Warlock Orb Code Arcade Wizard Review
<!-- UI Overlay --> <div class="ui-overlay top-0 left-0 right-0 p-4 md:p-6"> <div class="flex justify-between items-start max-w-7xl mx-auto"> <div class="glass-panel p-4 md:p-6"> <div class="text-xs text-[var(--muted)] uppercase tracking-widest mb-1">Score</div> <div class="score-display" id="scoreDisplay">0</div> </div> <div class="glass-panel p-4 md:p-6 text-right"> <div class="text-xs text-[var(--muted)] uppercase tracking-widest mb-2">Combo</div> <div class="combo-bar w-32 md:w-48 mb-2"> <div class="combo-fill" id="comboFill" style="width: 0%"></div> </div> <div class="text-sm text-[var(--accent)] font-bold" id="comboText">x1</div> </div> </div> </div>
You step inside. The air tastes of ozone and burnt sage. warlock orb code arcade wizard
// Charge indicator if (isCharging) const chargeProgress = Math.min((Date.now() - chargeStart) / CONFIG.chargeTime, 1); ctx.beginPath(); ctx.arc(this.x, this.y, CONFIG.playerSize + 10, -Math.PI / 2, -Math.PI / 2 + Math.PI * 2 * chargeProgress); ctx.strokeStyle = chargeProgress >= 1 ? COLORS.secondary : COLORS.accent; ctx.lineWidth = 3; ctx.stroke(); COLORS
// Regenerate orbs if (orbCount < CONFIG.maxOrbs && Math.random() < 0.01) orbCount++; updateUI(); COLORS.secondary : COLORS.accent
// Subtle grid ctx.strokeStyle = 'rgba(0, 255, 170, 0.03)'; ctx.lineWidth = 1; const gridSize = 60; for (let x = 0; x < canvas.width; x += gridSize) ctx.beginPath(); ctx.moveTo(x, 0); ctx.lineTo(x, canvas.height); ctx.stroke();





