A compact, mobile-friendly 2D RTS playable in the browser. Inspired by classic C&C/Red Alert/Dune 2000 and modern browser RTS. Built with HTML, CSS, and vanilla JS (no deps).
- Grid map, camera with zoom, mouse/touch input, mobile-friendly UI.
- Units: Worker (harvest), Soldier (ranged). Buildings: HQ, Refinery, Barracks, Turret, Power.
- Economy with ore patches, harvesting, dropoff at HQ/Refinery, population cap from buildings.
- Selection (click/tap, drag-box), commands: Move, Attack, Harvest, Stop.
- Build placement with proximity rule (near HQ), production queues, pop limits.
- A* pathfinding and simple collision handling.
- Combat with hitscan, HP bars, and turret auto-defense.
- Simple enemy AI that spawns waves and targets your HQ. Destroy enemy HQ to win.
- Open
index.htmlin any modern browser (Chrome/Edge/Firefox/Safari). No server required.
- Selection: Click/Tap a unit/building. Drag to box-select units. Selected entities show a cyan ring/outline.
- Pan/Scroll: Toggle the "Pan" button to drag the map. Use range slider to zoom.
- Commands:
- Move: Click ground.
- Attack: Click enemy.
- Harvest: Click ore (workers only).
- Stop: Stops selected units.
- Build: Select HQ (or relevant building), then click a build button (Refinery/Barracks/Turret/Power). Tap on the map near HQ to place.
- Produce: Select HQ/Barracks to produce Worker/Soldier.
- Keyboard shortcuts: M (Move), A (Attack), H (Harvest), S (Stop), Esc (Cancel).
- Start harvesting early with your Worker to fund builds.
- Build a Refinery for faster drop-off and a Power to extend population cap.
- Place a Turret near your HQ or chokepoints for early defense.
- Enemy waves escalate slowly; prepare before engaging the enemy HQ.
- Canvas renders a tile map at 32px/tile internally. Camera manages zoom and translation.
- A* uses 4-way movement and avoids building-occupied tiles.
- Turrets auto-target enemies within 6 tiles, ~0.7 shots/sec.
- Hitscan damage for performance; projectiles omitted to keep code compact.
- No building power grid or advanced tech tree.
- Basic AI; could add scouting, expansion, path grouping, or micro.
- Add rally points, guard/hold position, and formation movement.
- Sound effects, sprite art, and minimap would improve immersion.
MIT