Shadows
GPT 5.6 Luna Pro · typescript

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Imported historical artifact. Its exact original instructions and lineage are not known.
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Inspect original source 21,320 bytes · SHA-256 125521f9456d
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Shadows of the Abyss</title>
<style>
/* ── css: theme ── */
:root{font-family:Inter,ui-sans-serif,system-ui,sans-serif;color:#e9e5ee;background:#08070d}*{box-sizing:border-box}body{margin:0;background:radial-gradient(circle at 50% -10%,#2a1630 0,#100c18 42%,#07070b 100%);min-height:100vh}.app{min-height:100vh;display:flex;justify-content:center}.shell{width:min(1180px,100%);padding:22px 28px 30px}.topbar{display:flex;justify-content:space-between;align-items:center;border-bottom:1px solid #3a2b45;padding-bottom:14px;margin-bottom:20px}.brand{letter-spacing:.16em;text-transform:uppercase;color:#caa6d8;font-weight:800;font-size:13px}.brand b{color:#efc56e}.crumb{color:#80758b;font-size:12px}.screen-title{font-family:Georgia,serif;font-size:34px;margin:4px 0 6px;color:#f3e9f5}.subtitle{color:#958b9c;line-height:1.6}.panel{background:linear-gradient(145deg,rgba(29,22,38,.96),rgba(15,14,24,.96));border:1px solid #493852;border-radius:14px;box-shadow:0 18px 45px #0008}.btn{border:1px solid #70526f;background:#241a2d;color:#f4e9f4;border-radius:8px;padding:11px 15px;font-weight:700;cursor:pointer;transition:.18s}.btn:hover{transform:translateY(-2px);border-color:#d2a7d8;background:#35233f}.btn.gold{background:#5a3d22;border-color:#b17d3b}.btn.danger{border-color:#9a4f5b}.btn:disabled{opacity:.4;cursor:not-allowed;transform:none}.choose{display:grid;grid-template-columns:repeat(3,1fr);gap:16px;margin-top:28px}.class-card{padding:22px;min-height:290px;display:flex;flex-direction:column;justify-content:space-between}.class-card h2{font-family:Georgia,serif;margin:8px 0;font-size:26px}.sig{color:#d7a2db;font-size:13px}.class-card p{color:#a79daa;line-height:1.55;font-size:14px}.class-card.blood{border-top:3px solid #b64b61}.class-card.shadow{border-top:3px solid #8067c9}.class-card.hell{border-top:3px solid #d87a3e}.glyph{font-size:36px}.hud{display:flex;gap:10px;align-items:center}.meter{padding:8px 11px;border:1px solid #3e3049;border-radius:8px;color:#bcb0c5;font-size:13px}.meter strong{color:#f2d37b}.map{position:relative;padding:22px;margin-top:18px;overflow:hidden}.map:before{content:'';position:absolute;inset:0;background:linear-gradient(100deg,transparent 48%,#5e3b65 49%,transparent 50%);opacity:.12}.map-head{display:flex;justify-content:space-between;align-items:end}.map-grid{display:grid;grid-template-columns:repeat(7,1fr);gap:10px;margin-top:22px}.floor{grid-column:1/-1;display:grid;grid-template-columns:repeat(7,1fr);gap:10px;min-height:54px}.node{min-height:54px;border:1px solid #51405c;border-radius:10px;background:#1b1724;color:#cfc4d4;cursor:pointer;font-size:12px;font-weight:700}.node small{display:block;font-size:18px;margin-bottom:2px}.node:hover{border-color:#d1a2d8;box-shadow:0 0 15px #a764b033}.node.lock{opacity:.3;cursor:default}.node.current{outline:2px solid #e4b95e}.node.boss{border-color:#b64b61;color:#ef9a9a}.node.elite{border-color:#c1874f}.combat-layout{display:grid;grid-template-columns:1fr 310px;gap:16px}.arena{padding:20px;min-height:520px}.enemies{display:flex;justify-content:center;gap:18px;flex-wrap:wrap;min-height:230px;align-items:center}.enemy{width:190px;padding:16px;text-align:center;border:1px solid #593a4a;border-radius:14px;background:linear-gradient(#2c1826,#16131d);position:relative}.enemy.dead{opacity:.22;filter:grayscale(1)}.enemy h3{margin:8px 0;font-family:Georgia,serif}.enemy .avatar{font-size:45px}.intent{color:#f0b86d;font-size:12px;border:1px solid #674b35;padding:5px;border-radius:5px;display:inline-block}.hpbar{height:8px;background:#301c2a;border-radius:4px;overflow:hidden;margin:8px 0}.hpbar i{display:block;height:100%;background:linear-gradient(90deg,#a63e5f,#dd6e63)}.combat-log{font-size:12px;color:#938898;min-height:42px;border-top:1px solid #33283c;margin-top:16px;padding-top:10px}.hand{display:flex;gap:10px;overflow-x:auto;padding:14px 0 4px}.card{flex:0 0 138px;min-height:154px;border:1px solid #5d4966;border-radius:10px;background:linear-gradient(150deg,#292039,#171421);padding:11px;cursor:pointer;display:flex;flex-direction:column}.card:hover{transform:translateY(-5px);border-color:#d1a2d8}.card.unplayable{opacity:.48;cursor:not-allowed}.card .cost{float:right;color:#f1c86b;font-size:19px;font-weight:800}.card h4{margin:18px 0 10px;font-family:Georgia,serif;color:#f0dff2}.card p{font-size:11px;color:#b9acbe;line-height:1.35;margin:auto 0}.card em{font-size:10px;color:#a782b5}.side{padding:18px}.side h3{font-family:Georgia,serif;margin-top:0}.statrow{display:flex;justify-content:space-between;border-bottom:1px solid #30283a;padding:10px 0;color:#b2a5b7}.combat-actions{display:flex;justify-content:space-between;align-items:center;margin-top:10px}.reward-grid,.shop-grid{display:grid;grid-template-columns:repeat(3,1fr);gap:14px;margin:20px 0}.reward-card{padding:16px;min-height:180px}.event{padding:28px;max-width:760px;margin:30px auto}.event h2{font-family:Georgia,serif;font-size:30px}.choices{display:flex;flex-direction:column;gap:10px;margin-top:22px}.toast{position:fixed;bottom:20px;left:50%;transform:translateX(-50%);background:#291c30;border:1px solid #a56db0;padding:12px 18px;border-radius:8px;color:#f4dff4;z-index:5} @media(max-width:800px){.shell{padding:16px}.choose,.combat-layout,.reward-grid,.shop-grid{grid-template-columns:1fr}.map-grid{gap:5px}.floor{gap:5px}.node{font-size:10px}.side{order:-1}.screen-title{font-size:28px}}
</style>
</head>
<body>
<div id="app" class="app"></div>
<script>
(function () {
'use strict';
var __mods = {};
var __cache = {};
var __map = {};
function __require(id) {
if (__cache[id]) return __cache[id].exports;
var module = __cache[id] = { exports: {} };
var factory = __mods[id];
if (!factory) throw new Error("Module not found: " + id);
factory(module.exports, function (spec) {
var target = (__map[id] && __map[id][spec]) || spec;
return __require(target);
}, module);
return module.exports;
}
// ── module: src/main.ts ──
__mods["src/main.ts"] = function (exports, require, module) {
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const $ = (s) => document.querySelector(s);
let screen = 'select', cls = 'blood', act = 1, floor = 1, gold = 99, hp = 70, maxHp = 70, energy = 3, block = 0, strength = 0, dex = 0, draw = [], discard = [], hand = [], exhausted = [], enemies = [], log = 'Choose a cursed archetype.', turn = 1, relics = [];
const names = { blood: 'Blood Reaper', shadow: 'Shadowmancer', hell: 'Hellforged' };
const emojis = { blood: '🩸', shadow: '🌑', hell: '🔥' };
function card(name, cost, type, desc, x = {}) { return { name, cost, type, desc, ...x }; }
function starter() { const a = []; for (let i = 0; i < 5; i++)
a.push(card('Strike', 1, 'Attack', 'Deal 6 damage.', { dmg: 6 })); for (let i = 0; i < 4; i++)
a.push(card('Defend', 1, 'Skill', 'Gain 5 Block.', { block: 5 })); a.push(classCard()); return a; }
function classCard() { if (cls === 'blood')
return card('Sanguine Strike', 1, 'Attack', 'Deal 8 damage. Heal 2 HP.', { dmg: 8, heal: 2 }); if (cls === 'shadow')
return card('Shadow Bolt', 1, 'Attack', 'Deal 6 damage. Apply 1 Weak.', { dmg: 6, weak: 1 }); return card('Firebolt', 1, 'Attack', 'Deal 7 damage. Apply 2 Burn.', { dmg: 7, burn: 2 }); }
function pool() { const basic = [card('Strike+', 1, 'Attack', 'Deal 8 damage.', { dmg: 8 }), card('Defend+', 1, 'Skill', 'Gain 8 Block.', { block: 8 })]; if (cls === 'blood')
return [...basic, card('Hemorrhage', 1, 'Attack', 'Deal 5 damage. Apply 3 Bleed.', { dmg: 5, bleed: 3 }), card('Bloodletting', 1, 'Attack', 'Lose 3 HP. Deal 12 damage.', { dmg: 12 }), card('Crimson Shield', 1, 'Skill', 'Gain 6 Block. Lose 2 HP.', { block: 6 }), card('Life Tap', 0, 'Skill', 'Draw 2 cards. Lose 3 HP.', { draw: 2 })]; if (cls === 'shadow')
return [...basic, card('Grasp of Despair', 1, 'Attack', 'Deal 4 damage. Apply 1 Vulnerable.', { dmg: 4, vuln: 1 }), card('Nightmare Lash', 2, 'Attack', 'Deal 7 damage; +7 if Weak.', { dmg: 7 }), card('Cloak of Shadows', 1, 'Skill', 'Gain 5 Block. Draw 1.', { block: 5, draw: 1 }), card('Shadowform', 2, 'Skill', 'Gain 2 Intangible. Exhaust.', { exhaust: true })]; return [...basic, card('Hellfire Blast', 2, 'Attack', 'Deal 9 damage to ALL enemies.', { dmg: 9, all: true }), card('Searing Strike', 1, 'Attack', 'Deal 6 damage. Gain 1 Energy next turn.', { dmg: 6, energy: 1 }), card('Obsidian Skin', 1, 'Skill', 'Gain 7 Block.', { block: 7 }), card('Summon Imp', 1, 'Skill', 'Add an Imp Claw to your hand. Exhaust.', { exhaust: true })]; }
function startGame(c) { cls = c; screen = 'map'; floor = 1; act = 1; gold = 99; hp = 70; relics = []; render(); }
function mapType(f) { if (f === 15)
return 'BOSS'; if (f === 7 || f === 14)
return 'REST'; if (f === 5)
return 'SHOP'; if (f === 4 || f === 10)
return 'EVENT'; if (f === 9 || f === 12)
return 'ELITE'; return 'ENEMY'; }
function nodeIcon(t) { return { BOSS: '☠', REST: '♨', SHOP: '⚖', EVENT: '?', ELITE: '♜', ENEMY: '✦' }[t] || '•'; }
function enter(f, t) { floor = f; if (t === 'REST')
screen = 'rest';
else if (t === 'SHOP')
screen = 'shop';
else if (t === 'EVENT')
screen = 'event';
else
combat(t === 'BOSS' ? 'boss' : t === 'ELITE' ? 'elite' : 'normal'); render(); }
function combat(kind) { screen = 'combat'; energy = 3; block = 0; strength = 0; dex = 0; turn = 1; draw = starter(); discard = []; hand = []; exhausted = []; const e = (name, h, d, em) => ({ name, hp: h, max: h, intent: 'Attack ' + d, damage: d, str: 0, turn: 1, emoji: em }); if (kind === 'boss')
enemies = [e(act === 1 ? 'Lich King' : act === 2 ? 'Eldritch Treant' : 'Archdemon', act === 1 ? 65 : act === 2 ? 75 : 85, act === 1 ? 8 : act === 2 ? 10 : 12, '👑')];
else if (kind === 'elite')
enemies = [e(act === 1 ? 'Tomb Guardian' : act === 2 ? 'Treant Protector' : 'Dread Knight', act === 1 ? 42 : act === 2 ? 50 : 55, act === 1 ? 6 : act === 2 ? 9 : 12, '♜')];
else
enemies = [e(act === 1 ? 'Skeleton Warrior' : act === 2 ? 'Wraith' : 'Hellhound', act === 1 ? 22 : act === 2 ? 30 : 26, act === 1 ? 6 : act === 2 ? 7 : 8, act === 1 ? '💀' : act === 2 ? '👻' : '🐺')]; drawCards(5); log = 'The abyss watches. Your move.'; }
function drawCards(n) { for (let i = 0; i < n; i++) {
if (!draw.length) {
draw = [...discard].sort(() => Math.random() - .5);
discard = [];
}
if (draw.length && hand.length < 12)
hand.push(draw.pop());
} }
function play(i) { const c = hand[i]; if (!c || c.unplayable || c.cost > energy)
return toast('Not enough energy.'); energy -= c.cost; hand.splice(i, 1); if (c.dmg) {
const targets = c.all ? enemies.filter(e => e.hp > 0) : [enemies.find(e => e.hp > 0)];
targets.forEach(e => { if (e) {
let d = c.dmg + strength;
if (e.vuln)
d = Math.ceil(d * 1.5);
e.hp -= d;
log = `${c.name} tears ${e.name} for ${d}.`;
} });
} if (c.block)
block += c.block + dex; if (c.heal)
hp = Math.min(maxHp, hp + c.heal); if (c.draw)
drawCards(c.draw); if (c.weak)
log += ' Weakness spreads.'; if (c.vuln)
log += ' Vulnerability marks the target.'; if (c.bleed)
log += ' Bleeding deepens.'; if (c.burn)
log += ' Flames cling.'; if (c.energy)
energy += c.energy; if (c.exhaust)
exhausted.push(c);
else
discard.push(c); if (enemies.every(e => e.hp <= 0)) {
winCombat();
return;
} render(); }
function endTurn() { discard.push(...hand); hand = []; enemies.forEach(e => { if (e.hp <= 0)
return; let d = e.damage + e.str; let hit = Math.min(block, d); block -= hit; hp -= d - hit; log = `${e.name} strikes for ${d}.`; e.turn++; e.intent = e.turn % 3 === 0 ? 'Defend 8' : `Attack ${e.damage}`; }); if (hp <= 0) {
screen = 'gameover';
render();
return;
} energy = 3; block = 0; drawCards(5); turn++; render(); }
function winCombat() { gold += floor === 15 ? 50 : floor >= 9 ? 30 : 15; screen = 'reward'; log = 'Victory. The dead yield their secrets.'; if (floor === 15) {
if (act === 3) {
screen = 'win';
}
else {
act++;
floor = 1;
hp = maxHp;
}
} render(); }
function chooseCard(i) { const c = pool()[i % pool().length]; draw.push(c); screen = 'map'; render(); }
function rest(action) { if (action === 'heal')
hp = Math.min(maxHp, hp + 17); if (action === 'forge')
draw.push(card('Strike+', 1, 'Attack', 'Deal 8 damage.', { dmg: 8 })); screen = 'map'; render(); }
function eventChoice(n) { if (n === 1) {
hp -= 10;
gold += 20;
} if (n === 2) {
hp = Math.min(maxHp, hp + 10);
draw.push(card('Doubt', 0, 'Curse', 'Unplayable. Lose 1 HP at turn end.', { unplayable: true }));
} if (n === 3)
gold += 30; screen = 'map'; render(); }
function shopBuy(kind) { if (kind === 'card' && gold >= 50) {
gold -= 50;
draw.push(pool()[2]);
toast('Card purchased.');
}
else if (kind === 'potion' && gold >= 50) {
gold -= 50;
toast('Potion stowed.');
}
else
toast('Not enough gold.'); render(); }
function toast(s) { const d = document.createElement('div'); d.className = 'toast'; d.textContent = s; document.body.append(d); setTimeout(() => d.remove(), 1600); }
function render() { const app = $('#app'); app.innerHTML = `<div class="shell"><div class="topbar"><div class="brand">SHADOWS <b>◈</b> OF THE ABYSS</div><div class="hud">${screen !== 'select' ? `<span class="meter">${emojis[cls]} ${names[cls]}</span><span class="meter">❤ ${hp}/${maxHp}</span><span class="meter">✦ ${gold}g</span>` : ''}</div></div>${view()}</div>`; bind(); }
function view() { if (screen === 'select')
return `<div style="max-width:900px;margin:60px auto"><div class="screen-title">Choose your cursed archetype</div><div class="subtitle">Three fallen disciplines. One climb through the dying world. Every victory sharpens you; every mistake is permanent.</div><div class="choose">${[['blood', '🩸', 'Blood Reaper', 'Sacrifice life for brutal power. Heal through violence.', 'Sanguine Strike'], ['shadow', '🌑', 'Shadowmancer', 'Bend intent, weaken foes, and step outside death.', 'Shadow Bolt'], ['hell', '🔥', 'Hellforged', 'Turn the battlefield into an inferno. Burn and explode.', 'Firebolt']].map(x => `<div class="panel class-card ${x[0]}"><div><div class="glyph">${x[1]}</div><h2>${x[2]}</h2><div class="sig">SIGNATURE · ${x[4]}</div><p>${x[3]}</p></div><button class="btn choose-class" data-class="${x[0]}">Begin the descent →</button></div>`).join('')}</div></div>`; if (screen === 'map')
return `<div class="screen-title">Act ${act} · ${act === 1 ? 'The Crypts' : act === 2 ? 'Blighted Woods' : 'Abyssal Spire'}</div><div class="subtitle">The path rises through cursed stone. Choose your next node; there is no turning back.</div><div class="panel map"><div class="map-head"><div><b>FLOOR ${floor}</b><div class="crumb">The abyss remembers every step.</div></div><div class="crumb">Deck ${draw.length + discard.length + exhausted.length} cards · Relics ${relics.length}</div></div><div class="map-grid">${Array.from({ length: 14 }, (_, j) => { const f = j + 2, t = mapType(f), locked = f !== floor + 1; return `<div class="floor"><button class="node ${t.toLowerCase()} ${locked ? 'lock' : ''} ${f === floor ? 'current' : ''}" data-floor="${f}" data-type="${t}" ${locked ? 'disabled' : ''}><small>${nodeIcon(t)}</small>${t}<br><span>floor ${f}</span></button></div>`; }).join('')}</div></div>`; if (screen === 'combat')
return combatView(); if (screen === 'reward')
return `<div class="event panel"><div class="crumb">VICTORY · FLOOR ${floor}</div><div class="screen-title">The silence returns</div><p class="subtitle">Choose one card to bind into your deck, or leave the reward untouched.</p><div class="reward-grid">${pool().slice(0, 3).map((c, i) => `<div class="panel reward-card"><div class="sig">${c.type.toUpperCase()} · ${c.cost} ENERGY</div><h2>${c.name}</h2><p>${c.desc}</p><button class="btn pick" data-i="${i}">Add to deck</button></div>`).join('')}</div><button class="btn skip">Skip reward →</button></div>`; if (screen === 'rest')
return `<div class="event panel"><div class="crumb">REST SITE · FLOOR ${floor}</div><h2>Embers beneath the crypt</h2><p class="subtitle">A rare moment without teeth. What will you preserve?</p><div class="choices"><button class="btn rest" data-a="heal">Rest · Heal 17 HP</button><button class="btn rest" data-a="forge">Forge · Upgrade a Strike</button><button class="btn rest" data-a="leave">Meditate · Leave the deck untouched</button></div></div>`; if (screen === 'shop')
return `<div class="event panel"><div class="crumb">THE BLACK MARKET · ${gold} GOLD</div><h2>A merchant without a shadow</h2><p class="subtitle">His wares glint with the colors of old blood.</p><div class="shop-grid">${pool().slice(2, 5).map(c => `<div class="panel reward-card"><h2>${c.name}</h2><p>${c.desc}</p><button class="btn gold buy-card">Buy · 50g</button></div>`).join('')}<div class="panel reward-card"><h2>Blood Vial</h2><p>Heal 15 HP.</p><button class="btn gold buy-potion">Buy · 50g</button></div></div><button class="btn leave-shop">Leave shop →</button></div>`; if (screen === 'event')
return `<div class="event panel"><div class="crumb">EVENT · FLOOR ${floor}</div><h2>The Forgotten Altar</h2><p class="subtitle">A blood-stained altar hums beneath the dark. Something beneath it whispers your name.</p><div class="choices"><button class="btn danger event-choice" data-n="1">Offer 10 HP · gain 20 Gold</button><button class="btn event-choice" data-n="2">Pray · heal 10 HP, gain Doubt</button><button class="btn event-choice" data-n="3">Leave it to the dead</button></div></div>`; if (screen === 'gameover')
return endView('THE RUN ENDS', 'The abyss claims another name.', 'Try again'); return endView('THE ABYSS FALLS SILENT', 'The Archdemon is ash. Your forbidden legend begins.', 'Rise again'); }
function endView(a, b, btn) { return `<div class="event panel" style="text-align:center;margin-top:110px"><div class="glyph">☠</div><h1 class="screen-title">${a}</h1><p class="subtitle">${b}</p><button class="btn" id="restart">${btn} →</button></div>`; }
function combatView() { return `<div class="crumb">ACT ${act} · FLOOR ${floor} · TURN ${turn}</div><div class="combat-layout"><div class="panel arena"><div class="enemies">${enemies.map((e, i) => `<div class="enemy ${e.hp <= 0 ? 'dead' : ''}"><div class="avatar">${e.emoji}</div><h3>${e.name}</h3><div class="intent">${e.hp > 0 ? e.intent : 'DEFEATED'}</div><div class="hpbar"><i style="width:${Math.max(0, e.hp / e.max * 100)}%"></i></div><small>${Math.max(0, e.hp)} / ${e.max} HP</small></div>`).join('')}</div><div class="combat-log">${log}</div><div class="hand">${hand.map((c, i) => `<div class="card ${c.unplayable ? 'unplayable' : ''} play-card" data-i="${i}"><span class="cost">${c.cost}</span><em>${c.type}</em><h4>${c.name}</h4><p>${c.desc}</p></div>`).join('')}</div><div class="combat-actions"><span class="meter">ENERGY <strong>${energy}/3</strong> · BLOCK <strong>${block}</strong></span><button class="btn danger end-turn">End turn →</button></div></div><div class="panel side"><h3>Runes & relics</h3><div class="statrow"><span>Vitality</span><b>❤ ${hp}/${maxHp}</b></div><div class="statrow"><span>Strength</span><b>${strength}</b></div><div class="statrow"><span>Draw pile</span><b>${draw.length}</b></div><div class="statrow"><span>Discard</span><b>${discard.length}</b></div><p class="subtitle" style="margin-top:24px">Player turn<br><br>Play cards to spend energy. End your turn to unleash enemy intents.</p></div></div>`; }
function bind() { document.querySelectorAll('.choose-class').forEach(b => b.addEventListener('click', () => startGame(b.dataset.class))); document.querySelectorAll('.node:not([disabled])').forEach(b => b.addEventListener('click', () => enter(+b.dataset.floor, b.dataset.type))); document.querySelectorAll('.play-card').forEach(b => b.addEventListener('click', () => play(+b.dataset.i))); $('.end-turn')?.addEventListener('click', endTurn); document.querySelectorAll('.pick').forEach(b => b.addEventListener('click', () => chooseCard(+b.dataset.i))); $('.skip')?.addEventListener('click', () => { screen = 'map'; render(); }); document.querySelectorAll('.rest').forEach(b => b.addEventListener('click', () => rest(b.dataset.a))); document.querySelectorAll('.event-choice').forEach(b => b.addEventListener('click', () => eventChoice(+b.dataset.n))); $('.buy-card')?.addEventListener('click', () => shopBuy('card')); $('.buy-potion')?.addEventListener('click', () => shopBuy('potion')); $('.leave-shop')?.addEventListener('click', () => { screen = 'map'; render(); }); $('#restart')?.addEventListener('click', () => { screen = 'select'; render(); }); }
render();
};
// ── entry ──
__require("src/main.ts");
})();
</script>
</body>
</html>
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