/* ============================================================ 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. 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 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, }); } }