feat: add fullscreen mode and extract shared game engine

- Add new fullscreen game mode playable in a dedicated browser tab
- Extract shared game logic into `engine.js` to be used by both popup and fullscreen modes
- Implement self-protection to prevent closing the game tab or popup tab
- Update documentation and bump version to 1.1.0
This commit is contained in:
Janik Dietz 2026-08-04 08:02:53 +02:00
parent 0f566b02ac
commit 25fc6fb345
Signed by: Tronax
SSH key fingerprint: SHA256:2pKKXDZucWvaF/GzXNz0FY53EAO1YDLN80bqS+TTz/o
8 changed files with 1064 additions and 798 deletions

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@ -22,11 +22,29 @@ Pilot a spaceship, blast the tabs you no longer need, and they really get closed
## 🎮 Spielen
1. Auf das Toolbar-Icon klicken.
2. Wählen: **Aktuelles Fenster** oder **Alle Fenster**.
3. **SPIEL STARTEN** drücken.
4. Deine echten Tabs erscheinen als gegnerische Raumschiffe (mit echtem Favicon + Titel).
5. Schießen — jeder Tab, den du triffst, wird in Chrome **wirklich geschlossen**.
### Zwei Spielmodi
| Modus | Wie |
|---|---|
| **Popup** (kompakt, 420×600) | Toolbar-Icon klicken → **SPIEL STARTEN** |
| **Vollbild** (eigener Tab, bis 900×680) | Toolbar-Icon klicken → **🖥️ Im Vollbild spielen** |
Im Vollbild-Modus öffnet sich das Spiel in einem eigenen Tab. Dieser Tab
ist **geschützt** er taucht nie als Ziel auf und lässt sich nicht abschießen.
Perfekt, wenn du mehr Platz und eine bessere Übersicht willst.
### Ablauf
1. Modus wählen & Scope wählen: **Aktuelles Fenster** oder **Alle Fenster**.
2. **SPIEL STARTEN** drücken.
3. Deine echten Tabs erscheinen als gegnerische Raumschiffe (mit echtem Favicon + Titel).
4. Schießen — jeder Tab, den du triffst, wird in Chrome **wirklich geschlossen**.
> 🛡️ **Selbstschutz:** Folgende Tabs sind nie Ziele:
> - der Tab, der das Popup trägt (sonst würde sich das Spiel selbst beenden)
> - der Game-Tab im Vollbild-Modus
> - alle internen Chrome-Seiten (`chrome://`, `devtools://`, …)
> - alle Seiten dieser Extension selbst
### Steuerung
@ -53,9 +71,13 @@ Pilot a spaceship, blast the tabs you no longer need, and they really get closed
```
tab-shooter/
├── manifest.json # MV3-Manifest, Berechtigungen
├── popup.html # Overlay-UI: Start-, Spiel- & Game-Over-Screen
├── popup.css # Space-Theme Styling
├── popup.js # Game-Engine + Chrome-API-Anbindung
├── engine.js # Geteilte Game-Engine (Klasse TabShooterGame)
├── popup.html # Popup-UI (kompakt)
├── popup.css # Shared Space-Theme Styling
├── popup.js # Popup-Controller (nutzt engine.js)
├── game.html # Vollbild-UI (eigener Tab)
├── game.css # Vollbild-Overrides
├── game.js # Vollbild-Controller (nutzt engine.js)
├── background.js # Service Worker (MV3)
├── generate_icons.py # Icon-Generator (pure stdlib, keine Abhängigkeiten)
├── README.md

686
engine.js Normal file
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@ -0,0 +1,686 @@
/* ============================================================
TAB SHOOTER Shared Game Engine
Wird von popup.js (Overlay) und game.js (Vollbild) genutzt.
============================================================ */
// ---------- UTILITIES ----------
export function clamp(v, min, max) {
return Math.max(min, Math.min(max, v));
}
export function rand(min, max) {
return Math.random() * (max - min) + min;
}
export function pick(arr) {
return arr[Math.floor(Math.random() * arr.length)];
}
export function roundRect(ctx, x, y, w, h, r) {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.arcTo(x + w, y, x + w, y + h, r);
ctx.arcTo(x + w, y + h, x, y + h, r);
ctx.arcTo(x, y + h, x, y, r);
ctx.arcTo(x, y, x + w, y, r);
ctx.closePath();
}
export function drawLetterAvatar(ctx, title, x, y, size) {
const colors = ["#ff6b6b", "#4ecdc4", "#ffe66d", "#a8e6cf", "#c7b3ff", "#ffb3d9"];
const letter = (title || "?").trim().charAt(0).toUpperCase() || "?";
const color = colors[(title || "").length % colors.length];
ctx.fillStyle = color;
ctx.fillRect(x, y, size, size);
ctx.fillStyle = "#ffffff";
ctx.font = "bold 10px Segoe UI, Arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText(letter, x + size / 2, y + size / 2 + 1);
}
// Load a favicon via Chrome's _favicon API (requires "favicon" permission).
// Returns a Promise<Image | null>.
export function loadFavicon(pageUrl, size = 32) {
return new Promise((resolve) => {
if (!pageUrl) return resolve(null);
const favUrl = `/_favicon/?pageUrl=${encodeURIComponent(pageUrl)}&size=${size}`;
const img = new Image();
img.onload = () => resolve(img);
img.onerror = () => resolve(null);
img.src = favUrl;
});
}
/**
* Load all real Chrome tabs that are valid targets.
* ROBUST SELF-PROTECTION:
* - never the game tab itself (its id passed via `excludeTabId`)
* - never any tab belonging to this extension (chrome.runtime.id)
* - never chrome://, devtools://, etc.
*/
export async function loadTabs(scope, excludeTabId = null) {
let tabs = [];
if (scope === "all") {
tabs = await chrome.tabs.query({});
} else {
const win = await chrome.windows.getLastFocused();
tabs = await chrome.tabs.query({ windowId: win.id });
}
const ownId = chrome.runtime.id;
const playable = tabs.filter((t) => {
if (!t.id) return false;
// 1) never the current game tab itself
if (excludeTabId !== null && t.id === excludeTabId) return false;
// 2) never any tab of THIS extension (popup, game.html, options, …)
if (ownId && t.url && t.url.startsWith(`chrome-extension://${ownId}`)) return false;
// 3) generic chrome-extension:// filter (covers edge cases)
if (t.url && t.url.startsWith("chrome-extension://")) return false;
// 4) internal browser pages
if (t.url && t.url.startsWith("chrome://")) return false;
if (t.url && t.url.startsWith("devtools://")) return false;
if (t.url && t.url.startsWith("edge://")) return false;
if (t.url && t.url.startsWith("about:")) return false;
return true;
});
return playable;
}
// ============================================================
// GAME CLASS
// ============================================================
export class TabShooterGame {
/**
* @param canvas <canvas> element
* @param hud object of DOM elements for HUD updates
* @param callbacks { onGameOver, onScoreChange, onLivesChange, onTabsChange }
*/
constructor(canvas, hud, callbacks = {}) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.hud = hud;
this.callbacks = callbacks;
this.W = canvas.width;
this.H = canvas.height;
this.enemies = [];
this.bullets = [];
this.enemyBullets = [];
this.particles = [];
this.powerups = [];
this.floatingTexts = [];
this.player = {
x: this.W / 2,
y: this.H - 70,
w: 44,
h: 40,
speed: 6,
cooldown: 0,
lives: 3,
invincible: 0,
};
this.score = 0;
this.tabsDestroyed = 0;
this.totalTabs = 0;
this.keys = {};
this.mouseX = null;
this.firing = false;
this.tripleShot = 0;
this.rapidFire = 0;
this.shield = 0;
this.running = false;
this.lastTime = 0;
this.spawnTimer = 0;
this.spawnIndex = 0;
this.spawnQueue = [];
// Input handlers (bound so we can remove them later)
this._onKeyDown = this.onKeyDown.bind(this);
this._onKeyUp = this.onKeyUp.bind(this);
this._onMouseMove = this.onMouseMove.bind(this);
this._onMouseDown = this.onMouseDown.bind(this);
this._onMouseUp = this.onMouseUp.bind(this);
this._onMouseLeave = this.onMouseLeave.bind(this);
this._loop = this.loop.bind(this);
}
async init(tabs) {
this.totalTabs = tabs.length;
// Preload favicons, build spawn queue
this.spawnQueue = await Promise.all(
tabs.map(async (t) => ({
tabId: t.id,
title: (t.title || "Tab").slice(0, 22),
url: t.url,
favicon: await loadFavicon(t.url || "", 32),
}))
);
// Shuffle for variety
this.spawnQueue.sort(() => Math.random() - 0.5);
}
start() {
this.running = true;
this.attachInput();
this.lastTime = performance.now();
requestAnimationFrame(this._loop);
}
stop() {
this.running = false;
this.detachInput();
}
// ---------- INPUT ----------
attachInput() {
window.addEventListener("keydown", this._onKeyDown);
window.addEventListener("keyup", this._onKeyUp);
this.canvas.addEventListener("mousemove", this._onMouseMove);
this.canvas.addEventListener("mousedown", this._onMouseDown);
this.canvas.addEventListener("mouseup", this._onMouseUp);
this.canvas.addEventListener("mouseleave", this._onMouseLeave);
}
detachInput() {
window.removeEventListener("keydown", this._onKeyDown);
window.removeEventListener("keyup", this._onKeyUp);
this.canvas.removeEventListener("mousemove", this._onMouseMove);
this.canvas.removeEventListener("mousedown", this._onMouseDown);
this.canvas.removeEventListener("mouseup", this._onMouseUp);
this.canvas.removeEventListener("mouseleave", this._onMouseLeave);
}
onKeyDown(e) {
this.keys[e.key.toLowerCase()] = true;
if ([" ", "ArrowLeft", "ArrowRight", "ArrowUp", "ArrowDown"].includes(e.key)) {
e.preventDefault();
}
}
onKeyUp(e) {
this.keys[e.key.toLowerCase()] = false;
}
onMouseMove(e) {
const rect = this.canvas.getBoundingClientRect();
// Scale from CSS pixels to canvas pixels if needed
const scaleX = this.canvas.width / rect.width;
this.mouseX = (e.clientX - rect.left) * scaleX;
}
onMouseDown() {
this.firing = true;
}
onMouseUp() {
this.firing = false;
}
onMouseLeave() {
this.mouseX = null;
this.firing = false;
}
// ---------- SPAWNING ----------
spawnEnemy() {
if (this.spawnIndex >= this.spawnQueue.length) return;
const data = this.spawnQueue[this.spawnIndex];
this.spawnIndex++;
const w = 64;
const h = 54;
const x = rand(30, this.W - 30 - w);
const isShooter = Math.random() < 0.25;
this.enemies.push({
x,
y: -h - 10,
w,
h,
vx: rand(-1.2, 1.2),
vy: rand(0.5, 1.1),
hp: 1,
tabId: data.tabId,
title: data.title,
favicon: data.favicon,
shooter: isShooter,
shootCooldown: rand(60, 180),
swayPhase: rand(0, Math.PI * 2),
hit: 0,
closing: false,
});
}
// ---------- SHOOTING ----------
fireBullet() {
if (this.player.cooldown > 0) return;
const baseCd = this.rapidFire > 0 ? 6 : 14;
this.player.cooldown = baseCd;
const px = this.player.x;
const py = this.player.y - this.player.h / 2;
if (this.tripleShot > 0) {
this.bullets.push({ x: px, y: py, vx: 0, vy: -9 });
this.bullets.push({ x: px - 6, y: py + 4, vx: -2.5, vy: -8.5 });
this.bullets.push({ x: px + 6, y: py + 4, vx: 2.5, vy: -8.5 });
} else {
this.bullets.push({ x: px, y: py, vx: 0, vy: -9 });
}
}
// ---------- POWER-UPS ----------
maybeDropPowerup(x, y) {
if (Math.random() < 0.18) {
this.powerups.push({
x,
y,
vy: 1.6,
type: pick(["triple", "rapid", "shield"]),
rot: 0,
});
}
}
applyPowerup(type) {
if (type === "triple") {
this.tripleShot = 360;
this.pushFloatingText("TRIPLE SHOT!", "#00f0ff");
} else if (type === "rapid") {
this.rapidFire = 360;
this.pushFloatingText("RAPID FIRE!", "#ffaa00");
} else if (type === "shield") {
this.shield = 1;
this.pushFloatingText("SHIELD UP!", "#00ff88");
}
this.callbacks.onPowerups?.(this);
}
pushFloatingText(text, color) {
this.floatingTexts.push({
text,
color,
x: this.player.x,
y: this.player.y - 30,
life: 60,
});
}
// ---------- DAMAGE ----------
damagePlayer() {
if (this.player.invincible > 0) return;
if (this.shield > 0) {
this.shield = 0;
this.pushFloatingText("SHIELD GONE", "#ff4444");
this.callbacks.onPowerups?.(this);
this.player.invincible = 40;
return;
}
this.player.lives--;
this.player.invincible = 90;
this.callbacks.onLives?.(this.player.lives);
this.spawnExplosion(this.player.x, this.player.y, "#ff4444", 20);
if (this.player.lives <= 0) this.gameOver();
}
spawnExplosion(x, y, color, count = 15) {
for (let i = 0; i < count; i++) {
const angle = rand(0, Math.PI * 2);
const speed = rand(1, 5);
this.particles.push({
x,
y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
life: rand(20, 45),
maxLife: 45,
size: rand(2, 4),
color,
});
}
}
// ---------- TAB CLOSING ----------
closeTab(tabId) {
if (chrome.tabs && typeof chrome.tabs.remove === "function") {
chrome.tabs.remove(tabId).catch(() => { /* already gone */ });
}
}
// ---------- MAIN LOOP ----------
loop(now) {
if (!this.running) return;
const dt = Math.min(40, now - this.lastTime);
this.lastTime = now;
this.update(dt);
this.render();
requestAnimationFrame(this._loop);
}
update(dt) {
const p = this.player;
// Movement: keyboard
let dx = 0;
if (this.keys["arrowleft"] || this.keys["a"]) dx -= 1;
if (this.keys["arrowright"] || this.keys["d"]) dx += 1;
p.x += dx * p.speed;
// Movement: mouse (gently follows)
if (this.mouseX !== null) {
p.x += (this.mouseX - p.x) * 0.25;
}
p.x = clamp(p.x, p.w / 2, this.W - p.w / 2);
// Firing
if (this.keys[" "] || this.firing) this.fireBullet();
if (p.cooldown > 0) p.cooldown--;
if (p.invincible > 0) p.invincible--;
let powerupChanged = false;
if (this.tripleShot > 0) { this.tripleShot--; if (this.tripleShot === 0) powerupChanged = true; }
if (this.rapidFire > 0) { this.rapidFire--; if (this.rapidFire === 0) powerupChanged = true; }
if (powerupChanged) this.callbacks.onPowerups?.(this);
// Spawn enemies
this.spawnTimer--;
if (this.spawnTimer <= 0 && this.spawnIndex < this.spawnQueue.length) {
this.spawnEnemy();
this.spawnTimer = rand(35, 80);
}
// Player bullets
for (let i = this.bullets.length - 1; i >= 0; i--) {
const b = this.bullets[i];
b.x += b.vx; b.y += b.vy;
if (b.y < -10 || b.x < -10 || b.x > this.W + 10) this.bullets.splice(i, 1);
}
// Enemy bullets
for (let i = this.enemyBullets.length - 1; i >= 0; i--) {
const b = this.enemyBullets[i];
b.y += b.vy; b.x += b.vx;
if (Math.abs(b.x - p.x) < p.w / 2 && Math.abs(b.y - p.y) < p.h / 2) {
this.enemyBullets.splice(i, 1);
this.damagePlayer();
continue;
}
if (b.y > this.H + 10) this.enemyBullets.splice(i, 1);
}
// Enemies
for (let i = this.enemies.length - 1; i >= 0; i--) {
const e = this.enemies[i];
e.swayPhase += 0.04;
e.x += e.vx + Math.sin(e.swayPhase) * 0.4;
e.y += e.vy;
if (e.hit > 0) e.hit--;
if (e.x < 5 || e.x + e.w > this.W - 5) {
e.vx *= -1;
e.x = clamp(e.x, 5, this.W - 5 - e.w);
}
if (e.shooter && !e.closing) {
e.shootCooldown--;
if (e.shootCooldown <= 0) {
this.enemyBullets.push({ x: e.x + e.w / 2, y: e.y + e.h, vx: 0, vy: 3.2 });
e.shootCooldown = rand(90, 220);
}
}
if (e.y > this.H) { this.enemies.splice(i, 1); continue; }
// Bullet hits
for (let j = this.bullets.length - 1; j >= 0; j--) {
const b = this.bullets[j];
if (b.x > e.x && b.x < e.x + e.w && b.y > e.y && b.y < e.y + e.h) {
this.bullets.splice(j, 1);
e.hp--;
e.hit = 6;
if (e.hp <= 0) {
this.closeTab(e.tabId);
e.closing = true;
this.spawnExplosion(e.x + e.w / 2, e.y + e.h / 2, "#ff8844", 18);
this.maybeDropPowerup(e.x + e.w / 2, e.y + e.h / 2);
this.score += 100;
this.tabsDestroyed++;
this.callbacks.onScore?.(this.score);
this.callbacks.onTabs?.(Math.max(0, this.totalTabs - this.tabsDestroyed));
this.enemies.splice(i, 1);
}
break;
}
}
}
// Enemy collides with player
for (let i = this.enemies.length - 1; i >= 0; i--) {
const e = this.enemies[i];
if (
Math.abs(e.x + e.w / 2 - p.x) < p.w / 2 + e.w / 2 - 8 &&
Math.abs(e.y + e.h / 2 - p.y) < p.h / 2 + e.h / 2 - 8
) {
if (!e.closing) { this.closeTab(e.tabId); e.closing = true; }
this.spawnExplosion(e.x + e.w / 2, e.y + e.h / 2, "#ff4444", 14);
this.enemies.splice(i, 1);
this.damagePlayer();
}
}
// Power-ups
for (let i = this.powerups.length - 1; i >= 0; i--) {
const pu = this.powerups[i];
pu.y += pu.vy;
pu.rot += 0.08;
if (Math.abs(pu.x - p.x) < p.w / 2 + 12 && Math.abs(pu.y - p.y) < p.h / 2 + 12) {
this.applyPowerup(pu.type);
this.powerups.splice(i, 1);
continue;
}
if (pu.y > this.H + 20) this.powerups.splice(i, 1);
}
// Particles
for (let i = this.particles.length - 1; i >= 0; i--) {
const pt = this.particles[i];
pt.x += pt.vx; pt.y += pt.vy;
pt.vx *= 0.96; pt.vy *= 0.96;
pt.life--;
if (pt.life <= 0) this.particles.splice(i, 1);
}
// Floating texts
for (let i = this.floatingTexts.length - 1; i >= 0; i--) {
const ft = this.floatingTexts[i];
ft.y -= 0.6;
ft.life--;
if (ft.life <= 0) this.floatingTexts.splice(i, 1);
}
// Win condition
if (this.spawnIndex >= this.spawnQueue.length && this.enemies.length === 0) {
this.gameOver(true);
}
}
// ---------- RENDER ----------
render() {
const ctx = this.ctx;
ctx.clearRect(0, 0, this.W, this.H);
this.renderBackground();
// Player bullets
for (const b of this.bullets) {
ctx.fillStyle = "#00f0ff";
ctx.shadowColor = "#00f0ff";
ctx.shadowBlur = 10;
ctx.fillRect(b.x - 2, b.y - 8, 4, 12);
}
ctx.shadowBlur = 0;
// Enemy bullets
for (const b of this.enemyBullets) {
ctx.fillStyle = "#ff3366";
ctx.shadowColor = "#ff3366";
ctx.shadowBlur = 8;
ctx.beginPath();
ctx.arc(b.x, b.y, 4, 0, Math.PI * 2);
ctx.fill();
}
ctx.shadowBlur = 0;
for (const e of this.enemies) this.renderEnemy(e);
for (const pu of this.powerups) this.renderPowerup(pu);
this.renderPlayer();
// Particles
for (const pt of this.particles) {
ctx.globalAlpha = pt.life / pt.maxLife;
ctx.fillStyle = pt.color;
ctx.fillRect(pt.x - pt.size / 2, pt.y - pt.size / 2, pt.size, pt.size);
}
ctx.globalAlpha = 1;
// Floating texts
for (const ft of this.floatingTexts) {
ctx.globalAlpha = clamp(ft.life / 60, 0, 1);
ctx.fillStyle = ft.color;
ctx.font = "bold 13px Segoe UI, Arial";
ctx.textAlign = "center";
ctx.fillText(ft.text, ft.x, ft.y);
}
ctx.globalAlpha = 1;
}
renderBackground() {
const ctx = this.ctx;
if (!this._stars) {
this._stars = [];
for (let i = 0; i < 60; i++) {
this._stars.push({
x: Math.random() * this.W,
y: Math.random() * this.H,
s: Math.random() * 1.5 + 0.3,
v: Math.random() * 0.8 + 0.2,
});
}
}
ctx.fillStyle = "#ffffff";
for (const st of this._stars) {
st.y += st.v;
if (st.y > this.H) st.y = 0;
ctx.globalAlpha = 0.3 + st.s * 0.3;
ctx.fillRect(st.x, st.y, st.s, st.s);
}
ctx.globalAlpha = 1;
}
renderEnemy(e) {
const ctx = this.ctx;
ctx.save();
ctx.translate(e.x, e.y);
if (e.hit > 0) { ctx.shadowColor = "#ffffff"; ctx.shadowBlur = 15; }
ctx.fillStyle = e.shooter ? "#3a1530" : "#1a1a3a";
ctx.strokeStyle = e.shooter ? "#ff3366" : "#444466";
ctx.lineWidth = 1.5;
roundRect(ctx, 0, 0, e.w, e.h, 8);
ctx.fill();
ctx.stroke();
ctx.shadowBlur = 0;
if (e.favicon) {
try { ctx.drawImage(e.favicon, 6, 4, 16, 16); }
catch (_) { drawLetterAvatar(ctx, e.title, 6, 4, 16); }
} else {
drawLetterAvatar(ctx, e.title, 6, 4, 16);
}
ctx.fillStyle = "#ccccdd";
ctx.font = "9px Segoe UI, Arial";
ctx.textAlign = "left";
ctx.textBaseline = "top";
const title = e.title.length > 14 ? e.title.slice(0, 13) + "…" : e.title;
ctx.fillText(title, 26, 6, e.w - 30);
if (e.shooter) {
ctx.fillStyle = "#ff3366";
ctx.font = "8px Segoe UI, Arial";
ctx.fillText("● feindlich", 6, 26);
}
ctx.restore();
}
renderPlayer() {
const ctx = this.ctx;
const p = this.player;
ctx.save();
ctx.translate(p.x, p.y);
if (this.shield > 0) {
ctx.strokeStyle = "rgba(0,255,136,0.6)";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(0, 0, p.w / 2 + 8, 0, Math.PI * 2);
ctx.stroke();
}
if (p.invincible > 0 && Math.floor(p.invincible / 4) % 2 === 0) ctx.globalAlpha = 0.4;
ctx.fillStyle = "#00f0ff";
ctx.strokeStyle = "#ffffff";
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.moveTo(0, -p.h / 2);
ctx.lineTo(-p.w / 2, p.h / 2);
ctx.lineTo(-p.w / 4, p.h / 3);
ctx.lineTo(p.w / 4, p.h / 3);
ctx.lineTo(p.w / 2, p.h / 2);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.fillStyle = "#ff00e5";
ctx.beginPath();
ctx.arc(0, -2, 5, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "#ffaa00";
ctx.globalAlpha = 0.7 * ctx.globalAlpha;
ctx.fillRect(-4, p.h / 3, 8, 6);
ctx.restore();
ctx.globalAlpha = 1;
}
renderPowerup(pu) {
const ctx = this.ctx;
ctx.save();
ctx.translate(pu.x, pu.y);
ctx.rotate(pu.rot);
const colors = { triple: "#00f0ff", rapid: "#ffaa00", shield: "#00ff88" };
const icons = { triple: "T", rapid: "R", shield: "S" };
const c = colors[pu.type];
ctx.fillStyle = c;
ctx.shadowColor = c;
ctx.shadowBlur = 12;
ctx.beginPath();
ctx.arc(0, 0, 10, 0, Math.PI * 2);
ctx.fill();
ctx.shadowBlur = 0;
ctx.fillStyle = "#05060f";
ctx.font = "bold 12px Segoe UI, Arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.rotate(-pu.rot);
ctx.fillText(icons[pu.type], 0, 1);
ctx.restore();
}
gameOver(victory = false) {
this.stop();
this.callbacks.onGameOver?.({
score: this.score,
tabsDestroyed: this.tabsDestroyed,
totalTabs: this.totalTabs,
victory,
});
}
}

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/* ============================================================
TAB SHOOTER Vollbild-Modus (game.html)
Baut auf popup.css auf und überschreibt nur, was nötig ist.
============================================================ */
html, body {
width: 100%;
height: 100%;
margin: 0;
overflow: hidden;
}
body.fullscreen {
width: 100vw;
height: 100vh;
}
#app.fullscreen-app {
width: 100vw;
height: 100vh;
}
/* Spiel-Screen zentriert das Canvas im Vollbild */
#game-screen {
justify-content: center;
align-items: center;
}
#game-canvas {
width: min(900px, 96vw);
height: min(680px, 88vh);
border-radius: 16px;
box-shadow:
0 0 0 1px rgba(255, 255, 255, 0.05),
0 0 60px rgba(0, 240, 255, 0.15);
cursor: crosshair;
}
/* HUD im Vollbild: schwebt oben über dem Canvas, zentriert */
#game-screen #hud {
top: max(12px, 6vh);
left: 50%;
transform: translateX(-50%);
width: min(900px, 96vw);
border-radius: 12px;
}
/* Start-Screen im Vollbild etwas luftiger */
#start-screen .scope-select {
max-width: 520px;
}
#start-screen .primary-btn {
padding: 16px 64px;
font-size: 18px;
}
/* Gtooltip-hinweis im Vollbild-Menü: das ist dieser Tab */
#start-screen .subtitle strong {
color: #00ff88;
}

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<!DOCTYPE html>
<html lang="de">
<head>
<meta charset="UTF-8" />
<title>Tab Shooter — Vollbild</title>
<link rel="stylesheet" href="popup.css" />
<link rel="stylesheet" href="game.css" />
</head>
<body class="fullscreen">
<div id="app" class="fullscreen-app">
<!-- START SCREEN -->
<div id="start-screen" class="screen visible">
<h1 class="title">🚀 TAB <span>SHOOTER</span></h1>
<p class="subtitle">Vollbild-Modus<br />Dieser Tab ist sicher du kannst ihn <strong>nicht</strong> abschießen.</p>
<div class="scope-select">
<label class="scope-label">Welche Tabs ins Visier nehmen?</label>
<div class="scope-buttons">
<button class="scope-btn active" data-scope="current">
<span class="scope-icon">🪟</span>
<span class="scope-text">Aktuelles<br>Fenster</span>
</button>
<button class="scope-btn" data-scope="all">
<span class="scope-icon">🌐</span>
<span class="scope-text">Alle<br>Fenster</span>
</button>
</div>
</div>
<button id="start-btn" class="primary-btn">SPIEL STARTEN</button>
<div class="highscore-display">
<span class="hs-label">🏆 Highscore</span>
<span id="hs-value" class="hs-value">0</span>
</div>
<div class="controls-hint">
<div><kbd></kbd> <kbd></kbd> / <kbd>A</kbd> <kbd>D</kbd> — Bewegen</div>
<div><kbd>Leertaste</kbd> / <kbd>Klick</kbd> — Schießen</div>
<div><kbd>Maus</kbd> — Ebenfalls steuerbar</div>
</div>
</div>
<!-- GAME SCREEN -->
<div id="game-screen" class="screen">
<canvas id="game-canvas" width="900" height="680"></canvas>
<div id="hud">
<div class="hud-item">
<span class="hud-label">SCORE</span>
<span id="hud-score" class="hud-value">0</span>
</div>
<div class="hud-item">
<span class="hud-label">LIVES</span>
<span id="hud-lives" class="hud-value">❤️❤️❤️</span>
</div>
<div class="hud-item">
<span class="hud-label">TABS</span>
<span id="hud-tabs" class="hud-value">0</span>
</div>
<div class="hud-item powerup-indicator" id="hud-powerups"></div>
</div>
</div>
<!-- GAME OVER SCREEN -->
<div id="gameover-screen" class="screen">
<h1 class="title small">💥 GAME OVER</h1>
<div class="result-stats">
<div class="stat-row">
<span>Tabs vernichtet:</span>
<span id="result-tabs" class="stat-value">0</span>
</div>
<div class="stat-row">
<span>Score:</span>
<span id="result-score" class="stat-value">0</span>
</div>
<div class="stat-row highlight">
<span>🏆 Highscore:</span>
<span id="result-highscore" class="stat-value">0</span>
</div>
</div>
<div id="new-record" class="new-record hidden">⚡ NEUER REKORD! ⚡</div>
<button id="replay-btn" class="primary-btn">NOCHMAL</button>
<button id="menu-btn" class="secondary-btn">ZUM MENÜ</button>
</div>
<!-- EMPTY STATE -->
<div id="empty-screen" class="screen">
<div class="empty-icon">🎉</div>
<h2 class="title small">Keine Tabs offen!</h2>
<p class="subtitle">Du hast aktuell keine Tabs zum Abschießen.<br />Chaosfrei!</p>
<button id="empty-menu-btn" class="secondary-btn">ZUM MENÜ</button>
</div>
</div>
<script type="module" src="game.js"></script>
</body>
</html>

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/* ============================================================
TAB SHOOTER Vollbild-Controller (game.html)
Läuft als eigener Tab. Dieser Tab wird über seine ID
von der Zielliste ausgeschlossen -> er lässt sich NICHT abschießen.
============================================================ */
import { TabShooterGame, loadTabs } from "./engine.js";
// ---------- DOM ----------
const canvas = document.getElementById("game-canvas");
const screens = {
start: document.getElementById("start-screen"),
game: document.getElementById("game-screen"),
gameover: document.getElementById("gameover-screen"),
empty: document.getElementById("empty-screen"),
};
const els = {
hsValue: document.getElementById("hs-value"),
hudScore: document.getElementById("hud-score"),
hudLives: document.getElementById("hud-lives"),
hudTabs: document.getElementById("hud-tabs"),
hudPowerups: document.getElementById("hud-powerups"),
resultTabs: document.getElementById("result-tabs"),
resultScore: document.getElementById("result-score"),
resultHighscore: document.getElementById("result-highscore"),
newRecord: document.getElementById("new-record"),
};
// ---------- STATE ----------
let game = null;
let highscore = 0;
let selectedScope = "current";
let myTabId = null;
// Eigene Tab-ID herausfinden damit wir sie aus der Zielliste streichen können.
(async () => {
try {
const [tab] = await chrome.tabs.getCurrent();
if (tab) myTabId = tab.id;
} catch (_) {
// getCurrent() schlägt fehlt, wenn wir gar kein Tab sind (sollte nicht passieren)
}
})();
// ---------- SCREEN HELPERS ----------
function showScreen(name) {
Object.values(screens).forEach((s) => s.classList.remove("visible"));
screens[name].classList.add("visible");
}
// ---------- HIGHSCORE ----------
async function loadHighscore() {
const data = await chrome.storage.local.get("highscore");
highscore = data.highscore || 0;
els.hsValue.textContent = highscore;
}
async function saveHighscore(value) {
await chrome.storage.local.set({ highscore: value });
highscore = value;
}
// ---------- HUD CALLBACKS ----------
const hudCallbacks = {
onScore: (s) => (els.hudScore.textContent = s),
onLives: (l) => (els.hudLives.textContent = "❤️".repeat(Math.max(0, l))),
onTabs: (t) => (els.hudTabs.textContent = t),
onPowerups: (g) => {
let html = "";
if (g.shield > 0) html += "🛡️";
if (g.tripleShot > 0) html += "🔫";
if (g.rapidFire > 0) html += "⚡";
els.hudPowerups.innerHTML = html;
},
onGameOver: ({ score }) => {
const isNewRecord = score > highscore;
if (isNewRecord) saveHighscore(score);
els.resultTabs.textContent = game.tabsDestroyed;
els.resultScore.textContent = score;
els.resultHighscore.textContent = Math.max(highscore, score);
els.newRecord.classList.toggle("hidden", !isNewRecord);
showScreen("gameover");
},
};
// ---------- GAME START ----------
async function startNewGame() {
// WICHTIG: myTabId wird ausgeschlossen, damit dieser Tab kein Ziel ist.
const tabs = await loadTabs(selectedScope, myTabId);
if (tabs.length === 0) {
showScreen("empty");
return;
}
showScreen("game");
els.hudScore.textContent = "0";
els.hudLives.textContent = "❤️❤️❤️";
els.hudTabs.textContent = tabs.length;
els.hudPowerups.innerHTML = "";
game = new TabShooterGame(canvas, {}, hudCallbacks);
await game.init(tabs);
game.start();
}
// ---------- EVENT WIRING ----------
document.querySelectorAll(".scope-btn").forEach((btn) => {
btn.addEventListener("click", () => {
document.querySelectorAll(".scope-btn").forEach((b) => b.classList.remove("active"));
btn.classList.add("active");
selectedScope = btn.dataset.scope;
});
});
document.getElementById("start-btn").addEventListener("click", startNewGame);
document.getElementById("replay-btn").addEventListener("click", startNewGame);
document.getElementById("menu-btn").addEventListener("click", () => {
if (game) game.stop();
loadHighscore();
showScreen("start");
});
document.getElementById("empty-menu-btn").addEventListener("click", () => {
loadHighscore();
showScreen("start");
});
// ---------- INIT ----------
loadHighscore();

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@ -1,10 +1,9 @@
{
"manifest_version": 3,
"name": "Tab Shooter",
"version": "1.0.0",
"version": "1.1.0",
"description": "Schließe deine offenen Tabs, indem du sie wie ein Raumschiff-Pilot abschießt. Ein kleines Minigame für Tab-Hoarder.",
"permissions": ["tabs", "storage", "favicon"],
"optional_permissions": ["windows"],
"action": {
"default_popup": "popup.html",
"default_title": "Tab Shooter Tabs abschießen",
@ -19,6 +18,12 @@
"48": "icons/icon48.png",
"128": "icons/icon128.png"
},
"web_accessible_resources": [
{
"resources": ["game.html", "game.css", "game.js", "engine.js"],
"matches": ["<all_urls>"]
}
],
"background": {
"service_worker": "background.js"
}

View file

@ -27,6 +27,7 @@
</div>
<button id="start-btn" class="primary-btn">SPIEL STARTEN</button>
<button id="fullscreen-btn" class="secondary-btn">🖥️ Im Vollbild spielen</button>
<div class="highscore-display">
<span class="hs-label">🏆 Highscore</span>
@ -91,6 +92,6 @@
</div>
</div>
<script src="popup.js"></script>
<script type="module" src="popup.js"></script>
</body>
</html>

841
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@ -1,21 +1,21 @@
/* ============================================================
TAB SHOOTER Game Engine + Chrome API Integration
TAB SHOOTER Popup (Overlay) Controller
Nutzt die geteilte engine.js.
============================================================ */
import { TabShooterGame, loadTabs, clamp } from "./engine.js";
const CANVAS_W = 420;
const CANVAS_H = 600;
// ---------- DOM ----------
const canvas = document.getElementById("game-canvas");
const ctx = canvas.getContext("2d");
const screens = {
start: document.getElementById("start-screen"),
game: document.getElementById("game-screen"),
gameover: document.getElementById("gameover-screen"),
empty: document.getElementById("empty-screen"),
};
const els = {
hsValue: document.getElementById("hs-value"),
hudScore: document.getElementById("hud-score"),
@ -28,817 +28,81 @@ const els = {
newRecord: document.getElementById("new-record"),
};
// ---------- GAME STATE ----------
// ---------- STATE ----------
let game = null;
let highscore = 0;
let selectedScope = "current"; // "current" | "all"
let selectedScope = "current";
// ---------- UTILITIES ----------
// Merke dir den Tab, von dem aus das Popup geöffnet wurde (den aktiven Tab
// im zuletzt fokussierten Fenster). Wird dieser Tab geschlossen, reißt Chrome
// auch das Popup mit sich -> Spiel beendet sich ohne Vorwarnung. Wir schließen
// ihn daher per excludeTabId von der Zielliste aus.
let openerTabId = null;
chrome.tabs.query({ active: true, currentWindow: true }, (tabs) => {
if (tabs && tabs[0]) openerTabId = tabs[0].id;
});
// ---------- SCREEN HELPERS ----------
function showScreen(name) {
Object.values(screens).forEach((s) => s.classList.remove("visible"));
screens[name].classList.add("visible");
}
function clamp(v, min, max) {
return Math.max(min, Math.min(max, v));
}
function rand(min, max) {
return Math.random() * (max - min) + min;
}
function pick(arr) {
return arr[Math.floor(Math.random() * arr.length)];
}
// Load a favicon for a given URL as an Image (Chrome MV3 favicon API).
// Returns a Promise that resolves to an Image or null on error.
function loadFavicon(pageUrl, size = 32) {
return new Promise((resolve) => {
// Chrome "_favicon" API route. Requires "favicon" permission in manifest.
const favUrl = `/_favicon/?pageUrl=${encodeURIComponent(pageUrl)}&size=${size}`;
const img = new Image();
img.onload = () => resolve(img);
img.onerror = () => resolve(null);
// Slight delay safety: if it fails we just render the placeholder letter.
img.src = favUrl;
});
}
// ---------- HIGHSCORE ----------
async function loadHighscore() {
const data = await chrome.storage.local.get("highscore");
highscore = data.highscore || 0;
els.hsValue.textContent = highscore;
}
async function saveHighscore(value) {
await chrome.storage.local.set({ highscore: value });
highscore = value;
}
// ---------- TAB LOADING ----------
async function loadTabs(scope) {
let tabs = [];
if (scope === "all") {
tabs = await chrome.tabs.query({});
} else {
const win = await chrome.windows.getLastFocused();
tabs = await chrome.tabs.query({ windowId: win.id });
}
// Filter out the popup itself (this extension page), chrome:// pages, and
// devtools. We keep everything else as a valid target.
const playable = tabs.filter((t) => {
if (!t.id) return false;
if (t.url && t.url.startsWith("chrome-extension://")) return false;
if (t.url && t.url.startsWith("chrome://")) return false;
if (t.url && t.url.startsWith("devtools://")) return false;
return true;
});
return playable;
}
// ============================================================
// GAME CLASS
// ============================================================
class TabShooterGame {
constructor(tabs) {
this.tabs = tabs;
this.enemies = [];
this.bullets = [];
this.enemyBullets = [];
this.particles = [];
this.powerups = [];
this.floatingTexts = [];
this.player = {
x: CANVAS_W / 2,
y: CANVAS_H - 60,
w: 40,
h: 36,
speed: 5,
cooldown: 0,
lives: 3,
invincible: 0,
};
this.score = 0;
this.tabsDestroyed = 0;
this.totalTabs = tabs.length;
this.keys = {};
this.mouseX = null;
this.firing = false;
// Power-up timers
this.tripleShot = 0;
this.rapidFire = 0;
this.shield = 0;
this.running = false;
this.lastTime = 0;
this.spawnTimer = 0;
this.spawnIndex = 0;
// Bind handlers
this._onKeyDown = this.onKeyDown.bind(this);
this._onKeyUp = this.onKeyUp.bind(this);
this._onMouseMove = this.onMouseMove.bind(this);
this._onMouseDown = this.onMouseDown.bind(this);
this._onMouseUp = this.onMouseUp.bind(this);
this._onMouseLeave = this.onMouseLeave.bind(this);
}
async init() {
// Preload favicons for all tabs, then build enemy spawn queue.
const loaded = await Promise.all(
this.tabs.map(async (t) => {
const fav = await loadFavicon(t.url || "", 32);
return {
tabId: t.id,
title: (t.title || "Tab").slice(0, 22),
url: t.url,
favicon: fav,
};
})
);
// Shuffle the spawn order for variety
this.spawnQueue = loaded.sort(() => Math.random() - 0.5);
}
start() {
this.running = true;
this.attachInput();
this.lastTime = performance.now();
requestAnimationFrame(this.loop.bind(this));
}
stop() {
this.running = false;
this.detachInput();
}
// ---------- INPUT ----------
attachInput() {
window.addEventListener("keydown", this._onKeyDown);
window.addEventListener("keyup", this._onKeyUp);
canvas.addEventListener("mousemove", this._onMouseMove);
canvas.addEventListener("mousedown", this._onMouseDown);
canvas.addEventListener("mouseup", this._onMouseUp);
canvas.addEventListener("mouseleave", this._onMouseLeave);
}
detachInput() {
window.removeEventListener("keydown", this._onKeyDown);
window.removeEventListener("keyup", this._onKeyUp);
canvas.removeEventListener("mousemove", this._onMouseMove);
canvas.removeEventListener("mousedown", this._onMouseDown);
canvas.removeEventListener("mouseup", this._onMouseUp);
canvas.removeEventListener("mouseleave", this._onMouseLeave);
}
onKeyDown(e) {
this.keys[e.key.toLowerCase()] = true;
if ([" ", "ArrowLeft", "ArrowRight", "ArrowUp", "ArrowDown"].includes(e.key)) {
e.preventDefault();
}
}
onKeyUp(e) {
this.keys[e.key.toLowerCase()] = false;
}
onMouseMove(e) {
const rect = canvas.getBoundingClientRect();
this.mouseX = e.clientX - rect.left;
}
onMouseDown() {
this.firing = true;
}
onMouseUp() {
this.firing = false;
}
onMouseLeave() {
this.mouseX = null;
this.firing = false;
}
// ---------- SPAWNING ----------
spawnEnemy() {
if (this.spawnIndex >= this.spawnQueue.length) return;
const data = this.spawnQueue[this.spawnIndex];
this.spawnIndex++;
const w = 60;
const h = 50;
const x = rand(30, CANVAS_W - 30 - w);
// ~25% of enemies are "shooters"
const isShooter = Math.random() < 0.25;
this.enemies.push({
x,
y: -h - 10,
w,
h,
vx: rand(-1.2, 1.2),
vy: rand(0.5, 1.1),
hp: 1,
tabId: data.tabId,
title: data.title,
favicon: data.favicon,
shooter: isShooter,
shootCooldown: rand(60, 180),
swayPhase: rand(0, Math.PI * 2),
hit: 0,
closing: false, // true once we've issued tabs.remove for it
});
}
// ---------- SHOOTING ----------
fireBullet() {
if (this.player.cooldown > 0) return;
const baseCd = this.rapidFire > 0 ? 6 : 14;
this.player.cooldown = baseCd;
const px = this.player.x;
const py = this.player.y - this.player.h / 2;
if (this.tripleShot > 0) {
this.bullets.push({ x: px, y: py, vx: 0, vy: -9 });
this.bullets.push({ x: px - 4, y: py + 4, vx: -2.5, vy: -8.5 });
this.bullets.push({ x: px + 4, y: py + 4, vx: 2.5, vy: -8.5 });
} else {
this.bullets.push({ x: px, y: py, vx: 0, vy: -9 });
}
}
// ---------- POWER-UPS ----------
maybeDropPowerup(x, y) {
if (Math.random() < 0.18) {
const types = ["triple", "rapid", "shield"];
this.powerups.push({
x,
y,
vy: 1.6,
type: pick(types),
rot: 0,
});
}
}
applyPowerup(type) {
if (type === "triple") {
this.tripleShot = 360; // ~6s at 60fps
this.pushFloatingText("TRIPLE SHOT!", "#00f0ff");
} else if (type === "rapid") {
this.rapidFire = 360;
this.pushFloatingText("RAPID FIRE!", "#ffaa00");
} else if (type === "shield") {
this.shield = 1; // absorbs 1 hit
this.pushFloatingText("SHIELD UP!", "#00ff88");
}
updatePowerupHUD(this);
}
pushFloatingText(text, color) {
this.floatingTexts.push({
text,
color,
x: this.player.x,
y: this.player.y - 30,
life: 60,
});
}
// ---------- DAMAGE ----------
damagePlayer() {
if (this.player.invincible > 0) return;
if (this.shield > 0) {
this.shield = 0;
this.pushFloatingText("SHIELD GONE", "#ff4444");
updatePowerupHUD(this);
this.player.invincible = 40;
return;
}
this.player.lives--;
this.player.invincible = 90;
updateLivesHUD(this.player.lives);
// Screen-shake-ish particle burst
this.spawnExplosion(this.player.x, this.player.y, "#ff4444", 20);
if (this.player.lives <= 0) {
this.gameOver();
}
}
// ---------- PARTICLES ----------
spawnExplosion(x, y, color, count = 15) {
for (let i = 0; i < count; i++) {
const angle = rand(0, Math.PI * 2);
const speed = rand(1, 5);
this.particles.push({
x,
y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
life: rand(20, 45),
maxLife: 45,
size: rand(2, 4),
color,
});
}
}
// ---------- TAB CLOSING ----------
closeTab(tabId) {
// Don't re-issue close for the same enemy.
if (chrome.tabs && typeof chrome.tabs.remove === "function") {
chrome.tabs.remove(tabId).catch(() => {
// Tab may already be gone — ignore silently.
});
}
}
// ---------- MAIN LOOP ----------
loop(now) {
if (!this.running) return;
const dt = Math.min(40, now - this.lastTime);
this.lastTime = now;
this.update(dt);
this.render();
requestAnimationFrame(this.loop.bind(this));
}
update(dt) {
const p = this.player;
// Movement: keyboard
let dx = 0;
if (this.keys["arrowleft"] || this.keys["a"]) dx -= 1;
if (this.keys["arrowright"] || this.keys["d"]) dx += 1;
p.x += dx * p.speed;
// Movement: mouse (overrides keyboard if present)
if (this.mouseX !== null) {
p.x += (this.mouseX - p.x) * 0.25;
}
p.x = clamp(p.x, p.w / 2, CANVAS_W - p.w / 2);
// Firing
if (this.keys[" "] || this.firing) {
this.fireBullet();
}
if (p.cooldown > 0) p.cooldown--;
if (p.invincible > 0) p.invincible--;
if (this.tripleShot > 0) this.tripleShot--;
if (this.rapidFire > 0) this.rapidFire--;
if (this.tripleShot === 0 || this.rapidFire === 0 || this.shield === 0) {
updatePowerupHUD(this);
}
// Spawn enemies gradually — keep a steady stream.
this.spawnTimer--;
if (this.spawnTimer <= 0 && this.spawnIndex < this.spawnQueue.length) {
this.spawnEnemy();
this.spawnTimer = rand(35, 80);
}
// Update bullets
for (let i = this.bullets.length - 1; i >= 0; i--) {
const b = this.bullets[i];
b.x += b.vx;
b.y += b.vy;
if (b.y < -10 || b.x < -10 || b.x > CANVAS_W + 10) {
this.bullets.splice(i, 1);
}
}
// Update enemy bullets
for (let i = this.enemyBullets.length - 1; i >= 0; i--) {
const b = this.enemyBullets[i];
b.y += b.vy;
b.x += b.vx;
// Hit player?
if (
Math.abs(b.x - p.x) < p.w / 2 &&
Math.abs(b.y - p.y) < p.h / 2
) {
this.enemyBullets.splice(i, 1);
this.damagePlayer();
continue;
}
if (b.y > CANVAS_H + 10) this.enemyBullets.splice(i, 1);
}
// Update enemies
for (let i = this.enemies.length - 1; i >= 0; i--) {
const e = this.enemies[i];
e.swayPhase += 0.04;
e.x += e.vx + Math.sin(e.swayPhase) * 0.4;
e.y += e.vy;
if (e.hit > 0) e.hit--;
// Bounce off side walls
if (e.x < 5 || e.x + e.w > CANVAS_W - 5) {
e.vx *= -1;
e.x = clamp(e.x, 5, CANVAS_W - 5 - e.w);
}
// Shooter fires
if (e.shooter && !e.closing) {
e.shootCooldown--;
if (e.shootCooldown <= 0) {
this.enemyBullets.push({
x: e.x + e.w / 2,
y: e.y + e.h,
vx: 0,
vy: 3.2,
});
e.shootCooldown = rand(90, 220);
}
}
// Enemy reaches bottom → player takes damage, enemy loops off
if (e.y > CANVAS_H) {
this.enemies.splice(i, 1);
continue;
}
// Bullet collisions
for (let j = this.bullets.length - 1; j >= 0; j--) {
const b = this.bullets[j];
if (
b.x > e.x &&
b.x < e.x + e.w &&
b.y > e.y &&
b.y < e.y + e.h
) {
this.bullets.splice(j, 1);
e.hp--;
e.hit = 6;
if (e.hp <= 0) {
// Destroyed! Close the real tab.
this.closeTab(e.tabId);
e.closing = true;
this.spawnExplosion(e.x + e.w / 2, e.y + e.h / 2, "#ff8844", 18);
this.maybeDropPowerup(e.x + e.w / 2, e.y + e.h / 2);
this.score += 100;
this.tabsDestroyed++;
updateScoreHUD(this.score);
updateTabsHUD(Math.max(0, this.totalTabs - this.tabsDestroyed));
this.enemies.splice(i, 1);
}
break;
}
}
}
// Collide enemy directly with player
for (let i = this.enemies.length - 1; i >= 0; i--) {
const e = this.enemies[i];
if (
Math.abs(e.x + e.w / 2 - p.x) < p.w / 2 + e.w / 2 - 8 &&
Math.abs(e.y + e.h / 2 - p.y) < p.h / 2 + e.h / 2 - 8
) {
if (!e.closing) {
this.closeTab(e.tabId);
e.closing = true;
}
this.spawnExplosion(e.x + e.w / 2, e.y + e.h / 2, "#ff4444", 14);
this.enemies.splice(i, 1);
this.damagePlayer();
}
}
// Power-ups falling
for (let i = this.powerups.length - 1; i >= 0; i--) {
const pu = this.powerups[i];
pu.y += pu.vy;
pu.rot += 0.08;
if (
Math.abs(pu.x - p.x) < p.w / 2 + 12 &&
Math.abs(pu.y - p.y) < p.h / 2 + 12
) {
this.applyPowerup(pu.type);
this.powerups.splice(i, 1);
continue;
}
if (pu.y > CANVAS_H + 20) this.powerups.splice(i, 1);
}
// Particles
for (let i = this.particles.length - 1; i >= 0; i--) {
const pt = this.particles[i];
pt.x += pt.vx;
pt.y += pt.vy;
pt.vx *= 0.96;
pt.vy *= 0.96;
pt.life--;
if (pt.life <= 0) this.particles.splice(i, 1);
}
// Floating texts
for (let i = this.floatingTexts.length - 1; i >= 0; i--) {
const ft = this.floatingTexts[i];
ft.y -= 0.6;
ft.life--;
if (ft.life <= 0) this.floatingTexts.splice(i, 1);
}
// Win condition: all tabs destroyed & no enemies left & queue empty
if (
this.spawnIndex >= this.spawnQueue.length &&
this.enemies.length === 0
) {
this.gameOver(true);
}
}
// ---------- RENDER ----------
render() {
ctx.clearRect(0, 0, CANVAS_W, CANVAS_H);
// Subtle background grid / nebula
this.renderBackground();
// Bullets (player)
for (const b of this.bullets) {
ctx.fillStyle = "#00f0ff";
ctx.shadowColor = "#00f0ff";
ctx.shadowBlur = 10;
ctx.fillRect(b.x - 2, b.y - 8, 4, 12);
}
ctx.shadowBlur = 0;
// Enemy bullets
for (const b of this.enemyBullets) {
ctx.fillStyle = "#ff3366";
ctx.shadowColor = "#ff3366";
ctx.shadowBlur = 8;
ctx.beginPath();
ctx.arc(b.x, b.y, 4, 0, Math.PI * 2);
ctx.fill();
}
ctx.shadowBlur = 0;
// Enemies (tabs)
for (const e of this.enemies) {
this.renderEnemy(e);
}
// Power-ups
for (const pu of this.powerups) {
this.renderPowerup(pu);
}
// Player ship
this.renderPlayer();
// Particles
for (const pt of this.particles) {
const alpha = pt.life / pt.maxLife;
ctx.globalAlpha = alpha;
ctx.fillStyle = pt.color;
ctx.fillRect(pt.x - pt.size / 2, pt.y - pt.size / 2, pt.size, pt.size);
}
ctx.globalAlpha = 1;
// Floating texts
for (const ft of this.floatingTexts) {
ctx.globalAlpha = clamp(ft.life / 60, 0, 1);
ctx.fillStyle = ft.color;
ctx.font = "bold 13px Segoe UI, Arial";
ctx.textAlign = "center";
ctx.fillText(ft.text, ft.x, ft.y);
}
ctx.globalAlpha = 1;
}
renderBackground() {
// Moving starfield
if (!this._stars) {
this._stars = [];
for (let i = 0; i < 50; i++) {
this._stars.push({
x: Math.random() * CANVAS_W,
y: Math.random() * CANVAS_H,
s: Math.random() * 1.5 + 0.3,
v: Math.random() * 0.8 + 0.2,
});
}
}
ctx.fillStyle = "#ffffff";
for (const st of this._stars) {
st.y += st.v;
if (st.y > CANVAS_H) st.y = 0;
ctx.globalAlpha = 0.3 + st.s * 0.3;
ctx.fillRect(st.x, st.y, st.s, st.s);
}
ctx.globalAlpha = 1;
}
renderEnemy(e) {
// Body
ctx.save();
ctx.translate(e.x, e.y);
// Glow when recently hit
if (e.hit > 0) {
ctx.shadowColor = "#ffffff";
ctx.shadowBlur = 15;
}
// Rounded rect "tab" body
const r = 8;
ctx.fillStyle = e.shooter ? "#3a1530" : "#1a1a3a";
ctx.strokeStyle = e.shooter ? "#ff3366" : "#444466";
ctx.lineWidth = 1.5;
roundRect(ctx, 0, 0, e.w, e.h, r);
ctx.fill();
ctx.stroke();
ctx.shadowBlur = 0;
// Favicon
if (e.favicon) {
try {
ctx.drawImage(e.favicon, 6, 4, 16, 16);
} catch (_) {
drawLetterAvatar(ctx, e.title, 6, 4, 16);
}
} else {
drawLetterAvatar(ctx, e.title, 6, 4, 16);
}
// Title text (clipped)
ctx.fillStyle = "#ccccdd";
ctx.font = "9px Segoe UI, Arial";
ctx.textAlign = "left";
ctx.textBaseline = "top";
const title = e.title.length > 14 ? e.title.slice(0, 13) + "…" : e.title;
// Two-line layout: first line of title
ctx.fillText(title, 26, 6, e.w - 30);
// Shooter indicator
if (e.shooter) {
ctx.fillStyle = "#ff3366";
ctx.font = "8px Segoe UI, Arial";
ctx.fillText("● feindlich", 6, 26);
}
ctx.restore();
}
renderPlayer() {
const p = this.player;
ctx.save();
ctx.translate(p.x, p.y);
// Shield aura
if (this.shield > 0) {
ctx.strokeStyle = "rgba(0,255,136,0.6)";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(0, 0, p.w / 2 + 8, 0, Math.PI * 2);
ctx.stroke();
}
// Invincibility flicker
if (p.invincible > 0 && Math.floor(p.invincible / 4) % 2 === 0) {
ctx.globalAlpha = 0.4;
}
// Ship body — triangle with details
ctx.fillStyle = "#00f0ff";
ctx.strokeStyle = "#ffffff";
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.moveTo(0, -p.h / 2); // nose
ctx.lineTo(-p.w / 2, p.h / 2); // bottom-left
ctx.lineTo(-p.w / 4, p.h / 3);
ctx.lineTo(p.w / 4, p.h / 3);
ctx.lineTo(p.w / 2, p.h / 2); // bottom-right
ctx.closePath();
ctx.fill();
ctx.stroke();
// Cockpit
ctx.fillStyle = "#ff00e5";
ctx.beginPath();
ctx.arc(0, -2, 5, 0, Math.PI * 2);
ctx.fill();
// Engine glow
ctx.fillStyle = "#ffaa00";
ctx.globalAlpha = 0.7 * ctx.globalAlpha;
ctx.fillRect(-4, p.h / 3, 8, 6);
ctx.restore();
ctx.globalAlpha = 1;
}
renderPowerup(pu) {
ctx.save();
ctx.translate(pu.x, pu.y);
ctx.rotate(pu.rot);
const colors = {
triple: "#00f0ff",
rapid: "#ffaa00",
shield: "#00ff88",
};
const icons = { triple: "T", rapid: "R", shield: "S" };
const c = colors[pu.type];
ctx.fillStyle = c;
ctx.shadowColor = c;
ctx.shadowBlur = 12;
ctx.beginPath();
ctx.arc(0, 0, 10, 0, Math.PI * 2);
ctx.fill();
ctx.shadowBlur = 0;
ctx.fillStyle = "#05060f";
ctx.font = "bold 12px Segoe UI, Arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.rotate(-pu.rot); // keep icon upright
ctx.fillText(icons[pu.type], 0, 1);
ctx.restore();
}
// ---------- END ----------
gameOver(victory = false) {
this.stop();
const isNewRecord = this.score > highscore;
if (isNewRecord) {
saveHighscore(this.score);
}
els.resultTabs.textContent = this.tabsDestroyed;
els.resultScore.textContent = this.score;
els.resultHighscore.textContent = Math.max(highscore, this.score);
// ---------- HUD CALLBACKS ----------
const hudCallbacks = {
onScore: (s) => (els.hudScore.textContent = s),
onLives: (l) => (els.hudLives.textContent = "❤️".repeat(Math.max(0, l))),
onTabs: (t) => (els.hudTabs.textContent = t),
onPowerups: (g) => {
let html = "";
if (g.shield > 0) html += "🛡️";
if (g.tripleShot > 0) html += "🔫";
if (g.rapidFire > 0) html += "⚡";
els.hudPowerups.innerHTML = html;
},
onGameOver: ({ score }) => {
const isNewRecord = score > highscore;
if (isNewRecord) saveHighscore(score);
els.resultTabs.textContent = game.tabsDestroyed;
els.resultScore.textContent = score;
els.resultHighscore.textContent = Math.max(highscore, score);
els.newRecord.classList.toggle("hidden", !isNewRecord);
showScreen("gameover");
}
}
},
};
// ---------- HELPERS ----------
function roundRect(ctx, x, y, w, h, r) {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.arcTo(x + w, y, x + w, y + h, r);
ctx.arcTo(x + w, y + h, x, y + h, r);
ctx.arcTo(x, y + h, x, y, r);
ctx.arcTo(x, y, x + w, y, r);
ctx.closePath();
}
function drawLetterAvatar(ctx, title, x, y, size) {
const colors = ["#ff6b6b", "#4ecdc4", "#ffe66d", "#a8e6cf", "#c7b3ff", "#ffb3d9"];
const letter = (title || "?").trim().charAt(0).toUpperCase() || "?";
const color = colors[(title || "").length % colors.length];
ctx.fillStyle = color;
ctx.fillRect(x, y, size, size);
ctx.fillStyle = "#ffffff";
ctx.font = "bold 10px Segoe UI, Arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText(letter, x + size / 2, y + size / 2 + 1);
}
// ---------- HUD UPDATES ----------
function updateScoreHUD(score) {
els.hudScore.textContent = score;
}
function updateLivesHUD(lives) {
els.hudLives.textContent = "❤️".repeat(Math.max(0, lives));
}
function updateTabsHUD(remaining) {
els.hudTabs.textContent = remaining;
}
function updatePowerupHUD(game) {
let html = "";
if (game.shield > 0) html += "🛡️";
if (game.tripleShot > 0) html += "🔫";
if (game.rapidFire > 0) html += "⚡";
els.hudPowerups.innerHTML = html;
}
// ============================================================
// BOOTSTRAP / SCREEN WIRING
// ============================================================
// ---------- GAME START ----------
async function startNewGame() {
const tabs = await loadTabs(selectedScope);
// Den Opener-Tab (aktuellen Tab, der das Popup trägt) nie als Ziel zulassen,
// da sein Schließen das Popup und damit das Spiel sofort beenden würde.
const tabs = await loadTabs(selectedScope, openerTabId);
if (tabs.length === 0) {
showScreen("empty");
return;
}
showScreen("game");
// Reset HUD
updateScoreHUD(0);
updateLivesHUD(3);
updateTabsHUD(tabs.length);
els.hudScore.textContent = "0";
els.hudLives.textContent = "❤️❤️❤️";
els.hudTabs.textContent = tabs.length;
els.hudPowerups.innerHTML = "";
game = new TabShooterGame(tabs);
await game.init();
game = new TabShooterGame(canvas, {}, hudCallbacks);
await game.init(tabs);
game.start();
}
// Scope buttons
// ---------- EVENT WIRING ----------
document.querySelectorAll(".scope-btn").forEach((btn) => {
btn.addEventListener("click", () => {
document.querySelectorAll(".scope-btn").forEach((b) => b.classList.remove("active"));
@ -847,13 +111,9 @@ document.querySelectorAll(".scope-btn").forEach((btn) => {
});
});
// Start button
document.getElementById("start-btn").addEventListener("click", startNewGame);
// Replay
document.getElementById("replay-btn").addEventListener("click", startNewGame);
// Back to menu
document.getElementById("menu-btn").addEventListener("click", () => {
if (game) game.stop();
loadHighscore();
@ -864,5 +124,12 @@ document.getElementById("empty-menu-btn").addEventListener("click", () => {
showScreen("start");
});
// Init on load
// ---------- FULLSCREEN BUTTON ----------
document.getElementById("fullscreen-btn").addEventListener("click", async () => {
// Open the fullscreen game in a new tab. The popup will close automatically.
await chrome.tabs.create({ url: chrome.runtime.getURL("game.html") });
window.close();
});
// ---------- INIT ----------
loadHighscore();