Update index.html
Browse files- index.html +2251 -37
index.html
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@@ -1,41 +1,2255 @@
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<!DOCTYPE html>
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<html>
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<meta name="viewport" content="width=device-width, initial-scale=1.0"
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<style>
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</style>
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|
41 |
</html>
|
|
|
1 |
<!DOCTYPE html>
|
2 |
+
<html lang="en">
|
3 |
+
<head>
|
4 |
+
<meta charset="UTF-8">
|
5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
+
<title>Sky Adventure - Plane Shooting Game</title>
|
7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
8 |
+
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
|
9 |
<style>
|
10 |
+
body {
|
11 |
+
overflow: hidden;
|
12 |
+
touch-action: none;
|
13 |
+
margin: 0;
|
14 |
+
padding: 0;
|
15 |
+
}
|
16 |
+
#gameCanvas {
|
17 |
+
display: block;
|
18 |
+
background: linear-gradient(to bottom, #1e3c72 0%, #2a5298 100%);
|
19 |
+
}
|
20 |
+
.game-overlay {
|
21 |
+
position: absolute;
|
22 |
+
top: 0;
|
23 |
+
left: 0;
|
24 |
+
width: 100%;
|
25 |
+
height: 100%;
|
26 |
+
pointer-events: none;
|
27 |
+
}
|
28 |
+
.cloud {
|
29 |
+
position: absolute;
|
30 |
+
background-color: rgba(255, 255, 255, 0.8);
|
31 |
+
border-radius: 50%;
|
32 |
+
}
|
33 |
+
@keyframes float {
|
34 |
+
0% { transform: translateY(0px); }
|
35 |
+
50% { transform: translateY(-10px); }
|
36 |
+
100% { transform: translateY(0px); }
|
37 |
+
}
|
38 |
+
.plane {
|
39 |
+
animation: float 2s ease-in-out infinite;
|
40 |
+
}
|
41 |
+
.star {
|
42 |
+
position: absolute;
|
43 |
+
color: gold;
|
44 |
+
text-shadow: 0 0 10px yellow;
|
45 |
+
animation: twinkle 1s ease-in-out infinite alternate;
|
46 |
+
}
|
47 |
+
@keyframes twinkle {
|
48 |
+
from { opacity: 0.7; transform: scale(0.9); }
|
49 |
+
to { opacity: 1; transform: scale(1.1); }
|
50 |
+
}
|
51 |
+
.obstacle {
|
52 |
+
position: absolute;
|
53 |
+
background-color: #555;
|
54 |
+
border-radius: 5px;
|
55 |
+
}
|
56 |
+
.explosion {
|
57 |
+
position: absolute;
|
58 |
+
width: 60px;
|
59 |
+
height: 60px;
|
60 |
+
background: radial-gradient(circle, rgba(255,100,0,0.8) 0%, rgba(255,200,0,0.6) 50%, rgba(255,255,255,0) 70%);
|
61 |
+
border-radius: 50%;
|
62 |
+
animation: explode 0.5s ease-out forwards;
|
63 |
+
}
|
64 |
+
@keyframes explode {
|
65 |
+
0% { transform: scale(0); opacity: 1; }
|
66 |
+
100% { transform: scale(2); opacity: 0; }
|
67 |
+
}
|
68 |
+
.control-btn {
|
69 |
+
position: absolute;
|
70 |
+
width: 60px;
|
71 |
+
height: 60px;
|
72 |
+
background: rgba(255, 255, 255, 0.2);
|
73 |
+
border-radius: 50%;
|
74 |
+
display: flex;
|
75 |
+
align-items: center;
|
76 |
+
justify-content: center;
|
77 |
+
font-size: 24px;
|
78 |
+
color: white;
|
79 |
+
pointer-events: auto;
|
80 |
+
user-select: none;
|
81 |
+
-webkit-tap-highlight-color: transparent;
|
82 |
+
}
|
83 |
+
.control-btn:active {
|
84 |
+
background: rgba(255, 255, 255, 0.4);
|
85 |
+
transform: scale(0.95);
|
86 |
+
}
|
87 |
+
#leftBtn {
|
88 |
+
bottom: 30px;
|
89 |
+
left: 30px;
|
90 |
+
}
|
91 |
+
#rightBtn {
|
92 |
+
bottom: 30px;
|
93 |
+
left: 110px;
|
94 |
+
}
|
95 |
+
#upBtn {
|
96 |
+
bottom: 100px;
|
97 |
+
right: 30px;
|
98 |
+
}
|
99 |
+
#downBtn {
|
100 |
+
bottom: 30px;
|
101 |
+
right: 30px;
|
102 |
+
}
|
103 |
+
#fireBtn {
|
104 |
+
bottom: 170px;
|
105 |
+
left: 30px;
|
106 |
+
}
|
107 |
+
.bullet {
|
108 |
+
position: absolute;
|
109 |
+
background: linear-gradient(to right, #ff0, #f80);
|
110 |
+
border-radius: 50%;
|
111 |
+
}
|
112 |
+
.debris {
|
113 |
+
position: absolute;
|
114 |
+
background-color: #777;
|
115 |
+
border-radius: 2px;
|
116 |
+
}
|
117 |
+
.powerup {
|
118 |
+
position: absolute;
|
119 |
+
width: 40px;
|
120 |
+
height: 40px;
|
121 |
+
border-radius: 50%;
|
122 |
+
display: flex;
|
123 |
+
align-items: center;
|
124 |
+
justify-content: center;
|
125 |
+
font-size: 20px;
|
126 |
+
text-shadow: 0 0 5px white;
|
127 |
+
}
|
128 |
+
.shield {
|
129 |
+
position: absolute;
|
130 |
+
border-radius: 50%;
|
131 |
+
border: 3px solid rgba(0, 204, 255, 0.6);
|
132 |
+
pointer-events: none;
|
133 |
+
}
|
134 |
+
.homing-missile {
|
135 |
+
position: absolute;
|
136 |
+
background: linear-gradient(to bottom, #ff5f5f, #ff0000);
|
137 |
+
border-radius: 50% 50% 0 0;
|
138 |
+
transform-origin: center bottom;
|
139 |
+
}
|
140 |
+
@keyframes pulse {
|
141 |
+
0% { transform: scale(1); opacity: 0.9; }
|
142 |
+
50% { transform: scale(1.1); opacity: 1; }
|
143 |
+
100% { transform: scale(1); opacity: 0.9; }
|
144 |
+
}
|
145 |
+
.powerup-effect {
|
146 |
+
position: absolute;
|
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">
|
189 |
+
<div class="relative w-full h-full">
|
190 |
+
<canvas id="gameCanvas" class="w-full h-full"></canvas>
|
191 |
+
|
192 |
+
<!-- 开始界面 -->
|
193 |
+
<div id="startScreen" class="game-overlay flex flex-col items-center justify-center bg-black bg-opacity-70">
|
194 |
+
<h1 class="text-5xl font-bold mb-6 text-yellow-300">SKY ADVENTURE</h1>
|
195 |
+
<div class="plane text-6xl mb-8">✈️</div>
|
196 |
+
<p class="text-xl mb-8 text-center max-w-md px-4">控制飞机躲避障碍物<br>收集星星获得高分!<br>按射击按钮消灭障碍物!<br>收集道具获得特殊能力!</p>
|
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>
|
204 |
+
</div>
|
205 |
+
<div class="flex items-center">
|
206 |
+
<div class="powerup bg-purple-500 mr-2"><i class="fas fa-rocket"></i></div>
|
207 |
+
<span>跟踪导弹</span>
|
208 |
+
</div>
|
209 |
+
<div class="flex items-center">
|
210 |
+
<div class="powerup bg-blue-500 mr-2"><i class="fas fa-shield-alt"></i></div>
|
211 |
+
<span>保护罩</span>
|
212 |
+
</div>
|
213 |
+
<div class="flex items-center">
|
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 |
+
|
235 |
+
<!-- 游戏UI -->
|
236 |
+
<div id="gameUI" class="game-overlay hidden">
|
237 |
+
<div class="absolute top-4 left-4 bg-black bg-opacity-50 px-4 py-2 rounded-lg">
|
238 |
+
<div class="flex items-center">
|
239 |
+
<i class="fas fa-star text-yellow-400 mr-2"></i>
|
240 |
+
<span id="scoreDisplay" class="text-xl">0</span>
|
241 |
+
</div>
|
242 |
+
</div>
|
243 |
+
<div class="absolute top-4 right-4 bg-black bg-opacity-50 px-4 py-2 rounded-lg">
|
244 |
+
<div class="flex items-center">
|
245 |
+
<i class="fas fa-heart text-red-500 mr-2"></i>
|
246 |
+
<span id="livesDisplay" class="text-xl">3</span>
|
247 |
+
</div>
|
248 |
+
</div>
|
249 |
+
<div class="absolute top-4 left-1/2 transform -translate-x-1/2 bg-black bg-opacity-50 px-4 py-2 rounded-lg">
|
250 |
+
<div class="flex items-center">
|
251 |
+
<i class="fas fa-bolt text-yellow-400 mr-2"></i>
|
252 |
+
<span id="ammoDisplay" class="text-xl">∞</span>
|
253 |
+
</div>
|
254 |
+
</div>
|
255 |
+
<div class="absolute bottom-4 left-4 bg-black bg-opacity-50 px-4 py-2 rounded-lg">
|
256 |
+
<div class="flex items-center">
|
257 |
+
<i class="fas fa-tachometer-alt text-blue-400 mr-2"></i>
|
258 |
+
<span id="speedDisplay" class="text-xl">100</span>
|
259 |
+
<span class="ml-1">km/h</span>
|
260 |
+
</div>
|
261 |
+
</div>
|
262 |
+
|
263 |
+
<!-- 主动技能图标 -->
|
264 |
+
<div id="powerupStatus" class="absolute bottom-24 right-4 flex gap-2">
|
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>
|
276 |
+
</div>
|
277 |
+
<div id="rightBtn" class="control-btn hidden">
|
278 |
+
<i class="fas fa-arrow-right"></i>
|
279 |
+
</div>
|
280 |
+
<div id="upBtn" class="control-btn hidden">
|
281 |
+
<i class="fas fa-arrow-up"></i>
|
282 |
+
</div>
|
283 |
+
<div id="downBtn" class="control-btn hidden">
|
284 |
+
<i class="fas fa-arrow-down"></i>
|
285 |
+
</div>
|
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 -->
|
297 |
+
<div id="gameOverScreen" class="game-overlay hidden flex flex-col items-center justify-center bg-black bg-opacity-70">
|
298 |
+
<h1 class="text-5xl font-bold mb-6 text-red-500">GAME OVER</h1>
|
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 = {
|
319 |
+
started: false,
|
320 |
+
gameOver: false,
|
321 |
+
score: 0,
|
322 |
+
lives: 3,
|
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,
|
334 |
+
width: 60,
|
335 |
+
height: 60,
|
336 |
+
velocity: 0, // 左右方向速度
|
337 |
+
verticalVelocity: 0, // 上下方向速度
|
338 |
+
rotation: 0,
|
339 |
+
lastFireTime: 0,
|
340 |
+
fireRate: 200, // 射击间隔(ms)
|
341 |
+
bulletDamage: 1, // 子弹伤害
|
342 |
+
hasShield: false,
|
343 |
+
shieldDuration: 0,
|
344 |
+
powerups: {
|
345 |
+
rapidFire: 0, // 火力增强
|
346 |
+
homingMissiles: 0, // 跟踪导弹
|
347 |
+
}
|
348 |
+
},
|
349 |
+
stars: [],
|
350 |
+
obstacles: [],
|
351 |
+
clouds: [],
|
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,
|
368 |
+
ArrowLeft: 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
|
386 |
+
const POWERUP_TYPES = {
|
387 |
+
RAPID_FIRE: {
|
388 |
+
id: 'rapidFire',
|
389 |
+
icon: 'fas fa-bolt',
|
390 |
+
color: 'red',
|
391 |
+
duration: 10000, // 10秒
|
392 |
+
effect: (game) => {
|
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: {
|
400 |
+
id: 'homingMissiles',
|
401 |
+
icon: 'fas fa-rocket',
|
402 |
+
color: 'purple',
|
403 |
+
duration: 10000, // 10秒
|
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: {
|
411 |
+
id: 'shield',
|
412 |
+
icon: 'fas fa-shield-alt',
|
413 |
+
color: 'blue',
|
414 |
+
duration: 8000, // 8秒
|
415 |
+
effect: (game) => {
|
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: {
|
423 |
+
id: 'health',
|
424 |
+
icon: 'fas fa-heart',
|
425 |
+
color: 'green',
|
426 |
+
effect: (game) => {
|
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 |
+
};
|
471 |
+
|
472 |
+
// 获取DOM元素
|
473 |
+
const canvas = document.getElementById('gameCanvas');
|
474 |
+
const ctx = canvas.getContext('2d');
|
475 |
+
const startScreen = document.getElementById('startScreen');
|
476 |
+
const gameUI = document.getElementById('gameUI');
|
477 |
+
const gameOverScreen = document.getElementById('gameOverScreen');
|
478 |
+
const startButton = document.getElementById('startButton');
|
479 |
+
const restartButton = document.getElementById('restartButton');
|
480 |
+
const scoreDisplay = document.getElementById('scoreDisplay');
|
481 |
+
const livesDisplay = document.getElementById('livesDisplay');
|
482 |
+
const ammoDisplay = document.getElementById('ammoDisplay');
|
483 |
+
const speedDisplay = document.getElementById('speedDisplay');
|
484 |
+
const finalScore = document.getElementById('finalScore');
|
485 |
+
const powerupStatus = document.getElementById('powerupStatus');
|
486 |
+
const leftBtn = document.getElementById('leftBtn');
|
487 |
+
const rightBtn = document.getElementById('rightBtn');
|
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() {
|
518 |
+
return /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);
|
519 |
+
}
|
520 |
+
|
521 |
+
// 设置画布大小
|
522 |
+
function resizeCanvas() {
|
523 |
+
canvas.width = window.innerWidth;
|
524 |
+
canvas.height = window.innerHeight;
|
525 |
+
if (gameState.started && !gameState.gameOver) {
|
526 |
+
gameState.plane.x = canvas.width / 2;
|
527 |
+
gameState.plane.y = canvas.height / 2;
|
528 |
+
}
|
529 |
+
}
|
530 |
+
|
531 |
+
// 创建文字特效
|
532 |
+
function createEffect(text, color, duration) {
|
533 |
+
gameState.effects.push({
|
534 |
+
text,
|
535 |
+
color,
|
536 |
+
x: gameState.plane.x,
|
537 |
+
y: gameState.plane.y - 50,
|
538 |
+
alpha: 1,
|
539 |
+
duration,
|
540 |
+
startTime: Date.now()
|
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 = '';
|
569 |
+
|
570 |
+
if (gameState.plane.powerups.rapidFire > Date.now()) {
|
571 |
+
const timeLeft = Math.ceil((gameState.plane.powerups.rapidFire - Date.now()) / 1000);
|
572 |
+
powerupStatus.innerHTML += `
|
573 |
+
<div class="bg-black bg-opacity-50 px-3 py-1 rounded-lg flex items-center" title="火力增强 (${timeLeft}s)">
|
574 |
+
<i class="fas fa-bolt text-red-500 mr-2"></i>
|
575 |
+
</div>
|
576 |
+
`;
|
577 |
+
}
|
578 |
+
|
579 |
+
if (gameState.plane.powerups.homingMissiles > Date.now()) {
|
580 |
+
const timeLeft = Math.ceil((gameState.plane.powerups.homingMissiles - Date.now()) / 1000);
|
581 |
+
powerupStatus.innerHTML += `
|
582 |
+
<div class="bg-black bg-opacity-50 px-3 py-1 rounded-lg flex items-center" title="跟踪导弹 (${timeLeft}s)">
|
583 |
+
<i class="fas fa-rocket text-purple-500 mr-2"></i>
|
584 |
+
</div>
|
585 |
+
`;
|
586 |
+
}
|
587 |
+
|
588 |
+
if (gameState.plane.hasShield && gameState.plane.shieldDuration > Date.now()) {
|
589 |
+
const timeLeft = Math.ceil((gameState.plane.shieldDuration - Date.now()) / 1000);
|
590 |
+
powerupStatus.innerHTML += `
|
591 |
+
<div class="bg-black bg-opacity-50 px-3 py-1 rounded-lg flex items-center" title="保护罩 (${timeLeft}s)">
|
592 |
+
<i class="fas fa-shield-alt text-blue-500 mr-2"></i>
|
593 |
+
</div>
|
594 |
+
`;
|
595 |
+
}
|
596 |
+
|
597 |
+
if (gameState.timeSlow > Date.now()) {
|
598 |
+
const timeLeft = Math.ceil((gameState.timeSlow - Date.now()) / 1000);
|
599 |
+
powerupStatus.innerHTML += `
|
600 |
+
<div class="bg-black bg-opacity-50 px-3 py-1 rounded-lg flex items-center" title="时间减速 (${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
|
625 |
+
function initGame() {
|
626 |
+
gameState.isMobile = detectMobile();
|
627 |
+
resizeCanvas();
|
628 |
+
gameState.started = true;
|
629 |
+
gameState.gameOver = false;
|
630 |
+
gameState.score = 0;
|
631 |
+
gameState.lives = 3;
|
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,
|
643 |
+
width: 60,
|
644 |
+
height: 60,
|
645 |
+
velocity: 0,
|
646 |
+
verticalVelocity: 0,
|
647 |
+
rotation: 0,
|
648 |
+
lastFireTime: 0,
|
649 |
+
fireRate: 200,
|
650 |
+
bulletDamage: 1,
|
651 |
+
hasShield: false,
|
652 |
+
shieldDuration: 0,
|
653 |
+
powerups: {
|
654 |
+
rapidFire: 0,
|
655 |
+
homingMissiles: 0,
|
656 |
+
}
|
657 |
+
};
|
658 |
+
gameState.stars = [];
|
659 |
+
gameState.obstacles = [];
|
660 |
+
gameState.clouds = [];
|
661 |
+
gameState.explosions = [];
|
662 |
+
gameState.bullets = [];
|
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');
|
683 |
+
gameUI.classList.remove('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 |
+
|
701 |
+
// 创建初始云朵
|
702 |
+
function createInitialClouds() {
|
703 |
+
for (let i = 0; i < 10; i++) {
|
704 |
+
createCloud(true);
|
705 |
+
}
|
706 |
+
}
|
707 |
+
|
708 |
+
// 创建云朵
|
709 |
+
function createCloud(initial = false) {
|
710 |
+
const size = Math.random() * 60 + 40;
|
711 |
+
const x = initial ? Math.random() * canvas.width : canvas.width + size;
|
712 |
+
const y = Math.random() * canvas.height;
|
713 |
+
const speed = Math.random() * 1 + 0.5;
|
714 |
+
|
715 |
+
gameState.clouds.push({
|
716 |
+
x,
|
717 |
+
y,
|
718 |
+
size,
|
719 |
+
speed,
|
720 |
+
parts: Array(3).fill().map(() => ({
|
721 |
+
size: size * (Math.random() * 0.3 + 0.7),
|
722 |
+
offsetX: (Math.random() - 0.5) * size * 0.6,
|
723 |
+
offsetY: (Math.random() - 0.5) * size * 0.6
|
724 |
+
}))
|
725 |
+
});
|
726 |
+
}
|
727 |
+
|
728 |
+
// 创建星星
|
729 |
+
function createStar() {
|
730 |
+
const size = Math.random() * 20 + 15;
|
731 |
+
const x = canvas.width + size;
|
732 |
+
const y = Math.random() * (canvas.height - size * 2) + size;
|
733 |
+
const speed = Math.random() * 3 + 3 + gameState.speed / 50;
|
734 |
+
|
735 |
+
gameState.stars.push({
|
736 |
+
x,
|
737 |
+
y,
|
738 |
+
size,
|
739 |
+
speed,
|
740 |
+
rotation: 0,
|
741 |
+
rotationSpeed: Math.random() * 0.1 - 0.05
|
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;
|
749 |
+
const x = canvas.width + width;
|
750 |
+
const y = Math.random() * (canvas.height - height);
|
751 |
+
const speed = Math.random() * 2 + 2 + gameState.speed / 50;
|
752 |
+
const type = Math.random() > 0.5 ? 'rectangle' : 'circle';
|
753 |
+
const health = type === 'rectangle' ? (width > 80 ? 3 : 2) : 1;
|
754 |
+
|
755 |
+
// 碰撞体积比实际显示大20%
|
756 |
+
const collisionWidth = width * 1.2;
|
757 |
+
const collisionHeight = height * 1.2;
|
758 |
+
|
759 |
+
gameState.obstacles.push({
|
760 |
+
x,
|
761 |
+
y,
|
762 |
+
width,
|
763 |
+
height,
|
764 |
+
collisionWidth,
|
765 |
+
collisionHeight,
|
766 |
+
speed,
|
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;
|
812 |
+
const x = canvas.width + size;
|
813 |
+
const y = Math.random() * (canvas.height - size * 2) + size;
|
814 |
+
const speed = Math.random() * 2 + 1;
|
815 |
+
|
816 |
+
// 随机选择一种道具类型
|
817 |
+
const powerupKeys = Object.keys(POWERUP_TYPES);
|
818 |
+
const randomPowerup = POWERUP_TYPES[powerupKeys[Math.floor(Math.random() * powerupKeys.length)]];
|
819 |
+
|
820 |
+
gameState.powerups.push({
|
821 |
+
x,
|
822 |
+
y,
|
823 |
+
size,
|
824 |
+
speed,
|
825 |
+
type: randomPowerup
|
826 |
+
});
|
827 |
+
}
|
828 |
+
|
829 |
+
// 创建跟踪导弹
|
830 |
+
function createHomingMissile() {
|
831 |
+
if (gameState.obstacles.length === 0) return; // 没有目标时不开火
|
832 |
+
|
833 |
+
// 找到最近的障碍物作为目标
|
834 |
+
let closestObstacle = null;
|
835 |
+
let minDistance = Infinity;
|
836 |
+
|
837 |
+
gameState.obstacles.forEach(obstacle => {
|
838 |
+
const dx = obstacle.x - gameState.plane.x;
|
839 |
+
const dy = obstacle.y - gameState.plane.y;
|
840 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
841 |
+
|
842 |
+
if (distance < minDistance) {
|
843 |
+
minDistance = distance;
|
844 |
+
closestObstacle = obstacle;
|
845 |
+
}
|
846 |
+
});
|
847 |
+
|
848 |
+
if (!closestObstacle) return;
|
849 |
+
|
850 |
+
const size = 12;
|
851 |
+
gameState.homingMissiles.push({
|
852 |
+
x: gameState.plane.x,
|
853 |
+
y: gameState.plane.y,
|
854 |
+
size,
|
855 |
+
speed: 8,
|
856 |
+
target: closestObstacle,
|
857 |
+
angle: Math.atan2(
|
858 |
+
closestObstacle.y - gameState.plane.y,
|
859 |
+
closestObstacle.x - gameState.plane.x
|
860 |
+
)
|
861 |
+
});
|
862 |
+
}
|
863 |
+
|
864 |
+
// 创建碎片
|
865 |
+
function createDebris(obstacle, count = 5) {
|
866 |
+
for (let i = 0; i < count; i++) {
|
867 |
+
gameState.debris.push({
|
868 |
+
x: obstacle.x,
|
869 |
+
y: obstacle.y,
|
870 |
+
width: obstacle.width / 3,
|
871 |
+
height: obstacle.height / 3,
|
872 |
+
speedX: (Math.random() - 0.5) * 4,
|
873 |
+
speedY: (Math.random() - 0.5) * 4,
|
874 |
+
rotation: 0,
|
875 |
+
rotationSpeed: (Math.random() - 0.5) * 0.2,
|
876 |
+
opacity: 1
|
877 |
+
});
|
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 |
+
|
891 |
+
gameState.bullets.push({
|
892 |
+
x,
|
893 |
+
y,
|
894 |
+
size,
|
895 |
+
speed,
|
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);
|
903 |
+
}
|
904 |
+
|
905 |
+
// 如果弹药不是无限的,减少弹药
|
906 |
+
if (gameState.ammo !== Infinity) {
|
907 |
+
gameState.ammo--;
|
908 |
+
}
|
909 |
+
|
910 |
+
playSound('shootSound');
|
911 |
+
updateUI();
|
912 |
+
|
913 |
+
return true;
|
914 |
+
}
|
915 |
+
|
916 |
+
// 创建爆炸效果
|
917 |
+
function createExplosion(x, y) {
|
918 |
+
gameState.explosions.push({
|
919 |
+
x,
|
920 |
+
y,
|
921 |
+
size: 0,
|
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 &&
|
948 |
+
rect1.x + rect1.width > rect2.x &&
|
949 |
+
rect1.y < rect2.y + rect2.height &&
|
950 |
+
rect1.y + rect1.height > rect2.y
|
951 |
+
);
|
952 |
+
}
|
953 |
+
|
954 |
+
// 游戏结束
|
955 |
+
function endGame() {
|
956 |
+
gameState.gameOver = true;
|
957 |
+
gameUI.classList.add('hidden');
|
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
|
994 |
+
function gameLoop(timestamp) {
|
995 |
+
if (!gameState.started || gameState.gameOver) return;
|
996 |
+
|
997 |
+
// 清除画布
|
998 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
999 |
+
|
1000 |
+
// 更新游戏状态
|
1001 |
+
updateGame(timestamp);
|
1002 |
+
|
1003 |
+
// 绘制游戏元素
|
1004 |
+
drawGame();
|
1005 |
+
|
1006 |
+
// 继续循环
|
1007 |
+
requestAnimationFrame(gameLoop);
|
1008 |
+
}
|
1009 |
+
|
1010 |
+
// 更新游戏状态
|
1011 |
+
function updateGame(timestamp) {
|
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
|
1039 |
+
createEffect('火力增强结束', 'red', 1500);
|
1040 |
+
}
|
1041 |
+
|
1042 |
+
if (gameState.plane.powerups.homingMissiles > 0 && gameState.plane.powerups.homingMissiles < Date.now()) {
|
1043 |
+
gameState.plane.powerups.homingMissiles = 0;
|
1044 |
+
createEffect('跟踪导弹结束', 'purple', 1500);
|
1045 |
+
}
|
1046 |
+
|
1047 |
+
if (gameState.plane.hasShield && gameState.plane.shieldDuration < Date.now()) {
|
1048 |
+
gameState.plane.hasShield = false;
|
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 {
|
1078 |
+
// 如果没有按左右键,飞机逐渐回正
|
1079 |
+
gameState.plane.rotation *= 0.95;
|
1080 |
+
gameState.plane.velocity *= 0.95;
|
1081 |
+
if (Math.abs(gameState.plane.rotation) < 0.5) gameState.plane.rotation = 0;
|
1082 |
+
if (Math.abs(gameState.plane.velocity) < 0.5) gameState.plane.velocity = 0;
|
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
|
1092 |
+
gameState.plane.verticalVelocity *= 0.95;
|
1093 |
+
if (Math.abs(gameState.plane.verticalVelocity) < 0.5) gameState.plane.verticalVelocity = 0;
|
1094 |
+
}
|
1095 |
+
|
1096 |
+
// 更新飞机位置
|
1097 |
+
gameState.plane.x += gameState.plane.velocity;
|
1098 |
+
gameState.plane.y += gameState.plane.verticalVelocity;
|
1099 |
+
|
1100 |
+
// 限制飞机在屏幕内
|
1101 |
+
gameState.plane.x = Math.max(gameState.plane.width / 2, Math.min(gameState.plane.x, canvas.width - gameState.plane.width / 2));
|
1102 |
+
gameState.plane.y = Math.max(gameState.plane.height / 2, Math.min(gameState.plane.y, canvas.height - gameState.plane.height / 2));
|
1103 |
+
|
1104 |
+
// 生成新星星
|
1105 |
+
if (timestamp - gameState.lastStarTime > 2000 / gameState.difficulty) {
|
1106 |
+
createStar();
|
1107 |
+
gameState.lastStarTime = timestamp;
|
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
|
1139 |
+
);
|
1140 |
+
|
1141 |
+
// 更新碎片
|
1142 |
+
gameState.debris.forEach(debris => {
|
1143 |
+
debris.x += debris.speedX;
|
1144 |
+
debris.y += debris.speedY;
|
1145 |
+
debris.rotation += debris.rotationSpeed;
|
1146 |
+
debris.opacity -= 0.02;
|
1147 |
+
});
|
1148 |
+
gameState.debris = gameState.debris.filter(debris => debris.opacity > 0);
|
1149 |
+
|
1150 |
+
// 更新跟踪导弹
|
1151 |
+
gameState.homingMissiles.forEach(missile => {
|
1152 |
+
if (!missile.target || missile.target.hit) {
|
1153 |
+
// 如果没有目标或目标已被击中,则直线飞行
|
1154 |
+
missile.x += Math.cos(missile.angle) * missile.speed;
|
1155 |
+
missile.y += Math.sin(missile.angle) * missile.speed;
|
1156 |
+
} else {
|
1157 |
+
// 计算新的角度以跟踪目标
|
1158 |
+
const dx = missile.target.x - missile.x;
|
1159 |
+
const dy = missile.target.y - missile.y;
|
1160 |
+
const targetAngle = Math.atan2(dy, dx);
|
1161 |
+
|
1162 |
+
// 平滑转向
|
1163 |
+
let angleDiff = targetAngle - missile.angle;
|
1164 |
+
if (angleDiff > Math.PI) angleDiff -= Math.PI * 2;
|
1165 |
+
if (angleDiff < -Math.PI) angleDiff += Math.PI * 2;
|
1166 |
+
|
1167 |
+
missile.angle += angleDiff * 0.1;
|
1168 |
+
missile.x += Math.cos(missile.angle) * missile.speed;
|
1169 |
+
missile.y += Math.sin(missile.angle) * missile.speed;
|
1170 |
+
|
1171 |
+
// 检测碰撞
|
1172 |
+
const missileRect = {
|
1173 |
+
x: missile.x - missile.size / 2,
|
1174 |
+
y: missile.y - missile.size / 2,
|
1175 |
+
width: missile.size,
|
1176 |
+
height: missile.size
|
1177 |
+
};
|
1178 |
+
|
1179 |
+
const targetRect = {
|
1180 |
+
x: missile.target.x - missile.target.collisionWidth / 2,
|
1181 |
+
y: missile.target.y - missile.target.collisionHeight / 2,
|
1182 |
+
width: missile.target.collisionWidth,
|
1183 |
+
height: missile.target.collisionHeight
|
1184 |
+
};
|
1185 |
+
|
1186 |
+
if (checkCollision(missileRect, targetRect)) {
|
1187 |
+
missile.hit = true;
|
1188 |
+
missile.target.health -= 3; // 导弹伤害更高
|
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,
|
1201 |
+
y: missile.target.y + (Math.random() - 0.5) * 50,
|
1202 |
+
width: missile.target.width / 2,
|
1203 |
+
height: missile.target.height / 2,
|
1204 |
+
collisionWidth: missile.target.collisionWidth / 2,
|
1205 |
+
collisionHeight: missile.target.collisionHeight / 2,
|
1206 |
+
speed: missile.target.speed * 1.2,
|
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
|
1228 |
+
createExplosion(missile.x, missile.y);
|
1229 |
+
}
|
1230 |
+
}
|
1231 |
+
});
|
1232 |
+
gameState.homingMissiles = gameState.homingMissiles.filter(missile =>
|
1233 |
+
missile.x < canvas.width && missile.x > 0 &&
|
1234 |
+
missile.y < canvas.height && missile.y > 0 &&
|
1235 |
+
!missile.hit
|
1236 |
+
);
|
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 = {
|
1250 |
+
x: gameState.plane.x - gameState.plane.width / 2,
|
1251 |
+
y: gameState.plane.y - gameState.plane.height / 2,
|
1252 |
+
width: gameState.plane.width,
|
1253 |
+
height: gameState.plane.height
|
1254 |
+
};
|
1255 |
+
|
1256 |
+
const powerupRect = {
|
1257 |
+
x: powerup.x - powerup.size / 2,
|
1258 |
+
y: powerup.y - powerup.size / 2,
|
1259 |
+
width: powerup.size,
|
1260 |
+
height: powerup.size
|
1261 |
+
};
|
1262 |
+
|
1263 |
+
if (checkCollision(planeRect, powerupRect) && !gameState.gameOver) {
|
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,
|
1289 |
+
width: gameState.plane.width,
|
1290 |
+
height: gameState.plane.height
|
1291 |
+
};
|
1292 |
+
|
1293 |
+
const starRect = {
|
1294 |
+
x: star.x - star.size / 2,
|
1295 |
+
y: star.y - star.size / 2,
|
1296 |
+
width: star.size,
|
1297 |
+
height: star.size
|
1298 |
+
};
|
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 = {
|
1325 |
+
x: gameState.plane.x - gameState.plane.width / 2,
|
1326 |
+
y: gameState.plane.y - gameState.plane.height / 2,
|
1327 |
+
width: gameState.plane.width,
|
1328 |
+
height: gameState.plane.height
|
1329 |
+
};
|
1330 |
+
|
1331 |
+
const obstacleRect = {
|
1332 |
+
x: obstacle.x - obstacle.collisionWidth / 2,
|
1333 |
+
y: obstacle.y - obstacle.collisionHeight / 2,
|
1334 |
+
width: obstacle.collisionWidth,
|
1335 |
+
height: obstacle.collisionHeight
|
1336 |
+
};
|
1337 |
+
|
1338 |
+
if (checkCollision(planeRect, obstacleRect) && !gameState.gameOver) {
|
1339 |
+
// 如果有保护罩则不会受伤
|
1340 |
+
if (!gameState.plane.hasShield || gameState.plane.shieldDuration < Date.now()) {
|
1341 |
+
obstacle.hit = true;
|
1342 |
+
gameState.lives--;
|
1343 |
+
updateUI();
|
1344 |
+
createExplosion(gameState.plane.x, gameState.plane.y);
|
1345 |
+
|
1346 |
+
if (gameState.lives <= 0) {
|
1347 |
+
endGame();
|
1348 |
+
}
|
1349 |
+
} else {
|
1350 |
+
// 保护罩被击中
|
1351 |
+
obstacle.hit = true;
|
1352 |
+
createExplosion(obstacle.x, obstacle.y);
|
1353 |
+
createDebris(obstacle, 4);
|
1354 |
+
}
|
1355 |
+
}
|
1356 |
+
|
1357 |
+
// 检测与玩家子弹的碰撞
|
1358 |
+
if (!obstacle.hit) {
|
1359 |
+
const bulletHits = [];
|
1360 |
+
|
1361 |
+
gameState.bullets.forEach((bullet, bulletIndex) => {
|
1362 |
+
const bulletRect = {
|
1363 |
+
x: bullet.x - bullet.size / 2,
|
1364 |
+
y: bullet.y - bullet.size / 2,
|
1365 |
+
width: bullet.size,
|
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,
|
1386 |
+
y: obstacle.y + (Math.random() - 0.5) * 50,
|
1387 |
+
width: obstacle.width / 2,
|
1388 |
+
height: obstacle.height / 2,
|
1389 |
+
collisionWidth: obstacle.collisionWidth / 2,
|
1390 |
+
collisionHeight: obstacle.collisionHeight / 2,
|
1391 |
+
speed: obstacle.speed * 1.2,
|
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);
|
1429 |
+
}
|
1430 |
+
}
|
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;
|
1484 |
+
explosion.alpha -= 0.02;
|
1485 |
+
});
|
1486 |
+
gameState.explosions = gameState.explosions.filter(explosion => explosion.alpha > 0);
|
1487 |
+
}
|
1488 |
+
|
1489 |
+
// 绘制游戏元素
|
1490 |
+
function drawGame() {
|
1491 |
+
// 绘制背景渐变
|
1492 |
+
const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
|
1493 |
+
gradient.addColorStop(0, '#1e3c72');
|
1494 |
+
gradient.addColorStop(1, '#2a5298');
|
1495 |
+
ctx.fillStyle = gradient;
|
1496 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
1497 |
+
|
1498 |
+
// 绘制云朵
|
1499 |
+
gameState.clouds.forEach(cloud => {
|
1500 |
+
cloud.parts.forEach(part => {
|
1501 |
+
ctx.beginPath();
|
1502 |
+
ctx.arc(
|
1503 |
+
cloud.x + part.offsetX,
|
1504 |
+
cloud.y + part.offsetY,
|
1505 |
+
part.size / 2,
|
1506 |
+
0,
|
1507 |
+
Math.PI * 2
|
1508 |
+
);
|
1509 |
+
ctx.fillStyle = `rgba(255, 255, 255, ${0.7 + Math.random() * 0.3})`;
|
1510 |
+
ctx.fill();
|
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();
|
1527 |
+
ctx.translate(debris.x, debris.y);
|
1528 |
+
ctx.rotate(debris.rotation);
|
1529 |
+
|
1530 |
+
ctx.fillStyle = `rgba(100, 100, 100, ${debris.opacity})`;
|
1531 |
+
ctx.fillRect(
|
1532 |
+
-debris.width / 2,
|
1533 |
+
-debris.height / 2,
|
1534 |
+
debris.width,
|
1535 |
+
debris.height
|
1536 |
+
);
|
1537 |
+
|
1538 |
+
ctx.restore();
|
1539 |
+
});
|
1540 |
+
|
1541 |
+
// 绘制道具
|
1542 |
+
gameState.powerups.forEach(powerup => {
|
1543 |
+
ctx.save();
|
1544 |
+
ctx.translate(powerup.x, powerup.y);
|
1545 |
+
|
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();
|
1567 |
+
|
1568 |
+
// 绘制道具图标
|
1569 |
+
ctx.fillStyle = 'white';
|
1570 |
+
ctx.font = '20px FontAwesome';
|
1571 |
+
ctx.textAlign = 'center';
|
1572 |
+
ctx.textBaseline = 'middle';
|
1573 |
+
ctx.fillText(String.fromCharCode(parseInt(getIconCode(powerup.type.icon), 16)), 0, 1);
|
1574 |
+
|
1575 |
+
ctx.restore();
|
1576 |
+
});
|
1577 |
+
|
1578 |
+
// 绘制跟踪导弹
|
1579 |
+
gameState.homingMissiles.forEach(missile => {
|
1580 |
+
ctx.save();
|
1581 |
+
ctx.translate(missile.x, missile.y);
|
1582 |
+
ctx.rotate(missile.angle);
|
1583 |
+
|
1584 |
+
// 导弹主体
|
1585 |
+
ctx.fillStyle = 'red';
|
1586 |
+
ctx.beginPath();
|
1587 |
+
ctx.moveTo(missile.size / 2, 0);
|
1588 |
+
ctx.lineTo(-missile.size / 2, -missile.size / 3);
|
1589 |
+
ctx.lineTo(-missile.size / 2, missile.size / 3);
|
1590 |
+
ctx.closePath();
|
1591 |
+
ctx.fill();
|
1592 |
+
|
1593 |
+
// 火焰效果
|
1594 |
+
ctx.fillStyle = 'orange';
|
1595 |
+
ctx.beginPath();
|
1596 |
+
ctx.moveTo(-missile.size / 2, -missile.size / 4);
|
1597 |
+
ctx.lineTo(-missile.size, 0);
|
1598 |
+
ctx.lineTo(-missile.size / 2, missile.size / 4);
|
1599 |
+
ctx.closePath();
|
1600 |
+
ctx.fill();
|
1601 |
+
|
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);
|
1623 |
+
ctx.strokeStyle = 'rgba(255, 200, 0, 0.8)';
|
1624 |
+
ctx.lineWidth = bullet.size / 2;
|
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();
|
1642 |
+
ctx.translate(star.x, star.y);
|
1643 |
+
ctx.rotate(star.rotation);
|
1644 |
+
|
1645 |
+
ctx.beginPath();
|
1646 |
+
for (let i = 0; i < 5; i++) {
|
1647 |
+
const angle = (i * 2 * Math.PI / 5) - Math.PI / 2;
|
1648 |
+
const innerAngle = angle + Math.PI / 5;
|
1649 |
+
const outerRadius = star.size / 2;
|
1650 |
+
const innerRadius = star.size / 4;
|
1651 |
+
|
1652 |
+
if (i === 0) {
|
1653 |
+
ctx.moveTo(
|
1654 |
+
Math.cos(angle) * outerRadius,
|
1655 |
+
Math.sin(angle) * outerRadius
|
1656 |
+
);
|
1657 |
+
} else {
|
1658 |
+
ctx.lineTo(
|
1659 |
+
Math.cos(angle) * outerRadius,
|
1660 |
+
Math.sin(angle) * outerRadius
|
1661 |
+
);
|
1662 |
+
}
|
1663 |
+
|
1664 |
+
ctx.lineTo(
|
1665 |
+
Math.cos(innerAngle) * innerRadius,
|
1666 |
+
Math.sin(innerAngle) * innerRadius
|
1667 |
+
);
|
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();
|
1678 |
+
|
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);
|
1873 |
+
|
1874 |
+
// 绘制保护罩
|
1875 |
+
if (gameState.plane.hasShield && gameState.plane.shieldDuration > Date.now()) {
|
1876 |
+
ctx.beginPath();
|
1877 |
+
ctx.arc(0, 0, 45, 0, Math.PI * 2);
|
1878 |
+
ctx.strokeStyle = `rgba(0, 204, 255, ${0.3 + Math.sin(Date.now() / 200) * 0.3})`;
|
1879 |
+
ctx.lineWidth = 3;
|
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 |
+
|
1890 |
+
// 飞机主体
|
1891 |
+
ctx.beginPath();
|
1892 |
+
ctx.moveTo(30, 0);
|
1893 |
+
ctx.lineTo(-20, -15);
|
1894 |
+
ctx.lineTo(-25, 0);
|
1895 |
+
ctx.lineTo(-20, 15);
|
1896 |
+
ctx.closePath();
|
1897 |
+
ctx.fillStyle = '#e74c3c';
|
1898 |
+
ctx.fill();
|
1899 |
+
|
1900 |
+
// 飞机窗户
|
1901 |
+
ctx.beginPath();
|
1902 |
+
ctx.arc(10, 0, 5, 0, Math.PI * 2);
|
1903 |
+
ctx.fillStyle = '#3498db';
|
1904 |
+
ctx.fill();
|
1905 |
+
|
1906 |
+
// 飞机机翼
|
1907 |
+
ctx.beginPath();
|
1908 |
+
ctx.moveTo(5, 0);
|
1909 |
+
ctx.lineTo(-5, -20);
|
1910 |
+
ctx.lineTo(-15, -20);
|
1911 |
+
ctx.lineTo(-5, 0);
|
1912 |
+
ctx.closePath();
|
1913 |
+
ctx.fillStyle = '#c0392b';
|
1914 |
+
ctx.fill();
|
1915 |
+
|
1916 |
+
ctx.beginPath();
|
1917 |
+
ctx.moveTo(5, 0);
|
1918 |
+
ctx.lineTo(-5, 20);
|
1919 |
+
ctx.lineTo(-15, 20);
|
1920 |
+
ctx.lineTo(-5, 0);
|
1921 |
+
ctx.closePath();
|
1922 |
+
ctx.fillStyle = '#c0392b';
|
1923 |
+
ctx.fill();
|
1924 |
+
|
1925 |
+
// 飞机尾翼
|
1926 |
+
ctx.beginPath();
|
1927 |
+
ctx.moveTo(-20, 0);
|
1928 |
+
ctx.lineTo(-25, -10);
|
1929 |
+
ctx.lineTo(-30, -10);
|
1930 |
+
ctx.lineTo(-25, 0);
|
1931 |
+
ctx.closePath();
|
1932 |
+
ctx.fillStyle = '#a5281b';
|
1933 |
+
ctx.fill();
|
1934 |
+
|
1935 |
+
ctx.beginPath();
|
1936 |
+
ctx.moveTo(-20, 0);
|
1937 |
+
ctx.lineTo(-25, 10);
|
1938 |
+
ctx.lineTo(-30, 10);
|
1939 |
+
ctx.lineTo(-25, 0);
|
1940 |
+
ctx.closePath();
|
1941 |
+
ctx.fillStyle = '#a5281b';
|
1942 |
+
ctx.fill();
|
1943 |
+
|
1944 |
+
ctx.restore();
|
1945 |
+
|
1946 |
+
// 绘制爆炸效果
|
1947 |
+
gameState.explosions.forEach(explosion => {
|
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();
|
1965 |
+
});
|
1966 |
+
|
1967 |
+
// 绘制特效文字
|
1968 |
+
gameState.effects.forEach(effect => {
|
1969 |
+
const timePassed = Date.now() - effect.startTime;
|
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;
|
1987 |
+
const y = Math.random() * canvas.height;
|
1988 |
+
const length = Math.random() * 20 + 10;
|
1989 |
+
const angle = Math.atan2(
|
1990 |
+
gameState.plane.y - y,
|
1991 |
+
gameState.plane.x - x
|
1992 |
+
);
|
1993 |
+
|
1994 |
+
ctx.save();
|
1995 |
+
ctx.translate(x, y);
|
1996 |
+
ctx.rotate(angle);
|
1997 |
+
|
1998 |
+
ctx.beginPath();
|
1999 |
+
ctx.moveTo(0, 0);
|
2000 |
+
ctx.lineTo(length, 0);
|
2001 |
+
ctx.strokeStyle = `rgba(255, 255, 255, ${Math.random() * 0.5 + 0.3})`;
|
2002 |
+
ctx.lineWidth = 1;
|
2003 |
+
ctx.stroke();
|
2004 |
+
|
2005 |
+
ctx.restore();
|
2006 |
+
}
|
2007 |
+
}
|
2008 |
+
|
2009 |
+
// 绘制难度提示
|
2010 |
+
if (gameState.difficulty > 1.5) {
|
2011 |
+
ctx.fillStyle = 'rgba(255, 0, 0, 0.5)';
|
2012 |
+
ctx.font = '20px Arial';
|
2013 |
+
ctx.textAlign = 'right';
|
2014 |
+
ctx.fillText(`难度: ${gameState.difficulty.toFixed(1)}x`, canvas.width - 20, 30);
|
2015 |
+
}
|
2016 |
+
}
|
2017 |
+
|
2018 |
+
// 辅助函数: 获取FontAwesome图标的Unicode
|
2019 |
+
function getIconCode(iconClass) {
|
2020 |
+
const icons = {
|
2021 |
+
'fas fa-bolt': 'f0e7',
|
2022 |
+
'fas fa-rocket': 'f135',
|
2023 |
+
'fas fa-shield-alt': 'f3ed',
|
2024 |
+
'fas fa-heart': 'f004',
|
2025 |
+
'fas fa-clock': 'f017',
|
2026 |
+
'fas fa-bomb': 'f1e2',
|
2027 |
+
'fas fa-star': 'f005'
|
2028 |
+
};
|
2029 |
+
return icons[iconClass] || 'f128'; // 默认返回问号图标
|
2030 |
+
}
|
2031 |
+
|
2032 |
+
// 虚拟摇杆控制
|
2033 |
+
function setupJoystick() {
|
2034 |
+
const joystickArea = joystick;
|
2035 |
+
const handle = joystickHandle;
|
2036 |
+
let active = false;
|
2037 |
+
let startX = 0;
|
2038 |
+
let startY = 0;
|
2039 |
+
let handleX = 0;
|
2040 |
+
let handleY = 0;
|
2041 |
+
const maxDistance = 40;
|
2042 |
+
|
2043 |
+
joystickArea.addEventListener('touchstart', (e) => {
|
2044 |
+
e.preventDefault();
|
2045 |
+
const touch = e.touches[0];
|
2046 |
+
const rect = joystickArea.getBoundingClientRect();
|
2047 |
+
startX = rect.left + rect.width / 2;
|
2048 |
+
startY = rect.top + rect.height / 2;
|
2049 |
+
handleX = touch.clientX - startX;
|
2050 |
+
handleY = touch.clientY - startY;
|
2051 |
+
|
2052 |
+
// 限制摇杆移动范围
|
2053 |
+
const distance = Math.sqrt(handleX * handleX + handleY * handleY);
|
2054 |
+
if (distance > maxDistance) {
|
2055 |
+
handleX = (handleX / distance) * maxDistance;
|
2056 |
+
handleY = (handleY / distance) * maxDistance;
|
2057 |
+
}
|
2058 |
+
|
2059 |
+
handle.style.transform = `translate(${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 |
+
|
2100 |
+
// 键盘控制
|
2101 |
+
document.addEventListener('keydown', (e) => {
|
2102 |
+
if (gameState.keys.hasOwnProperty(e.key)) {
|
2103 |
+
gameState.keys[e.key] = true;
|
2104 |
+
e.preventDefault();
|
2105 |
+
}
|
2106 |
+
|
2107 |
+
if (e.key === ' ' || e.key === 'Spacebar') { // 空格键射击
|
2108 |
+
gameState.keys.Space = true;
|
2109 |
+
e.preventDefault();
|
2110 |
+
}
|
2111 |
+
});
|
2112 |
+
|
2113 |
+
document.addEventListener('keyup', (e) => {
|
2114 |
+
if (gameState.keys.hasOwnProperty(e.key)) {
|
2115 |
+
gameState.keys[e.key] = false;
|
2116 |
+
e.preventDefault();
|
2117 |
+
}
|
2118 |
+
|
2119 |
+
if (e.key === ' ' || e.key === 'Spacebar') {
|
2120 |
+
gameState.keys.Space = false;
|
2121 |
+
e.preventDefault();
|
2122 |
+
}
|
2123 |
+
});
|
2124 |
+
|
2125 |
+
// 触摸控制按钮事件
|
2126 |
+
leftBtn.addEventListener('touchstart', (e) => {
|
2127 |
+
e.preventDefault();
|
2128 |
+
gameState.keys.ArrowLeft = true;
|
2129 |
+
});
|
2130 |
+
leftBtn.addEventListener('touchend', (e) => {
|
2131 |
+
e.preventDefault();
|
2132 |
+
gameState.keys.ArrowLeft = false;
|
2133 |
+
});
|
2134 |
+
|
2135 |
+
rightBtn.addEventListener('touchstart', (e) => {
|
2136 |
+
e.preventDefault();
|
2137 |
+
gameState.keys.ArrowRight = true;
|
2138 |
+
});
|
2139 |
+
rightBtn.addEventListener('touchend', (e) => {
|
2140 |
+
e.preventDefault();
|
2141 |
+
gameState.keys.ArrowRight = false;
|
2142 |
+
});
|
2143 |
+
|
2144 |
+
upBtn.addEventListener('touchstart', (e) => {
|
2145 |
+
e.preventDefault();
|
2146 |
+
gameState.keys.ArrowUp = true;
|
2147 |
+
});
|
2148 |
+
upBtn.addEventListener('touchend', (e) => {
|
2149 |
+
e.preventDefault();
|
2150 |
+
gameState.keys.ArrowUp = false;
|
2151 |
+
});
|
2152 |
+
|
2153 |
+
downBtn.addEventListener('touchstart', (e) => {
|
2154 |
+
e.preventDefault();
|
2155 |
+
gameState.keys.ArrowDown = true;
|
2156 |
+
});
|
2157 |
+
downBtn.addEventListener('touchend', (e) => {
|
2158 |
+
e.preventDefault();
|
2159 |
+
gameState.keys.ArrowDown = false;
|
2160 |
+
});
|
2161 |
+
|
2162 |
+
fireBtn.addEventListener('touchstart', (e) => {
|
2163 |
+
e.preventDefault();
|
2164 |
+
gameState.isFiring = true;
|
2165 |
+
});
|
2166 |
+
fireBtn.addEventListener('touchend', (e) => {
|
2167 |
+
e.preventDefault();
|
2168 |
+
gameState.isFiring = false;
|
2169 |
+
});
|
2170 |
+
|
2171 |
+
// 鼠标控制按钮事件(用于桌面浏览器测试)
|
2172 |
+
leftBtn.addEventListener('mousedown', (e) => {
|
2173 |
+
e.preventDefault();
|
2174 |
+
gameState.keys.ArrowLeft = true;
|
2175 |
+
});
|
2176 |
+
leftBtn.addEventListener('mouseup', (e) => {
|
2177 |
+
e.preventDefault();
|
2178 |
+
gameState.keys.ArrowLeft = false;
|
2179 |
+
});
|
2180 |
+
leftBtn.addEventListener('mouseleave', (e) => {
|
2181 |
+
e.preventDefault();
|
2182 |
+
gameState.keys.ArrowLeft = false;
|
2183 |
+
});
|
2184 |
+
|
2185 |
+
rightBtn.addEventListener('mousedown', (e) => {
|
2186 |
+
e.preventDefault();
|
2187 |
+
gameState.keys.ArrowRight = true;
|
2188 |
+
});
|
2189 |
+
rightBtn.addEventListener('mouseup', (e) => {
|
2190 |
+
e.preventDefault();
|
2191 |
+
gameState.keys.ArrowRight = false;
|
2192 |
+
});
|
2193 |
+
rightBtn.addEventListener('mouseleave', (e) => {
|
2194 |
+
e.preventDefault();
|
2195 |
+
gameState.keys.ArrowRight = false;
|
2196 |
+
});
|
2197 |
+
|
2198 |
+
upBtn.addEventListener('mousedown', (e) => {
|
2199 |
+
e.preventDefault();
|
2200 |
+
gameState.keys.ArrowUp = true;
|
2201 |
+
});
|
2202 |
+
upBtn.addEventListener('mouseup', (e) => {
|
2203 |
+
e.preventDefault();
|
2204 |
+
gameState.keys.ArrowUp = false;
|
2205 |
+
});
|
2206 |
+
upBtn.addEventListener('mouseleave', (e) => {
|
2207 |
+
e.preventDefault();
|
2208 |
+
gameState.keys.ArrowUp = false;
|
2209 |
+
});
|
2210 |
+
|
2211 |
+
downBtn.addEventListener('mousedown', (e) => {
|
2212 |
+
e.preventDefault();
|
2213 |
+
gameState.keys.ArrowDown = true;
|
2214 |
+
});
|
2215 |
+
downBtn.addEventListener('mouseup', (e) => {
|
2216 |
+
e.preventDefault();
|
2217 |
+
gameState.keys.ArrowDown = false;
|
2218 |
+
});
|
2219 |
+
downBtn.addEventListener('mouseleave', (e) => {
|
2220 |
+
e.preventDefault();
|
2221 |
+
gameState.keys.ArrowDown = false;
|
2222 |
+
});
|
2223 |
+
|
2224 |
+
fireBtn.addEventListener('mousedown', (e) => {
|
2225 |
+
e.preventDefault();
|
2226 |
+
gameState.isFiring = true;
|
2227 |
+
});
|
2228 |
+
fireBtn.addEventListener('mouseup', (e) => {
|
2229 |
+
e.preventDefault();
|
2230 |
+
gameState.isFiring = false;
|
2231 |
+
});
|
2232 |
+
fireBtn.addEventListener('mouseleave', (e) => {
|
2233 |
+
e.preventDefault();
|
2234 |
+
gameState.isFiring = false;
|
2235 |
+
});
|
2236 |
+
|
2237 |
+
// 按钮事件
|
2238 |
+
startButton.addEventListener('click', initGame);
|
2239 |
+
restartButton.addEventListener('click', initGame);
|
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>
|