managarten/games/arcade/apps/web/static/games/rhythm_defender.html
Till JS 9e82e40e16 rename(mana-games): rebrand to Arcade
Rename games/mana-games/ to games/arcade/, update all package names
(@mana-games/* → @arcade/*), appIds, display names, docker-compose
service, root scripts, and documentation.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 18:31:37 +02:00

795 lines
No EOL
26 KiB
HTML

<!DOCTYPE html>
<html lang="de">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Rhythm Defender</title>
<style>
body {
margin: 0;
padding: 0;
background: radial-gradient(circle at center, #1a0033, #000);
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
font-family: 'Arial', sans-serif;
color: #fff;
overflow: hidden;
}
.game-container {
position: relative;
text-align: center;
}
.ui-top {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 10px;
width: 800px;
padding: 0 20px;
box-sizing: border-box;
}
.score {
font-size: 24px;
font-weight: bold;
color: #ff00ff;
text-shadow: 0 0 20px #ff00ff;
}
.combo {
font-size: 20px;
color: #00ffff;
text-shadow: 0 0 15px #00ffff;
}
.health {
font-size: 20px;
color: #ff6b6b;
}
.health-bar {
width: 200px;
height: 20px;
background: rgba(255, 255, 255, 0.1);
border: 2px solid #ff6b6b;
border-radius: 10px;
overflow: hidden;
margin-top: 5px;
}
.health-fill {
height: 100%;
background: linear-gradient(90deg, #ff6b6b, #ff4444);
transition: width 0.3s ease;
box-shadow: 0 0 10px #ff6b6b;
}
canvas {
border: 3px solid #ff00ff;
box-shadow: 0 0 30px rgba(255, 0, 255, 0.5);
background: #0a0a0a;
display: block;
}
.start-screen, .game-over {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(0, 0, 0, 0.95);
border: 3px solid #ff00ff;
padding: 40px;
text-align: center;
z-index: 10;
box-shadow: 0 0 50px rgba(255, 0, 255, 0.5);
}
.game-over {
display: none;
}
h1 {
font-size: 48px;
margin: 0 0 20px 0;
background: linear-gradient(45deg, #ff00ff, #00ffff);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
text-shadow: 0 0 30px rgba(255, 0, 255, 0.5);
}
h2 {
font-size: 36px;
margin: 0 0 20px 0;
color: #ff6b6b;
}
.instructions {
margin: 20px 0;
font-size: 18px;
line-height: 1.8;
}
.key-display {
display: inline-flex;
gap: 10px;
margin: 20px 0;
}
.key {
width: 50px;
height: 50px;
border: 2px solid #fff;
border-radius: 8px;
display: flex;
align-items: center;
justify-content: center;
font-size: 24px;
font-weight: bold;
background: rgba(255, 255, 255, 0.1);
}
button {
background: linear-gradient(45deg, #ff00ff, #ff0080);
color: #fff;
border: none;
padding: 15px 30px;
font-size: 20px;
font-weight: bold;
cursor: pointer;
margin: 10px;
border-radius: 30px;
text-transform: uppercase;
transition: all 0.3s;
box-shadow: 0 5px 20px rgba(255, 0, 255, 0.5);
}
button:hover {
transform: translateY(-2px);
box-shadow: 0 8px 30px rgba(255, 0, 255, 0.7);
}
.beat-indicator {
position: absolute;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
width: 100px;
height: 100px;
border: 3px solid #ff00ff;
border-radius: 50%;
display: flex;
align-items: center;
justify-content: center;
font-size: 24px;
font-weight: bold;
background: rgba(255, 0, 255, 0.1);
opacity: 0;
}
@keyframes pulse {
0% { transform: translateX(-50%) scale(1); opacity: 1; }
50% { transform: translateX(-50%) scale(1.2); opacity: 0.8; }
100% { transform: translateX(-50%) scale(1); opacity: 0; }
}
.pulse {
animation: pulse 0.5s ease-out;
}
.perfect-text {
position: absolute;
font-size: 36px;
font-weight: bold;
color: #00ff00;
text-shadow: 0 0 20px #00ff00;
animation: fadeUp 1s ease-out forwards;
pointer-events: none;
}
.good-text {
position: absolute;
font-size: 30px;
font-weight: bold;
color: #ffff00;
text-shadow: 0 0 20px #ffff00;
animation: fadeUp 1s ease-out forwards;
pointer-events: none;
}
@keyframes fadeUp {
0% { opacity: 1; transform: translateY(0); }
100% { opacity: 0; transform: translateY(-50px); }
}
.background-pulse {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: radial-gradient(circle at center, transparent, rgba(255, 0, 255, 0.1));
pointer-events: none;
opacity: 0;
}
@keyframes bgPulse {
0% { opacity: 0; }
50% { opacity: 1; }
100% { opacity: 0; }
}
</style>
</head>
<body>
<div class="game-container">
<div class="ui-top">
<div class="score">SCORE: <span id="score">0</span></div>
<div class="combo">COMBO: <span id="combo">0</span>x</div>
<div class="health-container">
<div class="health">LEBEN</div>
<div class="health-bar">
<div class="health-fill" id="healthFill" style="width: 100%"></div>
</div>
</div>
</div>
<canvas id="gameCanvas" width="800" height="500"></canvas>
<div class="beat-indicator" id="beatIndicator">BEAT</div>
<div class="background-pulse" id="bgPulse"></div>
<div class="start-screen" id="startScreen">
<h1>RHYTHM DEFENDER</h1>
<div class="instructions">
<p>Verteidige dich im Rhythmus der Musik!</p>
<p>Drücke die richtigen Tasten im Takt:</p>
<div class="key-display">
<div class="key" style="border-color: #ff0000;">A</div>
<div class="key" style="border-color: #00ff00;">S</div>
<div class="key" style="border-color: #0080ff;">D</div>
<div class="key" style="border-color: #ffff00;">F</div>
</div>
<p>Treffe die Noten wenn sie die Ziellinie erreichen!</p>
<p><strong>PERFECT</strong> = 100 Punkte + Combo</p>
<p><strong>GOOD</strong> = 50 Punkte</p>
</div>
<button onclick="startGame()">SPIEL STARTEN</button>
</div>
<div class="game-over" id="gameOverScreen">
<h2>GAME OVER</h2>
<p style="font-size: 24px;">Finaler Score: <span id="finalScore">0</span></p>
<p style="font-size: 20px;">Maximale Combo: <span id="maxCombo">0</span></p>
<button onclick="restartGame()">NOCHMAL SPIELEN</button>
</div>
</div>
<script>
// Game ID für Statistiken
const GAME_ID = 'rhythm-defender';
// Canvas und Context
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// UI Elemente
const scoreElement = document.getElementById('score');
const comboElement = document.getElementById('combo');
const healthFill = document.getElementById('healthFill');
const startScreen = document.getElementById('startScreen');
const gameOverScreen = document.getElementById('gameOverScreen');
const beatIndicator = document.getElementById('beatIndicator');
const bgPulse = document.getElementById('bgPulse');
// Spielkonstanten
const LANES = 4;
const LANE_WIDTH = canvas.width / LANES;
const NOTE_HEIGHT = 20;
const NOTE_SPEED = 3;
const TARGET_Y = canvas.height - 80;
const PERFECT_RANGE = 40;
const GOOD_RANGE = 80;
const BEAT_INTERVAL = 500; // Millisekunden
// Spielzustand
let notes = [];
let score = 0;
let combo = 0;
let maxCombo = 0;
let health = 100;
let gameRunning = false;
let lastBeatTime = 0;
let beatCount = 0;
let particles = [];
let floatingTexts = [];
// Tastenzuordnung
const laneKeys = ['a', 's', 'd', 'f'];
const laneColors = ['#ff0000', '#00ff00', '#0080ff', '#ffff00'];
const keyPressed = {};
// Note Klasse
class Note {
constructor(lane) {
this.lane = lane;
this.x = lane * LANE_WIDTH + LANE_WIDTH / 2;
this.y = -NOTE_HEIGHT;
this.hit = false;
this.missed = false;
this.color = laneColors[lane];
}
update() {
this.y += NOTE_SPEED;
// Prüfe ob Note verpasst wurde
if (this.y > TARGET_Y + GOOD_RANGE && !this.hit && !this.missed) {
this.missed = true;
missNote();
}
}
draw() {
if (this.hit || this.missed) return;
// Note mit Glow-Effekt
ctx.save();
ctx.translate(this.x, this.y);
// Äußerer Glow
ctx.shadowBlur = 20;
ctx.shadowColor = this.color;
// Note-Form (Diamant)
ctx.beginPath();
ctx.moveTo(0, -NOTE_HEIGHT);
ctx.lineTo(NOTE_HEIGHT, 0);
ctx.lineTo(0, NOTE_HEIGHT);
ctx.lineTo(-NOTE_HEIGHT, 0);
ctx.closePath();
ctx.fillStyle = this.color;
ctx.fill();
// Innerer heller Teil
ctx.beginPath();
ctx.moveTo(0, -NOTE_HEIGHT / 2);
ctx.lineTo(NOTE_HEIGHT / 2, 0);
ctx.lineTo(0, NOTE_HEIGHT / 2);
ctx.lineTo(-NOTE_HEIGHT / 2, 0);
ctx.closePath();
ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
ctx.fill();
ctx.restore();
}
}
// Partikel Klasse
class Particle {
constructor(x, y, color) {
this.x = x;
this.y = y;
this.vx = (Math.random() - 0.5) * 8;
this.vy = (Math.random() - 0.5) * 8;
this.life = 1;
this.color = color;
this.size = Math.random() * 5 + 3;
}
update() {
this.x += this.vx;
this.y += this.vy;
this.vy += 0.2;
this.life -= 0.02;
this.size *= 0.98;
}
draw() {
ctx.save();
ctx.globalAlpha = this.life;
ctx.fillStyle = this.color;
ctx.shadowBlur = 10;
ctx.shadowColor = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
}
// Eingabe-Handler
document.addEventListener('keydown', (e) => {
const key = e.key.toLowerCase();
if (!keyPressed[key] && laneKeys.includes(key) && gameRunning) {
keyPressed[key] = true;
checkHit(laneKeys.indexOf(key));
}
});
document.addEventListener('keyup', (e) => {
keyPressed[e.key.toLowerCase()] = false;
});
// Note-Generierung basierend auf Rhythmus
function generateNotes() {
if (!gameRunning) return;
const currentTime = Date.now();
// Generiere Noten im Beat
if (currentTime - lastBeatTime >= BEAT_INTERVAL) {
lastBeatTime = currentTime;
beatCount++;
// Beat-Indikator
beatIndicator.classList.add('pulse');
setTimeout(() => beatIndicator.classList.remove('pulse'), 400);
// Hintergrund-Puls
bgPulse.style.animation = 'bgPulse 0.5s ease-out';
setTimeout(() => bgPulse.style.animation = '', 500);
// Generiere Noten basierend auf Muster
const patterns = [
[0], [1], [2], [3], // Einzelne Noten
[0, 2], [1, 3], // Doppelnoten
[0, 1], [2, 3], // Nebeneinander
[0, 3], [1, 2], // Außen/Innen
[0, 1, 2], [1, 2, 3], // Dreifach
[0, 1, 2, 3] // Alle (selten)
];
// Wähle Muster basierend auf Schwierigkeit
const difficulty = Math.min(Math.floor(score / 1000), 5);
const maxPatternIndex = Math.min(3 + difficulty * 2, patterns.length - 1);
const pattern = patterns[Math.floor(Math.random() * (maxPatternIndex + 1))];
// Manchmal keine Note für Variation
if (Math.random() < 0.8) {
pattern.forEach(lane => {
notes.push(new Note(lane));
createLaneGlow(lane);
});
}
}
}
// Lane-Glow-Effekt
function createLaneGlow(lane) {
const x = lane * LANE_WIDTH + LANE_WIDTH / 2;
for (let i = 0; i < 5; i++) {
particles.push(new Particle(
x + (Math.random() - 0.5) * LANE_WIDTH,
0,
laneColors[lane]
));
}
}
// Treffer prüfen
function checkHit(lane) {
let hitNote = null;
let hitQuality = null;
// Finde die nächste Note in der Lane
for (const note of notes) {
if (note.lane === lane && !note.hit && !note.missed) {
const distance = Math.abs(note.y - TARGET_Y);
if (distance <= PERFECT_RANGE) {
hitNote = note;
hitQuality = 'perfect';
break;
} else if (distance <= GOOD_RANGE) {
hitNote = note;
hitQuality = 'good';
break;
}
}
}
if (hitNote) {
hitNote.hit = true;
// Punkte und Combo
if (hitQuality === 'perfect') {
score += 100 + combo * 10;
combo++;
createFloatingText(hitNote.x, TARGET_Y, 'PERFECT!', '#00ff00');
} else {
score += 50;
combo = 0;
createFloatingText(hitNote.x, TARGET_Y, 'GOOD', '#ffff00');
}
maxCombo = Math.max(maxCombo, combo);
scoreElement.textContent = score;
comboElement.textContent = combo;
// Sende Score Update für Statistiken
window.parent.postMessage({
type: 'GAME_EVENT',
gameId: GAME_ID,
event: 'SCORE_UPDATE',
data: { score: score }
}, '*');
// Partikel-Explosion
for (let i = 0; i < 20; i++) {
particles.push(new Particle(hitNote.x, TARGET_Y, hitNote.color));
}
// Lane-Effekt
drawLaneHit(lane);
} else {
// Verfehlt
combo = 0;
comboElement.textContent = combo;
health = Math.max(0, health - 5);
updateHealthBar();
}
}
// Note verfehlt
function missNote() {
combo = 0;
comboElement.textContent = combo;
health = Math.max(0, health - 10);
updateHealthBar();
if (health <= 0) {
gameOver();
}
}
// Gesundheitsanzeige aktualisieren
function updateHealthBar() {
healthFill.style.width = health + '%';
if (health <= 30) {
healthFill.style.background = 'linear-gradient(90deg, #ff0000, #cc0000)';
}
}
// Schwebender Text
function createFloatingText(x, y, text, color) {
const textElement = document.createElement('div');
textElement.className = color === '#00ff00' ? 'perfect-text' : 'good-text';
textElement.textContent = text;
textElement.style.left = x + 'px';
textElement.style.top = y + 'px';
document.body.appendChild(textElement);
setTimeout(() => textElement.remove(), 1000);
}
// Lane-Hit-Effekt
function drawLaneHit(lane) {
const x = lane * LANE_WIDTH;
ctx.save();
ctx.fillStyle = laneColors[lane];
ctx.globalAlpha = 0.3;
ctx.fillRect(x, TARGET_Y - 50, LANE_WIDTH, 100);
ctx.restore();
}
// Update
function update() {
if (!gameRunning) return;
// Update Noten
for (let i = notes.length - 1; i >= 0; i--) {
notes[i].update();
// Entferne alte Noten
if (notes[i].y > canvas.height + NOTE_HEIGHT) {
notes.splice(i, 1);
}
}
// Update Partikel
for (let i = particles.length - 1; i >= 0; i--) {
particles[i].update();
if (particles[i].life <= 0) {
particles.splice(i, 1);
}
}
// Generiere neue Noten
generateNotes();
}
// Zeichnen
function draw() {
// Clear
ctx.fillStyle = '#0a0a0a';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Zeichne Lanes
for (let i = 0; i < LANES; i++) {
const x = i * LANE_WIDTH;
// Lane-Linien
ctx.strokeStyle = 'rgba(255, 255, 255, 0.1)';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, canvas.height);
ctx.stroke();
// Lane-Hintergrund (leichter Gradient)
const gradient = ctx.createLinearGradient(x, 0, x, canvas.height);
gradient.addColorStop(0, 'rgba(255, 255, 255, 0)');
gradient.addColorStop(0.8, `${laneColors[i]}20`);
gradient.addColorStop(1, `${laneColors[i]}40`);
ctx.fillStyle = gradient;
ctx.fillRect(x, 0, LANE_WIDTH, canvas.height);
}
// Zeichne Ziellinie
ctx.strokeStyle = '#ffffff';
ctx.lineWidth = 4;
ctx.shadowBlur = 20;
ctx.shadowColor = '#ffffff';
ctx.beginPath();
ctx.moveTo(0, TARGET_Y);
ctx.lineTo(canvas.width, TARGET_Y);
ctx.stroke();
ctx.shadowBlur = 0;
// Zeichne Zielzonen
for (let i = 0; i < LANES; i++) {
const x = i * LANE_WIDTH + LANE_WIDTH / 2;
// Äußerer Ring (Good-Bereich)
ctx.strokeStyle = laneColors[i] + '30';
ctx.lineWidth = 4;
ctx.beginPath();
ctx.arc(x, TARGET_Y, GOOD_RANGE, 0, Math.PI * 2);
ctx.stroke();
// Mittlerer Ring (Perfect-Bereich)
ctx.strokeStyle = laneColors[i] + '60';
ctx.lineWidth = 3;
ctx.beginPath();
ctx.arc(x, TARGET_Y, PERFECT_RANGE, 0, Math.PI * 2);
ctx.stroke();
// Innerer Kreis (Zielbereich)
ctx.fillStyle = laneColors[i] + '40';
ctx.beginPath();
ctx.arc(x, TARGET_Y, 15, 0, Math.PI * 2);
ctx.fill();
// Mittelpunkt
ctx.fillStyle = laneColors[i];
ctx.beginPath();
ctx.arc(x, TARGET_Y, 8, 0, Math.PI * 2);
ctx.fill();
// Taste anzeigen
ctx.fillStyle = '#ffffff';
ctx.font = 'bold 24px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(laneKeys[i].toUpperCase(), x, TARGET_Y + 40);
}
// Zeichne Noten
notes.forEach(note => note.draw());
// Zeichne Partikel
particles.forEach(particle => particle.draw());
// Combo-Multiplikator anzeigen
if (combo >= 10) {
ctx.save();
ctx.fillStyle = '#00ffff';
ctx.font = 'bold 48px Arial';
ctx.textAlign = 'center';
ctx.shadowBlur = 30;
ctx.shadowColor = '#00ffff';
ctx.globalAlpha = 0.3 + Math.sin(Date.now() * 0.005) * 0.2;
ctx.fillText(combo + 'x', canvas.width / 2, 100);
ctx.restore();
}
}
// Game Loop
function gameLoop() {
update();
draw();
if (gameRunning) {
requestAnimationFrame(gameLoop);
}
}
// Spiel starten
function startGame() {
startScreen.style.display = 'none';
gameRunning = true;
score = 0;
combo = 0;
maxCombo = 0;
health = 100;
notes = [];
particles = [];
lastBeatTime = Date.now();
beatCount = 0;
scoreElement.textContent = score;
comboElement.textContent = combo;
updateHealthBar();
gameLoop();
}
// Game Over
function gameOver() {
gameRunning = false;
document.getElementById('finalScore').textContent = score;
document.getElementById('maxCombo').textContent = maxCombo;
gameOverScreen.style.display = 'block';
// Sende Game Over Event
window.parent.postMessage({
type: 'GAME_EVENT',
gameId: GAME_ID,
event: 'GAME_OVER',
data: { score: score }
}, '*');
// Achievement prüfen
if (score >= 2000) {
window.parent.postMessage({
type: 'GAME_EVENT',
gameId: GAME_ID,
event: 'ACHIEVEMENT_UNLOCKED',
data: {
achievementId: 'rhythm_master',
name: 'Rhythm Master',
description: 'Score 2000 points in Rhythm Defender',
icon: '🎵'
}
}, '*');
}
if (maxCombo >= 50) {
window.parent.postMessage({
type: 'GAME_EVENT',
gameId: GAME_ID,
event: 'ACHIEVEMENT_UNLOCKED',
data: {
achievementId: 'combo_king',
name: 'Combo King',
description: 'Achieve a 50x combo in Rhythm Defender',
icon: '🔥'
}
}, '*');
}
}
// Neustart
function restartGame() {
gameOverScreen.style.display = 'none';
startGame();
}
// Debug
console.log('Rhythm Defender geladen!');
console.log('Ein Rhythmus-basiertes Verteidigungsspiel.');
// Sende Game Loaded Event für Statistiken
window.parent.postMessage({
type: 'GAME_LOADED',
gameId: GAME_ID
}, '*');
</script>
</body>
</html>