shadowColor=b.color; ctx.fillStyle=b.color; ctx.beginPath(); ctx.arc(b.x,b.y,b.radius,0,Math.PI*2); ctx.fill(); ctx.restore(); } // draw enemies for e in enemies drawEnemy(e). // draw player drawPlayer(). // floats } drawPlayer: ctx.save(); translate player.x,player.y; shadow; fill triangle; engine flame; if inv blink. ctx.restore(); drawEnemy per type: drone: diamond/meteor shape. shooter: square with turret. tank: hexagon. kamikaze: fast arrow. boss: large spiky circle with health bar. Need use shadowBlur for neon. Floating texts: x,y,text,life,color,vy=-30. update y+=vy*dt, life-=dt. draw. HUD update: scoreEl.textContent='SCORE '+score; waveEl.textContent='WAVE '+wave; hpBar.style.width=(player.hp/player.maxHp*100)+'%'; build powerups html based on active weapon timer and shield. Game over overlay: if gameOver in update: overlay.classList.add('show'); finalScoreEl.textContent='Score: '+score; maybe set high score localStorage. Restart: resetGame. Audio: Implement in JS. Need ensure audio context created on user gesture if possible. But we can create on load. Browsers allow creation but state suspended. We'll schedule when running. function resumeAudio(){ if(!audioCtx) initAudio(); if(audioCtx && audioCtx.state==='suspended') audioCtx.resume(); } initAudio sets scheduler interval. schedule checks state. Music patterns: Let's define arrays: const scale = [261.63,311.13,392.00,466.16,523.25]; // C4,Eb4,G4,Bb4,C5 const bassNotes = [65.41,null,65.41,null,98.00,null,65.41,null,73.42,null,110.00,null,73.42,null,87.31,null]; // C2 etc length 16 const leadNotes = [523.25,null,392.00,466.16,523.25,null,311.13,392.00,null,466.16,523.25,null,392.00,311.13,261.63,null]; // length 16 maybe repeated. Beat duration = 0.25s (eighth note at 120bpm? Actually quarter = 0.5s at 120bpm; 0.25 = eighth). We'll schedule bass on each beat if note, lead maybe on offbeats, drums every beat. ScheduleBeat(time,beat): const i=beat%16; if(bassNotes[i]) playTone(time,bassNotes[i],0.35,'sawtooth',0.12); if(leadNotes[i]) playTone(time,leadNotes[i],0.2,'square',0.06); if(beat%4===0) playKick(time); if(beat%4===2) playSnare(time); if(beat%2===1) playHat(time); Kick: short sine sweep: oscillator frequency setValueAtTime 150,time; exponentialRampToValueAtTime 40,time+0.15; gain envelope. PlayTone can't do sweep. Implement playKick(time): osc sine, freq envelope, gain. Duration 0.2. Snare: noise + tone. playNoise with vol. Hat: high-pass noise short. Master gain maybe 0.2. Need avoid too many oscillators? At 4 beats per sec and multiple notes, fine. Now, code size. We need produce final HTML only. Ensure no syntax errors. Let's write carefully. Potential improvements: - Use `let time=0` global for sin waves in enemy movement. - Use `Math.hypot` for distance. Let's produce final answer. But need consider "Waves of enemies, bosses, power-ups, screen-shake on hit, synth music (web audio), neon particle explosions, score HUD." We have all. Let's ensure power-up timers displayed and revert. Player.weapon string and powerTime. For shield, maybe set shield amount; no timer but display. Powerups active list in HUD. Need enemy bullet colors. Use '#ff4d4d'. Need clamp enemy x after movement: for drone sine, x might drift; e.x += sin*80*dt, plus initial. Should clamp. Kamikaze angle: if player alive. Boss direction: initialize e.dir=1. Boss shoot pattern: store e.pattern toggling. In shootEnemy for boss: if(e.pattern===0){ for i=-2..2 angle = base + i*0.15; bullet } else { for 8 angles radial. } e.pattern = 1-e.pattern; Define player radius for collisions ~16. Need handle game over input: restart button calls resetGame. Also space/enter when gameOver. Need ensure on first frame draw. In resetGame, call draw once? The loop will. But loop needs dt. We'll use requestAnimationFrame with timestamp. Time delta: let lastTime=performance.now(); function loop(now){ const dt=Math.min((now-lastTime)/1000,0.05); lastTime=now; if(!gameOver) update(dt); draw(); requestAnimationFrame(loop); } But if gameOver, still draw and update stars/particles maybe. Keep updating background? We'll update particles and floats even if gameOver for effect, but not spawn. Simpler: update always except player/enemy/wave if gameOver. Maybe separate updateGame(dt) and updateVisuals(dt). We'll just guard. Let's write code now. Potential issue with `initAudio` scheduling interval: If audioCtx suspended, schedule returns, but nextNoteTime keeps advancing? We only increment inside while loop. If not running, nextNoteTime unchanged; when resumed, schedule will catch up quickly maybe schedule many notes at once? We should guard: if state !== running, don't advance. Since nextNoteTime stays at initial currentTime+0.1, when resumed currentTime has advanced far beyond, while loop schedules many notes at past times? Web Audio will play immediately or not? Scheduling notes at times < currentTime may not play or may play immediately causing burst. Better: when resuming, reset nextNoteTime = audioCtx.currentTime + 0.1. So in resumeAudio, if state suspended, after resume then reset nextNoteTime. But resume is promise