// Combat & Collision Resolution System (with Bowling Ricochet & Coin Drops) window.CombatSystem = class CombatSystem { constructor() { this.particles = []; } reset() { this.particles = []; } createSplash(x, y, color = '#8bc34a', count = 7) { for (let i = 0; i < count; i++) { const angle = Math.random() * Math.PI * 2; const speed = 40 + Math.random() * 80; this.particles.push({ x, y, vx: Math.cos(angle) * speed, vy: Math.sin(angle) * speed, color, size: 3 + Math.random() * 3, life: 0.35, maxLife: 0.35 }); } } createExplosionParticles(x, y) { for (let i = 0; i < 35; i++) { const angle = Math.random() * Math.PI * 2; const speed = 50 + Math.random() * 200; const colors = ['#ff5722', '#ff9800', '#ffeb3b', '#424242']; this.particles.push({ x, y, vx: Math.cos(angle) * speed, vy: Math.sin(angle) * speed, color: colors[Math.floor(Math.random() * colors.length)], size: 5 + Math.random() * 8, life: 0.65, maxLife: 0.65 }); } } update(dt, gameState) { // 1. Update Particles for (const p of this.particles) { p.x += p.vx * dt; p.y += p.vy * dt; p.life -= dt; } this.particles = this.particles.filter(p => p.life > 0); // 2. Projectiles vs Zombies for (const proj of gameState.projectiles) { if (proj.toRemove) continue; for (const zombie of gameState.zombies) { if (zombie.toRemove || zombie.health <= 0) continue; // Check lane alignment const isSameLane = proj.type === 'bowling' ? Math.abs(proj.y - zombie.y) < 45 : proj.row === zombie.row; if (isSameLane) { if (proj.x >= zombie.x - 28 && proj.x <= zombie.x + 28) { // Piercing fume spore handles each zombie once if (proj.pierces) { if (!proj.pierceHits.has(zombie)) { proj.pierceHits.add(zombie); zombie.takeDamage(proj.damage, false); this.createSplash(proj.x, proj.y, '#ce93d8'); if (zombie.health <= 0) this.handleZombieDeath(zombie, gameState); } continue; } // Bowling Ball logic (Wall-nut strike & ricochet) if (proj.type === 'bowling') { zombie.takeDamage(proj.damage); this.createSplash(proj.x, proj.y, '#8d6e63', 12); if (window.PvZAudio) window.PvZAudio.playStrike(); proj.hitCount = (proj.hitCount || 0) + 1; if (proj.hitCount >= 5 && gameState.achievements) { gameState.achievements.trigger('bowling_strike'); } if (zombie.health <= 0) this.handleZombieDeath(zombie, gameState); // Ricochet vertically if (proj.vy === 0) { proj.vy = (proj.y < 300) ? 180 : -180; } else { proj.vy = -proj.vy; } break; } // Lobbed Cabbage & Melon if (proj.isLobbed) { zombie.takeDamage(proj.damage); this.createSplash(proj.x, proj.y, proj.type === 'melon' ? '#2e7d32' : '#81c784', 12); if (window.PvZAudio) window.PvZAudio.playHit(); if (zombie.health <= 0) this.handleZombieDeath(zombie, gameState); // Melon splash damage to adjacent rows if (proj.splashDamage > 0) { for (const otherZ of gameState.zombies) { if (otherZ !== zombie && !otherZ.toRemove && otherZ.health > 0) { if (Math.abs(otherZ.row - proj.row) <= 1 && Math.abs(otherZ.x - proj.x) < 65) { otherZ.takeDamage(proj.splashDamage); if (otherZ.health <= 0) this.handleZombieDeath(otherZ, gameState); } } } } proj.toRemove = true; break; } // Standard Pea / Snowpea / Plasma / Firepea zombie.takeDamage(proj.damage, proj.slows); if (proj.slows && gameState && gameState.achievements) { gameState.achievements.trigger('ice_age'); } if (proj.freezes) { zombie.slowTimer = 7.0; // Deep freeze } if (proj.pierces) { proj.pierceHits.add(zombie); if (proj.pierceHits.size >= proj.maxPierces) { proj.toRemove = true; } } else { proj.toRemove = true; } // Firepea splash damage if (proj.type === 'firepea') { for (const otherZ of gameState.zombies) { if (otherZ !== zombie && otherZ.row === proj.row && Math.abs(otherZ.x - proj.x) < 55) { otherZ.takeDamage(proj.damage * 0.5); if (otherZ.health <= 0) this.handleZombieDeath(otherZ, gameState); } } this.createExplosionParticles(proj.x, proj.y); } if (zombie.health <= 0) { this.handleZombieDeath(zombie, gameState); } const splashColor = proj.type === 'plasma' ? '#00e5ff' : (proj.type === 'firepea' ? '#ff9800' : (proj.slows ? '#80deea' : '#8bc34a')); this.createSplash(proj.x, proj.y, splashColor); if (window.PvZAudio) window.PvZAudio.playHit(); if (!proj.pierces || proj.toRemove) break; } } } } // 3. Zombies vs Plants for (const zombie of gameState.zombies) { if (zombie.toRemove || zombie.health <= 0) continue; let touchingPlant = null; for (const plant of gameState.plants) { if (plant.toRemove || plant.health <= 0) continue; if (plant.row === zombie.row) { const dist = zombie.x - plant.x; if (dist >= -5 && dist <= 28) { touchingPlant = plant; // Tier 3 Wall-nut recoil thorns damage! if (plant.recoilDps) { zombie.takeDamage(plant.recoilDps * dt); if (zombie.health <= 0) { this.handleZombieDeath(zombie, gameState); } } break; } } } zombie.targetPlant = touchingPlant; } // 4. Breach Check for (const zombie of gameState.zombies) { if (zombie.toRemove || zombie.health <= 0) continue; if (zombie.x < 35) { if (gameState.currentMode === 'izombie') { // In I, Zombie, reaching the left end means zombie reached the house / brains! zombie.toRemove = true; if (window.PvZAudio) window.PvZAudio.playGulp(); } else { gameState.triggerGameOver(); break; } } } // 5. Projectiles vs Dr. Zomboss if (gameState.boss && gameState.boss.isActive) { for (const proj of gameState.projectiles) { if (!proj.toRemove && proj.x >= gameState.boss.x) { gameState.boss.takeDamage(proj.damage); this.createSplash(proj.x, proj.y, '#ffd54f', 8); proj.toRemove = true; } } } } handleZombieDeath(zombie, gameState) { const pts = zombie.type === 'buckethead' || zombie.type === 'football' ? 300 : (zombie.type === 'conehead' ? 200 : 100); gameState.addScore(pts); gameState.zombiesKilled++; // Achievement: zombie_slayer if (gameState.achievements) { gameState.achievements.trigger('zombie_slayer'); } // Tree of Wisdom Cheat: Daisies if (gameState.tree && gameState.tree.cheats && gameState.tree.cheats.daisies) { for (let i = 0; i < 6; i++) { this.particles.push({ x: zombie.x + (Math.random() - 0.5) * 30, y: zombie.y + 10 + (Math.random() - 0.5) * 16, vx: 0, vy: -8, color: '#ffffff', size: 4, life: 2.5, maxLife: 2.5 }); } } // Roguelike: relic_vampire_sap (heal most wounded plant) if (gameState.roguelike && gameState.currentMode === 'roguelike' && gameState.roguelike.hasRelic('relic_vampire_sap')) { let mostDamaged = null; let lowestHpRatio = 1.0; for (const p of gameState.plants) { if (p.toRemove || p.health <= 0) continue; const ratio = p.health / p.maxHealth; if (ratio < lowestHpRatio) { lowestHpRatio = ratio; mostDamaged = p; } } if (mostDamaged) { mostDamaged.health = Math.min(mostDamaged.maxHealth, mostDamaged.health + 40); } } const perkBonus = gameState.workshop ? gameState.workshop.getPerkLevel('luckyDrop') * 0.35 : 0; // Coins Drop if (Math.random() < 0.35 * (1 + perkBonus)) { const r = Math.random(); const coinType = r < 0.15 ? 'diamond' : (r < 0.5 ? 'gold' : 'silver'); gameState.spawnCoin(zombie.x, zombie.y, coinType); } // Materials Drop (Workshop Crafting) if (gameState.workshop) { // 1. Scrap metal from armored enemies if (['buckethead', 'conehead', 'football', 'duckytube'].includes(zombie.type)) { if (Math.random() < 0.45 * (1 + perkBonus)) { gameState.workshop.spawnLoot(zombie.x, zombie.y, 'scrapMetal'); } } else { // 2. Bio-humus from regular/organic enemies if (Math.random() < 0.35 * (1 + perkBonus)) { gameState.workshop.spawnLoot(zombie.x, zombie.y, 'bioHumus'); } } // 3. Rare Crystals from elite/flag enemies if (zombie.type === 'flag' || zombie.type === 'football' || Math.random() < 0.08 * (1 + perkBonus)) { if (Math.random() < 0.12 * (1 + perkBonus)) { gameState.workshop.spawnLoot(zombie.x, zombie.y, 'crystals'); } } } } draw(ctx) { for (const p of this.particles) { ctx.save(); const alpha = Math.max(0, p.life / p.maxLife); ctx.globalAlpha = alpha; ctx.fillStyle = p.color; ctx.beginPath(); ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2); ctx.fill(); ctx.restore(); } } };