Update index.html
Browse files- index.html +66 -191
index.html
CHANGED
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@@ -318,6 +318,12 @@
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</div>
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</div>
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<audio id="shootSound" src="https://assets.mixkit.co/sfx/preview/mixkit-laser-weapon-shot-1680.mp3" preload="auto"></audio>
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<audio id="explosionSound" src="https://assets.mixkit.co/sfx/preview/mixkit-explosion-impact-1684.mp3" preload="auto"></audio>
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<audio id="powerupSound" src="https://assets.mixkit.co/sfx/preview/mixkit-achievement-bell-600.mp3" preload="auto"></audio>
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@@ -344,17 +350,17 @@
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y: 0,
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width: 60,
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height: 60,
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-
velocity: 0,
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| 348 |
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verticalVelocity: 0,
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rotation: 0,
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lastFireTime: 0,
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fireRate: 200,
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bulletDamage: 1,
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hasShield: false,
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shieldDuration: 0,
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powerups: {
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rapidFire: 0,
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homingMissiles: 0,
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}
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},
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stars: [],
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@@ -364,16 +370,16 @@
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bullets: [],
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enemyBullets: [], // 敌人子弹
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debris: [],
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powerups: [],
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homingMissiles: [],
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effects: [],
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particles: [],
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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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lastBossSpawnTime: 0,
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| 376 |
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lastEnemyShootTime: 0,
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keys: {
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ArrowUp: false,
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ArrowDown: false,
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@@ -386,10 +392,10 @@
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joystickAngle: 0,
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joystickDistance: 0,
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achievements: {
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firstBlood: false,
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combo5: false,
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noDamage: false,
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bossSlayer: false
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},
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highScore: localStorage.getItem('highScore') || 0
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};
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@@ -400,9 +406,9 @@
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id: 'rapidFire',
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icon: 'fas fa-bolt',
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color: 'red',
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duration: 10000,
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effect: (game) => {
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game.plane.fireRate = 100;
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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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playSound('powerupSound');
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@@ -412,7 +418,7 @@
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id: 'homingMissiles',
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icon: 'fas fa-rocket',
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color: 'purple',
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duration: 10000,
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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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@@ -423,7 +429,7 @@
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id: 'shield',
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icon: 'fas fa-shield-alt',
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color: 'blue',
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duration: 8000,
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effect: (game) => {
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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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@@ -436,7 +442,7 @@
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icon: 'fas fa-heart',
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color: 'green',
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effect: (game) => {
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game.lives = Math.min(game.lives + 1, 5);
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updateUI();
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createEffect('生命值恢复!', 'green', 1500);
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playSound('powerupSound');
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@@ -446,7 +452,7 @@
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id: 'timeSlow',
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icon: 'fas fa-clock',
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color: 'cyan',
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duration: 8000,
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effect: (game) => {
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game.timeSlow = Date.now() + POWERUP_TYPES.TIME_SLOW.duration;
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createEffect('时间减速!', 'cyan', 1500);
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@@ -458,7 +464,6 @@
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icon: 'fas fa-bomb',
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color: 'orange',
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effect: (game) => {
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// 清除所有障碍物
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game.obstacles.forEach(obstacle => {
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createExplosion(obstacle.x, obstacle.y);
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createDebris(obstacle, 8);
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@@ -472,7 +477,7 @@
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id: 'doubleScore',
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icon: 'fas fa-star',
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color: 'pink',
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duration: 10000,
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effect: (game) => {
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game.doubleScore = Date.now() + POWERUP_TYPES.DOUBLE_SCORE.duration;
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createEffect('双倍分数!', 'pink', 1500);
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@@ -756,7 +761,7 @@
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});
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}
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//
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function createEnemyBullet(x, y) {
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const size = 8;
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const speed = 5 + gameState.speed / 50;
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@@ -771,7 +776,7 @@
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size,
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speed,
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angle,
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damage:
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});
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playSound('enemyShootSound');
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@@ -786,9 +791,8 @@
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const speed = Math.random() * 2 + 2 + gameState.speed / 50;
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const type = Math.random() > 0.5 ? 'rectangle' : 'circle';
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const health = type === 'rectangle' ? (width > 80 ? 3 : 2) : 1;
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const canShoot = Math.random() > 0.7;
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// 碰撞体积比实际显示大20%
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const collisionWidth = width * 1.2;
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const collisionHeight = height * 1.2;
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@@ -806,7 +810,7 @@
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isLarge: width > 80,
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canShoot,
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lastShootTime: 0,
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shootCooldown: Math.random() * 2000 + 1000
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});
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}
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@@ -839,7 +843,7 @@
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isBoss: true,
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canShoot: true,
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lastShootTime: 0,
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shootCooldown: 500
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});
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createEffect('BOSS出现!', 'red', 2000);
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@@ -852,7 +856,6 @@
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const y = Math.random() * (canvas.height - size * 2) + size;
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const speed = Math.random() * 2 + 1;
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// 随机选择一种道具类型
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const powerupKeys = Object.keys(POWERUP_TYPES);
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const randomPowerup = POWERUP_TYPES[powerupKeys[Math.floor(Math.random() * powerupKeys.length)]];
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@@ -867,9 +870,8 @@
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// 创建跟踪导弹
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function createHomingMissile() {
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if (gameState.obstacles.length === 0) return;
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// 找到最近的障碍物作为目标
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let closestObstacle = null;
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let minDistance = Infinity;
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@@ -919,12 +921,12 @@
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// 创建子弹
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function createBullet() {
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if (gameState.ammo <= 0) return false;
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const size = gameState.plane.powerups.rapidFire > Date.now() ? 10 : 8;
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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;
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const y = gameState.plane.y;
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gameState.bullets.push({
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@@ -935,13 +937,11 @@
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damage
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});
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// 如果有跟踪导弹能力且冷却结束
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if (gameState.plane.powerups.homingMissiles > Date.now() &&
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Math.random() > 0.7) {
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requestAnimationFrame(createHomingMissile);
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}
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// 如果弹药不是无限的,减少弹药
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if (gameState.ammo !== Infinity) {
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gameState.ammo--;
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}
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@@ -982,14 +982,12 @@
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gameOverScreen.classList.remove('hidden');
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finalScore.textContent = gameState.score;
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// 更新最高分
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if (gameState.score > gameState.highScore) {
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gameState.highScore = gameState.score;
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localStorage.setItem('highScore', gameState.highScore);
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achievementsDisplay.innerHTML += `<div class="text-yellow-400 mb-2">🎉 新纪录!</div>`;
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}
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// 显示成就
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if (!gameState.achievements.firstBlood) {
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achievementsDisplay.innerHTML += `<div class="text-green-400 mb-2">🏆 首次击杀!</div>`;
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}
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@@ -1003,7 +1001,6 @@
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achievementsDisplay.innerHTML += `<div class="text-red-400 mb-2">👹 Boss杀手!</div>`;
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}
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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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@@ -1018,43 +1015,34 @@
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function gameLoop(timestamp) {
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if (!gameState.started || gameState.gameOver) return;
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// 清除画布
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// 更新游戏状态
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updateGame(timestamp);
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// 绘制游戏元素
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drawGame();
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// 继续循环
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requestAnimationFrame(gameLoop);
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}
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// 更新游戏状态
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function updateGame(timestamp) {
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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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// 检查Boss生成条件
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if (!gameState.bossActive &&
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gameState.score > 0 &&
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gameState.score % 5000 === 0 &&
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timestamp - gameState.lastBossSpawnTime > 30000) {
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createBoss();
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}
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// 时间减速因子
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const timeSlowFactor = gameState.timeSlow > Date.now() ? 0.5 : 1;
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// 处理开火
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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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// 敌人射击
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if (timestamp - gameState.lastEnemyShootTime > 1000 / gameState.difficulty) {
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gameState.obstacles.forEach(obstacle => {
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if (obstacle.canShoot && timestamp - obstacle.lastShootTime > obstacle.shootCooldown) {
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@@ -1065,7 +1053,6 @@
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gameState.lastEnemyShootTime = timestamp;
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}
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// 更新敌人子弹
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gameState.enemyBullets.forEach(bullet => {
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bullet.x += Math.cos(bullet.angle) * bullet.speed * timeSlowFactor;
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bullet.y += Math.sin(bullet.angle) * bullet.speed * timeSlowFactor;
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bullet.y > 0 && bullet.y < canvas.height
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);
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// 检查道具是否过期
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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;
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createEffect('火力增强结束', 'red', 1500);
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}
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createEffect('双倍分数结束', 'pink', 1500);
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}
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// 更新飞机速度
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if (gameState.keys.ArrowUp || gameState.keys.ArrowDown) {
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gameState.speed = Math.max(50,
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Math.min(200,
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@@ -1111,7 +1096,6 @@
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);
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}
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// 更新水平方向移动
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if (gameState.keys.ArrowLeft || gameState.joystickAngle < -Math.PI/4) {
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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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@@ -1119,57 +1103,47 @@
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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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// 如果没有按左右键,飞机逐渐回正
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gameState.plane.rotation *= 0.95;
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gameState.plane.velocity *= 0.95;
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if (Math.abs(gameState.plane.rotation) < 0.5) gameState.plane.rotation = 0;
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if (Math.abs(gameState.plane.velocity) < 0.5) gameState.plane.velocity = 0;
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}
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// 更新垂直方向移动
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if (gameState.keys.ArrowUp || (gameState.joystickActive && gameState.joystickAngle < -Math.PI/4 && gameState.joystickAngle > -3*Math.PI/4)) {
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gameState.plane.verticalVelocity = Math.max(gameState.plane.verticalVelocity - 0.5, -5);
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} else if (gameState.keys.ArrowDown || (gameState.joystickActive && gameState.joystickAngle > Math.PI/4 && gameState.joystickAngle < 3*Math.PI/4)) {
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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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gameState.plane.verticalVelocity *= 0.95;
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if (Math.abs(gameState.plane.verticalVelocity) < 0.5) gameState.plane.verticalVelocity = 0;
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}
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// 更新飞机位置
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gameState.plane.x += gameState.plane.velocity;
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gameState.plane.y += gameState.plane.verticalVelocity;
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// 限制飞机在屏幕内
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gameState.plane.x = Math.max(gameState.plane.width / 2, Math.min(gameState.plane.x, canvas.width - gameState.plane.width / 2));
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gameState.plane.y = Math.max(gameState.plane.height / 2, Math.min(gameState.plane.y, canvas.height - gameState.plane.height / 2));
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// 生成新星星
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if (timestamp - gameState.lastStarTime > 2000 / gameState.difficulty) {
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createStar();
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gameState.lastStarTime = timestamp;
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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 * timeSlowFactor) {
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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 * timeSlowFactor) {
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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 * timeSlowFactor) {
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createPowerup();
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gameState.lastPowerupTime = timestamp;
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}
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-
// 更新粒子
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gameState.particles.forEach(particle => {
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particle.x += particle.speedX;
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particle.y += particle.speedY;
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@@ -1177,12 +1151,10 @@
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});
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gameState.particles = gameState.particles.filter(p => p.life > 0);
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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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);
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-
// 更新碎片
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gameState.debris.forEach(debris => {
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debris.x += debris.speedX;
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debris.y += debris.speedY;
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@@ -1191,19 +1163,15 @@
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});
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gameState.debris = gameState.debris.filter(debris => debris.opacity > 0);
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-
// 更新跟踪导弹
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gameState.homingMissiles.forEach(missile => {
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if (!missile.target || missile.target.hit) {
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-
// 如果没有目标或目标已被击中,则直线飞行
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missile.x += Math.cos(missile.angle) * missile.speed;
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missile.y += Math.sin(missile.angle) * missile.speed;
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} else {
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-
// 计算新的角度以跟踪目标
|
| 1202 |
const dx = missile.target.x - missile.x;
|
| 1203 |
const dy = missile.target.y - missile.y;
|
| 1204 |
const targetAngle = Math.atan2(dy, dx);
|
| 1205 |
|
| 1206 |
-
// 平滑转向
|
| 1207 |
let angleDiff = targetAngle - missile.angle;
|
| 1208 |
if (angleDiff > Math.PI) angleDiff -= Math.PI * 2;
|
| 1209 |
if (angleDiff < -Math.PI) angleDiff += Math.PI * 2;
|
|
@@ -1212,7 +1180,6 @@
|
|
| 1212 |
missile.x += Math.cos(missile.angle) * missile.speed;
|
| 1213 |
missile.y += Math.sin(missile.angle) * missile.speed;
|
| 1214 |
|
| 1215 |
-
// 检测碰撞
|
| 1216 |
const missileRect = {
|
| 1217 |
x: missile.x - missile.size / 2,
|
| 1218 |
y: missile.y - missile.size / 2,
|
|
@@ -1229,7 +1196,7 @@
|
|
| 1229 |
|
| 1230 |
if (checkCollision(missileRect, targetRect)) {
|
| 1231 |
missile.hit = true;
|
| 1232 |
-
missile.target.health -= 3;
|
| 1233 |
|
| 1234 |
if (missile.target.health <= 0) {
|
| 1235 |
missile.target.hit = true;
|
|
@@ -1237,7 +1204,6 @@
|
|
| 1237 |
gameState.score += gameState.doubleScore > Date.now() ? scoreBonus * 2 : scoreBonus;
|
| 1238 |
updateUI();
|
| 1239 |
|
| 1240 |
-
// 如果是大型障碍物但不是Boss,分裂成小型障碍物
|
| 1241 |
if (missile.target.isLarge && !missile.target.isBoss) {
|
| 1242 |
for (let i = 0; i < 3; i++) {
|
| 1243 |
gameState.obstacles.push({
|
|
@@ -1256,17 +1222,14 @@
|
|
| 1256 |
}
|
| 1257 |
}
|
| 1258 |
|
| 1259 |
-
// 如果是Boss,标记Boss已击败
|
| 1260 |
if (missile.target.isBoss) {
|
| 1261 |
gameState.bossActive = false;
|
| 1262 |
gameState.achievements.bossSlayer = true;
|
| 1263 |
}
|
| 1264 |
|
| 1265 |
-
// 创建碎片效果
|
| 1266 |
createDebris(missile.target, missile.target.isBoss ? 30 : 12);
|
| 1267 |
}
|
| 1268 |
|
| 1269 |
-
// 创建爆炸效果
|
| 1270 |
createExplosion(missile.x, missile.y);
|
| 1271 |
}
|
| 1272 |
}
|
|
@@ -1277,17 +1240,14 @@
|
|
| 1277 |
!missile.hit
|
| 1278 |
);
|
| 1279 |
|
| 1280 |
-
// 更新云朵
|
| 1281 |
gameState.clouds.forEach(cloud => {
|
| 1282 |
cloud.x -= cloud.speed * timeSlowFactor;
|
| 1283 |
});
|
| 1284 |
gameState.clouds = gameState.clouds.filter(cloud => cloud.x + cloud.size > 0);
|
| 1285 |
|
| 1286 |
-
// 更新道具
|
| 1287 |
gameState.powerups.forEach(powerup => {
|
| 1288 |
powerup.x -= powerup.speed * timeSlowFactor;
|
| 1289 |
|
| 1290 |
-
// 检测与飞机的碰撞
|
| 1291 |
const planeRect = {
|
| 1292 |
x: gameState.plane.x - gameState.plane.width / 2,
|
| 1293 |
y: gameState.plane.y - gameState.plane.height / 2,
|
|
@@ -1313,13 +1273,11 @@
|
|
| 1313 |
powerup.x + powerup.size > 0 && !powerup.collected
|
| 1314 |
);
|
| 1315 |
|
| 1316 |
-
// 更新子弹
|
| 1317 |
gameState.bullets.forEach(bullet => {
|
| 1318 |
bullet.x += bullet.speed * timeSlowFactor;
|
| 1319 |
});
|
| 1320 |
gameState.bullets = gameState.bullets.filter(bullet => bullet.x < canvas.width);
|
| 1321 |
|
| 1322 |
-
// 检查敌人子弹与飞机的碰撞
|
| 1323 |
gameState.enemyBullets.forEach(bullet => {
|
| 1324 |
const bulletRect = {
|
| 1325 |
x: bullet.x - bullet.size / 2,
|
|
@@ -1346,19 +1304,16 @@
|
|
| 1346 |
endGame();
|
| 1347 |
}
|
| 1348 |
} else {
|
| 1349 |
-
// 保护罩被击中
|
| 1350 |
createExplosion(bullet.x, bullet.y);
|
| 1351 |
}
|
| 1352 |
}
|
| 1353 |
});
|
| 1354 |
gameState.enemyBullets = gameState.enemyBullets.filter(bullet => !bullet.hit);
|
| 1355 |
|
| 1356 |
-
// 更新星星
|
| 1357 |
gameState.stars.forEach(star => {
|
| 1358 |
star.x -= star.speed * timeSlowFactor;
|
| 1359 |
star.rotation += star.rotationSpeed;
|
| 1360 |
|
| 1361 |
-
// 检测碰撞
|
| 1362 |
const planeRect = {
|
| 1363 |
x: gameState.plane.x - gameState.plane.width / 2,
|
| 1364 |
y: gameState.plane.y - gameState.plane.height / 2,
|
|
@@ -1383,12 +1338,10 @@
|
|
| 1383 |
});
|
| 1384 |
gameState.stars = gameState.stars.filter(star => star.x + star.size > 0 && !star.collected);
|
| 1385 |
|
| 1386 |
-
|
| 1387 |
-
let comboCount = 0; // 连续击杀计数器
|
| 1388 |
gameState.obstacles.forEach(obstacle => {
|
| 1389 |
obstacle.x -= obstacle.speed * timeSlowFactor;
|
| 1390 |
|
| 1391 |
-
// 检测与飞机的碰撞
|
| 1392 |
const planeRect = {
|
| 1393 |
x: gameState.plane.x - gameState.plane.width / 2,
|
| 1394 |
y: gameState.plane.y - gameState.plane.height / 2,
|
|
@@ -1404,7 +1357,6 @@
|
|
| 1404 |
};
|
| 1405 |
|
| 1406 |
if (checkCollision(planeRect, obstacleRect) && !gameState.gameOver) {
|
| 1407 |
-
// 如果有保护罩则不会受伤
|
| 1408 |
if (!gameState.plane.hasShield || gameState.plane.shieldDuration < Date.now()) {
|
| 1409 |
obstacle.hit = true;
|
| 1410 |
gameState.lives--;
|
|
@@ -1415,14 +1367,12 @@
|
|
| 1415 |
endGame();
|
| 1416 |
}
|
| 1417 |
} else {
|
| 1418 |
-
// 保护罩被击中
|
| 1419 |
obstacle.hit = true;
|
| 1420 |
createExplosion(obstacle.x, obstacle.y);
|
| 1421 |
createDebris(obstacle, 4);
|
| 1422 |
}
|
| 1423 |
}
|
| 1424 |
|
| 1425 |
-
// 检测与子弹的碰撞
|
| 1426 |
if (!obstacle.hit) {
|
| 1427 |
const bulletHits = [];
|
| 1428 |
|
|
@@ -1453,7 +1403,6 @@
|
|
| 1453 |
updateUI();
|
| 1454 |
comboCount++;
|
| 1455 |
|
| 1456 |
-
// 如果是大型障碍物但不是Boss,分裂成小型障碍物
|
| 1457 |
if (obstacle.isLarge && !obstacle.isBoss) {
|
| 1458 |
for (let i = 0; i < 3; i++) {
|
| 1459 |
gameState.obstacles.push({
|
|
@@ -1472,16 +1421,13 @@
|
|
| 1472 |
}
|
| 1473 |
}
|
| 1474 |
|
| 1475 |
-
// 如果是Boss,标记Boss已击败
|
| 1476 |
if (obstacle.isBoss) {
|
| 1477 |
gameState.bossActive = false;
|
| 1478 |
gameState.achievements.bossSlayer = true;
|
| 1479 |
}
|
| 1480 |
|
| 1481 |
-
// 创建碎片效果
|
| 1482 |
createDebris(obstacle, obstacle.isBoss ? 30 : 8);
|
| 1483 |
|
| 1484 |
-
// 首次击杀成就
|
| 1485 |
if (!gameState.achievements.firstBlood) {
|
| 1486 |
gameState.achievements.firstBlood = true;
|
| 1487 |
createEffect('首次击杀!', 'green', 2000);
|
|
@@ -1490,13 +1436,11 @@
|
|
| 1490 |
}
|
| 1491 |
});
|
| 1492 |
|
| 1493 |
-
// 连续击杀成就
|
| 1494 |
if (comboCount >= 5 && !gameState.achievements.combo5) {
|
| 1495 |
gameState.achievements.combo5 = true;
|
| 1496 |
createEffect('连续5次击杀!', 'blue', 2000);
|
| 1497 |
}
|
| 1498 |
|
| 1499 |
-
// 移除已经击中的子弹
|
| 1500 |
for (let i = bulletHits.length - 1; i >= 0; i--) {
|
| 1501 |
gameState.bullets.splice(bulletHits[i], 1);
|
| 1502 |
}
|
|
@@ -1504,7 +1448,6 @@
|
|
| 1504 |
});
|
| 1505 |
gameState.obstacles = gameState.obstacles.filter(obstacle => obstacle.x + obstacle.width > 0 && !obstacle.hit);
|
| 1506 |
|
| 1507 |
-
// 更新爆炸效果
|
| 1508 |
gameState.explosions.forEach(explosion => {
|
| 1509 |
explosion.size += 2;
|
| 1510 |
explosion.alpha -= 0.02;
|
|
@@ -1514,14 +1457,12 @@
|
|
| 1514 |
|
| 1515 |
// 绘制游戏元素
|
| 1516 |
function drawGame() {
|
| 1517 |
-
// 绘制背景渐变
|
| 1518 |
const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
|
| 1519 |
gradient.addColorStop(0, '#1e3c72');
|
| 1520 |
gradient.addColorStop(1, '#2a5298');
|
| 1521 |
ctx.fillStyle = gradient;
|
| 1522 |
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
| 1523 |
|
| 1524 |
-
// 绘制云朵
|
| 1525 |
gameState.clouds.forEach(cloud => {
|
| 1526 |
cloud.parts.forEach(part => {
|
| 1527 |
ctx.beginPath();
|
|
@@ -1537,7 +1478,6 @@
|
|
| 1537 |
});
|
| 1538 |
});
|
| 1539 |
|
| 1540 |
-
// 绘制粒子
|
| 1541 |
gameState.particles.forEach(particle => {
|
| 1542 |
ctx.beginPath();
|
| 1543 |
ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
|
|
@@ -1547,7 +1487,6 @@
|
|
| 1547 |
ctx.globalAlpha = 1;
|
| 1548 |
});
|
| 1549 |
|
| 1550 |
-
// 绘制碎片
|
| 1551 |
gameState.debris.forEach(debris => {
|
| 1552 |
ctx.save();
|
| 1553 |
ctx.translate(debris.x, debris.y);
|
|
@@ -1564,7 +1503,6 @@
|
|
| 1564 |
ctx.restore();
|
| 1565 |
});
|
| 1566 |
|
| 1567 |
-
// 绘制敌人子弹
|
| 1568 |
gameState.enemyBullets.forEach(bullet => {
|
| 1569 |
const gradient = ctx.createRadialGradient(
|
| 1570 |
bullet.x, bullet.y, 0,
|
|
@@ -1578,7 +1516,6 @@
|
|
| 1578 |
ctx.fillStyle = gradient;
|
| 1579 |
ctx.fill();
|
| 1580 |
|
| 1581 |
-
// 子弹尾迹
|
| 1582 |
ctx.beginPath();
|
| 1583 |
ctx.moveTo(bullet.x - Math.cos(bullet.angle) * 10, bullet.y - Math.sin(bullet.angle) * 10);
|
| 1584 |
ctx.lineTo(bullet.x, bullet.y);
|
|
@@ -1587,12 +1524,10 @@
|
|
| 1587 |
ctx.stroke();
|
| 1588 |
});
|
| 1589 |
|
| 1590 |
-
// 绘制道具
|
| 1591 |
gameState.powerups.forEach(powerup => {
|
| 1592 |
ctx.save();
|
| 1593 |
ctx.translate(powerup.x, powerup.y);
|
| 1594 |
|
| 1595 |
-
// 绘制闪光效果
|
| 1596 |
ctx.beginPath();
|
| 1597 |
ctx.arc(0, 0, powerup.size / 2, 0, Math.PI * 2);
|
| 1598 |
const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, powerup.size / 2);
|
|
@@ -1603,18 +1538,15 @@
|
|
| 1603 |
ctx.fill();
|
| 1604 |
ctx.globalAlpha = 1;
|
| 1605 |
|
| 1606 |
-
// 绘制道具图标背景
|
| 1607 |
ctx.fillStyle = powerup.type.color;
|
| 1608 |
ctx.beginPath();
|
| 1609 |
ctx.arc(0, 0, powerup.size / 2 - 3, 0, Math.PI * 2);
|
| 1610 |
ctx.fill();
|
| 1611 |
|
| 1612 |
-
// 绘制边框
|
| 1613 |
ctx.strokeStyle = 'white';
|
| 1614 |
ctx.lineWidth = 2;
|
| 1615 |
ctx.stroke();
|
| 1616 |
|
| 1617 |
-
// 绘制道具图标(使用FontAwesome图标Unicode)
|
| 1618 |
ctx.fillStyle = 'white';
|
| 1619 |
ctx.font = '20px FontAwesome';
|
| 1620 |
ctx.textAlign = 'center';
|
|
@@ -1624,13 +1556,11 @@
|
|
| 1624 |
ctx.restore();
|
| 1625 |
});
|
| 1626 |
|
| 1627 |
-
// 绘制跟踪导弹
|
| 1628 |
gameState.homingMissiles.forEach(missile => {
|
| 1629 |
ctx.save();
|
| 1630 |
ctx.translate(missile.x, missile.y);
|
| 1631 |
ctx.rotate(missile.angle);
|
| 1632 |
|
| 1633 |
-
// 导弹主体
|
| 1634 |
ctx.fillStyle = 'red';
|
| 1635 |
ctx.beginPath();
|
| 1636 |
ctx.moveTo(missile.size / 2, 0);
|
|
@@ -1639,7 +1569,6 @@
|
|
| 1639 |
ctx.closePath();
|
| 1640 |
ctx.fill();
|
| 1641 |
|
| 1642 |
-
// 火焰效果
|
| 1643 |
ctx.fillStyle = 'orange';
|
| 1644 |
ctx.beginPath();
|
| 1645 |
ctx.moveTo(-missile.size / 2, -missile.size / 4);
|
|
@@ -1651,7 +1580,6 @@
|
|
| 1651 |
ctx.restore();
|
| 1652 |
});
|
| 1653 |
|
| 1654 |
-
// 绘制子弹
|
| 1655 |
gameState.bullets.forEach(bullet => {
|
| 1656 |
const gradient = ctx.createRadialGradient(
|
| 1657 |
bullet.x, bullet.y, 0,
|
|
@@ -1665,7 +1593,6 @@
|
|
| 1665 |
ctx.fillStyle = gradient;
|
| 1666 |
ctx.fill();
|
| 1667 |
|
| 1668 |
-
// 子弹尾迹
|
| 1669 |
ctx.beginPath();
|
| 1670 |
ctx.moveTo(bullet.x - bullet.speed, bullet.y);
|
| 1671 |
ctx.lineTo(bullet.x, bullet.y);
|
|
@@ -1674,7 +1601,6 @@
|
|
| 1674 |
ctx.stroke();
|
| 1675 |
});
|
| 1676 |
|
| 1677 |
-
// 绘制星星
|
| 1678 |
gameState.stars.forEach(star => {
|
| 1679 |
ctx.save();
|
| 1680 |
ctx.translate(star.x, star.y);
|
|
@@ -1723,7 +1649,6 @@
|
|
| 1723 |
ctx.translate(obstacle.x, obstacle.y);
|
| 1724 |
|
| 1725 |
if (obstacle.type === 'rectangle') {
|
| 1726 |
-
// 绘制健康条 (如果是矩形障碍物)
|
| 1727 |
if (obstacle.health < obstacle.maxHealth) {
|
| 1728 |
const healthBarWidth = obstacle.isBoss ? 100 : 20;
|
| 1729 |
ctx.fillStyle = 'red';
|
|
@@ -1742,9 +1667,7 @@
|
|
| 1742 |
);
|
| 1743 |
}
|
| 1744 |
|
| 1745 |
-
// 判断是否为敌人飞机(带有射击能力的障碍物)
|
| 1746 |
if (obstacle.canShoot) {
|
| 1747 |
-
// 使用渐变和阴影美化敌机主体
|
| 1748 |
let bodyGradient = ctx.createLinearGradient(-obstacle.width/2, 0, obstacle.width/2, 0);
|
| 1749 |
if (obstacle.isBoss) {
|
| 1750 |
bodyGradient.addColorStop(0, '#ff4d4d');
|
|
@@ -1764,7 +1687,6 @@
|
|
| 1764 |
ctx.fill();
|
| 1765 |
ctx.shadowBlur = 0;
|
| 1766 |
|
| 1767 |
-
// 绘制机翼
|
| 1768 |
let wingGradient = ctx.createLinearGradient(-obstacle.width/4, 0, obstacle.width/4, 0);
|
| 1769 |
wingGradient.addColorStop(0, obstacle.isBoss ? '#a83232' : '#444');
|
| 1770 |
wingGradient.addColorStop(1, obstacle.isBoss ? '#600000' : '#222');
|
|
@@ -1785,16 +1707,6 @@
|
|
| 1785 |
ctx.closePath();
|
| 1786 |
ctx.fill();
|
| 1787 |
|
| 1788 |
-
// 绘制驾驶舱(使用径向渐变)
|
| 1789 |
-
let cockpitGradient = ctx.createRadialGradient(obstacle.width/4, 0, 0, obstacle.width/4, 0, obstacle.width/8);
|
| 1790 |
-
cockpitGradient.addColorStop(0, '#80dfff');
|
| 1791 |
-
cockpitGradient.addColorStop(1, '#3498db');
|
| 1792 |
-
ctx.fillStyle = cockpitGradient;
|
| 1793 |
-
ctx.beginPath();
|
| 1794 |
-
ctx.arc(obstacle.width/4, 0, obstacle.width/8, 0, Math.PI * 2);
|
| 1795 |
-
ctx.fill();
|
| 1796 |
-
|
| 1797 |
-
// 绘制尾翼
|
| 1798 |
ctx.beginPath();
|
| 1799 |
ctx.moveTo(-obstacle.width/2, 0);
|
| 1800 |
ctx.lineTo(-obstacle.width/3, -obstacle.height/4);
|
|
@@ -1812,7 +1724,14 @@
|
|
| 1812 |
ctx.closePath();
|
| 1813 |
ctx.fill();
|
| 1814 |
|
| 1815 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1816 |
if (obstacle.isBoss) {
|
| 1817 |
ctx.fillStyle = 'gold';
|
| 1818 |
ctx.font = 'bold 16px Arial';
|
|
@@ -1820,7 +1739,6 @@
|
|
| 1820 |
ctx.fillText('BOSS', 0, 0);
|
| 1821 |
}
|
| 1822 |
} else {
|
| 1823 |
-
// 绘制普通矩形障碍物
|
| 1824 |
ctx.fillStyle = obstacle.isBoss ? '#8B0000' : (obstacle.isLarge ? '#333' : '#555');
|
| 1825 |
ctx.fillRect(
|
| 1826 |
-obstacle.width / 2,
|
|
@@ -1828,7 +1746,6 @@
|
|
| 1828 |
obstacle.width,
|
| 1829 |
obstacle.height
|
| 1830 |
);
|
| 1831 |
-
// 添加一些细节
|
| 1832 |
ctx.fillStyle = obstacle.isBoss ? '#600000' : (obstacle.isLarge ? '#222' : '#444');
|
| 1833 |
ctx.fillRect(
|
| 1834 |
-obstacle.width / 2 + 5,
|
|
@@ -1837,7 +1754,6 @@
|
|
| 1837 |
obstacle.height - 10
|
| 1838 |
);
|
| 1839 |
|
| 1840 |
-
// 添加裂缝效果 (对于受损的大型障碍物)
|
| 1841 |
if ((obstacle.isLarge || obstacle.isBoss) && obstacle.health < obstacle.maxHealth) {
|
| 1842 |
ctx.strokeStyle = 'rgba(0, 0, 0, 0.5)';
|
| 1843 |
ctx.lineWidth = 2;
|
|
@@ -1855,7 +1771,6 @@
|
|
| 1855 |
}
|
| 1856 |
}
|
| 1857 |
|
| 1858 |
-
// 如果是Boss,添加特殊标记
|
| 1859 |
if (obstacle.isBoss) {
|
| 1860 |
ctx.fillStyle = 'gold';
|
| 1861 |
ctx.font = 'bold 20px Arial';
|
|
@@ -1865,46 +1780,25 @@
|
|
| 1865 |
}
|
| 1866 |
}
|
| 1867 |
} else {
|
| 1868 |
-
//
|
| 1869 |
-
|
| 1870 |
-
|
| 1871 |
-
|
| 1872 |
-
|
| 1873 |
-
|
| 1874 |
-
|
| 1875 |
-
|
| 1876 |
-
|
| 1877 |
-
ctx.fillStyle = '#444';
|
| 1878 |
-
ctx.fill();
|
| 1879 |
-
|
| 1880 |
-
// 添加裂缝效果 (对于受损的大型障碍物)
|
| 1881 |
-
if (obstacle.isLarge && obstacle.health < obstacle.maxHealth) {
|
| 1882 |
-
ctx.strokeStyle = 'rgba(0, 0, 0, 0.5)';
|
| 1883 |
-
ctx.lineWidth = 2;
|
| 1884 |
-
for (let i = 0; i < 3; i++) {
|
| 1885 |
-
ctx.beginPath();
|
| 1886 |
-
ctx.moveTo(
|
| 1887 |
-
Math.cos(i * 2) * obstacle.width / 4,
|
| 1888 |
-
Math.sin(i * 2) * obstacle.width / 4
|
| 1889 |
-
);
|
| 1890 |
-
ctx.lineTo(
|
| 1891 |
-
Math.cos(i * 2 + 1) * obstacle.width / 3,
|
| 1892 |
-
Math.sin(i * 2 + 1) * obstacle.width / 3
|
| 1893 |
-
);
|
| 1894 |
-
ctx.stroke();
|
| 1895 |
-
}
|
| 1896 |
}
|
| 1897 |
}
|
| 1898 |
|
| 1899 |
ctx.restore();
|
| 1900 |
});
|
| 1901 |
|
| 1902 |
-
// 绘制飞机
|
| 1903 |
ctx.save();
|
| 1904 |
ctx.translate(gameState.plane.x, gameState.plane.y);
|
| 1905 |
ctx.rotate(gameState.plane.rotation * Math.PI / 180);
|
| 1906 |
|
| 1907 |
-
// 绘制保护罩
|
| 1908 |
if (gameState.plane.hasShield && gameState.plane.shieldDuration > Date.now()) {
|
| 1909 |
ctx.beginPath();
|
| 1910 |
ctx.arc(0, 0, 45, 0, Math.PI * 2);
|
|
@@ -1912,7 +1806,6 @@
|
|
| 1912 |
ctx.lineWidth = 3;
|
| 1913 |
ctx.stroke();
|
| 1914 |
|
| 1915 |
-
// 保护罩光晕
|
| 1916 |
const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, 45);
|
| 1917 |
gradient.addColorStop(0, 'rgba(0, 204, 255, 0.2)');
|
| 1918 |
gradient.addColorStop(1, 'rgba(0, 204, 255, 0)');
|
|
@@ -1920,7 +1813,6 @@
|
|
| 1920 |
ctx.fill();
|
| 1921 |
}
|
| 1922 |
|
| 1923 |
-
// 飞机主体
|
| 1924 |
ctx.beginPath();
|
| 1925 |
ctx.moveTo(30, 0);
|
| 1926 |
ctx.lineTo(-20, -15);
|
|
@@ -1930,13 +1822,11 @@
|
|
| 1930 |
ctx.fillStyle = '#e74c3c';
|
| 1931 |
ctx.fill();
|
| 1932 |
|
| 1933 |
-
// 飞机窗户
|
| 1934 |
ctx.beginPath();
|
| 1935 |
ctx.arc(10, 0, 5, 0, Math.PI * 2);
|
| 1936 |
ctx.fillStyle = '#3498db';
|
| 1937 |
ctx.fill();
|
| 1938 |
|
| 1939 |
-
// 飞机机翼
|
| 1940 |
ctx.beginPath();
|
| 1941 |
ctx.moveTo(5, 0);
|
| 1942 |
ctx.lineTo(-5, -20);
|
|
@@ -1955,7 +1845,6 @@
|
|
| 1955 |
ctx.fillStyle = '#c0392b';
|
| 1956 |
ctx.fill();
|
| 1957 |
|
| 1958 |
-
// 飞机尾翼
|
| 1959 |
ctx.beginPath();
|
| 1960 |
ctx.moveTo(-20, 0);
|
| 1961 |
ctx.lineTo(-25, -10);
|
|
@@ -1976,7 +1865,6 @@
|
|
| 1976 |
|
| 1977 |
ctx.restore();
|
| 1978 |
|
| 1979 |
-
// 绘制爆炸效果
|
| 1980 |
gameState.explosions.forEach(explosion => {
|
| 1981 |
ctx.save();
|
| 1982 |
ctx.translate(explosion.x, explosion.y);
|
|
@@ -1997,13 +1885,12 @@
|
|
| 1997 |
ctx.restore();
|
| 1998 |
});
|
| 1999 |
|
| 2000 |
-
// 绘制特效文字
|
| 2001 |
gameState.effects.forEach(effect => {
|
| 2002 |
const timePassed = Date.now() - effect.startTime;
|
| 2003 |
const progress = timePassed / effect.duration;
|
| 2004 |
|
| 2005 |
ctx.save();
|
| 2006 |
-
ctx.translate(effect.x, effect.y - progress * 50);
|
| 2007 |
ctx.globalAlpha = 1 - progress * 0.8;
|
| 2008 |
|
| 2009 |
ctx.font = 'bold 20px Arial';
|
|
@@ -2015,7 +1902,6 @@
|
|
| 2015 |
ctx.restore();
|
| 2016 |
});
|
| 2017 |
|
| 2018 |
-
// 绘制速度线
|
| 2019 |
if (gameState.speed > 120) {
|
| 2020 |
for (let i = 0; i < 10; i++) {
|
| 2021 |
const x = Math.random() * canvas.width;
|
|
@@ -2053,7 +1939,7 @@
|
|
| 2053 |
'fas fa-bomb': 'f1e2',
|
| 2054 |
'fas fa-star': 'f005'
|
| 2055 |
};
|
| 2056 |
-
return icons[iconClass] || 'f128';
|
| 2057 |
}
|
| 2058 |
|
| 2059 |
// 虚拟摇杆控制
|
|
@@ -2076,7 +1962,6 @@
|
|
| 2076 |
handleX = touch.clientX - startX;
|
| 2077 |
handleY = touch.clientY - startY;
|
| 2078 |
|
| 2079 |
-
// 限制摇杆移动范围
|
| 2080 |
const distance = Math.sqrt(handleX * handleX + handleY * handleY);
|
| 2081 |
if (distance > maxDistance) {
|
| 2082 |
handleX = (handleX / distance) * maxDistance;
|
|
@@ -2085,7 +1970,6 @@
|
|
| 2085 |
|
| 2086 |
handle.style.transform = `translate(${handleX}px, ${handleY}px)`;
|
| 2087 |
|
| 2088 |
-
// 计算角度和距离
|
| 2089 |
gameState.joystickAngle = Math.atan2(handleY, handleX);
|
| 2090 |
gameState.joystickDistance = distance / maxDistance;
|
| 2091 |
gameState.joystickActive = true;
|
|
@@ -2099,7 +1983,6 @@
|
|
| 2099 |
handleX = touch.clientX - startX;
|
| 2100 |
handleY = touch.clientY - startY;
|
| 2101 |
|
| 2102 |
-
// 限制摇杆移动范围
|
| 2103 |
const distance = Math.sqrt(handleX * handleX + handleY * handleY);
|
| 2104 |
if (distance > maxDistance) {
|
| 2105 |
handleX = (handleX / distance) * maxDistance;
|
|
@@ -2108,7 +1991,6 @@
|
|
| 2108 |
|
| 2109 |
handle.style.transform = `translate(${handleX}px, ${handleY}px)`;
|
| 2110 |
|
| 2111 |
-
// 计算角度和距离
|
| 2112 |
gameState.joystickAngle = Math.atan2(handleY, handleX);
|
| 2113 |
gameState.joystickDistance = distance / maxDistance;
|
| 2114 |
});
|
|
@@ -2121,17 +2003,15 @@
|
|
| 2121 |
});
|
| 2122 |
}
|
| 2123 |
|
| 2124 |
-
// 事件监听
|
| 2125 |
window.addEventListener('resize', resizeCanvas);
|
| 2126 |
|
| 2127 |
-
// 键盘控制
|
| 2128 |
document.addEventListener('keydown', (e) => {
|
| 2129 |
if (gameState.keys.hasOwnProperty(e.key)) {
|
| 2130 |
gameState.keys[e.key] = true;
|
| 2131 |
e.preventDefault();
|
| 2132 |
}
|
| 2133 |
|
| 2134 |
-
if (e.key === ' ' || e.key === 'Spacebar') {
|
| 2135 |
gameState.keys.Space = true;
|
| 2136 |
e.preventDefault();
|
| 2137 |
}
|
|
@@ -2149,7 +2029,6 @@
|
|
| 2149 |
}
|
| 2150 |
});
|
| 2151 |
|
| 2152 |
-
// 触摸控制按钮事件
|
| 2153 |
leftBtn.addEventListener('touchstart', (e) => {
|
| 2154 |
e.preventDefault();
|
| 2155 |
gameState.keys.ArrowLeft = true;
|
|
@@ -2195,7 +2074,6 @@
|
|
| 2195 |
gameState.isFiring = false;
|
| 2196 |
});
|
| 2197 |
|
| 2198 |
-
// 鼠标控制按钮事件(用于桌面浏览器测试)
|
| 2199 |
leftBtn.addEventListener('mousedown', (e) => {
|
| 2200 |
e.preventDefault();
|
| 2201 |
gameState.keys.ArrowLeft = true;
|
|
@@ -2261,15 +2139,12 @@
|
|
| 2261 |
gameState.isFiring = false;
|
| 2262 |
});
|
| 2263 |
|
| 2264 |
-
// 按钮事件
|
| 2265 |
startButton.addEventListener('click', initGame);
|
| 2266 |
restartButton.addEventListener('click', initGame);
|
| 2267 |
|
| 2268 |
-
// 初始调整画布大小
|
| 2269 |
resizeCanvas();
|
| 2270 |
setupJoystick();
|
| 2271 |
|
| 2272 |
-
// 显示最高分
|
| 2273 |
highScoreDisplay.textContent = gameState.highScore;
|
| 2274 |
</script>
|
| 2275 |
<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;">
|
|
|
|
| 318 |
</div>
|
| 319 |
</div>
|
| 320 |
|
| 321 |
+
<!-- 加载陨石贴图(请替换src为你自己喜欢的图片地址) -->
|
| 322 |
+
<script>
|
| 323 |
+
const meteorImage = new Image();
|
| 324 |
+
meteorImage.src = "https://via.placeholder.com/80x80.png?text=Meteor";
|
| 325 |
+
</script>
|
| 326 |
+
|
| 327 |
<audio id="shootSound" src="https://assets.mixkit.co/sfx/preview/mixkit-laser-weapon-shot-1680.mp3" preload="auto"></audio>
|
| 328 |
<audio id="explosionSound" src="https://assets.mixkit.co/sfx/preview/mixkit-explosion-impact-1684.mp3" preload="auto"></audio>
|
| 329 |
<audio id="powerupSound" src="https://assets.mixkit.co/sfx/preview/mixkit-achievement-bell-600.mp3" preload="auto"></audio>
|
|
|
|
| 350 |
y: 0,
|
| 351 |
width: 60,
|
| 352 |
height: 60,
|
| 353 |
+
velocity: 0,
|
| 354 |
+
verticalVelocity: 0,
|
| 355 |
rotation: 0,
|
| 356 |
lastFireTime: 0,
|
| 357 |
+
fireRate: 200,
|
| 358 |
+
bulletDamage: 1,
|
| 359 |
hasShield: false,
|
| 360 |
shieldDuration: 0,
|
| 361 |
powerups: {
|
| 362 |
+
rapidFire: 0,
|
| 363 |
+
homingMissiles: 0,
|
| 364 |
}
|
| 365 |
},
|
| 366 |
stars: [],
|
|
|
|
| 370 |
bullets: [],
|
| 371 |
enemyBullets: [], // 敌人子弹
|
| 372 |
debris: [],
|
| 373 |
+
powerups: [],
|
| 374 |
+
homingMissiles: [],
|
| 375 |
+
effects: [],
|
| 376 |
+
particles: [],
|
| 377 |
lastStarTime: 0,
|
| 378 |
lastObstacleTime: 0,
|
| 379 |
lastCloudTime: 0,
|
| 380 |
lastPowerupTime: 0,
|
| 381 |
+
lastBossSpawnTime: 0,
|
| 382 |
+
lastEnemyShootTime: 0,
|
| 383 |
keys: {
|
| 384 |
ArrowUp: false,
|
| 385 |
ArrowDown: false,
|
|
|
|
| 392 |
joystickAngle: 0,
|
| 393 |
joystickDistance: 0,
|
| 394 |
achievements: {
|
| 395 |
+
firstBlood: false,
|
| 396 |
+
combo5: false,
|
| 397 |
+
noDamage: false,
|
| 398 |
+
bossSlayer: false
|
| 399 |
},
|
| 400 |
highScore: localStorage.getItem('highScore') || 0
|
| 401 |
};
|
|
|
|
| 406 |
id: 'rapidFire',
|
| 407 |
icon: 'fas fa-bolt',
|
| 408 |
color: 'red',
|
| 409 |
+
duration: 10000,
|
| 410 |
effect: (game) => {
|
| 411 |
+
game.plane.fireRate = 100;
|
| 412 |
game.plane.powerups.rapidFire = Date.now() + POWERUP_TYPES.RAPID_FIRE.duration;
|
| 413 |
createEffect('火力增强!', 'red', 1500);
|
| 414 |
playSound('powerupSound');
|
|
|
|
| 418 |
id: 'homingMissiles',
|
| 419 |
icon: 'fas fa-rocket',
|
| 420 |
color: 'purple',
|
| 421 |
+
duration: 10000,
|
| 422 |
effect: (game) => {
|
| 423 |
game.plane.powerups.homingMissiles = Date.now() + POWERUP_TYPES.HOMING_MISSILE.duration;
|
| 424 |
createEffect('跟踪导弹已激活!', 'purple', 1500);
|
|
|
|
| 429 |
id: 'shield',
|
| 430 |
icon: 'fas fa-shield-alt',
|
| 431 |
color: 'blue',
|
| 432 |
+
duration: 8000,
|
| 433 |
effect: (game) => {
|
| 434 |
game.plane.hasShield = true;
|
| 435 |
game.plane.shieldDuration = Date.now() + POWERUP_TYPES.SHIELD.duration;
|
|
|
|
| 442 |
icon: 'fas fa-heart',
|
| 443 |
color: 'green',
|
| 444 |
effect: (game) => {
|
| 445 |
+
game.lives = Math.min(game.lives + 1, 5);
|
| 446 |
updateUI();
|
| 447 |
createEffect('生命值恢复!', 'green', 1500);
|
| 448 |
playSound('powerupSound');
|
|
|
|
| 452 |
id: 'timeSlow',
|
| 453 |
icon: 'fas fa-clock',
|
| 454 |
color: 'cyan',
|
| 455 |
+
duration: 8000,
|
| 456 |
effect: (game) => {
|
| 457 |
game.timeSlow = Date.now() + POWERUP_TYPES.TIME_SLOW.duration;
|
| 458 |
createEffect('时间减速!', 'cyan', 1500);
|
|
|
|
| 464 |
icon: 'fas fa-bomb',
|
| 465 |
color: 'orange',
|
| 466 |
effect: (game) => {
|
|
|
|
| 467 |
game.obstacles.forEach(obstacle => {
|
| 468 |
createExplosion(obstacle.x, obstacle.y);
|
| 469 |
createDebris(obstacle, 8);
|
|
|
|
| 477 |
id: 'doubleScore',
|
| 478 |
icon: 'fas fa-star',
|
| 479 |
color: 'pink',
|
| 480 |
+
duration: 10000,
|
| 481 |
effect: (game) => {
|
| 482 |
game.doubleScore = Date.now() + POWERUP_TYPES.DOUBLE_SCORE.duration;
|
| 483 |
createEffect('双倍分数!', 'pink', 1500);
|
|
|
|
| 761 |
});
|
| 762 |
}
|
| 763 |
|
| 764 |
+
// 创建敌人子弹(增强伤害,将 damage 调整为2)
|
| 765 |
function createEnemyBullet(x, y) {
|
| 766 |
const size = 8;
|
| 767 |
const speed = 5 + gameState.speed / 50;
|
|
|
|
| 776 |
size,
|
| 777 |
speed,
|
| 778 |
angle,
|
| 779 |
+
damage: 2
|
| 780 |
});
|
| 781 |
|
| 782 |
playSound('enemyShootSound');
|
|
|
|
| 791 |
const speed = Math.random() * 2 + 2 + gameState.speed / 50;
|
| 792 |
const type = Math.random() > 0.5 ? 'rectangle' : 'circle';
|
| 793 |
const health = type === 'rectangle' ? (width > 80 ? 3 : 2) : 1;
|
| 794 |
+
const canShoot = Math.random() > 0.7;
|
| 795 |
|
|
|
|
| 796 |
const collisionWidth = width * 1.2;
|
| 797 |
const collisionHeight = height * 1.2;
|
| 798 |
|
|
|
|
| 810 |
isLarge: width > 80,
|
| 811 |
canShoot,
|
| 812 |
lastShootTime: 0,
|
| 813 |
+
shootCooldown: Math.random() * 2000 + 1000
|
| 814 |
});
|
| 815 |
}
|
| 816 |
|
|
|
|
| 843 |
isBoss: true,
|
| 844 |
canShoot: true,
|
| 845 |
lastShootTime: 0,
|
| 846 |
+
shootCooldown: 500
|
| 847 |
});
|
| 848 |
|
| 849 |
createEffect('BOSS出现!', 'red', 2000);
|
|
|
|
| 856 |
const y = Math.random() * (canvas.height - size * 2) + size;
|
| 857 |
const speed = Math.random() * 2 + 1;
|
| 858 |
|
|
|
|
| 859 |
const powerupKeys = Object.keys(POWERUP_TYPES);
|
| 860 |
const randomPowerup = POWERUP_TYPES[powerupKeys[Math.floor(Math.random() * powerupKeys.length)]];
|
| 861 |
|
|
|
|
| 870 |
|
| 871 |
// 创建跟踪导弹
|
| 872 |
function createHomingMissile() {
|
| 873 |
+
if (gameState.obstacles.length === 0) return;
|
| 874 |
|
|
|
|
| 875 |
let closestObstacle = null;
|
| 876 |
let minDistance = Infinity;
|
| 877 |
|
|
|
|
| 921 |
|
| 922 |
// 创建子弹
|
| 923 |
function createBullet() {
|
| 924 |
+
if (gameState.ammo <= 0) return false;
|
| 925 |
|
| 926 |
+
const size = gameState.plane.powerups.rapidFire > Date.now() ? 10 : 8;
|
| 927 |
+
const damage = gameState.plane.powerups.rapidFire > Date.now() ? 2 : 1;
|
| 928 |
+
const speed = gameState.plane.powerups.rapidFire > Date.now() ? 18 : 15;
|
| 929 |
+
const x = gameState.plane.x + 30;
|
| 930 |
const y = gameState.plane.y;
|
| 931 |
|
| 932 |
gameState.bullets.push({
|
|
|
|
| 937 |
damage
|
| 938 |
});
|
| 939 |
|
|
|
|
| 940 |
if (gameState.plane.powerups.homingMissiles > Date.now() &&
|
| 941 |
+
Math.random() > 0.7) {
|
| 942 |
requestAnimationFrame(createHomingMissile);
|
| 943 |
}
|
| 944 |
|
|
|
|
| 945 |
if (gameState.ammo !== Infinity) {
|
| 946 |
gameState.ammo--;
|
| 947 |
}
|
|
|
|
| 982 |
gameOverScreen.classList.remove('hidden');
|
| 983 |
finalScore.textContent = gameState.score;
|
| 984 |
|
|
|
|
| 985 |
if (gameState.score > gameState.highScore) {
|
| 986 |
gameState.highScore = gameState.score;
|
| 987 |
localStorage.setItem('highScore', gameState.highScore);
|
| 988 |
achievementsDisplay.innerHTML += `<div class="text-yellow-400 mb-2">🎉 新纪录!</div>`;
|
| 989 |
}
|
| 990 |
|
|
|
|
| 991 |
if (!gameState.achievements.firstBlood) {
|
| 992 |
achievementsDisplay.innerHTML += `<div class="text-green-400 mb-2">🏆 首次击杀!</div>`;
|
| 993 |
}
|
|
|
|
| 1001 |
achievementsDisplay.innerHTML += `<div class="text-red-400 mb-2">👹 Boss杀手!</div>`;
|
| 1002 |
}
|
| 1003 |
|
|
|
|
| 1004 |
leftBtn.classList.add('hidden');
|
| 1005 |
rightBtn.classList.add('hidden');
|
| 1006 |
upBtn.classList.add('hidden');
|
|
|
|
| 1015 |
function gameLoop(timestamp) {
|
| 1016 |
if (!gameState.started || gameState.gameOver) return;
|
| 1017 |
|
|
|
|
| 1018 |
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
| 1019 |
|
|
|
|
| 1020 |
updateGame(timestamp);
|
| 1021 |
|
|
|
|
| 1022 |
drawGame();
|
| 1023 |
|
|
|
|
| 1024 |
requestAnimationFrame(gameLoop);
|
| 1025 |
}
|
| 1026 |
|
| 1027 |
// 更新游戏状态
|
| 1028 |
function updateGame(timestamp) {
|
|
|
|
| 1029 |
gameState.difficulty = 1 + Math.min(gameState.score / 1000, 3);
|
| 1030 |
|
|
|
|
| 1031 |
if (!gameState.bossActive &&
|
| 1032 |
gameState.score > 0 &&
|
| 1033 |
gameState.score % 5000 === 0 &&
|
| 1034 |
+
timestamp - gameState.lastBossSpawnTime > 30000) {
|
| 1035 |
createBoss();
|
| 1036 |
}
|
| 1037 |
|
|
|
|
| 1038 |
const timeSlowFactor = gameState.timeSlow > Date.now() ? 0.5 : 1;
|
| 1039 |
|
|
|
|
| 1040 |
if ((gameState.keys.Space || gameState.isFiring) &&
|
| 1041 |
+
timestamp - gameState.plane.lastFireTime > gameState.plane.fireRate) {
|
| 1042 |
createBullet();
|
| 1043 |
gameState.plane.lastFireTime = timestamp;
|
| 1044 |
}
|
| 1045 |
|
|
|
|
| 1046 |
if (timestamp - gameState.lastEnemyShootTime > 1000 / gameState.difficulty) {
|
| 1047 |
gameState.obstacles.forEach(obstacle => {
|
| 1048 |
if (obstacle.canShoot && timestamp - obstacle.lastShootTime > obstacle.shootCooldown) {
|
|
|
|
| 1053 |
gameState.lastEnemyShootTime = timestamp;
|
| 1054 |
}
|
| 1055 |
|
|
|
|
| 1056 |
gameState.enemyBullets.forEach(bullet => {
|
| 1057 |
bullet.x += Math.cos(bullet.angle) * bullet.speed * timeSlowFactor;
|
| 1058 |
bullet.y += Math.sin(bullet.angle) * bullet.speed * timeSlowFactor;
|
|
|
|
| 1062 |
bullet.y > 0 && bullet.y < canvas.height
|
| 1063 |
);
|
| 1064 |
|
|
|
|
| 1065 |
if (gameState.plane.powerups.rapidFire > 0 && gameState.plane.powerups.rapidFire < Date.now()) {
|
| 1066 |
gameState.plane.powerups.rapidFire = 0;
|
| 1067 |
+
gameState.plane.fireRate = 200;
|
| 1068 |
createEffect('火力增强结束', 'red', 1500);
|
| 1069 |
}
|
| 1070 |
|
|
|
|
| 1088 |
createEffect('双倍分数结束', 'pink', 1500);
|
| 1089 |
}
|
| 1090 |
|
|
|
|
| 1091 |
if (gameState.keys.ArrowUp || gameState.keys.ArrowDown) {
|
| 1092 |
gameState.speed = Math.max(50,
|
| 1093 |
Math.min(200,
|
|
|
|
| 1096 |
);
|
| 1097 |
}
|
| 1098 |
|
|
|
|
| 1099 |
if (gameState.keys.ArrowLeft || gameState.joystickAngle < -Math.PI/4) {
|
| 1100 |
gameState.plane.rotation = Math.max(gameState.plane.rotation - 2, -20);
|
| 1101 |
gameState.plane.velocity = Math.max(gameState.plane.velocity - 0.5, -5);
|
|
|
|
| 1103 |
gameState.plane.rotation = Math.min(gameState.plane.rotation + 2, 20);
|
| 1104 |
gameState.plane.velocity = Math.min(gameState.plane.velocity + 0.5, 5);
|
| 1105 |
} else {
|
|
|
|
| 1106 |
gameState.plane.rotation *= 0.95;
|
| 1107 |
gameState.plane.velocity *= 0.95;
|
| 1108 |
if (Math.abs(gameState.plane.rotation) < 0.5) gameState.plane.rotation = 0;
|
| 1109 |
if (Math.abs(gameState.plane.velocity) < 0.5) gameState.plane.velocity = 0;
|
| 1110 |
}
|
| 1111 |
|
|
|
|
| 1112 |
if (gameState.keys.ArrowUp || (gameState.joystickActive && gameState.joystickAngle < -Math.PI/4 && gameState.joystickAngle > -3*Math.PI/4)) {
|
| 1113 |
gameState.plane.verticalVelocity = Math.max(gameState.plane.verticalVelocity - 0.5, -5);
|
| 1114 |
} else if (gameState.keys.ArrowDown || (gameState.joystickActive && gameState.joystickAngle > Math.PI/4 && gameState.joystickAngle < 3*Math.PI/4)) {
|
| 1115 |
gameState.plane.verticalVelocity = Math.min(gameState.plane.verticalVelocity + 0.5, 5);
|
| 1116 |
} else {
|
|
|
|
| 1117 |
gameState.plane.verticalVelocity *= 0.95;
|
| 1118 |
if (Math.abs(gameState.plane.verticalVelocity) < 0.5) gameState.plane.verticalVelocity = 0;
|
| 1119 |
}
|
| 1120 |
|
|
|
|
| 1121 |
gameState.plane.x += gameState.plane.velocity;
|
| 1122 |
gameState.plane.y += gameState.plane.verticalVelocity;
|
| 1123 |
|
|
|
|
| 1124 |
gameState.plane.x = Math.max(gameState.plane.width / 2, Math.min(gameState.plane.x, canvas.width - gameState.plane.width / 2));
|
| 1125 |
gameState.plane.y = Math.max(gameState.plane.height / 2, Math.min(gameState.plane.y, canvas.height - gameState.plane.height / 2));
|
| 1126 |
|
|
|
|
| 1127 |
if (timestamp - gameState.lastStarTime > 2000 / gameState.difficulty) {
|
| 1128 |
createStar();
|
| 1129 |
gameState.lastStarTime = timestamp;
|
| 1130 |
}
|
| 1131 |
|
|
|
|
| 1132 |
if (timestamp - gameState.lastObstacleTime > 1500 / gameState.difficulty * timeSlowFactor) {
|
| 1133 |
createObstacle();
|
| 1134 |
gameState.lastObstacleTime = timestamp;
|
| 1135 |
}
|
| 1136 |
|
|
|
|
| 1137 |
if (timestamp - gameState.lastCloudTime > 1000 * timeSlowFactor) {
|
| 1138 |
createCloud();
|
| 1139 |
gameState.lastCloudTime = timestamp;
|
| 1140 |
}
|
| 1141 |
|
|
|
|
| 1142 |
if (timestamp - gameState.lastPowerupTime > (Math.random() * 3000 + 5000) / gameState.difficulty * timeSlowFactor) {
|
| 1143 |
createPowerup();
|
| 1144 |
gameState.lastPowerupTime = timestamp;
|
| 1145 |
}
|
| 1146 |
|
|
|
|
| 1147 |
gameState.particles.forEach(particle => {
|
| 1148 |
particle.x += particle.speedX;
|
| 1149 |
particle.y += particle.speedY;
|
|
|
|
| 1151 |
});
|
| 1152 |
gameState.particles = gameState.particles.filter(p => p.life > 0);
|
| 1153 |
|
|
|
|
| 1154 |
gameState.effects = gameState.effects.filter(effect =>
|
| 1155 |
Date.now() - effect.startTime < effect.duration
|
| 1156 |
);
|
| 1157 |
|
|
|
|
| 1158 |
gameState.debris.forEach(debris => {
|
| 1159 |
debris.x += debris.speedX;
|
| 1160 |
debris.y += debris.speedY;
|
|
|
|
| 1163 |
});
|
| 1164 |
gameState.debris = gameState.debris.filter(debris => debris.opacity > 0);
|
| 1165 |
|
|
|
|
| 1166 |
gameState.homingMissiles.forEach(missile => {
|
| 1167 |
if (!missile.target || missile.target.hit) {
|
|
|
|
| 1168 |
missile.x += Math.cos(missile.angle) * missile.speed;
|
| 1169 |
missile.y += Math.sin(missile.angle) * missile.speed;
|
| 1170 |
} else {
|
|
|
|
| 1171 |
const dx = missile.target.x - missile.x;
|
| 1172 |
const dy = missile.target.y - missile.y;
|
| 1173 |
const targetAngle = Math.atan2(dy, dx);
|
| 1174 |
|
|
|
|
| 1175 |
let angleDiff = targetAngle - missile.angle;
|
| 1176 |
if (angleDiff > Math.PI) angleDiff -= Math.PI * 2;
|
| 1177 |
if (angleDiff < -Math.PI) angleDiff += Math.PI * 2;
|
|
|
|
| 1180 |
missile.x += Math.cos(missile.angle) * missile.speed;
|
| 1181 |
missile.y += Math.sin(missile.angle) * missile.speed;
|
| 1182 |
|
|
|
|
| 1183 |
const missileRect = {
|
| 1184 |
x: missile.x - missile.size / 2,
|
| 1185 |
y: missile.y - missile.size / 2,
|
|
|
|
| 1196 |
|
| 1197 |
if (checkCollision(missileRect, targetRect)) {
|
| 1198 |
missile.hit = true;
|
| 1199 |
+
missile.target.health -= 3;
|
| 1200 |
|
| 1201 |
if (missile.target.health <= 0) {
|
| 1202 |
missile.target.hit = true;
|
|
|
|
| 1204 |
gameState.score += gameState.doubleScore > Date.now() ? scoreBonus * 2 : scoreBonus;
|
| 1205 |
updateUI();
|
| 1206 |
|
|
|
|
| 1207 |
if (missile.target.isLarge && !missile.target.isBoss) {
|
| 1208 |
for (let i = 0; i < 3; i++) {
|
| 1209 |
gameState.obstacles.push({
|
|
|
|
| 1222 |
}
|
| 1223 |
}
|
| 1224 |
|
|
|
|
| 1225 |
if (missile.target.isBoss) {
|
| 1226 |
gameState.bossActive = false;
|
| 1227 |
gameState.achievements.bossSlayer = true;
|
| 1228 |
}
|
| 1229 |
|
|
|
|
| 1230 |
createDebris(missile.target, missile.target.isBoss ? 30 : 12);
|
| 1231 |
}
|
| 1232 |
|
|
|
|
| 1233 |
createExplosion(missile.x, missile.y);
|
| 1234 |
}
|
| 1235 |
}
|
|
|
|
| 1240 |
!missile.hit
|
| 1241 |
);
|
| 1242 |
|
|
|
|
| 1243 |
gameState.clouds.forEach(cloud => {
|
| 1244 |
cloud.x -= cloud.speed * timeSlowFactor;
|
| 1245 |
});
|
| 1246 |
gameState.clouds = gameState.clouds.filter(cloud => cloud.x + cloud.size > 0);
|
| 1247 |
|
|
|
|
| 1248 |
gameState.powerups.forEach(powerup => {
|
| 1249 |
powerup.x -= powerup.speed * timeSlowFactor;
|
| 1250 |
|
|
|
|
| 1251 |
const planeRect = {
|
| 1252 |
x: gameState.plane.x - gameState.plane.width / 2,
|
| 1253 |
y: gameState.plane.y - gameState.plane.height / 2,
|
|
|
|
| 1273 |
powerup.x + powerup.size > 0 && !powerup.collected
|
| 1274 |
);
|
| 1275 |
|
|
|
|
| 1276 |
gameState.bullets.forEach(bullet => {
|
| 1277 |
bullet.x += bullet.speed * timeSlowFactor;
|
| 1278 |
});
|
| 1279 |
gameState.bullets = gameState.bullets.filter(bullet => bullet.x < canvas.width);
|
| 1280 |
|
|
|
|
| 1281 |
gameState.enemyBullets.forEach(bullet => {
|
| 1282 |
const bulletRect = {
|
| 1283 |
x: bullet.x - bullet.size / 2,
|
|
|
|
| 1304 |
endGame();
|
| 1305 |
}
|
| 1306 |
} else {
|
|
|
|
| 1307 |
createExplosion(bullet.x, bullet.y);
|
| 1308 |
}
|
| 1309 |
}
|
| 1310 |
});
|
| 1311 |
gameState.enemyBullets = gameState.enemyBullets.filter(bullet => !bullet.hit);
|
| 1312 |
|
|
|
|
| 1313 |
gameState.stars.forEach(star => {
|
| 1314 |
star.x -= star.speed * timeSlowFactor;
|
| 1315 |
star.rotation += star.rotationSpeed;
|
| 1316 |
|
|
|
|
| 1317 |
const planeRect = {
|
| 1318 |
x: gameState.plane.x - gameState.plane.width / 2,
|
| 1319 |
y: gameState.plane.y - gameState.plane.height / 2,
|
|
|
|
| 1338 |
});
|
| 1339 |
gameState.stars = gameState.stars.filter(star => star.x + star.size > 0 && !star.collected);
|
| 1340 |
|
| 1341 |
+
let comboCount = 0;
|
|
|
|
| 1342 |
gameState.obstacles.forEach(obstacle => {
|
| 1343 |
obstacle.x -= obstacle.speed * timeSlowFactor;
|
| 1344 |
|
|
|
|
| 1345 |
const planeRect = {
|
| 1346 |
x: gameState.plane.x - gameState.plane.width / 2,
|
| 1347 |
y: gameState.plane.y - gameState.plane.height / 2,
|
|
|
|
| 1357 |
};
|
| 1358 |
|
| 1359 |
if (checkCollision(planeRect, obstacleRect) && !gameState.gameOver) {
|
|
|
|
| 1360 |
if (!gameState.plane.hasShield || gameState.plane.shieldDuration < Date.now()) {
|
| 1361 |
obstacle.hit = true;
|
| 1362 |
gameState.lives--;
|
|
|
|
| 1367 |
endGame();
|
| 1368 |
}
|
| 1369 |
} else {
|
|
|
|
| 1370 |
obstacle.hit = true;
|
| 1371 |
createExplosion(obstacle.x, obstacle.y);
|
| 1372 |
createDebris(obstacle, 4);
|
| 1373 |
}
|
| 1374 |
}
|
| 1375 |
|
|
|
|
| 1376 |
if (!obstacle.hit) {
|
| 1377 |
const bulletHits = [];
|
| 1378 |
|
|
|
|
| 1403 |
updateUI();
|
| 1404 |
comboCount++;
|
| 1405 |
|
|
|
|
| 1406 |
if (obstacle.isLarge && !obstacle.isBoss) {
|
| 1407 |
for (let i = 0; i < 3; i++) {
|
| 1408 |
gameState.obstacles.push({
|
|
|
|
| 1421 |
}
|
| 1422 |
}
|
| 1423 |
|
|
|
|
| 1424 |
if (obstacle.isBoss) {
|
| 1425 |
gameState.bossActive = false;
|
| 1426 |
gameState.achievements.bossSlayer = true;
|
| 1427 |
}
|
| 1428 |
|
|
|
|
| 1429 |
createDebris(obstacle, obstacle.isBoss ? 30 : 8);
|
| 1430 |
|
|
|
|
| 1431 |
if (!gameState.achievements.firstBlood) {
|
| 1432 |
gameState.achievements.firstBlood = true;
|
| 1433 |
createEffect('首次击杀!', 'green', 2000);
|
|
|
|
| 1436 |
}
|
| 1437 |
});
|
| 1438 |
|
|
|
|
| 1439 |
if (comboCount >= 5 && !gameState.achievements.combo5) {
|
| 1440 |
gameState.achievements.combo5 = true;
|
| 1441 |
createEffect('连续5次击杀!', 'blue', 2000);
|
| 1442 |
}
|
| 1443 |
|
|
|
|
| 1444 |
for (let i = bulletHits.length - 1; i >= 0; i--) {
|
| 1445 |
gameState.bullets.splice(bulletHits[i], 1);
|
| 1446 |
}
|
|
|
|
| 1448 |
});
|
| 1449 |
gameState.obstacles = gameState.obstacles.filter(obstacle => obstacle.x + obstacle.width > 0 && !obstacle.hit);
|
| 1450 |
|
|
|
|
| 1451 |
gameState.explosions.forEach(explosion => {
|
| 1452 |
explosion.size += 2;
|
| 1453 |
explosion.alpha -= 0.02;
|
|
|
|
| 1457 |
|
| 1458 |
// 绘制游戏元素
|
| 1459 |
function drawGame() {
|
|
|
|
| 1460 |
const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
|
| 1461 |
gradient.addColorStop(0, '#1e3c72');
|
| 1462 |
gradient.addColorStop(1, '#2a5298');
|
| 1463 |
ctx.fillStyle = gradient;
|
| 1464 |
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
| 1465 |
|
|
|
|
| 1466 |
gameState.clouds.forEach(cloud => {
|
| 1467 |
cloud.parts.forEach(part => {
|
| 1468 |
ctx.beginPath();
|
|
|
|
| 1478 |
});
|
| 1479 |
});
|
| 1480 |
|
|
|
|
| 1481 |
gameState.particles.forEach(particle => {
|
| 1482 |
ctx.beginPath();
|
| 1483 |
ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
|
|
|
|
| 1487 |
ctx.globalAlpha = 1;
|
| 1488 |
});
|
| 1489 |
|
|
|
|
| 1490 |
gameState.debris.forEach(debris => {
|
| 1491 |
ctx.save();
|
| 1492 |
ctx.translate(debris.x, debris.y);
|
|
|
|
| 1503 |
ctx.restore();
|
| 1504 |
});
|
| 1505 |
|
|
|
|
| 1506 |
gameState.enemyBullets.forEach(bullet => {
|
| 1507 |
const gradient = ctx.createRadialGradient(
|
| 1508 |
bullet.x, bullet.y, 0,
|
|
|
|
| 1516 |
ctx.fillStyle = gradient;
|
| 1517 |
ctx.fill();
|
| 1518 |
|
|
|
|
| 1519 |
ctx.beginPath();
|
| 1520 |
ctx.moveTo(bullet.x - Math.cos(bullet.angle) * 10, bullet.y - Math.sin(bullet.angle) * 10);
|
| 1521 |
ctx.lineTo(bullet.x, bullet.y);
|
|
|
|
| 1524 |
ctx.stroke();
|
| 1525 |
});
|
| 1526 |
|
|
|
|
| 1527 |
gameState.powerups.forEach(powerup => {
|
| 1528 |
ctx.save();
|
| 1529 |
ctx.translate(powerup.x, powerup.y);
|
| 1530 |
|
|
|
|
| 1531 |
ctx.beginPath();
|
| 1532 |
ctx.arc(0, 0, powerup.size / 2, 0, Math.PI * 2);
|
| 1533 |
const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, powerup.size / 2);
|
|
|
|
| 1538 |
ctx.fill();
|
| 1539 |
ctx.globalAlpha = 1;
|
| 1540 |
|
|
|
|
| 1541 |
ctx.fillStyle = powerup.type.color;
|
| 1542 |
ctx.beginPath();
|
| 1543 |
ctx.arc(0, 0, powerup.size / 2 - 3, 0, Math.PI * 2);
|
| 1544 |
ctx.fill();
|
| 1545 |
|
|
|
|
| 1546 |
ctx.strokeStyle = 'white';
|
| 1547 |
ctx.lineWidth = 2;
|
| 1548 |
ctx.stroke();
|
| 1549 |
|
|
|
|
| 1550 |
ctx.fillStyle = 'white';
|
| 1551 |
ctx.font = '20px FontAwesome';
|
| 1552 |
ctx.textAlign = 'center';
|
|
|
|
| 1556 |
ctx.restore();
|
| 1557 |
});
|
| 1558 |
|
|
|
|
| 1559 |
gameState.homingMissiles.forEach(missile => {
|
| 1560 |
ctx.save();
|
| 1561 |
ctx.translate(missile.x, missile.y);
|
| 1562 |
ctx.rotate(missile.angle);
|
| 1563 |
|
|
|
|
| 1564 |
ctx.fillStyle = 'red';
|
| 1565 |
ctx.beginPath();
|
| 1566 |
ctx.moveTo(missile.size / 2, 0);
|
|
|
|
| 1569 |
ctx.closePath();
|
| 1570 |
ctx.fill();
|
| 1571 |
|
|
|
|
| 1572 |
ctx.fillStyle = 'orange';
|
| 1573 |
ctx.beginPath();
|
| 1574 |
ctx.moveTo(-missile.size / 2, -missile.size / 4);
|
|
|
|
| 1580 |
ctx.restore();
|
| 1581 |
});
|
| 1582 |
|
|
|
|
| 1583 |
gameState.bullets.forEach(bullet => {
|
| 1584 |
const gradient = ctx.createRadialGradient(
|
| 1585 |
bullet.x, bullet.y, 0,
|
|
|
|
| 1593 |
ctx.fillStyle = gradient;
|
| 1594 |
ctx.fill();
|
| 1595 |
|
|
|
|
| 1596 |
ctx.beginPath();
|
| 1597 |
ctx.moveTo(bullet.x - bullet.speed, bullet.y);
|
| 1598 |
ctx.lineTo(bullet.x, bullet.y);
|
|
|
|
| 1601 |
ctx.stroke();
|
| 1602 |
});
|
| 1603 |
|
|
|
|
| 1604 |
gameState.stars.forEach(star => {
|
| 1605 |
ctx.save();
|
| 1606 |
ctx.translate(star.x, star.y);
|
|
|
|
| 1649 |
ctx.translate(obstacle.x, obstacle.y);
|
| 1650 |
|
| 1651 |
if (obstacle.type === 'rectangle') {
|
|
|
|
| 1652 |
if (obstacle.health < obstacle.maxHealth) {
|
| 1653 |
const healthBarWidth = obstacle.isBoss ? 100 : 20;
|
| 1654 |
ctx.fillStyle = 'red';
|
|
|
|
| 1667 |
);
|
| 1668 |
}
|
| 1669 |
|
|
|
|
| 1670 |
if (obstacle.canShoot) {
|
|
|
|
| 1671 |
let bodyGradient = ctx.createLinearGradient(-obstacle.width/2, 0, obstacle.width/2, 0);
|
| 1672 |
if (obstacle.isBoss) {
|
| 1673 |
bodyGradient.addColorStop(0, '#ff4d4d');
|
|
|
|
| 1687 |
ctx.fill();
|
| 1688 |
ctx.shadowBlur = 0;
|
| 1689 |
|
|
|
|
| 1690 |
let wingGradient = ctx.createLinearGradient(-obstacle.width/4, 0, obstacle.width/4, 0);
|
| 1691 |
wingGradient.addColorStop(0, obstacle.isBoss ? '#a83232' : '#444');
|
| 1692 |
wingGradient.addColorStop(1, obstacle.isBoss ? '#600000' : '#222');
|
|
|
|
| 1707 |
ctx.closePath();
|
| 1708 |
ctx.fill();
|
| 1709 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1710 |
ctx.beginPath();
|
| 1711 |
ctx.moveTo(-obstacle.width/2, 0);
|
| 1712 |
ctx.lineTo(-obstacle.width/3, -obstacle.height/4);
|
|
|
|
| 1724 |
ctx.closePath();
|
| 1725 |
ctx.fill();
|
| 1726 |
|
| 1727 |
+
let cockpitGradient = ctx.createRadialGradient(obstacle.width/4, 0, 0, obstacle.width/4, 0, obstacle.width/8);
|
| 1728 |
+
cockpitGradient.addColorStop(0, '#80dfff');
|
| 1729 |
+
cockpitGradient.addColorStop(1, '#3498db');
|
| 1730 |
+
ctx.fillStyle = cockpitGradient;
|
| 1731 |
+
ctx.beginPath();
|
| 1732 |
+
ctx.arc(obstacle.width/4, 0, obstacle.width/8, 0, Math.PI * 2);
|
| 1733 |
+
ctx.fill();
|
| 1734 |
+
|
| 1735 |
if (obstacle.isBoss) {
|
| 1736 |
ctx.fillStyle = 'gold';
|
| 1737 |
ctx.font = 'bold 16px Arial';
|
|
|
|
| 1739 |
ctx.fillText('BOSS', 0, 0);
|
| 1740 |
}
|
| 1741 |
} else {
|
|
|
|
| 1742 |
ctx.fillStyle = obstacle.isBoss ? '#8B0000' : (obstacle.isLarge ? '#333' : '#555');
|
| 1743 |
ctx.fillRect(
|
| 1744 |
-obstacle.width / 2,
|
|
|
|
| 1746 |
obstacle.width,
|
| 1747 |
obstacle.height
|
| 1748 |
);
|
|
|
|
| 1749 |
ctx.fillStyle = obstacle.isBoss ? '#600000' : (obstacle.isLarge ? '#222' : '#444');
|
| 1750 |
ctx.fillRect(
|
| 1751 |
-obstacle.width / 2 + 5,
|
|
|
|
| 1754 |
obstacle.height - 10
|
| 1755 |
);
|
| 1756 |
|
|
|
|
| 1757 |
if ((obstacle.isLarge || obstacle.isBoss) && obstacle.health < obstacle.maxHealth) {
|
| 1758 |
ctx.strokeStyle = 'rgba(0, 0, 0, 0.5)';
|
| 1759 |
ctx.lineWidth = 2;
|
|
|
|
| 1771 |
}
|
| 1772 |
}
|
| 1773 |
|
|
|
|
| 1774 |
if (obstacle.isBoss) {
|
| 1775 |
ctx.fillStyle = 'gold';
|
| 1776 |
ctx.font = 'bold 20px Arial';
|
|
|
|
| 1780 |
}
|
| 1781 |
}
|
| 1782 |
} else {
|
| 1783 |
+
// 如果障碍物类型为"circle",我们将其视为陨石并绘制贴图
|
| 1784 |
+
if (meteorImage.complete) {
|
| 1785 |
+
ctx.drawImage(meteorImage, -obstacle.width / 2, -obstacle.height / 2, obstacle.width, obstacle.height);
|
| 1786 |
+
} else {
|
| 1787 |
+
// 贴图未加载完成时绘制占位圆
|
| 1788 |
+
ctx.beginPath();
|
| 1789 |
+
ctx.arc(0, 0, obstacle.width / 2, 0, Math.PI * 2);
|
| 1790 |
+
ctx.fillStyle = '#555';
|
| 1791 |
+
ctx.fill();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1792 |
}
|
| 1793 |
}
|
| 1794 |
|
| 1795 |
ctx.restore();
|
| 1796 |
});
|
| 1797 |
|
|
|
|
| 1798 |
ctx.save();
|
| 1799 |
ctx.translate(gameState.plane.x, gameState.plane.y);
|
| 1800 |
ctx.rotate(gameState.plane.rotation * Math.PI / 180);
|
| 1801 |
|
|
|
|
| 1802 |
if (gameState.plane.hasShield && gameState.plane.shieldDuration > Date.now()) {
|
| 1803 |
ctx.beginPath();
|
| 1804 |
ctx.arc(0, 0, 45, 0, Math.PI * 2);
|
|
|
|
| 1806 |
ctx.lineWidth = 3;
|
| 1807 |
ctx.stroke();
|
| 1808 |
|
|
|
|
| 1809 |
const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, 45);
|
| 1810 |
gradient.addColorStop(0, 'rgba(0, 204, 255, 0.2)');
|
| 1811 |
gradient.addColorStop(1, 'rgba(0, 204, 255, 0)');
|
|
|
|
| 1813 |
ctx.fill();
|
| 1814 |
}
|
| 1815 |
|
|
|
|
| 1816 |
ctx.beginPath();
|
| 1817 |
ctx.moveTo(30, 0);
|
| 1818 |
ctx.lineTo(-20, -15);
|
|
|
|
| 1822 |
ctx.fillStyle = '#e74c3c';
|
| 1823 |
ctx.fill();
|
| 1824 |
|
|
|
|
| 1825 |
ctx.beginPath();
|
| 1826 |
ctx.arc(10, 0, 5, 0, Math.PI * 2);
|
| 1827 |
ctx.fillStyle = '#3498db';
|
| 1828 |
ctx.fill();
|
| 1829 |
|
|
|
|
| 1830 |
ctx.beginPath();
|
| 1831 |
ctx.moveTo(5, 0);
|
| 1832 |
ctx.lineTo(-5, -20);
|
|
|
|
| 1845 |
ctx.fillStyle = '#c0392b';
|
| 1846 |
ctx.fill();
|
| 1847 |
|
|
|
|
| 1848 |
ctx.beginPath();
|
| 1849 |
ctx.moveTo(-20, 0);
|
| 1850 |
ctx.lineTo(-25, -10);
|
|
|
|
| 1865 |
|
| 1866 |
ctx.restore();
|
| 1867 |
|
|
|
|
| 1868 |
gameState.explosions.forEach(explosion => {
|
| 1869 |
ctx.save();
|
| 1870 |
ctx.translate(explosion.x, explosion.y);
|
|
|
|
| 1885 |
ctx.restore();
|
| 1886 |
});
|
| 1887 |
|
|
|
|
| 1888 |
gameState.effects.forEach(effect => {
|
| 1889 |
const timePassed = Date.now() - effect.startTime;
|
| 1890 |
const progress = timePassed / effect.duration;
|
| 1891 |
|
| 1892 |
ctx.save();
|
| 1893 |
+
ctx.translate(effect.x, effect.y - progress * 50);
|
| 1894 |
ctx.globalAlpha = 1 - progress * 0.8;
|
| 1895 |
|
| 1896 |
ctx.font = 'bold 20px Arial';
|
|
|
|
| 1902 |
ctx.restore();
|
| 1903 |
});
|
| 1904 |
|
|
|
|
| 1905 |
if (gameState.speed > 120) {
|
| 1906 |
for (let i = 0; i < 10; i++) {
|
| 1907 |
const x = Math.random() * canvas.width;
|
|
|
|
| 1939 |
'fas fa-bomb': 'f1e2',
|
| 1940 |
'fas fa-star': 'f005'
|
| 1941 |
};
|
| 1942 |
+
return icons[iconClass] || 'f128';
|
| 1943 |
}
|
| 1944 |
|
| 1945 |
// 虚拟摇杆控制
|
|
|
|
| 1962 |
handleX = touch.clientX - startX;
|
| 1963 |
handleY = touch.clientY - startY;
|
| 1964 |
|
|
|
|
| 1965 |
const distance = Math.sqrt(handleX * handleX + handleY * handleY);
|
| 1966 |
if (distance > maxDistance) {
|
| 1967 |
handleX = (handleX / distance) * maxDistance;
|
|
|
|
| 1970 |
|
| 1971 |
handle.style.transform = `translate(${handleX}px, ${handleY}px)`;
|
| 1972 |
|
|
|
|
| 1973 |
gameState.joystickAngle = Math.atan2(handleY, handleX);
|
| 1974 |
gameState.joystickDistance = distance / maxDistance;
|
| 1975 |
gameState.joystickActive = true;
|
|
|
|
| 1983 |
handleX = touch.clientX - startX;
|
| 1984 |
handleY = touch.clientY - startY;
|
| 1985 |
|
|
|
|
| 1986 |
const distance = Math.sqrt(handleX * handleX + handleY * handleY);
|
| 1987 |
if (distance > maxDistance) {
|
| 1988 |
handleX = (handleX / distance) * maxDistance;
|
|
|
|
| 1991 |
|
| 1992 |
handle.style.transform = `translate(${handleX}px, ${handleY}px)`;
|
| 1993 |
|
|
|
|
| 1994 |
gameState.joystickAngle = Math.atan2(handleY, handleX);
|
| 1995 |
gameState.joystickDistance = distance / maxDistance;
|
| 1996 |
});
|
|
|
|
| 2003 |
});
|
| 2004 |
}
|
| 2005 |
|
|
|
|
| 2006 |
window.addEventListener('resize', resizeCanvas);
|
| 2007 |
|
|
|
|
| 2008 |
document.addEventListener('keydown', (e) => {
|
| 2009 |
if (gameState.keys.hasOwnProperty(e.key)) {
|
| 2010 |
gameState.keys[e.key] = true;
|
| 2011 |
e.preventDefault();
|
| 2012 |
}
|
| 2013 |
|
| 2014 |
+
if (e.key === ' ' || e.key === 'Spacebar') {
|
| 2015 |
gameState.keys.Space = true;
|
| 2016 |
e.preventDefault();
|
| 2017 |
}
|
|
|
|
| 2029 |
}
|
| 2030 |
});
|
| 2031 |
|
|
|
|
| 2032 |
leftBtn.addEventListener('touchstart', (e) => {
|
| 2033 |
e.preventDefault();
|
| 2034 |
gameState.keys.ArrowLeft = true;
|
|
|
|
| 2074 |
gameState.isFiring = false;
|
| 2075 |
});
|
| 2076 |
|
|
|
|
| 2077 |
leftBtn.addEventListener('mousedown', (e) => {
|
| 2078 |
e.preventDefault();
|
| 2079 |
gameState.keys.ArrowLeft = true;
|
|
|
|
| 2139 |
gameState.isFiring = false;
|
| 2140 |
});
|
| 2141 |
|
|
|
|
| 2142 |
startButton.addEventListener('click', initGame);
|
| 2143 |
restartButton.addEventListener('click', initGame);
|
| 2144 |
|
|
|
|
| 2145 |
resizeCanvas();
|
| 2146 |
setupJoystick();
|
| 2147 |
|
|
|
|
| 2148 |
highScoreDisplay.textContent = gameState.highScore;
|
| 2149 |
</script>
|
| 2150 |
<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;">
|