EMEA STAGE 1
KNOCKOUT GUIDE [NORMAL DRAFT - BASIC]
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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>Parking Challenge – City Roads (Fixed)</title> <style> body { margin: 0; background: #222; display: flex; justify-content: center; } canvas { display: block; background: #111; } </style> </head> <body> <canvas id="game" width="1366" height="768"></canvas> <script> const canvas = document.getElementById('game'); const ctx = canvas.getContext('2d'); // --- World --- const WORLD_W = 3000; const WORLD_H = 3000; // --- Minimap --- const MINIMAP_SIZE = 250; // --- Border / helpers --- const BORDER = 100; function clamp(val, min, max) { return Math.max(min, Math.min(max, val)); } // --- City grid --- const blockSize = 400; // building block const roadSize = 200; // road width let buildings = []; for (let bx = 0; bx < WORLD_W; bx += blockSize + roadSize) { for (let by = 0; by < WORLD_H; by += blockSize + roadSize) { buildings.push({ x: bx, y: by, w: blockSize, h: blockSize }); } } // --- Player car (spawned at road intersection) --- let truck = { x: blockSize + roadSize / 2, y: blockSize + roadSize / 2, angle: 0, speed: 0, targetW: 100, ratio: 2, bodyColor: "red", roofColor: "#660000" }; // --- Trees along roadsides --- let trees = []; for (let b of buildings) { let treeCount = 2 + Math.floor(Math.random() * 4); for (let i = 0; i < treeCount; i++) { let side = Math.floor(Math.random() * 4); let x, y; if (side === 0) { x = b.x + Math.random() * b.w; y = b.y - 10; } else if (side === 1) { x = b.x + Math.random() * b.w; y = b.y + b.h + 10; } else if (side === 2) { x = b.x - 10; y = b.y + Math.random() * b.h; } else { x = b.x + b.w + 10; y = b.y + Math.random() * b.h; } // clamp trees inside map x = clamp(x, BORDER, WORLD_W - BORDER); y = clamp(y, BORDER, WORLD_H - BORDER); trees.push({ x, y, r: 18 }); } } // --- Parking spots on roads --- let parkingSpots = []; for (let i = 0; i < 8; i++) { let rx = (Math.floor(Math.random() * 6) + 1) * (blockSize + roadSize) - 50; let ry = (Math.floor(Math.random() * 6) + 1) * (blockSize + roadSize) - 50; rx = clamp(rx, BORDER, WORLD_W - BORDER - 100); ry = clamp(ry, BORDER, WORLD_H - BORDER - 50); parkingSpots.push({ x: rx, y: ry, w: 100, h: 50, isWinning: false }); } parkingSpots[Math.floor(Math.random() * parkingSpots.length)].isWinning = true; // --- Parked cars (on parking spots) --- let parkedCars = parkingSpots.map(s => ({ x: s.x + s.w / 2, y: s.y + s.h / 2, color: "gray", targetW: 90, ratio: 2 })); // --- Moving traffic --- let traffic = []; for (let i = 0; i < 12; i++) { let vertical = Math.random() > 0.5; let speed = (Math.random() > 0.5 ? 2 : -2); if (vertical) { let col = Math.floor(Math.random() * 6); let baseX = col * (blockSize + roadSize) + blockSize; let lane = (speed > 0) ? 0.75 : 0.25; traffic.push({ x: clamp(baseX + roadSize * lane, BORDER, WORLD_W - BORDER), y: clamp(Math.random() * WORLD_H, BORDER, WORLD_H - BORDER), speed, vertical: true, targetW: 90, color: "blue", ratio: 2 }); } else { let row = Math.floor(Math.random() * 6); let baseY = row * (blockSize + roadSize) + blockSize; let lane = (speed > 0) ? 0.75 : 0.25; traffic.push({ x: clamp(Math.random() * WORLD_W, BORDER, WORLD_W - BORDER), y: clamp(baseY + roadSize * lane, BORDER, WORLD_H - BORDER), speed, vertical: false, targetW: 90, color: "yellow", ratio: 2 }); } } // --- Input --- const keys = {}; document.addEventListener("keydown", e => keys[e.key] = true); document.addEventListener("keyup", e => keys[e.key] = false); // --- Game state --- let frameCount = 0; let gameOver = false; let gameOverMessage = ""; function endGame(msg) { gameOver = true; gameOverMessage = msg; } // --- Camera --- function getCamera() { return { x: truck.x - canvas.width / 2, y: truck.y - canvas.height / 2 }; } // --- Drawing functions --- function drawTruck(car, cam) { const w = car.targetW, h = w / car.ratio; ctx.save(); ctx.translate(car.x - cam.x, car.y - cam.y); ctx.rotate(car.angle); ctx.fillStyle = car.bodyColor; ctx.fillRect(-w / 2, -h / 2, w, h); ctx.fillStyle = car.roofColor; ctx.fillRect(-w / 4, -h / 4, w / 2, h / 2); if (frameCount % 40 < 20) { ctx.fillStyle = "white"; ctx.fillRect(-w / 2, -h / 2 - 5, 10, 5); ctx.fillRect(w / 2 - 10, -h / 2 - 5, 10, 5); } ctx.restore(); } function drawCar(c, cam) { const w = c.targetW, h = w / c.ratio; ctx.save(); ctx.translate(c.x - cam.x, c.y - cam.y); if (c.vertical) { ctx.rotate(c.speed > 0 ? Math.PI / 2 : -Math.PI / 2); } else { ctx.rotate(c.speed > 0 ? 0 : Math.PI); } ctx.fillStyle = c.color; ctx.fillRect(-w / 2, -h / 2, w, h); ctx.restore(); } function drawTree(t, cam) { const x = t.x - cam.x, y = t.y - cam.y; ctx.fillStyle = "#663300"; ctx.fillRect(x - 3, y, 6, 12); ctx.beginPath(); ctx.arc(x, y, t.r, 0, Math.PI * 2); ctx.fillStyle = "green"; ctx.fill(); } // --- Collisions --- function collidesBuilding(nx, ny) { for (let b of buildings) { if (nx > b.x && nx < b.x + b.w && ny > b.y && ny < b.y + b.h) return true; } return false; } function collidesTree(nx, ny) { for (let t of trees) { let dx = nx - t.x, dy = ny - t.y; if (Math.sqrt(dx * dx + dy * dy) < t.r + 20) return true; } return false; } function carCollision(a, b) { const dx = a.x - b.x, dy = a.y - b.y; const dist = Math.sqrt(dx * dx + dy * dy); return dist < 50; } // --- Update logic --- function update() { if (gameOver) return; // Controls if (keys["ArrowUp"]) truck.speed = Math.min(truck.speed + 0.05, 3); else if (keys["ArrowDown"]) truck.speed = Math.max(truck.speed - 0.05, -2); else truck.speed *= 0.98; if (keys["ArrowLeft"]) truck.angle -= 0.04 * truck.speed; if (keys["ArrowRight"]) truck.angle += 0.04 * truck.speed; // Next position let nx = truck.x + Math.cos(truck.angle) * truck.speed; let ny = truck.y + Math.sin(truck.angle) * truck.speed; if ( nx > BORDER && nx < WORLD_W - BORDER && ny > BORDER && ny < WORLD_H - BORDER && !collidesBuilding(nx, ny) && !collidesTree(nx, ny) ) { truck.x = nx; truck.y = ny; } else { truck.speed *= -0.3; } // Traffic movement traffic.forEach((c, i) => { let nextX = c.x + (c.vertical ? 0 : c.speed); let nextY = c.y + (c.vertical ? c.speed : 0); let tooClose = traffic.some((o, j) => { if (i === j) return false; if (o.vertical !== c.vertical) return false; if (Math.sign(o.speed) !== Math.sign(c.speed)) return false; let dx = o.x - nextX, dy = o.y - nextY; return Math.sqrt(dx * dx + dy * dy) < 100; }); if (!tooClose) { c.x = nextX; c.y = nextY; } else { c.x += (c.vertical ? 0 : c.speed * 0.1); c.y += (c.vertical ? c.speed * 0.1 : 0); } if (c.vertical) { if (c.y < BORDER) { c.y = BORDER; c.speed *= -1; } if (c.y > WORLD_H - BORDER) { c.y = WORLD_H - BORDER; c.speed *= -1; } } else { if (c.x < BORDER) { c.x = BORDER; c.speed *= -1; } if (c.x > WORLD_W - BORDER) { c.x = WORLD_W - BORDER; c.speed *= -1; } } }); // Collisions for (let c of traffic) { if (carCollision(truck, c)) { endGame("Crashed into traffic!"); break; } } for (let c of parkedCars) { if (carCollision(truck, c)) { endGame("You hit a parked car!"); break; } } // Parking check parkingSpots.forEach(s => { if ( truck.x > s.x && truck.x < s.x + s.w && truck.y > s.y && truck.y < s.y + s.h && Math.abs(truck.speed) < 0.2 ) { if (s.isWinning) endGame("You parked at the right spot!"); } }); frameCount++; } // --- Draw world --- function draw() { const cam = getCamera(); ctx.clearRect(0, 0, canvas.width, canvas.height); // Buildings ctx.fillStyle = "#444"; buildings.forEach(b => { ctx.fillRect(b.x - cam.x, b.y - cam.y, b.w, b.h); }); // Road dividers ctx.strokeStyle = "yellow"; ctx.lineWidth = 2; for (let row = 0; row < WORLD_H; row += blockSize + roadSize) { let y = row + blockSize + roadSize / 2 - cam.y; ctx.beginPath(); ctx.moveTo(-cam.x, y); ctx.lineTo(WORLD_W - cam.x, y); ctx.stroke(); } for (let col = 0; col < WORLD_W; col += blockSize + roadSize) { let x = col + blockSize + roadSize / 2 - cam.x; ctx.beginPath(); ctx.moveTo(x, -cam.y); ctx.lineTo(x, WORLD_H - cam.y); ctx.stroke(); } // Footpaths ctx.fillStyle = "#777"; buildings.forEach(b => { ctx.fillRect(b.x - 20 - cam.x, b.y - 20 - cam.y, b.w + 40, 20); ctx.fillRect(b.x - 20 - cam.x, b.y + b.h - cam.y, b.w + 40, 20); ctx.fillRect(b.x - 20 - cam.x, b.y - cam.y, 20, b.h); ctx.fillRect(b.x + b.w - cam.x, b.y - cam.y, 20, b.h); }); // Trees trees.forEach(t => drawTree(t, cam)); // Parking spots parkingSpots.forEach(s => { ctx.fillStyle = s.isWinning ? "green" : "#555"; ctx.fillRect(s.x - cam.x, s.y - cam.y, s.w, s.h); }); // Cars parkedCars.forEach(c => drawCar(c, cam)); traffic.forEach(c => drawCar(c, cam)); drawTruck(truck, cam); // Minimap drawMiniMap(cam); } // --- Mini-map --- function drawMiniMap(cam) { const scaleX = MINIMAP_SIZE / WORLD_W; const scaleY = MINIMAP_SIZE / WORLD_H; const ox = canvas.width - MINIMAP_SIZE - 20; const oy = 20; ctx.fillStyle = "rgba(20,20,20,0.8)"; ctx.fillRect(ox, oy, MINIMAP_SIZE, MINIMAP_SIZE); ctx.fillStyle = "#888"; buildings.forEach(b => { ctx.fillRect( ox + b.x * scaleX, oy + b.y * scaleY, b.w * scaleX, b.h * scaleY ); }); ctx.fillStyle = "green"; trees.forEach(t => { ctx.fillRect(ox + t.x * scaleX, oy + t.y * scaleY, 2, 2); }); parkingSpots.forEach(s => { ctx.fillStyle = s.isWinning ? "lime" : "#555"; ctx.fillRect(ox + s.x * scaleX, oy + s.y * scaleY, 4, 4); }); traffic.forEach(c => { ctx.fillStyle = c.color; ctx.fillRect(ox + c.x * scaleX, oy + c.y * scaleY, 4, 4); }); ctx.fillStyle = "red"; ctx.fillRect(ox + truck.x * scaleX, oy + truck.y * scaleY, 6, 6); ctx.strokeStyle = "white"; ctx.strokeRect( ox + cam.x * scaleX, oy + cam.y * scaleY, canvas.width * scaleX, canvas.height * scaleY ); ctx.strokeRect(ox, oy, MINIMAP_SIZE, MINIMAP_SIZE); } // --- Game Over overlay --- function drawGameOver() { ctx.fillStyle = "rgba(0,0,0,0.6)"; ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "white"; ctx.font = "36px sans-serif"; ctx.textAlign = "center"; ctx.fillText(gameOverMessage, canvas.width / 2, canvas.height / 2); ctx.font = "20px sans-serif"; ctx.fillText("Press R to restart", canvas.width / 2, canvas.height / 2 + 40); } // --- Restart key --- document.addEventListener("keydown", e => { if ((e.key === "r" || e.key === "R") && gameOver) { document.location.reload(); } }); // --- Game Loop --- function loop() { update(); draw(); if (gameOver) drawGameOver(); requestAnimationFrame(loop); } loop(); </script> </body> </html>
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"/> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <title>Parking Challenge – City Roads (Fixed)</title> <style> body { margin: 0; background: #222; display: flex; justify-content: center; } canvas { display: block; background: #111; } </style> </head> <body> <canvas id="game" width="1366" height="768"></canvas> <script> const canvas = document.getElementById('game'); const ctx = canvas.getContext('2d'); // --- World --- const WORLD_W = 3000; const WORLD_H = 3000; // --- Minimap --- const MINIMAP_SIZE = 250; // --- Border / helpers --- const BORDER = 100; function clamp(val, min, max) { return Math.max(min, Math.min(max, val)); } // --- City grid --- const blockSize = 400; // building block const roadSize = 200; // road width let buildings = []; for (let bx = 0; bx < WORLD_W; bx += blockSize + roadSize) { for (let by = 0; by < WORLD_H; by += blockSize + roadSize) { buildings.push({ x: bx, y: by, w: blockSize, h: blockSize }); } } // --- Player car (spawned at road intersection) --- let truck = { x: blockSize + roadSize / 2, y: blockSize + roadSize / 2, angle: 0, speed: 0, targetW: 100, ratio: 2, bodyColor: "red", roofColor: "#660000" }; // --- Trees along roadsides --- let trees = []; for (let b of buildings) { let treeCount = 2 + Math.floor(Math.random() * 4); for (let i = 0; i < treeCount; i++) { let side = Math.floor(Math.random() * 4); let x, y; if (side === 0) { x = b.x + Math.random() * b.w; y = b.y - 10; } else if (side === 1) { x = b.x + Math.random() * b.w; y = b.y + b.h + 10; } else if (side === 2) { x = b.x - 10; y = b.y + Math.random() * b.h; } else { x = b.x + b.w + 10; y = b.y + Math.random() * b.h; } // clamp trees inside map x = clamp(x, BORDER, WORLD_W - BORDER); y = clamp(y, BORDER, WORLD_H - BORDER); trees.push({ x, y, r: 18 }); } } // --- Parking spots on roads --- let parkingSpots = []; for (let i = 0; i < 8; i++) { let rx = (Math.floor(Math.random() * 6) + 1) * (blockSize + roadSize) - 50; let ry = (Math.floor(Math.random() * 6) + 1) * (blockSize + roadSize) - 50; rx = clamp(rx, BORDER, WORLD_W - BORDER - 100); ry = clamp(ry, BORDER, WORLD_H - BORDER - 50); parkingSpots.push({ x: rx, y: ry, w: 100, h: 50, isWinning: false }); } parkingSpots[Math.floor(Math.random() * parkingSpots.length)].isWinning = true; // --- Parked cars (on parking spots) --- let parkedCars = parkingSpots.map(s => ({ x: s.x + s.w / 2, y: s.y + s.h / 2, color: "gray", targetW: 90, ratio: 2 })); // --- Moving traffic --- let traffic = []; for (let i = 0; i < 12; i++) { let vertical = Math.random() > 0.5; let speed = (Math.random() > 0.5 ? 2 : -2); if (vertical) { let col = Math.floor(Math.random() * 6); let baseX = col * (blockSize + roadSize) + blockSize; let lane = (speed > 0) ? 0.75 : 0.25; traffic.push({ x: clamp(baseX + roadSize * lane, BORDER, WORLD_W - BORDER), y: clamp(Math.random() * WORLD_H, BORDER, WORLD_H - BORDER), speed, vertical: true, targetW: 90, color: "blue", ratio: 2 }); } else { let row = Math.floor(Math.random() * 6); let baseY = row * (blockSize + roadSize) + blockSize; let lane = (speed > 0) ? 0.75 : 0.25; traffic.push({ x: clamp(Math.random() * WORLD_W, BORDER, WORLD_W - BORDER), y: clamp(baseY + roadSize * lane, BORDER, WORLD_H - BORDER), speed, vertical: false, targetW: 90, color: "yellow", ratio: 2 }); } } // --- Input --- const keys = {}; document.addEventListener("keydown", e => keys[e.key] = true); document.addEventListener("keyup", e => keys[e.key] = false); // --- Game state --- let frameCount = 0; let gameOver = false; let gameOverMessage = ""; function endGame(msg) { gameOver = true; gameOverMessage = msg; } // --- Camera --- function getCamera() { return { x: truck.x - canvas.width / 2, y: truck.y - canvas.height / 2 }; } // --- Drawing functions --- function drawTruck(car, cam) { const w = car.targetW, h = w / car.ratio; ctx.save(); ctx.translate(car.x - cam.x, car.y - cam.y); ctx.rotate(car.angle); ctx.fillStyle = car.bodyColor; ctx.fillRect(-w / 2, -h / 2, w, h); ctx.fillStyle = car.roofColor; ctx.fillRect(-w / 4, -h / 4, w / 2, h / 2); if (frameCount % 40 < 20) { ctx.fillStyle = "white"; ctx.fillRect(-w / 2, -h / 2 - 5, 10, 5); ctx.fillRect(w / 2 - 10, -h / 2 - 5, 10, 5); } ctx.restore(); } function drawCar(c, cam) { const w = c.targetW, h = w / c.ratio; ctx.save(); ctx.translate(c.x - cam.x, c.y - cam.y); if (c.vertical) { ctx.rotate(c.speed > 0 ? Math.PI / 2 : -Math.PI / 2); } else { ctx.rotate(c.speed > 0 ? 0 : Math.PI); } ctx.fillStyle = c.color; ctx.fillRect(-w / 2, -h / 2, w, h); ctx.restore(); } function drawTree(t, cam) { const x = t.x - cam.x, y = t.y - cam.y; ctx.fillStyle = "#663300"; ctx.fillRect(x - 3, y, 6, 12); ctx.beginPath(); ctx.arc(x, y, t.r, 0, Math.PI * 2); ctx.fillStyle = "green"; ctx.fill(); } // --- Collisions --- function collidesBuilding(nx, ny) { for (let b of buildings) { if (nx > b.x && nx < b.x + b.w && ny > b.y && ny < b.y + b.h) return true; } return false; } function collidesTree(nx, ny) { for (let t of trees) { let dx = nx - t.x, dy = ny - t.y; if (Math.sqrt(dx * dx + dy * dy) < t.r + 20) return true; } return false; } function carCollision(a, b) { const dx = a.x - b.x, dy = a.y - b.y; const dist = Math.sqrt(dx * dx + dy * dy); return dist < 50; } // --- Update logic --- function update() { if (gameOver) return; // Controls if (keys["ArrowUp"]) truck.speed = Math.min(truck.speed + 0.05, 3); else if (keys["ArrowDown"]) truck.speed = Math.max(truck.speed - 0.05, -2); else truck.speed *= 0.98; if (keys["ArrowLeft"]) truck.angle -= 0.04 * truck.speed; if (keys["ArrowRight"]) truck.angle += 0.04 * truck.speed; // Next position let nx = truck.x + Math.cos(truck.angle) * truck.speed; let ny = truck.y + Math.sin(truck.angle) * truck.speed; if ( nx > BORDER && nx < WORLD_W - BORDER && ny > BORDER && ny < WORLD_H - BORDER && !collidesBuilding(nx, ny) && !collidesTree(nx, ny) ) { truck.x = nx; truck.y = ny; } else { truck.speed *= -0.3; } // Traffic movement traffic.forEach((c, i) => { let nextX = c.x + (c.vertical ? 0 : c.speed); let nextY = c.y + (c.vertical ? c.speed : 0); let tooClose = traffic.some((o, j) => { if (i === j) return false; if (o.vertical !== c.vertical) return false; if (Math.sign(o.speed) !== Math.sign(c.speed)) return false; let dx = o.x - nextX, dy = o.y - nextY; return Math.sqrt(dx * dx + dy * dy) < 100; }); if (!tooClose) { c.x = nextX; c.y = nextY; } else { c.x += (c.vertical ? 0 : c.speed * 0.1); c.y += (c.vertical ? c.speed * 0.1 : 0); } if (c.vertical) { if (c.y < BORDER) { c.y = BORDER; c.speed *= -1; } if (c.y > WORLD_H - BORDER) { c.y = WORLD_H - BORDER; c.speed *= -1; } } else { if (c.x < BORDER) { c.x = BORDER; c.speed *= -1; } if (c.x > WORLD_W - BORDER) { c.x = WORLD_W - BORDER; c.speed *= -1; } } }); // Collisions for (let c of traffic) { if (carCollision(truck, c)) { endGame("Crashed into traffic!"); break; } } for (let c of parkedCars) { if (carCollision(truck, c)) { endGame("You hit a parked car!"); break; } } // Parking check parkingSpots.forEach(s => { if ( truck.x > s.x && truck.x < s.x + s.w && truck.y > s.y && truck.y < s.y + s.h && Math.abs(truck.speed) < 0.2 ) { if (s.isWinning) endGame("You parked at the right spot!"); } }); frameCount++; } // --- Draw world --- function draw() { const cam = getCamera(); ctx.clearRect(0, 0, canvas.width, canvas.height); // Buildings ctx.fillStyle = "#444"; buildings.forEach(b => { ctx.fillRect(b.x - cam.x, b.y - cam.y, b.w, b.h); }); // Road dividers ctx.strokeStyle = "yellow"; ctx.lineWidth = 2; for (let row = 0; row < WORLD_H; row += blockSize + roadSize) { let y = row + blockSize + roadSize / 2 - cam.y; ctx.beginPath(); ctx.moveTo(-cam.x, y); ctx.lineTo(WORLD_W - cam.x, y); ctx.stroke(); } for (let col = 0; col < WORLD_W; col += blockSize + roadSize) { let x = col + blockSize + roadSize / 2 - cam.x; ctx.beginPath(); ctx.moveTo(x, -cam.y); ctx.lineTo(x, WORLD_H - cam.y); ctx.stroke(); } // Footpaths ctx.fillStyle = "#777"; buildings.forEach(b => { ctx.fillRect(b.x - 20 - cam.x, b.y - 20 - cam.y, b.w + 40, 20); ctx.fillRect(b.x - 20 - cam.x, b.y + b.h - cam.y, b.w + 40, 20); ctx.fillRect(b.x - 20 - cam.x, b.y - cam.y, 20, b.h); ctx.fillRect(b.x + b.w - cam.x, b.y - cam.y, 20, b.h); }); // Trees trees.forEach(t => drawTree(t, cam)); // Parking spots parkingSpots.forEach(s => { ctx.fillStyle = s.isWinning ? "green" : "#555"; ctx.fillRect(s.x - cam.x, s.y - cam.y, s.w, s.h); }); // Cars parkedCars.forEach(c => drawCar(c, cam)); traffic.forEach(c => drawCar(c, cam)); drawTruck(truck, cam); // Minimap drawMiniMap(cam); } // --- Mini-map --- function drawMiniMap(cam) { const scaleX = MINIMAP_SIZE / WORLD_W; const scaleY = MINIMAP_SIZE / WORLD_H; const ox = canvas.width - MINIMAP_SIZE - 20; const oy = 20; ctx.fillStyle = "rgba(20,20,20,0.8)"; ctx.fillRect(ox, oy, MINIMAP_SIZE, MINIMAP_SIZE); ctx.fillStyle = "#888"; buildings.forEach(b => { ctx.fillRect( ox + b.x * scaleX, oy + b.y * scaleY, b.w * scaleX, b.h * scaleY ); }); ctx.fillStyle = "green"; trees.forEach(t => { ctx.fillRect(ox + t.x * scaleX, oy + t.y * scaleY, 2, 2); }); parkingSpots.forEach(s => { ctx.fillStyle = s.isWinning ? "lime" : "#555"; ctx.fillRect(ox + s.x * scaleX, oy + s.y * scaleY, 4, 4); }); traffic.forEach(c => { ctx.fillStyle = c.color; ctx.fillRect(ox + c.x * scaleX, oy + c.y * scaleY, 4, 4); }); ctx.fillStyle = "red"; ctx.fillRect(ox + truck.x * scaleX, oy + truck.y * scaleY, 6, 6); ctx.strokeStyle = "white"; ctx.strokeRect( ox + cam.x * scaleX, oy + cam.y * scaleY, canvas.width * scaleX, canvas.height * scaleY ); ctx.strokeRect(ox, oy, MINIMAP_SIZE, MINIMAP_SIZE); } // --- Game Over overlay --- function drawGameOver() { ctx.fillStyle = "rgba(0,0,0,0.6)"; ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "white"; ctx.font = "36px sans-serif"; ctx.textAlign = "center"; ctx.fillText(gameOverMessage, canvas.width / 2, canvas.height / 2); ctx.font = "20px sans-serif"; ctx.fillText("Press R to restart", canvas.width / 2, canvas.height / 2 + 40); } // --- Restart key --- document.addEventListener("keydown", e => { if ((e.key === "r" || e.key === "R") && gameOver) { document.location.reload(); } }); // --- Game Loop --- function loop() { update(); draw(); if (gameOver) drawGameOver(); requestAnimationFrame(loop); } loop(); </script> </body> </html>
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