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Arcade › Color Link Arena
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Create a browser-based 2D game titled “Color Link Arena,” rendered full-screen on an HTML canvas with a dark neon arcade aesthetic. Use a very dark navy vertical gradient background (#0d1630 to #080b17), subtle blue-gray grid lines across the play area, rounded panels, glowing colored circles, and a fixed HTML HUD over the canvas. The game should work with mouse and touch pointer dragging. At startup, show a centered modal overlay over the arena: a dark translucent navy rounded rectangle with a thin blue border and shadow. Display the Korean title “컬러 링크 아레나,” instructions explaining that the player should connect same-colored circles in one continuous stroke and that longer connections increase attack power, a smaller note saying not to cross lines and that each character has a unique skill, and a cyan rounded “전투 시작” button. Hide the modal when the button is pressed and initialize the battle. The fixed top HUD should show the title “COLOR LINK ARENA” on the left and four dark rounded pill counters on the right: a heart icon with player HP, an enemy icon with enemy HP, crossed-swords icon with current link power, and a wave icon with the current wave. Start at player health 100, enemy health 100, power 0, and wave 1. The main battle layout is a large rounded rectangular board on the left, beginning around x=24 and y=132, occupying up to about 68% of the viewport width and about 58% of the viewport height (with responsive bounds). Put the instruction text above it: “같은 색 원을 한붓그리기로 연결” and “손을 떼면 즉시 공격 · 원이 다시 채워집니다.” Inside the board place a 5-column by 4-row grid of 20 glowing circular nodes. Nodes are evenly distributed with margins inside the board; their radius is responsive, roughly 17–27 pixels. Use four node colors: red/pink (“블레이즈,” skill “폭발 피해”), blue (“프로스트,” skill “공격 지연”), green (“리프,” skill “체력 회복”), and yellow (“볼트,” skill “연쇄 강화”). Arrange the initial colors deterministically in a varied pattern based on row and column, then assign a random color when a node refills. Each node is a filled neon circle with a colored glow, a pale highlight spot near its upper-left edge, and a thin light outline; nodes subtly pulse in size. On the right, draw a tall dark maroon enemy panel beginning around 73% of viewport width and y=105, with a darker red border. Center a stylized purple “VOID BEAST” enemy in it: a purple glowing circular body about 48 pixels radius, two dark eyes, and a short pink rectangular mouth. Label it “VOID BEAST” below in pale pink. Make the enemy briefly scale up when hit. The enemy attacks automatically over time: at wave 1 it attacks about every 3.8 seconds, with a minimum possible interval of 1.5 seconds, dealing 7 + 1.3 times the current wave damage to player HP. Show floating red/pink damage text such as “-8 HP.” If player HP reaches zero, stop the game and show a centered game-over modal titled “전투 종료,” explaining the wave at which the player fell and advising the player to connect longer same-color links, with a “다시 시작” button that resets the game. Core mechanic: when the player presses/touches a full node, begin a path and set power to 1. While dragging, only add a node if it is full, matches the starting node’s color, is adjacent to the previous node in any of the eight directions (horizontal, vertical, or diagonal), and has not already been used in the current path. Draw the active path as a thick glowing line in the selected color, with a thinner pale highlight line, and extend the line to the current pointer position. Releasing the pointer ends the path. A path of one node does nothing and resets power to 0; a path of two or more nodes immediately attacks. Calculate attack damage as 8 + (link count squared × 2). Apply the color skills exactly as follows: red adds 12 damage; yellow adds link count × 5 damage; blue sets an enemy slow effect for 3 seconds, reducing the enemy attack timing while active; green restores link count × 5 player HP, capped at 100. Still apply the normal damage for every color. On attack, subtract damage from enemy HP, show a floating message near the enemy in the form “[Korean color label] · [count] LINK · -[damage]” using that color, and emit roughly 18 colored particles traveling outward from the enemy. Every node in the completed path becomes empty and fades out, then refills after about 0.42 seconds with a random color. Prevent starting a new path while nodes are refilling. Clear current path and reset power after an attack. When enemy HP reaches zero, advance to the next wave, increase enemy maximum/current health to 100 + wave × 28, reset the enemy attack timer, generate a fresh 5x4 node board, and display a floating white “WAVE [number]!” message. Continue indefinitely through waves. Update HUD health values using nonnegative rounded-up numbers. Animate particles with gravity and fading, floating combat text moving upward and fading, node pulses, enemy hit feedback, and all attack timing at animation-frame speed. Keep the canvas responsive on window resize and recalculate board/node positions without changing the overall layout. Use Korean text where specified and retain the English title, VOID BEAST label, and LINK combat notation visible in the reference UI.