Initial commit: Siege Protocol

Inverted tower-defense browser game — deploy enemies yourself, tower auto-kills them, pocket credits, upgrade weapons. HTML + Canvas + vanilla JS, no build step.

Co-Authored-By: claude-flow <ruv@ruv.net>
This commit is contained in:
2026-06-16 11:36:53 -04:00
commit 622a9fd170
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// ═══ renderer-world.js ═══
// ============================================================
// RENDERER WORLD — background, arena, fog, portals
// ============================================================
// ── OFFSCREEN BACKGROUND CACHE ────────────────────────────────
// Drawn once, re-rendered only on resize — never recomputed each frame
let _bgCanvas = null;
let _bgW = 0, _bgH = 0;
let _fogCanvas = null;
let _fogW = 0, _fogH = 0, _fogRange = 0;
const _mountDropZones = [];
const _bagDropZones = [];
const _dragRegions = [];
function buildBackground(W, H) {
_bgCanvas = document.createElement('canvas');
_bgCanvas.width = W;
_bgCanvas.height = H;
const c = _bgCanvas.getContext('2d');
const grad = c.createRadialGradient(W/2, H/2, 0, W/2, H/2, Math.max(W,H) * 0.7);
grad.addColorStop(0, '#060d14');
grad.addColorStop(1, '#020508');
c.fillStyle = grad;
c.fillRect(0, 0, W, H);
c.strokeStyle = '#0a1520';
c.lineWidth = 1;
const gs = 48;
for (let x = 0; x < W; x += gs) { c.beginPath(); c.moveTo(x, 0); c.lineTo(x, H); c.stroke(); }
for (let y = 0; y < H; y += gs) { c.beginPath(); c.moveTo(0, y); c.lineTo(W, y); c.stroke(); }
_bgW = W; _bgH = H;
}
// ── CACHED ELEMENT GLOW GRADIENTS ────────────────────────────
// Keyed by "elementId:x:y:radius" — cleared each frame since positions change,
// but the gradient itself is reused within a single frame for same-element enemies.
// In practice we cache by element type at a unit radius and scale at draw time.
const _elemGradCache = {};
function getElemGrad(el, x, y, r) {
const grd = ctx.createRadialGradient(x, y, 0, x, y, r);
grd.addColorStop(0, el.glow + '55');
grd.addColorStop(1, 'transparent');
return grd;
}
// ── ARENA OVERLAY HELPERS ─────────────────────────────────────
// Subtle dashed ring at tower's current vision range
function drawArenaRangeLine(cx, cy) {
const r = G.tower.range;
ctx.save();
ctx.strokeStyle = 'rgba(0,180,255,0.07)';
ctx.lineWidth = 1;
ctx.setLineDash([6, 12]);
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 2);
ctx.stroke();
ctx.setLineDash([]);
ctx.restore();
}
// Fog of war: sharp transition at tower range, flat dark zone beyond it
function drawFog(cx, cy) {
const r = G.tower.range;
const W = canvas.width;
const H = canvas.height;
if (!_fogCanvas || _fogW !== W || _fogH !== H || _fogRange !== r) {
_fogCanvas = document.createElement('canvas');
_fogCanvas.width = W;
_fogCanvas.height = H;
const c = _fogCanvas.getContext('2d');
// ponytail: cache the identical fog gradient; rebuild only when range/canvas changes.
const fog = c.createRadialGradient(cx, cy, r * 0.94, cx, cy, r * 1.12);
fog.addColorStop(0, 'rgba(2,6,12,0)');
fog.addColorStop(1, 'rgba(2,6,12,0.62)');
c.fillStyle = fog;
c.beginPath();
c.arc(cx, cy, ARENA_RADIUS, 0, Math.PI * 2);
c.fill();
_fogW = W;
_fogH = H;
_fogRange = r;
}
ctx.drawImage(_fogCanvas, 0, 0);
}
// Dark overlay outside the arena circle
function drawArenaMask(W, H, cx, cy) {
ctx.fillStyle = '#010407';
ctx.beginPath();
ctx.rect(0, 0, W, H);
ctx.arc(cx, cy, ARENA_RADIUS, 0, Math.PI * 2); // same dir as rect → evenodd cancels inside
ctx.fill('evenodd');
}
// Subtle glowing border ring at arena edge
function drawArenaRing(cx, cy) {
ctx.save();
ctx.strokeStyle = 'rgba(0,100,180,0.14)';
ctx.lineWidth = 10;
ctx.beginPath();
ctx.arc(cx, cy, ARENA_RADIUS - 5, 0, Math.PI * 2);
ctx.stroke();
ctx.strokeStyle = 'rgba(0,180,255,0.22)';
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.arc(cx, cy, ARENA_RADIUS, 0, Math.PI * 2);
ctx.stroke();
ctx.restore();
}
// Streak indicator drawn on canvas; reads G.streak directly
function drawStreak(cx, cy) {
const streak = G.streak;
const framesSince = G.frame - streak.lastKillFrame;
if (streak.count < 3 || framesSince > 180) return;
const alpha = Math.min(1, Math.min(framesSince / 8, (180 - framesSince) / 20));
if (alpha <= 0) return;
const high = streak.count >= 10;
const color = high ? '#ffd700' : '#00d4ff';
const text = `x${streak.count} STREAK`;
ctx.save();
ctx.globalAlpha = alpha;
ctx.font = 'bold 18px Orbitron, "Share Tech Mono", monospace';
ctx.textAlign = 'center';
const tw = ctx.measureText(text).width;
const pad = 14;
const bw = tw + pad * 2;
const bh = 30;
const bx = cx - bw / 2;
const by = cy - 350;
ctx.fillStyle = 'rgba(2,6,14,0.9)';
ctx.fillRect(bx, by, bw, bh);
ctx.strokeStyle = color;
ctx.lineWidth = 1;
ctx.strokeRect(bx, by, bw, bh);
ctx.fillStyle = color;
ctx.shadowColor = color;
ctx.shadowBlur = 10;
ctx.fillText(text, cx, by + 21);
ctx.shadowBlur = 0;
ctx.restore();
}
// ── PORTALS ───────────────────────────────────────────────────
function drawPortals() {
for (const p of G.portals) {
const alpha = Math.min(1, p.life / 30);
const fadeOut = Math.min(1, (p.life / p.maxLife) * 3);
const a = Math.min(alpha, fadeOut);
if (a <= 0) continue;
ctx.save();
// Glow blob (no shadow — use radial gradient instead)
const grd = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, 30);
grd.addColorStop(0, p.color + '66');
grd.addColorStop(1, 'transparent');
ctx.globalAlpha = a;
ctx.fillStyle = grd;
ctx.beginPath();
ctx.arc(p.x, p.y, 30, 0, Math.PI * 2);
ctx.fill();
// Outer ring
ctx.globalAlpha = a * 0.7;
ctx.strokeStyle = p.color;
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(p.x, p.y, 22 + Math.sin(G.frame * 0.08) * 3, 0, Math.PI * 2);
ctx.stroke();
// Spinning arc
ctx.translate(p.x, p.y);
ctx.rotate(p.angle);
ctx.globalAlpha = a * 0.9;
ctx.lineWidth = 3;
ctx.beginPath();
ctx.arc(0, 0, 14, 0, Math.PI * 1.5);
ctx.stroke();
ctx.restore();
}
}