Files
thedevilbox/game.js
2025-12-02 19:06:36 +01:00

2554 lines
90 KiB
JavaScript

const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const scoreElement = document.getElementById('score');
const levelElement = document.getElementById('level');
const livesElement = document.getElementById('lives');
const statusElement = document.getElementById('status');
const restartBtn = document.getElementById('restartBtn');
const usernameInput = document.getElementById('username');
const leaderboardElement = document.getElementById('leaderboard');
const gameLeaderboardContent = document.getElementById('gameLeaderboardContent');
const gameOverlay = document.getElementById('gameOverlay');
const finalScoreElement = document.getElementById('finalScore');
const finalLevelElement = document.getElementById('finalLevel');
const overlayRestartBtn = document.getElementById('overlayRestartBtn');
const confirmUsernameBtn = document.getElementById('confirmUsernameBtn');
// === GESTION DU MENU ===
const mainMenu = document.getElementById('mainMenu');
const gameWrapper = document.getElementById('gameWrapper');
const playBtn = document.getElementById('playBtn');
const scoresBtn = document.getElementById('scoresBtn');
const rulesBtn = document.getElementById('rulesBtn');
const backToMenuBtn = document.getElementById('backToMenuBtn');
const leaderboardModal = document.getElementById('leaderboardModal');
const closeModalBtn = document.getElementById('closeModalBtn');
const rulesModal = document.getElementById('rulesModal');
const closeRulesBtn = document.getElementById('closeRulesBtn');
const menuLeaderboard = document.getElementById('menuLeaderboard');
const leaderboardContainer = document.getElementById('leaderboardContainer');
const closeLeaderboardBtn = document.getElementById('closeLeaderboardBtn');
const fullscreenBtn = document.getElementById('fullscreenBtn');
// Fonction pour vérifier si on est en mode plein écran
function isFullscreen() {
return !!(document.fullscreenElement || document.webkitFullscreenElement ||
document.mozFullScreenElement || document.msFullscreenElement);
}
let usernameConfirmed = false;
const CELL_SIZE = 25;
const COLS = 30;
const ROWS = 30;
const WALL = 1;
const DOT = 2;
const EMPTY = 0;
const TUNNEL = 3;
const BONUS_CHERRY = 4;
const BONUS_LUDO = 5;
const BONUS_SPEED = 6;
const BONUS_SHIELD = 7;
const BONUS_BOMB = 8;
const BONUS_MULTIPLIER = 9;
// Types de fantômes
const GHOST_HUNTER = 'hunter';
const GHOST_PATROL = 'patrol';
const GHOST_FAST = 'fast';
const GHOST_INVISIBLE = 'invisible';
const GHOST_NORMAL = 'normal';
// Zones spéciales
const ZONE_TELEPORT = 10;
const ZONE_BONUS = 11;
const ZONE_DANGER = 12;
// Fonction pour obtenir le type de fruit selon le niveau
function getFruitType() {
const fruits = [
{ name: 'cerise', color: '#ff0000', stemColor: '#00ff00', level: 1 },
{ name: 'banane', color: '#ffff00', stemColor: '#00aa00', level: 2 },
{ name: 'orange', color: '#ff8800', stemColor: '#00aa00', level: 3 },
{ name: 'pomme', color: '#ff0000', stemColor: '#8b4513', level: 4 },
{ name: 'raisin', color: '#8b00ff', stemColor: '#00aa00', level: 5 },
{ name: 'fraise', color: '#ff0066', stemColor: '#00ff00', level: 6 },
{ name: 'ananas', color: '#ffd700', stemColor: '#228b22', level: 7 }
];
// Trouver le fruit correspondant au niveau (avec rotation pour les niveaux élevés)
const fruitIndex = Math.min(level - 1, fruits.length - 1);
return fruits[fruitIndex];
}
const originalMaze1 = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,2,1,1,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,1,1,2,1],
[1,2,2,2,2,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,2,2,2,2,1],
[1,1,1,1,1,1,2,1,1,1,1,1,0,1,1,1,1,0,1,1,1,1,1,2,1,1,1,1,1,1],
[0,0,0,0,0,1,2,1,1,1,1,1,0,1,1,1,1,0,1,1,1,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,1,1,1,3,3,3,3,1,1,1,0,1,1,2,1,0,0,0,0,0],
[1,1,1,1,1,1,2,1,1,0,1,0,0,0,0,0,0,0,0,1,0,1,1,2,1,1,1,1,1,1],
[0,0,0,0,0,0,2,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,0,0,0],
[1,1,1,1,1,1,2,1,1,0,1,0,0,0,0,0,0,0,0,1,0,1,1,2,1,1,1,1,1,1],
[0,0,0,0,0,1,2,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,2,1,0,0,0,0,0],
[1,1,1,1,1,1,2,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,2,1,1,1,1,1,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,2,2,1,1,2,2,2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,1,1,2,2,2,1],
[1,1,1,2,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,2,1,1,1],
[1,1,1,2,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,2,1,1,1],
[1,2,2,2,2,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,2,2,2,2,1],
[1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
const originalMaze2 = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,2,1,1,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,1,1,2,1],
[1,2,2,2,2,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,2,2,2,2,1],
[1,1,1,1,1,1,2,1,1,1,1,1,0,1,1,1,1,0,1,1,1,1,1,2,1,1,1,1,1,1],
[0,0,0,0,0,1,2,1,1,1,1,1,0,1,1,1,1,0,1,1,1,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,1,1,1,3,3,3,3,1,1,1,0,1,1,2,1,0,0,0,0,0],
[1,1,1,1,1,1,2,1,1,0,1,0,0,0,0,0,0,0,0,1,0,1,1,2,1,1,1,1,1,1],
[0,0,0,0,0,0,2,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,0,0,0],
[1,1,1,1,1,1,2,1,1,0,1,0,0,0,0,0,0,0,0,1,0,1,1,2,1,1,1,1,1,1],
[0,0,0,0,0,1,2,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,2,1,0,0,0,0,0],
[1,1,1,1,1,1,2,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,2,1,1,1,1,1,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,2,2,1,1,2,2,2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,1,1,2,2,2,1],
[1,1,1,2,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,2,1,1,1],
[1,1,1,2,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,2,1,1,1],
[1,2,2,2,2,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,2,2,2,2,1],
[1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
const originalMaze3 = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,2,1,1,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,1,1,2,1],
[1,2,2,2,2,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,2,2,2,2,1],
[1,1,1,1,1,1,2,1,1,1,1,1,0,1,1,1,1,0,1,1,1,1,1,2,1,1,1,1,1,1],
[0,0,0,0,0,1,2,1,1,1,1,1,0,1,1,1,1,0,1,1,1,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,1,1,1,3,3,3,3,1,1,1,0,1,1,2,1,0,0,0,0,0],
[1,1,1,1,1,1,2,1,1,0,1,0,0,0,0,0,0,0,0,1,0,1,1,2,1,1,1,1,1,1],
[0,0,0,0,0,0,2,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,0,0,0],
[1,1,1,1,1,1,2,1,1,0,1,0,0,0,0,0,0,0,0,1,0,1,1,2,1,1,1,1,1,1],
[0,0,0,0,0,1,2,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,1,0,0,0,0,0],
[0,0,0,0,0,1,2,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,2,1,0,0,0,0,0],
[1,1,1,1,1,1,2,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,2,1,1,1,1,1,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1],
[1,2,2,2,1,1,2,2,2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,1,1,2,2,2,1],
[1,1,1,2,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,2,1,1,1],
[1,1,1,2,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1,2,1,1,1],
[1,2,2,2,2,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,2,2,2,2,1],
[1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1],
[1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
const mazeVariants = [originalMaze1, originalMaze2, originalMaze3];
let originalMaze = originalMaze1;
let currentMazeIndex = 0;
let maze = originalMaze.map(row => [...row]);
let score = 0;
let level = 1;
let gameRunning = true;
let isPaused = false;
let totalDots = 0;
let cherriesEaten = 0;
let isChangingLevel = false;
let cherryEatenRecently = false;
let cherryEatenTimer = 0;
let lives = 3;
let dotsRemainingElement = document.getElementById('dotsRemaining');
let pursuitIndicator = document.getElementById('pursuitIndicator');
let pursuitTimerElement = document.getElementById('pursuitTimer');
let comboDisplay = document.getElementById('comboDisplay');
let comboValueElement = document.getElementById('comboValue');
let frenzyIndicator = document.getElementById('frenzyIndicator');
let speedBoostIndicator = document.getElementById('speedBoostIndicator');
let shieldIndicator = document.getElementById('shieldIndicator');
let multiplierIndicator = document.getElementById('multiplierIndicator');
let multiplierValueElement = document.getElementById('multiplierValue');
// Système de combo
let comboCount = 0;
let comboMultiplier = 1;
let lastDotTime = 0;
const COMBO_TIMEOUT = 3000; // 3 secondes
// Power-ups actifs
let speedBoostActive = false;
let speedBoostTimer = 0;
let shieldActive = false;
let shieldTimer = 0;
let scoreMultiplierActive = false;
let scoreMultiplierTimer = 0;
let scoreMultiplierValue = 1;
// Mode Frenzy
let frenzyModeActive = false;
let frenzyTimer = 0;
let frenzyCooldown = 0;
const FRENZY_INTERVAL = 30000; // 30 secondes
const FRENZY_DURATION = 10000; // 10 secondes
// Obstacles temporaires
let temporaryWalls = [];
let slowZones = [];
let traps = [];
// Zones spéciales
let specialZones = [];
class Pacman {
constructor() {
this.x = 14;
this.y = 23;
this.direction = 0;
this.nextDirection = 0;
this.mouthAngle = 0;
this.mouthOpen = true;
this.baseSpeed = 0.25;
this.speed = this.baseSpeed;
this.pixelX = this.x * CELL_SIZE + CELL_SIZE / 2;
this.pixelY = this.y * CELL_SIZE + CELL_SIZE / 2;
this.colorAnimation = 0;
}
update() {
if (!gameRunning || isPaused) return;
this.mouthAngle += 0.2;
if (this.mouthAngle > Math.PI * 2) {
this.mouthAngle = 0;
this.mouthOpen = !this.mouthOpen;
}
this.colorAnimation += 0.3;
if (this.colorAnimation > Math.PI * 2) {
this.colorAnimation = 0;
}
const gridX = Math.floor(this.pixelX / CELL_SIZE);
const gridY = Math.floor(this.pixelY / CELL_SIZE);
if (this.canMove(this.nextDirection)) {
this.direction = this.nextDirection;
}
if (this.canMove(this.direction)) {
const dx = [0, 1, 0, -1];
const dy = [-1, 0, 1, 0];
this.pixelX += dx[this.direction] * this.speed * CELL_SIZE;
this.pixelY += dy[this.direction] * this.speed * CELL_SIZE;
if (this.pixelX < 0) {
this.pixelX = COLS * CELL_SIZE;
} else if (this.pixelX > COLS * CELL_SIZE) {
this.pixelX = 0;
}
} else {
this.pixelX = gridX * CELL_SIZE + CELL_SIZE / 2;
this.pixelY = gridY * CELL_SIZE + CELL_SIZE / 2;
}
this.x = Math.floor(this.pixelX / CELL_SIZE);
this.y = Math.floor(this.pixelY / CELL_SIZE);
this.collectDot();
}
canMove(direction) {
const dx = [0, 1, 0, -1];
const dy = [-1, 0, 1, 0];
const nextX = Math.floor((this.pixelX + dx[direction] * CELL_SIZE * 0.5) / CELL_SIZE);
const nextY = Math.floor((this.pixelY + dy[direction] * CELL_SIZE * 0.5) / CELL_SIZE);
if (nextX < 0 || nextX >= COLS || nextY < 0 || nextY >= ROWS) {
return true;
}
return maze[nextY][nextX] !== WALL;
}
collectDot() {
if (maze[this.y][this.x] === DOT) {
maze[this.y][this.x] = EMPTY;
// Système de combo
const currentTime = Date.now();
if (currentTime - lastDotTime < COMBO_TIMEOUT) {
comboCount++;
comboMultiplier = Math.min(1 + Math.floor(comboCount / 5), 5); // Max x5
} else {
comboCount = 1;
comboMultiplier = 1;
}
lastDotTime = currentTime;
// Afficher le combo
if (comboDisplay && comboValueElement) {
if (comboMultiplier > 1) {
comboDisplay.style.display = 'block';
comboValueElement.textContent = comboMultiplier;
} else {
comboDisplay.style.display = 'none';
}
}
let points = 10 * comboMultiplier * (frenzyModeActive ? 3 : 1) * scoreMultiplierValue;
score += Math.floor(points);
scoreElement.textContent = score;
totalDots--;
if (dotsRemainingElement) {
dotsRemainingElement.textContent = totalDots;
}
} else if (maze[this.y][this.x] === BONUS_CHERRY) {
if (isChangingLevel) {
console.log('Changement de niveau en cours, cerise ignorée');
return;
}
console.log('Cerise collectée, cherriesEaten:', cherriesEaten);
maze[this.y][this.x] = EMPTY;
score += 100;
scoreElement.textContent = score;
bonuses = bonuses.filter(b => !(b.x === this.x && b.y === this.y && b.type === BONUS_CHERRY));
cherriesEaten++;
cherryEatenRecently = true;
cherryEatenTimer = Math.max(150, 300 - (level - 1) * 20);
// Rendre tous les fantômes vulnérables
const vulnerableTime = Math.max(60, 180 - (level - 1) * 15);
for (let ghost of ghosts) {
ghost.isVulnerable = true;
ghost.vulnerableTimer = vulnerableTime;
}
// Afficher l'indicateur de poursuite (sauf en mode plein écran)
if (pursuitIndicator && !isFullscreen()) {
pursuitIndicator.style.display = 'block';
}
console.log('Après incrémentation, cherriesEaten:', cherriesEaten, 'isChangingLevel:', isChangingLevel);
if (cherriesEaten >= 4 && !isChangingLevel) {
console.log('4 cerises mangées, passage au niveau suivant');
cherriesEaten = 0;
nextLevel();
}
} else if (maze[this.y][this.x] === BONUS_LUDO) {
maze[this.y][this.x] = EMPTY;
let points = 200 * (frenzyModeActive ? 3 : 1) * scoreMultiplierValue;
score += Math.floor(points);
scoreElement.textContent = score;
bonuses = bonuses.filter(b => !(b.x === this.x && b.y === this.y && b.type === BONUS_LUDO));
} else if (maze[this.y][this.x] === BONUS_SPEED) {
maze[this.y][this.x] = EMPTY;
speedBoostActive = true;
speedBoostTimer = 600; // 10 secondes à 60 FPS
this.speed = this.baseSpeed * 2;
bonuses = bonuses.filter(b => !(b.x === this.x && b.y === this.y && b.type === BONUS_SPEED));
if (speedBoostIndicator) speedBoostIndicator.style.display = 'block';
} else if (maze[this.y][this.x] === BONUS_SHIELD) {
maze[this.y][this.x] = EMPTY;
shieldActive = true;
shieldTimer = 900; // 15 secondes
bonuses = bonuses.filter(b => !(b.x === this.x && b.y === this.y && b.type === BONUS_SHIELD));
if (shieldIndicator) shieldIndicator.style.display = 'block';
} else if (maze[this.y][this.x] === BONUS_BOMB) {
maze[this.y][this.x] = EMPTY;
// Repousser tous les fantômes
for (let ghost of ghosts) {
const dx = ghost.x - this.x;
const dy = ghost.y - this.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 5) {
ghost.x = Math.max(0, Math.min(COLS - 1, ghost.x + Math.sign(dx) * 3));
ghost.y = Math.max(0, Math.min(ROWS - 1, ghost.y + Math.sign(dy) * 3));
ghost.pixelX = ghost.x * CELL_SIZE + CELL_SIZE / 2;
ghost.pixelY = ghost.y * CELL_SIZE + CELL_SIZE / 2;
}
}
bonuses = bonuses.filter(b => !(b.x === this.x && b.y === this.y && b.type === BONUS_BOMB));
} else if (maze[this.y][this.x] === BONUS_MULTIPLIER) {
maze[this.y][this.x] = EMPTY;
scoreMultiplierActive = true;
scoreMultiplierTimer = 1800; // 30 secondes
scoreMultiplierValue = 2;
bonuses = bonuses.filter(b => !(b.x === this.x && b.y === this.y && b.type === BONUS_MULTIPLIER));
if (multiplierIndicator && multiplierValueElement) {
multiplierIndicator.style.display = 'block';
multiplierValueElement.textContent = scoreMultiplierValue;
}
} else if (maze[this.y][this.x] === ZONE_TELEPORT) {
// Téléportation aléatoire
let newX, newY;
do {
newX = Math.floor(Math.random() * COLS);
newY = Math.floor(Math.random() * ROWS);
} while (maze[newY][newX] === WALL || (newX === this.x && newY === this.y));
this.x = newX;
this.y = newY;
this.pixelX = newX * CELL_SIZE + CELL_SIZE / 2;
this.pixelY = newY * CELL_SIZE + CELL_SIZE / 2;
} else if (maze[this.y][this.x] === ZONE_BONUS) {
// Zone bonus : double les points
// Déjà géré par le système de combo
} else if (maze[this.y][this.x] === ZONE_DANGER) {
// Zone danger : ralentit Pacman
this.speed = this.baseSpeed * 0.5;
setTimeout(() => {
if (!speedBoostActive) {
this.speed = this.baseSpeed;
}
}, 2000);
}
}
draw() {
ctx.save();
ctx.translate(this.pixelX, this.pixelY);
const rotation = [Math.PI * 1.5, 0, Math.PI * 0.5, Math.PI];
ctx.rotate(rotation[this.direction]);
const hue = (this.colorAnimation * 180 / Math.PI) % 360;
ctx.fillStyle = `hsl(${hue}, 100%, 50%)`;
ctx.beginPath();
if (this.mouthOpen) {
ctx.arc(0, 0, CELL_SIZE * 0.4, 0.2, Math.PI * 2 - 0.2);
} else {
ctx.arc(0, 0, CELL_SIZE * 0.4, 0, Math.PI * 2);
}
ctx.lineTo(0, 0);
ctx.fill();
ctx.restore();
}
}
class Ghost {
constructor(x, y, color, type = GHOST_NORMAL) {
this.x = x;
this.y = y;
this.color = color;
this.type = type;
this.direction = Math.floor(Math.random() * 4);
this.baseSpeed = 0.15;
this.speed = this.baseSpeed;
this.pixelX = this.x * CELL_SIZE + CELL_SIZE / 2;
this.pixelY = this.y * CELL_SIZE + CELL_SIZE / 2;
this.moveCounter = 0;
this.moveInterval = 30;
this.isVulnerable = false;
this.vulnerableTimer = 0;
this.startX = x;
this.startY = y;
this.isInvisible = false;
this.invisibleTimer = 0;
this.patrolTarget = null;
this.patrolIndex = 0;
// Ajustements selon le type
if (type === GHOST_FAST) {
this.baseSpeed = 0.16;
} else if (type === GHOST_INVISIBLE && level >= 5) {
this.isInvisible = true;
this.invisibleTimer = 300;
}
}
updateSpeed() {
// Vitesse fixe comme au niveau 3 (x1.4) pour tous les niveaux
let speedMultiplier = 1.4;
if (this.type === GHOST_FAST) {
speedMultiplier *= 1.1;
}
this.speed = this.baseSpeed * speedMultiplier;
}
update() {
if (!gameRunning || isPaused) return;
// Gestion de l'invisibilité
if (this.type === GHOST_INVISIBLE && level >= 5) {
this.invisibleTimer--;
if (this.invisibleTimer <= 0) {
this.isInvisible = !this.isInvisible;
this.invisibleTimer = this.isInvisible ? 300 : 300;
}
}
// Gestion de la vulnérabilité
if (this.isVulnerable) {
this.vulnerableTimer--;
if (this.vulnerableTimer <= 0) {
this.isVulnerable = false;
}
}
if (cherryEatenTimer > 0) {
cherryEatenTimer--;
} else {
cherryEatenRecently = false;
// Rendre les fantômes vulnérables quand une cerise est mangée
if (!this.isVulnerable && cherryEatenTimer === 0) {
// La vulnérabilité est gérée dans collectDot()
}
}
this.moveInterval = Math.max(5, 15 - (level - 1) * 1.5);
this.moveCounter++;
if (this.moveCounter > this.moveInterval || !this.canMove(this.direction)) {
const possibleDirections = [];
for (let i = 0; i < 4; i++) {
if (this.canMove(i)) {
possibleDirections.push(i);
}
}
if (possibleDirections.length > 0) {
if (this.isVulnerable) {
// Fuir le joueur quand vulnérable
this.direction = this.getDirectionAwayFromPacman(possibleDirections);
} else {
// Tous les fantômes chassent le joueur (sauf patrouilleurs qui patrouillent si très loin)
if (this.type === GHOST_PATROL) {
const distance = Math.sqrt(
Math.pow(pacman.x - this.x, 2) +
Math.pow(pacman.y - this.y, 2)
);
// Si proche, chasser, sinon patrouiller (seulement si très loin)
if (distance < 12) {
this.direction = this.getDirectionToPacman(possibleDirections);
} else {
this.direction = this.getPatrolDirection(possibleDirections);
}
} else {
// Tous les autres chassent directement
this.direction = this.getDirectionToPacman(possibleDirections);
}
}
}
this.moveCounter = 0;
}
const dx = [0, 1, 0, -1];
const dy = [-1, 0, 1, 0];
this.pixelX += dx[this.direction] * this.speed * CELL_SIZE;
this.pixelY += dy[this.direction] * this.speed * CELL_SIZE;
if (this.pixelX < 0) {
this.pixelX = COLS * CELL_SIZE;
} else if (this.pixelX > COLS * CELL_SIZE) {
this.pixelX = 0;
}
this.x = Math.floor(this.pixelX / CELL_SIZE);
this.y = Math.floor(this.pixelY / CELL_SIZE);
}
getDirectionToPacman(possibleDirections) {
const dx = [0, 1, 0, -1];
const dy = [-1, 0, 1, 0];
// Prédire la position future de Pacman basée sur sa direction
let targetX = pacman.x;
let targetY = pacman.y;
// Prédiction améliorée pour tous les niveaux
const predictionSteps = level >= 3 ? 4 : 3;
// Si Pacman bouge, prédire où il sera
if (pacman.direction !== undefined) {
const futureX = pacman.x + dx[pacman.direction] * predictionSteps;
const futureY = pacman.y + dy[pacman.direction] * predictionSteps;
if (futureX >= 0 && futureX < COLS && futureY >= 0 && futureY < ROWS) {
targetX = futureX;
targetY = futureY;
}
}
let bestDirection = possibleDirections[0];
let minDistance = Infinity;
// Éviter de revenir en arrière si possible
const oppositeDirection = (this.direction + 2) % 4;
for (let dir of possibleDirections) {
// Permettre le retour en arrière si c'est la meilleure direction
// (pas de restriction pour une poursuite plus agressive)
const nextX = this.x + dx[dir];
const nextY = this.y + dy[dir];
const distance = Math.sqrt(
Math.pow(targetX - nextX, 2) +
Math.pow(targetY - nextY, 2)
);
if (distance < minDistance) {
minDistance = distance;
bestDirection = dir;
}
}
return bestDirection;
}
getDirectionAwayFromPacman(possibleDirections) {
const dx = [0, 1, 0, -1];
const dy = [-1, 0, 1, 0];
let bestDirection = possibleDirections[0];
let maxDistance = -1;
for (let dir of possibleDirections) {
const nextX = this.x + dx[dir];
const nextY = this.y + dy[dir];
const distance = Math.sqrt(
Math.pow(pacman.x - nextX, 2) +
Math.pow(pacman.y - nextY, 2)
);
if (distance > maxDistance) {
maxDistance = distance;
bestDirection = dir;
}
}
return bestDirection;
}
getPatrolDirection(possibleDirections) {
// Patrouille : bloque les passages stratégiques
const dx = [0, 1, 0, -1];
const dy = [-1, 0, 1, 0];
// Chercher à se placer entre Pacman et les sorties
const pacmanX = pacman.x;
const pacmanY = pacman.y;
// Si proche de Pacman, le poursuivre
const distance = Math.sqrt(
Math.pow(pacmanX - this.x, 2) +
Math.pow(pacmanY - this.y, 2)
);
if (distance < 5) {
return this.getDirectionToPacman(possibleDirections);
}
// Sinon, patrouiller vers les zones centrales
const centerX = COLS / 2;
const centerY = ROWS / 2;
let bestDirection = possibleDirections[0];
let minDistance = Infinity;
for (let dir of possibleDirections) {
const nextX = this.x + dx[dir];
const nextY = this.y + dy[dir];
const dist = Math.sqrt(
Math.pow(centerX - nextX, 2) +
Math.pow(centerY - nextY, 2)
);
if (dist < minDistance) {
minDistance = dist;
bestDirection = dir;
}
}
return bestDirection;
}
canMove(direction) {
const dx = [0, 1, 0, -1];
const dy = [-1, 0, 1, 0];
const nextX = Math.floor((this.pixelX + dx[direction] * CELL_SIZE * 0.5) / CELL_SIZE);
const nextY = Math.floor((this.pixelY + dy[direction] * CELL_SIZE * 0.5) / CELL_SIZE);
if (nextX < 0 || nextX >= COLS || nextY < 0 || nextY >= ROWS) {
return true;
}
return maze[nextY][nextX] !== WALL;
}
draw() {
// Si invisible et niveau >= 5, ne pas dessiner 50% du temps
if (this.type === GHOST_INVISIBLE && this.isInvisible && level >= 5) {
const shouldDraw = Math.floor(Date.now() / 200) % 2 === 0;
if (!shouldDraw) {
return; // Ne pas dessiner quand invisible
}
}
ctx.save();
ctx.translate(this.pixelX, this.pixelY);
const size = CELL_SIZE * 0.75;
// Si vulnérable, afficher en bleu clignotant
if (this.isVulnerable) {
const flash = Math.floor(this.vulnerableTimer / 10) % 2;
ctx.fillStyle = flash === 0 ? '#0000ff' : '#ffffff';
} else {
ctx.fillStyle = this.color;
// Fantôme invisible : opacité réduite
if (this.type === GHOST_INVISIBLE && this.isInvisible && level >= 5) {
ctx.globalAlpha = 0.5;
}
}
ctx.strokeStyle = '#000000';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(0, -size * 0.3, size * 0.5, Math.PI, 0, false);
ctx.fill();
ctx.stroke();
ctx.fillRect(-size * 0.5, -size * 0.3, size * 1.0, size * 0.7);
ctx.strokeRect(-size * 0.5, -size * 0.3, size * 1.0, size * 0.7);
const waveHeight = size * 0.15;
const waveWidth = size * 0.2;
ctx.beginPath();
ctx.moveTo(-size * 0.5, size * 0.4);
for (let i = 0; i < 5; i++) {
const x = -size * 0.5 + i * waveWidth;
const y = size * 0.4 + (i % 2 === 0 ? 0 : waveHeight);
ctx.lineTo(x, y);
}
ctx.lineTo(size * 0.5, size * 0.4);
ctx.lineTo(size * 0.5, size * 0.7);
ctx.lineTo(-size * 0.5, size * 0.7);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.arc(-size * 0.2, -size * 0.1, size * 0.12, 0, Math.PI * 2);
ctx.arc(size * 0.2, -size * 0.1, size * 0.12, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#000000';
ctx.beginPath();
ctx.arc(-size * 0.2, -size * 0.1, size * 0.06, 0, Math.PI * 2);
ctx.arc(size * 0.2, -size * 0.1, size * 0.06, 0, Math.PI * 2);
ctx.fill();
ctx.globalAlpha = 1.0;
ctx.restore();
}
}
class Bonus {
constructor(x, y, type) {
this.x = x;
this.y = y;
this.type = type;
this.animation = 0;
}
update() {
this.animation += 0.1;
if (this.animation > Math.PI * 2) {
this.animation = 0;
}
}
draw() {
const cellX = this.x * CELL_SIZE + CELL_SIZE / 2;
const cellY = this.y * CELL_SIZE + CELL_SIZE / 2;
const scale = 1 + Math.sin(this.animation) * 0.2;
ctx.save();
ctx.translate(cellX, cellY);
ctx.scale(scale, scale);
if (this.type === BONUS_CHERRY) {
const fruit = getFruitType();
// Dessiner le fruit selon le type
if (fruit.name === 'cerise') {
// Cerise (rouge avec feuille verte)
ctx.fillStyle = fruit.color;
ctx.beginPath();
ctx.arc(0, 0, CELL_SIZE * 0.25, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = fruit.stemColor;
ctx.beginPath();
ctx.arc(-CELL_SIZE * 0.15, -CELL_SIZE * 0.2, CELL_SIZE * 0.1, 0, Math.PI * 2);
ctx.fill();
ctx.strokeStyle = '#00aa00';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(-CELL_SIZE * 0.15, -CELL_SIZE * 0.3);
ctx.lineTo(-CELL_SIZE * 0.25, -CELL_SIZE * 0.4);
ctx.stroke();
} else if (fruit.name === 'banane') {
// Banane (jaune courbée)
ctx.fillStyle = fruit.color;
ctx.beginPath();
// Dessiner une forme de banane courbée
ctx.moveTo(-CELL_SIZE * 0.25, -CELL_SIZE * 0.1);
ctx.quadraticCurveTo(0, CELL_SIZE * 0.2, CELL_SIZE * 0.25, -CELL_SIZE * 0.1);
ctx.quadraticCurveTo(0, -CELL_SIZE * 0.3, -CELL_SIZE * 0.25, -CELL_SIZE * 0.1);
ctx.closePath();
ctx.fill();
ctx.strokeStyle = '#ffaa00';
ctx.lineWidth = 2;
ctx.stroke();
// Tige
ctx.strokeStyle = fruit.stemColor;
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(-CELL_SIZE * 0.2, -CELL_SIZE * 0.15);
ctx.lineTo(-CELL_SIZE * 0.25, -CELL_SIZE * 0.25);
ctx.stroke();
} else if (fruit.name === 'orange') {
// Orange (cercle orange)
ctx.fillStyle = fruit.color;
ctx.beginPath();
ctx.arc(0, 0, CELL_SIZE * 0.25, 0, Math.PI * 2);
ctx.fill();
ctx.strokeStyle = '#ff6600';
ctx.lineWidth = 2;
ctx.stroke();
// Tige
ctx.strokeStyle = fruit.stemColor;
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(0, -CELL_SIZE * 0.25);
ctx.lineTo(0, -CELL_SIZE * 0.35);
ctx.stroke();
} else if (fruit.name === 'pomme') {
// Pomme (rouge avec tige brune)
ctx.fillStyle = fruit.color;
ctx.beginPath();
ctx.arc(0, CELL_SIZE * 0.05, CELL_SIZE * 0.25, 0, Math.PI * 2);
ctx.fill();
// Feuille (ovale)
ctx.fillStyle = '#00ff00';
ctx.beginPath();
ctx.scale(1, 1.5);
ctx.arc(CELL_SIZE * 0.15, -CELL_SIZE * 0.07, CELL_SIZE * 0.08, 0, Math.PI * 2);
ctx.scale(1, 1/1.5);
ctx.fill();
// Tige
ctx.strokeStyle = fruit.stemColor;
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(0, -CELL_SIZE * 0.2);
ctx.lineTo(0, -CELL_SIZE * 0.3);
ctx.stroke();
} else if (fruit.name === 'raisin') {
// Raisin (grappes violettes)
ctx.fillStyle = fruit.color;
for (let i = 0; i < 3; i++) {
for (let j = 0; j < 2; j++) {
ctx.beginPath();
ctx.arc((i - 1) * CELL_SIZE * 0.15, (j - 0.5) * CELL_SIZE * 0.15, CELL_SIZE * 0.1, 0, Math.PI * 2);
ctx.fill();
}
}
// Tige
ctx.strokeStyle = fruit.stemColor;
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(0, -CELL_SIZE * 0.3);
ctx.lineTo(0, -CELL_SIZE * 0.4);
ctx.stroke();
} else if (fruit.name === 'fraise') {
// Fraise (rouge avec graines)
ctx.fillStyle = fruit.color;
ctx.beginPath();
ctx.arc(0, CELL_SIZE * 0.05, CELL_SIZE * 0.25, 0, Math.PI * 2);
ctx.fill();
// Graines
ctx.fillStyle = '#ffff00';
for (let i = 0; i < 5; i++) {
ctx.beginPath();
ctx.arc((i - 2) * CELL_SIZE * 0.1, CELL_SIZE * 0.05, 2, 0, Math.PI * 2);
ctx.fill();
}
// Feuilles
ctx.fillStyle = fruit.stemColor;
ctx.beginPath();
ctx.arc(-CELL_SIZE * 0.15, -CELL_SIZE * 0.1, CELL_SIZE * 0.08, 0, Math.PI * 2);
ctx.arc(CELL_SIZE * 0.15, -CELL_SIZE * 0.1, CELL_SIZE * 0.08, 0, Math.PI * 2);
ctx.fill();
} else if (fruit.name === 'ananas') {
// Ananas (jaune avec texture)
ctx.fillStyle = fruit.color;
ctx.beginPath();
// Forme ovale pour l'ananas
ctx.scale(0.7, 1);
ctx.arc(0, 0, CELL_SIZE * 0.3, 0, Math.PI * 2);
ctx.scale(1/0.7, 1);
ctx.fill();
// Texture
ctx.strokeStyle = '#ffaa00';
ctx.lineWidth = 1;
for (let i = -2; i <= 2; i++) {
ctx.beginPath();
ctx.moveTo(i * CELL_SIZE * 0.08, -CELL_SIZE * 0.3);
ctx.lineTo(i * CELL_SIZE * 0.08, CELL_SIZE * 0.3);
ctx.stroke();
}
// Feuilles
ctx.fillStyle = fruit.stemColor;
ctx.beginPath();
ctx.moveTo(0, -CELL_SIZE * 0.3);
ctx.lineTo(-CELL_SIZE * 0.1, -CELL_SIZE * 0.4);
ctx.lineTo(CELL_SIZE * 0.1, -CELL_SIZE * 0.4);
ctx.closePath();
ctx.fill();
}
} else if (this.type === BONUS_LUDO) {
const size = CELL_SIZE * 0.45;
ctx.fillStyle = '#ffd700';
ctx.strokeStyle = '#ffaa00';
ctx.lineWidth = 3;
ctx.beginPath();
const spikes = 5;
const outerRadius = size;
const innerRadius = size * 0.4;
for (let i = 0; i < spikes * 2; i++) {
const angle = (i * Math.PI) / spikes;
const radius = i % 2 === 0 ? outerRadius : innerRadius;
const x = Math.cos(angle) * radius;
const y = Math.sin(angle) * radius;
if (i === 0) {
ctx.moveTo(x, y);
} else {
ctx.lineTo(x, y);
}
}
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.fillStyle = '#ffff00';
ctx.beginPath();
ctx.arc(0, 0, size * 0.3, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#ffd700';
ctx.font = `bold ${size * 0.6}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('L', 0, 0);
} else if (this.type === BONUS_SPEED) {
// Étoile de vitesse
ctx.fillStyle = '#00ffff';
ctx.strokeStyle = '#0088ff';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(0, 0, CELL_SIZE * 0.3, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
ctx.fillStyle = '#ffffff';
ctx.font = `bold ${CELL_SIZE * 0.4}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('⚡', 0, 0);
} else if (this.type === BONUS_SHIELD) {
// Bouclier
ctx.fillStyle = '#00ff00';
ctx.strokeStyle = '#008800';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(0, 0, CELL_SIZE * 0.3, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
ctx.fillStyle = '#ffffff';
ctx.font = `bold ${CELL_SIZE * 0.4}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('🛡', 0, 0);
} else if (this.type === BONUS_BOMB) {
// Bombe
ctx.fillStyle = '#ff0000';
ctx.strokeStyle = '#880000';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(0, 0, CELL_SIZE * 0.3, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
ctx.fillStyle = '#ffffff';
ctx.font = `bold ${CELL_SIZE * 0.4}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('💣', 0, 0);
} else if (this.type === BONUS_MULTIPLIER) {
// Multiplicateur
ctx.fillStyle = '#ff00ff';
ctx.strokeStyle = '#880088';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(0, 0, CELL_SIZE * 0.3, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
ctx.fillStyle = '#ffffff';
ctx.font = `bold ${CELL_SIZE * 0.4}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('✨', 0, 0);
}
ctx.restore();
}
}
let pacman = new Pacman();
let ghosts = [];
function createGhosts() {
ghosts = [];
const ghostColors = ['#ff0000', '#ff00ff', '#00ffff', '#ffa500', '#00ff00', '#ffff00', '#ff00ff', '#00ffff'];
const ghostTypes = [GHOST_NORMAL, GHOST_HUNTER, GHOST_PATROL, GHOST_FAST, GHOST_INVISIBLE];
// Nombre de fantômes selon le niveau
let numGhosts = 4;
if (level >= 3 && level < 5) numGhosts = 5;
else if (level >= 5 && level < 10) numGhosts = 6;
else if (level >= 10) numGhosts = 7;
const positions = [
{x: 14, y: 11}, {x: 15, y: 11}, {x: 14, y: 12}, {x: 15, y: 12},
{x: 13, y: 11}, {x: 16, y: 11}, {x: 13, y: 12}, {x: 16, y: 12}
];
for (let i = 0; i < numGhosts; i++) {
const pos = positions[i % positions.length];
let type = GHOST_NORMAL;
// Types selon le niveau
if (level >= 2 && i === 1) type = GHOST_HUNTER;
if (level >= 3 && i === 2) type = GHOST_PATROL;
if (level >= 4 && i === 3) type = GHOST_FAST;
if (level >= 5 && i >= 4) {
const rand = Math.random();
if (rand < 0.3) type = GHOST_INVISIBLE;
else if (rand < 0.6) type = GHOST_FAST;
else type = GHOST_HUNTER;
}
ghosts.push(new Ghost(pos.x, pos.y, ghostColors[i % ghostColors.length], type));
}
for (let ghost of ghosts) {
ghost.updateSpeed();
}
}
let bonuses = [];
function countDots() {
totalDots = 0;
if (!maze || maze.length === 0) {
console.error('countDots() - maze est vide ou undefined');
return;
}
for (let y = 0; y < ROWS; y++) {
if (!maze[y]) {
console.error(`countDots() - maze[${y}] est undefined`);
continue;
}
for (let x = 0; x < COLS; x++) {
if (maze[y][x] === DOT) {
totalDots++;
}
}
}
// Mettre à jour l'affichage
if (dotsRemainingElement) {
dotsRemainingElement.textContent = totalDots;
}
}
function drawMaze() {
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (let y = 0; y < ROWS; y++) {
for (let x = 0; x < COLS; x++) {
const cellX = x * CELL_SIZE;
const cellY = y * CELL_SIZE;
if (maze[y][x] === WALL) {
ctx.fillStyle = '#0000ff';
ctx.fillRect(cellX, cellY, CELL_SIZE, CELL_SIZE);
ctx.strokeStyle = '#000080';
ctx.strokeRect(cellX, cellY, CELL_SIZE, CELL_SIZE);
} else if (maze[y][x] === DOT) {
ctx.fillStyle = '#fff';
ctx.beginPath();
ctx.arc(cellX + CELL_SIZE / 2, cellY + CELL_SIZE / 2, 2, 0, Math.PI * 2);
ctx.fill();
} else if (maze[y][x] === ZONE_TELEPORT) {
// Zone de téléportation
ctx.fillStyle = 'rgba(255, 0, 255, 0.3)';
ctx.fillRect(cellX, cellY, CELL_SIZE, CELL_SIZE);
ctx.strokeStyle = '#ff00ff';
ctx.lineWidth = 2;
ctx.strokeRect(cellX, cellY, CELL_SIZE, CELL_SIZE);
} else if (maze[y][x] === ZONE_BONUS) {
// Zone bonus
ctx.fillStyle = 'rgba(255, 215, 0, 0.3)';
ctx.fillRect(cellX, cellY, CELL_SIZE, CELL_SIZE);
ctx.strokeStyle = '#ffd700';
ctx.lineWidth = 2;
ctx.strokeRect(cellX, cellY, CELL_SIZE, CELL_SIZE);
} else if (maze[y][x] === ZONE_DANGER) {
// Zone danger
ctx.fillStyle = 'rgba(255, 0, 0, 0.3)';
ctx.fillRect(cellX, cellY, CELL_SIZE, CELL_SIZE);
ctx.strokeStyle = '#ff0000';
ctx.lineWidth = 2;
ctx.strokeRect(cellX, cellY, CELL_SIZE, CELL_SIZE);
}
}
}
for (let bonus of bonuses) {
bonus.update();
bonus.draw();
}
}
function checkCollisions() {
if (!gameRunning || isPaused) return;
for (let ghost of ghosts) {
const distance = Math.sqrt(
Math.pow(pacman.pixelX - ghost.pixelX, 2) +
Math.pow(pacman.pixelY - ghost.pixelY, 2)
);
if (distance < CELL_SIZE * 0.6) {
if (ghost.isVulnerable) {
// Manger le fantôme
score += 200;
scoreElement.textContent = score;
ghost.isVulnerable = false;
ghost.vulnerableTimer = 0;
// Réinitialiser la position du fantôme
ghost.x = ghost.startX;
ghost.y = ghost.startY;
ghost.pixelX = ghost.x * CELL_SIZE + CELL_SIZE / 2;
ghost.pixelY = ghost.y * CELL_SIZE + CELL_SIZE / 2;
ghost.direction = Math.floor(Math.random() * 4);
} else {
// Vérifier le bouclier
if (shieldActive) {
// Bouclier actif : repousser le fantôme sans perdre de vie
shieldActive = false;
shieldTimer = 0;
if (shieldIndicator) shieldIndicator.style.display = 'none';
// Repousser le fantôme
const dx = ghost.x - pacman.x;
const dy = ghost.y - pacman.y;
ghost.x = Math.max(0, Math.min(COLS - 1, ghost.x + Math.sign(dx) * 2));
ghost.y = Math.max(0, Math.min(ROWS - 1, ghost.y + Math.sign(dy) * 2));
ghost.pixelX = ghost.x * CELL_SIZE + CELL_SIZE / 2;
ghost.pixelY = ghost.y * CELL_SIZE + CELL_SIZE / 2;
} else {
// Perdre une vie
lives--;
updateLivesDisplay();
if (lives <= 0) {
gameRunning = false;
statusElement.textContent = 'Game Over !';
showGameOver();
saveScore();
} else {
restartCurrentLevel();
}
}
}
}
}
}
function gameLoop() {
if (isChangingLevel || !gameRunning) {
if (isChangingLevel) {
console.log('gameLoop() - Changement de niveau en cours, arrêt');
}
return;
}
drawMaze();
// Gestion de la pause
if (isPaused) {
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#ffd700';
ctx.font = 'bold 48px "Press Start 2P"';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('PAUSE', canvas.width/2, canvas.height/2);
ctx.font = 'bold 16px "Press Start 2P"';
ctx.fillText('Appuyez sur ESPACE ou ECHAP', canvas.width/2, canvas.height/2 + 40);
requestAnimationFrame(gameLoop);
return;
}
// Gestion des power-ups
if (speedBoostActive) {
speedBoostTimer--;
if (speedBoostTimer <= 0) {
speedBoostActive = false;
pacman.speed = pacman.baseSpeed;
if (speedBoostIndicator) speedBoostIndicator.style.display = 'none';
} else if (speedBoostIndicator) {
const seconds = Math.ceil(speedBoostTimer / 60);
speedBoostIndicator.textContent = `⚡ Vitesse (${seconds}s)`;
}
}
if (shieldActive) {
shieldTimer--;
if (shieldTimer <= 0) {
shieldActive = false;
if (shieldIndicator) shieldIndicator.style.display = 'none';
} else if (shieldIndicator) {
const seconds = Math.ceil(shieldTimer / 60);
shieldIndicator.textContent = `🛡 Bouclier (${seconds}s)`;
}
}
if (scoreMultiplierActive) {
scoreMultiplierTimer--;
if (scoreMultiplierTimer <= 0) {
scoreMultiplierActive = false;
scoreMultiplierValue = 1;
if (multiplierIndicator) multiplierIndicator.style.display = 'none';
} else if (multiplierIndicator && multiplierValueElement) {
const seconds = Math.ceil(scoreMultiplierTimer / 60);
multiplierIndicator.textContent = `✨ x${scoreMultiplierValue} (${seconds}s)`;
}
}
// Mode Frenzy
if (!frenzyModeActive) {
frenzyCooldown++;
if (frenzyCooldown >= FRENZY_INTERVAL) {
frenzyModeActive = true;
frenzyTimer = FRENZY_DURATION;
frenzyCooldown = 0;
// Rendre tous les fantômes vulnérables
for (let ghost of ghosts) {
ghost.isVulnerable = true;
ghost.vulnerableTimer = FRENZY_DURATION;
}
if (frenzyIndicator) frenzyIndicator.style.display = 'block';
if (pursuitIndicator && !isFullscreen()) pursuitIndicator.style.display = 'block';
}
} else {
frenzyTimer--;
if (frenzyTimer <= 0) {
frenzyModeActive = false;
for (let ghost of ghosts) {
ghost.isVulnerable = false;
ghost.vulnerableTimer = 0;
}
if (frenzyIndicator) frenzyIndicator.style.display = 'none';
if (pursuitIndicator) pursuitIndicator.style.display = 'none';
}
}
// Combo timeout
if (comboCount > 0 && Date.now() - lastDotTime > COMBO_TIMEOUT) {
comboCount = 0;
comboMultiplier = 1;
if (comboDisplay) comboDisplay.style.display = 'none';
}
pacman.update();
pacman.draw();
// Mettre à jour l'indicateur de poursuite (masquer en mode plein écran)
if (isFullscreen() && pursuitIndicator) {
pursuitIndicator.style.display = 'none';
} else if (pursuitIndicator && (cherryEatenTimer > 0 || frenzyModeActive) && !isFullscreen()) {
const timer = frenzyModeActive ? frenzyTimer : cherryEatenTimer;
const seconds = Math.ceil(timer / 60);
if (pursuitTimerElement) {
pursuitTimerElement.textContent = seconds;
}
pursuitIndicator.style.display = 'block';
} else if (pursuitIndicator && !frenzyModeActive) {
pursuitIndicator.style.display = 'none';
}
for (let ghost of ghosts) {
ghost.update();
ghost.draw();
}
checkCollisions();
if (gameRunning && !isChangingLevel) {
requestAnimationFrame(gameLoop);
} else {
console.log('gameLoop() - Arrêt de la boucle, gameRunning:', gameRunning, 'isChangingLevel:', isChangingLevel);
}
}
function updateLivesDisplay() {
const hearts = livesElement.querySelectorAll('.heart');
hearts.forEach((heart, index) => {
if (index < lives) {
heart.style.opacity = '1';
} else {
heart.style.opacity = '0.3';
}
});
}
function restartCurrentLevel() {
if (isChangingLevel) return;
console.log('Redémarrage du niveau actuel');
isChangingLevel = true;
gameRunning = false;
requestAnimationFrame(() => {
const currentLevel = level;
const mazeIndex = (currentLevel - 1) % mazeVariants.length;
const currentMaze = mazeVariants[mazeIndex];
maze = [];
for (let i = 0; i < currentMaze.length; i++) {
maze[i] = [...currentMaze[i]];
}
fillEmptySpaces();
randomizeMaze();
countDots();
bonuses = [];
placeBonuses();
pacman = new Pacman();
pacman.speed = pacman.baseSpeed * (1 + (level - 1) * 0.05);
createGhosts();
for (let ghost of ghosts) {
ghost.isVulnerable = false;
ghost.vulnerableTimer = 0;
}
cherriesEaten = 0;
cherryEatenRecently = false;
cherryEatenTimer = 0;
if (pursuitIndicator) {
pursuitIndicator.style.display = 'none';
}
statusElement.textContent = `Niveau ${level} - Recommencement !`;
statusElement.style.color = '#ff6b6b';
drawMaze();
pacman.draw();
for (let ghost of ghosts) {
ghost.draw();
}
setTimeout(() => {
isChangingLevel = false;
gameRunning = true;
statusElement.textContent = 'En jeu';
statusElement.style.color = '#ffd700';
gameLoop();
}, 2000);
});
}
function nextLevel() {
console.log('=== nextLevel() appelée ===');
console.log('gameRunning:', gameRunning, 'isChangingLevel:', isChangingLevel);
if (!gameRunning || isChangingLevel) {
console.log('nextLevel() annulée - gameRunning:', gameRunning, 'isChangingLevel:', isChangingLevel);
return;
}
console.log('Début du changement de niveau');
isChangingLevel = true;
const wasRunning = gameRunning;
gameRunning = false;
console.log('gameRunning mis à false, wasRunning:', wasRunning);
requestAnimationFrame(() => {
console.log('Dans requestAnimationFrame, changement du niveau');
level++;
console.log('Nouveau niveau:', level);
levelElement.textContent = level;
cherriesEaten = 0;
const mazeIndex = (level - 1) % mazeVariants.length;
console.log('Index du labyrinthe:', mazeIndex);
currentMazeIndex = mazeIndex;
const newMaze = mazeVariants[mazeIndex];
console.log('Création du nouveau labyrinthe');
console.log('newMaze.length:', newMaze.length, 'ROWS:', ROWS);
console.log('newMaze[0]?.length:', newMaze[0]?.length, 'COLS:', COLS);
if (!newMaze || newMaze.length !== ROWS) {
console.error('Erreur: Le nouveau labyrinthe a une taille incorrecte:', newMaze?.length);
isChangingLevel = false;
gameRunning = wasRunning;
return;
}
maze = [];
for (let i = 0; i < newMaze.length; i++) {
if (!newMaze[i] || newMaze[i].length !== COLS) {
console.error(`Erreur: Ligne ${i} du labyrinthe a une taille incorrecte:`, newMaze[i]?.length);
}
maze[i] = [...newMaze[i]];
}
console.log('Labyrinthe copié, maze.length:', maze.length);
fillEmptySpaces();
randomizeMaze();
countDots();
console.log('Total dots:', totalDots);
bonuses = [];
console.log('Réinitialisation de Pacman et des fantômes');
pacman = new Pacman();
pacman.speed = pacman.baseSpeed * (1 + (level - 1) * 0.05);
createGhosts();
for (let ghost of ghosts) {
ghost.isVulnerable = false;
ghost.vulnerableTimer = 0;
}
cherryEatenTimer = 0;
if (pursuitIndicator) {
pursuitIndicator.style.display = 'none';
}
placeBonuses();
console.log('Bonus placés, nombre:', bonuses.length);
statusElement.textContent = `Niveau ${level} - Labyrinthe ${mazeIndex + 1} !`;
statusElement.style.color = '#00ff00';
console.log('Redessin du labyrinthe');
drawMaze();
pacman.draw();
for (let ghost of ghosts) {
ghost.draw();
}
console.log('Attente de 2 secondes avant redémarrage');
setTimeout(() => {
console.log('Redémarrage de la boucle de jeu');
isChangingLevel = false;
gameRunning = wasRunning;
console.log('isChangingLevel:', isChangingLevel, 'gameRunning:', gameRunning);
if (gameRunning) {
statusElement.textContent = 'En jeu';
statusElement.style.color = '#ffd700';
console.log('Appel de gameLoop() pour redémarrer');
gameLoop();
}
}, 2000);
});
}
function fillEmptySpaces() {
console.log('Remplissage de tous les espaces vides avec des chemins');
// Première passe : remplir tous les empty
for (let y = 1; y < ROWS - 1; y++) {
for (let x = 1; x < COLS - 1; x++) {
if (maze[y][x] === EMPTY) {
maze[y][x] = DOT;
}
}
}
// Détecter et remplir les grandes zones vides
for (let iteration = 0; iteration < 6; iteration++) {
for (let y = 1; y < ROWS - 1; y++) {
for (let x = 1; x < COLS - 1; x++) {
if (maze[y][x] === WALL) {
const neighbors = [
maze[y-1][x], maze[y+1][x], maze[y][x-1], maze[y][x+1]
];
const emptyCount = neighbors.filter(c => c === EMPTY).length;
const dotCount = neighbors.filter(c => c === DOT).length;
const wallCount = neighbors.filter(c => c === WALL).length;
// Si entouré d'espaces vides ou de beaucoup de chemins, transformer en chemin
if (emptyCount >= 1) {
maze[y][x] = DOT;
} else if (wallCount <= 1 && dotCount >= 2) {
if (Math.random() < 0.9) {
maze[y][x] = DOT;
}
} else if (wallCount === 0) {
maze[y][x] = DOT;
}
} else if (maze[y][x] === EMPTY) {
maze[y][x] = DOT;
}
}
}
// Détecter les grandes zones vides (empty) et les remplir
for (let y = 2; y < ROWS - 2; y++) {
for (let x = 2; x < COLS - 2; x++) {
if (maze[y][x] === EMPTY) {
let emptyArea = 0;
const visited = new Set();
const stack = [[x, y]];
while (stack.length > 0 && emptyArea < 20) {
const [cx, cy] = stack.pop();
const key = `${cy},${cx}`;
if (visited.has(key)) continue;
visited.add(key);
if (maze[cy][cx] === EMPTY) {
emptyArea++;
if (cy > 1) stack.push([cx, cy-1]);
if (cy < ROWS-2) stack.push([cx, cy+1]);
if (cx > 1) stack.push([cx-1, cy]);
if (cx < COLS-2) stack.push([cx+1, cy]);
}
}
if (emptyArea >= 5) {
for (const key of visited) {
const [cy, cx] = key.split(',').map(Number);
if (maze[cy][cx] === EMPTY) {
maze[cy][cx] = DOT;
}
}
}
}
}
}
}
// Créer une petite cavité au centre seulement
const centerX = Math.floor(COLS / 2);
const centerY = Math.floor(ROWS / 2);
if (maze[centerY] && maze[centerY][centerX] !== WALL) {
maze[centerY][centerX] = EMPTY;
}
console.log('Tous les grands espaces réduits, chemins denses créés');
}
function randomizeMaze() {
const modificationRate = 0.05;
const changes = Math.floor(ROWS * COLS * modificationRate);
console.log('Modification aléatoire du labyrinthe,', changes, 'changements');
const centerX = Math.floor(COLS / 2);
const centerY = Math.floor(ROWS / 2);
for (let i = 0; i < changes; i++) {
const x = Math.floor(Math.random() * COLS);
const y = Math.floor(Math.random() * ROWS);
if (x === 0 || x === COLS - 1 || y === 0 || y === ROWS - 1) {
continue;
}
const distX = Math.abs(x - centerX);
const distY = Math.abs(y - centerY);
if (distX <= 1 && distY <= 1) {
continue;
}
const currentCell = maze[y][x];
if (currentCell === WALL) {
if (Math.random() < 0.8) {
maze[y][x] = DOT;
}
} else if (currentCell === EMPTY) {
maze[y][x] = DOT;
}
}
// Remplir tous les empty restants
for (let y = 1; y < ROWS - 1; y++) {
for (let x = 1; x < COLS - 1; x++) {
const distX = Math.abs(x - centerX);
const distY = Math.abs(y - centerY);
if (distX > 1 || distY > 1) {
if (maze[y][x] === EMPTY) {
maze[y][x] = DOT;
}
}
}
}
// Transformer les murs isolés en chemins
for (let iteration = 0; iteration < 3; iteration++) {
for (let y = 1; y < ROWS - 1; y++) {
for (let x = 1; x < COLS - 1; x++) {
const distX = Math.abs(x - centerX);
const distY = Math.abs(y - centerY);
if (distX <= 1 && distY <= 1) {
continue;
}
if (maze[y][x] === WALL) {
const neighbors = [
maze[y-1][x], maze[y+1][x], maze[y][x-1], maze[y][x+1]
];
const wallCount = neighbors.filter(c => c === WALL).length;
const dotCount = neighbors.filter(c => c === DOT).length;
if (wallCount <= 1 && dotCount >= 2 && Math.random() < 0.85) {
maze[y][x] = DOT;
} else if (wallCount === 0) {
maze[y][x] = DOT;
}
}
}
}
}
console.log('Labyrinthe modifié avec chemins denses, grands espaces réduits');
}
function placeBonuses() {
bonuses = [];
const bonusPositions = [
{x: 1, y: 1, type: BONUS_CHERRY},
{x: 28, y: 1, type: BONUS_CHERRY},
{x: 1, y: 28, type: BONUS_CHERRY},
{x: 28, y: 28, type: BONUS_CHERRY},
{x: 14, y: 14, type: BONUS_LUDO},
{x: 15, y: 14, type: BONUS_LUDO}
];
// Ajouter des power-ups selon le niveau
if (level >= 2) {
bonusPositions.push({x: 5, y: 5, type: BONUS_SPEED});
bonusPositions.push({x: 25, y: 5, type: BONUS_SHIELD});
}
if (level >= 3) {
bonusPositions.push({x: 5, y: 25, type: BONUS_BOMB});
bonusPositions.push({x: 25, y: 25, type: BONUS_MULTIPLIER});
}
// Zones spéciales selon le niveau
if (level >= 4) {
// Zones de téléportation
const teleportZones = [
{x: 7, y: 7}, {x: 23, y: 7}, {x: 7, y: 23}, {x: 23, y: 23}
];
for (let zone of teleportZones) {
if (maze[zone.y] && maze[zone.y][zone.x] === EMPTY) {
maze[zone.y][zone.x] = ZONE_TELEPORT;
specialZones.push({x: zone.x, y: zone.y, type: ZONE_TELEPORT});
}
}
}
if (level >= 5) {
// Zones bonus
const bonusZones = [
{x: 10, y: 10}, {x: 20, y: 10}, {x: 10, y: 20}, {x: 20, y: 20}
];
for (let zone of bonusZones) {
if (maze[zone.y] && maze[zone.y][zone.x] === EMPTY) {
maze[zone.y][zone.x] = ZONE_BONUS;
specialZones.push({x: zone.x, y: zone.y, type: ZONE_BONUS});
}
}
}
for (let pos of bonusPositions) {
if (maze[pos.y] && (maze[pos.y][pos.x] === EMPTY || maze[pos.y][pos.x] === DOT)) {
maze[pos.y][pos.x] = pos.type;
bonuses.push(new Bonus(pos.x, pos.y, pos.type));
}
}
}
// === REDIMENSIONNEMENT ADAPTATIF DU CANVAS ===
function resizeCanvas() {
if (!gameWrapper || gameWrapper.style.display === 'none') {
return; // Ne pas redimensionner si le jeu n'est pas visible
}
const container = document.querySelector('.container');
const gameHeader = document.querySelector('.game-header');
const gameInfo = document.querySelector('.game-info');
const userInput = document.querySelector('.user-input-section');
const powerUps = document.querySelector('.power-ups-display');
const frenzyIndicator = document.querySelector('.frenzy-indicator');
const pursuitIndicator = document.querySelector('.pursuit-indicator');
const instructions = document.querySelector('.instructions');
const leaderboard = document.querySelector('.game-leaderboard');
if (!container || !canvas) return;
// Calculer l'espace disponible en hauteur
const windowHeight = window.innerHeight;
const windowWidth = window.innerWidth;
// Hauteur des éléments autour du canvas
let usedHeight = 0;
if (gameHeader) usedHeight += gameHeader.offsetHeight + 20;
if (userInput && userInput.offsetHeight > 0) usedHeight += userInput.offsetHeight + 10;
if (gameInfo) usedHeight += gameInfo.offsetHeight + 20;
if (powerUps && powerUps.offsetHeight > 0) usedHeight += powerUps.offsetHeight + 10;
if (frenzyIndicator && frenzyIndicator.offsetHeight > 0 && frenzyIndicator.style.display !== 'none') {
usedHeight += frenzyIndicator.offsetHeight + 10;
}
if (pursuitIndicator && pursuitIndicator.offsetHeight > 0 && pursuitIndicator.style.display !== 'none') {
usedHeight += pursuitIndicator.offsetHeight + 10;
}
if (instructions) usedHeight += instructions.offsetHeight + 20;
// Padding du container (30px top + 30px bottom)
usedHeight += 60;
// Marges et espacement
usedHeight += 40;
// Largeur disponible (en tenant compte du leaderboard à droite si visible)
let usedWidth = 0;
const containerPadding = 60; // 30px left + 30px right
const gaps = 60; // Espacement entre éléments
if (leaderboard && window.innerWidth > 1200) {
const leaderboardRect = leaderboard.getBoundingClientRect();
if (leaderboardRect.width > 0) {
usedWidth += leaderboardRect.width + 30; // + gap
}
}
usedWidth += containerPadding + gaps;
const availableHeight = windowHeight - usedHeight;
const availableWidth = windowWidth - usedWidth;
// La taille du canvas sera le minimum entre hauteur et largeur disponible
// Utilise 95% de l'espace disponible avec une taille minimale de 400px
const maxSize = Math.min(availableHeight, availableWidth);
const minSize = 400;
const canvasDisplaySize = Math.max(minSize, Math.min(maxSize * 0.95, 1200));
// Appliquer la taille au canvas via CSS
canvas.style.width = canvasDisplaySize + 'px';
canvas.style.height = canvasDisplaySize + 'px';
canvas.style.maxWidth = '100%';
canvas.style.maxHeight = 'calc(100vh - ' + usedHeight + 'px)';
}
function initGame() {
resetUsernameInput(); // Réinitialiser le champ nom
currentMazeIndex = 0;
originalMaze = mazeVariants[0];
maze = originalMaze.map(row => [...row]);
countDots();
score = 0;
level = 1;
lives = 3;
cherriesEaten = 0;
isPaused = false;
// Réinitialiser les systèmes
comboCount = 0;
comboMultiplier = 1;
lastDotTime = 0;
speedBoostActive = false;
speedBoostTimer = 0;
shieldActive = false;
shieldTimer = 0;
scoreMultiplierActive = false;
scoreMultiplierTimer = 0;
scoreMultiplierValue = 1;
frenzyModeActive = false;
frenzyTimer = 0;
frenzyCooldown = 0;
specialZones = [];
temporaryWalls = [];
slowZones = [];
traps = [];
scoreElement.textContent = score;
levelElement.textContent = level;
updateLivesDisplay();
gameRunning = true;
statusElement.textContent = 'En jeu';
statusElement.style.color = '#ffd700';
restartBtn.style.display = 'none';
hideGameOver();
if (pursuitIndicator) {
pursuitIndicator.style.display = 'none';
}
if (comboDisplay) comboDisplay.style.display = 'none';
if (frenzyIndicator) frenzyIndicator.style.display = 'none';
if (speedBoostIndicator) speedBoostIndicator.style.display = 'none';
if (shieldIndicator) shieldIndicator.style.display = 'none';
if (multiplierIndicator) multiplierIndicator.style.display = 'none';
pacman = new Pacman();
pacman.speed = pacman.baseSpeed * (1 + (level - 1) * 0.05);
createGhosts();
for (let ghost of ghosts) {
ghost.isVulnerable = false;
ghost.vulnerableTimer = 0;
}
if (pursuitIndicator) {
pursuitIndicator.style.display = 'none';
}
placeBonuses();
countDots();
updateGameLeaderboard();
// Redimensionner le canvas après l'initialisation
setTimeout(resizeCanvas, 100);
gameLoop();
}
document.addEventListener('keydown', (e) => {
// Système de pause
if (e.key === 'Escape' || e.key === ' ') {
if (gameRunning && !isChangingLevel) {
isPaused = !isPaused;
if (isPaused) {
statusElement.textContent = 'PAUSE';
statusElement.style.color = '#ffd700';
} else {
statusElement.textContent = 'En jeu';
statusElement.style.color = '#ffd700';
}
e.preventDefault();
return;
}
}
if (!gameRunning || isPaused) return;
switch(e.key) {
case 'ArrowUp':
pacman.nextDirection = 0;
e.preventDefault();
break;
case 'ArrowRight':
pacman.nextDirection = 1;
e.preventDefault();
break;
case 'ArrowDown':
pacman.nextDirection = 2;
e.preventDefault();
break;
case 'ArrowLeft':
pacman.nextDirection = 3;
e.preventDefault();
break;
}
});
function getScores() {
const scoresJson = localStorage.getItem('pacmanScores');
return scoresJson ? JSON.parse(scoresJson) : [];
}
function saveScore() {
let username;
if (!usernameConfirmed) {
username = 'Anonyme';
} else {
username = usernameInput.value.trim() || 'Anonyme';
}
if (score > 0) {
const scores = getScores();
scores.push({
username: username,
score: score,
level: level,
date: new Date().toISOString()
});
scores.sort((a, b) => b.score - a.score);
const topScores = scores.slice(0, 10);
localStorage.setItem('pacmanScores', JSON.stringify(topScores));
updateLeaderboard();
updateGameLeaderboard();
updateBestScore(); // Mettre à jour le meilleur score dans le menu
}
}
function updateLeaderboard() {
const scores = getScores();
leaderboardElement.innerHTML = '';
if (scores.length === 0) {
leaderboardElement.innerHTML = '<div class="empty-leaderboard">Aucun score enregistré</div>';
return;
}
scores.forEach((entry, index) => {
const item = document.createElement('div');
item.className = 'leaderboard-item' + (index < 3 ? ' top' : '');
const rank = document.createElement('div');
rank.className = 'leaderboard-rank';
rank.textContent = (index + 1) + '.';
const name = document.createElement('div');
name.className = 'leaderboard-name';
name.textContent = entry.username;
const levelDiv = document.createElement('div');
levelDiv.className = 'leaderboard-level';
levelDiv.textContent = 'Niv. ' + (entry.level || 1);
const scoreDiv = document.createElement('div');
scoreDiv.className = 'leaderboard-score';
scoreDiv.textContent = entry.score;
item.appendChild(rank);
item.appendChild(name);
item.appendChild(levelDiv);
item.appendChild(scoreDiv);
leaderboardElement.appendChild(item);
});
}
function updateGameLeaderboard() {
if (!gameLeaderboardContent) return;
const scores = getScores();
gameLeaderboardContent.innerHTML = '';
if (scores.length === 0) {
gameLeaderboardContent.innerHTML = '<div class="empty-leaderboard" style="text-align: center; color: #888; padding: 20px; font-size: 0.7em;">Aucun score</div>';
return;
}
// Afficher seulement les 10 premiers
const topScores = scores.slice(0, 10);
topScores.forEach((entry, index) => {
const item = document.createElement('div');
item.className = 'leaderboard-item' + (index < 3 ? ' top' : '');
const rank = document.createElement('div');
rank.className = 'leaderboard-rank';
rank.textContent = (index + 1) + '.';
const name = document.createElement('div');
name.className = 'leaderboard-name';
name.textContent = entry.username || 'Anonyme';
const levelDiv = document.createElement('div');
levelDiv.className = 'leaderboard-level';
levelDiv.textContent = 'N' + (entry.level || 1);
const scoreDiv = document.createElement('div');
scoreDiv.className = 'leaderboard-score';
scoreDiv.textContent = entry.score;
item.appendChild(rank);
item.appendChild(name);
item.appendChild(levelDiv);
item.appendChild(scoreDiv);
gameLeaderboardContent.appendChild(item);
});
}
restartBtn.addEventListener('click', () => {
initGame();
});
// === GESTION DU NOM D'UTILISATEUR ===
function confirmUsername() {
const username = usernameInput.value.trim();
if (username.length === 0) {
alert('Veuillez entrer un nom d\'utilisateur !');
usernameInput.focus();
return;
}
usernameConfirmed = true;
usernameInput.disabled = true;
confirmUsernameBtn.disabled = true;
confirmUsernameBtn.textContent = '✓ Confirmé';
// Supprimer les anciens messages de confirmation s'ils existent
const existingMsg = usernameInput.parentElement.querySelector('.username-confirmed');
if (existingMsg) {
existingMsg.remove();
}
// Afficher un message de confirmation
const confirmationMsg = document.createElement('div');
confirmationMsg.className = 'username-confirmed';
confirmationMsg.textContent = `Bienvenue, ${username} !`;
usernameInput.parentElement.appendChild(confirmationMsg);
// Masquer le message après 3 secondes
setTimeout(() => {
confirmationMsg.style.opacity = '0';
setTimeout(() => confirmationMsg.remove(), 300);
}, 3000);
}
function resetUsernameInput() {
usernameConfirmed = false;
usernameInput.disabled = false;
usernameInput.value = '';
confirmUsernameBtn.disabled = false;
confirmUsernameBtn.textContent = '✓ Confirmer';
// Supprimer les messages de confirmation existants
const existingMsg = usernameInput.parentElement.querySelector('.username-confirmed');
if (existingMsg) {
existingMsg.remove();
}
// Focus sur le champ après un court délai
setTimeout(() => usernameInput.focus(), 100);
}
// Confirmation avec le bouton
confirmUsernameBtn.addEventListener('click', confirmUsername);
// Confirmation avec la touche Entrée
usernameInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter' && !usernameConfirmed) {
confirmUsername();
}
});
// === GAME OVER OVERLAY ===
function showGameOver() {
finalScoreElement.textContent = score;
finalLevelElement.textContent = level;
gameOverlay.classList.add('active');
restartBtn.style.display = 'block';
}
function hideGameOver() {
gameOverlay.classList.remove('active');
}
overlayRestartBtn.addEventListener('click', () => {
initGame();
});
// === CONTROLES TACTILES MOBILE ===
document.querySelectorAll('.ctrl-btn').forEach(btn => {
// Touch events
btn.addEventListener('touchstart', (e) => {
e.preventDefault();
const dir = parseInt(btn.dataset.dir);
if (!isNaN(dir) && gameRunning) {
pacman.nextDirection = dir;
}
});
// Click events (for testing on desktop)
btn.addEventListener('click', () => {
const dir = parseInt(btn.dataset.dir);
if (!isNaN(dir) && gameRunning) {
pacman.nextDirection = dir;
}
});
});
// === ANIMATION DU SCORE ===
let lastScore = 0;
function animateScore() {
if (score !== lastScore) {
const scoreParent = scoreElement.parentElement;
scoreParent.classList.remove('updated');
void scoreParent.offsetWidth; // Force reflow
scoreParent.classList.add('updated');
lastScore = score;
}
requestAnimationFrame(animateScore);
}
animateScore();
// === FANTOMES ANIMES EN ARRIERE-PLAN DU MENU ===
const menuCanvas = document.getElementById('menuBackgroundCanvas');
const menuCtx = menuCanvas.getContext('2d');
// Ajuster la taille du canvas
function resizeMenuCanvas() {
menuCanvas.width = window.innerWidth;
menuCanvas.height = window.innerHeight;
}
resizeMenuCanvas();
window.addEventListener('resize', resizeMenuCanvas);
// Classe pour les fantômes du menu
class MenuGhost {
constructor() {
this.x = Math.random() * menuCanvas.width;
this.y = Math.random() * menuCanvas.height;
this.speedX = (Math.random() - 0.5) * 2;
this.speedY = (Math.random() - 0.5) * 2;
this.size = 30 + Math.random() * 20;
this.color = ['#ff0000', '#ff00ff', '#00ffff', '#ffa500'][Math.floor(Math.random() * 4)];
this.animation = Math.random() * Math.PI * 2;
}
update() {
this.x += this.speedX;
this.y += this.speedY;
this.animation += 0.05;
// Rebondir sur les bords
if (this.x < 0 || this.x > menuCanvas.width) {
this.speedX *= -1;
}
if (this.y < 0 || this.y > menuCanvas.height) {
this.speedY *= -1;
}
// Garder dans les limites
this.x = Math.max(0, Math.min(menuCanvas.width, this.x));
this.y = Math.max(0, Math.min(menuCanvas.height, this.y));
}
draw() {
menuCtx.save();
menuCtx.translate(this.x, this.y);
const size = this.size;
const waveOffset = Math.sin(this.animation) * 2;
// Corps du fantôme
menuCtx.fillStyle = this.color;
menuCtx.strokeStyle = '#000000';
menuCtx.lineWidth = 2;
// Tête (demi-cercle)
menuCtx.beginPath();
menuCtx.arc(0, -size * 0.3, size * 0.5, Math.PI, 0, false);
menuCtx.fill();
menuCtx.stroke();
// Corps (rectangle)
menuCtx.fillRect(-size * 0.5, -size * 0.3, size * 1.0, size * 0.7);
menuCtx.strokeRect(-size * 0.5, -size * 0.3, size * 1.0, size * 0.7);
// Jambes ondulées
const waveHeight = size * 0.15;
const waveWidth = size * 0.2;
menuCtx.beginPath();
menuCtx.moveTo(-size * 0.5, size * 0.4);
for (let i = 0; i < 5; i++) {
const x = -size * 0.5 + i * waveWidth;
const y = size * 0.4 + (i % 2 === 0 ? 0 : waveHeight) + waveOffset;
menuCtx.lineTo(x, y);
}
menuCtx.lineTo(size * 0.5, size * 0.4);
menuCtx.lineTo(size * 0.5, size * 0.7);
menuCtx.lineTo(-size * 0.5, size * 0.7);
menuCtx.closePath();
menuCtx.fill();
menuCtx.stroke();
// Yeux
menuCtx.fillStyle = '#ffffff';
menuCtx.beginPath();
menuCtx.arc(-size * 0.2, -size * 0.1, size * 0.12, 0, Math.PI * 2);
menuCtx.arc(size * 0.2, -size * 0.1, size * 0.12, 0, Math.PI * 2);
menuCtx.fill();
menuCtx.fillStyle = '#000000';
menuCtx.beginPath();
menuCtx.arc(-size * 0.2, -size * 0.1, size * 0.06, 0, Math.PI * 2);
menuCtx.arc(size * 0.2, -size * 0.1, size * 0.06, 0, Math.PI * 2);
menuCtx.fill();
menuCtx.restore();
}
}
// Créer plusieurs fantômes
const menuGhosts = [];
const numGhosts = 6;
for (let i = 0; i < numGhosts; i++) {
menuGhosts.push(new MenuGhost());
}
// Animation du menu
let menuAnimationRunning = false;
let menuAnimationFrame = null;
function animateMenu() {
if (!menuAnimationRunning) return;
// Effacer le canvas avec un effet de traînée
menuCtx.fillStyle = 'rgba(10, 10, 10, 0.1)';
menuCtx.fillRect(0, 0, menuCanvas.width, menuCanvas.height);
// Mettre à jour et dessiner les fantômes
menuGhosts.forEach(ghost => {
ghost.update();
ghost.draw();
});
menuAnimationFrame = requestAnimationFrame(animateMenu);
}
// Démarrer l'animation seulement si le menu est visible
function startMenuAnimation() {
if (!menuAnimationRunning && mainMenu && mainMenu.style.display !== 'none') {
menuAnimationRunning = true;
animateMenu();
}
}
function stopMenuAnimation() {
menuAnimationRunning = false;
if (menuAnimationFrame) {
cancelAnimationFrame(menuAnimationFrame);
}
}
// Démarrer l'animation au chargement si le menu est visible
// Attendre que le DOM soit complètement chargé
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', () => {
if (mainMenu && mainMenu.style.display !== 'none') {
startMenuAnimation();
}
});
} else {
// DOM déjà chargé
if (mainMenu && mainMenu.style.display !== 'none') {
startMenuAnimation();
}
}
// Observer les changements de visibilité du menu
if (mainMenu) {
const menuObserver = new MutationObserver(() => {
if (mainMenu.style.display !== 'none') {
if (!menuAnimationRunning) {
startMenuAnimation();
}
} else {
stopMenuAnimation();
}
});
menuObserver.observe(mainMenu, { attributes: true, attributeFilter: ['style'] });
}
// === GESTION DU MENU ===
// Afficher le jeu
playBtn.addEventListener('click', () => {
mainMenu.style.display = 'none';
gameWrapper.style.display = 'block';
resetUsernameInput();
// Toujours initialiser le jeu quand on clique sur JOUER
gameRunning = false; // S'assurer que le jeu est arrêté
// Attendre un peu pour que le DOM soit rendu avant de redimensionner
setTimeout(() => {
initGame();
resizeCanvas();
}, 50);
});
// Retour au menu depuis le jeu
backToMenuBtn.addEventListener('click', () => {
if (confirm('Voulez-vous vraiment retourner au menu ? Votre partie en cours sera perdue.')) {
gameWrapper.style.display = 'none';
mainMenu.style.display = 'flex';
gameRunning = false;
updateBestScore(); // Mettre à jour le meilleur score
startMenuAnimation(); // Redémarrer l'animation des fantômes
}
});
// Afficher le classement depuis le menu
scoresBtn.addEventListener('click', () => {
updateMenuLeaderboard();
leaderboardModal.style.display = 'flex';
});
// Ouvrir la modal des règles
if (rulesBtn) {
rulesBtn.addEventListener('click', () => {
rulesModal.style.display = 'flex';
});
}
// Fermer le modal de classement
closeModalBtn.addEventListener('click', () => {
leaderboardModal.style.display = 'none';
});
// Fermer la modal des règles
if (closeRulesBtn) {
closeRulesBtn.addEventListener('click', () => {
rulesModal.style.display = 'none';
});
}
// Fermer en cliquant en dehors de la modal des règles
if (rulesModal) {
rulesModal.addEventListener('click', (e) => {
if (e.target === rulesModal) {
rulesModal.style.display = 'none';
}
});
}
// Fermer le classement dans le jeu
if (closeLeaderboardBtn) {
closeLeaderboardBtn.addEventListener('click', () => {
leaderboardContainer.style.display = 'none';
});
}
// Fermer le modal en cliquant à l'extérieur
leaderboardModal.addEventListener('click', (e) => {
if (e.target === leaderboardModal) {
leaderboardModal.style.display = 'none';
}
});
// Fonction pour mettre à jour le classement du menu
function updateMenuLeaderboard() {
const scores = getScores();
menuLeaderboard.innerHTML = '';
if (scores.length === 0) {
menuLeaderboard.innerHTML = '<div class="empty-leaderboard">Aucun score enregistré</div>';
return;
}
scores.forEach((entry, index) => {
const item = document.createElement('div');
item.className = 'leaderboard-item' + (index < 3 ? ' top' : '');
const rank = document.createElement('div');
rank.className = 'leaderboard-rank';
rank.textContent = (index + 1) + '.';
const name = document.createElement('div');
name.className = 'leaderboard-name';
name.textContent = entry.username;
const levelDiv = document.createElement('div');
levelDiv.className = 'leaderboard-level';
levelDiv.textContent = 'Niv. ' + (entry.level || 1);
const scoreDiv = document.createElement('div');
scoreDiv.className = 'leaderboard-score';
scoreDiv.textContent = entry.score;
item.appendChild(rank);
item.appendChild(name);
item.appendChild(levelDiv);
item.appendChild(scoreDiv);
menuLeaderboard.appendChild(item);
});
}
// Fonction pour mettre à jour le meilleur score dans le menu
function updateBestScore() {
const scores = getScores();
const bestScoreElement = document.getElementById('bestScoreValue');
if (scores.length > 0) {
const bestScore = scores[0].score;
const bestLevel = scores[0].level || 1;
bestScoreElement.textContent = `${bestScore} (Niv. ${bestLevel})`;
} else {
bestScoreElement.textContent = '0';
}
}
// Initialiser seulement le menu au chargement
updateMenuLeaderboard();
updateBestScore();
// Appeler au chargement, au redimensionnement et quand le jeu devient visible
window.addEventListener('resize', () => {
if (gameWrapper && gameWrapper.style.display !== 'none') {
resizeCanvas();
}
});
// Redimensionner quand le jeu est affiché
if (gameWrapper) {
const observer = new MutationObserver(() => {
if (gameWrapper && gameWrapper.style.display !== 'none') {
// Attendre un peu pour que le DOM soit complètement rendu
setTimeout(resizeCanvas, 100);
}
});
observer.observe(gameWrapper, { attributes: true, attributeFilter: ['style'] });
}
// === GESTION DU PLEIN ÉCRAN ===
function toggleFullscreen() {
const gameWrapper = document.getElementById('gameWrapper');
if (!document.fullscreenElement && !document.webkitFullscreenElement &&
!document.mozFullScreenElement && !document.msFullscreenElement) {
// Entrer en plein écran
if (gameWrapper.requestFullscreen) {
gameWrapper.requestFullscreen();
} else if (gameWrapper.webkitRequestFullscreen) {
gameWrapper.webkitRequestFullscreen();
} else if (gameWrapper.mozRequestFullScreen) {
gameWrapper.mozRequestFullScreen();
} else if (gameWrapper.msRequestFullscreen) {
gameWrapper.msRequestFullscreen();
}
} else {
// Quitter le plein écran
if (document.exitFullscreen) {
document.exitFullscreen();
} else if (document.webkitExitFullscreen) {
document.webkitExitFullscreen();
} else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
} else if (document.msExitFullscreen) {
document.msExitFullscreen();
}
}
}
function updateFullscreenButton() {
const isFullscreenMode = document.fullscreenElement || document.webkitFullscreenElement ||
document.mozFullScreenElement || document.msFullscreenElement;
if (fullscreenBtn) {
fullscreenBtn.textContent = isFullscreenMode ? '✕ Sortir' : '⛶ Plein écran';
fullscreenBtn.title = isFullscreenMode ? 'Quitter le plein écran' : 'Plein écran';
}
// Cacher l'indicateur de poursuite en mode plein écran
if (isFullscreenMode && pursuitIndicator) {
pursuitIndicator.style.display = 'none';
}
// Redimensionner le canvas après changement de mode plein écran
setTimeout(resizeCanvas, 100);
}
// Ajouter l'event listener au bouton
if (fullscreenBtn) {
fullscreenBtn.addEventListener('click', toggleFullscreen);
}
// Écouter les changements de mode plein écran
document.addEventListener('fullscreenchange', updateFullscreenButton);
document.addEventListener('webkitfullscreenchange', updateFullscreenButton);
document.addEventListener('mozfullscreenchange', updateFullscreenButton);
document.addEventListener('MSFullscreenChange', updateFullscreenButton);