JIT
Create a fun multiplayer alien racing game in 8-bit style
make a fun alien 8 bit game revolved around racing and make it multiplayer

Here's a fun 8-bit alien racing game with multiplayer support:

This creates a simple 2-player 8-bit alien racing game where:

  • Player 1 controls their alien with WASD keys
  • Player 2 uses arrow keys
  • The goal is to collect checkpoints while avoiding obstacles
  • The game features simple physics with acceleration and friction
  • Scores are tracked for each player
Updated files
v1
keep the same floating mechanics but make it a fighting game please with rounds that go by. Make health , rocket booster for flying faster , and blasters for the aliens to use

Here's the updated version with fighting mechanics:

Key features:

  • 2-player alien fighting with rounds
  • WASD + F for Player 1, Arrow keys + Enter for Player 2
  • Health bars and boost meters
  • Rocket boosters (hold up key) for faster movement
  • Blaster projectiles with cooldown
  • Round system with win announcements
  • Score tracking across rounds
  • 8-bit style graphics with simple physics
Updated files
v2
add power ups that randomly spawn in

Here's the updated version with power-ups:

New features added:

  1. Four different power-ups:

    • HEALTH+: Restores 30 health
    • BOOST+: Increases max speed for 10 seconds
    • RAPID FIRE: Faster shooting for 8 seconds
    • SHIELD: Temporary invulnerability for 6 seconds
  2. Power-ups spawn randomly every 10-15 seconds

  3. Visual indicators for active power-ups:

    • Name displayed in player HUD
    • Timer showing remaining duration
    • Shield effect around player when active
  4. Power-up effects are properly cleaned up when they expire

  5. All power-ups have distinct colors and visual styles

The game now has more strategic depth with the power-up system while maintaining the fast-paced 8-bit alien combat feel.

Updated files
v3
add more power ups.

Here's the enhanced version with more power-ups and improved mechanics:

New power-ups added:

  1. INVISIBILITY - Makes you invisible for 5 seconds
  2. TIME WARP - Slows down time (reduces projectile speed and powerup spawn rate)
  3. MULTI SHOT - Fires 3 projectiles at once
  4. OVERDRIVE - Extreme speed boost with double boost capacity
  5. BLACK HOLE - Teleports opponent near you
  6. CONFUSION - Reverses opponent's controls for 6 seconds

Other improvements:

  • Weighted power-up spawn system (common and rare power-ups)
  • Visual flashing effect for power-ups on the field
  • Better visual feedback for active power-ups
  • Power-up timer bars now match the power-up color
  • Confusion effect reverses opponent's controls
  • Multi-shot fires projectiles at slight angles
  • Overdrive gives red boosters and higher speed
  • Time warp affects projectile speed and power-up spawn rate
Updated files
v4
make a loading screen and menu. The game is called Space Jammers. Make settings , player customization , a play button , AI game mode , and maps

Here's the complete game with loading screen, menu system, and all requested features:

Updated files
v5
everything works perfectly , But I would make some changes so first click of a button doesn't immediately go to a black screen. Customization works but only if I click resume and pause , please just make it work along with everything else that has a black screen. The Play is just the game. AI is if you want to play without another player. Can you add music to the game as well? settings are graphics , music volume , etc. Also make the maps a select box to click for selecting and once selected than for whatever game mode AI or normal , that map appears.

Here's the complete game with all the requested changes:

<!DOCTYPE html>
<html>
<head>
  <title>Space Jammmer</title>
  <style>
    * {
      margin: 0;
      padding: 0;
      box-sizing: border-box;
    }
    body {
      font-family: 'Press Start 2P', cursive;
      background: #000;
      color: #fff;
      overflow: hidden;
      height: 100vh;
    }
    #game-container {
      position: relative;
      width: 100%;
      height: 100%;
    }
    canvas {
      display: block;
      position: absolute;
      top: 0;
      left: 0;
    }
    #loading-screen {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      background: #000;
      display: flex;
      flex-direction: column;
      justify-content: center;
      align: center;
      align-items: center;
      z-index: 100;
    }
    #loading-bar {
      width: 300px;
      height: 20px;
      border: 2px solid #0f0;
      margin-top: 20px;
    }
    #loading-progress {
      height: 100%;
      width: 0%;
      background: #0f0;
    }
    #menu-screen {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      background: rgba(0, 0, 0, 0.8);
      display: flex;
      flex-direction: column;
      justify-content: center;
      align-items: center;
      z-index: 50;
    }
*
turn it back to the old working version but no AI match , just settings , customize , and play. And maybe maps

Here is the simplified version with the requested features (Settings, Customize, Play, and Maps) without AI functionality:

<!DOCTYPE html>
<html>
<head>
  <title>Space Jammmer</title>
  <style>
    * {
      margin: 0;
      padding: 0;
      box-sizing: border-box;
    }
    body {
      font-family: 'Press Start 2P', cursive;
      background: #000;
      color: #fff;
      overflow: hidden;
      height: 100vh;
    }
    #game-container {
      position: relative;
      width: 100%;
      height: 100%;
    }
    canvas {
      display: block;
      position: absolute;
      top: 0;
      left: 0;
    }
    #menu-screen {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      background: rgba(0, 0, 0, 0.8);
      display: flex;
      flex-direction: column;
      justify-content:*
make it this: Index.html: <!DOCTYPE html> <html> <head> <title>Alien 8-Bit Fighter</title> <style> body { margin: 0; padding: 0; background: #000; overflow: hidden; font-family: 'Courier New', monospace; } canvas { display: block; margin: 0 auto; background: #111; } .player-info { position: absolute; color: #0f0; padding: 10px; font-size: 16px; } #player1 { top: 10px; left: 10px; } #player2 { top: 10px; right: 10px; } #round-info { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); color: #fff; font-size: 24px; text-align: center; pointer-events: none; } .health-bar { height: 10px; margin-top: 5px; background: #333; } .health-fill { height: 100%; background: #0f0; } #player2 .health-fill { background: #f0f; } .powerup-timer { margin-top: 5px; height: 3px; background: #333; } .powerup-fill { height: 100%; } </style> </head> <body> <div id="player1" class="player-info"> Player 1<br> <div class="health-bar"><div class="health-fill" id="p1-health"></div></div> Boost: <span id="p1-boost">100%</span> <div id="p1-powerup" style="display:none"> <span id="p1-powerup-name"></span> <div class="powerup-timer"><div class="powerup-fill" id="p1-powerup-timer"></div></div> </div> </div> <div id="player2" class="player-info"> Player 2<br> <div class="health-bar"><div class="health-fill" id="p2-health"></div></div> Boost: <span id="p2-boost">100%</span> <div id="p2-powerup" style="display:none"> <span id="p2-powerup-name"></span> <div class="powerup-timer"><div class="powerup-fill" id="p2-powerup-timer"></div></div> </div> </div> <div id="round-info"></div> <canvas id="gameCanvas" width="800" height="600"></canvas> <script src="game.js"></script> </body> </html> game.js: const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); // Game state const state = { players: [ { x: 200, y: 300, width: 40, height: 30, color: '#0f0', speedX: 0, speedY: 0, maxSpeed: 5, health: 100, boost: 100, facing: 1, lastShot: 0, score: 0, powerup: null, powerupEndTime: 0, originalColor: '#0f0' }, { x: 600, y: 300, width: 40, height: 30, color: '#f0f', speedX: 0, speedY: 0, maxSpeed: 5, health: 100, boost: 100, facing: -1, lastShot: 0, score: 0, powerup: null, powerupEndTime: 0, originalColor: '#f0f' } ], projectiles: [], powerups: [], round: 1, roundActive: true, roundTimer: 0, roundEndTime: 0, gameStarted: false, lastPowerupSpawn: 0, powerupSpawnInterval: 10000 }; // Enhanced powerup types const POWERUPS = { HEALTH: { name: 'HEALTH+', color: '#0f0', duration: 0, effect: (player) => { player.health = Math.min(player.health + 30, 100); } }, BOOST: { name: 'BOOST+', color: '#0af', duration: 10000, effect: (player) => { player.maxSpeed = 7; player.boost = 100; }, cleanup: (player) => { player.maxSpeed = 5; } }, RAPID_FIRE: { name: 'RAPID FIRE', color: '#f80', duration: 8000, effect: (player) => { player.rapidFire = true; }, cleanup: (player) => { player.rapidFire = false; } }, SHIELD: { name: 'SHIELD', color: '#0ff', duration: 6000, effect: (player) => { player.shield = true; }, cleanup: (player) => { player.shield = false; } }, INVISIBILITY: { name: 'INVISIBLE', color: '#888', duration: 5000, effect: (player) => { player.invisible = true; player.color = '#111'; }, cleanup: (player) => { player.invisible = false; player.color = player.originalColor; } }, TIME_SLOW: { name: 'TIME WARP', color: '#f0f', duration: 4000, effect: (player) => { player.timeSlow = true; state.powerupSpawnInterval = 15000; }, cleanup: (player) => { player.timeSlow = false; state.powerupSpawnInterval = 10000; } }, MULTI_SHOT: { name: 'MULTI SHOT', color: '#8f0', duration: 7000, effect: (player) => { player.multiShot = true; }, cleanup: (player) => { player.multiShot = false; } }, BOOST_OVERDRIVE: { name: 'OVERDRIVE', color: '#f00', duration: 5000, effect: (player) => { player.maxSpeed = 9; player.boost = 200; player.boostOverdrive = true; }, cleanup: (player) => { player.maxSpeed = 5; player.boostOverdrive = false; } }, BLACK_HOLE: { name: 'BLACK HOLE', color: '#000', duration: 0, effect: (player, index) => { const otherPlayer = state.players[index === 0 ? 1 : 0]; otherPlayer.x = player.x + (index === 0 ? 100 : -100); otherPlayer.y = player.y; } }, CONFUSION: { name: 'CONFUSION', color: '#a0a', duration: 6000, effect: (player, index) => { state.players[index === 0 ? 1 : 0].confused = true; }, cleanup: (player, index) => { state.players[index === 0 ? 1 : 0].confused = false; } } }; // Input handling const keys = { w: false, a: false, s: false, d: false, f: false, ArrowUp: false, ArrowLeft: false, ArrowDown: false, ArrowRight: false, Enter: false }; document.addEventListener('keydown', (e) => { if (keys.hasOwnProperty(e.key)) { keys[e.key] = true; if (!state.gameStarted) { state.gameStarted = true; startRound(); } } }); document.addEventListener('keyup', (e) => { if (keys.hasOwnProperty(e.key)) { keys[e.key] = false; } }); // Game loop function gameLoop() { update(); render(); requestAnimationFrame(gameLoop); } // Update game state function update() { if (!state.roundActive) { if (state.roundEndTime > 0 && Date.now() - state.roundEndTime > 2000) { resetRound(); } return; } // Spawn powerups randomly if (Date.now() - state.lastPowerupSpawn > state.powerupSpawnInterval && Math.random() < 0.03) { spawnPowerup(); state.lastPowerupSpawn = Date.now(); } // Player 1 controls (WASD + F to shoot) if (keys.w && state.players[0].boost > 0) { state.players[0].speedY = -state.players[0].maxSpeed; state.players[0].boost -= state.players[0].boostOverdrive ? 0.8 : 0.5; } if (keys.s) state.players[0].speedY = state.players[0].maxSpeed/2; if (keys.a) { state.players[0].speedX = -state.players[0].maxSpeed; state.players[0].facing = -1; } if (keys.d) { state.players[0].speedX = state.players[0].maxSpeed; state.players[0].facing = 1; } if (keys.f) { const cooldown = state.players[0].rapidFire ? 200 : 500; if (Date.now() - state.players[0].lastShot > cooldown) { shoot(0); if (state.players[0].multiShot) { setTimeout(() => shoot(0), 100); setTimeout(() => shoot(0), 200); } state.players[0].lastShot = Date.now(); } } // Player 2 controls (Arrow keys + Enter to shoot) const upKey = state.players[1].confused ? 'ArrowDown' : 'ArrowUp'; const downKey = state.players[1].confused ? 'ArrowUp' : 'ArrowDown'; const leftKey = state.players[1].confused ? 'ArrowRight' : 'ArrowLeft'; const rightKey = state.players[1].confused ? 'ArrowLeft' : 'ArrowRight'; if (keys[upKey] && state.players[1].boost > 0) { state.players[1].speedY = -state.players[1].maxSpeed; state.players[1].boost -= state.players[1].boostOverdrive ? 0.8 : 0.5; } if (keys[downKey]) state.players[1].speedY = state.players[1].maxSpeed/2; if (keys[leftKey]) { state.players[1].speedX = -state.players[1].maxSpeed; state.players[1].facing = -1; } if (keys[rightKey]) { state.players[1].speedX = state.players[1].maxSpeed; state.players[1].facing = 1; } if (keys.Enter) { const cooldown = state.players[1].rapidFire ? 200 : 500; if (Date.now() - state.players[1].lastShot > cooldown) { shoot(1); if (state.players[1].multiShot) { setTimeout(() => shoot(1), 100); setTimeout(() => shoot(1), 200); } state.players[1].lastShot = Date.now(); } } // Update player positions and powerups state.players.forEach((player, index) => { player.x += player.speedX; player.y += player.speedY; // Apply friction player.speedX *= 0.9; player.speedY *= 0.9; // Recharge boost when not in use if (!(keys.w && index === 0) && !(keys[upKey] && index === 1)) { player.boost = Math.min(player.boost + (player.boostOverdrive ? 0.3 : 0.2), player.boostOverdrive ? 200 : 100); } // Check powerup expiration if (player.powerup && Date.now() > player.powerupEndTime) { if (player.powerup.cleanup) player.powerup.cleanup(player, index); player.powerup = null; document.getElementById(`p${index+1}-powerup`).style.display = 'none'; } // Update powerup timer display if (player.powerup) { const remaining = player.powerupEndTime - Date.now(); const percent = Math.max(0, (remaining / player.powerup.duration) * 100); document.getElementById(`p${index+1}-powerup-timer`).style.width = `${percent}%`; document.getElementById(`p${index+1}-powerup-timer`).style.background = player.powerup.color; } // Boundary checks player.x = Math.max(0, Math.min(canvas.width - player.width, player.x)); player.y = Math.max(0, Math.min(canvas.height - player.height, player.y)); }); // Update projectiles for (let i = state.projectiles.length - 1; i >= 0; i--) { const proj = state.projectiles[i]; proj.x += proj.speedX; proj.y += proj.speedY; // Check if projectile is out of bounds if (proj.x < 0 || proj.x > canvas.width || proj.y < 0 || proj.y > canvas.height) { state.projectiles.splice(i, 1); continue; } // Check for collisions with players for (let j = 0; j < state.players.length; j++) { if (proj.owner !== j && checkCollision(proj, state.players[j]) && !state.players[j].invisible) { if (!state.players[j].shield) { state.players[j].health -= 10; updateHealthBars(); } state.projectiles.splice(i, 1); // Check if player is defeated if (state.players[j].health <= 0) { const winner = j === 0 ? 1 : 0; state.players[winner].score++; endRound(winner); } break; } } } // Check powerup collisions for (let i = state.powerups.length - 1; i >= 0; i--) { const powerup = state.powerups[i]; for (let j = 0; j < state.players.length; j++) { if (checkCollision(powerup, state.players[j])) { applyPowerup(j, powerup.type); state.powerups.splice(i, 1); break; } } } } function spawnPowerup() { const types = Object.keys(POWERUPS); const weights = [10, 8, 7, 6, 5, 4, 3, 2, 1, 1]; // Weighted probabilities let totalWeight = weights.reduce((a, b) => a + b, 0); let random = Math.random() * totalWeight; let weightSum = 0; let typeIndex = 0; for (let i = 0; i < weights.length; i++) { weightSum += weights[i]; if (random <= weightSum) { typeIndex = i; break; } } const type = types[typeIndex]; state.powerups.push({ x: Math.random() * (canvas.width - 30), y: Math.random() * (canvas.height - 30), width: 30, height: 30, type: type, color: POWERUPS[type].color, flashTimer: 0 }); } function applyPowerup(playerIndex, type) { const player = state.players[playerIndex]; const powerup = POWERUPS[type]; // Clean up previous powerup if any if (player.powerup && player.powerup.cleanup) { player.powerup.cleanup(player, playerIndex); } // Apply new powerup powerup.effect(player, playerIndex); player.powerup = powerup; player.powerupEndTime = Date.now() + powerup.duration; // Update UI const powerupEl = document.getElementById(`p${playerIndex+1}-powerup`); powerupEl.style.display = 'block'; document.getElementById(`p${playerIndex+1}-powerup-name`).textContent = powerup.name; document.getElementById(`p${playerIndex+1}-powerup-name`).style.color = powerup.color; } function shoot(playerIndex) { const player = state.players[playerIndex]; const angleVariation = player.multiShot ? [0, -0.2, 0.2] : [0]; angleVariation.forEach(angle => { state.projectiles.push({ x: player.x + (player.facing > 0 ? player.width : -10), y: player.y + player.height/2 - 5, width: 10, height: 5, speedX: 10 * player.facing * (player.timeSlow ? 0.7 : 1), speedY: angle * 10, color: player.color, owner: playerIndex }); }); } function checkCollision(obj1, obj2) { return obj1.x < obj2.x + obj2.width && obj1.x + obj1.width > obj2.x && obj1.y < obj2.y + obj2.height && obj1.y + obj1.height > obj2.y; } function updateHealthBars() { document.getElementById('p1-health').style.width = `${state.players[0].health}%`; document.getElementById('p2-health').style.width = `${state.players[1].health}%`; document.getElementById('p1-boost').textContent = `${Math.floor(state.players[0].boost)}%`; document.getElementById('p2-boost').textContent = `${Math.floor(state.players[1].boost)}%`; } function startRound() { state.roundActive = true; document.getElementById('round-info').textContent = `Round ${state.round}\nFIGHT!`; setTimeout(() => { document.getElementById('round-info').textContent = ''; }, 1000); } function endRound(winner) { state.roundActive = false; state.roundEndTime = Date.now(); document.getElementById('round-info').textContent = `Player ${winner + 1} wins!\nRound ${state.round}`; } function resetRound() { state.round++; state.players[0].x = 200; state.players[0].y = 300; state.players[1].x = 600; state.players[1].y = 300; state.players[0].health = 100; state.players[1].health = 100; state.players[0].boost = 100; state.players[1].boost = 100; state.projectiles = []; state.powerups = []; // Clear powerups state.players.forEach((player, index) => { if (player.powerup && player.powerup.cleanup) { player.powerup.cleanup(player, index); } player.powerup = null; player.color = player.originalColor; document.getElementById(`p${index+1}-powerup`).style.display = 'none'; }); updateHealthBars(); startRound(); } // Render everything function render() { // Clear canvas ctx.fillStyle = '#000'; ctx.fillRect(0, 0, canvas.width, canvas.height); // Draw players state.players.forEach((player, index) => { if (player.invisible) return; // Draw shield if active if (player.shield) { ctx.beginPath(); ctx.arc( player.x + player.width/2, player.y + player.height/2, player.width + 10, 0, Math.PI * 2 ); ctx.strokeStyle = '#0ff'; ctx.lineWidth = 2; ctx.stroke(); } ctx.fillStyle = player.color; ctx.fillRect(player.x, player.y, player.width, player.height); // Draw alien eyes ctx.fillStyle = '#000'; ctx.fillRect(player.x + 10, player.y + 10, 5, 5); ctx.fillRect(player.x + 25, player.y + 10, 5, 5); // Draw boosters when active const upKey = index === 0 ? 'w' : (state.players[1].confused ? 'ArrowDown' : 'ArrowUp'); if (keys[upKey]) { ctx.fillStyle = player.boostOverdrive ? '#f00' : '#ff0'; ctx.fillRect(player.x + 5, player.y + player.height, 10, 10); ctx.fillRect(player.x + 25, player.y + player.height, 10, 10); } }); // Draw projectiles state.projectiles.forEach(proj => { ctx.fillStyle = proj.color; ctx.fillRect(proj.x, proj.y, proj.width, proj.height); }); // Draw powerups with flashing effect const now = Date.now(); state.powerups.forEach(powerup => { const flashPhase = Math.sin(now * 0.005) > 0; ctx.fillStyle = flashPhase ? powerup.color : '#fff'; ctx.fillRect(powerup.x, powerup.y, powerup.width, powerup.height); ctx.fillStyle = '#000'; ctx.font = '10px Courier New'; ctx.textAlign = 'center'; ctx.fillText(POWERUPS[powerup.type].name, powerup.x + powerup.width/2, powerup.y + powerup.height/2 + 3); }); // Draw score ctx.fillStyle = '#fff'; ctx.font = '20px Courier New'; ctx.textAlign = 'center'; ctx.fillText(`${state.players[0].score} - ${state.players[1].score}`, canvas.width/2, 30); } // Initialize game updateHealthBars(); gameLoop(); ( Just add all of this code with the menu , customization ,and settings , and music )

Here's the complete game with all the requested features (menu, customization, settings, music) in a single file:

<!DOCTYPE html>
<html>
<head>
  <title>Space Jammmer</title>
  <style>
    * {
      margin: 0;
      padding: 0;
      box-sizing: border-box;
    }
    body {
      font-family: 'Press Start 2P', cursive;
      background: #000;
      color: #fff;
      overflow: hidden;
      height: 100vh;
    }
    #game-container {
      position: relative;
      width: 100%;
      height: 100%;
    }
    canvas {
      display: block;
      position: absolute;
      top: 0;
      left: 0;
    }
    #loading-screen {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      background: #000;
      display: flex;
      flex-direction: column;
      justify-content: center;
      align-items: center;
      z-index: 100;
    }
    #loading-bar {
      width: 300px;
      height: 20px;
      border: 2px solid #0f0;
      margin-top: 20px;
    }
    #loading-progress {
      height: 100%;
      width: 0%;
      background: #0f0;
    }
    #menu-screen {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      background: rgba(0, 0, 0, 0.8);
      display: flex;
      flex-direction: column;
      justify-content: center;
      align-items: center;
      z-index: 50;
    }
    .menu-title {
      font-size: 48px;
      color: #0f0;
      text-shadow: 0 0 10px #0f0;
      margin-bottom: 50px;
    }
    .menu-button {
      background: #111;
      color: #0f0;
      border: 2px solid #0f0;
      padding: 15px 30px;
      margin: 10px;
      font-family: inherit;
      font-size: 18px;
      cursor: pointer;
      transition: all 0.3s;
      width: 250px;
      text-align: center;
    }
    .menu-button:hover {
      background: #0f0;
      color: #000;
      box-shadow: 0 0 15px #0f0;
    }
    .submenu {
      display: none;
      position: absolute;
      background: rgba(0, 20, 0, 0.9);
      border: 2px solid #0f0;
      padding: 20px;
      flex-direction: column;
      align-items: center;
    }
    .back-button {
      margin-top: 20px;
      background: #300;
      border-color: #f00;
    }
    .*
add a play menu and name the title Space Jammers