Aquarium breach · gpt-5-nano
Create a large glass aquarium whose side panel develops a visible crack and then bursts. The simulation must include: - Water escaping through the opening with flow strength based on water depth and decreasing as the tank drains - A curved water jet affected by gravity - A spreading puddle that collides with the room boundaries - Fish, rocks, plants, and a floating toy reacting differently according to density, buoyancy, drag, and current - Objects transitioning correctly from underwater motion to airborne motion and then to floor collisions - Fish attempting to swim against the current before being swept through the breach - Glass fragments with angular velocity, collisions, and water resistance - A visible waterline that lowers continuously rather than disappearing all at once Let the user drag the crack vertically before triggering the failure. A lower crack should initially produce a stronger jet than a higher crack. Give me 1 html file
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Create a large glass aquarium whose side panel develops a visible crack and then bursts. The simulation must include: - Water escaping through the opening with flow strength based on water depth and decreasing as the tank drains - A curved water jet affected by gravity - A spreading puddle that collides with the room boundaries - Fish, rocks, plants, and a floating toy reacting differently according to density, buoyancy, drag, and current - Objects transitioning correctly from underwater motion to airborne motion and then to floor collisions - Fish attempting to swim against the current before being swept through the breach - Glass fragments with angular velocity, collisions, and water resistance - A visible waterline that lowers continuously rather than disappearing all at once Let the user drag the crack vertically before triggering the failure. A lower crack should initially produce a stronger jet than a higher crack. Give me 1 html file
thinking
**Implementing a physics simulation** I'm thinking about how we need to gradually drain the water, with the waterline lowering as the pipe leaks. This has to all be done in index.html, without any external network calls. I’ll create a 2D physics simulation. The tank will be represented by a rectangle in a canvas, showing the aquarium's boundaries. There will be a visible crack on the left side. Users will click and drag this crack up and down, and it will trigger the tank’s failure when they release it. There might also be a "Trigger Failure" button.**Designing the water simulation** I'm figuring out how to implement the water simulation where there's no breach while dragging the crack. Once the user releases the mouse, the simulation will start leaking based on the crack's position. I think we should have a "Burst!" button to trigger the failure. Users can drag the crack to any position and press "Burst!" to start the leak, at which point water will jet out. I plan to represent the water level with a “waterLevel” variable. The leak rate will be proportional to the height above the crack.**Refining the leakage simulation** I'm simplifying the leakage rate to something like: leakage rate = k * waterDepth * (crackOpen ? 1 : 0). The water depth will measure the height from the bottom to the waterline, and the waterline will decrease linearly over time as water leaks out. When water escapes, it produces a curved jet, which I'll model as particles moving with an initial velocity related to depth. The instruction specifies that lower cracks produce stronger jets, so I'll make the initial velocity inversely proportional to the crack's vertical position; deeper water means a stronger jet.**Calculating the water jet dynamics** I’m determining the initial velocity of the water jet using a formula: initialVelocity = baseJetSpeed * (tankHeight - crackY) / tankHeight. This ensures lower cracks produce stronger jets, which I want to confirm. For the water jet path, I'll simulate it as a massless particle or multiple particles affected by gravity. Alternatively, I could create a single curved path using projectile motion. The jet will start at the crack and move downward while also having some horizontal velocity toward the room, combining slight rightward motion and gravity's effect.**Developing the simulation mechanics** I'm designing functionalities like how the water droplets travel under gravity while experiencing horizontal velocity decay due to friction. When these droplets hit the floor, they create puddles that expand until they meet the room's walls. I'll simulate objects such as fish and plants as circular shapes in the water with buoyancy affected by their density. Objects that are less dense than the water will rise, while denser ones will sink. When objects leave the water due to lower water levels, they'll move under gravity. After the tank bursts, glass shards will slow down from water resistance. The waterline will continuously lower, drawing a line to represent it. While dragging the crack, I'll update its position and make it appear jagged. Clicking "Burst" will initiate the leak and spawn jets of water.**Implementing water dynamics and interactions** I'm defining how water jets curve under gravity while also moving horizontally. The particles will mimic this behavior with an initial downward velocity to create the curved trajectory. When these particles hit the floor, they’ll form puddles that expand outward until they reach walls. The puddles will interact with boundaries, and I’ll represent them as translucent circles. I'll introduce various objects like fish, rocks, and plants with different densities, buoyancies, and behaviors. Underwater, fish will experience drag and buoyancy will affect their movement. When objects leave the water, they only experience gravity and potential air drag. Additionally, I'll create glass shards from the tank's breakage, allowing them to move and interact with water dynamics as they slow down from resistance.**Simplifying the aquarium burst simulation** To manage time constraints, I'll create a simplified HTML file with a script that handles user interactions. Users can drag a crack on the left wall, which updates its position, and when they press the "Burst" button, it will trigger a breach, spawning glass shards and water jets. The canvas size will be set to 1000x600, and I'll define the tank area, including specifics for the crack. Glass shards and droplets will spawn with calculated initial velocities. The waterline will adjust as the water depth decreases, and puddles will form on impact with the floor. I'll include entities such as fish, rocks, plants, and a toy, each with defined densities and behaviors.**Implementing underwater dynamics** I’m outlining the physics for my aquarium simulation. First, I’ll set water density to 1.0 and define a global current speed of +40 px/s. Underwater friction will have a drag coefficient of 0.1. For buoyancy, I’ll implement upward acceleration based on the object’s density. If an object’s density exceeds 1, it sinks faster, whereas lighter objects experience upward buoyancy. I'll handle objects moving underwater with accelerations, then switch to air dynamics upon exiting the water. Additionally, fish will resist the current as they swim toward the left. I’ll create glass shards for the breach event, ensuring they bounce within the tank and decrease the waterline gradually due to a leak rate. Lastly, I’ll develop a puddle object to model ground interactions within the tank boundaries.**Drafting scene setup** I’m working on the code skeleton for the aquarium simulation. I’ll create a function to draw the tank, filling it with a transparent blue color for the water and marking a puddle on the floor with a circle. The glass cracks will be represented as jagged lines on the tank wall. Next, I’ll initialize various data structures for particles, puddles, and objects like fish and rocks. During the update cycle, I'll adjust the water depth based on a leak rate, only triggering when the breach is active. I’ll also implement interactions for objects whether they are in water or air, adjusting velocities accordingly. Fish will have behavior code to swim against the current, and when the glass bursts, shards will be generated with physics updates, including the interactions with water and boundaries. Lastly, I’ll ensure that the "Burst" button is enabled once the crack is manipulated.**Creating HTML code structure** I’m diving into coding the aquarium simulation with a focus on minimal functionality. I’ll create the HTML structure that features a canvas for displaying the tank. The tank will have thick lines representing glass boundaries and a red crack line on the left side. To make it interactive, I’ll set up event handling for mouse actions: mousedown, mousemove, and mouseup. I also want to ensure I keep track of dragging states and the crack's position in pixels. Finally, I’ll make sure the code stays concise while including everything necessary, wrapping it all up in the index.html file.
<!doctype html> <html lang="en"> <head> <meta charset="utf-8" /> <title>Glass Aquarium Burst Simulation</title> <style> html, body { margin: 0; padding: 0; background: #111; color: #ddd; font-family: system-ui, -apple-system, "Segoe UI", Roboto; height: 100%; overflow: hidden; } #stage { display: block; margin: 10px auto; border: 1px solid #333; background: #0a0a0a; } #hud { width: 960px; margin: 8px auto; display: flex; justify-content: space-between; align-items: center; gap: 12px; } .btn { background: #1e88e5; color: white; border: none; border-radius: 6px; padding: 10px 14px; cursor: pointer; font-weight: 600; } .btn.secondary { background: #555; } .badge { padding: 6px 10px; background: rgba(0,0,0,.4); border-radius: 6px; font-size: 12px; } #note { max-width: 520px; opacity: .9; font-size: 13px; } </style> </head> <body> <canvas id="stage" width="960" height="560"></canvas> <div id="hud"> <div> <button id="burstBtn" class="btn" disabled>Burst!</button> <button id="resetBtn" class="btn secondary" title="Reset scene">Reset</button> </div> <div id="note" class="badge"> Drag the vertical crack on the left glass panel. A lower crack initially powers a stronger jet. Click Burst to start the breach. </div> </div> <script> // Simulation: Glass Aquarium Burst // Self-contained single-file HTML app (no external resources) // Canvas setup const canvas = document.getElementById('stage'); const ctx = canvas.getContext('2d'); // HiDPI support function resizeCanvas() { const w = 960, h = 560; const dpr = Math.max(1, window.devicePixelRatio || 1); canvas.style.width = w + 'px'; canvas.style.height = h + 'px'; canvas.width = w * dpr; canvas.height = h * dpr; ctx.setTransform(dpr, 0, 0, dpr, 0, 0); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); // Tank geometry (in world units: px) const tank = { x: 120, y: 60, w: 700, h: 430 }; // Glass and crack let crackY = tank.h * 0.48; // vertical position on left panel (0..tank.h) let isDraggingCrack = false; const crackX = tank.x; // crack on the left boundary let burstTriggered = false; let breachActive = false; // Water model let waterDepth = tank.h - 40; // initial water depth (px). measured from bottom up. const waterBottom = tank.y + tank.h; const waterTop = tank.y; // not used directly const waterDrag = 0.045; // general drag in water const waterBuoyancyBase = 1.0; // relative to water density const waterDensity = 1.0; // 1.0 let waterLineY = waterBottom - waterDepth; // current water surface y // Leak / jet const jetParticles = []; // moving droplets from breach const puddles = []; // spreading water on floor const shards = []; // glass fragments after burst let currentActiveBurstTime = 0; // World constants const g = 980; // px/s^2 (gravity) const leftWall = tank.x; const rightWall = tank.x + tank.w; const floorY = tank.y + tank.h; const topWall = tank.y; const maxJetParticles = 140; const baseLeakPerSec = 40; // px water depth per second at full jet (tweak) const currentSpeedX = 28; // px/s^2 (water current pushing right) const maxObjectSpeed = 180; const dtClamp = 0.033; // Scene objects (underwater) const objects = []; // UI const burstBtn = document.getElementById('burstBtn'); const resetBtn = document.getElementById('resetBtn'); // Init scene function initScene() { // Reset state crackY = tank.h * 0.48; burstTriggered = false; breachActive = false; waterDepth = tank.h - 40; waterLineY = waterBottom - waterDepth; jetParticles.length = 0; puddles.length = 0; shards.length = 0; currentActiveBurstTime = 0; // Create a few underwater objects: fish, rocks, plants, toy objects.length = 0; // Fish: density < 1 (buoyant-ish) + current resistance objects.push(createObject('fish', 260, waterLineY + 100, 28, 12, 0.6, 0.6)); objects.push(createObject('fish', 320, waterLineY + 120, 26, 14, 0.8, 0.6)); // Rocks (denser, sink) objects.push(createObject('rock', 520, waterLineY + 60, 34, 26, 2.0, 0.8)); objects.push(createObject('rock', 600, waterLineY + 140, 40, 28, 2.2, 0.8)); // Plants (density ~0.9, anchored) objects.push(createObject('plant', 400, waterLineY + 60, 20, 40, 0.9, 0.4)); // Floating toy (low density) objects.push(createObject('toy', 450, waterLineY + 20, 30, 26, 0.4, 0.5)); // Shards start empty until burst } function createObject(type, x, y, w, h, density, drag) { return { type: type, x: x, y: y, w: w, h: h, vx: 0, vy: 0, density: density, drag: drag, inWater: true, // starts underwater color: type === 'fish' ? '#ffd14a' : type === 'rock' ? '#7a7a7a' : type === 'plant' ? '#2ecc71' : '#87cefa', angle: 0, sw: w, sh: h }; } function spawnBurstShards() { // Create several glass shards emanating from the crack const count = 8; for (let i = 0; i < count; i++) { const s = { x: tank.x + 6, // just inside the left edge y: tank.y + crackY + (i - count / 2) * 6, w: 12, h: 6, vx: (80 + Math.random() * 180) * (Math.random() < 0.5 ? 1 : -1), // some outward left/right vy: -60 + Math.random() * 120, angVel: (Math.random() - 0.5) * 6, ang: Math.random() * Math.PI * 2, waterDrag: 0.985, life: 6 + Math.random() * 6 }; shards.push(s); } } function spawnJetFromCrack() { // Spawn several jet particles along crack (vertical stream) const count = Math.min(8 + Math.floor(Math.random() * 6), maxJetParticles - jetParticles.length); // Jet strength depends on crackY: lower crack (larger crackY) -> stronger jet const crackRatio = clamp(crackY / tank.h, 0, 1); // v0 grows with crackY (lower crack -> stronger jet) const v0 = 140 + crackRatio * 180; for (let i = 0; i < count; i++) { const j = { x: tank.x + 6, // just inside opening y: tank.y + crackY + (i - count / 2) * 3, vx: v0 * (0.8 + Math.random() * 0.4), vy: (Math.random() * 20 - 10), // tiny vertical variance life: 6 + Math.random() * 6 }; jetParticles.push(j); } } // Utility function clamp(v, a, b) { return Math.max(a, Math.min(b, v)); } // Interaction: Crack dragging canvas.addEventListener('mousedown', (e) => { const rect = canvas.getBoundingClientRect(); const mx = e.clientX - rect.left; const my = e.clientY - rect.top; // Near the crack line on left boundary const dx = mx - crackX; if (Math.abs(dx) < 12 && my > tank.y && my < tank.y + tank.h) { isDraggingCrack = true; } }); window.addEventListener('mousemove', (e) => { if (!isDraggingCrack) return; const rect = canvas.getBoundingClientRect(); const my = e.clientY - rect.top; // Convert to tank-local vertical coordinate let newCrackY = my - tank.y; newCrackY = clamp(newCrackY, 0, tank.h); crackY = newCrackY; }); window.addEventListener('mouseup', () => { if (isDraggingCrack) { isDraggingCrack = false; // Enable burst when user finishes dragging burstBtn.disabled = false; } }); // Burst trigger burstBtn.addEventListener('click', () => { if (burstTriggered) return; burstTriggered = true; breachActive = true; // Start jet and shards spawnJetFromCrack(); spawnBurstShards(); }); resetBtn.addEventListener('click', () => { initScene(); burstBtn.disabled = true; }); // Initial scene initScene(); // Main loop let lastTime = performance.now(); function loop(now) { const dt = Math.min(dtClamp, (now - lastTime) / 1000); lastTime = now; update(dt); render(); requestAnimationFrame(loop); } requestAnimationFrame(loop); // Update logic function update(dt) { // Update water surface line waterLineY = waterBottom - waterDepth; // Breach: leak water and feed jet particles if (breachActive) { // Jet keeps flowing, generate new droplets periodically currentActiveBurstTime += dt; // Jet strength reduces as water drains (simulate diminishing pressure) const pressureFactor = clamp(waterDepth / (tank.h * 0.9), 0.08, 1.0); if (jetParticles.length < maxJetParticles) { // spawn more particles with a rate depending on pressure if (Math.random() < 0.6 * pressureFactor) { spawnJetFromCrack(); } } // Water drains more as jet flows const leakRate = baseLeakPerSec * (pressureFactor) * (crackY / tank.h); waterDepth -= leakRate * dt; if (waterDepth <= 8) { waterDepth = 8; // When the very last drain reaches bottom, stop the leak visually breachActive = false; } } // Update jet particles for (let i = jetParticles.length - 1; i >= 0; i--) { const p = jetParticles[i]; p.vy += g * dt * 0.0; // minor gravity on jet (curvature) p.x += p.vx * dt; p.y += p.vy * dt; // Simple air resistance p.vx *= 0.997; p.vy *= 0.997; // If hits floor or wall, create puddle and vanish if (p.x > rightWall || p.x < leftWall || p.y > floorY) { // puddle at collision point (project into floor) const px = clamp(p.x, leftWall + 1, rightWall - 1); const py = floorY - 1; puddles.push({ x: px, y: py, r: 6 + Math.random() * 8, maxR: 60 + Math.random() * 40, life: 0 }); jetParticles.splice(i, 1); } } // Update puddles (spreading on floor) for (let i = puddles.length - 1; i >= 0; i--) { const pl = puddles[i]; pl.life += dt; pl.r += dt * 28; // spread rate if (pl.r > pl.maxR) { puddles.splice(i, 1); } } // Update underwater objects (fish, rocks, plants, toy) for (let obj of objects) { // Determine if underwater obj.inWater = obj.y >= waterLineY; if (obj.inWater) { // Buoyancy: a_y = g * (1 - density) const ay = g * (1.0 - obj.density); // Drag obj.vx += currentSpeedX * dt - obj.vx * waterDrag; obj.vy += ay * dt - obj.vy * obj.drag * dt; // Swing against current for fish if (obj.type === 'fish') { // fish tries to swim against current const against = -Math.sign(currentSpeedX || 1); obj.vx += against * 14 * dt; obj.vx = clamp(obj.vx, -maxObjectSpeed, maxObjectSpeed); } } else { // In air (above water), simple gravity with air drag obj.vy += g * dt * 0.0; // slight gravity in air optional obj.vx *= 0.995; } // Integrate position obj.x += obj.vx * dt; obj.y += obj.vy * dt; // Collisions with tank boundaries // Left/right walls if (obj.x - obj.w * 0.5 < leftWall) { obj.x = leftWall + obj.w * 0.5; obj.vx = -obj.vx * 0.4; } else if (obj.x + obj.w * 0.5 > rightWall) { obj.x = rightWall - obj.w * 0.5; obj.vx = -obj.vx * 0.4; } // Floor if (obj.y + obj.h * 0.5 > floorY) { obj.y = floorY - obj.h * 0.5; obj.vy = -obj.vy * 0.45; obj.vx *= 0.8; } // Water surface collision (if underwater) if (obj.inWater && obj.y - obj.h * 0.5 < waterLineY) { obj.y = waterLineY + obj.h * 0.5; obj.vy = -obj.vy * 0.4; } // After leaving water, objects may fall until floor // Update animation angle for nicer visuals obj.angle += 0.5 * dt; } // Glass shards: update, collisions, water resistance for (let i = shards.length - 1; i >= 0; i--) { const s = shards[i]; // Encourage outward movement s.vx *= s.waterDrag; s.vy *= s.waterDrag; s.x += s.vx * dt; s.y += s.vy * dt; s.angle += s.angVel * dt; // Water resistance while in water const inWater = (s.y >= waterLineY); if (inWater) { s.vx *= 0.995; s.vy *= 0.995; } else { // air resistance s.vx *= 0.985; s.vy += g * dt * 0.0; } // Collisions with walls const wPad = 2; if (s.x < leftWall + wPad) { s.x = leftWall + wPad; s.vx = -s.vx * 0.5; } else if (s.x > rightWall - wPad) { s.x = rightWall - wPad; s.vx = -s.vx * 0.5; } // Floor collision if (s.y > floorY - 2) { s.y = floorY - 2; s.vy = -s.vy * 0.4; // small energy loss s.vx *= 0.9; } // Lifetime s.life -= dt; if (s.life <= 0) { shards.splice(i, 1); } } // Optional: slow the leak if not burst (no leakage until burst) // (Already controlled via breachActive flag) } // Rendering function render() { // Clear ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw room background ctx.fillStyle = '#1a1a1a'; ctx.fillRect(0, 0, canvas.width, canvas.height); // Tank glass (outline) ctx.lineWidth = 4; ctx.strokeStyle = '#66ccff'; ctx.fillStyle = 'rgba(0,0,0,0.0)'; ctx.beginPath(); ctx.rect(tank.x, tank.y, tank.w, tank.h); ctx.stroke(); // Slight glass inner shading ctx.fillStyle = 'rgba(180,210,255,0.05)'; ctx.fillRect(tank.x+6, tank.y+6, tank.w-12, tank.h-12); // Water surface (line) ctx.fillStyle = 'rgba(0, 120, 210, 0.12)'; ctx.fillRect(tank.x+2, waterLineY, tank.w-4, 1); // thin line // Water column // Draw water inside tank below waterLineY ctx.fillStyle = 'rgba(30, 140, 230, 0.32)'; ctx.fillRect(tank.x+2, waterLineY, tank.w-4, tank.h - (waterLineY - tank.y) - 2); // Puddles (floor) for (const p of puddles) { ctx.fillStyle = 'rgba(60,120,255,0.40)'; ctx.beginPath(); ctx.arc(p.x, p.y, p.r, 0, Math.PI * 2); ctx.fill(); } // Jet particles (water droplets) for (const j of jetParticles) { ctx.fillStyle = 'rgba(180, 220, 255, 0.95)'; ctx.beginPath(); ctx.arc(j.x, j.y, 2, 0, Math.PI * 2); ctx.fill(); } // Glass shards for (const s of shards) { ctx.save(); ctx.translate(s.x, s.y); ctx.rotate(s.angle); ctx.fillStyle = 'rgba(180,180,180,0.95)'; ctx.fillRect(-s.w/2, -s.h/2, s.w, s.h); ctx.restore(); } // Ocean floor line (for visual) ctx.strokeStyle = 'rgba(100,100,100,0.6)'; ctx.lineWidth = 1; ctx.beginPath(); ctx.moveTo(tank.x, floorY); ctx.lineTo(tank.x + tank.w, floorY); ctx.stroke(); // Objects inside water for (const o of objects) { // Draw based on type if (o.type === 'fish') { // simple fish shape ctx.save(); ctx.translate(o.x, o.y); ctx.rotate(Math.sin(o.angle) * 0.2); ctx.fillStyle = o.color; ctx.beginPath(); ctx.ellipse(0, 0, o.w * 0.9, o.h * 0.6, 0, 0, Math.PI * 2); ctx.fill(); // tail ctx.fillStyle = '#ffd86a'; ctx.beginPath(); ctx.moveTo(-o.w*0.9, 0); ctx.lineTo(-o.w*1.25, -o.h*0.25); ctx.lineTo(-o.w*1.25, o.h*0.25); ctx.closePath(); ctx.fill(); ctx.restore(); } else if (o.type === 'rock') { ctx.fillStyle = o.color; ctx.fillRect(o.x - o.w*0.5, o.y - o.h*0.5, o.w, o.h); } else if (o.type === 'plant') { // vertical stem with leaves ctx.fillStyle = o.color; ctx.fillRect(o.x - o.w*0.5, o.y - o.h*0.5, o.w, o.h); // leaves ctx.fillStyle = 'rgba(46, 204, 113, 0.9)'; for (let k = -1; k <= 1; k += 2) { ctx.beginPath(); ctx.arc(o.x + k * o.w, o.y - o.h * 0.15, 8, 0, Math.PI * 2); ctx.fill(); } } else if (o.type === 'toy') { ctx.fillStyle = o.color; ctx.beginPath(); ctx.arc(o.x, o.y, Math.max(10, o.w * 0.6), 0, Math.PI * 2); ctx.fill(); } } // Waterline label ctx.fillStyle = 'rgba(255,255,255,0.6)'; ctx.font = '12px monospace'; ctx.fillText('Water level', tank.x + 8, waterLineY - 6); // Crack indicator ctx.strokeStyle = '#ff3333'; ctx.lineWidth = 2; ctx.beginPath(); ctx.moveTo(tank.x + 2, tank.y + crackY); ctx.lineTo(tank.x + 2 + 0, tank.y + crackY + 0.0001); ctx.stroke(); // Draw crack on the left wall as a vertical jagged red line ctx.strokeStyle = '#ff3b3b'; ctx.lineWidth = 3; ctx.beginPath(); const crackXscreen = tank.x; const crackTop = tank.y + 4; const crackBottom = tank.y + tank.h - 4; // simple jagged segment const segments = 12; for (let i = 0; i <= segments; i++) { const t = i / segments; const yy = crackTop + (crackBottom - crackTop) * t; const yy2 = crackTop + (crackBottom - crackTop) * (t + 1/segments); // jagged small horizontal offset ctx.moveTo(crackXscreen, yy); ctx.lineTo(crackXscreen + (i % 2 === 0 ? 6 : -6), yy + (crackBottom - crackTop) * (1/segments) * 0.3); // vertical line gives the crack impression } // instead of complex jag, draw a vertical broken line ctx.lineWidth = 2.5; ctx.beginPath(); ctx.moveTo(tank.x + 2.5, tank.y + crackY); ctx.lineTo(tank.x + 2.5, tank.y + crackY); // We'll lay a few zig-zags along crack by small moves let cy = tank.y + crackY; for (let z = 0; z < 5; z++) { ctx.lineTo(tank.x + 2.5, cy + (z - 2) * 6); ctx.lineTo(tank.x + 7, cy + (z - 2) * 6); ctx.lineTo(tank.x + 2.5, cy + (z - 2) * 6); } ctx.stroke(); // Crack end glow ctx.fillStyle = 'rgba(255,90,90,0.6)'; ctx.fillRect(tank.x - 1, tank.y + crackY - 6, 4, 12); } // Helpers function sign(v) { return v < 0 ? -1 : 1; } // Start with burst button disabled; enable when user moves crack // (We already enable on drag end; ensure initial state) burstBtn.disabled = true; // Keyboard trigger optional (Space) window.addEventListener('keydown', (ev) => { if (ev.key === ' ' || ev.key === 'Enter') { if (burstBtn.disabled === false) burstBtn.click(); ev.preventDefault(); } }); // Tiny helper to render something on load render(); </script> </body> </html>
TAKE IT TO CODE
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