Files

572 lines
17 KiB
JavaScript

// Particle Object Pool to eliminate GC churn during large waves
window.ParticlePool = class ParticlePool {
constructor(initialCapacity = 150) {
this.pool = [];
for (let i = 0; i < initialCapacity; i++) {
this.pool.push({
x: 0,
y: 0,
vx: 0,
vy: 0,
color: '#ffffff',
size: 3,
life: 0,
maxLife: 0
});
}
}
get(x, y, vx, vy, color = '#8bc34a', size = 3, life = 0.35) {
const p = this.pool.length > 0 ? this.pool.pop() : { x: 0, y: 0, vx: 0, vy: 0, color: '#ffffff', size: 3, life: 0, maxLife: 0 };
p.x = x;
p.y = y;
p.vx = vx;
p.vy = vy;
p.color = color;
p.size = size;
p.life = life;
p.maxLife = life;
return p;
}
release(p) {
if (!p) return;
p.life = 0;
this.pool.push(p);
}
releaseAll(particles) {
if (!Array.isArray(particles)) return;
for (let i = 0; i < particles.length; i++) {
this.release(particles[i]);
}
}
clear() {
this.pool = [];
}
};
// Zombie Decapitation Flying Head Particle
window.ZombieHeadParticle = class ZombieHeadParticle {
constructor(x, y, options = {}) {
this.x = x;
this.y = y;
this.vx = (Math.random() * 50 + 40) * (Math.random() < 0.5 ? 1 : -0.7);
this.vy = -(Math.random() * 60 + 130);
this.gravity = 400;
this.rotation = 0;
this.rotSpeed = (Math.random() * 4 + 4) * (this.vx >= 0 ? 1 : -1);
this.groundY = y + 62;
this.bounces = 2;
this.life = 2.2;
this.maxLife = 2.2;
this.type = options.type || 'normal';
this.isAngry = !!options.isAngry;
this.isSlow = !!options.isSlow;
this.cheats = options.cheats || null;
}
update(dt) {
this.life -= dt;
if (this.life <= 0) return;
this.vy += this.gravity * dt;
this.x += this.vx * dt;
this.y += this.vy * dt;
this.rotation += this.rotSpeed * dt;
if (this.y >= this.groundY) {
this.y = this.groundY;
if (this.bounces > 0) {
this.bounces--;
this.vy = -this.vy * 0.42;
this.vx *= 0.6;
this.rotSpeed *= 0.5;
} else {
this.vy = 0;
this.vx = 0;
this.rotSpeed = 0;
}
}
}
draw(ctx) {
if (this.life <= 0) return;
ctx.save();
const alpha = this.life < 0.6 ? Math.max(0, this.life / 0.6) : 1;
// Ground shadow
const distToGround = Math.max(0, this.groundY - this.y);
if (distToGround < 65) {
ctx.save();
ctx.translate(this.x, this.groundY + 12);
ctx.fillStyle = `rgba(0,0,0,${0.25 * (1 - distToGround / 65) * alpha})`;
ctx.beginPath();
ctx.ellipse(0, 0, 14, 5, 0, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
ctx.translate(this.x, this.y);
ctx.rotate(this.rotation);
ctx.globalAlpha = alpha;
let skinColor = this.isAngry ? '#b71c1c' : '#809973';
if (this.isSlow) skinColor = '#81d4fa';
// Head base
ctx.fillStyle = skinColor;
ctx.beginPath();
ctx.roundRect(-14, -16, 28, 30, [10, 10, 6, 6]);
ctx.fill();
// Eyes
ctx.fillStyle = this.isAngry ? '#ff5252' : '#fff9c4';
ctx.beginPath();
ctx.arc(-8, -4, 4.5, 0, Math.PI * 2);
ctx.arc(3, -4, 5.5, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#000';
ctx.beginPath();
ctx.arc(-9, -4, 2, 0, Math.PI * 2);
ctx.arc(2, -4, 2, 0, Math.PI * 2);
ctx.fill();
// Open mouth / teeth
ctx.fillStyle = '#212121';
ctx.fillRect(-10, 6, 18, 5);
ctx.fillStyle = '#fff';
ctx.fillRect(-9, 6, 3, 3);
ctx.fillRect(-4, 6, 3, 3);
ctx.fillRect(1, 8, 3, 3);
// Cheats
if (this.cheats) {
if (this.cheats.future) {
ctx.fillStyle = '#00e5ff';
ctx.fillRect(-12, -7, 22, 6);
}
if (this.cheats.mustache) {
ctx.fillStyle = '#3e2723';
ctx.beginPath();
ctx.moveTo(-11, 4);
ctx.quadraticCurveTo(-4, 0, 0, 3);
ctx.quadraticCurveTo(4, 0, 9, 4);
ctx.quadraticCurveTo(0, 8, -11, 4);
ctx.fill();
}
}
// Hat / Helmet
if (this.type === 'conehead') {
ctx.fillStyle = '#ff6d00';
ctx.beginPath();
ctx.moveTo(-14, -14);
ctx.lineTo(14, -14);
ctx.lineTo(3, -48);
ctx.lineTo(-3, -48);
ctx.closePath();
ctx.fill();
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.moveTo(-8, -26);
ctx.lineTo(8, -26);
ctx.lineTo(6, -34);
ctx.lineTo(-6, -34);
ctx.closePath();
ctx.fill();
} else if (this.type === 'buckethead') {
ctx.fillStyle = '#90a4ae';
ctx.beginPath();
ctx.moveTo(-16, -14);
ctx.lineTo(16, -14);
ctx.lineTo(13, -44);
ctx.lineTo(-13, -44);
ctx.closePath();
ctx.fill();
ctx.strokeStyle = '#546e7a';
ctx.lineWidth = 2;
ctx.stroke();
} else if (this.type === 'football') {
ctx.fillStyle = '#b71c1c';
ctx.beginPath();
ctx.arc(0, -10, 18, Math.PI, 0);
ctx.fill();
ctx.fillStyle = '#ffffff';
ctx.fillRect(-3, -28, 6, 18);
ctx.strokeStyle = '#ffffff';
ctx.lineWidth = 2.5;
ctx.beginPath();
ctx.moveTo(-12, -4);
ctx.lineTo(-2, 4);
ctx.lineTo(8, -4);
ctx.stroke();
}
ctx.restore();
}
};
// Combat & Collision Resolution System (with Bowling Ricochet & Coin Drops)
window.CombatSystem = class CombatSystem {
constructor() {
this.particlePool = new window.ParticlePool(150);
this.particles = [];
this.heads = [];
}
reset() {
if (this.particlePool) {
this.particlePool.releaseAll(this.particles);
}
this.particles = [];
this.heads = [];
}
spawnDecapitatedHead(x, y, type = 'normal', isAngry = false, isSlow = false, cheats = null) {
this.heads.push(new window.ZombieHeadParticle(x, y, { type, isAngry, isSlow, cheats }));
this.createSplash(x, y + 10, '#689f38', 5);
}
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(this.particlePool.get(
x,
y,
Math.cos(angle) * speed,
Math.sin(angle) * speed,
color,
3 + Math.random() * 3,
0.35
));
}
}
createExplosionParticles(x, y) {
const colors = ['#ff5722', '#ff9800', '#ffeb3b', '#424242'];
for (let i = 0; i < 35; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = 50 + Math.random() * 200;
this.particles.push(this.particlePool.get(
x,
y,
Math.cos(angle) * speed,
Math.sin(angle) * speed,
colors[Math.floor(Math.random() * colors.length)],
5 + Math.random() * 8,
0.65
));
}
}
update(dt, gameState) {
// 1. Update Particles in-place (eliminating GC allocations)
let writeIdx = 0;
for (let i = 0; i < this.particles.length; i++) {
const p = this.particles[i];
p.x += p.vx * dt;
p.y += p.vy * dt;
p.life -= dt;
if (p.life > 0) {
this.particles[writeIdx++] = p;
} else {
this.particlePool.release(p);
}
}
this.particles.length = writeIdx;
// 1.5 Update Decapitated Heads
let headWriteIdx = 0;
for (let i = 0; i < this.heads.length; i++) {
const h = this.heads[i];
h.update(dt);
if (h.life > 0) {
this.heads[headWriteIdx++] = h;
}
}
this.heads.length = headWriteIdx;
// 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) {
if (!zombie.headSpawned) {
zombie.headSpawned = true;
this.spawnDecapitatedHead(
zombie.x,
zombie.y - 24,
zombie.type,
zombie.isAngry,
zombie.slowTimer > 0 || (zombie.freezeTimer && zombie.freezeTimer > 0) || zombie.isSlowed,
gameState && gameState.tree ? gameState.tree.cheats : null
);
}
const pts = zombie.type === 'buckethead' || zombie.type === 'football' ? 300 : (zombie.type === 'conehead' ? 200 : 100);
gameState.addScore(pts);
gameState.zombiesKilled++;
if (typeof gameState.recordStat === 'function') {
gameState.recordStat('zombiesKilled', 1);
}
// 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(this.particlePool.get(
zombie.x + (Math.random() - 0.5) * 30,
zombie.y + 10 + (Math.random() - 0.5) * 16,
0,
-8,
'#ffffff',
4,
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);
}
}
// In I, Zombie mode, zombies are spawned by the player, so defeating them should not drop coins/loot
if (gameState.currentMode === 'izombie') {
return;
}
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();
}
for (const h of this.heads) {
h.draw(ctx);
}
}
};