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games/atmos-skyfire/index.html

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no" />
<title>ATMOS — Skyfire</title>
<style>
  :root { --ink:#0c1b2a; --sky:#8ec9e8; }
  * { margin:0; padding:0; box-sizing:border-box; }
  html,body { height:100%; overflow:hidden; background:var(--sky); font-family:"Helvetica Neue",Arial,sans-serif; color:#fff; }
  #canvas { position:fixed; inset:0; display:block; }

  /* ---- HUD ---- */
  #hud { position:fixed; inset:0; pointer-events:none; z-index:10; }
  .corner { position:absolute; padding:16px 20px; text-shadow:0 1px 3px rgba(8,20,32,.45); }
  #score  { top:0; left:0; font-size:14px; letter-spacing:.18em; }
  #score b { display:block; font-size:34px; font-weight:600; letter-spacing:.02em; margin-top:2px; }
  #right  { top:0; right:0; text-align:right; font-size:12px; letter-spacing:.18em; opacity:.85; }
  #hpwrap { position:absolute; bottom:26px; left:50%; transform:translateX(-50%); width:min(360px,60vw); }
  #hpwrap span { font-size:11px; letter-spacing:.25em; opacity:.85; }
  #hpbar { height:8px; margin-top:6px; border-radius:6px; background:rgba(255,255,255,.25); overflow:hidden; }
  #hpfill { height:100%; width:100%; border-radius:6px; background:linear-gradient(90deg,#ffd36e,#ff7a59); transition:width .18s ease; }

  /* ---- Overlays ---- */
  .overlay { position:fixed; inset:0; z-index:20; display:flex; flex-direction:column;
             align-items:center; justify-content:center; text-align:center; gap:18px;
             background:radial-gradient(120% 90% at 50% 20%, rgba(142,201,232,.25), rgba(12,27,42,.72));
             backdrop-filter:blur(2px); -webkit-backdrop-filter:blur(2px); transition:opacity .5s ease; }
  .overlay h1 { font-size:clamp(42px,9vw,96px); font-weight:200; letter-spacing:.42em; margin-left:.42em; }
  .overlay p  { font-size:14px; letter-spacing:.28em; opacity:.9; text-transform:uppercase; }
  .keys { display:flex; gap:26px; margin-top:6px; font-size:12px; letter-spacing:.14em; opacity:.85; }
  .keys div span { display:inline-block; min-width:34px; padding:5px 9px; margin-right:8px; border:1px solid rgba(255,255,255,.5);
                   border-radius:6px; font-weight:600; letter-spacing:.05em; }
  .cta { margin-top:14px; font-size:13px; letter-spacing:.3em; opacity:.75; animation:pulse 2.2s ease-in-out infinite; }
  @keyframes pulse { 0%,100%{opacity:.45} 50%{opacity:.95} }
  #gameover { opacity:0; pointer-events:none; }
  #gameover.show { opacity:1; pointer-events:auto; }
  .stat { font-size:16px; letter-spacing:.16em; }
  .stat b { font-size:26px; font-weight:600; }
  .hidden { opacity:0 !important; pointer-events:none !important; }
  .credit { position:fixed; bottom:10px; right:14px; z-index:15; font-size:10px; letter-spacing:.16em; opacity:.5; }
</style>
</head>
<body>
  <canvas id="canvas"></canvas>

  <div id="hud">
    <div id="score" class="corner">SCORE<b>0</b></div>
    <div id="right" class="corner">ALT <span id="alt">32,000</span> FT<br/>DIST <span id="dist">0</span> KM</div>
    <div id="hpwrap"><span>HULL INTEGRITY</span><div id="hpbar"><div id="hpfill"></div></div></div>
  </div>

  <div id="start" class="overlay">
    <p>Leeroy's Playground · unofficial tribute</p>
    <h1>ATMOS</h1>
    <p>Skyfire</p>
    <div class="keys">
      <div><span>◀ ▶</span>steer &nbsp; <span>▲ ▼</span>climb / dive</div>
      <div><span>SPACE</span>fire missiles</div>
    </div>
    <div class="cta">click or press space to begin the journey</div>
  </div>

  <div id="gameover" class="overlay">
    <p>flight terminated</p>
    <h1 style="letter-spacing:.2em;margin-left:.2em;font-size:clamp(34px,7vw,72px)">DOWN</h1>
    <div class="stat">FINAL SCORE <b id="finalScore">0</b></div>
    <div class="stat" style="opacity:.8">DISTANCE <b id="finalDist">0</b> KM · BIRDS DOWNED <b id="finalKills">0</b></div>
    <div class="cta">click or press space to fly again</div>
  </div>

  <div class="credit">Unofficial tribute to Leeroy's ATMOS (atmos.leeroy.ca) · original build — no code or art from the original</div>

<script type="importmap">
{ "imports": { "three": "./three.module.js" } }
</script>

<script type="module">
import * as THREE from 'three';

/* ============================================================================
   ATMOS · Skyfire  — an original Three.js homage to atmos.leeroy.ca
   The original is a scroll-driven cloud "journey". This turns that aesthetic
   into a playable arcade flyer: fly the plane, FIRE MISSILES, DODGE BIRDS.
   ========================================================================== */

// ---- Tunables (one place to feel the game) --------------------------------
const CFG = {
  worldFar:   -260,   // z where obstacles spawn (deep into the scene)
  worldNear:    16,   // z past the camera where they get recycled
  baseSpeed:    60,   // forward world speed (units/sec) — the "journey" pace
  steerX:       15,   // horizontal fly bounds (+/-)
  steerYmin:   -8,
  steerYmax:    9,
  missileSpeed:220,
  fireCooldown: 0.16, // seconds between shots
  birdMax:      14,   // active birds in the pool
  cloudCount:  120,
  hitRadiusBird:2.6,  // plane<->bird collision
  hitRadiusShot:3.4,  // missile<->bird collision
  birdDamage:   26,
};

// ---- Renderer / scene / camera --------------------------------------------
const canvas   = document.getElementById('canvas');
const renderer = new THREE.WebGLRenderer({ canvas, antialias:true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(innerWidth, innerHeight);

const scene = new THREE.Scene();
const SKY_TOP = new THREE.Color(0x2f7fb5);
const SKY_BOT = new THREE.Color(0xbfe6f5);
scene.background = SKY_BOT.clone();
scene.fog = new THREE.Fog(0xbfe6f5, 60, 250);   // depth haze — the ATMOS mood

const camera = new THREE.PerspectiveCamera(62, innerWidth/innerHeight, 0.1, 600);
camera.position.set(0, 2.5, 14);
camera.lookAt(0, 1, -30);

// ---- Lights ----------------------------------------------------------------
scene.add(new THREE.HemisphereLight(0xffffff, 0x6f97b0, 1.05));
const sun = new THREE.DirectionalLight(0xfff4e0, 1.15);
sun.position.set(-8, 14, 6);
scene.add(sun);

// ---- Gradient sky dome (backdrop behind the fog) ---------------------------
{
  const skyGeo = new THREE.SphereGeometry(400, 24, 12);
  const skyMat = new THREE.ShaderMaterial({
    side: THREE.BackSide, depthWrite:false, fog:false,
    uniforms:{ top:{value:SKY_TOP}, bot:{value:SKY_BOT} },
    vertexShader:`varying vec3 vp; void main(){ vp=position; gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.0);}`,
    fragmentShader:`varying vec3 vp; uniform vec3 top; uniform vec3 bot;
      void main(){ float h=clamp(vp.y/400.0*0.5+0.5,0.0,1.0); gl_FragColor=vec4(mix(bot,top,pow(h,0.8)),1.0);}`
  });
  scene.add(new THREE.Mesh(skyGeo, skyMat));
}

// ---- Soft cloud sprite texture (drawn once to a canvas) --------------------
function makePuffTexture(){
  const s=128, c=document.createElement('canvas'); c.width=c.height=s;
  const g=c.getContext('2d');
  const grd=g.createRadialGradient(s/2,s/2,4,s/2,s/2,s/2);
  grd.addColorStop(0,'rgba(255,255,255,0.95)');
  grd.addColorStop(0.5,'rgba(255,255,255,0.55)');
  grd.addColorStop(1,'rgba(255,255,255,0)');
  g.fillStyle=grd; g.beginPath(); g.arc(s/2,s/2,s/2,0,Math.PI*2); g.fill();
  const t=new THREE.CanvasTexture(c); t.needsUpdate=true; return t;
}
const puffTex = makePuffTexture();

// ---- Cloud field: recycled billboard sprites -------------------------------
const clouds = [];
for (let i=0;i<CFG.cloudCount;i++){
  const m = new THREE.Sprite(new THREE.SpriteMaterial({
    map:puffTex, transparent:true, depthWrite:false, fog:true,
    opacity:0.55+Math.random()*0.35, color:0xffffff
  }));
  resetCloud(m, true);
  scene.add(m); clouds.push(m);
}
function resetCloud(m, initial){
  const sc = 14 + Math.random()*46;
  m.scale.set(sc, sc*(0.55+Math.random()*0.3), 1);
  m.position.set(
    (Math.random()*2-1)*70,
    -14 + Math.random()*40,
    initial ? CFG.worldNear - Math.random()*(CFG.worldNear-CFG.worldFar)
            : CFG.worldFar - Math.random()*40
  );
  m.userData.spin = (Math.random()*2-1)*0.05;
}

// ---- The player plane (stylized low-poly, built from primitives) -----------
const plane = new THREE.Group();
{
  const body = new THREE.Mesh(
    new THREE.CylinderGeometry(0.5,0.28,4.4,16),
    new THREE.MeshStandardMaterial({color:0xf5f7fa, metalness:0.2, roughness:0.55}));
  body.rotation.x = Math.PI/2; plane.add(body);

  const nose = new THREE.Mesh(new THREE.ConeGeometry(0.5,1.1,16),
    new THREE.MeshStandardMaterial({color:0xff7a59, metalness:0.1, roughness:0.5}));
  nose.rotation.x = -Math.PI/2; nose.position.z=-2.5; plane.add(nose);

  const wingMat = new THREE.MeshStandardMaterial({color:0xdfe6ee, metalness:0.15, roughness:0.6});
  const wing = new THREE.Mesh(new THREE.BoxGeometry(7.4,0.14,1.5), wingMat);
  wing.position.set(0,0,0.2); plane.add(wing);

  const tailWing = new THREE.Mesh(new THREE.BoxGeometry(2.8,0.12,0.9), wingMat);
  tailWing.position.set(0,0,1.9); plane.add(tailWing);

  const fin = new THREE.Mesh(new THREE.BoxGeometry(0.12,1.3,1.0), wingMat);
  fin.position.set(0,0.6,2.0); plane.add(fin);

  const stripe = new THREE.Mesh(new THREE.BoxGeometry(0.55,0.02,4.2),
    new THREE.MeshStandardMaterial({color:0xff7a59}));
  stripe.position.set(0,0.5,0.1); plane.add(stripe);
}
plane.position.set(0,0,2);
scene.add(plane);

// ---- Missile pool ----------------------------------------------------------
const missiles = [];
const missileGeo = new THREE.CapsuleGeometry(0.16,0.7,4,8);
const missileMat = new THREE.MeshStandardMaterial({color:0xffca3a, emissive:0xff7a00, emissiveIntensity:0.8});
for (let i=0;i<40;i++){
  const m = new THREE.Mesh(missileGeo, missileMat);
  m.rotation.x = Math.PI/2; m.visible=false; m.userData.alive=false;
  scene.add(m); missiles.push(m);
}
function fireMissile(){
  // two barrels, one per wingtip-ish
  for (const dx of [-1.1, 1.1]){
    const m = missiles.find(x=>!x.userData.alive);
    if (!m) return;
    m.position.set(plane.position.x+dx, plane.position.y, plane.position.z-2.4);
    m.visible=true; m.userData.alive=true;
  }
}

// ---- Bird pool (dark low-poly, flapping) -----------------------------------
const birds = [];
function makeBird(){
  const g = new THREE.Group();
  const mat = new THREE.MeshStandardMaterial({color:0x243242, roughness:0.9, metalness:0.0});
  const wl = new THREE.Mesh(new THREE.BoxGeometry(2.2,0.12,0.9), mat);
  const wr = wl.clone();
  wl.position.x = -1.15; wr.position.x = 1.15;
  const bodyB = new THREE.Mesh(new THREE.SphereGeometry(0.42,10,8), mat);
  g.add(wl,wr,bodyB);
  g.userData = {wl, wr, alive:false, flap:Math.random()*6, sway:Math.random()*6, swayAmp:2+Math.random()*4};
  return g;
}
for (let i=0;i<CFG.birdMax;i++){ const b=makeBird(); b.visible=false; scene.add(b); birds.push(b); }
function spawnBird(b){
  b.position.set((Math.random()*2-1)*CFG.steerX, CFG.steerYmin + Math.random()*(CFG.steerYmax-CFG.steerYmin), CFG.worldFar - Math.random()*30);
  b.userData.alive=true; b.visible=true;
  b.userData.baseX = b.position.x;
  b.userData.sway = Math.random()*6;
}

// ---- Explosion puff pool (sprites that expand + fade) ----------------------
const puffs = [];
for (let i=0;i<24;i++){
  const p = new THREE.Sprite(new THREE.SpriteMaterial({map:puffTex, transparent:true, color:0xffce7a, depthWrite:false}));
  p.visible=false; p.userData.alive=false; scene.add(p); puffs.push(p);
}
function boom(x,y,z,color){
  for (let i=0;i<5;i++){
    const p = puffs.find(q=>!q.userData.alive); if(!p) break;
    p.position.set(x+(Math.random()*2-1), y+(Math.random()*2-1), z);
    p.material.color.set(color); p.material.opacity=0.95;
    p.userData.alive=true; p.userData.life=0; p.userData.max=0.45+Math.random()*0.2;
    p.userData.grow=6+Math.random()*8; p.visible=true; p.scale.set(2,2,1);
  }
}

// ---- Input -----------------------------------------------------------------
const keys = {};
const target = { x:0, y:1 };   // where the plane wants to be
addEventListener('keydown', e=>{
  keys[e.code]=true;
  if (e.code==='Space'){ e.preventDefault(); if(state==='play') firing=true; else beginOrRestart(); }
});
addEventListener('keyup', e=>{ keys[e.code]=false; if(e.code==='Space') firing=false; });
// pointer steering (mouse / touch)
function pointerMove(cx, cy){
  const nx = (cx/innerWidth)*2-1;
  const ny = (cy/innerHeight)*2-1;
  target.x = nx*CFG.steerX;
  target.y = THREE.MathUtils.clamp(-ny*CFG.steerYmax, CFG.steerYmin, CFG.steerYmax);
}
addEventListener('mousemove', e=>pointerMove(e.clientX, e.clientY));
addEventListener('touchmove', e=>{ const t=e.touches[0]; pointerMove(t.clientX,t.clientY); firing=true; }, {passive:true});
addEventListener('touchend',  ()=>{ firing=false; });
canvas.addEventListener('click', ()=>{ if(state!=='play') beginOrRestart(); });

// ---- Game state ------------------------------------------------------------
let state='start';               // 'start' | 'play' | 'over'
let firing=false, cooldown=0;
let score=0, kills=0, dist=0, hp=100;
const startEl=document.getElementById('start');
const overEl =document.getElementById('gameover');
const hpFill =document.getElementById('hpfill');
const scoreEl=document.querySelector('#score b');
const distEl =document.getElementById('dist');
const altEl  =document.getElementById('alt');

function beginOrRestart(){
  if (state==='play') return;
  score=0; kills=0; dist=0; hp=100; firing=false; cooldown=0;
  target.x=0; target.y=1; plane.position.set(0,0,2);
  birds.forEach(b=>{ b.userData.alive=false; b.visible=false; });
  missiles.forEach(m=>{ m.userData.alive=false; m.visible=false; });
  state='play';
  startEl.classList.add('hidden');
  overEl.classList.remove('show');
}
function endGame(){
  state='over';
  document.getElementById('finalScore').textContent=score;
  document.getElementById('finalDist').textContent=Math.floor(dist/100);
  document.getElementById('finalKills').textContent=kills;
  overEl.classList.add('show');
}

// ---- Resize ----------------------------------------------------------------
addEventListener('resize', ()=>{
  camera.aspect=innerWidth/innerHeight; camera.updateProjectionMatrix();
  renderer.setSize(innerWidth,innerHeight);
});

// ---- Main loop -------------------------------------------------------------
const clock = new THREE.Clock();
let flash=0;                       // red damage flash amount
let spawnTimer=0;

function tick(){
  requestAnimationFrame(tick);
  const dt = Math.min(clock.getDelta(), 0.05);
  const t  = clock.elapsedTime;

  // world always drifts (even on menus) so the sky feels alive
  const worldSpeed = (state==='play') ? CFG.baseSpeed : CFG.baseSpeed*0.35;

  // clouds
  for (const c of clouds){
    c.position.z += worldSpeed*dt;
    c.material.rotation += c.userData.spin*dt;
    if (c.position.z > CFG.worldNear) resetCloud(c, false);
  }

  if (state==='play'){
    // ---- steer plane toward target (keyboard nudges the pointer target) ----
    if (keys['ArrowLeft']||keys['KeyA'])  target.x -= 42*dt;
    if (keys['ArrowRight']||keys['KeyD']) target.x += 42*dt;
    if (keys['ArrowUp']||keys['KeyW'])    target.y += 30*dt;
    if (keys['ArrowDown']||keys['KeyS'])  target.y -= 30*dt;
    target.x = THREE.MathUtils.clamp(target.x, -CFG.steerX, CFG.steerX);
    target.y = THREE.MathUtils.clamp(target.y, CFG.steerYmin, CFG.steerYmax);

    const prevX = plane.position.x;
    plane.position.x += (target.x - plane.position.x)*Math.min(1, 6*dt);
    plane.position.y += (target.y - plane.position.y)*Math.min(1, 6*dt);
    // bank into the turn + pitch with climb — reads as real flight
    const dx = plane.position.x - prevX;
    plane.rotation.z += ((-dx*4) - plane.rotation.z)*Math.min(1,8*dt);
    plane.rotation.x += ((-(target.y-plane.position.y)*0.06) - plane.rotation.x)*Math.min(1,6*dt);
    plane.position.y += Math.sin(t*2.2)*0.004;  // subtle idle bob

    // ---- firing ----
    cooldown -= dt;
    if (firing && cooldown<=0){ fireMissile(); cooldown=CFG.fireCooldown; }

    // ---- distance / score-over-time ----
    dist  += worldSpeed*dt;
    score += Math.floor(worldSpeed*dt*0.1);

    // ---- spawn birds ----
    spawnTimer -= dt;
    const activeBirds = birds.filter(b=>b.userData.alive).length;
    if (spawnTimer<=0 && activeBirds < CFG.birdMax){
      const b = birds.find(x=>!x.userData.alive);
      if (b) spawnBird(b);
      spawnTimer = 0.5 + Math.random()*0.7;   // difficulty knob
    }
  }

  // ---- missiles fly forward, cull, and hit birds ----
  for (const m of missiles){
    if (!m.userData.alive) continue;
    m.position.z -= CFG.missileSpeed*dt;
    if (m.position.z < CFG.worldFar-20){ m.userData.alive=false; m.visible=false; continue; }
    for (const b of birds){
      if (!b.userData.alive) continue;
      if (m.position.distanceTo(b.position) < CFG.hitRadiusShot){
        boom(b.position.x,b.position.y,b.position.z,0xffce7a);
        b.userData.alive=false; b.visible=false;
        m.userData.alive=false; m.visible=false;
        kills++; score+=100;
        break;
      }
    }
  }

  // ---- birds fly toward the player, flap, and can hit the plane ----
  for (const b of birds){
    if (!b.userData.alive) continue;
    b.position.z += (worldSpeed + 22)*dt;              // birds close faster than clouds
    b.userData.sway += dt;
    b.position.x = b.userData.baseX + Math.sin(b.userData.sway*1.3)*b.userData.swayAmp*0.15;
    const flap = Math.sin(t*16 + b.userData.flap)*0.7; // wing beat
    b.userData.wl.rotation.z =  flap;
    b.userData.wr.rotation.z = -flap;
    if (state==='play' && b.position.distanceTo(plane.position) < CFG.hitRadiusBird){
      boom(plane.position.x,plane.position.y,plane.position.z,0xff5a4d);
      b.userData.alive=false; b.visible=false;
      hp -= CFG.birdDamage; flash=1;
      if (hp<=0){ hp=0; endGame(); }
    }
    if (b.position.z > CFG.worldNear){ b.userData.alive=false; b.visible=false; }  // dodged — recycle
  }

  // ---- explosion puffs ----
  for (const p of puffs){
    if (!p.userData.alive) continue;
    p.userData.life += dt;
    const k = p.userData.life/p.userData.max;
    const s = 2 + p.userData.grow*k;
    p.scale.set(s,s,1);
    p.material.opacity = 0.95*(1-k);
    if (k>=1){ p.userData.alive=false; p.visible=false; }
  }

  // ---- camera gently trails the plane ----
  camera.position.x += (plane.position.x*0.5 - camera.position.x)*Math.min(1,3*dt);
  camera.position.y += ((plane.position.y*0.4+2.5) - camera.position.y)*Math.min(1,3*dt);
  camera.lookAt(plane.position.x*0.6, plane.position.y*0.5+1, -30);

  // ---- damage flash via background tint ----
  if (flash>0){ flash=Math.max(0,flash-dt*2.2); scene.background.copy(SKY_BOT).lerp(new THREE.Color(0xff4433), flash*0.5); }
  else scene.background.copy(SKY_BOT);

  // ---- HUD ----
  hpFill.style.width = hp+'%';
  scoreEl.textContent = score;
  distEl.textContent  = Math.floor(dist/100);
  altEl.textContent   = (32000 + Math.round(plane.position.y*140)).toLocaleString();

  renderer.render(scene, camera);
}
tick();
</script>
</body>
</html>