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309
InfoGenie-frontend/public/smallgame/打飞机/game.js
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309
InfoGenie-frontend/public/smallgame/打飞机/game.js
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const canvas = document.getElementById('game');
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const ctx = canvas.getContext('2d');
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const scoreEl = document.getElementById('scoreVal');
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const pauseBtn = document.getElementById('pauseBtn');
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const restartBtn = document.getElementById('restartBtn');
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const startOverlay = document.getElementById('startOverlay');
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const startBtn = document.getElementById('startBtn');
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const overOverlay = document.getElementById('overOverlay');
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const againBtn = document.getElementById('againBtn');
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const finalScoreEl = document.getElementById('finalScore');
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let width = 0, height = 0;
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let running = false, paused = false, gameOver = false;
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let player, bullets = [], enemies = [], particles = [];
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let score = 0, elapsed = 0, spawnTimer = 0, fireTimer = 0;
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function fitCanvas(){
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const w = canvas.clientWidth | 0;
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const h = canvas.clientHeight | 0;
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if (canvas.width !== w || canvas.height !== h){
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canvas.width = w;
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canvas.height = h;
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}
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width = canvas.width; height = canvas.height;
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}
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function clamp(v,min,max){ return v < min ? min : (v > max ? max : v); }
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function rand(min,max){ return Math.random()*(max-min)+min; }
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function initGame(){
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fitCanvas();
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score = 0;
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elapsed = 0;
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spawnTimer = 0;
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fireTimer = 0;
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bullets.length = 0;
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enemies.length = 0;
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particles.length = 0;
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gameOver = false;
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paused = false;
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player = {
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x: width/2,
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y: height*0.82,
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r: Math.max(14, Math.min(width,height)*0.02),
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speed: Math.max(350, Math.min(width,height)*0.9),
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alive: true
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};
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scoreEl.textContent = '0';
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pauseBtn.textContent = '暂停';
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}
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function startGame(){
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running = true;
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startOverlay.classList.add('hide');
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overOverlay.classList.add('hide');
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initGame();
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requestAnimationFrame(loop);
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}
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function restartGame(){
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startOverlay.classList.add('hide');
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startGame();
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}
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pauseBtn.addEventListener('click', ()=>{
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if (!running) return;
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paused = !paused;
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pauseBtn.textContent = paused ? '继续' : '暂停';
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});
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restartBtn.addEventListener('click', ()=>{ initGame(); });
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startBtn.addEventListener('click', startGame);
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againBtn.addEventListener('click', ()=>{ startOverlay.classList.add('hide'); startGame(); });
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window.addEventListener('resize', fitCanvas);
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let pointerActive = false;
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canvas.addEventListener('pointerdown', (e)=>{
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pointerActive = true;
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if (!running) startGame();
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movePlayer(e);
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canvas.setPointerCapture && canvas.setPointerCapture(e.pointerId);
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});
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canvas.addEventListener('pointermove', (e)=>{ if (pointerActive) movePlayer(e); });
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canvas.addEventListener('pointerup', ()=>{ pointerActive = false; });
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function movePlayer(e){
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const rect = canvas.getBoundingClientRect();
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const x = (e.clientX - rect.left);
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const y = (e.clientY - rect.top);
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const minY = height * 0.45;
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player.x = clamp(x, player.r, width - player.r);
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player.y = clamp(y, minY, height - player.r);
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}
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function spawnEnemy(){
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const d = Math.min(6, 1 + elapsed/10);
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let r, x, speed, hp, color, type;
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const roll = Math.random();
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if (roll < 0.5 - Math.min(0.2, elapsed*0.02)) { // 普通
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type = 'normal';
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r = rand(12, 18 + d*1.8);
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x = rand(r, width - r);
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speed = rand(60 + d*20, 110 + d*30);
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hp = 1; color = 'rgba(70,160,80,0.9)';
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enemies.push({x, y: -r, r, speed, hp, color, type});
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} else if (roll < 0.75) { // 快速
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type = 'fast';
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r = rand(10, 14 + d);
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x = rand(r, width - r);
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speed = rand(130 + d*35, 220 + d*40);
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hp = 1; color = 'rgba(120,200,90,0.95)';
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enemies.push({x, y: -r, r, speed, hp, color, type});
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} else if (roll < 0.92) { // 之字形
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type = 'zigzag';
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r = rand(12, 18 + d*1.5);
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x = rand(r, width - r);
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speed = rand(90 + d*20, 140 + d*25);
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hp = 1; color = 'rgba(90,180,110,0.95)';
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const vxAmp = rand(40, 80);
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const freq = rand(2, 4);
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const phase = rand(0, Math.PI*2);
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enemies.push({x, y: -r, r, speed, hp, color, type, vxAmp, freq, phase});
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} else if (roll < 0.98) { // 坦克型(耐久)
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type = 'tough';
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r = rand(20, 26 + d);
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x = rand(r, width - r);
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speed = rand(60, 100 + d*10);
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hp = 3; color = 'rgba(50,140,70,0.9)';
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enemies.push({x, y: -r, r, speed, hp, color, type});
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} else { // 分裂型
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type = 'splitter';
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r = rand(22, 28 + d);
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x = rand(r, width - r);
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speed = rand(70 + d*15, 100 + d*20);
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hp = 2; color = 'rgba(80,170,90,0.95)';
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enemies.push({x, y: -r, r, speed, hp, color, type});
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}
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}
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function spawnChildren(parent){
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const count = 2;
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for (let k=0; k<count; k++){
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const r = Math.max(8, parent.r*0.45);
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const x = clamp(parent.x + rand(-r, r), r, width - r);
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const speed = rand(120, 180);
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const vx = rand(-60, 60);
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enemies.push({ x, y: parent.y + 6, r, speed, hp: 1, color: 'rgba(140,220,110,0.95)', type: 'mini', vx });
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}
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}
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function fireBullet(){
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const br = Math.max(3, player.r*0.22);
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bullets.push({x: player.x, y: player.y - player.r - br, r: br, vy: -420});
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}
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function update(dt){
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if (!running || paused || gameOver) return;
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elapsed += dt;
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// difficulty & spawn interval decreases over time
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const interval = Math.max(0.16, 0.72 - elapsed*0.018);
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spawnTimer -= dt;
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if (spawnTimer <= 0){ spawnEnemy(); spawnTimer = interval; }
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// auto fire
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const fireInterval = Math.max(0.08, 0.14 - elapsed*0.002);
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fireTimer -= dt;
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if (fireTimer <= 0){ fireBullet(); fireTimer = fireInterval; }
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// bullets
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for (let i=bullets.length-1; i>=0; i--){
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const b = bullets[i];
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b.y += b.vy * dt;
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if (b.y + b.r < 0){ bullets.splice(i,1); }
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}
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// enemies
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const speedBoost = Math.min(2.2, 1 + elapsed*0.015);
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for (let i=enemies.length-1; i>=0; i--){
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const e = enemies[i];
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// 不同类型的移动方式
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if (e.type === 'zigzag'){
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e.y += e.speed * speedBoost * dt;
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e.phase += (e.freq || 3) * dt;
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e.x += Math.sin(e.phase) * (e.vxAmp || 60) * dt;
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e.x = clamp(e.x, e.r, width - e.r);
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} else if (e.type === 'mini'){
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e.y += e.speed * speedBoost * dt;
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e.x += (e.vx || 0) * dt;
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e.x = clamp(e.x, e.r, width - e.r);
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} else {
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e.y += e.speed * speedBoost * dt;
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}
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// 与玩家碰撞
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const dx = e.x - player.x, dy = e.y - player.y;
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const rr = e.r + player.r;
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if (dx*dx + dy*dy < rr*rr){ endGame(); break; }
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if (e.y - e.r > height){ enemies.splice(i,1); }
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}
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// bullet-enemy collisions
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for (let i=enemies.length-1; i>=0; i--){
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const e = enemies[i];
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for (let j=bullets.length-1; j>=0; j--){
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const b = bullets[j];
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const dx = e.x - b.x, dy = e.y - b.y;
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const rr = e.r + b.r;
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if (dx*dx + dy*dy <= rr*rr){
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bullets.splice(j,1);
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e.hp -= 1;
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addBurst(e.x, e.y, e.r);
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if (e.hp <= 0){
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if (e.type === 'splitter'){ spawnChildren(e); }
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enemies.splice(i,1);
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score += (e.type === 'tough' ? 2 : 1);
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scoreEl.textContent = score;
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}
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break;
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}
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}
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}
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// particles
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for (let i=particles.length-1; i>=0; i--){
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const p = particles[i];
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p.x += p.vx * dt; p.y += p.vy * dt; p.life -= dt;
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if (p.life <= 0) particles.splice(i,1);
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}
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}
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function addBurst(x,y,r){
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for (let i=0; i<6; i++){
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const a = Math.random() * Math.PI * 2;
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const speed = rand(40, 140);
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particles.push({ x, y, vx: Math.cos(a)*speed, vy: Math.sin(a)*speed, life: rand(0.15, 0.4) });
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}
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}
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function draw(){
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fitCanvas();
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ctx.clearRect(0,0,width,height);
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// soft overlay for depth
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const grd = ctx.createLinearGradient(0,0,0,height);
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grd.addColorStop(0, 'rgba(255,255,255,0.0)');
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grd.addColorStop(1, 'rgba(255,255,255,0.05)');
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ctx.fillStyle = grd; ctx.fillRect(0,0,width,height);
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// player
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drawPlayer();
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// bullets
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ctx.fillStyle = 'rgba(80,180,90,0.9)';
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for (let i=0; i<bullets.length; i++){
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const b = bullets[i];
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ctx.beginPath(); ctx.arc(b.x, b.y, b.r, 0, Math.PI*2); ctx.fill();
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}
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// enemies
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for (let i=0; i<enemies.length; i++){
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const e = enemies[i];
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ctx.fillStyle = e.color; drawEnemy(e);
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}
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// particles
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ctx.fillStyle = 'rgba(160,220,140,0.9)';
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for (let i=0; i<particles.length; i++){
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const p = particles[i];
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ctx.beginPath(); ctx.arc(p.x, p.y, 2, 0, Math.PI*2); ctx.fill();
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}
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}
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function drawPlayer(){
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const x = player.x, y = player.y, r = player.r;
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ctx.save(); ctx.translate(x, y);
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ctx.fillStyle = 'rgba(60,150,80,0.95)';
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ctx.strokeStyle = 'rgba(40,120,60,0.9)'; ctx.lineWidth = 2;
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// body
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ctx.beginPath();
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ctx.moveTo(0, -r*1.2);
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ctx.quadraticCurveTo(r*0.3, -r*0.4, r*0.25, r*0.3);
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ctx.lineTo(0, r*1.1);
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ctx.lineTo(-r*0.25, r*0.3);
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ctx.quadraticCurveTo(-r*0.3, -r*0.4, 0, -r*1.2);
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ctx.closePath(); ctx.fill(); ctx.stroke();
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// wings
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ctx.beginPath(); ctx.fillStyle = 'rgba(90,180,110,0.95)';
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ctx.moveTo(-r*0.9, r*0.1);
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ctx.lineTo(r*0.9, r*0.1);
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ctx.lineTo(r*0.5, r*0.4);
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ctx.lineTo(-r*0.5, r*0.4);
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ctx.closePath(); ctx.fill();
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ctx.restore();
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}
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function drawEnemy(e){
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const r = e.r;
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ctx.beginPath(); ctx.arc(e.x, e.y, r, 0, Math.PI*2); ctx.fill();
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ctx.fillStyle = 'rgba(255,255,255,0.22)';
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ctx.beginPath(); ctx.arc(e.x - r*0.3, e.y - r*0.3, r*0.4, 0, Math.PI*2); ctx.fill();
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}
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function endGame(){
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gameOver = true; running = false;
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finalScoreEl.textContent = score;
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overOverlay.classList.remove('hide');
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}
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let last = 0;
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function loop(ts){
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if (!last) last = ts;
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const dt = Math.min(0.033, (ts - last) / 1000);
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last = ts;
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update(dt);
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draw();
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if (running) requestAnimationFrame(loop);
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}
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// 初始显示开始覆盖层
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fitCanvas();
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