mirror of
https://codeberg.org/ashley/poke.git
synced 2024-11-15 07:58:19 +01:00
1112 lines
No EOL
31 KiB
Text
1112 lines
No EOL
31 KiB
Text
<!--
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This Source Code Form is subject to the terms of the GNU General Public License:
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Copyright (C) 2021-2024 PokeTube (https://codeberg.org/Ashley/poketube)
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see https://www.gnu.org/licenses/.
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-->
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<% if (!game) { %>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<link href="/css/yt-ukraine.svg?v=3" rel=icon>
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<link rel="manifest" href="/manifest.json">
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<meta content="▶▶ Poke Games" property=og:title>
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<meta content="Do gaming on poke!" property=twitter:description>
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<meta content="https://cdn.glitch.global/d68d17bb-f2c0-4bc3-993f-50902734f652/aa70111e-5bcd-4379-8b23-332a33012b78.image.png?v=1701898829884" property="og:image" />
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<meta content="summary_large_image" name="twitter:card" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<style>
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body {
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margin: 0;
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font-family: 'PokeTube flex', sans-serif;
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display: flex;
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align-items: center;
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justify-content: center;
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min-height: 100vh;
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background: linear-gradient(135deg, #2c3e50, #34495e);
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color: #fff;
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}
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.container {
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text-align: center;
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padding: 20px;
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}
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h1 {
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margin-top: 0;
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font-weight: 1000;
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font-stretch: ultra-expanded;
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font-family: "Poketube flex";
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font-style: italic;
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color: #ffabcc;
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}
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.game-container {
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display: flex;
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gap: 20px;
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justify-content: center;
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flex-wrap: wrap;
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}
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@font-face {
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font-family: "PokeTube Flex";
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src: url("https://p.poketube.fun/https://cdn.glitch.global/43b6691a-c8db-41d4-921c-8cf6aa0d9108/robotoflex.ttf?v=1668343428681");
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font-style: normal;
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font-stretch: 1% 800%;
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font-display: swap;
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}
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.game {
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flex: 0 0 300px;
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padding: 20px;
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border: 2px solid #fff;
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border-radius: 10px;
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background: rgba(255, 255, 255, 0.1);
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transition: background 0.3s ease;
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text-decoration: none;
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color: #fff;
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display: flex;
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flex-direction: column;
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align-items: center;
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}
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.game:hover {
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background: rgba(255, 255, 255, 0.2);
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}
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canvas {
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border: 1px solid #fff;
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visibility: collapse;
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}
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.board {
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display: grid;
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grid-template-columns: repeat(3, 100px);
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grid-gap: 5px;
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margin-top: 20px;
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}
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.cell {
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width: 100px;
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height: 100px;
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border: 1px solid #fff;
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font-size: 2em;
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cursor: pointer;
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}
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</style>
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<title>Gaming Hub</title>
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</head>
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<body>
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<div class="container">
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<h1>Poke! Games Hub</h1>
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<div class="game-container">
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<a href="?game=snake" class="game">
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<h2>Snake</h2>
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<canvas id="snakeCanvas"></canvas>
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</a>
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<a href="?game=tic-tac-toe" class="game">
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<h2>Tic-Tac-Toe</h2>
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<div id="message"></div>
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<div class="board" id="board"></div>
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</a>
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<a href="?game=sudoku" class="game">
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<h2>Sudoku</h2>
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<div id="sudokuMessage"></div>
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<div class="board" id="sudokuBoard"></div>
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</a>
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<a href="?game=pong" class="game">
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<h2>Ping-Pong</h2>
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<div id="pingPongMessage"></div>
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<div class="board" id="pingPongBoard"></div>
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</a>
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</div>
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</div>
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<script src="/static/data-mobile.js?v=5459"></script>
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</body>
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</html>
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<% } %>
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<% if (game === "snake") { %>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<link href="/css/yt-ukraine.svg?v=3" rel=icon>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<style>
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html, body {
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height: 100%;
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margin: 0;
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background: linear-gradient(135deg, #2c3e50, #34495e);
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overflow: hidden;
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}
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canvas {
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border: 1px solid #000;
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display: block;
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position: absolute;
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}
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</style>
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<title>Snak</title>
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</head>
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<body>
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<canvas id="snakeCanvas" width="400" height="400"></canvas>
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<script type="text/javascript">
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<!--//--><![CDATA[//><!--
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/**
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* @licstart The following is the entire license notice for the JavaScript
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* code in this page.
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*
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* Copyright (C) 2021-2024 POKETUBE (https://codeberg.org/Ashley/poketube)
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*
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* The JavaScript code in this page is free software: you can redistribute
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* it and/or modify it under the terms of the GNU General Public License
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* (GNU GPL) as published by the Free Software Foundation, either version 3
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* of the License, or (at your option) any later version. The code is
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* distributed WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU GPL
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* for more details.
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*
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* As additional permission under GNU GPL version 3 section 7, you may
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* distribute non-source (e.g., minimized or compacted) forms of that code
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* without the copy of the GNU GPL normally required by section 4, provided
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* you include this license notice and a URL through which recipients can
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* access the Corresponding Source.
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*
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* @licend The above is the entire license notice for the JavaScript code
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* in this page.
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*/
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//--><!]]>
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</script>
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<script>
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const canvas = document.getElementById("snakeCanvas");
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const ctx = canvas.getContext("2d");
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// Initial snake position and size
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let snake = [
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{ x: canvas.width / 2, y: canvas.height / 2 },
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{ x: canvas.width / 2, y: canvas.height / 2 + 10 },
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{ x: canvas.width / 2, y: canvas.height / 2 + 20 }
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];
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let direction = "down"; // Initial direction
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// Initial food position
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let food = { x: 200, y: 200 };
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function draw() {
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// Clear the canvas
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// Draw the snake
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ctx.fillStyle = "#00F";
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snake.forEach(segment => {
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ctx.fillRect(segment.x, segment.y, 10, 10);
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});
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// Draw the food
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ctx.fillStyle = "#F00";
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ctx.fillRect(food.x, food.y, 10, 10);
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}
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function move() {
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const head = { ...snake[0] }; // Create a new object for the head
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// Move the head based on the direction
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if (direction === "up") head.y -= 10;
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else if (direction === "down") head.y += 10;
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else if (direction === "left") head.x -= 10;
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else if (direction === "right") head.x += 10;
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// Add the new head to the front of the snake
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snake.unshift(head);
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// Check if the snake has eaten the food
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if (head.x === food.x && head.y === food.y) {
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// Generate new food
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food.x = Math.floor(Math.random() * (canvas.width / 10)) * 10;
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food.y = Math.floor(Math.random() * (canvas.height / 10)) * 10;
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} else {
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// If not eaten, remove the tail
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snake.pop();
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}
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}
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function checkCollision() {
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const head = snake[0];
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// Check if the snake hits the walls
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if (head.x < 0 || head.x >= canvas.width || head.y < 0 || head.y >= canvas.height) {
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alert("Game Over!");
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resetGame();
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}
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// Check if the snake collides with itself
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for (let i = 1; i < snake.length; i++) {
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if (head.x === snake[i].x && head.y === snake[i].y) {
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resetGame();
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}
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}
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}
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function resetGame() {
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const middleX = Math.floor(canvas.width / 2 / 10) * 10;
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const middleY = Math.floor(canvas.height / 2 / 10) * 10;
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snake = [
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{ x: middleX, y: middleY },
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{ x: middleX, y: middleY + 10 },
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{ x: middleX, y: middleY + 20 }
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];
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direction = "down";
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food = { x: 200, y: 200 };
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}
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function gameLoop() {
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move();
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checkCollision();
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draw();
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}
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// Set up keyboard event listeners
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window.addEventListener("keydown", e => {
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if (e.key === "ArrowUp" && direction !== "down") {
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direction = "up";
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} else if (e.key === "ArrowDown" && direction !== "up") {
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direction = "down";
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} else if (e.key === "ArrowLeft" && direction !== "right") {
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direction = "left";
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} else if (e.key === "ArrowRight" && direction !== "left") {
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direction = "right";
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}
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});
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// Set up touch controls
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let touchStartX, touchStartY;
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canvas.addEventListener("touchstart", function(event) {
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touchStartX = event.touches[0].clientX;
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touchStartY = event.touches[0].clientY;
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});
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canvas.addEventListener("touchmove", function(event) {
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const touchEndX = event.touches[0].clientX;
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const touchEndY = event.touches[0].clientY;
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const dx = touchEndX - touchStartX;
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const dy = touchEndY - touchStartY;
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if (Math.abs(dx) > Math.abs(dy)) {
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// Horizontal swipe
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if (dx > 0 && direction !== "left") {
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direction = "right";
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} else if (dx < 0 && direction !== "right") {
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direction = "left";
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}
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} else {
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// Vertical swipe
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if (dy > 0 && direction !== "up") {
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direction = "down";
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} else if (dy < 0 && direction !== "down") {
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direction = "up";
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}
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}
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});
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// Set up the game loop
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setInterval(gameLoop, 100);
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</script>
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</body>
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</html>
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<% } %>
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<% if (game === "tic-tac-toe") { %>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<link href="/css/yt-ukraine.svg?v=3" rel=icon>
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
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<style>
|
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body {
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font-family: "Poketube flex", sans-serif;
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text-align: center;
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display: flex;
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align-items: center;
|
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justify-content: center;
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height: 100vh;
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background: linear-gradient(135deg, #2c3e50, #34495e);
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margin: 0;
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}
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.container {
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text-align: left;
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margin-top: 20px;
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margin-left: 20px;
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color:#fff;
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}
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.board {
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display: grid;
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grid-template-columns: repeat(3, 100px);
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grid-gap: 5px;
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margin: 20px auto;
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}
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.cell {
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width: 100px;
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height: 100px;
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border: 1px solid #ccc;
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font-size: 2em;
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cursor: pointer;
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}
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@font-face {
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font-family: "PokeTube Flex";
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src: url("https://p.poketube.fun/https://cdn.glitch.global/43b6691a-c8db-41d4-921c-8cf6aa0d9108/robotoflex.ttf?v=1668343428681");
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font-style: normal;
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font-stretch: 1% 800%;
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font-display: swap;
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}
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.container > h1 {
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font-weight: 1000;
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font-stretch: ultra-expanded;
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font-style: italic;
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}
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</style>
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<title>Tic-Tac-Toe</title>
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</head>
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<body>
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<div class="container">
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<h1>Tic-Tac-Toe</h1>
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<div id="message"></div>
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<div class="board" id="board"></div>
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</div>
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<script type="text/javascript">
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<!--//--><![CDATA[//><!--
|
|
/**
|
|
* @licstart The following is the entire license notice for the JavaScript
|
|
* code in this page.
|
|
*
|
|
* Copyright (C) 2021-2024 POKETUBE (https://codeberg.org/Ashley/poketube)
|
|
*
|
|
* The JavaScript code in this page is free software: you can redistribute
|
|
* it and/or modify it under the terms of the GNU General Public License
|
|
* (GNU GPL) as published by the Free Software Foundation, either version 3
|
|
* of the License, or (at your option) any later version. The code is
|
|
* distributed WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU GPL
|
|
* for more details.
|
|
*
|
|
* As additional permission under GNU GPL version 3 section 7, you may
|
|
* distribute non-source (e.g., minimized or compacted) forms of that code
|
|
* without the copy of the GNU GPL normally required by section 4, provided
|
|
* you include this license notice and a URL through which recipients can
|
|
* access the Corresponding Source.
|
|
*
|
|
* @licend The above is the entire license notice for the JavaScript code
|
|
* in this page.
|
|
*/
|
|
|
|
//--><!]]>
|
|
</script>
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<script>
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const boardElement = document.getElementById("board");
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const messageElement = document.getElementById("message");
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let currentPlayer = "X";
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let board = ["", "", "", "", "", "", "", "", ""];
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function checkWinner() {
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const winningCombinations = [
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[0, 1, 2], [3, 4, 5], [6, 7, 8], // Rows
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[0, 3, 6], [1, 4, 7], [2, 5, 8], // Columns
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[0, 4, 8], [2, 4, 6] // Diagonals
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];
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for (const combination of winningCombinations) {
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const [a, b, c] = combination;
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if (board[a] && board[a] === board[b] && board[a] === board[c]) {
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return board[a];
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}
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}
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return null;
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}
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|
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function checkDraw() {
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return !board.includes("");
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}
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function handleClick(index) {
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if (board[index] === "" && !checkWinner() && !checkDraw()) {
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board[index] = currentPlayer;
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renderBoard();
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const winner = checkWinner();
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if (winner) {
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messageElement.textContent = `Player ${winner} won!!!!!! woaah`;
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} else if (checkDraw()) {
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messageElement.textContent = "It's a draw! oh welp >~<";
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} else {
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currentPlayer = currentPlayer === "X" ? "O" : "X";
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messageElement.textContent = `Player ${currentPlayer}'s turn :3`;
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if (currentPlayer === "O") {
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setTimeout(makeComputerMove, 500); // AI waits for 0.5 second
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}
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}
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}
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}
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function makeComputerMove() {
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// Look for a winning move, then look to block player, otherwise, choose a random move
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const winningMove = findWinningMove();
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const blockingMove = findBlockingMove();
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if (winningMove !== null) {
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board[winningMove] = currentPlayer;
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} else if (blockingMove !== null) {
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board[blockingMove] = currentPlayer;
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} else {
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// Randomly choose an empty cell for the computer's move
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const emptyCells = board.reduce((acc, value, index) => {
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if (value === "") {
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acc.push(index);
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}
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return acc;
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}, []);
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if (emptyCells.length > 0) {
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const randomIndex = Math.floor(Math.random() * emptyCells.length);
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const computerMove = emptyCells[randomIndex];
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board[computerMove] = currentPlayer;
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}
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}
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renderBoard();
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const winner = checkWinner();
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if (winner) {
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messageElement.textContent = `Player ${winner} won!!!!!! woaah`;
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} else if (checkDraw()) {
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messageElement.textContent = "It's a draw! oh welp >~<";
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} else {
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currentPlayer = currentPlayer === "X" ? "O" : "X";
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messageElement.textContent = `Player ${currentPlayer}'s turn :3`;
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}
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}
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function findWinningMove() {
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for (let i = 0; i < board.length; i++) {
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if (board[i] === "") {
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board[i] = currentPlayer;
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if (checkWinner() === currentPlayer) {
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board[i] = ""; // Reset the move
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return i;
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}
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board[i] = ""; // Reset the move
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}
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}
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return null;
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|
}
|
|
|
|
function findBlockingMove() {
|
|
const opponent = currentPlayer === "X" ? "O" : "X";
|
|
for (let i = 0; i < board.length; i++) {
|
|
if (board[i] === "") {
|
|
board[i] = opponent;
|
|
if (checkWinner() === opponent) {
|
|
board[i] = ""; // Reset the move
|
|
return i;
|
|
}
|
|
board[i] = ""; // Reset the move
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
function renderBoard() {
|
|
boardElement.innerHTML = "";
|
|
board.forEach((value, index) => {
|
|
const cell = document.createElement("div");
|
|
cell.classList.add("cell");
|
|
cell.textContent = value;
|
|
cell.addEventListener("click", () => handleClick(index));
|
|
boardElement.appendChild(cell);
|
|
});
|
|
}
|
|
|
|
function resetGame() {
|
|
currentPlayer = "X";
|
|
board = ["", "", "", "", "", "", "", "", ""];
|
|
messageElement.textContent = `Player ${currentPlayer}'s turn :3`;
|
|
renderBoard();
|
|
|
|
// If AI is the starting player, make the first move
|
|
if (currentPlayer === "O") {
|
|
setTimeout(makeComputerMove, 500); // AI waits for 0.5 second
|
|
}
|
|
}
|
|
|
|
// Initial setup
|
|
resetGame();
|
|
</script>
|
|
</body>
|
|
</html>
|
|
|
|
|
|
<% } %>
|
|
<% if (game === "pong") { %>
|
|
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="UTF-8">
|
|
<link href="/css/yt-ukraine.svg?v=3" rel=icon>
|
|
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
|
<style>
|
|
body {
|
|
margin: 0;
|
|
display: flex;
|
|
flex-direction: column;
|
|
align-items: center;
|
|
justify-content: space-between;
|
|
height: 100vh;
|
|
background: linear-gradient(135deg, #2c3e50, #34495e);
|
|
color: #fff;
|
|
font-family: 'Arial', sans-serif;
|
|
}
|
|
|
|
canvas {
|
|
border: 1px solid #fff;
|
|
}
|
|
|
|
#controls {
|
|
margin-bottom: 20px;
|
|
}
|
|
|
|
#score {
|
|
position: absolute;
|
|
top: 10px;
|
|
left: 10px;
|
|
}
|
|
</style>
|
|
<title>Pong</title>
|
|
</head>
|
|
<body>
|
|
<canvas id="pongCanvas" width="800" height="400"></canvas>
|
|
<div id="controls">
|
|
<p>
|
|
U can press space to start owo
|
|
</p>
|
|
<p>Left Paddle Controls : W (Up) and S (Down)</p>
|
|
<p>Right Paddle Controls: Arrow Up (Up) and Arrow Down (Down)</p>
|
|
</div>
|
|
<script type="text/javascript">
|
|
<!--//--><![CDATA[//><!--
|
|
/**
|
|
* @licstart The following is the entire license notice for the JavaScript
|
|
* code in this page.
|
|
*
|
|
* Copyright (C) 2021-2024 POKETUBE (https://codeberg.org/Ashley/poketube)
|
|
*
|
|
* The JavaScript code in this page is free software: you can redistribute
|
|
* it and/or modify it under the terms of the GNU General Public License
|
|
* (GNU GPL) as published by the Free Software Foundation, either version 3
|
|
* of the License, or (at your option) any later version. The code is
|
|
* distributed WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU GPL
|
|
* for more details.
|
|
*
|
|
* As additional permission under GNU GPL version 3 section 7, you may
|
|
* distribute non-source (e.g., minimized or compacted) forms of that code
|
|
* without the copy of the GNU GPL normally required by section 4, provided
|
|
* you include this license notice and a URL through which recipients can
|
|
* access the Corresponding Source.
|
|
*
|
|
* @licend The above is the entire license notice for the JavaScript code
|
|
* in this page.
|
|
*/
|
|
|
|
//--><!]]>
|
|
</script>
|
|
<script>
|
|
const canvas = document.getElementById("pongCanvas");
|
|
const ctx = canvas.getContext("2d");
|
|
|
|
const paddleWidth = 10;
|
|
const paddleHeight = 60;
|
|
const ballSize = 10;
|
|
const paddleSpeed = 5;
|
|
const maxScore = 5; // Adjust this to set the score threshold for game restart
|
|
|
|
let leftPaddleY = canvas.height / 2 - paddleHeight / 2;
|
|
let rightPaddleY = canvas.height / 2 - paddleHeight / 2;
|
|
|
|
let ballX = canvas.width / 2;
|
|
let ballY = canvas.height / 2;
|
|
let ballSpeedX = 0;
|
|
let ballSpeedY = 0;
|
|
|
|
let leftScore = 0;
|
|
let rightScore = 0;
|
|
|
|
let leftPaddleUp = false;
|
|
let leftPaddleDown = false;
|
|
let rightPaddleUp = false;
|
|
let rightPaddleDown = false;
|
|
|
|
let gameActive = false;
|
|
|
|
function drawPaddle(x, y) {
|
|
ctx.fillStyle = "#fff";
|
|
ctx.fillRect(x, y, paddleWidth, paddleHeight);
|
|
}
|
|
|
|
function drawBall() {
|
|
ctx.fillStyle = "#fff";
|
|
ctx.beginPath();
|
|
ctx.arc(ballX, ballY, ballSize, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
}
|
|
|
|
function movePaddle() {
|
|
if (gameActive) {
|
|
document.addEventListener("keydown", function(event) {
|
|
switch (event.key) {
|
|
case "ArrowUp":
|
|
rightPaddleUp = true;
|
|
break;
|
|
case "ArrowDown":
|
|
rightPaddleDown = true;
|
|
break;
|
|
case "w":
|
|
leftPaddleUp = true;
|
|
break;
|
|
case "s":
|
|
leftPaddleDown = true;
|
|
break;
|
|
}
|
|
});
|
|
|
|
document.addEventListener("keyup", function(event) {
|
|
switch (event.key) {
|
|
case "ArrowUp":
|
|
rightPaddleUp = false;
|
|
break;
|
|
case "ArrowDown":
|
|
rightPaddleDown = false;
|
|
break;
|
|
case "w":
|
|
leftPaddleUp = false;
|
|
break;
|
|
case "s":
|
|
leftPaddleDown = false;
|
|
break;
|
|
}
|
|
});
|
|
|
|
if (leftPaddleUp && leftPaddleY > 0) leftPaddleY -= paddleSpeed;
|
|
if (leftPaddleDown && leftPaddleY < canvas.height - paddleHeight) leftPaddleY += paddleSpeed;
|
|
|
|
if (rightPaddleUp && rightPaddleY > 0) rightPaddleY -= paddleSpeed;
|
|
if (rightPaddleDown && rightPaddleY < canvas.height - paddleHeight) rightPaddleY += paddleSpeed;
|
|
}
|
|
}
|
|
|
|
function moveBall() {
|
|
if (gameActive) {
|
|
ballX += ballSpeedX;
|
|
ballY += ballSpeedY;
|
|
|
|
// Ball hits top or bottom
|
|
if (ballY < 0 || ballY > canvas.height) {
|
|
ballSpeedY = -ballSpeedY;
|
|
}
|
|
|
|
// Ball hits left paddle
|
|
if (ballX - ballSize < paddleWidth && ballY > leftPaddleY && ballY < leftPaddleY + paddleHeight) {
|
|
ballSpeedX = -ballSpeedX;
|
|
}
|
|
|
|
// Ball hits right paddle
|
|
if (ballX + ballSize > canvas.width - paddleWidth && ballY > rightPaddleY && ballY < rightPaddleY + paddleHeight) {
|
|
ballSpeedX = -ballSpeedX;
|
|
}
|
|
|
|
// Ball goes out of bounds
|
|
if (ballX < 0) {
|
|
// Right player scores
|
|
rightScore++;
|
|
checkGameOver();
|
|
}
|
|
|
|
if (ballX > canvas.width) {
|
|
// Left player scores
|
|
leftScore++;
|
|
checkGameOver();
|
|
}
|
|
}
|
|
}
|
|
|
|
function checkGameOver() {
|
|
if (leftScore >= maxScore || rightScore >= maxScore) {
|
|
resetGame();
|
|
} else {
|
|
resetBall();
|
|
}
|
|
}
|
|
|
|
function resetGame() {
|
|
leftScore = 0;
|
|
rightScore = 0;
|
|
resetBall();
|
|
}
|
|
|
|
function resetBall() {
|
|
ballX = canvas.width / 2;
|
|
ballY = canvas.height / 2;
|
|
ballSpeedX = 0;
|
|
ballSpeedY = 0;
|
|
gameActive = false;
|
|
setTimeout(() => {
|
|
ballSpeedX = Math.random() > 0.5 ? 5 : -5;
|
|
ballSpeedY = Math.random() > 0.5 ? 5 : -5;
|
|
gameActive = true;
|
|
}, 100);
|
|
}
|
|
|
|
function update() {
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
drawPaddle(0, leftPaddleY);
|
|
drawPaddle(canvas.width - paddleWidth, rightPaddleY);
|
|
drawBall();
|
|
movePaddle();
|
|
moveBall();
|
|
drawScores();
|
|
requestAnimationFrame(update);
|
|
}
|
|
|
|
function drawScores() {
|
|
ctx.fillStyle = "#fff";
|
|
ctx.font = "20px Arial";
|
|
ctx.fillText("Left Player: " + leftScore, 20, 30);
|
|
ctx.fillText("Right Player: " + rightScore, canvas.width - 160, 30);
|
|
}
|
|
|
|
document.addEventListener("keydown", function(event) {
|
|
if (!gameActive && event.key === " ") {
|
|
resetGame();
|
|
ballSpeedX = Math.random() > 0.5 ? 5 : -5;
|
|
ballSpeedY = Math.random() > 0.5 ? 5 : -5;
|
|
gameActive = true;
|
|
}
|
|
});
|
|
|
|
// Touch controls
|
|
canvas.addEventListener("touchstart", function(event) {
|
|
if (!gameActive) {
|
|
resetGame();
|
|
ballSpeedX = Math.random() > 0.5 ? 5 : -5;
|
|
ballSpeedY = Math.random() > 0.5 ? 5 : -5;
|
|
gameActive = true;
|
|
}
|
|
});
|
|
|
|
canvas.addEventListener("touchmove", function(event) {
|
|
const touchY = event.touches[0].clientY - canvas.offsetTop;
|
|
if (touchY > leftPaddleY && touchY < leftPaddleY + paddleHeight) {
|
|
leftPaddleY = touchY - paddleHeight / 2;
|
|
}
|
|
});
|
|
|
|
update();
|
|
</script>
|
|
</body>
|
|
</html>
|
|
|
|
|
|
<% } %>
|
|
<% if (game === "sudoku") { %>
|
|
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="UTF-8">
|
|
<link href="/css/yt-ukraine.svg?v=3" rel=icon>
|
|
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
|
<style>
|
|
body {
|
|
display: flex;
|
|
align-items: center;
|
|
justify-content: center;
|
|
height: 100vh;
|
|
margin: 0;
|
|
background: linear-gradient(135deg, #2c3e50, #34495e);
|
|
font-family: 'Arial', sans-serif;
|
|
}
|
|
|
|
#sudoku-board {
|
|
display: grid;
|
|
grid-template-columns: repeat(9, 40px);
|
|
grid-template-rows: repeat(9, 40px);
|
|
grid-gap: 1px;
|
|
}
|
|
|
|
.cell {
|
|
display: flex;
|
|
align-items: center;
|
|
justify-content: center;
|
|
width: 40px;
|
|
height: 40px;
|
|
font-size: 16px;
|
|
font-weight: bold;
|
|
cursor: pointer;
|
|
background-color: #ddd;
|
|
user-select: none;
|
|
}
|
|
|
|
.given {
|
|
background-color: #ccc;
|
|
}
|
|
|
|
.error {
|
|
background-color: #ffbaba;
|
|
}
|
|
|
|
#popup {
|
|
display: none;
|
|
border-radius: 1em;
|
|
position: fixed;
|
|
top: 50%;
|
|
left: 50%;
|
|
transform: translate(-50%, -50%);
|
|
padding: 20px;
|
|
background-color: #fff;
|
|
border: 1px solid #ccc;
|
|
box-shadow: 0 0 10px rgba(0, 0, 0, 0.2);
|
|
z-index: 999;
|
|
}
|
|
|
|
#popup > button {
|
|
border: none;
|
|
background: gray;
|
|
border-radius: 3px;
|
|
color: #fff;
|
|
height: 4em;
|
|
width: 9em;
|
|
}
|
|
|
|
#overlay {
|
|
display: none;
|
|
position: fixed;
|
|
top: 0;
|
|
left: 0;
|
|
width: 100%;
|
|
height: 100%;
|
|
background-color: rgba(0, 0, 0, 0.5);
|
|
z-index: 998;
|
|
}
|
|
</style>
|
|
<title>Sudoku</title>
|
|
</head>
|
|
<body>
|
|
<div id="sudoku-board"></div>
|
|
<div id="overlay"></div>
|
|
<div id="popup">
|
|
<h2>U did a incorrect move :sob:</h2>
|
|
<p>Please enter a valid number (1-9)</p>
|
|
<button onclick="closePopup()">Oki</button>
|
|
</div>
|
|
<script type="text/javascript">
|
|
<!--//--><![CDATA[//><!--
|
|
/**
|
|
* @licstart The following is the entire license notice for the JavaScript
|
|
* code in this page.
|
|
*
|
|
* Copyright (C) 2021-2024 POKETUBE (https://codeberg.org/Ashley/poketube)
|
|
*
|
|
* The JavaScript code in this page is free software: you can redistribute
|
|
* it and/or modify it under the terms of the GNU General Public License
|
|
* (GNU GPL) as published by the Free Software Foundation, either version 3
|
|
* of the License, or (at your option) any later version. The code is
|
|
* distributed WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU GPL
|
|
* for more details.
|
|
*
|
|
* As additional permission under GNU GPL version 3 section 7, you may
|
|
* distribute non-source (e.g., minimized or compacted) forms of that code
|
|
* without the copy of the GNU GPL normally required by section 4, provided
|
|
* you include this license notice and a URL through which recipients can
|
|
* access the Corresponding Source.
|
|
*
|
|
* @licend The above is the entire license notice for the JavaScript code
|
|
* in this page.
|
|
*/
|
|
|
|
//--><!]]>
|
|
</script>
|
|
<script type="text/javascript">
|
|
function closePopup() {
|
|
document.getElementById('popup').style.display = 'none';
|
|
document.getElementById('overlay').style.display = 'none';
|
|
}
|
|
|
|
function showAlertPopup() {
|
|
document.getElementById('popup').style.display = 'block';
|
|
document.getElementById('overlay').style.display = 'block';
|
|
}
|
|
|
|
const initialBoard = [
|
|
[5, 3, 0, 0, 7, 0, 0, 0, 0],
|
|
[6, 0, 0, 1, 9, 5, 0, 0, 0],
|
|
[0, 9, 8, 0, 0, 0, 0, 6, 0],
|
|
[8, 0, 0, 0, 6, 0, 0, 0, 3],
|
|
[4, 0, 0, 8, 0, 3, 0, 0, 1],
|
|
[7, 0, 0, 0, 2, 0, 0, 0, 6],
|
|
[0, 6, 0, 0, 0, 0, 2, 8, 0],
|
|
[0, 0, 0, 4, 1, 9, 0, 0, 5],
|
|
[0, 0, 0, 0, 8, 0, 0, 7, 9]
|
|
];
|
|
|
|
let board = JSON.parse(JSON.stringify(initialBoard)); // Deep copy to prevent mutation of the original board
|
|
|
|
function initializeBoard() {
|
|
const sudokuBoard = document.getElementById('sudoku-board');
|
|
board = generateRandomBoard(initialBoard);
|
|
|
|
for (let i = 0; i < 9; i++) {
|
|
for (let j = 0; j < 9; j++) {
|
|
const cell = document.createElement('div');
|
|
cell.className = 'cell';
|
|
cell.textContent = board[i][j] !== 0 ? board[i][j] : '';
|
|
cell.dataset.row = i;
|
|
cell.dataset.col = j;
|
|
|
|
if (board[i][j] !== 0) {
|
|
cell.classList.add('given');
|
|
}
|
|
|
|
cell.addEventListener('click', () => handleClick(i, j));
|
|
sudokuBoard.appendChild(cell);
|
|
}
|
|
}
|
|
}
|
|
|
|
function generateRandomBoard(baseBoard) {
|
|
// Randomly shuffle rows and columns
|
|
const shuffledRows = shuffleArray(baseBoard);
|
|
const shuffledCols = transposeMatrix(shuffleArray(transposeMatrix(baseBoard)));
|
|
|
|
// Randomly remove some numbers
|
|
const modifiedBoard = removeNumbers(shuffledRows);
|
|
|
|
return modifiedBoard;
|
|
}
|
|
|
|
function shuffleArray(array) {
|
|
const newArray = array.slice();
|
|
for (let i = newArray.length - 1; i > 0; i--) {
|
|
const j = Math.floor(Math.random() * (i + 1));
|
|
[newArray[i], newArray[j]] = [newArray[j], newArray[i]];
|
|
}
|
|
return newArray;
|
|
}
|
|
|
|
function transposeMatrix(matrix) {
|
|
return matrix[0].map((_, colIndex) => matrix.map(row => row[colIndex]));
|
|
}
|
|
|
|
function removeNumbers(board) {
|
|
const modifiedBoard = board.map(row => row.slice());
|
|
const emptyCount = Math.floor(Math.random() * 10) + 20; // Randomly choose 20 to 30 cells to be empty
|
|
|
|
for (let i = 0; i < emptyCount; i++) {
|
|
const row = Math.floor(Math.random() * 9);
|
|
const col = Math.floor(Math.random() * 9);
|
|
modifiedBoard[row][col] = 0;
|
|
}
|
|
|
|
return modifiedBoard;
|
|
}
|
|
|
|
function handleClick(row, col) {
|
|
const cell = document.querySelector(`.cell[data-row="${row}"][data-col="${col}"]`);
|
|
|
|
if (!cell.classList.contains('given')) {
|
|
const value = prompt('Enter a number (1-9):');
|
|
const parsedValue = parseInt(value, 10);
|
|
|
|
if (!isNaN(parsedValue) && parsedValue >= 1 && parsedValue <= 9) {
|
|
board[row][col] = parsedValue;
|
|
cell.textContent = parsedValue;
|
|
|
|
if (isBoardValid()) {
|
|
cell.classList.remove('error');
|
|
} else {
|
|
cell.classList.add('error');
|
|
showAlertPopup();
|
|
}
|
|
} else {
|
|
alert('Invalid input. Please enter a number between 1 and 9.');
|
|
}
|
|
}
|
|
}
|
|
|
|
function isBoardValid() {
|
|
// Check rows and columns
|
|
for (let i = 0; i < 9; i++) {
|
|
const rowSet = new Set();
|
|
const colSet = new Set();
|
|
|
|
for (let j = 0; j < 9; j++) {
|
|
if (board[i][j] !== 0 && rowSet.has(board[i][j])) {
|
|
return false;
|
|
}
|
|
rowSet.add(board[i][j]);
|
|
|
|
if (board[j][i] !== 0 && colSet.has(board[j][i])) {
|
|
return false;
|
|
}
|
|
colSet.add(board[j][i]);
|
|
}
|
|
}
|
|
|
|
// Check 3x3 subgrids
|
|
for (let i = 0; i < 9; i += 3) {
|
|
for (let j = 0; j < 9; j += 3) {
|
|
const subgridSet = new Set();
|
|
|
|
for (let row = i; row < i + 3; row++) {
|
|
for (let col = j; col < j + 3; col++) {
|
|
if (board[row][col] !== 0 && subgridSet.has(board[row][col])) {
|
|
return false;
|
|
}
|
|
subgridSet.add(board[row][col]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
initializeBoard();
|
|
</script>
|
|
</body>
|
|
</html>
|
|
|
|
<% } %>
|
|
|