<!doctype html>
<html lang=”en”>
<head>
<meta charset=”utf-8″>
<meta name=”viewport” content=”width=device-width,initial-scale=1″>
<title>Special Warfare Fixed</title>
<style>
html,body{height:100%;margin:0;font-family:system-ui,Segoe UI,Roboto,Arial;background:#111;color:#eee}
#ui{display:flex;gap:12px;padding:12px;background:#1a1a1a;border-bottom:2px solid #222;align-items:center}
button{background:#2a2a2a;border:1px solid #444;color:#fff;padding:8px;border-radius:6px;cursor:pointer}
button.selected{outline:3px solid #4caf50}
#gameWrap{display:flex;padding:12px;gap:12px}
#canvasWrap{background:#0b0b0b;padding:6px;border-radius:8px}
canvas{background:linear-gradient(#0f1720,#081116);display:block;border:2px solid #222}
#sidebar{width:260px;background:#0f1112;border-radius:8px;padding:12px}
.stat{margin:6px 0}
.small{font-size:13px;color:#bbb}
#message{margin-top:12px;padding:10px;border-radius:6px;background:#121212;color:#f8f8f8}
footer{padding:12px;color:#888;font-size:13px}
</style>
</head>
<body>
<div id=”ui”>
<div style=”font-weight:700;font-size:18px”>Special Warfare: European Defense</div>
<div class=”small”>Place bunkers & towers. Protect left edge — red soldiers = lose.</div>
</div>
<div id=”gameWrap”>
<div id=”canvasWrap”>
<canvas id=”game” width=”960″ height=”540″></canvas>
</div>
<div id=”sidebar”>
<div style=”font-weight:700″>Build</div>
<div style=”margin-top:8px”>
<button id=”btn-small”>Small Bunker (free)</button>
<button id=”btn-bunker”>Bunker (cost 50)</button>
<button id=”btn-tower”>Tower (cost 120)</button>
</div>
<div style=”margin-top:12px”>
<div class=”stat”>Money: <span id=”money”>200</span></div>
<div class=”stat”>Wave: <span id=”wave”>0</span></div>
<div class=”stat”>Enemies Left: <span id=”enemiesLeft”>0</span></div>
<div class=”stat”>Lives: <span id=”lives”>1</span></div>
</div>
<div style=”margin-top:12px”>
<button id=”startWave”>Start Wave</button>
<button id=”pause”>Pause</button>
<button id=”restart”>Restart</button>
</div>
<div id=”message”>
<ul>
<li>Click build button, then click canvas to place.</li>
<li>Small bunkers free. Buildings shoot enemies automatically.</li>
<li>Red soldiers reaching left = lose.</li>
</ul>
</div>
</div>
</div>
<footer>HTML-only fixed version</footer>
<script>
const canvas=document.getElementById(‘game’);
const ctx=canvas.getContext(‘2d’);
let W=canvas.width,H=canvas.height;
// UI
const btnSmall=document.getElementById(‘btn-small’);
const btnBunker=document.getElementById(‘btn-bunker’);
const btnTower=document.getElementById(‘btn-tower’);
const startWaveBtn=document.getElementById(‘startWave’);
const pauseBtn=document.getElementById(‘pause’);
const restartBtn=document.getElementById(‘restart’);
const moneyEl=document.getElementById(‘money’);
const waveEl=document.getElementById(‘wave’);
const enemiesLeftEl=document.getElementById(‘enemiesLeft’);
let SCALE=0.6;
let selectedBuild=null,paused=false,gameOver=false;
let money=200,currentWave=0,enemies=[],bullets=[],buildings=[],skulls=[],spawnQueue=[],enemiesAlive=0;
const COST={small:0,bunker:50,tower:120};
const LEFT_EDGE=0;
let mouse={x:0,y:0};
// ======= ENTITIES =======
class Building{
constructor(x,y,type){
this.x=x;this.y=y;this.type=type;
this.width=40*SCALE;this.height=40*SCALE;this.fireCooldown=0;
if(type===’small’){this.range=140*SCALE;this.damage=8;this.fireRate=0.35;this.maxHP=30;}
if(type===’bunker’){this.range=200*SCALE;this.damage=18;this.fireRate=0.6;this.maxHP=80;}
if(type===’tower’){this.range=260*SCALE;this.damage=28;this.fireRate=1.1;this.maxHP=100;}
this.hp=this.maxHP;
}
center(){return {x:this.x+this.width/2,y:this.y+this.height/2}}
update(dt){
if(this.hp<=0) return;
this.fireCooldown-=dt;
if(this.fireCooldown<=0){
let c=this.center();let nearest=null,best=1e9;
for(const e of enemies){if(e.hp>0){let d=Math.hypot(c.x-e.x,c.y-e.y);if(d<=this.range&&d<best){best=d;nearest=e;}}}
if(nearest){bullets.push(new Bullet(c.x,c.y,{x:nearest.x,y:nearest.y},this.damage,false));this.fireCooldown=this.fireRate;}
}
}
draw(ctx){
ctx.save();ctx.translate(this.x,this.y);
let w=this.width,h=this.height;
ctx.fillStyle=this.type===’small’?’#6e6e6e’:this.type===’bunker’?’#505050′:’#a8a8a8′;
ctx.fillRect(0,h*0.25,w,h*0.75);ctx.fillRect(w*0.125,0,w*0.75,h*0.375);
ctx.fillStyle=’#000′;ctx.fillRect(w/2 – w*0.2,h*0.125,w*0.4,h*0.066);
ctx.fillStyle=’#222′;ctx.fillRect(0,-h*0.15,w,h*0.125);
ctx.fillStyle=’#4caf50′;ctx.fillRect(0,-h*0.15,w*(this.hp/this.maxHP),h*0.125);
ctx.restore();
}
}
class Enemy{
constructor(x,y,type){
this.x=x;this.y=y;this.type=type;
this.speed=(type===’red’?60*SCALE:45*SCALE);
this.hp=(type===’red’?40:60);this.maxHP=this.hp;
this.radius=12*SCALE;this.fireCooldown=0;
}
update(dt){
if(this.hp<=0) return;
if(this.type===’red’){this.x-=this.speed*dt;}
else{
let nearest=null,best=9999;
for(const b of buildings){if(b.hp>0){let d=Math.hypot(this.x-(b.x+b.width/2),this.y-(b.y+b.height/2));if(d<best){best=d;nearest=b;}}}
if(nearest&&best<=180*SCALE){this.fireCooldown-=dt;if(this.fireCooldown<=0){bullets.push(new Bullet(this.x,this.y,{x:nearest.x+nearest.width/2,y:nearest.y+nearest.height/2},12,true));this.fireCooldown=1.0;}}
else this.x-=this.speed*dt;
}
}
draw(ctx){
ctx.save();ctx.translate(this.x,this.y);
if(this.type===’red’){ctx.fillStyle=’#fff’;ctx.strokeStyle=’#000′;ctx.lineWidth=2*SCALE;ctx.beginPath();ctx.arc(0,0,this.radius,0,2*Math.PI)
;ctx.fill();ctx.stroke();ctx.beginPath();ctx.fillStyle=’#000′;ctx.arc(-4*SCALE,-3*SCALE,2.5*SCALE,0,2*Math.PI);ctx.fill()
;ctx.beginPath();ctx.arc(4*SCALE,-3*SCALE,2.5*SCALE,0,2*Math.PI);ctx.fill();ctx.beginPath();ctx.moveTo(-6*SCALE,6*SCALE);ctx.lineTo(6*SCALE,6*SCALE);ctx.stroke();}
else{ctx.fillStyle=’#111′;ctx.beginPath();ctx.arc(0,0,this.radius,0,2*Math.PI);ctx.fill();ctx.fillStyle=’#222′;ctx.fillRect
(-16*SCALE,-22*SCALE,32*SCALE,6*SCALE);ctx.fillStyle=’#4caf50′;ctx.fillRect(-16*SCALE,-22*SCALE,32*SCALE*(this.hp/this.maxHP),6*SCALE);}
ctx.restore();
}
}
class Bullet{
constructor(x,y,target,damage,fromEnemy){
this.x=x;this.y=y;this.damage=damage;this.fromEnemy=fromEnemy;
this.speed=420*SCALE;this.radius=4*SCALE;this.active=true;
let dx=target.x-x,dy=target.y-y,L=Math.hypot(dx,dy)||1;
this.vx=dx/L*this.speed;this.vy=dy/L*this.speed;
}
update(dt){
if(!this.active) return;
this.x+=this.vx*dt;this.y+=this.vy*dt;
if(this.fromEnemy){for(const b of buildings){if(b.hp>0&&this.x>=b.x&&this.x<=b.x+b.width&&this.y>=b.y&&this.y<=b.y+b.height){b.hp-=this.damage;this.active=false;}}}
else{for(const e of enemies){if(e.hp>0&&Math.hypot(this.x-e.x,this.y-e.y)<this.radius+e.radius){if(e.type===’red’) e.hp=0; else e.hp-=this.damage;this.active=false;}}}
if(this.x<-50||this.x>W+50||this.y<-50||this.y>H+50) this.active=false;
}
draw(ctx){
ctx.save();ctx.beginPath();ctx.strokeStyle=’yellow’;ctx.lineWidth=3*SCALE;ctx.setLineDash([6,4]);
let len=10*SCALE,nx=this.x-(this.vx/this.speed)*len,ny=this.y-(this.vy/this.speed)*len;
ctx.moveTo(nx,ny);ctx.lineTo(this.x,this.y);ctx.stroke();ctx.setLineDash([]);ctx.restore();
}
}
// ======= SPAWN & MOUSE =======
function startNextWave(){
if(gameOver) return;
currentWave++;waveEl.textContent=currentWave;
spawnQueue=[];for(let i=0;i<100*currentWave;i++) spawnQueue.push(‘red’);for(let i=0;i<Math.floor(currentWave/2)+1;i++) spawnQueue.push(‘black’);
enemiesAlive+=spawnQueue.length;enemiesLeftEl.textContent=enemiesAlive;
}
canvas.addEventListener(‘mousemove’,e=>{const r=canvas.getBoundingClientRect();mouse.x=e.clientX-r.left;mouse.y=e.clientY-r.top;});
canvas.addEventListener(‘click’,e=>{if(!selectedBuild||gameOver) return;const r=canvas.getBoundingClientRect();let mx=e.clientX-r.left,my=e.clientY-r.top;if(mx<80) return;if(money<COST[selectedBuild]) return;buildings.push(new Building(mx-20*SCALE,my-20*SCALE,selectedBuild));money-=COST[selectedBuild];moneyEl.textContent=money;});
// ======= UI =======
function setSelected(type){selectedBuild=type;[btnSmall,btnBunker,btnTower].forEach(b=>b.classList.remove(‘selected’));if(type===’small’) btnSmall.classList.add(‘selected’);if(type===’bunker’) btnBunker.classList.add(‘selected’);if(type===’tower’) btnTower.classList.add(‘selected’);}
btnSmall.onclick=()=>setSelected(‘small’);btnBunker.onclick=()=>setSelected(‘bunker’);btnTower.onclick=()=>setSelected(‘tower’);
startWaveBtn.onclick=()=>{if(!spawnQueue.length) startNextWave();};
pauseBtn.onclick=()=>{paused=!paused;pauseBtn.textContent=paused?’Unpause’:’Pause’;};
restartBtn.onclick=()=>resetGame();
// ======= GAME =======
function resetGame(){
money=200;currentWave=0;gameOver=false;buildings=[];bullets=[];enemies=[];skulls=[];enemiesAlive=0;spawnQueue=[];
buildings.push(new Building(120*SCALE,H/2-20*SCALE,’bunker’));buildings.push(new Building(200*SCALE,H/2-80*SCALE,’tower’));
moneyEl.textContent=money;enemiesLeftEl.textContent=enemiesAlive;waveEl.textContent=currentWave;
}
resetGame();
let last=performance.now();
function loop(now){
let dt=Math.min(0.05,(now-last)/1000);last=now;if(!paused&&!gameOver) update(dt);draw();requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
function update(dt){
if(spawnQueue.length>0){while(spawnQueue.length){let t=spawnQueue.shift();let y=40*SCALE+Math.random()*(H-80*SCALE);enemies.push(new Enemy(W+30,y,t));}}
buildings.forEach(b=>b.update(dt));enemies.forEach(e=>e.update(dt));bullets.forEach(b=>b.update(dt));
for(let i=enemies.length-1;i>=0;i–){let e=enemies[i];if(e.hp<=0){skulls.push({x:e.x,y:e.y});money+=(e.type===’red’?8:14);enemies.splice(i,1);enemiesAlive–;moneyEl.textContent=money;enemiesLeftEl.textContent=enemiesAlive;}else if(e.type===’red’&&e.x-e.radius<=LEFT_EDGE){gameOver=true;}}
for(let i=buildings.length-1;i>=0;i–) if(buildings[i].hp<=0) buildings.splice(i,1);
bullets=bullets.filter(b=>b.active);
}
function draw(){
ctx.clearRect(0,0,W,H);
ctx.fillStyle=’#2b3a3f’;ctx.fillRect(0,0,6,H);
// skulls under enemies
for(const s of skulls){ctx.save();ctx.fillStyle=’#fff’;ctx.strokeStyle=’#000′;ctx.lineWidth=2*SCALE;ctx.beginPath();ctx.arc
(s.x,s.y,12*SCALE,0,2*Math.PI);ctx.fill();ctx.stroke();ctx.beginPath();ctx.fillStyle=’#000′;ctx.arc(s.x-4*SCALE,s.y-3*SCALE,2.5*SCALE,0,2*Math.PI);ctx.fill();ctx.beginPath();ctx.arc(s.x+4*SCALE,s.y-3*SCALE,2.5*SCALE,0,2*Math.PI);ctx.fill();ctx.beginPath();ctx.moveTo(s.x-6*SCALE,s.y+6*SCALE);ctx.lineTo(s.x+6*SCALE,s.y+6*SCALE);ctx.stroke();ctx.restore();}
buildings.forEach(b=>b.draw(ctx));enemies.forEach(e=>e.draw(ctx));bullets.forEach(b=>b.draw(ctx));
if(selectedBuild&&!gameOver){ctx.save();ctx.globalAlpha=0.6;ctx.fillStyle=selectedBuild===’small’?’rgba(110,110,110,0.6)’:selectedBuild===
‘bunker’?’rgba(80,80,80,0.6)’:’rgba(168,168,168,0.6)’;ctx.fillRect(mouse.x-(40*SCALE)/2,mouse.y-(40*SCALE)/2,40*SCALE,40*SCALE);ctx.restore();}
ctx.save();ctx.fillStyle=’#fff’;ctx.font=`${14*SCALE}px monospace`;ctx.fillText(‘Money: ‘+money,10,20);ctx.fillText(‘Wave: ‘+currentWave,10,40);ctx.restore();
if(gameOver){ctx.save();ctx.fillStyle=’rgba(0,0,0,0.6)’;ctx.fillRect(0,0,W,H);ctx.fillStyle=’#ff6b6b’;ctx.font=
’28px serif’;ctx.textAlign=’center’;ctx.fillText(‘YOU LOSE — A RED SOLDIER MADE IT’,W/2,H/2-10);
ctx.fillStyle=’#fff’;ctx.font=’16px serif’;ctx.fillText(‘Press Restart to try again’,W/2,H/2+30);ctx.restore();}
}
</script>
</body>
</html>


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