Initial commit: TRAE Aurora Crystalline Christmas Experience

This commit is contained in:
Gemini AI
2025-12-25 18:47:10 +04:00
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commit 56d2d2d818
7 changed files with 1060 additions and 0 deletions

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app.js Normal file
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/**
* TRAE Aurora - Crystalline Christmas Logic
* Author: Code Prism (Assistant)
*/
document.addEventListener('DOMContentLoaded', () => {
initBackground();
initCountdown();
initMessageForge();
initGame();
});
// --- Utility: Scroll to Section ---
function scrollToSection(id) {
const el = document.getElementById(id);
if (el) el.scrollIntoView({ behavior: 'smooth' });
}
// --- 1. Background Engine (Aurora + Snow) ---
function initBackground() {
const canvas = document.getElementById('bgCanvas');
const ctx = canvas.getContext('2d');
let width, height, particles = [];
const resize = () => {
width = canvas.width = window.innerWidth;
height = canvas.height = window.innerHeight;
};
class Particle {
constructor() {
this.reset();
}
reset() {
this.x = Math.random() * width;
this.y = Math.random() * height;
this.size = Math.random() * 2 + 1;
this.speedY = Math.random() * 1 + 0.5;
this.speedX = Math.random() * 0.5 - 0.25;
this.opacity = Math.random() * 0.5 + 0.2;
}
update() {
this.y += this.speedY;
this.x += this.speedX;
if (this.y > height) {
this.y = -10;
this.x = Math.random() * width;
}
}
draw() {
ctx.fillStyle = `rgba(0, 255, 102, ${this.opacity})`;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fill();
}
}
const initParticles = () => {
particles = [];
for (let i = 0; i < 150; i++) {
particles.push(new Particle());
}
};
const drawAurora = () => {
const time = Date.now() * 0.001;
const gradient = ctx.createLinearGradient(0, 0, width, height);
gradient.addColorStop(0, '#050b14');
gradient.addColorStop(0.5, '#0a1a2f');
gradient.addColorStop(1, '#050b14');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, width, height);
// Aurora waves
ctx.save();
ctx.globalCompositeOperation = 'screen';
for (let i = 0; i < 3; i++) {
ctx.beginPath();
ctx.strokeStyle = i === 0 ? 'rgba(0, 255, 102, 0.1)' : 'rgba(0, 242, 255, 0.05)';
ctx.lineWidth = 100;
const yOffset = height * 0.3 + (i * 100);
ctx.moveTo(0, yOffset + Math.sin(time + i) * 50);
for (let x = 0; x < width; x += 50) {
ctx.lineTo(x, yOffset + Math.sin(x * 0.002 + time + i) * 80);
}
ctx.stroke();
}
ctx.restore();
};
const animate = () => {
drawAurora();
particles.forEach(p => {
p.update();
p.draw();
});
requestAnimationFrame(animate);
};
window.addEventListener('resize', resize);
resize();
initParticles();
animate();
}
// --- 2. Countdown Timer ---
function initCountdown() {
const target = new Date('December 25, 2025 00:00:00').getTime();
const update = () => {
const now = new Date().getTime();
const diff = target - now;
if (diff <= 0) {
document.getElementById('countdown').innerHTML = "<h3>MERRY CHRISTMAS!</h3>";
return;
}
const d = Math.floor(diff / (1000 * 60 * 60 * 24));
const h = Math.floor((diff % (1000 * 60 * 60 * 24)) / (1000 * 60 * 60));
const m = Math.floor((diff % (1000 * 60 * 60)) / (1000 * 60));
const s = Math.floor((diff % (1000 * 60)) / 1000);
document.getElementById('days').innerText = d.toString().padStart(2, '0');
document.getElementById('hours').innerText = h.toString().padStart(2, '0');
document.getElementById('minutes').innerText = m.toString().padStart(2, '0');
document.getElementById('seconds').innerText = s.toString().padStart(2, '0');
};
setInterval(update, 1000);
update();
}
// --- 3. Magical Message Forge ---
function initMessageForge() {
const input = document.getElementById('messageInput');
const btn = document.getElementById('forgeBtn');
const output = document.getElementById('outputMessage');
const canvas = document.getElementById('snowflakeCanvas');
const ctx = canvas.getContext('2d');
canvas.width = 300;
canvas.height = 300;
const drawCrystal = (text) => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
// Draw decorative snowflake based on text length
ctx.strokeStyle = '#00ff66';
ctx.lineWidth = 2;
const branches = 6 + (text.length % 6);
const radius = 80 + (text.length * 2);
for (let i = 0; i < branches; i++) {
const angle = (i * 2 * Math.PI) / branches;
ctx.beginPath();
ctx.moveTo(centerX, centerY);
ctx.lineTo(centerX + Math.cos(angle) * radius, centerY + Math.sin(angle) * radius);
ctx.stroke();
// Sub-branches
for (let j = 1; j < 4; j++) {
const subAngle = angle + 0.5;
const subX = centerX + Math.cos(angle) * (radius * j / 4);
const subY = centerY + Math.sin(angle) * (radius * j / 4);
ctx.beginPath();
ctx.moveTo(subX, subY);
ctx.lineTo(subX + Math.cos(subAngle) * 20, subY + Math.sin(subAngle) * 20);
ctx.stroke();
}
}
output.innerText = text.toUpperCase();
output.style.opacity = 0;
setTimeout(() => { output.style.opacity = 1; output.style.transition = 'opacity 1s'; }, 100);
};
btn.addEventListener('click', () => {
if (input.value.trim()) {
drawCrystal(input.value);
input.value = '';
}
});
}
// --- 4. Gift Catcher Mini Game ---
function initGame() {
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const startBtn = document.getElementById('startGameBtn');
const scoreEl = document.getElementById('scoreVal');
let score = 0;
let gameActive = false;
let playerX = 0;
let gifts = [];
let particles = [];
let difficultyMultiplier = 1;
let combo = 0;
let lastCatchTime = 0;
const resize = () => {
canvas.width = canvas.parentElement.clientWidth;
canvas.height = canvas.parentElement.clientHeight;
playerX = canvas.width / 2;
};
const GIFT_TYPES = {
common: { color: '#00ff66', points: 10, speedMult: 1, size: 25, chance: 0.6 },
rare: { color: '#00f2ff', points: 25, speedMult: 1.3, size: 20, chance: 0.3 },
legendary: { color: '#ff00ff', points: 50, speedMult: 1.8, size: 18, chance: 0.1 }
};
const ARTIFACT_TYPES = {
crown: { color: '#ffd700', points: 100, speedMult: 1.5, size: 30, chance: 0.05, shape: 'crown' },
trophy: { color: '#c0c0c0', points: 75, speedMult: 1.3, size: 28, chance: 0.08, shape: 'trophy' },
gem: { color: '#ff69b4', points: 60, speedMult: 1.6, size: 22, chance: 0.1, shape: 'gem' },
star: { color: '#ffff00', points: 40, speedMult: 1.4, size: 20, chance: 0.12, shape: 'star' }
};
class Particle {
constructor(x, y, color) {
this.x = x;
this.y = y;
this.color = color;
this.size = Math.random() * 5 + 2;
this.speedX = (Math.random() - 0.5) * 8;
this.speedY = (Math.random() - 0.5) * 8 - 3;
this.life = 1;
this.decay = Math.random() * 0.02 + 0.02;
}
update() {
this.x += this.speedX;
this.y += this.speedY;
this.life -= this.decay;
}
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();
}
}
class Gift {
constructor() {
const rand = Math.random();
let type;
if (rand < 0.6) type = 'common';
else if (rand < 0.9) type = 'rare';
else type = 'legendary';
const typeData = GIFT_TYPES[type];
this.x = Math.random() * (canvas.width - 50) + 25;
this.y = -60;
this.size = typeData.size;
this.baseSpeed = (3 + Math.random() * 3) * typeData.speedMult * difficultyMultiplier;
this.speed = this.baseSpeed;
this.color = typeData.color;
this.points = typeData.points;
this.rotation = 0;
this.rotationSpeed = (Math.random() - 0.5) * 0.1;
this.type = type;
}
update() {
this.y += this.speed;
this.rotation += this.rotationSpeed;
}
draw() {
ctx.save();
ctx.translate(this.x + this.size/2, this.y + this.size/2);
ctx.rotate(this.rotation);
ctx.shadowBlur = 20;
ctx.shadowColor = this.color;
ctx.fillStyle = this.color;
ctx.fillRect(-this.size/2, -this.size/2, this.size, this.size);
ctx.strokeStyle = '#fff';
ctx.lineWidth = 2;
ctx.strokeRect(-this.size/2, -this.size/2, this.size, this.size);
// Glow effect for legendary
if (this.type === 'legendary') {
ctx.beginPath();
ctx.arc(0, 0, this.size * 0.8, 0, Math.PI * 2);
ctx.strokeStyle = '#fff';
ctx.lineWidth = 1;
ctx.stroke();
}
ctx.restore();
}
}
class Artifact {
constructor() {
const types = Object.keys(ARTIFACT_TYPES);
const rand = Math.random();
let selectedType = 'star';
let cumulative = 0;
for (const type of types) {
cumulative += ARTIFACT_TYPES[type].chance;
if (rand < cumulative) {
selectedType = type;
break;
}
}
const typeData = ARTIFACT_TYPES[selectedType];
this.x = Math.random() * (canvas.width - 60) + 30;
this.y = -70;
this.size = typeData.size;
this.baseSpeed = (4 + Math.random() * 4) * typeData.speedMult * difficultyMultiplier;
this.speed = this.baseSpeed;
this.color = typeData.color;
this.points = typeData.points;
this.rotation = 0;
this.rotationSpeed = (Math.random() - 0.5) * 0.08;
this.type = selectedType;
this.shape = typeData.shape;
this.wobble = 0;
this.wobbleSpeed = 0.05;
}
update() {
this.y += this.speed;
this.rotation += this.rotationSpeed;
this.wobble += this.wobbleSpeed;
}
draw() {
ctx.save();
ctx.translate(this.x + this.size/2, this.y + this.size/2);
ctx.rotate(this.rotation);
ctx.translate(0, Math.sin(this.wobble) * 3);
ctx.shadowBlur = 25;
ctx.shadowColor = this.color;
ctx.fillStyle = this.color;
ctx.strokeStyle = '#fff';
ctx.lineWidth = 2;
const s = this.size;
switch(this.shape) {
case 'crown':
this.drawCrown(s);
break;
case 'trophy':
this.drawTrophy(s);
break;
case 'gem':
this.drawGem(s);
break;
case 'star':
this.drawStar(s);
break;
}
ctx.restore();
}
drawCrown(s) {
ctx.beginPath();
const base = s * 0.3;
const height = s * 0.5;
ctx.moveTo(-s/2, base);
ctx.lineTo(-s/2 + s/6, -height/2);
ctx.lineTo(-s/6, 0);
ctx.lineTo(0, -height);
ctx.lineTo(s/6, 0);
ctx.lineTo(s/2 - s/6, -height/2);
ctx.lineTo(s/2, base);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.fillStyle = '#fff';
ctx.beginPath();
ctx.arc(0, -height/3, s/12, 0, Math.PI * 2);
ctx.fill();
}
drawTrophy(s) {
const baseW = s * 0.5;
const baseH = s * 0.2;
const cupW = s * 0.4;
const cupH = s * 0.4;
ctx.fillRect(-baseW/2, s/2 - baseH, baseW, baseH);
ctx.strokeRect(-baseW/2, s/2 - baseH, baseW, baseH);
ctx.beginPath();
ctx.moveTo(-cupW/2, s/2 - baseH);
ctx.lineTo(-cupW/2, s/2 - baseH - cupH);
ctx.quadraticCurveTo(0, s/2 - baseH - cupH - cupW/2, cupW/2, s/2 - baseH - cupH);
ctx.lineTo(cupW/2, s/2 - baseH);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(-cupW/3, s/2 - baseH - cupH/2);
ctx.lineTo(cupW/3, s/2 - baseH - cupH/2);
ctx.stroke();
}
drawGem(s) {
const h = s * 0.6;
ctx.beginPath();
ctx.moveTo(0, -h);
ctx.lineTo(s/2, -h/4);
ctx.lineTo(s/3, h/2);
ctx.lineTo(0, h/3);
ctx.lineTo(-s/3, h/2);
ctx.lineTo(-s/2, -h/4);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.strokeStyle = 'rgba(255,255,255,0.5)';
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(0, -h);
ctx.lineTo(0, h/3);
ctx.moveTo(-s/2, -h/4);
ctx.lineTo(s/3, h/2);
ctx.moveTo(s/2, -h/4);
ctx.lineTo(-s/3, h/2);
ctx.stroke();
}
drawStar(s) {
const spikes = 5;
const outerRadius = s/2;
const innerRadius = s/4;
ctx.beginPath();
for(let i = 0; i < spikes * 2; i++) {
const radius = i % 2 === 0 ? outerRadius : innerRadius;
const angle = (i * Math.PI / spikes) - Math.PI / 2;
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();
}
}
const createExplosion = (x, y, color) => {
for (let i = 0; i < 15; i++) {
particles.push(new Particle(x, y, color));
}
};
const drawPlayer = () => {
ctx.save();
const pulse = Math.sin(Date.now() * 0.005) * 0.2 + 0.8;
ctx.globalAlpha = pulse;
ctx.fillStyle = 'rgba(0, 255, 102, 0.3)';
ctx.strokeStyle = '#00ff66';
ctx.lineWidth = 3;
ctx.shadowBlur = 20;
ctx.shadowColor = '#00ff66';
ctx.beginPath();
ctx.roundRect(playerX - 45, canvas.height - 35, 90, 25, 8);
ctx.fill();
ctx.stroke();
ctx.restore();
};
const updateGame = () => {
if (!gameActive) return;
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw grid background
ctx.save();
ctx.strokeStyle = 'rgba(0, 255, 102, 0.05)';
ctx.lineWidth = 1;
for (let x = 0; x < canvas.width; x += 30) {
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, canvas.height);
ctx.stroke();
}
for (let y = 0; y < canvas.height; y += 30) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(canvas.width, y);
ctx.stroke();
}
ctx.restore();
drawPlayer();
// Update & Draw Particles
particles = particles.filter(p => p.life > 0);
particles.forEach(p => {
p.update();
p.draw();
});
// Spawn gifts with increasing difficulty
const spawnRate = 0.02 + (difficultyMultiplier - 1) * 0.01;
if (Math.random() < spawnRate) gifts.push(new Gift());
// Spawn rare artifacts
const artifactSpawnRate = 0.005 + (difficultyMultiplier - 1) * 0.002;
if (Math.random() < artifactSpawnRate) gifts.push(new Artifact());
gifts.forEach((gift, index) => {
gift.update();
gift.draw();
// Collision detection
if (gift.y + gift.size > canvas.height - 35 &&
gift.x > playerX - 55 && gift.x < playerX + 55) {
// Combo system
const now = Date.now();
if (now - lastCatchTime < 1000) {
combo++;
} else {
combo = 1;
}
lastCatchTime = now;
const comboMultiplier = 1 + (combo - 1) * 0.2;
const finalPoints = Math.floor(gift.points * comboMultiplier);
score += finalPoints;
scoreEl.innerText = score;
createExplosion(gift.x + gift.size/2, gift.y + gift.size/2, gift.color);
gifts.splice(index, 1);
// Increase difficulty
difficultyMultiplier = 1 + (score / 500);
} else if (gift.y > canvas.height) {
gifts.splice(index, 1);
combo = 0;
}
});
// Display combo
if (combo > 1) {
ctx.save();
ctx.fillStyle = '#ff00ff';
ctx.font = 'bold 24px Orbitron';
ctx.textAlign = 'center';
ctx.shadowBlur = 15;
ctx.shadowColor = '#ff00ff';
ctx.fillText(`${combo}x COMBO!`, playerX, canvas.height - 50);
ctx.restore();
}
requestAnimationFrame(updateGame);
};
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
playerX = e.clientX - rect.left;
});
startBtn.addEventListener('click', () => {
gameActive = true;
score = 0;
scoreEl.innerText = score;
gifts = [];
particles = [];
difficultyMultiplier = 1;
combo = 0;
lastCatchTime = 0;
startBtn.style.display = 'none';
document.getElementById('gameUI').style.top = '40px';
document.getElementById('gameUI').style.transform = 'translateX(-50%)';
updateGame();
});
window.addEventListener('resize', resize);
resize();
}