Spaces:
Running
Running
请帮我实现一个塔防类小游戏(例如,保卫萝卜) - Initial Deployment
Browse files- README.md +7 -5
- index.html +940 -19
README.md
CHANGED
@@ -1,10 +1,12 @@
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---
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title:
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emoji:
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colorFrom:
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colorTo:
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sdk: static
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pinned: false
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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title: carrotprotection
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emoji: 🐳
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colorFrom: pink
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colorTo: red
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sdk: static
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pinned: false
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tags:
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- deepsite
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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@@ -1,19 +1,940 @@
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<!DOCTYPE html>
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2 |
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<html lang="zh-CN">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>保卫萝卜塔防游戏</title>
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7 |
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<script src="https://cdn.tailwindcss.com"></script>
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<style>
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9 |
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@import url('https://fonts.googleapis.com/css2?family=Ma+Shan+Zheng&display=swap');
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body {
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font-family: 'Ma Shan Zheng', cursive;
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background-color: #f0f8ff;
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user-select: none;
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}
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.game-container {
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position: relative;
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width: 100%;
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max-width: 800px;
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margin: 0 auto;
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}
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#gameCanvas {
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25 |
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background-color: #e6f7ff;
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border: 3px solid #4a90e2;
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border-radius: 10px;
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28 |
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box-shadow: 0 0 20px rgba(74, 144, 226, 0.3);
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}
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30 |
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.tower-option {
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transition: all 0.2s ease;
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33 |
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}
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34 |
+
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35 |
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.tower-option:hover {
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36 |
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transform: scale(1.05);
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37 |
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box-shadow: 0 0 15px rgba(255, 215, 0, 0.5);
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38 |
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}
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39 |
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40 |
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.tower-option:active {
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41 |
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transform: scale(0.95);
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42 |
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}
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43 |
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44 |
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.enemy-health-bar {
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45 |
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height: 4px;
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46 |
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background: linear-gradient(to right, #ff0000, #ff9900);
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47 |
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position: absolute;
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48 |
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top: -8px;
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49 |
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left: 0;
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50 |
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}
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51 |
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52 |
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.wave-button {
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53 |
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background: linear-gradient(to bottom, #ff9966, #ff5e62);
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54 |
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color: white;
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55 |
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border: none;
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56 |
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border-radius: 50px;
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57 |
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font-weight: bold;
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58 |
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box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
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59 |
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transition: all 0.2s;
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60 |
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}
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61 |
+
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62 |
+
.wave-button:hover {
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63 |
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transform: translateY(-2px);
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64 |
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box-shadow: 0 6px 8px rgba(0, 0, 0, 0.15);
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65 |
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}
|
66 |
+
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67 |
+
.wave-button:active {
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68 |
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transform: translateY(1px);
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69 |
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box-shadow: 0 2px 4px rgba(0, 0, 0, 0.1);
|
70 |
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}
|
71 |
+
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72 |
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.tower-range {
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73 |
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position: absolute;
|
74 |
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border-radius: 50%;
|
75 |
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background-color: rgba(100, 200, 255, 0.2);
|
76 |
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border: 1px dashed rgba(100, 150, 255, 0.5);
|
77 |
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pointer-events: none;
|
78 |
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}
|
79 |
+
|
80 |
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.projectile {
|
81 |
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position: absolute;
|
82 |
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border-radius: 50%;
|
83 |
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background-color: gold;
|
84 |
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box-shadow: 0 0 5px yellow;
|
85 |
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}
|
86 |
+
|
87 |
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@keyframes pulse {
|
88 |
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0% { transform: scale(1); }
|
89 |
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50% { transform: scale(1.05); }
|
90 |
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100% { transform: scale(1); }
|
91 |
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}
|
92 |
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|
93 |
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.pulse {
|
94 |
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animation: pulse 1s infinite;
|
95 |
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}
|
96 |
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</style>
|
97 |
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</head>
|
98 |
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<body class="bg-blue-50 min-h-screen py-8">
|
99 |
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<div class="container mx-auto px-4">
|
100 |
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<h1 class="text-4xl md:text-5xl font-bold text-center text-blue-800 mb-2">保卫萝卜</h1>
|
101 |
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<p class="text-center text-blue-600 mb-8">建造防御塔保护你的萝卜免受怪物侵袭!</p>
|
102 |
+
|
103 |
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<div class="game-container">
|
104 |
+
<!-- 游戏状态栏 -->
|
105 |
+
<div class="flex justify-between items-center mb-4 bg-blue-100 p-3 rounded-lg shadow">
|
106 |
+
<div class="flex items-center">
|
107 |
+
<div class="bg-yellow-100 border-2 border-yellow-300 rounded-full p-2 mr-3">
|
108 |
+
<span class="text-yellow-700 font-bold text-xl" id="money">100</span>
|
109 |
+
</div>
|
110 |
+
<div class="bg-red-100 border-2 border-red-300 rounded-full p-2">
|
111 |
+
<span class="text-red-700 font-bold text-xl" id="lives">10</span>
|
112 |
+
</div>
|
113 |
+
</div>
|
114 |
+
|
115 |
+
<div class="text-center">
|
116 |
+
<div class="text-blue-700 font-bold">波数: <span id="wave">0</span>/10</div>
|
117 |
+
<div class="text-sm text-gray-600">下一波: <span id="next-wave-timer">5</span>秒</div>
|
118 |
+
</div>
|
119 |
+
|
120 |
+
<button id="start-wave" class="wave-button px-6 py-2 text-lg">
|
121 |
+
开始波次
|
122 |
+
</button>
|
123 |
+
</div>
|
124 |
+
|
125 |
+
<!-- 游戏画布 -->
|
126 |
+
<canvas id="gameCanvas" width="800" height="500" class="w-full"></canvas>
|
127 |
+
|
128 |
+
<!-- 塔选项 -->
|
129 |
+
<div class="flex justify-between mt-4 bg-blue-100 p-3 rounded-lg shadow">
|
130 |
+
<div class="tower-option flex flex-col items-center p-2 bg-white rounded-lg cursor-pointer border-2 border-transparent hover:border-yellow-400" data-tower="arrow">
|
131 |
+
<div class="w-12 h-12 bg-blue-200 rounded-full flex items-center justify-center mb-1">
|
132 |
+
<div class="w-8 h-8 bg-blue-500 rounded-full flex items-center justify-center">
|
133 |
+
<div class="w-4 h-4 bg-blue-800 rounded-full"></div>
|
134 |
+
</div>
|
135 |
+
</div>
|
136 |
+
<span class="font-bold text-blue-800">箭塔</span>
|
137 |
+
<span class="text-sm text-yellow-700">$50</span>
|
138 |
+
</div>
|
139 |
+
|
140 |
+
<div class="tower-option flex flex-col items-center p-2 bg-white rounded-lg cursor-pointer border-2 border-transparent hover:border-yellow-400" data-tower="cannon">
|
141 |
+
<div class="w-12 h-12 bg-red-200 rounded-full flex items-center justify-center mb-1">
|
142 |
+
<div class="w-8 h-8 bg-red-500 rounded-full"></div>
|
143 |
+
</div>
|
144 |
+
<span class="font-bold text-red-800">炮塔</span>
|
145 |
+
<span class="text-sm text-yellow-700">$80</span>
|
146 |
+
</div>
|
147 |
+
|
148 |
+
<div class="tower-option flex flex-col items-center p-2 bg-white rounded-lg cursor-pointer border-2 border-transparent hover:border-yellow-400" data-tower="magic">
|
149 |
+
<div class="w-12 h-12 bg-purple-200 rounded-full flex items-center justify-center mb-1">
|
150 |
+
<div class="w-8 h-8 bg-purple-500 rounded-full flex items-center justify-center">
|
151 |
+
<div class="w-4 h-4 bg-white rounded-full"></div>
|
152 |
+
</div>
|
153 |
+
</div>
|
154 |
+
<span class="font-bold text-purple-800">魔法塔</span>
|
155 |
+
<span class="text-sm text-yellow-700">$120</span>
|
156 |
+
</div>
|
157 |
+
|
158 |
+
<div class="tower-option flex flex-col items-center p-2 bg-white rounded-lg cursor-pointer border-2 border-transparent hover:border-yellow-400" data-tower="slow">
|
159 |
+
<div class="w-12 h-12 bg-green-200 rounded-full flex items-center justify-center mb-1">
|
160 |
+
<div class="w-8 h-8 bg-green-500 rounded-full flex items-center justify-center">
|
161 |
+
<div class="w-6 h-6 bg-white rounded-full opacity-50"></div>
|
162 |
+
</div>
|
163 |
+
</div>
|
164 |
+
<span class="font-bold text-green-800">减速塔</span>
|
165 |
+
<span class="text-sm text-yellow-700">$90</span>
|
166 |
+
</div>
|
167 |
+
</div>
|
168 |
+
|
169 |
+
<!-- 游戏说明 -->
|
170 |
+
<div class="mt-6 bg-white p-4 rounded-lg shadow">
|
171 |
+
<h2 class="text-xl font-bold text-blue-800 mb-2">游戏说明</h2>
|
172 |
+
<ul class="list-disc pl-5 text-gray-700">
|
173 |
+
<li class="mb-1">点击下方的防御塔,然后在地图上放置</li>
|
174 |
+
<li class="mb-1">每波敌人来袭前有5秒准备时间</li>
|
175 |
+
<li class="mb-1">敌人到达终点会减少你的生命值</li>
|
176 |
+
<li class="mb-1">击败敌人获得金币,用于建造更多防御塔</li>
|
177 |
+
<li class="mb-1">成功防御10波敌人获胜!</li>
|
178 |
+
</ul>
|
179 |
+
</div>
|
180 |
+
</div>
|
181 |
+
</div>
|
182 |
+
|
183 |
+
<script>
|
184 |
+
document.addEventListener('DOMContentLoaded', () => {
|
185 |
+
// 游戏常量
|
186 |
+
const TOWER_TYPES = {
|
187 |
+
arrow: { cost: 50, damage: 10, range: 150, fireRate: 800, color: '#3b82f6', projectileSpeed: 8 },
|
188 |
+
cannon: { cost: 80, damage: 25, range: 120, fireRate: 1500, color: '#ef4444', projectileSpeed: 6 },
|
189 |
+
magic: { cost: 120, damage: 15, range: 180, fireRate: 1000, color: '#8b5cf6', projectileSpeed: 10 },
|
190 |
+
slow: { cost: 90, damage: 5, range: 160, fireRate: 2000, color: '#10b981', projectileSpeed: 5, slowEffect: 0.5 }
|
191 |
+
};
|
192 |
+
|
193 |
+
const ENEMY_TYPES = [
|
194 |
+
{ health: 30, speed: 1.5, color: '#f59e0b', reward: 10 },
|
195 |
+
{ health: 60, speed: 1.0, color: '#ef4444', reward: 20 },
|
196 |
+
{ health: 100, speed: 0.8, color: '#7c3aed', reward: 35 },
|
197 |
+
{ health: 150, speed: 0.6, color: '#1e293b', reward: 50 }
|
198 |
+
];
|
199 |
+
|
200 |
+
// 游戏状态
|
201 |
+
let gameState = {
|
202 |
+
money: 100,
|
203 |
+
lives: 10,
|
204 |
+
wave: 0,
|
205 |
+
maxWave: 10,
|
206 |
+
waveInProgress: false,
|
207 |
+
nextWaveTimer: 5,
|
208 |
+
selectedTower: null,
|
209 |
+
towers: [],
|
210 |
+
enemies: [],
|
211 |
+
projectiles: [],
|
212 |
+
path: [],
|
213 |
+
carrotPosition: { x: 750, y: 250 },
|
214 |
+
gameOver: false,
|
215 |
+
gameWon: false
|
216 |
+
};
|
217 |
+
|
218 |
+
// DOM元素
|
219 |
+
const canvas = document.getElementById('gameCanvas');
|
220 |
+
const ctx = canvas.getContext('2d');
|
221 |
+
const moneyDisplay = document.getElementById('money');
|
222 |
+
const livesDisplay = document.getElementById('lives');
|
223 |
+
const waveDisplay = document.getElementById('wave');
|
224 |
+
const nextWaveTimerDisplay = document.getElementById('next-wave-timer');
|
225 |
+
const startWaveButton = document.getElementById('start-wave');
|
226 |
+
const towerOptions = document.querySelectorAll('.tower-option');
|
227 |
+
|
228 |
+
// 初始化游戏路径
|
229 |
+
function initPath() {
|
230 |
+
gameState.path = [
|
231 |
+
{ x: 0, y: 100 },
|
232 |
+
{ x: 200, y: 100 },
|
233 |
+
{ x: 200, y: 400 },
|
234 |
+
{ x: 400, y: 400 },
|
235 |
+
{ x: 400, y: 200 },
|
236 |
+
{ x: 600, y: 200 },
|
237 |
+
{ x: 600, y: 300 },
|
238 |
+
{ x: gameState.carrotPosition.x, y: gameState.carrotPosition.y }
|
239 |
+
];
|
240 |
+
}
|
241 |
+
|
242 |
+
// 绘制游戏
|
243 |
+
function draw() {
|
244 |
+
// 清空画布
|
245 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
246 |
+
|
247 |
+
// 绘制背景网格
|
248 |
+
drawGrid();
|
249 |
+
|
250 |
+
// 绘制路径
|
251 |
+
drawPath();
|
252 |
+
|
253 |
+
// 绘制萝卜
|
254 |
+
drawCarrot();
|
255 |
+
|
256 |
+
// 绘制防御塔
|
257 |
+
gameState.towers.forEach(tower => {
|
258 |
+
drawTower(tower);
|
259 |
+
});
|
260 |
+
|
261 |
+
// 绘制敌人
|
262 |
+
gameState.enemies.forEach(enemy => {
|
263 |
+
drawEnemy(enemy);
|
264 |
+
});
|
265 |
+
|
266 |
+
// 绘制投射物
|
267 |
+
gameState.projectiles.forEach(projectile => {
|
268 |
+
drawProjectile(projectile);
|
269 |
+
});
|
270 |
+
|
271 |
+
// 如果游戏结束,显示游戏结束画面
|
272 |
+
if (gameState.gameOver) {
|
273 |
+
drawGameOver();
|
274 |
+
}
|
275 |
+
|
276 |
+
// 如果游戏胜利,显示胜利画面
|
277 |
+
if (gameState.gameWon) {
|
278 |
+
drawGameWon();
|
279 |
+
}
|
280 |
+
}
|
281 |
+
|
282 |
+
// 绘制背景网格
|
283 |
+
function drawGrid() {
|
284 |
+
ctx.strokeStyle = '#dbeafe';
|
285 |
+
ctx.lineWidth = 1;
|
286 |
+
|
287 |
+
for (let x = 0; x < canvas.width; x += 50) {
|
288 |
+
ctx.beginPath();
|
289 |
+
ctx.moveTo(x, 0);
|
290 |
+
ctx.lineTo(x, canvas.height);
|
291 |
+
ctx.stroke();
|
292 |
+
}
|
293 |
+
|
294 |
+
for (let y = 0; y < canvas.height; y += 50) {
|
295 |
+
ctx.beginPath();
|
296 |
+
ctx.moveTo(0, y);
|
297 |
+
ctx.lineTo(canvas.width, y);
|
298 |
+
ctx.stroke();
|
299 |
+
}
|
300 |
+
}
|
301 |
+
|
302 |
+
// 绘制路径
|
303 |
+
function drawPath() {
|
304 |
+
ctx.strokeStyle = '#a5b4fc';
|
305 |
+
ctx.lineWidth = 40;
|
306 |
+
ctx.lineCap = 'round';
|
307 |
+
ctx.lineJoin = 'round';
|
308 |
+
|
309 |
+
ctx.beginPath();
|
310 |
+
ctx.moveTo(gameState.path[0].x, gameState.path[0].y);
|
311 |
+
|
312 |
+
for (let i = 1; i < gameState.path.length; i++) {
|
313 |
+
ctx.lineTo(gameState.path[i].x, gameState.path[i].y);
|
314 |
+
}
|
315 |
+
|
316 |
+
ctx.stroke();
|
317 |
+
|
318 |
+
// 绘制路径边缘
|
319 |
+
ctx.strokeStyle = '#818cf8';
|
320 |
+
ctx.lineWidth = 4;
|
321 |
+
ctx.beginPath();
|
322 |
+
ctx.moveTo(gameState.path[0].x, gameState.path[0].y);
|
323 |
+
|
324 |
+
for (let i = 1; i < gameState.path.length; i++) {
|
325 |
+
ctx.lineTo(gameState.path[i].x, gameState.path[i].y);
|
326 |
+
}
|
327 |
+
|
328 |
+
ctx.stroke();
|
329 |
+
}
|
330 |
+
|
331 |
+
// 绘制萝卜
|
332 |
+
function drawCarrot() {
|
333 |
+
// 萝卜身体
|
334 |
+
ctx.fillStyle = '#f97316';
|
335 |
+
ctx.beginPath();
|
336 |
+
ctx.arc(gameState.carrotPosition.x, gameState.carrotPosition.y, 30, 0, Math.PI * 2);
|
337 |
+
ctx.fill();
|
338 |
+
|
339 |
+
// 萝卜叶子
|
340 |
+
ctx.fillStyle = '#22c55e';
|
341 |
+
ctx.beginPath();
|
342 |
+
ctx.moveTo(gameState.carrotPosition.x - 15, gameState.carrotPosition.y - 30);
|
343 |
+
ctx.lineTo(gameState.carrotPosition.x, gameState.carrotPosition.y - 50);
|
344 |
+
ctx.lineTo(gameState.carrotPosition.x + 15, gameState.carrotPosition.y - 30);
|
345 |
+
ctx.closePath();
|
346 |
+
ctx.fill();
|
347 |
+
|
348 |
+
// 萝卜眼睛
|
349 |
+
ctx.fillStyle = 'white';
|
350 |
+
ctx.beginPath();
|
351 |
+
ctx.arc(gameState.carrotPosition.x - 10, gameState.carrotPosition.y - 5, 5, 0, Math.PI * 2);
|
352 |
+
ctx.arc(gameState.carrotPosition.x + 10, gameState.carrotPosition.y - 5, 5, 0, Math.PI * 2);
|
353 |
+
ctx.fill();
|
354 |
+
|
355 |
+
// 萝卜瞳孔
|
356 |
+
ctx.fillStyle = 'black';
|
357 |
+
ctx.beginPath();
|
358 |
+
ctx.arc(gameState.carrotPosition.x - 10, gameState.carrotPosition.y - 5, 2, 0, Math.PI * 2);
|
359 |
+
ctx.arc(gameState.carrotPosition.x + 10, gameState.carrotPosition.y - 5, 2, 0, Math.PI * 2);
|
360 |
+
ctx.fill();
|
361 |
+
|
362 |
+
// 萝卜嘴巴
|
363 |
+
ctx.strokeStyle = 'black';
|
364 |
+
ctx.lineWidth = 2;
|
365 |
+
ctx.beginPath();
|
366 |
+
ctx.arc(gameState.carrotPosition.x, gameState.carrotPosition.y + 5, 10, 0, Math.PI);
|
367 |
+
ctx.stroke();
|
368 |
+
}
|
369 |
+
|
370 |
+
// 绘制防御塔
|
371 |
+
function drawTower(tower) {
|
372 |
+
// 塔基
|
373 |
+
ctx.fillStyle = '#d1d5db';
|
374 |
+
ctx.beginPath();
|
375 |
+
ctx.arc(tower.x, tower.y, 20, 0, Math.PI * 2);
|
376 |
+
ctx.fill();
|
377 |
+
|
378 |
+
// 塔身
|
379 |
+
ctx.fillStyle = tower.color;
|
380 |
+
ctx.beginPath();
|
381 |
+
ctx.arc(tower.x, tower.y, 15, 0, Math.PI * 2);
|
382 |
+
ctx.fill();
|
383 |
+
|
384 |
+
// 塔顶
|
385 |
+
ctx.fillStyle = '#facc15';
|
386 |
+
ctx.beginPath();
|
387 |
+
ctx.arc(tower.x, tower.y, 8, 0, Math.PI * 2);
|
388 |
+
ctx.fill();
|
389 |
+
|
390 |
+
// 如果塔正在攻击,绘制攻击方向线
|
391 |
+
if (tower.target) {
|
392 |
+
ctx.strokeStyle = 'rgba(255, 255, 255, 0.7)';
|
393 |
+
ctx.lineWidth = 2;
|
394 |
+
ctx.beginPath();
|
395 |
+
ctx.moveTo(tower.x, tower.y);
|
396 |
+
ctx.lineTo(tower.target.x, tower.target.y);
|
397 |
+
ctx.stroke();
|
398 |
+
}
|
399 |
+
}
|
400 |
+
|
401 |
+
// 绘制敌人
|
402 |
+
function drawEnemy(enemy) {
|
403 |
+
// 敌人身体
|
404 |
+
ctx.fillStyle = enemy.color;
|
405 |
+
ctx.beginPath();
|
406 |
+
ctx.arc(enemy.x, enemy.y, 15, 0, Math.PI * 2);
|
407 |
+
ctx.fill();
|
408 |
+
|
409 |
+
// 敌人眼睛
|
410 |
+
ctx.fillStyle = 'white';
|
411 |
+
ctx.beginPath();
|
412 |
+
ctx.arc(enemy.x - 5, enemy.y - 5, 3, 0, Math.PI * 2);
|
413 |
+
ctx.arc(enemy.x + 5, enemy.y - 5, 3, 0, Math.PI * 2);
|
414 |
+
ctx.fill();
|
415 |
+
|
416 |
+
// 敌人嘴巴
|
417 |
+
ctx.fillStyle = '#7f1d1d';
|
418 |
+
ctx.beginPath();
|
419 |
+
ctx.arc(enemy.x, enemy.y + 5, 5, 0, Math.PI);
|
420 |
+
ctx.fill();
|
421 |
+
|
422 |
+
// 绘制血条
|
423 |
+
const healthBarWidth = 30;
|
424 |
+
const healthPercentage = enemy.health / enemy.maxHealth;
|
425 |
+
|
426 |
+
ctx.fillStyle = '#dc2626';
|
427 |
+
ctx.fillRect(enemy.x - healthBarWidth/2, enemy.y - 25, healthBarWidth, 3);
|
428 |
+
|
429 |
+
ctx.fillStyle = '#16a34a';
|
430 |
+
ctx.fillRect(enemy.x - healthBarWidth/2, enemy.y - 25, healthBarWidth * healthPercentage, 3);
|
431 |
+
}
|
432 |
+
|
433 |
+
// 绘制投射物
|
434 |
+
function drawProjectile(projectile) {
|
435 |
+
ctx.fillStyle = projectile.color;
|
436 |
+
ctx.beginPath();
|
437 |
+
ctx.arc(projectile.x, projectile.y, projectile.radius, 0, Math.PI * 2);
|
438 |
+
ctx.fill();
|
439 |
+
|
440 |
+
// 添加发光效果
|
441 |
+
ctx.shadowColor = projectile.color;
|
442 |
+
ctx.shadowBlur = 10;
|
443 |
+
ctx.fill();
|
444 |
+
ctx.shadowColor = 'transparent';
|
445 |
+
ctx.shadowBlur = 0;
|
446 |
+
}
|
447 |
+
|
448 |
+
// 绘制游戏结束画面
|
449 |
+
function drawGameOver() {
|
450 |
+
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
|
451 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
452 |
+
|
453 |
+
ctx.fillStyle = 'white';
|
454 |
+
ctx.font = 'bold 48px "Ma Shan Zheng", cursive';
|
455 |
+
ctx.textAlign = 'center';
|
456 |
+
ctx.fillText('游戏结束', canvas.width/2, canvas.height/2 - 30);
|
457 |
+
|
458 |
+
ctx.font = '24px "Ma Shan Zheng", cursive';
|
459 |
+
ctx.fillText('你的萝卜被吃掉了!', canvas.width/2, canvas.height/2 + 20);
|
460 |
+
|
461 |
+
ctx.fillStyle = '#f59e0b';
|
462 |
+
ctx.font = 'bold 28px "Ma Shan Zheng", cursive';
|
463 |
+
ctx.fillText('点击重新开始', canvas.width/2, canvas.height/2 + 80);
|
464 |
+
}
|
465 |
+
|
466 |
+
// 绘制游戏胜利画面
|
467 |
+
function drawGameWon() {
|
468 |
+
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
|
469 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
470 |
+
|
471 |
+
ctx.fillStyle = '#f59e0b';
|
472 |
+
ctx.font = 'bold 48px "Ma Shan Zheng", cursive';
|
473 |
+
ctx.textAlign = 'center';
|
474 |
+
ctx.fillText('胜利!', canvas.width/2, canvas.height/2 - 30);
|
475 |
+
|
476 |
+
ctx.fillStyle = 'white';
|
477 |
+
ctx.font = '24px "Ma Shan Zheng", cursive';
|
478 |
+
ctx.fillText('你成功保护了萝卜!', canvas.width/2, canvas.height/2 + 20);
|
479 |
+
|
480 |
+
ctx.fillStyle = '#f59e0b';
|
481 |
+
ctx.font = 'bold 28px "Ma Shan Zheng", cursive';
|
482 |
+
ctx.fillText('点击重新开始', canvas.width/2, canvas.height/2 + 80);
|
483 |
+
}
|
484 |
+
|
485 |
+
// 更新游戏状态
|
486 |
+
function update() {
|
487 |
+
if (gameState.gameOver || gameState.gameWon) return;
|
488 |
+
|
489 |
+
// 更新敌人
|
490 |
+
updateEnemies();
|
491 |
+
|
492 |
+
// 更新投射物
|
493 |
+
updateProjectiles();
|
494 |
+
|
495 |
+
// 更新防御塔
|
496 |
+
updateTowers();
|
497 |
+
|
498 |
+
// 更新波次计时器
|
499 |
+
if (!gameState.waveInProgress && gameState.wave < gameState.maxWave) {
|
500 |
+
updateWaveTimer();
|
501 |
+
}
|
502 |
+
|
503 |
+
// 检查游戏是否结束
|
504 |
+
if (gameState.lives <= 0) {
|
505 |
+
gameState.gameOver = true;
|
506 |
+
}
|
507 |
+
|
508 |
+
// 检查游戏是否胜利
|
509 |
+
if (gameState.wave >= gameState.maxWave && gameState.enemies.length === 0) {
|
510 |
+
gameState.gameWon = true;
|
511 |
+
}
|
512 |
+
|
513 |
+
// 更新UI
|
514 |
+
updateUI();
|
515 |
+
}
|
516 |
+
|
517 |
+
// 更新敌人
|
518 |
+
function updateEnemies() {
|
519 |
+
for (let i = gameState.enemies.length - 1; i >= 0; i--) {
|
520 |
+
const enemy = gameState.enemies[i];
|
521 |
+
|
522 |
+
// 移动敌人
|
523 |
+
if (enemy.pathIndex < gameState.path.length - 1) {
|
524 |
+
const target = gameState.path[enemy.pathIndex + 1];
|
525 |
+
const dx = target.x - enemy.x;
|
526 |
+
const dy = target.y - enemy.y;
|
527 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
528 |
+
|
529 |
+
if (distance < 1) {
|
530 |
+
enemy.pathIndex++;
|
531 |
+
} else {
|
532 |
+
enemy.x += (dx / distance) * enemy.speed * (enemy.slowTimer > 0 ? 0.5 : 1);
|
533 |
+
enemy.y += (dy / distance) * enemy.speed * (enemy.slowTimer > 0 ? 0.5 : 1);
|
534 |
+
}
|
535 |
+
}
|
536 |
+
|
537 |
+
// 检查敌人是否到达终点
|
538 |
+
const dx = gameState.carrotPosition.x - enemy.x;
|
539 |
+
const dy = gameState.carrotPosition.y - enemy.y;
|
540 |
+
const distanceToCarrot = Math.sqrt(dx * dx + dy * dy);
|
541 |
+
|
542 |
+
if (distanceToCarrot < 30) {
|
543 |
+
gameState.lives--;
|
544 |
+
gameState.enemies.splice(i, 1);
|
545 |
+
continue;
|
546 |
+
}
|
547 |
+
|
548 |
+
// 更新减速计时器
|
549 |
+
if (enemy.slowTimer > 0) {
|
550 |
+
enemy.slowTimer--;
|
551 |
+
}
|
552 |
+
}
|
553 |
+
}
|
554 |
+
|
555 |
+
// 更新投射物
|
556 |
+
function updateProjectiles() {
|
557 |
+
for (let i = gameState.projectiles.length - 1; i >= 0; i--) {
|
558 |
+
const projectile = gameState.projectiles[i];
|
559 |
+
|
560 |
+
// 移动投射物
|
561 |
+
const dx = projectile.target.x - projectile.x;
|
562 |
+
const dy = projectile.target.y - projectile.y;
|
563 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
564 |
+
|
565 |
+
if (distance < 5) {
|
566 |
+
// 投射物击中目标
|
567 |
+
const enemy = gameState.enemies.find(e => e === projectile.target);
|
568 |
+
if (enemy) {
|
569 |
+
enemy.health -= projectile.damage;
|
570 |
+
|
571 |
+
// 如果是减速塔的投射物,应用减速效果
|
572 |
+
if (projectile.slowEffect) {
|
573 |
+
enemy.slowTimer = 120; // 2秒减速效果
|
574 |
+
}
|
575 |
+
|
576 |
+
// 检查敌人是否被击败
|
577 |
+
if (enemy.health <= 0) {
|
578 |
+
gameState.money += enemy.reward;
|
579 |
+
const index = gameState.enemies.indexOf(enemy);
|
580 |
+
if (index !== -1) {
|
581 |
+
gameState.enemies.splice(index, 1);
|
582 |
+
}
|
583 |
+
}
|
584 |
+
}
|
585 |
+
|
586 |
+
gameState.projectiles.splice(i, 1);
|
587 |
+
} else {
|
588 |
+
projectile.x += (dx / distance) * projectile.speed;
|
589 |
+
projectile.y += (dy / distance) * projectile.speed;
|
590 |
+
}
|
591 |
+
}
|
592 |
+
}
|
593 |
+
|
594 |
+
// 更新防御塔
|
595 |
+
function updateTowers() {
|
596 |
+
gameState.towers.forEach(tower => {
|
597 |
+
// 重置目标
|
598 |
+
tower.target = null;
|
599 |
+
|
600 |
+
// 查找范围内的敌人
|
601 |
+
let closestEnemy = null;
|
602 |
+
let minDistance = Infinity;
|
603 |
+
|
604 |
+
gameState.enemies.forEach(enemy => {
|
605 |
+
const dx = enemy.x - tower.x;
|
606 |
+
const dy = enemy.y - tower.y;
|
607 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
608 |
+
|
609 |
+
if (distance < tower.range && distance < minDistance) {
|
610 |
+
closestEnemy = enemy;
|
611 |
+
minDistance = distance;
|
612 |
+
}
|
613 |
+
});
|
614 |
+
|
615 |
+
// 如果找到敌人且冷却结束,则攻击
|
616 |
+
if (closestEnemy && Date.now() - tower.lastShot > tower.fireRate) {
|
617 |
+
tower.target = closestEnemy;
|
618 |
+
tower.lastShot = Date.now();
|
619 |
+
|
620 |
+
// 创建投射物
|
621 |
+
gameState.projectiles.push({
|
622 |
+
x: tower.x,
|
623 |
+
y: tower.y,
|
624 |
+
target: closestEnemy,
|
625 |
+
damage: tower.damage,
|
626 |
+
speed: tower.projectileSpeed,
|
627 |
+
radius: 5,
|
628 |
+
color: tower.color,
|
629 |
+
slowEffect: tower.slowEffect
|
630 |
+
});
|
631 |
+
}
|
632 |
+
});
|
633 |
+
}
|
634 |
+
|
635 |
+
// 更新波次计时器
|
636 |
+
function updateWaveTimer() {
|
637 |
+
if (gameState.nextWaveTimer > 0) {
|
638 |
+
gameState.nextWaveTimer -= 1/60; // 假设60FPS
|
639 |
+
|
640 |
+
if (gameState.nextWaveTimer <= 0) {
|
641 |
+
startWave();
|
642 |
+
}
|
643 |
+
}
|
644 |
+
}
|
645 |
+
|
646 |
+
// 更新UI
|
647 |
+
function updateUI() {
|
648 |
+
moneyDisplay.textContent = gameState.money;
|
649 |
+
livesDisplay.textContent = gameState.lives;
|
650 |
+
waveDisplay.textContent = gameState.wave;
|
651 |
+
|
652 |
+
if (!gameState.waveInProgress && gameState.wave < gameState.maxWave) {
|
653 |
+
nextWaveTimerDisplay.textContent = Math.ceil(gameState.nextWaveTimer);
|
654 |
+
} else {
|
655 |
+
nextWaveTimerDisplay.textContent = '战斗中';
|
656 |
+
}
|
657 |
+
|
658 |
+
// 更新开始波次按钮状态
|
659 |
+
if (gameState.waveInProgress || gameState.wave >= gameState.maxWave) {
|
660 |
+
startWaveButton.disabled = true;
|
661 |
+
startWaveButton.classList.remove('hover:transform', 'hover:-translate-y-2', 'hover:shadow-md');
|
662 |
+
startWaveButton.classList.add('opacity-50');
|
663 |
+
} else {
|
664 |
+
startWaveButton.disabled = false;
|
665 |
+
startWaveButton.classList.add('hover:transform', 'hover:-translate-y-2', 'hover:shadow-md');
|
666 |
+
startWaveButton.classList.remove('opacity-50');
|
667 |
+
}
|
668 |
+
|
669 |
+
// 更新塔选项的可购买状态
|
670 |
+
towerOptions.forEach(option => {
|
671 |
+
const towerType = option.dataset.tower;
|
672 |
+
const cost = TOWER_TYPES[towerType].cost;
|
673 |
+
|
674 |
+
if (gameState.money < cost) {
|
675 |
+
option.classList.add('opacity-50');
|
676 |
+
option.classList.remove('cursor-pointer', 'hover:border-yellow-400');
|
677 |
+
option.classList.add('cursor-not-allowed');
|
678 |
+
} else {
|
679 |
+
option.classList.remove('opacity-50');
|
680 |
+
option.classList.add('cursor-pointer', 'hover:border-yellow-400');
|
681 |
+
option.classList.remove('cursor-not-allowed');
|
682 |
+
}
|
683 |
+
});
|
684 |
+
}
|
685 |
+
|
686 |
+
// 开始一波敌人
|
687 |
+
function startWave() {
|
688 |
+
if (gameState.waveInProgress || gameState.wave >= gameState.maxWave) return;
|
689 |
+
|
690 |
+
gameState.wave++;
|
691 |
+
gameState.waveInProgress = true;
|
692 |
+
gameState.nextWaveTimer = 5;
|
693 |
+
|
694 |
+
// 根据波数生成敌人
|
695 |
+
const enemyCount = 5 + gameState.wave * 2;
|
696 |
+
const enemyTypes = [];
|
697 |
+
|
698 |
+
if (gameState.wave < 3) {
|
699 |
+
enemyTypes.push(0); // 只生成第一种敌人
|
700 |
+
} else if (gameState.wave < 6) {
|
701 |
+
enemyTypes.push(0, 1); // 前两种敌人
|
702 |
+
} else if (gameState.wave < 9) {
|
703 |
+
enemyTypes.push(0, 1, 2); // 前三种敌人
|
704 |
+
} else {
|
705 |
+
enemyTypes.push(0, 1, 2, 3); // 所有敌人
|
706 |
+
}
|
707 |
+
|
708 |
+
for (let i = 0; i < enemyCount; i++) {
|
709 |
+
const typeIndex = enemyTypes[Math.floor(Math.random() * enemyTypes.length)];
|
710 |
+
const type = ENEMY_TYPES[typeIndex];
|
711 |
+
|
712 |
+
// 随着波数增加,敌人变得更强大
|
713 |
+
const healthMultiplier = 1 + (gameState.wave - 1) * 0.1;
|
714 |
+
const rewardMultiplier = 1 + (gameState.wave - 1) * 0.05;
|
715 |
+
|
716 |
+
setTimeout(() => {
|
717 |
+
gameState.enemies.push({
|
718 |
+
x: gameState.path[0].x,
|
719 |
+
y: gameState.path[0].y,
|
720 |
+
health: type.health * healthMultiplier,
|
721 |
+
maxHealth: type.health * healthMultiplier,
|
722 |
+
speed: type.speed,
|
723 |
+
color: type.color,
|
724 |
+
reward: Math.round(type.reward * rewardMultiplier),
|
725 |
+
pathIndex: 0,
|
726 |
+
slowTimer: 0
|
727 |
+
});
|
728 |
+
}, i * 1000); // 每秒生成一个敌人
|
729 |
+
}
|
730 |
+
|
731 |
+
// 检查波次是否结束
|
732 |
+
const checkWaveEnd = setInterval(() => {
|
733 |
+
if (gameState.enemies.length === 0) {
|
734 |
+
gameState.waveInProgress = false;
|
735 |
+
clearInterval(checkWaveEnd);
|
736 |
+
}
|
737 |
+
}, 1000);
|
738 |
+
}
|
739 |
+
|
740 |
+
// 游戏循环
|
741 |
+
function gameLoop() {
|
742 |
+
update();
|
743 |
+
draw();
|
744 |
+
requestAnimationFrame(gameLoop);
|
745 |
+
}
|
746 |
+
|
747 |
+
// 初始化游戏
|
748 |
+
function initGame() {
|
749 |
+
gameState = {
|
750 |
+
money: 100,
|
751 |
+
lives: 10,
|
752 |
+
wave: 0,
|
753 |
+
maxWave: 10,
|
754 |
+
waveInProgress: false,
|
755 |
+
nextWaveTimer: 5,
|
756 |
+
selectedTower: null,
|
757 |
+
towers: [],
|
758 |
+
enemies: [],
|
759 |
+
projectiles: [],
|
760 |
+
path: [],
|
761 |
+
carrotPosition: { x: 750, y: 250 },
|
762 |
+
gameOver: false,
|
763 |
+
gameWon: false
|
764 |
+
};
|
765 |
+
|
766 |
+
initPath();
|
767 |
+
startWaveButton.disabled = false;
|
768 |
+
startWaveButton.classList.remove('opacity-50');
|
769 |
+
}
|
770 |
+
|
771 |
+
// 事件监听器
|
772 |
+
canvas.addEventListener('click', (e) => {
|
773 |
+
if (gameState.gameOver || gameState.gameWon) {
|
774 |
+
initGame();
|
775 |
+
return;
|
776 |
+
}
|
777 |
+
|
778 |
+
const rect = canvas.getBoundingClientRect();
|
779 |
+
const x = e.clientX - rect.left;
|
780 |
+
const y = e.clientY - rect.top;
|
781 |
+
|
782 |
+
// 检查是否点击了路径
|
783 |
+
const isOnPath = isPointOnPath(x, y);
|
784 |
+
|
785 |
+
if (gameState.selectedTower && !isOnPath) {
|
786 |
+
// 检查是否有足够的金钱
|
787 |
+
const towerType = TOWER_TYPES[gameState.selectedTower];
|
788 |
+
if (gameState.money >= towerType.cost) {
|
789 |
+
// 检查是否与其他塔重叠
|
790 |
+
const overlapping = gameState.towers.some(tower => {
|
791 |
+
const dx = tower.x - x;
|
792 |
+
const dy = tower.y - y;
|
793 |
+
return Math.sqrt(dx * dx + dy * dy) < 40;
|
794 |
+
});
|
795 |
+
|
796 |
+
if (!overlapping) {
|
797 |
+
// 放置防御塔
|
798 |
+
gameState.towers.push({
|
799 |
+
x: x,
|
800 |
+
y: y,
|
801 |
+
type: gameState.selectedTower,
|
802 |
+
damage: towerType.damage,
|
803 |
+
range: towerType.range,
|
804 |
+
fireRate: towerType.fireRate,
|
805 |
+
color: towerType.color,
|
806 |
+
projectileSpeed: towerType.projectileSpeed,
|
807 |
+
lastShot: 0,
|
808 |
+
target: null,
|
809 |
+
slowEffect: towerType.slowEffect
|
810 |
+
});
|
811 |
+
|
812 |
+
gameState.money -= towerType.cost;
|
813 |
+
gameState.selectedTower = null;
|
814 |
+
|
815 |
+
// 移除所有范围指示器
|
816 |
+
document.querySelectorAll('.tower-range').forEach(el => el.remove());
|
817 |
+
}
|
818 |
+
}
|
819 |
+
}
|
820 |
+
});
|
821 |
+
|
822 |
+
// 检查点是否在路径上
|
823 |
+
function isPointOnPath(x, y) {
|
824 |
+
// 简化检查:只需检查是否靠近路径点
|
825 |
+
for (let i = 0; i < gameState.path.length; i++) {
|
826 |
+
const point = gameState.path[i];
|
827 |
+
const dx = point.x - x;
|
828 |
+
const dy = point.y - y;
|
829 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
830 |
+
|
831 |
+
if (distance < 30) {
|
832 |
+
return true;
|
833 |
+
}
|
834 |
+
}
|
835 |
+
|
836 |
+
// 检查是否在路径线段上
|
837 |
+
for (let i = 0; i < gameState.path.length - 1; i++) {
|
838 |
+
const p1 = gameState.path[i];
|
839 |
+
const p2 = gameState.path[i + 1];
|
840 |
+
|
841 |
+
// 计算点到线段的距离
|
842 |
+
const distance = pointToLineDistance(x, y, p1.x, p1.y, p2.x, p2.y);
|
843 |
+
|
844 |
+
if (distance < 25) {
|
845 |
+
return true;
|
846 |
+
}
|
847 |
+
}
|
848 |
+
|
849 |
+
return false;
|
850 |
+
}
|
851 |
+
|
852 |
+
// 计算点到线段的距离
|
853 |
+
function pointToLineDistance(x, y, x1, y1, x2, y2) {
|
854 |
+
const A = x - x1;
|
855 |
+
const B = y - y1;
|
856 |
+
const C = x2 - x1;
|
857 |
+
const D = y2 - y1;
|
858 |
+
|
859 |
+
const dot = A * C + B * D;
|
860 |
+
const len_sq = C * C + D * D;
|
861 |
+
let param = -1;
|
862 |
+
|
863 |
+
if (len_sq !== 0) {
|
864 |
+
param = dot / len_sq;
|
865 |
+
}
|
866 |
+
|
867 |
+
let xx, yy;
|
868 |
+
|
869 |
+
if (param < 0) {
|
870 |
+
xx = x1;
|
871 |
+
yy = y1;
|
872 |
+
} else if (param > 1) {
|
873 |
+
xx = x2;
|
874 |
+
yy = y2;
|
875 |
+
} else {
|
876 |
+
xx = x1 + param * C;
|
877 |
+
yy = y1 + param * D;
|
878 |
+
}
|
879 |
+
|
880 |
+
const dx = x - xx;
|
881 |
+
const dy = y - yy;
|
882 |
+
|
883 |
+
return Math.sqrt(dx * dx + dy * dy);
|
884 |
+
}
|
885 |
+
|
886 |
+
// 塔选项点击事件
|
887 |
+
towerOptions.forEach(option => {
|
888 |
+
option.addEventListener('click', () => {
|
889 |
+
const towerType = option.dataset.tower;
|
890 |
+
const cost = TOWER_TYPES[towerType].cost;
|
891 |
+
|
892 |
+
if (gameState.money >= cost) {
|
893 |
+
gameState.selectedTower = towerType;
|
894 |
+
|
895 |
+
// 移除之前的所有范围指示器
|
896 |
+
document.querySelectorAll('.tower-range').forEach(el => el.remove());
|
897 |
+
|
898 |
+
// 创建新的范围指示器
|
899 |
+
const rangeIndicator = document.createElement('div');
|
900 |
+
rangeIndicator.className = 'tower-range';
|
901 |
+
rangeIndicator.style.width = `${TOWER_TYPES[towerType].range * 2}px`;
|
902 |
+
rangeIndicator.style.height = `${TOWER_TYPES[towerType].range * 2}px`;
|
903 |
+
rangeIndicator.style.left = `0px`;
|
904 |
+
rangeIndicator.style.top = `0px`;
|
905 |
+
rangeIndicator.style.transform = 'translate(-50%, -50%)';
|
906 |
+
document.body.appendChild(rangeIndicator);
|
907 |
+
|
908 |
+
// 更新范围指示器位置
|
909 |
+
const updateRangeIndicator = (e) => {
|
910 |
+
const rect = canvas.getBoundingClientRect();
|
911 |
+
const x = e.clientX - rect.left;
|
912 |
+
const y = e.clientY - rect.top;
|
913 |
+
|
914 |
+
rangeIndicator.style.left = `${x + rect.left}px`;
|
915 |
+
rangeIndicator.style.top = `${y + rect.top}px`;
|
916 |
+
};
|
917 |
+
|
918 |
+
canvas.addEventListener('mousemove', updateRangeIndicator);
|
919 |
+
|
920 |
+
// 当取消选择或放置塔时移除事件监听器
|
921 |
+
const cancelSelection = () => {
|
922 |
+
canvas.removeEventListener('mousemove', updateRangeIndicator);
|
923 |
+
rangeIndicator.remove();
|
924 |
+
};
|
925 |
+
|
926 |
+
canvas.addEventListener('click', cancelSelection, { once: true });
|
927 |
+
}
|
928 |
+
});
|
929 |
+
});
|
930 |
+
|
931 |
+
// 开始波次按钮点击事件
|
932 |
+
startWaveButton.addEventListener('click', startWave);
|
933 |
+
|
934 |
+
// 初始化并开始游戏
|
935 |
+
initPath();
|
936 |
+
gameLoop();
|
937 |
+
});
|
938 |
+
</script>
|
939 |
+
<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;">Made with <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);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=bozhong/carrotprotection" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
940 |
+
</html>
|