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Merge pull request #1110 from Aditi22Bansal/main
Solved #1109- Light Weaver
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="UTF-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>Light Weaver</title> | ||
<link rel="stylesheet" href="styles.css"> | ||
</head> | ||
<body> | ||
<div id="game"> | ||
<h1>Light Weaver</h1> | ||
<canvas id="gameCanvas" width="600" height="400"></canvas> | ||
<p>Use arrow keys to move the light beam. Reflect off mirrors to navigate through the maze!</p> | ||
</div> | ||
<script src="script.js"></script> | ||
</body> | ||
</html> |
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const canvas = document.getElementById('gameCanvas'); | ||
const ctx = canvas.getContext('2d'); | ||
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let lightBeam = { | ||
x: 50, | ||
y: 200, | ||
dx: 2, | ||
dy: 0, | ||
width: 10, | ||
height: 10 | ||
}; | ||
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let mirrors = [ | ||
{ x: 200, y: 150, width: 10, height: 100, angle: 45 }, | ||
{ x: 400, y: 100, width: 10, height: 100, angle: -45 } | ||
]; | ||
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let goal = { x: 550, y: 200, width: 30, height: 30 }; | ||
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function drawGame() { | ||
ctx.clearRect(0, 0, canvas.width, canvas.height); | ||
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// Draw light beam | ||
ctx.fillStyle = 'yellow'; | ||
ctx.fillRect(lightBeam.x, lightBeam.y, lightBeam.width, lightBeam.height); | ||
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// Draw mirrors | ||
mirrors.forEach(mirror => { | ||
ctx.save(); | ||
ctx.translate(mirror.x + mirror.width / 2, mirror.y + mirror.height / 2); | ||
ctx.rotate((mirror.angle * Math.PI) / 180); | ||
ctx.fillStyle = 'silver'; | ||
ctx.fillRect(-mirror.width / 2, -mirror.height / 2, mirror.width, mirror.height); | ||
ctx.restore(); | ||
}); | ||
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// Draw goal | ||
ctx.fillStyle = 'gold'; | ||
ctx.fillRect(goal.x, goal.y, goal.width, goal.height); | ||
} | ||
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function updateGame() { | ||
lightBeam.x += lightBeam.dx; | ||
lightBeam.y += lightBeam.dy; | ||
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checkCollisions(); | ||
drawGame(); | ||
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requestAnimationFrame(updateGame); | ||
} | ||
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function checkCollisions() { | ||
mirrors.forEach(mirror => { | ||
if (lightBeam.x < mirror.x + mirror.width && | ||
lightBeam.x + lightBeam.width > mirror.x && | ||
lightBeam.y < mirror.y + mirror.height && | ||
lightBeam.y + lightBeam.height > mirror.y) { | ||
// Reflect the light beam | ||
if (mirror.angle === 45) { | ||
lightBeam.dx = -lightBeam.dy; | ||
lightBeam.dy = -lightBeam.dx; | ||
} else if (mirror.angle === -45) { | ||
lightBeam.dx = lightBeam.dy; | ||
lightBeam.dy = lightBeam.dx; | ||
} | ||
} | ||
}); | ||
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if (lightBeam.x < goal.x + goal.width && | ||
lightBeam.x + lightBeam.width > goal.x && | ||
lightBeam.y < goal.y + goal.height && | ||
lightBeam.y + lightBeam.height > goal.y) { | ||
alert('You Win! You reached the goal.'); | ||
resetGame(); | ||
} | ||
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if (lightBeam.x < 0 || lightBeam.x > canvas.width || | ||
lightBeam.y < 0 || lightBeam.y > canvas.height) { | ||
alert('Game Over! You went out of bounds.'); | ||
resetGame(); | ||
} | ||
} | ||
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function resetGame() { | ||
lightBeam.x = 50; | ||
lightBeam.y = 200; | ||
lightBeam.dx = 2; | ||
lightBeam.dy = 0; | ||
drawGame(); | ||
} | ||
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document.addEventListener('keydown', (e) => { | ||
switch (e.key) { | ||
case 'ArrowUp': lightBeam.dy = -2; lightBeam.dx = 0; break; | ||
case 'ArrowDown': lightBeam.dy = 2; lightBeam.dx = 0; break; | ||
case 'ArrowLeft': lightBeam.dx = -2; lightBeam.dy = 0; break; | ||
case 'ArrowRight': lightBeam.dx = 2; lightBeam.dy = 0; break; | ||
} | ||
}); | ||
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drawGame(); | ||
updateGame(); |
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body { | ||
text-align: center; | ||
font-family: Arial, sans-serif; | ||
background-color: #f0f0f0; | ||
} | ||
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#game { | ||
margin: 20px auto; | ||
width: 600px; | ||
background-color: #ffffff; | ||
padding: 20px; | ||
border-radius: 10px; | ||
box-shadow: 0 0 10px rgba(0,0,0,0.1); | ||
} | ||
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canvas { | ||
border: 1px solid #000; | ||
margin-top: 10px; | ||
} |