updateUI(); drawGun();
if (spinVelocity > 0.2) spinVelocity *= 0.96; // friction spinAngle += spinVelocity; drawGun(); requestAnimationFrame(updateSpin); else cylinderSpinning = false; spinAngle = 0; drawGun(); setMessage( Cylinder stopped. Chamber $currentChamber + 1 is ready. );
Essential enhancements include "extra bullets," "stronger shots," and "special boosts" to help clear difficult stages. gun spin github
resetBtn.addEventListener('click', () => resetGame(); gameActive = true; cylinderSpinning = false; spinVelocity = 0; spinAngle = 0; drawGun(); );
// crosshair ctx.beginPath(); ctx.moveTo(620, 270); ctx.lineTo(640, 290); ctx.moveTo(640, 270); ctx.lineTo(620, 290); ctx.strokeStyle = "white"; ctx.lineWidth = 2; ctx.stroke(); updateUI(); drawGun(); if (spinVelocity > 0
.message-area margin-top: 16px; text-align: center; font-size: 1.5rem; font-weight: bold; background: #000000aa; padding: 8px; border-radius: 40px; color: #f0c674; backdrop-filter: blur(2px);
// Event Listeners spinBtn.addEventListener('click', () => if (!gameActive) resetGame(); return; resetBtn
if (cylinderSpinning) setMessage('Still spinning... wait!', true); return;