Gorillaz
muse spark 1.2 contributor · full

Reviews & generation details
Reviews
No human review yet. Unreviewed does not mean unsuccessful.
Generation context
Imported historical artifact. Its exact original instructions and lineage are not known.
Generation prompt · exact text unavailable
See the current prompt for reference. It may differ from the instructions used to generate this artifact.
Inspect original source 42,993 bytes · SHA-256 ca1a9899aa5e
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Gorillaz — Banana Bomb Duel</title>
<link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&family=Space+Grotesk:wght@500;700&family=JetBrains+Mono:wght@700&display=swap" rel="stylesheet">
<style>
*{margin:0;padding:0;box-sizing:border-box}
:root{
--bg:#0a0e1a;
--panel:#131a2e;
--accent:#ff3b30;
--accent2:#2ec4ff;
--yellow:#ffd23f;
--green:#2ecc71;
}
body{
background: radial-gradient(1200px 600px at 50% -10%, #1a2a5a 0%, #0a0e1a 60%, #060912 100%);
color:#e6eefc;
font-family:'Space Grotesk',system-ui,sans-serif;
min-height:100vh;
overflow-x:hidden;
}
.topbar{
max-width:1100px;margin:0 auto;
padding:12px 16px;
display:flex;align-items:center;justify-content:space-between;gap:12px;flex-wrap:wrap;
}
.brand{
display:flex;align-items:center;gap:12px;
}
.logo{
font-family:'Press Start 2P',monospace;
font-size:18px;letter-spacing:1px;
background:linear-gradient(90deg,#ffd23f,#ff7a00);
-webkit-background-clip:text;-webkit-text-fill-color:transparent;
text-shadow:0 0 18px rgba(255,210,63,.35);
}
.logo span{ -webkit-text-fill-color:#ff3b30; }
.badge{
font-family:'JetBrains Mono',monospace;
font-size:10px;letter-spacing:.12em;
background:#1b2442;border:1px solid #2a3a6a;color:#8ea6d6;
padding:4px 8px;border-radius:999px;
}
.badge.live{ background:#1a2e1e; border-color:#2ecc71; color:#a8f0c0; box-shadow:0 0 10px rgba(46,204,113,.4)}
.hud{
max-width:1100px;margin:0 auto;
padding:0 16px 10px;
display:grid;grid-template-columns:1fr auto 1fr;gap:12px;align-items:stretch;
}
@media(max-width:760px){ .hud{grid-template-columns:1fr;}}
.hud-card{
background:linear-gradient(180deg,#152042,#0f1730);
border:1px solid #24325e;border-radius:14px;
padding:10px 14px;display:flex;align-items:center;justify-content:space-between;gap:10px;
box-shadow:0 8px 24px rgba(0,0,0,.35), inset 0 1px 0 rgba(255,255,255,.06);
}
.hud-label{font-size:10px;letter-spacing:.14em;color:#7d90b8;font-family:'JetBrains Mono',monospace}
.hud-value{font-family:'JetBrains Mono',monospace;font-weight:700;font-size:18px}
.wind-arrow{font-size:22px;transition:transform .4s}
.turn-card{
text-align:center;flex-direction:column;justify-content:center;
position:relative;overflow:hidden;
}
.turn-card.p1{ border-color:#ff3b30; box-shadow:0 0 0 1px rgba(255,59,48,.3),0 8px 24px rgba(0,0,0,.35)}
.turn-card.p2{ border-color:#2ec4ff; box-shadow:0 0 0 1px rgba(46,196,255,.3),0 8px 24px rgba(0,0,0,.35)}
.turn-name{font-family:'Press Start 2P',monospace;font-size:11px}
.turn-sub{font-family:'JetBrains Mono',monospace;font-size:11px;color:#9fb0d6}
.score-pill{
background:#0d1328;border:1px solid #2a3a6a;border-radius:999px;
padding:6px 10px;display:flex;gap:10px;align-items:center;
font-family:'JetBrains Mono',monospace;font-size:12px;
}
.dot{width:10px;height:10px;border-radius:50%;display:inline-block}
.stage{
max-width:1100px;margin:8px auto 0;padding:0 16px;
}
.canvas-wrap{
position:relative;
background:#0b1020;
border:1px solid #24325e;border-radius:16px;overflow:hidden;
box-shadow:0 18px 50px rgba(0,0,0,.5);
}
canvas{display:block;width:100%;height:auto;image-rendering:pixelated}
.controls{
display:grid;grid-template-columns:1fr auto 1fr;gap:12px;
margin-top:12px;
}
@media(max-width:860px){ .controls{grid-template-columns:1fr;}}
.ctrl-card{
background:linear-gradient(180deg,#131c3a,#0f1730);
border:1px solid #24325e;border-radius:14px;padding:12px;
}
.ctrl-head{ display:flex;justify-content:space-between;align-items:center;margin-bottom:8px}
.ctrl-title{font-family:'JetBrains Mono',monospace;font-size:11px;letter-spacing:.12em;color:#8ea0c6}
.ctrl-val{font-family:'JetBrains Mono',monospace;font-weight:700;font-size:20px}
.slider-row{display:flex;align-items:center;gap:8px}
.btn-s{
width:36px;height:36px;border-radius:10px;border:1px solid #2a3a6a;background:#1a2444;color:#cfe0ff;
font-weight:800;cursor:pointer;transition:.15s;
}
.btn-s:hover{background:#22305a;transform:translateY(-1px)}
.btn-s:active{transform:translateY(0)}
input[type=range]{ flex:1; accent-color:#ffd23f; height:6px}
.fire-btn{
width:100%;height:100%;min-height:86px;
border-radius:14px;border:none;
background:linear-gradient(180deg,#ffd23f,#ff8c00);
color:#1a0f00;font-family:'Press Start 2P',monospace;font-size:14px;
cursor:pointer;box-shadow:0 8px 20px rgba(255,140,0,.35), inset 0 1px 0 rgba(255,255,255,.6);
transition:.15s;
}
.fire-btn:hover{transform:translateY(-2px);filter:brightness(1.05)}
.fire-btn:active{transform:translateY(0)}
.fire-btn:disabled{opacity:.45;cursor:not-allowed;transform:none}
.hint{font-family:'JetBrains Mono',monospace;font-size:10px;color:#6d82ad;text-align:center;margin-top:6px}
.action-row{display:flex;gap:8px;margin-top:10px;flex-wrap:wrap}
.ghost-btn{
flex:1;background:#0f1730;border:1px solid #24325e;color:#a8b9dd;
padding:10px;border-radius:10px;font-family:'JetBrains Mono',monospace;font-size:12px;cursor:pointer;
}
.ghost-btn:hover{background:#17244a;color:#fff}
.tuning-btn{
background:linear-gradient(180deg,#1e2d5a,#162040);border:1px solid #2a3a6a;color:#cfe0ff;
padding:10px 14px;border-radius:10px;font-family:'JetBrains Mono',monospace;font-size:12px;cursor:pointer;
}
.tuning-btn.active{border-color:#ffd23f;color:#ffd23f;box-shadow:0 0 12px rgba(255,210,63,.3)}
/* tuning panel */
.tuning-overlay{
position:fixed;inset:0;background:rgba(3,6,16,.72);backdrop-filter:blur(6px);
display:none;align-items:center;justify-content:center;z-index:50;padding:16px;
}
.tuning-overlay.open{display:flex}
.tuning-panel{
width:min(720px,100%);max-height:90vh;overflow:auto;
background:linear-gradient(180deg,#0f1730,#0a1022);
border:1px solid #2a3a6a;border-radius:16px;box-shadow:0 24px 60px rgba(0,0,0,.6);
}
.tuning-head{
position:sticky;top:0;background:linear-gradient(180deg,#111d3d,#0f1730);
padding:16px;border-bottom:1px solid #24325e;display:flex;justify-content:space-between;align-items:center;z-index:1;
}
.tuning-head h2{font-family:'Press Start 2P',monospace;font-size:12px;color:#ffd23f}
.close-x{background:#1a2444;border:1px solid #2a3a6a;color:#fff;width:36px;height:36px;border-radius:10px;cursor:pointer}
.tuning-body{padding:16px;display:grid;grid-template-columns:1fr 1fr;gap:14px}
@media(max-width:640px){.tuning-body{grid-template-columns:1fr}}
.field{
background:#0d1430;border:1px solid #24325e;border-radius:12px;padding:12px;
}
.field.live{border-color:#ffd23f;box-shadow:0 0 0 1px rgba(255,210,63,.25)}
.field label{font-family:'JetBrains Mono',monospace;font-size:10px;letter-spacing:.1em;color:#8ea0c6;display:block;margin-bottom:6px}
.field .row{display:flex;gap:8px;align-items:center}
.field input[type=number], .field input[type=range]{width:100%;background:#0a1022;border:1px solid #24325e;color:#e6eefc;border-radius:8px;padding:8px;font-family:'JetBrains Mono',monospace}
.field input[type=range]{padding:0;border:none}
.mini{font-family:'JetBrains Mono',monospace;font-size:10px;color:#6d82ad;margin-top:6px}
.toggle{ display:flex;align-items:center;gap:8px; font-family:'JetBrains Mono',monospace;font-size:12px}
.toggle input{accent-color:#ffd23f}
.foot-actions{display:flex;gap:8px;padding:0 16px 16px}
.primary{background:#ffd23f;color:#1a1200;border:none;padding:10px 14px;border-radius:10px;font-family:'JetBrains Mono',monospace;font-weight:700;cursor:pointer;flex:1}
.secondary{background:#162040;border:1px solid #24325e;color:#a8b9dd;padding:10px 14px;border-radius:10px;font-family:'JetBrains Mono',monospace;cursor:pointer;flex:1}
/* win overlay */
.win-overlay{
position:absolute;inset:0;display:none;align-items:center;justify-content:center;
background:radial-gradient(600px 400px at 50% 50%, rgba(255,210,63,.18), transparent 70%), rgba(6,9,20,.55);
backdrop-filter:blur(2px);
}
.win-overlay.show{display:flex}
.win-card{
background:linear-gradient(180deg,#162040,#0e1530);
border:1px solid #2a3a6a;border-radius:16px;padding:20px;text-align:center;
box-shadow:0 18px 40px rgba(0,0,0,.5);min-width:300px;
}
.win-card h3{font-family:'Press Start 2P',monospace;font-size:14px;margin-bottom:8px}
.win-card p{font-family:'JetBrains Mono',monospace;font-size:12px;color:#9fb0d6;margin-bottom:14px}
.trajectory{ position:absolute; inset:0; pointer-events:none}
</style>
</head>
<body>
<div class="topbar">
<div class="brand">
<div class="logo">GORILLA<span>Z</span> 🍌💥</div>
<span class="badge" id="liveBadge">CLASSIC TUNING</span>
</div>
<div style="display:flex;gap:8px;align-items:center;flex-wrap:wrap">
<button class="tuning-btn" id="openTuning">⚙ LIVE TUNING</button>
<button class="ghost-btn" style="padding:10px 14px" id="newMatchBtn">↻ NEW SKYLINE</button>
</div>
</div>
<div class="hud">
<div class="hud-card" id="windCard">
<div>
<div class="hud-label">WIND VECTOR</div>
<div style="display:flex;align-items:center;gap:8px">
<span class="wind-arrow" id="windArrow">→</span>
<span class="hud-value" id="windVal">+2.4</span>
<span style="font-family:'JetBrains Mono',monospace;font-size:11px;color:#7d90b8" id="windLabel">EAST</span>
</div>
<div class="mini" id="windDetail">gravity 0.35 • blast 42px</div>
</div>
<div style="text-align:right">
<div class="hud-label">TRAJECTORY</div>
<div style="font-family:'JetBrains Mono',monospace;font-size:11px;color:#ffd23f" id="trajInfo">parabola • no penetration</div>
</div>
</div>
<div class="hud-card turn-card p1" id="turnCard">
<div class="turn-name" id="turnName">PLAYER 1 TURN</div>
<div class="turn-sub" id="turnSub">Red Gorilla — Aim & Fire!</div>
<div style="font-size:18px" id="turnIcon">🦍🔴</div>
</div>
<div class="hud-card">
<div>
<div class="hud-label">SESSION SCORE</div>
<div class="score-pill">
<span><span class="dot" style="background:#ff3b30"></span> P1 <b id="scoreP1">0</b></span>
<span style="opacity:.4">—</span>
<span><span class="dot" style="background:#2ec4ff"></span> P2 <b id="scoreP2">0</b></span>
</div>
<div class="mini">first to win • blast kills count</div>
</div>
<div style="text-align:right">
<div class="hud-label">ROUND</div>
<div class="hud-value" id="roundNum">#1</div>
</div>
</div>
</div>
<div class="stage">
<div class="canvas-wrap" id="canvasWrap">
<canvas id="game" width="1100" height="560"></canvas>
<div class="win-overlay" id="winOverlay">
<div class="win-card">
<h3 id="winTitle">PLAYER 1 WINS!</h3>
<p id="winDesc">Direct banana impact — 38px from blast center</p>
<div style="display:flex;gap:8px">
<button class="primary" id="rematchBtn">REMATCH ↻</button>
<button class="secondary" id="keepScoreBtn">KEEP SCORE</button>
</div>
<div class="mini" style="margin-top:8px">New skyline generated • wind reshuffled</div>
</div>
</div>
</div>
<div class="controls">
<div class="ctrl-card">
<div class="ctrl-head">
<span class="ctrl-title">◢ ANGLE</span>
<span class="ctrl-val" id="angleVal">45°</span>
</div>
<div class="slider-row">
<button class="btn-s" id="angleMinus">−</button>
<input type="range" id="angleSlider" min="0" max="90" value="45">
<button class="btn-s" id="anglePlus">+</button>
</div>
<div class="hint">A / D or ← → • 0° flat → 90° vertical</div>
</div>
<div class="ctrl-card" style="display:flex;flex-direction:column;justify-content:center">
<button class="fire-btn" id="fireBtn">🍌 FIRE!</button>
<div class="hint">SPACE to fire • Turn-based, no penetration</div>
<div class="action-row">
<button class="ghost-btn" id="randomAimBtn">🎲 Random Aim</button>
<button class="ghost-btn" id="swapBtn">⇄ Swap Turn</button>
</div>
</div>
<div class="ctrl-card">
<div class="ctrl-head">
<span class="ctrl-title">⚡ VELOCITY / POWER</span>
<span class="ctrl-val" id="powerVal">52</span>
</div>
<div class="slider-row">
<button class="btn-s" id="powerMinus">−</button>
<input type="range" id="powerSlider" min="1" max="100" value="52">
<button class="btn-s" id="powerPlus">+</button>
</div>
<div class="hint">W / S or ↑ ↓ • Scale <span id="powerScaleHint">1–100</span></div>
</div>
</div>
<div class="mini" style="text-align:center;margin:10px 0 20px">Retro arcade • Buildings indestructible • Explosion is circular • Wind shifts each turn if enabled</div>
</div>
<!-- Tuning Overlay -->
<div class="tuning-overlay" id="tuningOverlay">
<div class="tuning-panel">
<div class="tuning-head">
<h2>⚙ LIVE TUNING — Gorillaz Constants</h2>
<button class="close-x" id="closeTuning">✕</button>
</div>
<div class="tuning-body">
<div class="field" id="f-blast">
<label>💥 BLAST / EXPLOSION RADIUS (px)</label>
<div class="row">
<input type="range" id="cfgBlast" min="10" max="120" value="42">
<input type="number" id="cfgBlastN" min="10" max="120" value="42" style="width:80px">
</div>
<div class="mini">Circular damage zone. Default 42px. Applies next explosion.</div>
</div>
<div class="field" id="f-gravity">
<label>🌍 GRAVITY STRENGTH (px/frame²)</label>
<div class="row">
<input type="range" id="cfgGrav" min="0.05" max="1.2" step="0.01" value="0.35">
<input type="number" id="cfgGravN" min="0.05" max="1.2" step="0.01" value="0.35" style="width:80px">
</div>
<div class="mini">Downward acceleration. Default 0.35. Higher = tighter arc.</div>
</div>
<div class="field" id="f-wind">
<label>💨 WIND VARIANCE / RANGE</label>
<div class="row">
<input type="number" id="cfgWindMin" value="-6" style="width:70px"> <span style="font-family:'JetBrains Mono',monospace">to</span> <input type="number" id="cfgWindMax" value="6" style="width:70px">
</div>
<div class="row" style="margin-top:8px">
<label class="toggle"><input type="checkbox" id="cfgWindShift" checked> Allow direction shifts between turns</label>
</div>
<div class="mini">Current wind sampled uniformly in range. Default −6 to +6.</div>
</div>
<div class="field" id="f-buildings">
<label>🏙 BUILDING COUNT</label>
<div class="row">
<input type="range" id="cfgBCount" min="8" max="14" value="10">
<input type="number" id="cfgBCountN" min="8" max="14" value="10" style="width:80px">
</div>
<div class="mini">8–14 per spec. Takes effect on next skyline.</div>
</div>
<div class="field" id="f-height">
<label>📏 BUILDING HEIGHT RANGE (px)</label>
<div class="row">
<input type="number" id="cfgHMin" value="80" style="width:80px"> <span>—</span> <input type="number" id="cfgHMax" value="280" style="width:80px">
</div>
<div class="mini">Min/max building heights. Default 80–280.</div>
</div>
<div class="field" id="f-vel">
<label>🚀 PROJECTILE VELOCITY SCALE</label>
<div class="row">
<input type="number" id="cfgVMin" value="1" style="width:70px"> <span>to</span> <input type="number" id="cfgVMax" value="100" style="width:70px">
</div>
<div class="mini">Power slider bounds. Default 1–100. Scale factor 0.22×.</div>
</div>
<div class="field" style="grid-column:1 / -1" id="f-damage">
<label>🎯 EXPLOSION DAMAGE THRESHOLD</label>
<div class="row" style="flex-wrap:wrap">
<label class="toggle"><input type="radio" name="dmg" id="cfgDmgInside" checked> Splash kills if inside radius (classic)</label>
<label class="toggle"><input type="radio" name="dmg" id="cfgDmgFalloff"> Falloff — damage fades to edge (requires closer)</label>
</div>
<div class="mini">Classic: any gorilla within blast radius = eliminated. Falloff: effective radius 70%.</div>
</div>
</div>
<div class="foot-actions">
<button class="secondary" id="resetCfg">Reset to Classic</button>
<button class="primary" id="applyCfg">Apply & Close — Live!</button>
</div>
<div class="mini" style="padding:0 16px 16px;text-align:center">Changes apply immediately or on next turn/launch without restart. Deterministic within a turn.</div>
</div>
</div>
<script>
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
// Config defaults (classic)
const defaults = {
blastRadius: 42,
gravity: 0.35,
windMin: -6,
windMax: 6,
windShift: true,
buildingCount: 10,
hMin: 80,
hMax: 280,
vMin: 1,
vMax: 100,
damageMode: 'inside', // 'inside' | 'falloff'
velocityScale: 0.22
};
let cfg = {...defaults};
// Game state
let buildings = [];
let gorillas = []; // 0: P1, 1: P2
let wind = 2.4;
let turn = 0; // 0 or 1
let angle = 45;
let power = 52;
let score = [0,0];
let round = 1;
let projectile = null;
let particles = [];
let scorchMarks = [];
let animId = null;
let gameOver = false;
let trajectoryPoints = [];
// DOM refs
const angleSlider = document.getElementById('angleSlider');
const powerSlider = document.getElementById('powerSlider');
const angleVal = document.getElementById('angleVal');
const powerVal = document.getElementById('powerVal');
const windVal = document.getElementById('windVal');
const windArrow = document.getElementById('windArrow');
const windLabel = document.getElementById('windLabel');
const windDetail = document.getElementById('windDetail');
const turnCard = document.getElementById('turnCard');
const turnName = document.getElementById('turnName');
const turnSub = document.getElementById('turnSub');
const turnIcon = document.getElementById('turnIcon');
const scoreP1 = document.getElementById('scoreP1');
const scoreP2 = document.getElementById('scoreP2');
const roundNum = document.getElementById('roundNum');
const fireBtn = document.getElementById('fireBtn');
const winOverlay = document.getElementById('winOverlay');
const winTitle = document.getElementById('winTitle');
const winDesc = document.getElementById('winDesc');
const liveBadge = document.getElementById('liveBadge');
const powerScaleHint = document.getElementById('powerScaleHint');
function rand(min,max){ return Math.random()*(max-min)+min; }
function randInt(min,max){ return Math.floor(rand(min,max+1)); }
function isLiveTuned(){
return cfg.blastRadius!==defaults.blastRadius || cfg.gravity!==defaults.gravity ||
cfg.windMin!==defaults.windMin || cfg.windMax!==defaults.windMax || cfg.windShift!==defaults.windShift ||
cfg.buildingCount!==defaults.buildingCount || cfg.hMin!==defaults.hMin || cfg.hMax!==defaults.hMax ||
cfg.vMin!==defaults.vMin || cfg.vMax!==defaults.vMax || cfg.damageMode!==defaults.damageMode;
}
function updateLiveBadge(){
if(isLiveTuned()){
liveBadge.textContent='● LIVE TUNING ACTIVE';
liveBadge.className='badge live';
} else {
liveBadge.textContent='CLASSIC TUNING';
liveBadge.className='badge';
}
windDetail.textContent=`gravity ${cfg.gravity.toFixed(2)} • blast ${cfg.blastRadius}px • ${cfg.damageMode}`;
powerScaleHint.textContent=`${cfg.vMin}–${cfg.vMax}`;
// highlight fields
document.getElementById('f-blast').classList.toggle('live', cfg.blastRadius!==defaults.blastRadius);
document.getElementById('f-gravity').classList.toggle('live', cfg.gravity!==defaults.gravity);
document.getElementById('f-wind').classList.toggle('live', cfg.windMin!==defaults.windMin || cfg.windMax!==defaults.windMax || cfg.windShift!==defaults.windShift);
document.getElementById('f-buildings').classList.toggle('live', cfg.buildingCount!==defaults.buildingCount);
document.getElementById('f-height').classList.toggle('live', cfg.hMin!==defaults.hMin || cfg.hMax!==defaults.hMax);
document.getElementById('f-vel').classList.toggle('live', cfg.vMin!==defaults.vMin || cfg.vMax!==defaults.vMax);
document.getElementById('f-damage').classList.toggle('live', cfg.damageMode!==defaults.damageMode);
}
function generateSkyline(){
buildings=[];
scorchMarks=[];
const W = canvas.width;
const groundY = canvas.height - 36;
const count = cfg.buildingCount;
const gap = 6;
// compute widths to fill ~ W - margins
const totalGap = (count-1)*gap;
const avail = W - 40 - totalGap;
let widths=[];
let sum=0;
for(let i=0;i<count;i++){ let w=randInt(58,96); widths.push(w); sum+=w; }
// scale to fit avail
let scale = avail / sum;
widths = widths.map(w=> Math.floor(w*scale));
// adjust rounding
let curX = 20;
const colors = ['#1e2a4a','#24365e','#1a2747','#2a3d6b','#1b2e55','#22355f'];
for(let i=0;i<count;i++){
let w = widths[i];
let h = randInt(cfg.hMin, cfg.hMax);
let x = curX;
let y = groundY - h;
buildings.push({x,y,w,h,color: colors[i%colors.length], windows: []});
curX += w + gap;
}
// add windows
buildings.forEach(b=>{
const cols = Math.floor(b.w/18);
const rows = Math.floor(b.h/20);
for(let r=0;r<rows;r++) for(let c=0;c<cols;c++){
if(Math.random()<0.55) b.windows.push({r,c, on: Math.random()<0.7});
}
});
// place gorillas
let leftIdx = randInt(0, Math.floor(count/2)-1);
let rightIdx = randInt(Math.ceil(count/2), count-1);
// ensure not adjacent too close? enforce distance
if(Math.abs(leftIdx-rightIdx)<3){
rightIdx = count-1; leftIdx=0;
}
gorillas = [
{bIdx:leftIdx, x: buildings[leftIdx].x + buildings[leftIdx].w/2, y: buildings[leftIdx].y, color:'#ff3b30', name:'P1'},
{bIdx:rightIdx, x: buildings[rightIdx].x + buildings[rightIdx].w/2, y: buildings[rightIdx].y, color:'#2ec4ff', name:'P2'}
];
// wind initial
wind = rand(cfg.windMin, cfg.windMax);
updateHUD();
computeTrajectory();
}
function updateHUD(){
windVal.textContent = (wind>=0?'+':'')+wind.toFixed(1);
windArrow.textContent = wind>0.3?'→': wind<-0.3?'←':'↔';
windArrow.style.transform = `scaleX(${wind>=0?1:-1})`;
windLabel.textContent = wind>0.8?'EAST': wind<-0.8?'WEST':'CALM';
windLabel.style.color = Math.abs(wind)>4 ? '#ffd23f' : '#7d90b8';
turnCard.className = 'hud-card turn-card ' + (turn===0?'p1':'p2');
turnName.textContent = turn===0 ? 'PLAYER 1 TURN' : 'PLAYER 2 TURN';
turnSub.textContent = turn===0 ? 'Red Gorilla — Aim & Fire!' : 'Blue Gorilla — Aim & Fire!';
turnIcon.textContent = turn===0 ? '🦍🔴' : '🦍🔵';
scoreP1.textContent = score[0];
scoreP2.textContent = score[1];
roundNum.textContent = '#'+round;
angleVal.textContent = angle+'°';
powerVal.textContent = power;
angleSlider.value = angle;
powerSlider.value = power;
// clamp sliders to cfg range
powerSlider.min = cfg.vMin;
powerSlider.max = cfg.vMax;
angleSlider.min=0; angleSlider.max=90;
fireBtn.disabled = !!projectile || gameOver;
}
function computeTrajectory(){
// preview dotted parabola
trajectoryPoints=[];
if(projectile) return;
let g = gorillas[turn];
if(!g) return;
let startX = g.x;
let startY = g.y - 18;
let dir = turn===0?1:-1;
let rad = angle*Math.PI/180;
let vx = Math.cos(rad)*power*cfg.velocityScale * dir;
let vy = -Math.sin(rad)*power*cfg.velocityScale;
let x=startX, y=startY;
let tVx=vx, tVy=vy;
for(let i=0;i<140;i++){
trajectoryPoints.push({x,y});
tVy += cfg.gravity;
tVx += wind*0.015; // wind influence preview matching flight
x+= tVx; y+= tVy;
if(y>canvas.height-36) break;
// stop at building hit for preview
let hit=false;
for(let b of buildings){
if(x>=b.x && x<=b.x+b.w && y>=b.y && y<=b.y+b.h){ hit=true; break; }
}
if(hit) break;
if(x<0||x>canvas.width) break;
}
}
function draw(){
const W=canvas.width, H=canvas.height;
// sky gradient
let grad = ctx.createLinearGradient(0,0,0,H);
grad.addColorStop(0,'#0d1a3a');
grad.addColorStop(0.45,'#1a2a5a');
grad.addColorStop(0.75,'#2a3a6b');
grad.addColorStop(1,'#0f1a33');
ctx.fillStyle=grad;
ctx.fillRect(0,0,W,H);
// sun/moon
ctx.fillStyle='#ffd23f';
ctx.beginPath(); ctx.arc(W-110, 90, 32,0,Math.PI*2); ctx.fill();
ctx.fillStyle='rgba(255,210,63,.18)';
ctx.beginPath(); ctx.arc(W-110,90,48,0,Math.PI*2); ctx.fill();
// clouds
ctx.fillStyle='rgba(255,255,255,.08)';
for(let i=0;i<4;i++){
let cx = 80 + i*220 + Math.sin(Date.now()*0.0003+i)*10;
let cy = 70 + (i%2)*22;
drawCloud(cx,cy, 1 - i*0.05);
}
// ground
ctx.fillStyle='#0a0f1e';
ctx.fillRect(0,H-36,W,36);
ctx.fillStyle='#1a2a4a';
ctx.fillRect(0,H-36,W,4);
// scorch marks
scorchMarks.forEach(s=>{
ctx.fillStyle='rgba(20,10,0,.55)';
ctx.beginPath(); ctx.ellipse(s.x, H-36, s.r*0.9, s.r*0.35,0,0,Math.PI*2); ctx.fill();
ctx.fillStyle='rgba(60,30,0,.35)';
ctx.beginPath(); ctx.ellipse(s.x, H-36, s.r*0.6, s.r*0.22,0,0,Math.PI*2); ctx.fill();
});
// buildings
buildings.forEach(b=>{
// shadow
ctx.fillStyle='rgba(0,0,0,.25)';
ctx.fillRect(b.x+4, b.y+4, b.w, b.h);
// main
ctx.fillStyle=b.color;
ctx.fillRect(b.x,b.y,b.w,b.h);
// top highlight
ctx.fillStyle='rgba(255,255,255,.08)';
ctx.fillRect(b.x,b.y,b.w,6);
ctx.fillStyle='rgba(255,255,255,.04)';
ctx.fillRect(b.x,b.y,4,b.h);
// windows
const cols = Math.floor(b.w/18);
b.windows.forEach(win=>{
let wx = b.x + 6 + win.c*18;
let wy = b.y + 10 + win.r*20;
ctx.fillStyle = win.on ? '#ffd23f' : '#0a1022';
if(win.on){
ctx.fillStyle='#ffeb8a';
ctx.fillRect(wx,wy,10,12);
ctx.fillStyle='rgba(255,255,255,.5)';
ctx.fillRect(wx,wy,10,2);
} else {
ctx.fillStyle='#0d1a33';
ctx.fillRect(wx,wy,10,12);
}
});
// antenna
if(Math.random()<0.0){}
// building outline
ctx.strokeStyle='rgba(0,0,0,.35)';
ctx.lineWidth=1;
ctx.strokeRect(b.x,b.y,b.w,b.h);
});
// trajectory preview
if(!projectile && !gameOver){
ctx.save();
ctx.setLineDash([4,6]);
ctx.strokeStyle='rgba(255,210,63,.55)';
ctx.lineWidth=1.5;
ctx.beginPath();
trajectoryPoints.forEach((p,i)=>{
if(i===0) ctx.moveTo(p.x,p.y);
else ctx.lineTo(p.x,p.y);
});
ctx.stroke();
ctx.setLineDash([]);
// dots
trajectoryPoints.forEach((p,i)=>{
if(i%6===0){
ctx.fillStyle=i===0?'#ffd23f':'rgba(255,210,63,.9)';
ctx.beginPath(); ctx.arc(p.x,p.y, i===0?4:2,0,Math.PI*2); ctx.fill();
}
});
ctx.restore();
}
// gorillas
gorillas.forEach((g,idx)=>{
let isActive = idx===turn && !gameOver && !projectile;
let bx = g.x, by = g.y;
// shadow on roof
ctx.fillStyle='rgba(0,0,0,.3)';
ctx.fillRect(bx-18, by-2, 36, 4);
// legs
ctx.fillStyle= idx===0?'#b91c1c':'#0e7490';
ctx.fillRect(bx-10, by-14, 8,14);
ctx.fillRect(bx+2, by-14, 8,14);
// body
ctx.fillStyle= idx===0?'#ff3b30':'#2ec4ff';
ctx.fillRect(bx-14, by-34, 28,22);
// belly
ctx.fillStyle='rgba(255,255,255,.18)';
ctx.fillRect(bx-8, by-28, 16,12);
// arms
ctx.fillStyle= idx===0?'#d9241a':'#1a9bc4';
ctx.fillRect(bx-18, by-30, 6,16);
ctx.fillRect(bx+12, by-30, 6,16);
// banana arm aiming
let rad = angle*Math.PI/180;
let dir = idx===0?1:-1;
// if active, show arm angle
if(isActive){
ctx.save();
ctx.translate(bx+ (dir>0?12:-12), by-26);
ctx.rotate(dir>0 ? -rad : Math.PI+rad);
ctx.fillStyle='#ffd23f';
ctx.fillRect(0,-3,18,6);
// banana tip
ctx.fillStyle='#ff8c00';
ctx.beginPath(); ctx.ellipse(18,0,6,3,0,0,Math.PI*2); ctx.fill();
ctx.restore();
} else {
// idle arm
ctx.fillStyle='#ffd23f';
ctx.fillRect(bx+8, by-26, 12,4);
}
// head
ctx.fillStyle='#1a1200';
ctx.fillRect(bx-10, by-46, 20,16);
ctx.fillStyle= idx===0?'#ff3b30':'#2ec4ff';
ctx.fillRect(bx-10, by-46, 20,4);
// eyes
ctx.fillStyle='#fff';
ctx.fillRect(bx-7, by-40, 5,4);
ctx.fillRect(bx+2, by-40, 5,4);
ctx.fillStyle='#000';
ctx.fillRect(bx-5, by-39, 2,2);
ctx.fillRect(bx+4, by-39, 2,2);
// nose
ctx.fillStyle='#6b3a1a';
ctx.fillRect(bx-2, by-36, 4,3);
// active glow
if(isActive){
ctx.strokeStyle= idx===0?'rgba(255,59,48,.9)':'rgba(46,196,255,.9)';
ctx.lineWidth=2;
ctx.setLineDash([6,4]);
ctx.strokeRect(bx-18, by-48, 36, 48);
ctx.setLineDash([]);
}
// label
ctx.fillStyle='rgba(0,0,0,.6)';
ctx.fillRect(bx-18, by-58, 36, 10);
ctx.fillStyle='#fff';
ctx.font='700 9px JetBrains Mono';
ctx.textAlign='center';
ctx.fillText(idx===0?'P1':'P2', bx, by-51);
});
// projectile
if(projectile){
// trail
projectile.trail.forEach((p,i)=>{
let a = i/projectile.trail.length;
ctx.fillStyle=`rgba(255,210,63,${a*0.7})`;
ctx.beginPath(); ctx.arc(p.x,p.y, 3*a+1,0,Math.PI*2); ctx.fill();
});
// banana
ctx.save();
ctx.translate(projectile.x, projectile.y);
ctx.rotate(projectile.rot);
ctx.fillStyle='#ffd23f';
// curved banana shape
ctx.beginPath();
ctx.ellipse(0,0,10,5,0,0,Math.PI*2); ctx.fill();
ctx.fillStyle='#ff8c00';
ctx.beginPath(); ctx.ellipse(6,0,3,2,0,0,Math.PI*2); ctx.fill();
ctx.fillStyle='#1a1200';
ctx.beginPath(); ctx.arc(-8,0,2,0,Math.PI*2); ctx.fill();
ctx.restore();
}
// particles / explosion
particles.forEach(p=>{
ctx.globalAlpha = p.life;
ctx.fillStyle=p.color;
ctx.beginPath(); ctx.arc(p.x,p.y,p.r,0,Math.PI*2); ctx.fill();
// glow
ctx.fillStyle=p.glow;
ctx.beginPath(); ctx.arc(p.x,p.y,p.r*1.8,0,Math.PI*2); ctx.fill();
});
ctx.globalAlpha=1;
// wind indicator on canvas
// blast radius hint when tuning
if(isLiveTuned()){
ctx.fillStyle='rgba(255,210,63,.08)';
ctx.font='10px JetBrains Mono';
ctx.textAlign='left';
ctx.fillText('LIVE TUNING ACTIVE', 14, H-46);
}
}
function drawCloud(x,y,s){
ctx.beginPath();
ctx.ellipse(x,y,28*s,14*s,0,0,Math.PI*2);
ctx.ellipse(x+18*s,y-6*s,20*s,12*s,0,0,Math.PI*2);
ctx.ellipse(x-16*s,y-4*s,18*s,10*s,0,0,Math.PI*2);
ctx.fill();
}
function fire(){
if(projectile || gameOver) return;
let g = gorillas[turn];
let dir = turn===0?1:-1;
let rad = angle*Math.PI/180;
let vx = Math.cos(rad)*power*cfg.velocityScale * dir;
let vy = -Math.sin(rad)*power*cfg.velocityScale;
projectile = {
x: g.x + dir*14,
y: g.y - 26,
vx, vy,
rot: dir>0? -rad : Math.PI+rad,
trail: []
};
fireBtn.disabled=true;
// sound placeholder via WebAudio beep
try{ beep(180,0.12,'square',0.2);}catch(e){}
// launch loop
requestAnimationFrame(tick);
}
function tick(){
if(!projectile) return;
// physics
projectile.vy += cfg.gravity;
projectile.vx += wind*0.018; // continuous horizontal force
projectile.x += projectile.vx;
projectile.y += projectile.vy;
projectile.rot += 0.22;
projectile.trail.push({x:projectile.x,y:projectile.y});
if(projectile.trail.length>18) projectile.trail.shift();
// collisions
const H = canvas.height;
// ground
if(projectile.y >= H-36){
explode(projectile.x, H-36);
return;
}
// building collision (stop at first)
for(let b of buildings){
if(projectile.x>=b.x && projectile.x<=b.x+b.w && projectile.y>=b.y && projectile.y<=b.y+b.h){
explode(projectile.x, projectile.y);
return;
}
}
// gorilla direct hit (small radius)
for(let i=0;i<gorillas.length;i++){
let g = gorillas[i];
let dx = projectile.x - g.x;
let dy = projectile.y - (g.y-24);
if(Math.sqrt(dx*dx+dy*dy) < 18){
explode(projectile.x, projectile.y);
return;
}
}
// out of bounds
if(projectile.x< -20 || projectile.x> canvas.width+20 || projectile.y< -40){
// miss, next turn
projectile=null;
nextTurn();
return;
}
// continue
requestAnimationFrame(tick);
}
function explode(x,y){
// create particles
let blast = cfg.blastRadius;
for(let i=0;i<28;i++){
let ang = Math.random()*Math.PI*2;
let sp = rand(2,7);
particles.push({
x,y,
vx: Math.cos(ang)*sp,
vy: Math.sin(ang)*sp - rand(0,3),
r: rand(3,7),
life:1,
color: `hsl(${rand(18,48)},100%,${rand(50,65)}%)`,
glow: `hsla(${rand(18,35)},100%,60%,0.25)`
});
}
// scorch
scorchMarks.push({x, r: blast*0.7});
// check kill
let killed = null;
let effectiveRadius = cfg.damageMode==='falloff' ? blast*0.7 : blast;
gorillas.forEach((g,idx)=>{
let dx = g.x - x;
let dy = (g.y-20) - y;
let dist = Math.sqrt(dx*dx+dy*dy);
// also consider ground explosion distance to gorilla feet
if(dist <= effectiveRadius){
killed = idx;
}
});
projectile=null;
// animate explosion
let expLife=0;
let expMax=22;
let baseParticles = [...particles];
function expFrame(){
expLife++;
particles.forEach(p=>{
p.x+=p.vx; p.y+=p.vy; p.vy+=0.22; p.vx*=0.98; p.life-=0.045; p.r*=0.985;
});
particles = particles.filter(p=>p.life>0);
// expanding ring
if(expLife<expMax){
requestAnimationFrame(expFrame);
} else {
particles=[];
if(killed!==null){
// winner is the player who fired (turn)
let winner = turn;
// if suicide? if killed is same as turn, then opponent wins
if(killed===turn){
winner = turn===0?1:0;
winDesc.textContent = `Self-destruct! Banana blew up your own gorilla — ${effectiveRadius.toFixed(0)}px blast`;
} else {
let dx = gorillas[killed].x - x;
let dy = (gorillas[killed].y-20)-y;
let d = Math.sqrt(dx*dx+dy*dy).toFixed(0);
winDesc.textContent = `${killed===0?'Blue':'Red'} gorilla eliminated — ${d}px from blast center (radius ${blast}px)`;
}
score[winner]++;
winTitle.textContent = `PLAYER ${winner+1} WINS!`;
winTitle.style.color = winner===0?'#ff3b30':'#2ec4ff';
winOverlay.classList.add('show');
gameOver=true;
try{ beep(440,0.5,'sawtooth',0.25); setTimeout(()=>beep(660,0.4,'square',0.2),180);}catch(e){}
} else {
// no kill, next turn
try{ beep(90,0.25,'sine',0.2);}catch(e){}
nextTurn();
}
updateHUD();
}
}
// draw expanding ring during explosion via temporary overlay in draw loop
// we hook into main draw by pushing a temporary ring particle
let ring={x,y,r:4, life:1, color:'rgba(255,210,63,0)', glow:'rgba(255,210,63,0)'};
// Instead, animate ring via particles loop above with custom draw
// Quick ring animation using interval
let ringR=4;
let ringInt = setInterval(()=>{
ringR+= blast/14;
if(ringR>blast) clearInterval(ringInt);
},30);
// Override draw to show ring
let oldDraw = draw;
let ringDraw = function(){
oldDraw();
if(expLife<expMax){
ctx.strokeStyle=`rgba(255,210,63,${1-expLife/expMax})`;
ctx.lineWidth=3;
ctx.beginPath(); ctx.arc(x,y, ringR,0,Math.PI*2); ctx.stroke();
ctx.fillStyle=`rgba(255,120,0,${0.25*(1-expLife/expMax)})`;
ctx.beginPath(); ctx.arc(x,y, ringR*0.6,0,Math.PI*2); ctx.fill();
}
};
// Temporarily replace draw for explosion duration
let savedDraw = draw;
draw = ringDraw;
setTimeout(()=>{ draw=savedDraw; }, 700);
expFrame();
}
function nextTurn(){
if(gameOver) return;
turn = turn===0?1:0;
// wind shift if enabled
if(cfg.windShift){
// small random walk + clamp
let n = wind + rand(-1.8,1.8);
// occasionally resample fully
if(Math.random()<0.25) n = rand(cfg.windMin, cfg.windMax);
wind = Math.max(cfg.windMin, Math.min(cfg.windMax, n));
}
computeTrajectory();
updateHUD();
}
// Audio beep
let audioCtx=null;
function beep(freq,dur,type,vol){
if(!audioCtx) audioCtx = new (window.AudioContext||window.webkitAudioContext)();
let o = audioCtx.createOscillator();
let g = audioCtx.createGain();
o.type=type; o.frequency.value=freq;
g.gain.value=vol;
o.connect(g); g.connect(audioCtx.destination);
o.start();
g.gain.exponentialRampToValueAtTime(0.0001, audioCtx.currentTime+dur);
o.stop(audioCtx.currentTime+dur);
}
// Controls bindings
angleSlider.addEventListener('input', e=>{ angle=parseInt(e.target.value); updateHUD(); computeTrajectory(); });
powerSlider.addEventListener('input', e=>{ power=parseInt(e.target.value); updateHUD(); computeTrajectory(); });
document.getElementById('angleMinus').onclick=()=>{ angle=Math.max(0,angle-2); updateHUD(); computeTrajectory(); };
document.getElementById('anglePlus').onclick=()=>{ angle=Math.min(90,angle+2); updateHUD(); computeTrajectory(); };
document.getElementById('powerMinus').onclick=()=>{ power=Math.max(cfg.vMin,power-2); updateHUD(); computeTrajectory(); };
document.getElementById('powerPlus').onclick=()=>{ power=Math.min(cfg.vMax,power+2); updateHUD(); computeTrajectory(); };
fireBtn.onclick=fire;
document.getElementById('randomAimBtn').onclick=()=>{
angle=randInt(15,75); power=randInt(cfg.vMin+10,cfg.vMax-10);
updateHUD(); computeTrajectory();
};
document.getElementById('swapBtn').onclick=()=>{
if(projectile||gameOver) return;
turn=turn===0?1:0; computeTrajectory(); updateHUD();
};
document.getElementById('newMatchBtn').onclick=()=> startNewMatch(false);
document.getElementById('rematchBtn').onclick=()=> startNewMatch(true);
document.getElementById('keepScoreBtn').onclick=()=> startNewMatch(true);
function startNewMatch(keepScore){
winOverlay.classList.remove('show');
gameOver=false;
projectile=null;
particles=[];
if(!keepScore){ /* keep score anyway per spec optional */ }
round++;
generateSkyline();
// alternate starting turn randomly
turn = Math.random()<0.5?0:1;
// keep angle/power but recompute
computeTrajectory();
updateHUD();
updateLiveBadge();
}
// Keyboard
window.addEventListener('keydown', e=>{
if(e.code==='Space'){ e.preventDefault(); fire(); }
if(e.key==='ArrowLeft' || e.key==='a' || e.key==='A'){ angle=Math.max(0,angle-2); updateHUD(); computeTrajectory(); }
if(e.key==='ArrowRight' || e.key==='d' || e.key==='D'){ angle=Math.min(90,angle+2); updateHUD(); computeTrajectory(); }
if(e.key==='ArrowUp' || e.key==='w' || e.key==='W'){ power=Math.min(cfg.vMax,power+2); updateHUD(); computeTrajectory(); }
if(e.key==='ArrowDown' || e.key==='s' || e.key==='S'){ power=Math.max(cfg.vMin,power-2); updateHUD(); computeTrajectory(); }
});
// Tuning panel logic
const overlay = document.getElementById('tuningOverlay');
document.getElementById('openTuning').onclick=()=>{
overlay.classList.add('open');
document.getElementById('openTuning').classList.add('active');
};
document.getElementById('closeTuning').onclick=()=>{
overlay.classList.remove('open');
document.getElementById('openTuning').classList.remove('active');
};
overlay.addEventListener('click', e=>{ if(e.target===overlay){ overlay.classList.remove('open'); }});
function bindCfg(){
const b = document.getElementById('cfgBlast'), bn=document.getElementById('cfgBlastN');
const g=document.getElementById('cfgGrav'), gn=document.getElementById('cfgGravN');
const bc=document.getElementById('cfgBCount'), bcn=document.getElementById('cfgBCountN');
b.value=cfg.blastRadius; bn.value=cfg.blastRadius;
g.value=cfg.gravity; gn.value=cfg.gravity;
document.getElementById('cfgWindMin').value=cfg.windMin;
document.getElementById('cfgWindMax').value=cfg.windMax;
document.getElementById('cfgWindShift').checked=cfg.windShift;
bc.value=cfg.buildingCount; bcn.value=cfg.buildingCount;
document.getElementById('cfgHMin').value=cfg.hMin;
document.getElementById('cfgHMax').value=cfg.hMax;
document.getElementById('cfgVMin').value=cfg.vMin;
document.getElementById('cfgVMax').value=cfg.vMax;
document.getElementById('cfgDmgInside').checked=cfg.damageMode==='inside';
document.getElementById('cfgDmgFalloff').checked=cfg.damageMode==='falloff';
// sync
b.oninput=()=>{ bn.value=b.value; };
bn.oninput=()=>{ b.value=bn.value; };
g.oninput=()=>{ gn.value=g.value; };
gn.oninput=()=>{ g.value=gn.value; };
bc.oninput=()=>{ bcn.value=bc.value; };
bcn.oninput=()=>{ bc.value=bcn.value; };
}
bindCfg();
document.getElementById('applyCfg').onclick=()=>{
let nb = parseInt(document.getElementById('cfgBlastN').value)||42;
let ng = parseFloat(document.getElementById('cfgGravN').value)||0.35;
let wmin = parseFloat(document.getElementById('cfgWindMin').value);
let wmax = parseFloat(document.getElementById('cfgWindMax').value);
let wshift = document.getElementById('cfgWindShift').checked;
let bc = parseInt(document.getElementById('cfgBCountN').value)||10;
let hmin = parseInt(document.getElementById('cfgHMin').value)||80;
let hmax = parseInt(document.getElementById('cfgHMax').value)||280;
let vmin = parseInt(document.getElementById('cfgVMin').value)||1;
let vmax = parseInt(document.getElementById('cfgVMax').value)||100;
let dmg = document.getElementById('cfgDmgFalloff').checked ? 'falloff':'inside';
// clamp
cfg.blastRadius = Math.max(10,Math.min(120,nb));
cfg.gravity = Math.max(0.05,Math.min(1.2,ng));
cfg.windMin = Math.min(wmin,wmax); cfg.windMax=Math.max(wmin,wmax);
cfg.windShift=wshift;
cfg.buildingCount=Math.max(8,Math.min(14,bc));
cfg.hMin=Math.min(hmin,hmax); cfg.hMax=Math.max(hmin,hmax);
cfg.vMin=Math.min(vmin,vmax); cfg.vMax=Math.max(vmin,vmax);
cfg.damageMode=dmg;
// clamp current power/angle to new bounds
power = Math.max(cfg.vMin, Math.min(cfg.vMax, power));
// wind re-clamp
wind = Math.max(cfg.windMin, Math.min(cfg.windMax, wind));
updateLiveBadge();
updateHUD();
computeTrajectory();
overlay.classList.remove('open');
document.getElementById('openTuning').classList.remove('active');
// if building count/height changed, regenerate on next match — but also offer immediate?
// we keep current skyline until next match per spec (takes effect next skyline) — but update preview
};
document.getElementById('resetCfg').onclick=()=>{
cfg={...defaults};
bindCfg();
updateLiveBadge();
updateHUD();
computeTrajectory();
};
// init
generateSkyline();
updateLiveBadge();
updateHUD();
function loop(){
draw();
requestAnimationFrame(loop);
}
loop();
// responsive canvas scaling is CSS, but keep internal res fixed
</script>
</body>
</html>
<!-- agent-meta {"model":"meta/muse-spark-1.2-contributor","provider":"openrouter","persona":"full","sessionId":"df2a93b6-053e-4b03-9cb2-2a64f5db7d9f","tokensIn":46744,"tokensOut":14352,"tokensTotal":61096,"cost":0.0070884139999999995,"turns":3,"toolCalls":2,"failedToolCalls":0,"timestamp":"2026-08-23T01:43:44.496Z"} -->