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core / appview / pages / profile-fx / punchcard-td.js
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1// Punchcard Tower Defense: the punchcard itself becomes the battlefield. 2// Click "play" to overlay the game on your commit grid; the dots march the 3// track and their punchcard color is their strength. Build towers on the dark 4// tiles to stop them. Hit "exit" to return to the normal punchcard. 5 6// Tangled swaps profiles in via htmx, so the module only executes once. Re-bind 7// to whichever punchcard is on the page after each swap, tearing down the old 8// instance first so nothing (rAF loop, window listener, injected DOM) leaks. 9let tdTeardown = null; 10let tdGrid = null; 11function tdBoot() { 12 const grid = document.querySelector("[data-punchcard]"); 13 if (grid === tdGrid) return; 14 if (tdTeardown) tdTeardown(); 15 tdGrid = grid; 16 tdTeardown = grid ? run(grid) : null; 17} 18tdBoot(); 19document.addEventListener("htmx:load", tdBoot); 20 21function run(grid) { 22 grid.dataset.tdOn = "1"; 23 const parent = grid.parentElement || document.body; 24 const ac = new AbortController(); 25 const sig = ac.signal; 26 27 // ---- read commit data off the real punchcard dots ---- 28 const parseCount = (dot) => { 29 const m = dot && dot.title && dot.title.match(/(\d+)\s*commits?/i); 30 return m ? parseInt(m[1], 10) : 0; 31 }; 32 const roster = []; 33 Array.from(grid.children).forEach((cell) => { 34 const dot = cell.firstElementChild; 35 const count = parseCount(dot); 36 if (count > 0) { 37 const month = parseInt(dot.title.slice(5, 7), 10) - 1; 38 roster.push({ dot, count, month, color: getComputedStyle(dot).backgroundColor }); 39 } 40 }); 41 if (!roster.length) return; 42 43 // ---- difficulty tunables (cranked up) ---- 44 const START_GOLD = 120, SPAWN_GAP = 0.42, WAVE_GAP = 1.2; 45 const RAD = 6; // every enemy is the same size; color shows strength 46 const speedFor = (c) => Math.max(0.9, 1.9 - c * 0.05); // base tiles / second (brighter = slower) 47 const waveSpeed = (w) => 1 + 0.11 * w; // ...and everything speeds up each wave 48 const rewardFor = (c) => 1 + c; 49 const hpBase = (c) => 12 + c * 9; // health scales with commits (color) 50 const hpFor = (c, w) => Math.round(hpBase(c) * (1 + 0.14 * w)); // ...and ramps up hard each wave 51 // peon & rapid deal damage; frost deals none but chills (slows) so your killers get more shots in 52 const TOWERS = { 53 peon: { cost: 50, range: 2.0, cd: 0.35, dmg: 9, body: "#38bdf8", proj: "#7dd3fc", slow: 0, slowT: 0 }, 54 frost: { cost: 70, range: 2.4, cd: 0.50, dmg: 0, body: "#67e8f9", proj: "#a5f3fc", slow: 0.4, slowT: 1.4 }, 55 rapid: { cost: 90, range: 1.7, cd: 0.16, dmg: 4, body: "#a78bfa", proj: "#c4b5fd", slow: 0, slowT: 0 }, 56 }; 57 const MONTHS = ["Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"]; 58 59 // ---- waves (grouped by month) ---- 60 const greenFor = (c) => (c >= 8 ? "#22c55e" : c >= 4 ? "#4ade80" : c >= 2 ? "#86efac" : "#bbf7d0"); 61 const groupWaves = (list) => { 62 const bm = Array.from({ length: 12 }, () => []); 63 list.forEach((e) => bm[e.month].push(e)); 64 return bm.map((l, m) => ({ m, list: l })).filter((w) => w.list.length); 65 }; 66 let waves = groupWaves(roster); 67 let totalEnemies = roster.length; 68 let boss = false; 69 70 // The "final boss": a nod to Lewis (oyster.cafe) and his absurd commit count. We don't 71 // fetch anything, just conjure a swarm sized off the number, ~1 dot per 100 commits. 72 const BOSS_NAME = "Lewis"; 73 const BOSS_COMMITS = 25241; 74 const bossRoster = () => { 75 const n = Math.round(BOSS_COMMITS / 100); // ~252 dots, each worth ~100 commits 76 const list = []; 77 for (let i = 0; i < n; i++) { 78 const count = 8 + ((i * 7) % 8); // all maxed-out (brightest); every day is a grind for Lewis 79 list.push({ count, month: i % 12, color: greenFor(count) }); 80 } 81 return list; 82 }; 83 84 // ---- board geometry (recomputed on enter, sized to the punchcard) ---- 85 let COLS, ROWS, TILE, W, H, pts, segLen, cum, pathLen, blocked, buildable; 86 const keyOf = (c, r) => c + "," + r; 87 88 function serpentine(cols, rows) { 89 const lanes = []; 90 for (let r = 0; r < rows; r += 2) lanes.push(r); 91 const wp = [[-1, lanes[0]]]; 92 for (let i = 0; i < lanes.length; i++) { 93 const ltr = i % 2 === 0, a = ltr ? 0 : cols - 1, b = ltr ? cols - 1 : 0; 94 wp.push([a, lanes[i]], [b, lanes[i]]); 95 if (i < lanes.length - 1) wp.push([b, lanes[i + 1]]); 96 } 97 const li = lanes.length - 1; 98 wp.push([li % 2 === 0 ? cols : -1, lanes[li]]); 99 return wp; 100 } 101 102 function layout() { 103 const cw = Math.max(160, grid.clientWidth); 104 const ch = Math.max(160, grid.clientHeight); 105 COLS = 8; 106 TILE = cw / COLS; 107 ROWS = Math.max(7, Math.min(20, Math.floor(ch / TILE))); 108 W = cw; H = ch; // exactly cover the punchcard, never taller than it 109 const wp = serpentine(COLS, ROWS); 110 pts = wp.map(([c, r]) => ({ x: c * TILE + TILE / 2, y: r * TILE + TILE / 2 })); 111 segLen = []; cum = [0]; 112 for (let i = 0; i < pts.length - 1; i++) { 113 const L = Math.hypot(pts[i + 1].x - pts[i].x, pts[i + 1].y - pts[i].y); 114 segLen.push(L); cum.push(cum[i] + L); 115 } 116 pathLen = cum[cum.length - 1]; 117 blocked = new Set(); 118 for (let i = 0; i < wp.length - 1; i++) { 119 let [c, r] = wp[i]; const [c1, r1] = wp[i + 1]; 120 const dc = Math.sign(c1 - c), dr = Math.sign(r1 - r); 121 blocked.add(keyOf(c, r)); 122 while (c !== c1 || r !== r1) { c += dc; r += dr; blocked.add(keyOf(c, r)); } 123 } 124 buildable = []; 125 for (let r = 0; r < ROWS; r++) 126 for (let c = 0; c < COLS; c++) 127 if (!blocked.has(keyOf(c, r))) buildable.push([c, r]); 128 } 129 130 const pointAt = (d) => { 131 if (d <= 0) return { x: pts[0].x, y: pts[0].y }; 132 if (d >= pathLen) return { x: pts[pts.length - 1].x, y: pts[pts.length - 1].y }; 133 let i = 0; 134 while (i < segLen.length && cum[i + 1] < d) i++; 135 const t = (d - cum[i]) / segLen[i]; 136 return { x: pts[i].x + (pts[i + 1].x - pts[i].x) * t, y: pts[i].y + (pts[i + 1].y - pts[i].y) * t }; 137 }; 138 139 // ---- DOM ---- 140 const el = (tag, style, text) => { 141 const n = document.createElement(tag); 142 if (style) n.style.cssText = style; 143 if (text != null) n.textContent = text; 144 return n; 145 }; 146 const btn = (label) => 147 el("button", "font-family:ui-monospace,Menlo,monospace;font-size:11px;padding:5px 8px;border-radius:6px;border:1px solid rgba(120,120,135,0.4);background:rgba(2,6,23,0.6);color:#cbd5e1;cursor:pointer;", label); 148 149 grid.style.position = "relative"; 150 151 const canvas = el("canvas", "position:absolute;left:0;top:0;display:none;border-radius:6px;z-index:5;touch-action:none;cursor:crosshair;"); 152 const hudBar = el("div", "position:absolute;left:0;right:0;top:0;display:none;padding:3px 54px 3px 5px;white-space:nowrap;overflow:hidden;font-family:ui-monospace,Menlo,monospace;font-size:10px;color:#e2e8f0;background:linear-gradient(#0b1220ee,#0b122000);border-radius:6px 6px 0 0;z-index:6;pointer-events:none;"); 153 const overlayMsg = el("div", "position:absolute;left:0;top:0;display:none;flex-direction:column;align-items:center;justify-content:center;gap:9px;text-align:center;padding:14px;border-radius:6px;background:rgba(2,6,23,0.86);color:#e2e8f0;z-index:7;"); 154 grid.append(canvas, hudBar, overlayMsg); 155 // always-on-board fast-forward toggle (top-right) so speed is reachable during any wave 156 const ffBtn = el("button", "position:absolute;right:4px;top:3px;z-index:6;display:none;font-family:ui-monospace,Menlo,monospace;font-size:10px;padding:2px 6px;border-radius:6px;border:1px solid rgba(120,120,135,0.55);background:rgba(2,6,23,0.85);color:#e2e8f0;cursor:pointer;", "⏩ 1×"); 157 grid.appendChild(ffBtn); 158 const ctx = canvas.getContext("2d"); 159 160 // controls live below the punchcard; only the board overlays it 161 const ui = el("div", "font-family:ui-monospace,Menlo,monospace;margin-top:10px;"); 162 const playBtn = btn("▶ play tower defense"); 163 playBtn.style.borderColor = "#22c55e"; playBtn.style.color = "#4ade80"; 164 ui.appendChild(playBtn); 165 166 const panel = el("div", "display:none;flex-direction:column;gap:6px;"); 167 const shop = el("div", "display:flex;gap:5px;flex-wrap:wrap;"); 168 const shopBtns = []; 169 [["peon", "Peon"], ["frost", "Frost"], ["rapid", "Rapid"]].forEach(([t, label]) => { 170 const b = btn(label + " " + TOWERS[t].cost); 171 b.dataset.t = t; 172 shop.appendChild(b); shopBtns.push(b); 173 }); 174 const controls = el("div", "display:flex;gap:5px;flex-wrap:wrap;"); 175 const pauseBtn = btn("⏸ pause"); 176 const resetBtn = btn("↺ reset"); 177 const exitBtn = btn("✕ exit"); 178 controls.append(pauseBtn, resetBtn, exitBtn); 179 const tip = el("div", "font-size:9px;color:#64748b;", "build on dark tiles · peon & rapid damage, frost slows · ⏩ or press F to fast-forward"); 180 panel.append(shop, controls, tip); 181 ui.appendChild(panel); 182 parent.insertBefore(ui, grid.nextSibling); 183 184 // ---- state ---- 185 let active = false, gold, waveNum, enemies, towers, shots, 186 spawnQueue, spawnTimer, betweenTimer, state, paused, speed, selected, hover, killed, escaped; 187 188 function reset() { 189 boss = false; 190 waves = groupWaves(roster); totalEnemies = roster.length; 191 gold = START_GOLD; waveNum = 0; 192 enemies = []; towers = []; shots = []; spawnQueue = []; spawnTimer = 0; betweenTimer = null; 193 state = "idle"; paused = false; speed = 1; selected = "peon"; hover = null; 194 killed = 0; escaped = 0; 195 roster.forEach((e) => { e.dot.style.opacity = ""; }); 196 showOverlay("start"); sync(); 197 } 198 199 function enter() { 200 layout(); 201 const dpr = Math.min(2, window.devicePixelRatio || 1); 202 canvas.width = Math.round(W * dpr); canvas.height = Math.round(H * dpr); 203 canvas.style.width = W + "px"; canvas.style.height = H + "px"; 204 ctx.setTransform(dpr, 0, 0, dpr, 0, 0); 205 overlayMsg.style.width = W + "px"; overlayMsg.style.height = H + "px"; 206 canvas.style.display = "block"; hudBar.style.display = "block"; panel.style.display = "flex"; 207 ffBtn.style.display = "block"; playBtn.style.display = "none"; 208 active = true; 209 reset(); 210 } 211 function exit() { 212 active = false; 213 canvas.style.display = "none"; hudBar.style.display = "none"; overlayMsg.style.display = "none"; 214 ffBtn.style.display = "none"; panel.style.display = "none"; playBtn.style.display = "inline-block"; 215 roster.forEach((e) => { e.dot.style.opacity = ""; }); 216 } 217 218 function dim(src, leaked) { 219 // keep the punchcard color & size; just fade to show it's been dealt with 220 if (src.dot) src.dot.style.opacity = leaked ? "0.12" : "0.32"; // boss dots have no home cell 221 } 222 function makeEnemy(src) { 223 // boss dots move at a flat brisk clip (they're all maxed out, so speedFor would crawl) 224 const spd = (boss ? 1.7 : speedFor(src.count)) * waveSpeed(waveNum); 225 const hp = boss ? 24 : hpFor(src.count, waveNum); 226 return { src, dist: 0, x: pts[0].x, y: pts[0].y, count: src.count, 227 spd, hp, maxHp: hp, reward: boss ? 2 : rewardFor(src.count), color: src.color, rad: RAD, 228 slowF: 1, slowT: 0, dead: false, leaked: false }; 229 } 230 function beginWave() { 231 if (state !== "idle") return; 232 spawnQueue = waves[0].list.slice(); 233 spawnTimer = 0.15; betweenTimer = null; 234 state = "running"; paused = false; 235 hideOverlay(); sync(); 236 } 237 function startBoss() { 238 boss = true; 239 const list = bossRoster(); 240 waves = groupWaves(list); totalEnemies = list.length; 241 waveNum = 0; enemies = []; shots = []; betweenTimer = null; killed = 0; escaped = 0; 242 spawnQueue = waves[0].list.slice(); spawnTimer = 0.2; 243 gold += 200; // reinforcements for the final stand (your towers carry over) 244 state = "running"; paused = false; 245 hideOverlay(); sync(); 246 } 247 248 function updateShop() { 249 shopBtns.forEach((b) => { 250 const spec = TOWERS[b.dataset.t], is = b.dataset.t === selected; 251 b.style.borderColor = is ? "#22c55e" : "rgba(120,120,135,0.4)"; 252 b.style.color = is ? "#4ade80" : gold < spec.cost ? "#64748b" : "#cbd5e1"; 253 b.style.boxShadow = is ? "inset 0 0 0 1px #22c55e" : "none"; 254 b.style.opacity = gold < spec.cost ? "0.6" : "1"; 255 }); 256 } 257 function sync() { 258 const shown = state === "idle" ? 0 : state === "won" ? waves.length : Math.min(waveNum + 1, waves.length); 259 let line = "💰" + gold + " 🌊" + shown + "/" + waves.length + 260 " " + (boss ? "BOSS" : MONTHS[waves[Math.min(waveNum, waves.length - 1)].m]) + 261 " &nbsp;<span style=\"color:#4ade80\">●</span>" + enemies.length + 262 " &nbsp;(" + Math.max(0, totalEnemies - killed - escaped) + " left)"; 263 if (state === "running" && betweenTimer !== null) line += " &nbsp;⏳next " + Math.ceil(betweenTimer) + "s"; 264 hudBar.innerHTML = line; 265 pauseBtn.disabled = state !== "running"; 266 pauseBtn.style.opacity = pauseBtn.disabled ? "0.4" : "1"; 267 pauseBtn.textContent = paused ? "▶ resume" : "⏸ pause"; 268 ffBtn.textContent = "⏩ " + speed + "×"; 269 updateShop(); 270 } 271 function showOverlay(kind) { 272 overlayMsg.style.display = "flex"; overlayMsg.innerHTML = ""; 273 const h = el("div", "font-size:15px;font-weight:600;"); 274 const p = el("div", "font-size:10px;line-height:1.5;color:#cbd5e1;max-width:195px;"); 275 const row = el("div", "display:flex;gap:6px;flex-wrap:wrap;justify-content:center;"); 276 const add = (label, fn, accent) => { 277 const b = btn(label); 278 if (accent) { b.style.borderColor = "#22c55e"; b.style.color = "#4ade80"; } 279 b.onclick = fn; row.appendChild(b); 280 }; 281 if (kind === "start") { 282 h.textContent = "Tower defense"; 283 p.innerHTML = "<b>" + totalEnemies + "</b> commit-days march the track over <b>" + waves.length + 284 "</b> waves, each faster than the last. Brighter dots pack more commits and take more hits. Let a single one reach the exit and it's over."; 285 add("⚔ line them up", beginWave, true); 286 } else if (kind === "won") { 287 h.textContent = "You won! 🎉"; h.style.color = "#4ade80"; 288 p.innerHTML = "Are you ready to fight " + BOSS_NAME + ", the final boss?"; 289 add("I think so. Wait.. more than 25k commits..?", startBoss, true); 290 add("No, but throw it at me anyway", startBoss); 291 } else if (kind === "bossWon") { 292 h.textContent = "Final boss down"; h.style.color = "#facc15"; 293 p.innerHTML = "You held the line against " + BOSS_NAME + "'s onslaught. <b>" + BOSS_COMMITS.toLocaleString("en-US") + 294 "</b> commits and not one got through."; 295 add("↺ play again", reset, true); 296 } else { 297 h.textContent = "One slipped through 💥"; h.style.color = "#f87171"; 298 p.innerHTML = "That's all it takes. You crushed <b>" + killed + "</b> before a commit reached the exit."; 299 add("↺ try again", reset, true); 300 } 301 overlayMsg.append(h, p, row); 302 } 303 function hideOverlay() { overlayMsg.style.display = "none"; overlayMsg.innerHTML = ""; } 304 305 // ---- simulation ---- 306 function step(dt) { 307 const s = dt * speed; 308 if (spawnQueue.length) { 309 const gap = boss ? 0.18 : Math.max(0.22, SPAWN_GAP - waveNum * 0.025); // waves flood denser as they go 310 spawnTimer -= s; 311 while (spawnTimer <= 0 && spawnQueue.length) { enemies.push(makeEnemy(spawnQueue.shift())); spawnTimer += gap; } 312 } 313 for (const e of enemies) { 314 let m = 1; 315 if (e.slowT > 0) { m = e.slowF; e.slowT -= s; } 316 e.dist += e.spd * TILE * m * s; 317 if (e.dist >= pathLen) e.leaked = true; 318 else { const q = pointAt(e.dist); e.x = q.x; e.y = q.y; } 319 } 320 const gotThrough = enemies.find((e) => e.leaked); 321 if (gotThrough) { escaped++; dim(gotThrough.src, true); state = "lost"; showOverlay("lost"); sync(); return; } 322 for (const t of towers) { 323 t.cd -= s; 324 if (t.cd > 0) continue; 325 const spec = TOWERS[t.type], range = spec.range * TILE; 326 let best = null, bd = -1, rr = range * range; 327 for (const e of enemies) { 328 if (e.dead) continue; 329 if (spec.slow && e.slowT > 0) continue; // frost won't waste a shot re-chilling 330 const dx = e.x - t.x, dy = e.y - t.y; 331 if (dx * dx + dy * dy <= rr && e.dist > bd) { best = e; bd = e.dist; } 332 } 333 if (best) { shots.push({ x: t.x, y: t.y, target: best, color: spec.proj, dmg: spec.dmg, slow: spec.slow, slowT: spec.slowT, v: 340 }); t.cd = spec.cd; } 334 else t.cd = 0; 335 } 336 for (const p of shots) { 337 const e = p.target; 338 if (!e || e.dead) { p.done = true; continue; } 339 const dx = e.x - p.x, dy = e.y - p.y, d = Math.hypot(dx, dy) || 0.001, adv = p.v * s; 340 if (d <= adv + e.rad) { 341 if (p.slow > 0) { e.slowF = p.slow; e.slowT = Math.max(e.slowT, p.slowT); } // frost chills 342 if (p.dmg > 0) { 343 e.hp -= p.dmg; 344 if (e.hp <= 0 && !e.dead) { e.dead = true; gold += e.reward; killed++; dim(e.src, false); } 345 } 346 p.done = true; 347 } else { p.x += dx / d * adv; p.y += dy / d * adv; } 348 } 349 enemies = enemies.filter((e) => !e.dead); 350 shots = shots.filter((p) => !p.done); 351 if (state === "running" && !spawnQueue.length && !enemies.length) { 352 if (betweenTimer === null) { 353 // wave cleared, bank a small bonus, then auto-launch the next after a short breather 354 if (waveNum + 1 >= waves.length) { state = "won"; showOverlay(boss ? "bossWon" : "won"); } 355 else { betweenTimer = WAVE_GAP; gold += 8 + (waveNum + 1) * 3; } 356 } else { 357 betweenTimer -= s; 358 if (betweenTimer <= 0) { 359 betweenTimer = null; 360 waveNum++; 361 spawnQueue = waves[waveNum].list.slice(); 362 spawnTimer = 0.1; 363 } 364 } 365 } 366 sync(); 367 } 368 369 // ---- render ---- 370 function road() { 371 ctx.beginPath(); ctx.moveTo(pts[0].x, pts[0].y); 372 for (let i = 1; i < pts.length; i++) ctx.lineTo(pts[i].x, pts[i].y); 373 ctx.stroke(); 374 } 375 function draw() { 376 ctx.clearRect(0, 0, W, H); 377 ctx.fillStyle = "rgba(2,6,23,0.62)"; ctx.fillRect(0, 0, W, H); // scrim: mutes the real dots behind 378 ctx.lineJoin = "round"; ctx.lineCap = "round"; 379 ctx.strokeStyle = "rgba(30,41,59,0.92)"; ctx.lineWidth = TILE * 0.66; road(); 380 ctx.strokeStyle = "rgba(148,163,184,0.5)"; ctx.lineWidth = 2; ctx.setLineDash([4, 7]); road(); ctx.setLineDash([]); 381 ctx.fillStyle = "rgba(148,163,184,0.16)"; 382 for (const [c, r] of buildable) { 383 if (towers.some((t) => t.tc === c && t.tr === r)) continue; 384 ctx.beginPath(); ctx.arc(c * TILE + TILE / 2, r * TILE + TILE / 2, 1.4, 0, 7); ctx.fill(); 385 } 386 if (hover && state !== "won" && state !== "lost") { 387 const { c, r } = hover; 388 if (c >= 0 && c < COLS && r >= 0 && r < ROWS) { 389 const occ = blocked.has(keyOf(c, r)) || towers.some((t) => t.tc === c && t.tr === r); 390 const spec = TOWERS[selected], ok = !occ && gold >= spec.cost; 391 const cx = c * TILE + TILE / 2, cy = r * TILE + TILE / 2; 392 ctx.beginPath(); ctx.arc(cx, cy, spec.range * TILE, 0, 7); 393 ctx.fillStyle = ok ? "rgba(74,222,128,0.10)" : "rgba(248,113,113,0.10)"; 394 ctx.strokeStyle = ok ? "rgba(74,222,128,0.5)" : "rgba(248,113,113,0.5)"; ctx.lineWidth = 1.5; 395 ctx.fill(); ctx.stroke(); 396 ctx.fillStyle = ok ? "rgba(74,222,128,0.4)" : "rgba(248,113,113,0.4)"; 397 ctx.fillRect(c * TILE + 4, r * TILE + 4, TILE - 8, TILE - 8); 398 } 399 } 400 for (const t of towers) { 401 const spec = TOWERS[t.type]; 402 ctx.fillStyle = "rgba(15,23,42,0.95)"; ctx.fillRect(t.tc * TILE + 3, t.tr * TILE + 3, TILE - 6, TILE - 6); 403 ctx.strokeStyle = spec.body; ctx.lineWidth = 1.5; ctx.strokeRect(t.tc * TILE + 3, t.tr * TILE + 3, TILE - 6, TILE - 6); 404 ctx.beginPath(); ctx.arc(t.x, t.y, TILE * 0.22, 0, 7); ctx.fillStyle = spec.body; ctx.fill(); 405 } 406 for (const p of shots) { ctx.beginPath(); ctx.arc(p.x, p.y, 2.5, 0, 7); ctx.fillStyle = p.color; ctx.fill(); } 407 for (const e of enemies) { 408 ctx.beginPath(); ctx.arc(e.x, e.y, e.rad, 0, 7); ctx.fillStyle = e.color; ctx.fill(); 409 if (e.slowT > 0) { ctx.lineWidth = 1.5; ctx.strokeStyle = "#67e8f9"; ctx.stroke(); } // chilled 410 if (e.hp < e.maxHp) { 411 const bw = e.rad * 2.4, bx = e.x - bw / 2, by = e.y - e.rad - 5; 412 ctx.fillStyle = "#0f172a"; ctx.fillRect(bx, by, bw, 2.5); 413 ctx.fillStyle = "#22c55e"; ctx.fillRect(bx, by, bw * Math.max(0, e.hp / e.maxHp), 2.5); 414 } 415 } 416 ctx.fillStyle = "#64748b"; ctx.font = "700 9px ui-monospace,monospace"; 417 ctx.fillText("IN", 3, pts[0].y + 3); 418 const last = pts[pts.length - 1]; 419 ctx.fillText("OUT", Math.min(W - 22, last.x - 8), last.y - 6); 420 } 421 422 // ---- input ---- 423 const toTile = (ev) => { 424 const b = canvas.getBoundingClientRect(); 425 const x = (ev.clientX - b.left) * (W / b.width), y = (ev.clientY - b.top) * (H / b.height); 426 return { c: Math.floor(x / TILE), r: Math.floor(y / TILE) }; 427 }; 428 canvas.addEventListener("pointermove", (e) => { hover = toTile(e); }, { signal: sig }); 429 canvas.addEventListener("pointerleave", () => { hover = null; }, { signal: sig }); 430 canvas.addEventListener("pointerdown", (e) => { 431 e.preventDefault(); 432 if (state === "won" || state === "lost") return; 433 const t = toTile(e); hover = t; 434 if (t.c < 0 || t.c >= COLS || t.r < 0 || t.r >= ROWS) return; 435 if (blocked.has(keyOf(t.c, t.r))) return; 436 if (towers.some((w) => w.tc === t.c && w.tr === t.r)) return; 437 const spec = TOWERS[selected]; 438 if (gold < spec.cost) return; 439 gold -= spec.cost; 440 towers.push({ tc: t.c, tr: t.r, x: t.c * TILE + TILE / 2, y: t.r * TILE + TILE / 2, type: selected, cd: 0 }); 441 sync(); 442 }, { signal: sig }); 443 shopBtns.forEach((b) => b.addEventListener("click", () => { selected = b.dataset.t; updateShop(); }, { signal: sig })); 444 playBtn.addEventListener("click", enter, { signal: sig }); 445 exitBtn.addEventListener("click", exit, { signal: sig }); 446 pauseBtn.addEventListener("click", () => { if (state === "running") { paused = !paused; sync(); } }, { signal: sig }); 447 const bumpSpeed = () => { speed = speed >= 4 ? 1 : speed + 1; sync(); }; 448 ffBtn.addEventListener("click", bumpSpeed, { signal: sig }); 449 window.addEventListener("keydown", (e) => { 450 if (!active) return; 451 if (e.key === "f" || e.key === "F") bumpSpeed(); 452 else if (e.key === " " && state === "running") { e.preventDefault(); paused = !paused; sync(); } 453 }, { signal: sig }); 454 resetBtn.addEventListener("click", reset, { signal: sig }); 455 456 // ---- loop ---- 457 let last = null, raf = 0, alive = true; 458 function frame(t) { 459 if (!alive) return; 460 raf = requestAnimationFrame(frame); 461 if (!active) { last = t; return; } 462 if (last === null) last = t; 463 let dt = (t - last) / 1000; last = t; 464 if (dt > 0.05) dt = 0.05; 465 if (state === "running" && !paused) step(dt); 466 draw(); 467 } 468 raf = requestAnimationFrame(frame); 469 470 // ---- teardown (called before re-binding on the next htmx swap) ---- 471 return () => { 472 alive = false; 473 cancelAnimationFrame(raf); 474 ac.abort(); 475 ui.remove(); 476 canvas.remove(); hudBar.remove(); overlayMsg.remove(); ffBtn.remove(); 477 grid.style.position = ""; 478 delete grid.dataset.tdOn; 479 roster.forEach((e) => { e.dot.style.opacity = ""; }); 480 }; 481}