Spaces:
Running
Running
Update index.html
Browse files- index.html +751 -180
index.html
CHANGED
@@ -10,6 +10,8 @@
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body {
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overflow: hidden;
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touch-action: none;
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}
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#gameCanvas {
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display: block;
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@@ -145,6 +147,42 @@
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pointer-events: none;
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animation: pulse 1.5s infinite;
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}
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</style>
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</head>
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<body class="bg-gray-900 text-white flex flex-col items-center justify-center h-screen">
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@@ -159,7 +197,7 @@
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<button id="startButton" class="bg-yellow-500 hover:bg-yellow-600 text-black font-bold py-3 px-8 rounded-full text-xl transition-all duration-300 transform hover:scale-105 pointer-events-auto">
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开始游戏
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</button>
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<div class="mt-8 grid grid-cols-
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<div class="flex items-center">
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<div class="powerup bg-red-500 mr-2"><i class="fas fa-bolt"></i></div>
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<span>火力增强</span>
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@@ -176,6 +214,21 @@
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<div class="powerup bg-green-500 mr-2"><i class="fas fa-heart"></i></div>
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<span>恢复生命</span>
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</div>
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</div>
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</div>
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@@ -212,6 +265,11 @@
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<!-- 这里会被JavaScript动态填充 -->
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</div>
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<!-- 触摸控制按钮 -->
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<div id="leftBtn" class="control-btn hidden">
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<i class="fas fa-arrow-left"></i>
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@@ -228,6 +286,11 @@
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<div id="fireBtn" class="control-btn hidden">
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<i class="fas fa-bolt text-yellow-400"></i>
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</div>
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</div>
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<!-- 游戏结束界面 -->
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@@ -236,12 +299,20 @@
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<div class="text-3xl mb-8">
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得分: <span id="finalScore" class="text-yellow-400">0</span>
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</div>
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<button id="restartButton" class="bg-yellow-500 hover:bg-yellow-600 text-black font-bold py-3 px-8 rounded-full text-xl transition-all duration-300 transform hover:scale-105 pointer-events-auto">
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再玩一次
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</button>
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</div>
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</div>
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<script>
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// 游戏状态
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const gameState = {
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@@ -252,6 +323,11 @@
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ammo: Infinity,
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speed: 100,
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difficulty: 1,
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plane: {
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x: 0,
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y: 0,
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@@ -276,13 +352,16 @@
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explosions: [],
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bullets: [],
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debris: [],
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powerups: [], //
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homingMissiles: [], //
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effects: [], //
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lastStarTime: 0,
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lastObstacleTime: 0,
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lastCloudTime: 0,
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lastPowerupTime: 0,
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keys: {
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ArrowUp: false,
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ArrowDown: false,
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@@ -290,7 +369,17 @@
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ArrowRight: false,
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Space: false
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},
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isMobile: false
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};
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// 道具类型
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@@ -304,6 +393,7 @@
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game.plane.fireRate = 100; // 更快射击
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game.plane.powerups.rapidFire = Date.now() + POWERUP_TYPES.RAPID_FIRE.duration;
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createEffect('火力增强!', 'red', 1500);
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}
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},
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HOMING_MISSILE: {
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@@ -314,6 +404,7 @@
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effect: (game) => {
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game.plane.powerups.homingMissiles = Date.now() + POWERUP_TYPES.HOMING_MISSILE.duration;
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createEffect('跟踪导弹已激活!', 'purple', 1500);
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}
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},
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SHIELD: {
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@@ -325,6 +416,7 @@
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game.plane.hasShield = true;
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game.plane.shieldDuration = Date.now() + POWERUP_TYPES.SHIELD.duration;
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createEffect('保护罩已启用!', 'blue', 1500);
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}
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},
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HEALTH: {
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@@ -335,6 +427,44 @@
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game.lives = Math.min(game.lives + 1, 5); // 最多5条命
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updateUI();
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createEffect('生命值恢复!', 'green', 1500);
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}
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}
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};
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@@ -358,6 +488,30 @@
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const upBtn = document.getElementById('upBtn');
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const downBtn = document.getElementById('downBtn');
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const fireBtn = document.getElementById('fireBtn');
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// 检测是否移动设备
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function detectMobile() {
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});
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}
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// 更新UI
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function updateUI() {
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scoreDisplay.textContent = gameState.score;
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livesDisplay.textContent = gameState.lives;
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speedDisplay.textContent = Math.floor(gameState.speed);
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ammoDisplay.textContent = gameState.ammo === Infinity ? "∞" : gameState.ammo;
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// 更新道具状态显示
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powerupStatus.innerHTML = '';
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@@ -423,6 +593,32 @@
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</div>
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`;
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}
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}
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// 初始化游戏
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gameState.ammo = Infinity;
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gameState.speed = 100;
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gameState.difficulty = 1;
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gameState.plane = {
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x: canvas.width / 2,
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y: canvas.height / 2,
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gameState.debris = [];
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gameState.powerups = [];
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gameState.homingMissiles = [];
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gameState.effects = [];
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gameState.lastStarTime = 0;
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gameState.lastObstacleTime = 0;
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gameState.lastCloudTime = 0;
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gameState.lastPowerupTime = 0;
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startScreen.classList.add('hidden');
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gameOverScreen.classList.add('hidden');
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// 显示触摸控制按钮(如果是移动设备)
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if (gameState.isMobile) {
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leftBtn.classList.
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rightBtn.classList.
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upBtn.classList.
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downBtn.classList.
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fireBtn.classList.remove('hidden');
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}
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updateUI();
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createInitialClouds();
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requestAnimationFrame(gameLoop);
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}
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});
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}
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-
//
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function createObstacle() {
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const width = Math.random() * 80 + 40;
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const height = Math.random() * 80 + 40;
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type,
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health,
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maxHealth: health,
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isLarge: width > 80
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});
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}
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// 创建道具
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function createPowerup() {
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const size = 40;
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}
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}
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//
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function createBullet() {
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if (gameState.ammo <= 0) return false; // 没有弹药了
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const size = gameState.plane.powerups.rapidFire > Date.now() ? 10 : 8; // 火力增强时子弹更大
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const damage = gameState.plane.powerups.rapidFire > Date.now() ? 2 : 1;
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const speed = gameState.plane.powerups.rapidFire > Date.now() ? 18 : 15;
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const x = gameState.plane.x + 30; // 从飞机前端发射
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const y = gameState.plane.y;
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damage
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});
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//
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if (gameState.plane.powerups.homingMissiles > Date.now() &&
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Math.random() > 0.7) { // 70%概率发射跟踪导弹
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requestAnimationFrame(createHomingMissile);
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gameState.ammo--;
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}
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updateUI();
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return true;
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maxSize: Math.random() * 40 + 40,
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alpha: 1
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});
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}
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//
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function checkCollision(rect1, rect2) {
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return (
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rect1.x < rect2.x + rect2.width &&
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gameOverScreen.classList.remove('hidden');
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finalScore.textContent = gameState.score;
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// 隐藏触摸控制按钮
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leftBtn.classList.add('hidden');
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rightBtn.classList.add('hidden');
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upBtn.classList.add('hidden');
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downBtn.classList.add('hidden');
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fireBtn.classList.add('hidden');
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}
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// 游戏主循环
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// 随着分数增加难度
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gameState.difficulty = 1 + Math.min(gameState.score / 1000, 3);
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//
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if ((gameState.keys.Space || gameState.isFiring) &&
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timestamp - gameState.plane.lastFireTime > gameState.plane.fireRate) {
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createBullet();
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gameState.plane.lastFireTime = timestamp;
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}
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//
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if (gameState.plane.powerups.rapidFire > 0 && gameState.plane.powerups.rapidFire < Date.now()) {
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gameState.plane.powerups.rapidFire = 0;
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gameState.plane.fireRate = 200; // 恢复默认射击速度
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createEffect('保护罩消失', 'blue', 1500);
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}
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if (gameState.keys.ArrowUp || gameState.keys.ArrowDown) {
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gameState.speed = Math.max(
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}
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// 更新水平方向移动
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if (gameState.keys.ArrowLeft) {
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gameState.plane.rotation = Math.max(gameState.plane.rotation - 2, -20);
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gameState.plane.velocity = Math.max(gameState.plane.velocity - 0.5, -5);
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} else if (gameState.keys.ArrowRight) {
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gameState.plane.rotation = Math.min(gameState.plane.rotation + 2, 20);
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gameState.plane.velocity = Math.min(gameState.plane.velocity + 0.5, 5);
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} else {
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}
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// 更新垂直方向移动
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if (gameState.keys.ArrowUp) {
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gameState.plane.verticalVelocity = Math.max(gameState.plane.verticalVelocity - 0.5, -5);
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} else if (gameState.keys.ArrowDown) {
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gameState.plane.verticalVelocity = Math.min(gameState.plane.verticalVelocity + 0.5, 5);
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} else {
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// 如果没有按上下键,垂直速度逐渐归零
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}
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// 生成新障碍物
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if (timestamp - gameState.lastObstacleTime > 1500 / gameState.difficulty) {
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createObstacle();
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gameState.lastObstacleTime = timestamp;
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}
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// 生成新云朵
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if (timestamp - gameState.lastCloudTime > 1000) {
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createCloud();
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gameState.lastCloudTime = timestamp;
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}
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// 生成新道具 (每5-8秒)
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if (timestamp - gameState.lastPowerupTime > (Math.random() * 3000 + 5000) / gameState.difficulty) {
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createPowerup();
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gameState.lastPowerupTime = timestamp;
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}
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// 更新特效
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gameState.effects = gameState.effects.filter(effect =>
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Date.now() - effect.startTime < effect.duration
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if (missile.target.health <= 0) {
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missile.target.hit = true;
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updateUI();
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//
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if (missile.target.isLarge) {
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for (let i = 0; i < 3; i++) {
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gameState.obstacles.push({
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x: missile.target.x + (Math.random() - 0.5) * 50,
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type: missile.target.type,
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health: 1,
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maxHealth: 1,
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isLarge: false
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});
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}
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}
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// 创建碎片效果
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createDebris(missile.target, 12);
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}
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// 创建爆炸效果
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// 更新云朵
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gameState.clouds.forEach(cloud => {
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cloud.x -= cloud.speed;
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});
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gameState.clouds = gameState.clouds.filter(cloud => cloud.x + cloud.size > 0);
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// 更新道具
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gameState.powerups.forEach(powerup => {
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powerup.x -= powerup.speed;
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|
920 |
// 检测与飞机的碰撞
|
921 |
const planeRect = {
|
@@ -936,24 +1264,25 @@
|
|
936 |
powerup.collected = true;
|
937 |
powerup.type.effect(gameState);
|
938 |
updateUI();
|
|
|
939 |
}
|
940 |
});
|
941 |
gameState.powerups = gameState.powerups.filter(powerup =>
|
942 |
powerup.x + powerup.size > 0 && !powerup.collected
|
943 |
);
|
944 |
|
945 |
-
//
|
946 |
gameState.bullets.forEach(bullet => {
|
947 |
-
bullet.x += bullet.speed;
|
948 |
});
|
949 |
gameState.bullets = gameState.bullets.filter(bullet => bullet.x < canvas.width);
|
950 |
|
951 |
// 更新星星
|
952 |
gameState.stars.forEach(star => {
|
953 |
-
star.x -= star.speed;
|
954 |
star.rotation += star.rotationSpeed;
|
955 |
|
956 |
-
//
|
957 |
const planeRect = {
|
958 |
x: gameState.plane.x - gameState.plane.width / 2,
|
959 |
y: gameState.plane.y - gameState.plane.height / 2,
|
@@ -970,15 +1299,26 @@
|
|
970 |
|
971 |
if (checkCollision(planeRect, starRect) && !gameState.gameOver) {
|
972 |
star.collected = true;
|
973 |
-
|
|
|
974 |
updateUI();
|
|
|
975 |
}
|
976 |
});
|
977 |
gameState.stars = gameState.stars.filter(star => star.x + star.size > 0 && !star.collected);
|
978 |
|
979 |
// 更新障碍物
|
|
|
980 |
gameState.obstacles.forEach(obstacle => {
|
981 |
-
obstacle.x -= obstacle.speed;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
982 |
|
983 |
// 检测与飞机的碰撞
|
984 |
const planeRect = {
|
@@ -1014,7 +1354,7 @@
|
|
1014 |
}
|
1015 |
}
|
1016 |
|
1017 |
-
//
|
1018 |
if (!obstacle.hit) {
|
1019 |
const bulletHits = [];
|
1020 |
|
@@ -1026,25 +1366,20 @@
|
|
1026 |
height: bullet.size
|
1027 |
};
|
1028 |
|
1029 |
-
|
1030 |
-
x: obstacle.x - obstacle.collisionWidth / 2,
|
1031 |
-
y: obstacle.y - obstacle.collisionHeight / 2,
|
1032 |
-
width: obstacle.collisionWidth,
|
1033 |
-
height: obstacle.collisionHeight
|
1034 |
-
};
|
1035 |
-
|
1036 |
-
if (checkCollision(bulletRect, obstacleCollisionRect)) {
|
1037 |
obstacle.health -= bullet.damage;
|
1038 |
bulletHits.push(bulletIndex);
|
1039 |
createExplosion(bullet.x, bullet.y);
|
1040 |
|
1041 |
if (obstacle.health <= 0) {
|
1042 |
obstacle.hit = true;
|
1043 |
-
|
|
|
1044 |
updateUI();
|
|
|
1045 |
|
1046 |
-
//
|
1047 |
-
if (obstacle.isLarge) {
|
1048 |
for (let i = 0; i < 3; i++) {
|
1049 |
gameState.obstacles.push({
|
1050 |
x: obstacle.x + (Math.random() - 0.5) * 50,
|
@@ -1057,17 +1392,37 @@
|
|
1057 |
type: obstacle.type,
|
1058 |
health: 1,
|
1059 |
maxHealth: 1,
|
1060 |
-
isLarge: false
|
|
|
|
|
1061 |
});
|
1062 |
}
|
1063 |
}
|
1064 |
|
|
|
|
|
|
|
|
|
|
|
|
|
1065 |
// 创建碎片效果
|
1066 |
-
createDebris(obstacle, 8);
|
|
|
|
|
|
|
|
|
|
|
|
|
1067 |
}
|
1068 |
}
|
1069 |
});
|
1070 |
|
|
|
|
|
|
|
|
|
|
|
|
|
1071 |
// 移除已经击中的子弹
|
1072 |
for (let i = bulletHits.length - 1; i >= 0; i--) {
|
1073 |
gameState.bullets.splice(bulletHits[i], 1);
|
@@ -1076,6 +1431,53 @@
|
|
1076 |
});
|
1077 |
gameState.obstacles = gameState.obstacles.filter(obstacle => obstacle.x + obstacle.width > 0 && !obstacle.hit);
|
1078 |
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1079 |
// 更新爆炸效果
|
1080 |
gameState.explosions.forEach(explosion => {
|
1081 |
explosion.size += 2;
|
@@ -1109,6 +1511,16 @@
|
|
1109 |
});
|
1110 |
});
|
1111 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1112 |
// 绘制碎片
|
1113 |
gameState.debris.forEach(debris => {
|
1114 |
ctx.save();
|
@@ -1134,21 +1546,21 @@
|
|
1134 |
// 绘制闪光效果
|
1135 |
ctx.beginPath();
|
1136 |
ctx.arc(0, 0, powerup.size / 2, 0, Math.PI * 2);
|
1137 |
-
const
|
1138 |
-
|
1139 |
-
|
1140 |
-
ctx.fillStyle =
|
1141 |
ctx.globalAlpha = 0.3;
|
1142 |
ctx.fill();
|
1143 |
ctx.globalAlpha = 1;
|
1144 |
|
1145 |
-
//
|
1146 |
ctx.fillStyle = powerup.type.color;
|
1147 |
ctx.beginPath();
|
1148 |
ctx.arc(0, 0, powerup.size / 2 - 3, 0, Math.PI * 2);
|
1149 |
ctx.fill();
|
1150 |
|
1151 |
-
//
|
1152 |
ctx.strokeStyle = 'white';
|
1153 |
ctx.lineWidth = 2;
|
1154 |
ctx.stroke();
|
@@ -1190,21 +1602,21 @@
|
|
1190 |
ctx.restore();
|
1191 |
});
|
1192 |
|
1193 |
-
//
|
1194 |
gameState.bullets.forEach(bullet => {
|
1195 |
-
const
|
1196 |
bullet.x, bullet.y, 0,
|
1197 |
bullet.x, bullet.y, bullet.size
|
1198 |
);
|
1199 |
-
|
1200 |
-
|
1201 |
|
1202 |
ctx.beginPath();
|
1203 |
ctx.arc(bullet.x, bullet.y, bullet.size, 0, Math.PI * 2);
|
1204 |
-
ctx.fillStyle =
|
1205 |
ctx.fill();
|
1206 |
|
1207 |
-
//
|
1208 |
ctx.beginPath();
|
1209 |
ctx.moveTo(bullet.x - bullet.speed, bullet.y);
|
1210 |
ctx.lineTo(bullet.x, bullet.y);
|
@@ -1213,6 +1625,17 @@
|
|
1213 |
ctx.stroke();
|
1214 |
});
|
1215 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1216 |
// 绘制星星
|
1217 |
gameState.stars.forEach(star => {
|
1218 |
ctx.save();
|
@@ -1245,10 +1668,10 @@
|
|
1245 |
}
|
1246 |
ctx.closePath();
|
1247 |
|
1248 |
-
const
|
1249 |
-
|
1250 |
-
|
1251 |
-
ctx.fillStyle =
|
1252 |
ctx.shadowColor = 'yellow';
|
1253 |
ctx.shadowBlur = 10;
|
1254 |
ctx.fill();
|
@@ -1256,122 +1679,194 @@
|
|
1256 |
ctx.restore();
|
1257 |
});
|
1258 |
|
1259 |
-
//
|
1260 |
gameState.obstacles.forEach(obstacle => {
|
1261 |
ctx.save();
|
1262 |
ctx.translate(obstacle.x, obstacle.y);
|
1263 |
|
1264 |
if (obstacle.type === 'rectangle') {
|
1265 |
-
//
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1266 |
if (obstacle.health < obstacle.maxHealth) {
|
1267 |
const healthBarWidth = 20;
|
1268 |
ctx.fillStyle = 'red';
|
1269 |
-
ctx.fillRect(
|
1270 |
-
-healthBarWidth / 2,
|
1271 |
-
-obstacle.height / 2 - 15,
|
1272 |
-
healthBarWidth,
|
1273 |
-
5
|
1274 |
-
);
|
1275 |
ctx.fillStyle = 'lime';
|
1276 |
ctx.fillRect(
|
1277 |
-healthBarWidth / 2,
|
1278 |
-
-obstacle.height / 2 -
|
1279 |
healthBarWidth * (obstacle.health / obstacle.maxHealth),
|
1280 |
-
|
1281 |
);
|
1282 |
}
|
1283 |
|
1284 |
-
|
1285 |
-
ctx.fillRect(
|
1286 |
-
-obstacle.width / 2,
|
1287 |
-
-obstacle.height / 2,
|
1288 |
-
obstacle.width,
|
1289 |
-
obstacle.height
|
1290 |
-
);
|
1291 |
-
|
1292 |
-
// 添加一些细节
|
1293 |
-
ctx.fillStyle = obstacle.isLarge ? '#222' : '#444';
|
1294 |
-
ctx.fillRect(
|
1295 |
-
-obstacle.width / 2 + 5,
|
1296 |
-
-obstacle.height / 2 + 5,
|
1297 |
-
obstacle.width - 10,
|
1298 |
-
obstacle.height - 10
|
1299 |
-
);
|
1300 |
-
|
1301 |
-
// 添加裂缝效果 (对于受损的大型障碍物)
|
1302 |
-
if (obstacle.isLarge && obstacle.health < obstacle.maxHealth) {
|
1303 |
-
ctx.strokeStyle = 'rgba(0, 0, 0, 0.5)';
|
1304 |
-
ctx.lineWidth = 2;
|
1305 |
-
for (let i = 0; i < 3; i++) {
|
1306 |
-
ctx.beginPath();
|
1307 |
-
ctx.moveTo(
|
1308 |
-
-obstacle.width / 2 + Math.random() * obstacle.width,
|
1309 |
-
-obstacle.height / 2 + Math.random() * obstacle.height / 3
|
1310 |
-
);
|
1311 |
-
ctx.lineTo(
|
1312 |
-
-obstacle.width / 2 + Math.random() * obstacle.width,
|
1313 |
-
obstacle.height / 2 - Math.random() * obstacle.height / 3
|
1314 |
-
);
|
1315 |
-
ctx.stroke();
|
1316 |
-
}
|
1317 |
-
}
|
1318 |
-
} else {
|
1319 |
ctx.beginPath();
|
1320 |
-
ctx.
|
1321 |
-
ctx.fillStyle = '#
|
1322 |
ctx.fill();
|
1323 |
|
1324 |
-
//
|
1325 |
ctx.beginPath();
|
1326 |
-
ctx.
|
1327 |
-
ctx.fillStyle = '#
|
1328 |
ctx.fill();
|
1329 |
|
1330 |
-
//
|
1331 |
-
|
1332 |
-
|
1333 |
-
|
1334 |
-
|
1335 |
-
|
1336 |
-
|
1337 |
-
|
1338 |
-
|
1339 |
-
);
|
1340 |
-
ctx.lineTo(
|
1341 |
-
Math.cos(i * 2 + 1) * obstacle.width / 3,
|
1342 |
-
Math.sin(i * 2 + 1) * obstacle.width / 3
|
1343 |
-
);
|
1344 |
-
ctx.stroke();
|
1345 |
-
}
|
1346 |
}
|
1347 |
}
|
1348 |
|
1349 |
-
// 调试用 - 显示碰撞体积
|
1350 |
-
if (false) { // 设置为true可以显示碰撞体积
|
1351 |
-
ctx.strokeStyle = 'rgba(255, 0, 0, 0.5)';
|
1352 |
-
ctx.lineWidth = 2;
|
1353 |
-
ctx.beginPath();
|
1354 |
-
if (obstacle.type === 'rectangle') {
|
1355 |
-
ctx.rect(
|
1356 |
-
-obstacle.collisionWidth / 2,
|
1357 |
-
-obstacle.collisionHeight / 2,
|
1358 |
-
obstacle.collisionWidth,
|
1359 |
-
obstacle.collisionHeight
|
1360 |
-
);
|
1361 |
-
} else {
|
1362 |
-
ctx.arc(
|
1363 |
-
0, 0,
|
1364 |
-
obstacle.collisionWidth / 2,
|
1365 |
-
0, Math.PI * 2
|
1366 |
-
);
|
1367 |
-
}
|
1368 |
-
ctx.stroke();
|
1369 |
-
}
|
1370 |
-
|
1371 |
ctx.restore();
|
1372 |
});
|
1373 |
|
1374 |
-
//
|
1375 |
ctx.save();
|
1376 |
ctx.translate(gameState.plane.x, gameState.plane.y);
|
1377 |
ctx.rotate(gameState.plane.rotation * Math.PI / 180);
|
@@ -1385,10 +1880,10 @@
|
|
1385 |
ctx.stroke();
|
1386 |
|
1387 |
// 保护罩光晕
|
1388 |
-
const
|
1389 |
-
|
1390 |
-
|
1391 |
-
ctx.fillStyle =
|
1392 |
ctx.fill();
|
1393 |
}
|
1394 |
|
@@ -1453,17 +1948,17 @@
|
|
1453 |
ctx.save();
|
1454 |
ctx.translate(explosion.x, explosion.y);
|
1455 |
|
1456 |
-
const
|
1457 |
0, 0, 0,
|
1458 |
0, 0, explosion.size
|
1459 |
);
|
1460 |
-
|
1461 |
-
|
1462 |
-
|
1463 |
|
1464 |
ctx.beginPath();
|
1465 |
ctx.arc(0, 0, explosion.size, 0, Math.PI * 2);
|
1466 |
-
ctx.fillStyle =
|
1467 |
ctx.fill();
|
1468 |
|
1469 |
ctx.restore();
|
@@ -1475,19 +1970,17 @@
|
|
1475 |
const progress = timePassed / effect.duration;
|
1476 |
|
1477 |
ctx.save();
|
1478 |
-
ctx.translate(effect.x, effect.y - progress * 50);
|
1479 |
ctx.globalAlpha = 1 - progress * 0.8;
|
1480 |
-
|
1481 |
ctx.font = 'bold 20px Arial';
|
1482 |
ctx.fillStyle = effect.color;
|
1483 |
ctx.textAlign = 'center';
|
1484 |
ctx.textBaseline = 'middle';
|
1485 |
ctx.fillText(effect.text, 0, 0);
|
1486 |
-
|
1487 |
ctx.restore();
|
1488 |
});
|
1489 |
|
1490 |
-
//
|
1491 |
if (gameState.speed > 120) {
|
1492 |
for (let i = 0; i < 10; i++) {
|
1493 |
const x = Math.random() * canvas.width;
|
@@ -1528,11 +2021,79 @@
|
|
1528 |
'fas fa-bolt': 'f0e7',
|
1529 |
'fas fa-rocket': 'f135',
|
1530 |
'fas fa-shield-alt': 'f3ed',
|
1531 |
-
'fas fa-heart': 'f004'
|
|
|
|
|
|
|
1532 |
};
|
1533 |
return icons[iconClass] || 'f128'; // 默认返回问号图标
|
1534 |
}
|
1535 |
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
1536 |
// 事件监听
|
1537 |
window.addEventListener('resize', resizeCanvas);
|
1538 |
|
@@ -1679,6 +2240,16 @@
|
|
1679 |
|
1680 |
// 初始调整画布大小
|
1681 |
resizeCanvas();
|
|
|
|
|
|
|
|
|
1682 |
</script>
|
1683 |
-
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">
|
1684 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
10 |
body {
|
11 |
overflow: hidden;
|
12 |
touch-action: none;
|
13 |
+
margin: 0;
|
14 |
+
padding: 0;
|
15 |
}
|
16 |
#gameCanvas {
|
17 |
display: block;
|
|
|
147 |
pointer-events: none;
|
148 |
animation: pulse 1.5s infinite;
|
149 |
}
|
150 |
+
.joystick {
|
151 |
+
position: absolute;
|
152 |
+
width: 100px;
|
153 |
+
height: 100px;
|
154 |
+
background: rgba(255, 255, 255, 0.2);
|
155 |
+
border-radius: 50%;
|
156 |
+
bottom: 30px;
|
157 |
+
left: 30px;
|
158 |
+
pointer-events: auto;
|
159 |
+
display: none;
|
160 |
+
}
|
161 |
+
.joystick-handle {
|
162 |
+
position: absolute;
|
163 |
+
width: 40px;
|
164 |
+
height: 40px;
|
165 |
+
background: rgba(255, 255, 255, 0.4);
|
166 |
+
border-radius: 50%;
|
167 |
+
top: 30px;
|
168 |
+
left: 30px;
|
169 |
+
}
|
170 |
+
.boss-health-bar {
|
171 |
+
position: absolute;
|
172 |
+
top: 10px;
|
173 |
+
left: 50%;
|
174 |
+
transform: translateX(-50%);
|
175 |
+
width: 200px;
|
176 |
+
height: 20px;
|
177 |
+
background: rgba(0, 0, 0, 0.5);
|
178 |
+
border-radius: 10px;
|
179 |
+
overflow: hidden;
|
180 |
+
}
|
181 |
+
.boss-health-fill {
|
182 |
+
height: 100%;
|
183 |
+
background: linear-gradient(to right, #ff0000, #ff9900);
|
184 |
+
width: 100%;
|
185 |
+
}
|
186 |
</style>
|
187 |
</head>
|
188 |
<body class="bg-gray-900 text-white flex flex-col items-center justify-center h-screen">
|
|
|
197 |
<button id="startButton" class="bg-yellow-500 hover:bg-yellow-600 text-black font-bold py-3 px-8 rounded-full text-xl transition-all duration-300 transform hover:scale-105 pointer-events-auto">
|
198 |
开始游戏
|
199 |
</button>
|
200 |
+
<div class="mt-8 grid grid-cols-3 gap-4 text-left max-w-md px-8">
|
201 |
<div class="flex items-center">
|
202 |
<div class="powerup bg-red-500 mr-2"><i class="fas fa-bolt"></i></div>
|
203 |
<span>火力增强</span>
|
|
|
214 |
<div class="powerup bg-green-500 mr-2"><i class="fas fa-heart"></i></div>
|
215 |
<span>恢复生命</span>
|
216 |
</div>
|
217 |
+
<div class="flex items-center">
|
218 |
+
<div class="powerup bg-cyan-500 mr-2"><i class="fas fa-clock"></i></div>
|
219 |
+
<span>时间减速</span>
|
220 |
+
</div>
|
221 |
+
<div class="flex items-center">
|
222 |
+
<div class="powerup bg-orange-500 mr-2"><i class="fas fa-bomb"></i></div>
|
223 |
+
<span>清屏炸弹</span>
|
224 |
+
</div>
|
225 |
+
<div class="flex items-center">
|
226 |
+
<div class="powerup bg-pink-500 mr-2"><i class="fas fa-star"></i></div>
|
227 |
+
<span>双倍分数</span>
|
228 |
+
</div>
|
229 |
+
</div>
|
230 |
+
<div class="mt-4 text-sm text-gray-300">
|
231 |
+
最高分: <span id="highScoreDisplay">0</span>
|
232 |
</div>
|
233 |
</div>
|
234 |
|
|
|
265 |
<!-- 这里会被JavaScript动态填充 -->
|
266 |
</div>
|
267 |
|
268 |
+
<!-- Boss血条 -->
|
269 |
+
<div id="bossHealthBar" class="boss-health-bar hidden">
|
270 |
+
<div id="bossHealthFill" class="boss-health-fill"></div>
|
271 |
+
</div>
|
272 |
+
|
273 |
<!-- 触摸控制按钮 -->
|
274 |
<div id="leftBtn" class="control-btn hidden">
|
275 |
<i class="fas fa-arrow-left"></i>
|
|
|
286 |
<div id="fireBtn" class="control-btn hidden">
|
287 |
<i class="fas fa-bolt text-yellow-400"></i>
|
288 |
</div>
|
289 |
+
|
290 |
+
<!-- 虚拟摇杆 -->
|
291 |
+
<div id="joystick" class="joystick hidden">
|
292 |
+
<div id="joystickHandle" class="joystick-handle"></div>
|
293 |
+
</div>
|
294 |
</div>
|
295 |
|
296 |
<!-- 游戏结束界面 -->
|
|
|
299 |
<div class="text-3xl mb-8">
|
300 |
得分: <span id="finalScore" class="text-yellow-400">0</span>
|
301 |
</div>
|
302 |
+
<div id="achievements" class="mb-4 text-center">
|
303 |
+
<!-- 成就提示 -->
|
304 |
+
</div>
|
305 |
<button id="restartButton" class="bg-yellow-500 hover:bg-yellow-600 text-black font-bold py-3 px-8 rounded-full text-xl transition-all duration-300 transform hover:scale-105 pointer-events-auto">
|
306 |
再玩一次
|
307 |
</button>
|
308 |
</div>
|
309 |
</div>
|
310 |
|
311 |
+
<audio id="shootSound" src="https://assets.mixkit.co/sfx/preview/mixkit-laser-weapon-shot-1680.mp3" preload="auto"></audio>
|
312 |
+
<audio id="explosionSound" src="https://assets.mixkit.co/sfx/preview/mixkit-explosion-impact-1684.mp3" preload="auto"></audio>
|
313 |
+
<audio id="powerupSound" src="https://assets.mixkit.co/sfx/preview/mixkit-achievement-bell-600.mp3" preload="auto"></audio>
|
314 |
+
<audio id="bgMusic" loop src="https://assets.mixkit.co/music/preview/mixkit-game-show-suspense-waiting-668.mp3" preload="auto"></audio>
|
315 |
+
|
316 |
<script>
|
317 |
// 游戏状态
|
318 |
const gameState = {
|
|
|
323 |
ammo: Infinity,
|
324 |
speed: 100,
|
325 |
difficulty: 1,
|
326 |
+
timeSlow: 0, // 时间减速结束时间
|
327 |
+
doubleScore: 0, // 双倍分数结束时间
|
328 |
+
bossActive: false, // Boss是否激活
|
329 |
+
bossHealth: 0, // Boss当前血量
|
330 |
+
bossMaxHealth: 0, // Boss最大血量
|
331 |
plane: {
|
332 |
x: 0,
|
333 |
y: 0,
|
|
|
352 |
explosions: [],
|
353 |
bullets: [],
|
354 |
debris: [],
|
355 |
+
powerups: [], // 道具
|
356 |
+
homingMissiles: [], // 跟踪导弹
|
357 |
+
effects: [], // 文字特效
|
358 |
+
particles: [], // 粒子效果
|
359 |
+
enemyBullets: [], // 敌人发射的子弹
|
360 |
lastStarTime: 0,
|
361 |
lastObstacleTime: 0,
|
362 |
lastCloudTime: 0,
|
363 |
+
lastPowerupTime: 0,
|
364 |
+
lastBossSpawnTime: 0, // 上次生成Boss时间
|
365 |
keys: {
|
366 |
ArrowUp: false,
|
367 |
ArrowDown: false,
|
|
|
369 |
ArrowRight: false,
|
370 |
Space: false
|
371 |
},
|
372 |
+
isMobile: false,
|
373 |
+
joystickActive: false,
|
374 |
+
joystickAngle: 0,
|
375 |
+
joystickDistance: 0,
|
376 |
+
achievements: {
|
377 |
+
firstBlood: false, // 第一次击杀
|
378 |
+
combo5: false, // 连续5次击杀
|
379 |
+
noDamage: false, // 无伤通关
|
380 |
+
bossSlayer: false // 击败Boss
|
381 |
+
},
|
382 |
+
highScore: localStorage.getItem('highScore') || 0
|
383 |
};
|
384 |
|
385 |
// 道具类型
|
|
|
393 |
game.plane.fireRate = 100; // 更快射击
|
394 |
game.plane.powerups.rapidFire = Date.now() + POWERUP_TYPES.RAPID_FIRE.duration;
|
395 |
createEffect('火力增强!', 'red', 1500);
|
396 |
+
playSound('powerupSound');
|
397 |
}
|
398 |
},
|
399 |
HOMING_MISSILE: {
|
|
|
404 |
effect: (game) => {
|
405 |
game.plane.powerups.homingMissiles = Date.now() + POWERUP_TYPES.HOMING_MISSILE.duration;
|
406 |
createEffect('跟踪导弹已激活!', 'purple', 1500);
|
407 |
+
playSound('powerupSound');
|
408 |
}
|
409 |
},
|
410 |
SHIELD: {
|
|
|
416 |
game.plane.hasShield = true;
|
417 |
game.plane.shieldDuration = Date.now() + POWERUP_TYPES.SHIELD.duration;
|
418 |
createEffect('保护罩已启用!', 'blue', 1500);
|
419 |
+
playSound('powerupSound');
|
420 |
}
|
421 |
},
|
422 |
HEALTH: {
|
|
|
427 |
game.lives = Math.min(game.lives + 1, 5); // 最多5条命
|
428 |
updateUI();
|
429 |
createEffect('生命值恢复!', 'green', 1500);
|
430 |
+
playSound('powerupSound');
|
431 |
+
}
|
432 |
+
},
|
433 |
+
TIME_SLOW: {
|
434 |
+
id: 'timeSlow',
|
435 |
+
icon: 'fas fa-clock',
|
436 |
+
color: 'cyan',
|
437 |
+
duration: 8000, // 8秒
|
438 |
+
effect: (game) => {
|
439 |
+
game.timeSlow = Date.now() + POWERUP_TYPES.TIME_SLOW.duration;
|
440 |
+
createEffect('时间减速!', 'cyan', 1500);
|
441 |
+
playSound('powerupSound');
|
442 |
+
}
|
443 |
+
},
|
444 |
+
CLEAR_SCREEN: {
|
445 |
+
id: 'clearScreen',
|
446 |
+
icon: 'fas fa-bomb',
|
447 |
+
color: 'orange',
|
448 |
+
effect: (game) => {
|
449 |
+
// 清除所有障碍物
|
450 |
+
game.obstacles.forEach(obstacle => {
|
451 |
+
createExplosion(obstacle.x, obstacle.y);
|
452 |
+
createDebris(obstacle, 8);
|
453 |
+
});
|
454 |
+
game.obstacles = [];
|
455 |
+
createEffect('清屏炸弹!', 'orange', 1500);
|
456 |
+
playSound('powerupSound');
|
457 |
+
}
|
458 |
+
},
|
459 |
+
DOUBLE_SCORE: {
|
460 |
+
id: 'doubleScore',
|
461 |
+
icon: 'fas fa-star',
|
462 |
+
color: 'pink',
|
463 |
+
duration: 10000, // 10秒
|
464 |
+
effect: (game) => {
|
465 |
+
game.doubleScore = Date.now() + POWERUP_TYPES.DOUBLE_SCORE.duration;
|
466 |
+
createEffect('双倍分数!', 'pink', 1500);
|
467 |
+
playSound('powerupSound');
|
468 |
}
|
469 |
}
|
470 |
};
|
|
|
488 |
const upBtn = document.getElementById('upBtn');
|
489 |
const downBtn = document.getElementById('downBtn');
|
490 |
const fireBtn = document.getElementById('fireBtn');
|
491 |
+
const joystick = document.getElementById('joystick');
|
492 |
+
const joystickHandle = document.getElementById('joystickHandle');
|
493 |
+
const bossHealthBar = document.getElementById('bossHealthBar');
|
494 |
+
const bossHealthFill = document.getElementById('bossHealthFill');
|
495 |
+
const achievementsDisplay = document.getElementById('achievements');
|
496 |
+
const highScoreDisplay = document.getElementById('highScoreDisplay');
|
497 |
+
|
498 |
+
// 音效
|
499 |
+
const shootSound = document.getElementById('shootSound');
|
500 |
+
const explosionSound = document.getElementById('explosionSound');
|
501 |
+
const powerupSound = document.getElementById('powerupSound');
|
502 |
+
const bgMusic = document.getElementById('bgMusic');
|
503 |
+
|
504 |
+
// 播放音效
|
505 |
+
function playSound(soundElement) {
|
506 |
+
if (soundElement === 'bgMusic') {
|
507 |
+
bgMusic.currentTime = 0;
|
508 |
+
bgMusic.play().catch(e => console.log('Autoplay prevented:', e));
|
509 |
+
} else {
|
510 |
+
const sound = document.getElementById(soundElement);
|
511 |
+
sound.currentTime = 0;
|
512 |
+
sound.play();
|
513 |
+
}
|
514 |
+
}
|
515 |
|
516 |
// 检测是否移动设备
|
517 |
function detectMobile() {
|
|
|
541 |
});
|
542 |
}
|
543 |
|
544 |
+
// 创建粒子效果
|
545 |
+
function createParticles(x, y, count, color) {
|
546 |
+
for (let i = 0; i < count; i++) {
|
547 |
+
gameState.particles.push({
|
548 |
+
x,
|
549 |
+
y,
|
550 |
+
size: Math.random() * 5 + 2,
|
551 |
+
speedX: (Math.random() - 0.5) * 4,
|
552 |
+
speedY: (Math.random() - 0.5) * 4,
|
553 |
+
color,
|
554 |
+
life: 100
|
555 |
+
});
|
556 |
+
}
|
557 |
+
}
|
558 |
+
|
559 |
// 更新UI
|
560 |
function updateUI() {
|
561 |
scoreDisplay.textContent = gameState.score;
|
562 |
livesDisplay.textContent = gameState.lives;
|
563 |
speedDisplay.textContent = Math.floor(gameState.speed);
|
564 |
ammoDisplay.textContent = gameState.ammo === Infinity ? "∞" : gameState.ammo;
|
565 |
+
highScoreDisplay.textContent = gameState.highScore;
|
566 |
|
567 |
// 更新道具状态显示
|
568 |
powerupStatus.innerHTML = '';
|
|
|
593 |
</div>
|
594 |
`;
|
595 |
}
|
596 |
+
|
597 |
+
if (gameState.timeSlow > Date.now()) {
|
598 |
+
const timeLeft = Math.ceil((gameState.timeSlow - Date.now()) / 1000);
|
599 |
+
powerupStatus.innerHTML += `
|
600 |
+
<div class="bg-black bg-opacity-50 px-3 py-1 rounded-lg flex items-center" title="时间减速 (${timeLeft}s)">
|
601 |
+
<i class="fas fa-clock text-cyan-500 mr-2"></i>
|
602 |
+
</div>
|
603 |
+
`;
|
604 |
+
}
|
605 |
+
|
606 |
+
if (gameState.doubleScore > Date.now()) {
|
607 |
+
const timeLeft = Math.ceil((gameState.doubleScore - Date.now()) / 1000);
|
608 |
+
powerupStatus.innerHTML += `
|
609 |
+
<div class="bg-black bg-opacity-50 px-3 py-1 rounded-lg flex items-center" title="双倍分数 (${timeLeft}s)">
|
610 |
+
<i class="fas fa-star text-pink-500 mr-2"></i>
|
611 |
+
</div>
|
612 |
+
`;
|
613 |
+
}
|
614 |
+
|
615 |
+
// 更新Boss血条
|
616 |
+
if (gameState.bossActive) {
|
617 |
+
bossHealthBar.classList.remove('hidden');
|
618 |
+
bossHealthFill.style.width = `${(gameState.bossHealth / gameState.bossMaxHealth) * 100}%`;
|
619 |
+
} else {
|
620 |
+
bossHealthBar.classList.add('hidden');
|
621 |
+
}
|
622 |
}
|
623 |
|
624 |
// 初始化游戏
|
|
|
632 |
gameState.ammo = Infinity;
|
633 |
gameState.speed = 100;
|
634 |
gameState.difficulty = 1;
|
635 |
+
gameState.timeSlow = 0;
|
636 |
+
gameState.doubleScore = 0;
|
637 |
+
gameState.bossActive = false;
|
638 |
+
gameState.bossHealth = 0;
|
639 |
+
gameState.bossMaxHealth = 0;
|
640 |
gameState.plane = {
|
641 |
x: canvas.width / 2,
|
642 |
y: canvas.height / 2,
|
|
|
663 |
gameState.debris = [];
|
664 |
gameState.powerups = [];
|
665 |
gameState.homingMissiles = [];
|
666 |
+
gameState.enemyBullets = [];
|
667 |
gameState.effects = [];
|
668 |
+
gameState.particles = [];
|
669 |
gameState.lastStarTime = 0;
|
670 |
gameState.lastObstacleTime = 0;
|
671 |
gameState.lastCloudTime = 0;
|
672 |
gameState.lastPowerupTime = 0;
|
673 |
+
gameState.lastBossSpawnTime = 0;
|
674 |
+
gameState.achievements = {
|
675 |
+
firstBlood: false,
|
676 |
+
combo5: false,
|
677 |
+
noDamage: false,
|
678 |
+
bossSlayer: false
|
679 |
+
};
|
680 |
|
681 |
startScreen.classList.add('hidden');
|
682 |
gameOverScreen.classList.add('hidden');
|
|
|
684 |
|
685 |
// 显示触摸控制按钮(如果是移动设备)
|
686 |
if (gameState.isMobile) {
|
687 |
+
leftBtn.classList.add('hidden');
|
688 |
+
rightBtn.classList.add('hidden');
|
689 |
+
upBtn.classList.add('hidden');
|
690 |
+
downBtn.classList.add('hidden');
|
691 |
fireBtn.classList.remove('hidden');
|
692 |
+
joystick.classList.remove('hidden');
|
693 |
}
|
694 |
|
695 |
updateUI();
|
696 |
createInitialClouds();
|
697 |
+
playSound('bgMusic');
|
698 |
requestAnimationFrame(gameLoop);
|
699 |
}
|
700 |
|
|
|
742 |
});
|
743 |
}
|
744 |
|
745 |
+
// 创建障碍物(敌人)
|
746 |
function createObstacle() {
|
747 |
const width = Math.random() * 80 + 40;
|
748 |
const height = Math.random() * 80 + 40;
|
|
|
767 |
type,
|
768 |
health,
|
769 |
maxHealth: health,
|
770 |
+
isLarge: width > 80,
|
771 |
+
isBoss: false, // 普通敌人
|
772 |
+
lastShotTime: 0 // 用于控制敌人射击间隔
|
773 |
});
|
774 |
}
|
775 |
|
776 |
+
// 创建Boss障碍物
|
777 |
+
function createBoss() {
|
778 |
+
const width = 150;
|
779 |
+
const height = 150;
|
780 |
+
const x = canvas.width + width;
|
781 |
+
const y = canvas.height / 2 - height / 2;
|
782 |
+
const speed = 1 + gameState.speed / 100;
|
783 |
+
const health = 20 + Math.floor(gameState.score / 5000) * 5;
|
784 |
+
|
785 |
+
gameState.bossActive = true;
|
786 |
+
gameState.bossHealth = health;
|
787 |
+
gameState.bossMaxHealth = health;
|
788 |
+
gameState.lastBossSpawnTime = Date.now();
|
789 |
+
|
790 |
+
gameState.obstacles.push({
|
791 |
+
x,
|
792 |
+
y,
|
793 |
+
width,
|
794 |
+
height,
|
795 |
+
collisionWidth: width,
|
796 |
+
collisionHeight: height,
|
797 |
+
speed,
|
798 |
+
type: 'rectangle',
|
799 |
+
health,
|
800 |
+
maxHealth: health,
|
801 |
+
isLarge: true,
|
802 |
+
isBoss: true,
|
803 |
+
lastShotTime: 0
|
804 |
+
});
|
805 |
+
|
806 |
+
createEffect('BOSS出现!', 'red', 2000);
|
807 |
+
}
|
808 |
+
|
809 |
// 创建道具
|
810 |
function createPowerup() {
|
811 |
const size = 40;
|
|
|
878 |
}
|
879 |
}
|
880 |
|
881 |
+
// 创建子弹(玩家发射)
|
882 |
function createBullet() {
|
883 |
if (gameState.ammo <= 0) return false; // 没有弹药了
|
884 |
|
885 |
const size = gameState.plane.powerups.rapidFire > Date.now() ? 10 : 8; // 火力增强时子弹更大
|
886 |
+
const damage = gameState.plane.powerups.rapidFire > Date.now() ? 2 : 1; // 火力增强时伤害更高
|
887 |
+
const speed = gameState.plane.powerups.rapidFire > Date.now() ? 18 : 15; // 火力增强时速度更快
|
888 |
const x = gameState.plane.x + 30; // 从飞机前端发射
|
889 |
const y = gameState.plane.y;
|
890 |
|
|
|
896 |
damage
|
897 |
});
|
898 |
|
899 |
+
// 如果有跟踪导弹能力且冷却结束,随机几率触发
|
900 |
if (gameState.plane.powerups.homingMissiles > Date.now() &&
|
901 |
Math.random() > 0.7) { // 70%概率发射跟踪导弹
|
902 |
requestAnimationFrame(createHomingMissile);
|
|
|
907 |
gameState.ammo--;
|
908 |
}
|
909 |
|
910 |
+
playSound('shootSound');
|
911 |
updateUI();
|
912 |
|
913 |
return true;
|
|
|
922 |
maxSize: Math.random() * 40 + 40,
|
923 |
alpha: 1
|
924 |
});
|
925 |
+
createParticles(x, y, 20, '#ff6600');
|
926 |
+
playSound('explosionSound');
|
927 |
+
}
|
928 |
+
|
929 |
+
// 敌人(障碍物)发射子弹
|
930 |
+
function createEnemyBullet(obstacle) {
|
931 |
+
const angle = Math.atan2(gameState.plane.y - obstacle.y, gameState.plane.x - obstacle.x);
|
932 |
+
gameState.enemyBullets.push({
|
933 |
+
x: obstacle.x,
|
934 |
+
y: obstacle.y,
|
935 |
+
size: obstacle.isBoss ? 10 : 6,
|
936 |
+
speed: obstacle.isBoss ? 5 : 4,
|
937 |
+
angle,
|
938 |
+
damage: obstacle.isBoss ? 2 : 1,
|
939 |
+
hit: false
|
940 |
+
});
|
941 |
+
obstacle.lastShotTime = Date.now();
|
942 |
}
|
943 |
|
944 |
+
// 碰撞检测
|
945 |
function checkCollision(rect1, rect2) {
|
946 |
return (
|
947 |
rect1.x < rect2.x + rect2.width &&
|
|
|
958 |
gameOverScreen.classList.remove('hidden');
|
959 |
finalScore.textContent = gameState.score;
|
960 |
|
961 |
+
// 更新最高分
|
962 |
+
if (gameState.score > gameState.highScore) {
|
963 |
+
gameState.highScore = gameState.score;
|
964 |
+
localStorage.setItem('highScore', gameState.highScore);
|
965 |
+
achievementsDisplay.innerHTML += `<div class="text-yellow-400 mb-2">🎉 新纪录!</div>`;
|
966 |
+
}
|
967 |
+
|
968 |
+
// 显示成就(这里可根据需求自定义条件)
|
969 |
+
if (!gameState.achievements.firstBlood) {
|
970 |
+
achievementsDisplay.innerHTML += `<div class="text-green-400 mb-2">🏆 首次击杀!</div>`;
|
971 |
+
}
|
972 |
+
if (!gameState.achievements.combo5) {
|
973 |
+
achievementsDisplay.innerHTML += `<div class="text-blue-400 mb-2">🔥 连续5次击杀!</div>`;
|
974 |
+
}
|
975 |
+
if (!gameState.achievements.noDamage && gameState.lives === 3) {
|
976 |
+
achievementsDisplay.innerHTML += `<div class="text-purple-400 mb-2">🛡️ 无伤通关!</div>`;
|
977 |
+
}
|
978 |
+
if (!gameState.achievements.bossSlayer && gameState.bossActive) {
|
979 |
+
achievementsDisplay.innerHTML += `<div class="text-red-400 mb-2">👹 Boss杀手!</div>`;
|
980 |
+
}
|
981 |
+
|
982 |
// 隐藏触摸控制按钮
|
983 |
leftBtn.classList.add('hidden');
|
984 |
rightBtn.classList.add('hidden');
|
985 |
upBtn.classList.add('hidden');
|
986 |
downBtn.classList.add('hidden');
|
987 |
fireBtn.classList.add('hidden');
|
988 |
+
joystick.classList.add('hidden');
|
989 |
+
|
990 |
+
bgMusic.pause();
|
991 |
}
|
992 |
|
993 |
// 游戏主循环
|
|
|
1012 |
// 随着分数增加难度
|
1013 |
gameState.difficulty = 1 + Math.min(gameState.score / 1000, 3);
|
1014 |
|
1015 |
+
// 检查Boss生成条件
|
1016 |
+
if (
|
1017 |
+
!gameState.bossActive &&
|
1018 |
+
gameState.score > 0 &&
|
1019 |
+
gameState.score % 5000 === 0 &&
|
1020 |
+
timestamp - gameState.lastBossSpawnTime > 30000
|
1021 |
+
) {
|
1022 |
+
createBoss();
|
1023 |
+
}
|
1024 |
+
|
1025 |
+
// 时间减速因子
|
1026 |
+
const timeSlowFactor = gameState.timeSlow > Date.now() ? 0.5 : 1;
|
1027 |
+
|
1028 |
+
// 处理开火(玩家)
|
1029 |
if ((gameState.keys.Space || gameState.isFiring) &&
|
1030 |
+
timestamp - gameState.plane.lastFireTime > gameState.plane.fireRate) {
|
1031 |
createBullet();
|
1032 |
gameState.plane.lastFireTime = timestamp;
|
1033 |
}
|
1034 |
|
1035 |
+
// 检查玩家道具过期
|
1036 |
if (gameState.plane.powerups.rapidFire > 0 && gameState.plane.powerups.rapidFire < Date.now()) {
|
1037 |
gameState.plane.powerups.rapidFire = 0;
|
1038 |
gameState.plane.fireRate = 200; // 恢复默认射击速度
|
|
|
1049 |
createEffect('保护罩消失', 'blue', 1500);
|
1050 |
}
|
1051 |
|
1052 |
+
if (gameState.timeSlow > 0 && gameState.timeSlow < Date.now()) {
|
1053 |
+
gameState.timeSlow = 0;
|
1054 |
+
createEffect('时间恢复正常', 'cyan', 1500);
|
1055 |
+
}
|
1056 |
+
|
1057 |
+
if (gameState.doubleScore > 0 && gameState.doubleScore < Date.now()) {
|
1058 |
+
gameState.doubleScore = 0;
|
1059 |
+
createEffect('双倍分数结束', 'pink', 1500);
|
1060 |
+
}
|
1061 |
+
|
1062 |
+
// 更新飞机速度(上下加速模拟)
|
1063 |
if (gameState.keys.ArrowUp || gameState.keys.ArrowDown) {
|
1064 |
+
gameState.speed = Math.max(
|
1065 |
+
50,
|
1066 |
+
Math.min(200, gameState.speed + (gameState.keys.ArrowUp ? 0.5 : -0.5))
|
|
|
1067 |
);
|
1068 |
}
|
1069 |
|
1070 |
// 更新水平方向移动
|
1071 |
+
if (gameState.keys.ArrowLeft || gameState.joystickAngle < -Math.PI/4) {
|
1072 |
gameState.plane.rotation = Math.max(gameState.plane.rotation - 2, -20);
|
1073 |
gameState.plane.velocity = Math.max(gameState.plane.velocity - 0.5, -5);
|
1074 |
+
} else if (gameState.keys.ArrowRight || gameState.joystickAngle > Math.PI/4) {
|
1075 |
gameState.plane.rotation = Math.min(gameState.plane.rotation + 2, 20);
|
1076 |
gameState.plane.velocity = Math.min(gameState.plane.velocity + 0.5, 5);
|
1077 |
} else {
|
|
|
1083 |
}
|
1084 |
|
1085 |
// 更新垂直方向移动
|
1086 |
+
if (gameState.keys.ArrowUp || (gameState.joystickActive && gameState.joystickAngle < -Math.PI/4 && gameState.joystickAngle > -3*Math.PI/4)) {
|
1087 |
gameState.plane.verticalVelocity = Math.max(gameState.plane.verticalVelocity - 0.5, -5);
|
1088 |
+
} else if (gameState.keys.ArrowDown || (gameState.joystickActive && gameState.joystickAngle > Math.PI/4 && gameState.joystickAngle < 3*Math.PI/4)) {
|
1089 |
gameState.plane.verticalVelocity = Math.min(gameState.plane.verticalVelocity + 0.5, 5);
|
1090 |
} else {
|
1091 |
// 如果没有按上下键,垂直速度逐渐归零
|
|
|
1108 |
}
|
1109 |
|
1110 |
// 生成新障碍物
|
1111 |
+
if (timestamp - gameState.lastObstacleTime > 1500 / gameState.difficulty * timeSlowFactor) {
|
1112 |
createObstacle();
|
1113 |
gameState.lastObstacleTime = timestamp;
|
1114 |
}
|
1115 |
|
1116 |
// 生成新云朵
|
1117 |
+
if (timestamp - gameState.lastCloudTime > 1000 * timeSlowFactor) {
|
1118 |
createCloud();
|
1119 |
gameState.lastCloudTime = timestamp;
|
1120 |
}
|
1121 |
|
1122 |
// 生成新道具 (每5-8秒)
|
1123 |
+
if (timestamp - gameState.lastPowerupTime > (Math.random() * 3000 + 5000) / gameState.difficulty * timeSlowFactor) {
|
1124 |
createPowerup();
|
1125 |
gameState.lastPowerupTime = timestamp;
|
1126 |
}
|
1127 |
|
1128 |
+
// 更新粒子
|
1129 |
+
gameState.particles.forEach(particle => {
|
1130 |
+
particle.x += particle.speedX;
|
1131 |
+
particle.y += particle.speedY;
|
1132 |
+
particle.life--;
|
1133 |
+
});
|
1134 |
+
gameState.particles = gameState.particles.filter(p => p.life > 0);
|
1135 |
+
|
1136 |
// 更新特效
|
1137 |
gameState.effects = gameState.effects.filter(effect =>
|
1138 |
Date.now() - effect.startTime < effect.duration
|
|
|
1189 |
|
1190 |
if (missile.target.health <= 0) {
|
1191 |
missile.target.hit = true;
|
1192 |
+
const scoreBonus = missile.target.isBoss ? 500 : (missile.target.isLarge ? 30 : 15);
|
1193 |
+
gameState.score += gameState.doubleScore > Date.now() ? scoreBonus * 2 : scoreBonus;
|
1194 |
updateUI();
|
1195 |
|
1196 |
+
// 如果是大型障碍物但不是Boss,分裂成小型障碍物
|
1197 |
+
if (missile.target.isLarge && !missile.target.isBoss) {
|
1198 |
for (let i = 0; i < 3; i++) {
|
1199 |
gameState.obstacles.push({
|
1200 |
x: missile.target.x + (Math.random() - 0.5) * 50,
|
|
|
1207 |
type: missile.target.type,
|
1208 |
health: 1,
|
1209 |
maxHealth: 1,
|
1210 |
+
isLarge: false,
|
1211 |
+
isBoss: false,
|
1212 |
+
lastShotTime: 0
|
1213 |
});
|
1214 |
}
|
1215 |
}
|
1216 |
|
1217 |
+
// 如果是Boss,标记Boss已击败
|
1218 |
+
if (missile.target.isBoss) {
|
1219 |
+
gameState.bossActive = false;
|
1220 |
+
gameState.achievements.bossSlayer = true;
|
1221 |
+
}
|
1222 |
+
|
1223 |
// 创建碎片效果
|
1224 |
+
createDebris(missile.target, missile.target.isBoss ? 30 : 12);
|
1225 |
}
|
1226 |
|
1227 |
// 创建爆炸效果
|
|
|
1237 |
|
1238 |
// 更新云朵
|
1239 |
gameState.clouds.forEach(cloud => {
|
1240 |
+
cloud.x -= cloud.speed * timeSlowFactor;
|
1241 |
});
|
1242 |
gameState.clouds = gameState.clouds.filter(cloud => cloud.x + cloud.size > 0);
|
1243 |
|
1244 |
// 更新道具
|
1245 |
gameState.powerups.forEach(powerup => {
|
1246 |
+
powerup.x -= powerup.speed * timeSlowFactor;
|
1247 |
|
1248 |
// 检测与飞机的碰撞
|
1249 |
const planeRect = {
|
|
|
1264 |
powerup.collected = true;
|
1265 |
powerup.type.effect(gameState);
|
1266 |
updateUI();
|
1267 |
+
createParticles(powerup.x, powerup.y, 15, powerup.type.color);
|
1268 |
}
|
1269 |
});
|
1270 |
gameState.powerups = gameState.powerups.filter(powerup =>
|
1271 |
powerup.x + powerup.size > 0 && !powerup.collected
|
1272 |
);
|
1273 |
|
1274 |
+
// 更新玩家子弹
|
1275 |
gameState.bullets.forEach(bullet => {
|
1276 |
+
bullet.x += bullet.speed * timeSlowFactor;
|
1277 |
});
|
1278 |
gameState.bullets = gameState.bullets.filter(bullet => bullet.x < canvas.width);
|
1279 |
|
1280 |
// 更新星星
|
1281 |
gameState.stars.forEach(star => {
|
1282 |
+
star.x -= star.speed * timeSlowFactor;
|
1283 |
star.rotation += star.rotationSpeed;
|
1284 |
|
1285 |
+
// 检测与飞机的碰撞
|
1286 |
const planeRect = {
|
1287 |
x: gameState.plane.x - gameState.plane.width / 2,
|
1288 |
y: gameState.plane.y - gameState.plane.height / 2,
|
|
|
1299 |
|
1300 |
if (checkCollision(planeRect, starRect) && !gameState.gameOver) {
|
1301 |
star.collected = true;
|
1302 |
+
const scoreBonus = 10;
|
1303 |
+
gameState.score += gameState.doubleScore > Date.now() ? scoreBonus * 2 : scoreBonus;
|
1304 |
updateUI();
|
1305 |
+
createParticles(star.x, star.y, 10, 'gold');
|
1306 |
}
|
1307 |
});
|
1308 |
gameState.stars = gameState.stars.filter(star => star.x + star.size > 0 && !star.collected);
|
1309 |
|
1310 |
// 更新障碍物
|
1311 |
+
let comboCount = 0; // 连续击杀计数器
|
1312 |
gameState.obstacles.forEach(obstacle => {
|
1313 |
+
obstacle.x -= obstacle.speed * timeSlowFactor;
|
1314 |
+
|
1315 |
+
// 敌人射击逻辑:当在屏幕内时按间隔发射子弹
|
1316 |
+
if (!obstacle.hit && obstacle.x < canvas.width && obstacle.x > 0) {
|
1317 |
+
const shotCooldown = obstacle.isBoss ? 1500 : 3000;
|
1318 |
+
if (Date.now() - obstacle.lastShotTime > shotCooldown) {
|
1319 |
+
createEnemyBullet(obstacle);
|
1320 |
+
}
|
1321 |
+
}
|
1322 |
|
1323 |
// 检测与飞机的碰撞
|
1324 |
const planeRect = {
|
|
|
1354 |
}
|
1355 |
}
|
1356 |
|
1357 |
+
// 检测与玩家子弹的碰撞
|
1358 |
if (!obstacle.hit) {
|
1359 |
const bulletHits = [];
|
1360 |
|
|
|
1366 |
height: bullet.size
|
1367 |
};
|
1368 |
|
1369 |
+
if (checkCollision(bulletRect, obstacleRect)) {
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1370 |
obstacle.health -= bullet.damage;
|
1371 |
bulletHits.push(bulletIndex);
|
1372 |
createExplosion(bullet.x, bullet.y);
|
1373 |
|
1374 |
if (obstacle.health <= 0) {
|
1375 |
obstacle.hit = true;
|
1376 |
+
const scoreBonus = obstacle.isBoss ? 500 : (obstacle.isLarge ? 30 : 15);
|
1377 |
+
gameState.score += gameState.doubleScore > Date.now() ? scoreBonus * 2 : scoreBonus;
|
1378 |
updateUI();
|
1379 |
+
comboCount++;
|
1380 |
|
1381 |
+
// 如果是大型障碍物但不是Boss,分裂成小型障碍物
|
1382 |
+
if (obstacle.isLarge && !obstacle.isBoss) {
|
1383 |
for (let i = 0; i < 3; i++) {
|
1384 |
gameState.obstacles.push({
|
1385 |
x: obstacle.x + (Math.random() - 0.5) * 50,
|
|
|
1392 |
type: obstacle.type,
|
1393 |
health: 1,
|
1394 |
maxHealth: 1,
|
1395 |
+
isLarge: false,
|
1396 |
+
isBoss: false,
|
1397 |
+
lastShotTime: 0
|
1398 |
});
|
1399 |
}
|
1400 |
}
|
1401 |
|
1402 |
+
// 如果是Boss,标记Boss已击败
|
1403 |
+
if (obstacle.isBoss) {
|
1404 |
+
gameState.bossActive = false;
|
1405 |
+
gameState.achievements.bossSlayer = true;
|
1406 |
+
}
|
1407 |
+
|
1408 |
// 创建碎片效果
|
1409 |
+
createDebris(obstacle, obstacle.isBoss ? 30 : 8);
|
1410 |
+
|
1411 |
+
// 首次击杀成就
|
1412 |
+
if (!gameState.achievements.firstBlood) {
|
1413 |
+
gameState.achievements.firstBlood = true;
|
1414 |
+
createEffect('首次击杀!', 'green', 2000);
|
1415 |
+
}
|
1416 |
}
|
1417 |
}
|
1418 |
});
|
1419 |
|
1420 |
+
// 连续击杀成就
|
1421 |
+
if (comboCount >= 5 && !gameState.achievements.combo5) {
|
1422 |
+
gameState.achievements.combo5 = true;
|
1423 |
+
createEffect('连续5次击杀!', 'blue', 2000);
|
1424 |
+
}
|
1425 |
+
|
1426 |
// 移除已经击中的子弹
|
1427 |
for (let i = bulletHits.length - 1; i >= 0; i--) {
|
1428 |
gameState.bullets.splice(bulletHits[i], 1);
|
|
|
1431 |
});
|
1432 |
gameState.obstacles = gameState.obstacles.filter(obstacle => obstacle.x + obstacle.width > 0 && !obstacle.hit);
|
1433 |
|
1434 |
+
// 更新敌人子弹
|
1435 |
+
gameState.enemyBullets.forEach(bullet => {
|
1436 |
+
bullet.x += Math.cos(bullet.angle) * bullet.speed * timeSlowFactor;
|
1437 |
+
bullet.y += Math.sin(bullet.angle) * bullet.speed * timeSlowFactor;
|
1438 |
+
|
1439 |
+
// 与玩家飞机碰撞
|
1440 |
+
const planeRect = {
|
1441 |
+
x: gameState.plane.x - gameState.plane.width / 2,
|
1442 |
+
y: gameState.plane.y - gameState.plane.height / 2,
|
1443 |
+
width: gameState.plane.width,
|
1444 |
+
height: gameState.plane.height
|
1445 |
+
};
|
1446 |
+
const bulletRect = {
|
1447 |
+
x: bullet.x - bullet.size / 2,
|
1448 |
+
y: bullet.y - bullet.size / 2,
|
1449 |
+
width: bullet.size,
|
1450 |
+
height: bullet.size
|
1451 |
+
};
|
1452 |
+
if (checkCollision(planeRect, bulletRect)) {
|
1453 |
+
// 如果没有护盾则受伤,否则仅销毁子弹
|
1454 |
+
if (!gameState.plane.hasShield || gameState.plane.shieldDuration < Date.now()) {
|
1455 |
+
gameState.lives -= bullet.damage;
|
1456 |
+
createExplosion(bullet.x, bullet.y);
|
1457 |
+
bullet.hit = true;
|
1458 |
+
if (gameState.lives <= 0) {
|
1459 |
+
endGame();
|
1460 |
+
} else {
|
1461 |
+
updateUI();
|
1462 |
+
}
|
1463 |
+
} else {
|
1464 |
+
createExplosion(bullet.x, bullet.y);
|
1465 |
+
bullet.hit = true;
|
1466 |
+
}
|
1467 |
+
}
|
1468 |
+
|
1469 |
+
// 子弹超出屏幕
|
1470 |
+
if (
|
1471 |
+
bullet.x < 0 ||
|
1472 |
+
bullet.x > canvas.width ||
|
1473 |
+
bullet.y < 0 ||
|
1474 |
+
bullet.y > canvas.height
|
1475 |
+
) {
|
1476 |
+
bullet.hit = true;
|
1477 |
+
}
|
1478 |
+
});
|
1479 |
+
gameState.enemyBullets = gameState.enemyBullets.filter(b => !b.hit);
|
1480 |
+
|
1481 |
// 更新爆炸效果
|
1482 |
gameState.explosions.forEach(explosion => {
|
1483 |
explosion.size += 2;
|
|
|
1511 |
});
|
1512 |
});
|
1513 |
|
1514 |
+
// 绘制粒子
|
1515 |
+
gameState.particles.forEach(particle => {
|
1516 |
+
ctx.beginPath();
|
1517 |
+
ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
|
1518 |
+
ctx.fillStyle = particle.color;
|
1519 |
+
ctx.globalAlpha = particle.life / 100;
|
1520 |
+
ctx.fill();
|
1521 |
+
ctx.globalAlpha = 1;
|
1522 |
+
});
|
1523 |
+
|
1524 |
// 绘制碎片
|
1525 |
gameState.debris.forEach(debris => {
|
1526 |
ctx.save();
|
|
|
1546 |
// 绘制闪光效果
|
1547 |
ctx.beginPath();
|
1548 |
ctx.arc(0, 0, powerup.size / 2, 0, Math.PI * 2);
|
1549 |
+
const gradP = ctx.createRadialGradient(0, 0, 0, 0, 0, powerup.size / 2);
|
1550 |
+
gradP.addColorStop(0, powerup.type.color);
|
1551 |
+
gradP.addColorStop(1, 'rgba(255,255,255,0)');
|
1552 |
+
ctx.fillStyle = gradP;
|
1553 |
ctx.globalAlpha = 0.3;
|
1554 |
ctx.fill();
|
1555 |
ctx.globalAlpha = 1;
|
1556 |
|
1557 |
+
// 绘制道具图标背景
|
1558 |
ctx.fillStyle = powerup.type.color;
|
1559 |
ctx.beginPath();
|
1560 |
ctx.arc(0, 0, powerup.size / 2 - 3, 0, Math.PI * 2);
|
1561 |
ctx.fill();
|
1562 |
|
1563 |
+
// 边框
|
1564 |
ctx.strokeStyle = 'white';
|
1565 |
ctx.lineWidth = 2;
|
1566 |
ctx.stroke();
|
|
|
1602 |
ctx.restore();
|
1603 |
});
|
1604 |
|
1605 |
+
// 绘制玩家子弹
|
1606 |
gameState.bullets.forEach(bullet => {
|
1607 |
+
const grad = ctx.createRadialGradient(
|
1608 |
bullet.x, bullet.y, 0,
|
1609 |
bullet.x, bullet.y, bullet.size
|
1610 |
);
|
1611 |
+
grad.addColorStop(0, '#ff0');
|
1612 |
+
grad.addColorStop(1, '#f80');
|
1613 |
|
1614 |
ctx.beginPath();
|
1615 |
ctx.arc(bullet.x, bullet.y, bullet.size, 0, Math.PI * 2);
|
1616 |
+
ctx.fillStyle = grad;
|
1617 |
ctx.fill();
|
1618 |
|
1619 |
+
// 子弹尾迹(简单绘制)
|
1620 |
ctx.beginPath();
|
1621 |
ctx.moveTo(bullet.x - bullet.speed, bullet.y);
|
1622 |
ctx.lineTo(bullet.x, bullet.y);
|
|
|
1625 |
ctx.stroke();
|
1626 |
});
|
1627 |
|
1628 |
+
// 绘制敌人子弹
|
1629 |
+
gameState.enemyBullets.forEach(bullet => {
|
1630 |
+
ctx.save();
|
1631 |
+
ctx.translate(bullet.x, bullet.y);
|
1632 |
+
ctx.beginPath();
|
1633 |
+
ctx.arc(0, 0, bullet.size, 0, Math.PI * 2);
|
1634 |
+
ctx.fillStyle = 'rgba(255,0,0,0.8)';
|
1635 |
+
ctx.fill();
|
1636 |
+
ctx.restore();
|
1637 |
+
});
|
1638 |
+
|
1639 |
// 绘制星星
|
1640 |
gameState.stars.forEach(star => {
|
1641 |
ctx.save();
|
|
|
1668 |
}
|
1669 |
ctx.closePath();
|
1670 |
|
1671 |
+
const gradStar = ctx.createRadialGradient(0, 0, 0, 0, 0, star.size / 2);
|
1672 |
+
gradStar.addColorStop(0, 'gold');
|
1673 |
+
gradStar.addColorStop(1, 'yellow');
|
1674 |
+
ctx.fillStyle = gradStar;
|
1675 |
ctx.shadowColor = 'yellow';
|
1676 |
ctx.shadowBlur = 10;
|
1677 |
ctx.fill();
|
|
|
1679 |
ctx.restore();
|
1680 |
});
|
1681 |
|
1682 |
+
// 绘制障碍物(敌人)
|
1683 |
gameState.obstacles.forEach(obstacle => {
|
1684 |
ctx.save();
|
1685 |
ctx.translate(obstacle.x, obstacle.y);
|
1686 |
|
1687 |
if (obstacle.type === 'rectangle') {
|
1688 |
+
// 如果是Boss
|
1689 |
+
if (obstacle.isBoss) {
|
1690 |
+
// 画Boss的矩形身体
|
1691 |
+
// 绘制健康条
|
1692 |
+
if (obstacle.health < obstacle.maxHealth) {
|
1693 |
+
const healthBarWidth = 100;
|
1694 |
+
ctx.fillStyle = 'red';
|
1695 |
+
ctx.fillRect(
|
1696 |
+
-healthBarWidth / 2,
|
1697 |
+
-obstacle.height / 2 - 15,
|
1698 |
+
healthBarWidth,
|
1699 |
+
5
|
1700 |
+
);
|
1701 |
+
ctx.fillStyle = 'purple';
|
1702 |
+
ctx.fillRect(
|
1703 |
+
-healthBarWidth / 2,
|
1704 |
+
-obstacle.height / 2 - 15,
|
1705 |
+
healthBarWidth * (obstacle.health / obstacle.maxHealth),
|
1706 |
+
5
|
1707 |
+
);
|
1708 |
+
}
|
1709 |
+
|
1710 |
+
// 主体
|
1711 |
+
ctx.fillStyle = '#8B0000';
|
1712 |
+
ctx.fillRect(
|
1713 |
+
-obstacle.width / 2,
|
1714 |
+
-obstacle.height / 2,
|
1715 |
+
obstacle.width,
|
1716 |
+
obstacle.height
|
1717 |
+
);
|
1718 |
+
|
1719 |
+
ctx.fillStyle = '#600000';
|
1720 |
+
ctx.fillRect(
|
1721 |
+
-obstacle.width / 2 + 5,
|
1722 |
+
-obstacle.height / 2 + 5,
|
1723 |
+
obstacle.width - 10,
|
1724 |
+
obstacle.height - 10
|
1725 |
+
);
|
1726 |
+
|
1727 |
+
// 裂缝效果
|
1728 |
+
if (obstacle.health < obstacle.maxHealth) {
|
1729 |
+
ctx.strokeStyle = 'rgba(0, 0, 0, 0.5)';
|
1730 |
+
ctx.lineWidth = 2;
|
1731 |
+
for (let i = 0; i < 10; i++) {
|
1732 |
+
ctx.beginPath();
|
1733 |
+
ctx.moveTo(
|
1734 |
+
-obstacle.width / 2 + Math.random() * obstacle.width,
|
1735 |
+
-obstacle.height / 2 + Math.random() * (obstacle.height / 3)
|
1736 |
+
);
|
1737 |
+
ctx.lineTo(
|
1738 |
+
-obstacle.width / 2 + Math.random() * obstacle.width,
|
1739 |
+
obstacle.height / 2 - Math.random() * (obstacle.height / 3)
|
1740 |
+
);
|
1741 |
+
ctx.stroke();
|
1742 |
+
}
|
1743 |
+
}
|
1744 |
+
// BOSS标记
|
1745 |
+
ctx.fillStyle = 'gold';
|
1746 |
+
ctx.font = 'bold 20px Arial';
|
1747 |
+
ctx.textAlign = 'center';
|
1748 |
+
ctx.textBaseline = 'middle';
|
1749 |
+
ctx.fillText('BOSS', 0, 0);
|
1750 |
+
}
|
1751 |
+
else {
|
1752 |
+
// 普通矩形敌人 -> 用小飞机造型来表示
|
1753 |
+
// 先画一个简化小飞机 (与玩家外观类似,但颜色不同)
|
1754 |
+
ctx.save();
|
1755 |
+
// 如果受损,可能需要画个小血条
|
1756 |
+
if (obstacle.health < obstacle.maxHealth) {
|
1757 |
+
const healthBarWidth = 20;
|
1758 |
+
ctx.fillStyle = 'red';
|
1759 |
+
ctx.fillRect(-healthBarWidth / 2, -obstacle.height / 2 - 10, healthBarWidth, 4);
|
1760 |
+
ctx.fillStyle = 'lime';
|
1761 |
+
ctx.fillRect(
|
1762 |
+
-healthBarWidth / 2,
|
1763 |
+
-obstacle.height / 2 - 10,
|
1764 |
+
healthBarWidth * (obstacle.health / obstacle.maxHealth),
|
1765 |
+
4
|
1766 |
+
);
|
1767 |
+
}
|
1768 |
+
|
1769 |
+
// 敌机主体(蓝色机身)
|
1770 |
+
ctx.beginPath();
|
1771 |
+
ctx.moveTo(20, 0);
|
1772 |
+
ctx.lineTo(-15, -12);
|
1773 |
+
ctx.lineTo(-20, 0);
|
1774 |
+
ctx.lineTo(-15, 12);
|
1775 |
+
ctx.closePath();
|
1776 |
+
ctx.fillStyle = '#3498db';
|
1777 |
+
ctx.fill();
|
1778 |
+
|
1779 |
+
// 敌机窗户
|
1780 |
+
ctx.beginPath();
|
1781 |
+
ctx.arc(5, 0, 4, 0, Math.PI * 2);
|
1782 |
+
ctx.fillStyle = '#fff';
|
1783 |
+
ctx.fill();
|
1784 |
+
|
1785 |
+
// 敌机机翼
|
1786 |
+
ctx.beginPath();
|
1787 |
+
ctx.moveTo(3, 0);
|
1788 |
+
ctx.lineTo(-5, -15);
|
1789 |
+
ctx.lineTo(-12, -15);
|
1790 |
+
ctx.lineTo(-5, 0);
|
1791 |
+
ctx.closePath();
|
1792 |
+
ctx.fillStyle = '#2980b9';
|
1793 |
+
ctx.fill();
|
1794 |
+
|
1795 |
+
ctx.beginPath();
|
1796 |
+
ctx.moveTo(3, 0);
|
1797 |
+
ctx.lineTo(-5, 15);
|
1798 |
+
ctx.lineTo(-12, 15);
|
1799 |
+
ctx.lineTo(-5, 0);
|
1800 |
+
ctx.closePath();
|
1801 |
+
ctx.fillStyle = '#2980b9';
|
1802 |
+
ctx.fill();
|
1803 |
+
|
1804 |
+
// 尾翼
|
1805 |
+
ctx.beginPath();
|
1806 |
+
ctx.moveTo(-15, 0);
|
1807 |
+
ctx.lineTo(-20, -8);
|
1808 |
+
ctx.lineTo(-25, -8);
|
1809 |
+
ctx.lineTo(-20, 0);
|
1810 |
+
ctx.closePath();
|
1811 |
+
ctx.fillStyle = '#1c5982';
|
1812 |
+
ctx.fill();
|
1813 |
+
|
1814 |
+
ctx.beginPath();
|
1815 |
+
ctx.moveTo(-15, 0);
|
1816 |
+
ctx.lineTo(-20, 8);
|
1817 |
+
ctx.lineTo(-25, 8);
|
1818 |
+
ctx.lineTo(-20, 0);
|
1819 |
+
ctx.closePath();
|
1820 |
+
ctx.fillStyle = '#1c5982';
|
1821 |
+
ctx.fill();
|
1822 |
+
|
1823 |
+
ctx.restore();
|
1824 |
+
}
|
1825 |
+
|
1826 |
+
} else {
|
1827 |
+
// 圆形敌人 -> 绘制UFO形状
|
1828 |
+
// 小血条
|
1829 |
if (obstacle.health < obstacle.maxHealth) {
|
1830 |
const healthBarWidth = 20;
|
1831 |
ctx.fillStyle = 'red';
|
1832 |
+
ctx.fillRect(-healthBarWidth / 2, -obstacle.height / 2 - 10, healthBarWidth, 4);
|
|
|
|
|
|
|
|
|
|
|
1833 |
ctx.fillStyle = 'lime';
|
1834 |
ctx.fillRect(
|
1835 |
-healthBarWidth / 2,
|
1836 |
+
-obstacle.height / 2 - 10,
|
1837 |
healthBarWidth * (obstacle.health / obstacle.maxHealth),
|
1838 |
+
4
|
1839 |
);
|
1840 |
}
|
1841 |
|
1842 |
+
// UFO顶部圆 dome
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1843 |
ctx.beginPath();
|
1844 |
+
ctx.ellipse(0, -obstacle.height / 6, obstacle.width / 3, obstacle.height / 4, 0, 0, Math.PI * 2);
|
1845 |
+
ctx.fillStyle = '#9b59b6';
|
1846 |
ctx.fill();
|
1847 |
|
1848 |
+
// UFO主体
|
1849 |
ctx.beginPath();
|
1850 |
+
ctx.ellipse(0, 0, obstacle.width / 2, obstacle.height / 3, 0, 0, Math.PI * 2);
|
1851 |
+
ctx.fillStyle = '#8e44ad';
|
1852 |
ctx.fill();
|
1853 |
|
1854 |
+
// 一些灯
|
1855 |
+
for (let i = 0; i < 3; i++) {
|
1856 |
+
const angle = (i / 3) * Math.PI * 2;
|
1857 |
+
const rx = Math.cos(angle) * (obstacle.width / 2.2);
|
1858 |
+
const ry = Math.sin(angle) * (obstacle.height / 3.2);
|
1859 |
+
ctx.beginPath();
|
1860 |
+
ctx.arc(rx, ry, 3, 0, Math.PI * 2);
|
1861 |
+
ctx.fillStyle = '#ffdc00';
|
1862 |
+
ctx.fill();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1863 |
}
|
1864 |
}
|
1865 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1866 |
ctx.restore();
|
1867 |
});
|
1868 |
|
1869 |
+
// 绘制玩家飞机
|
1870 |
ctx.save();
|
1871 |
ctx.translate(gameState.plane.x, gameState.plane.y);
|
1872 |
ctx.rotate(gameState.plane.rotation * Math.PI / 180);
|
|
|
1880 |
ctx.stroke();
|
1881 |
|
1882 |
// 保护罩光晕
|
1883 |
+
const gradS = ctx.createRadialGradient(0, 0, 0, 0, 0, 45);
|
1884 |
+
gradS.addColorStop(0, 'rgba(0, 204, 255, 0.2)');
|
1885 |
+
gradS.addColorStop(1, 'rgba(0, 204, 255, 0)');
|
1886 |
+
ctx.fillStyle = gradS;
|
1887 |
ctx.fill();
|
1888 |
}
|
1889 |
|
|
|
1948 |
ctx.save();
|
1949 |
ctx.translate(explosion.x, explosion.y);
|
1950 |
|
1951 |
+
const gradExp = ctx.createRadialGradient(
|
1952 |
0, 0, 0,
|
1953 |
0, 0, explosion.size
|
1954 |
);
|
1955 |
+
gradExp.addColorStop(0, `rgba(255, 100, 0, ${explosion.alpha})`);
|
1956 |
+
gradExp.addColorStop(0.5, `rgba(255, 200, 0, ${explosion.alpha * 0.6})`);
|
1957 |
+
gradExp.addColorStop(1, `rgba(255, 255, 255, 0)`);
|
1958 |
|
1959 |
ctx.beginPath();
|
1960 |
ctx.arc(0, 0, explosion.size, 0, Math.PI * 2);
|
1961 |
+
ctx.fillStyle = gradExp;
|
1962 |
ctx.fill();
|
1963 |
|
1964 |
ctx.restore();
|
|
|
1970 |
const progress = timePassed / effect.duration;
|
1971 |
|
1972 |
ctx.save();
|
1973 |
+
ctx.translate(effect.x, effect.y - progress * 50); // 文字向上移动
|
1974 |
ctx.globalAlpha = 1 - progress * 0.8;
|
|
|
1975 |
ctx.font = 'bold 20px Arial';
|
1976 |
ctx.fillStyle = effect.color;
|
1977 |
ctx.textAlign = 'center';
|
1978 |
ctx.textBaseline = 'middle';
|
1979 |
ctx.fillText(effect.text, 0, 0);
|
|
|
1980 |
ctx.restore();
|
1981 |
});
|
1982 |
|
1983 |
+
// 绘制速度线(速度快时)
|
1984 |
if (gameState.speed > 120) {
|
1985 |
for (let i = 0; i < 10; i++) {
|
1986 |
const x = Math.random() * canvas.width;
|
|
|
2021 |
'fas fa-bolt': 'f0e7',
|
2022 |
'fas fa-rocket': 'f135',
|
2023 |
'fas fa-shield-alt': 'f3ed',
|
2024 |
+
'fas fa-heart': 'f004',
|
2025 |
+
'fas fa-clock': 'f017',
|
2026 |
+
'fas fa-bomb': 'f1e2',
|
2027 |
+
'fas fa-star': 'f005'
|
2028 |
};
|
2029 |
return icons[iconClass] || 'f128'; // 默认返回问号图标
|
2030 |
}
|
2031 |
|
2032 |
+
// 虚拟摇杆控制
|
2033 |
+
function setupJoystick() {
|
2034 |
+
const joystickArea = joystick;
|
2035 |
+
const handle = joystickHandle;
|
2036 |
+
let active = false;
|
2037 |
+
let startX = 0;
|
2038 |
+
let startY = 0;
|
2039 |
+
let handleX = 0;
|
2040 |
+
let handleY = 0;
|
2041 |
+
const maxDistance = 40;
|
2042 |
+
|
2043 |
+
joystickArea.addEventListener('touchstart', (e) => {
|
2044 |
+
e.preventDefault();
|
2045 |
+
const touch = e.touches[0];
|
2046 |
+
const rect = joystickArea.getBoundingClientRect();
|
2047 |
+
startX = rect.left + rect.width / 2;
|
2048 |
+
startY = rect.top + rect.height / 2;
|
2049 |
+
handleX = touch.clientX - startX;
|
2050 |
+
handleY = touch.clientY - startY;
|
2051 |
+
|
2052 |
+
// 限制摇杆移动范围
|
2053 |
+
const distance = Math.sqrt(handleX * handleX + handleY * handleY);
|
2054 |
+
if (distance > maxDistance) {
|
2055 |
+
handleX = (handleX / distance) * maxDistance;
|
2056 |
+
handleY = (handleY / distance) * maxDistance;
|
2057 |
+
}
|
2058 |
+
|
2059 |
+
handle.style.transform = `translate(${handleX}px, ${handleY}px)`;
|
2060 |
+
|
2061 |
+
// 计算角度和距离
|
2062 |
+
gameState.joystickAngle = Math.atan2(handleY, handleX);
|
2063 |
+
gameState.joystickDistance = distance / maxDistance;
|
2064 |
+
gameState.joystickActive = true;
|
2065 |
+
active = true;
|
2066 |
+
});
|
2067 |
+
|
2068 |
+
joystickArea.addEventListener('touchmove', (e) => {
|
2069 |
+
if (!active) return;
|
2070 |
+
e.preventDefault();
|
2071 |
+
const touch = e.touches[0];
|
2072 |
+
handleX = touch.clientX - startX;
|
2073 |
+
handleY = touch.clientY - startY;
|
2074 |
+
|
2075 |
+
// 限制摇杆移动范围
|
2076 |
+
const distance = Math.sqrt(handleX * handleX + handleY * handleY);
|
2077 |
+
if (distance > maxDistance) {
|
2078 |
+
handleX = (handleX / distance) * maxDistance;
|
2079 |
+
handleY = (handleY / distance) * maxDistance;
|
2080 |
+
}
|
2081 |
+
|
2082 |
+
handle.style.transform = `translate(${handleX}px, ${handleY}px)`;
|
2083 |
+
|
2084 |
+
// 计算角度和距离
|
2085 |
+
gameState.joystickAngle = Math.atan2(handleY, handleX);
|
2086 |
+
gameState.joystickDistance = distance / maxDistance;
|
2087 |
+
});
|
2088 |
+
|
2089 |
+
joystickArea.addEventListener('touchend', (e) => {
|
2090 |
+
e.preventDefault();
|
2091 |
+
handle.style.transform = 'translate(0, 0)';
|
2092 |
+
gameState.joystickActive = false;
|
2093 |
+
active = false;
|
2094 |
+
});
|
2095 |
+
}
|
2096 |
+
|
2097 |
// 事件监听
|
2098 |
window.addEventListener('resize', resizeCanvas);
|
2099 |
|
|
|
2240 |
|
2241 |
// 初始调整画布大小
|
2242 |
resizeCanvas();
|
2243 |
+
setupJoystick();
|
2244 |
+
|
2245 |
+
// 显示最高分
|
2246 |
+
highScoreDisplay.textContent = gameState.highScore;
|
2247 |
</script>
|
2248 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">
|
2249 |
+
Made with
|
2250 |
+
<img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);">
|
2251 |
+
<a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> -
|
2252 |
+
<a href="https://enzostvs-deepsite.hf.space?remix=zdwalter/plane-fighter-2" style="color: #fff;text-decoration: underline;" target="_blank" >🧬 Remix</a>
|
2253 |
+
</p>
|
2254 |
+
</body>
|
2255 |
+
</html>
|