chore: sync local changes (2026-03-12)
This commit is contained in:
@@ -1,413 +1,413 @@
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var c = document.getElementById("piano");
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var context = c.getContext("2d");
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var b = document.getElementById("background");
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var context_back = b.getContext("2d");
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var a = document.getElementById("score_bar");
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var context_score = a.getContext("2d");
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var numOfTiles = 5;
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var myScore = 0;
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var eachState = [false,false,false,false,false];
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var myTiles = [];
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var intervalTmp;
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var geneTmp;
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var gameSpeed = 1; // 游戏速度倍数,初始为1倍
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var baseInterval = 5; // 基础更新间隔(毫秒)
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var baseGenerateInterval = 600; // 基础生成间隔(毫秒)
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paintWindow();
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paintScoreBar();
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// 添加全局鼠标和触摸事件监听
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c.addEventListener('click', function(e) {
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handleClick(e);
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});
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c.addEventListener('touchstart', function(e) {
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e.preventDefault();
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handleTouch(e);
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});
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document.getElementById('start_btn').addEventListener('click',function(e){
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var content = document.getElementById('start_btn');
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if(content.innerHTML == "开始游戏" || content.innerHTML == "继续游戏"){
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startGame();
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}
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else{
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pauseGame();
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}
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});
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// 重新开始按钮事件
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document.getElementById('restart-btn').addEventListener('click', function(){
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restartGame();
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});
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function startGame(){
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var content = document.getElementById('start_btn');
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updateGameSpeed();
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document.getElementById('music').play();
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content.innerHTML = "暂停游戏";
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content.className = "game-btn pause-btn";
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}
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// 更新游戏速度
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function updateGameSpeed() {
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// 清除现有定时器
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if (intervalTmp) clearInterval(intervalTmp);
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if (geneTmp) clearInterval(geneTmp);
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// 保持正常1倍速度,不加速
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gameSpeed = 1;
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// 设置新的定时器,优化性能
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intervalTmp = setInterval(upDate, Math.max(baseInterval / gameSpeed, 3));
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geneTmp = setInterval(geneBlock, Math.max(baseGenerateInterval / gameSpeed, 200));
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}
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function pauseGame(){
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var content = document.getElementById('start_btn');
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document.getElementById('music').pause();
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window.clearInterval(intervalTmp);
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window.clearInterval(geneTmp);
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content.innerHTML = "继续游戏";
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content.className = "game-btn start-btn";
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}
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function gameOver(){
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document.getElementById('music').pause();
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window.clearInterval(intervalTmp);
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window.clearInterval(geneTmp);
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// 显示最终得分和达到的最高速度
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document.getElementById('final-score-value').innerHTML = myScore;
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document.getElementById('final-speed-value').innerHTML = gameSpeed.toFixed(1);
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// 渲染排行榜
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renderLeaderboard();
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// 显示游戏结束弹窗
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document.getElementById('game-over-modal').style.display = 'flex';
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}
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function restartGame(){
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// 重置游戏状态
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myScore = 0;
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gameSpeed = 1; // 重置游戏速度
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eachState = [false,false,false,false,false];
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myTiles = [];
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// 清空画布
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context.clearRect(0,0,300,600);
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context_back.clearRect(0,0,300,600);
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context_score.clearRect(0,0,300,60);
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// 重新绘制背景
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paintWindow();
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paintScoreBar();
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// 隐藏弹窗
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document.getElementById('game-over-modal').style.display = 'none';
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// 重置按钮状态
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var content = document.getElementById('start_btn');
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content.innerHTML = "开始游戏";
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content.className = "game-btn start-btn";
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}
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function paintScoreBar(){
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// 清空画布
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context_score.clearRect(0,0,300,60);
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// 绘制黑色背景
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context_score.fillStyle = "#333";
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context_score.fillRect(0,0,300,60);
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// 更新HTML显示
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document.getElementById('score-value').textContent = myScore;
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document.getElementById('speed-value').textContent = gameSpeed.toFixed(1);
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}
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function geneBlock(){
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var myRand = Math.floor(Math.random()*numOfTiles);
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var i;
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var flag = true;
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for( i = 0; i < numOfTiles; ++i){
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if(!eachState[i]){
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flag = false;
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}
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}
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if(flag)return;//if mytiles array didn't have false element, then return
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while(eachState[myRand])
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myRand = Math.floor(Math.random()*numOfTiles);
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myTiles[myRand] = new Block(myRand);
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}
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function paintWindow(){
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// 清空背景
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context_back.clearRect(0,0,300,600);
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// 绘制白色背景
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context_back.fillStyle = "white";
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context_back.fillRect(0,0,300,600);
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// 绘制分隔线
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context_back.strokeStyle = "#ddd";
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context_back.lineWidth = 2;
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// 垂直分隔线
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context_back.beginPath();
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context_back.moveTo(75,0);
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context_back.lineTo(75,600);
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context_back.stroke();
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context_back.beginPath();
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context_back.moveTo(150,0);
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context_back.lineTo(150,600);
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context_back.stroke();
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context_back.beginPath();
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context_back.moveTo(225,0);
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context_back.lineTo(225,600);
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context_back.stroke();
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// 可点击区域警戒线
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context_back.strokeStyle = "#ff4444";
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context_back.lineWidth = 3;
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context_back.beginPath();
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context_back.moveTo(0,250);
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context_back.lineTo(300,250);
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context_back.stroke();
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// 底部失败线
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context_back.strokeStyle = "#ff4444";
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context_back.lineWidth = 3;
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context_back.beginPath();
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context_back.moveTo(0,470);
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context_back.lineTo(300,470);
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context_back.stroke();
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}
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function Block(index){
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if(!eachState[index])
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eachState[index] = true;
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this.index = index;
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this.appearPos = Math.floor(Math.random()*4);
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this.width = 75;
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this.height = 120;
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this.color = "black";
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switch(this.appearPos){
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case 0:
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this.x = 0;
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this.y = -120;
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break;
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case 1:
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this.x = 75;
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this.y = -120;
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break;
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case 2:
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this.x = 150;
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this.y = -120;
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break;
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case 3:
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this.x = 225;
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this.y = -120;
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break;
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}
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context.fillStyle = this.color;
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context.fillRect(this.x,this.y,this.width,this.height);
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this.live = true;
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window.addEventListener('keydown',function(e){
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myTiles[index].keyCode = e.keyCode;
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});
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window.addEventListener('keyup',function(e){
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myTiles[index].keyCode = false;
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});
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}
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function move(index){
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if(myTiles[index].live){
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myTiles[index].y += Math.ceil(gameSpeed);
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// 绘制逻辑已移到upDate函数中,避免重复绘制
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}
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}
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function afterRight(index){
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myScore++;
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// 清除方块(在upDate中统一处理绘制)
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myTiles[index].live = false;
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eachState[index] = false;
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// 立即更新得分显示
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paintScoreBar();
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// 每次得分都更新游戏速度,实现平滑渐进加速
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updateGameSpeed();
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}
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// 处理鼠标点击事件
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function handleClick(e) {
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var rect = c.getBoundingClientRect();
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var x = e.clientX - rect.left;
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var y = e.clientY - rect.top;
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checkHit(x, y);
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}
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// ===== 排行榜逻辑 =====
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function formatDateYYYYMMDD() {
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var d = new Date();
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var y = d.getFullYear();
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var m = String(d.getMonth() + 1).padStart(2, '0');
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var day = String(d.getDate()).padStart(2, '0');
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return y + '-' + m + '-' + day;
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}
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function escapeHtml(str) {
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if (typeof str !== 'string') return str;
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return str
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.replace(/&/g, '&')
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.replace(/</g, '<')
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.replace(/>/g, '>')
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.replace(/"/g, '"')
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.replace(/'/g, ''');
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}
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function renderLeaderboard(){
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var nowStr = formatDateYYYYMMDD();
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// 当前玩家数据(模拟)
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var me = {
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"名称": "我",
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"账号": "guest",
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"分数": myScore,
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"时间": nowStr,
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"__isMe": true
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};
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// 合并现有数据与当前玩家
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var data = (typeof playerdata !== 'undefined' && Array.isArray(playerdata))
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? playerdata.slice() : [];
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data.push(me);
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// 按分数降序排序
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data.sort(function(a, b){
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return (b["分数"] || 0) - (a["分数"] || 0);
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});
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var tbody = document.getElementById('leaderboard-body');
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if (!tbody) return;
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tbody.innerHTML = '';
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var myRank = -1;
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for (var i = 0; i < data.length; i++){
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var row = data[i];
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var tr = document.createElement('tr');
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if (row.__isMe){
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myRank = i + 1;
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tr.className = 'leaderboard-row-me';
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}
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tr.innerHTML =
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'<td>' + (i + 1) + '</td>' +
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'<td>' + escapeHtml(row["名称"] || '') + '</td>' +
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'<td>' + (row["分数"] || 0) + '</td>' +
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'<td>' + escapeHtml(row["时间"] || '') + '</td>';
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// 只展示前10名
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if (i < 10) tbody.appendChild(tr);
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}
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// 更新我的数据摘要
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var rankEl = document.getElementById('my-rank');
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var scoreEl = document.getElementById('my-score');
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var timeEl = document.getElementById('my-time');
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if (rankEl) rankEl.textContent = myRank > 0 ? myRank : '-';
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if (scoreEl) scoreEl.textContent = myScore;
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if (timeEl) timeEl.textContent = nowStr;
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}
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// 处理触摸事件
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function handleTouch(e) {
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var rect = c.getBoundingClientRect();
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var touch = e.touches[0];
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var x = touch.clientX - rect.left;
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var y = touch.clientY - rect.top;
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checkHit(x, y);
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}
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// 检查点击/触摸是否命中方块
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function checkHit(x, y) {
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// 检查是否点击到黑色方块
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for (var i = 0; i < numOfTiles; i++) {
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if (eachState[i] && myTiles[i].live) {
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// 检查点击位置是否在方块范围内
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if (x >= myTiles[i].x && x <= myTiles[i].x + 75 &&
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y >= myTiles[i].y && y <= myTiles[i].y + 120) {
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// 检查方块是否在可点击区域(提高到130像素以上)
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if (myTiles[i].y + 120 > 130) {
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afterRight(i);
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return true;
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}
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}
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}
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}
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// 如果没有点击到任何黑色方块,且点击位置在游戏区域内,则游戏结束
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if (y > 130 && y < 600) {
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gameOver();
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return false;
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}
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return false;
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}
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function upDate(){//check keyCode whether correct
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var i;
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// 清空整个游戏区域,避免重叠
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context.clearRect(0, 0, 300, 600);
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// 移动并重绘所有活跃的方块
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for(i = 0; i < numOfTiles; ++i){
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if(eachState[i]){
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myTiles[i].y += Math.ceil(gameSpeed); // 使用整数移动,避免模糊
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context.fillStyle = "black";
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context.fillRect(myTiles[i].x, myTiles[i].y, 75, 120);
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}
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}
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for(i = 0; i < numOfTiles; ++i){
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if( eachState[i] ){
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if(myTiles[i].y < 470 && myTiles[i].y >350){
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switch(myTiles[i].keyCode){
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case 65: //A
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if(myTiles[i].x == 0)
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afterRight(i);
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break;
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case 83: //S
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if(myTiles[i].x == 75)
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afterRight(i);
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break;
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case 68: //D
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if(myTiles[i].x == 150)
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afterRight(i);
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break;
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case 70: //F
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if(myTiles[i].x == 225)
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afterRight(i);
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break;
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}
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}
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if(myTiles[i].y > 470){
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// 方块到达底部,游戏结束
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myTiles[i].live = false;
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eachState[i] = false;
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gameOver();
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return; // 立即退出,避免继续处理
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}
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}
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else{//not alive
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}
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}
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}
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var c = document.getElementById("piano");
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var context = c.getContext("2d");
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var b = document.getElementById("background");
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var context_back = b.getContext("2d");
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var a = document.getElementById("score_bar");
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var context_score = a.getContext("2d");
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var numOfTiles = 5;
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var myScore = 0;
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var eachState = [false,false,false,false,false];
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var myTiles = [];
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||||
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var intervalTmp;
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var geneTmp;
|
||||
var gameSpeed = 1; // 游戏速度倍数,初始为1倍
|
||||
var baseInterval = 5; // 基础更新间隔(毫秒)
|
||||
var baseGenerateInterval = 600; // 基础生成间隔(毫秒)
|
||||
|
||||
paintWindow();
|
||||
paintScoreBar();
|
||||
|
||||
// 添加全局鼠标和触摸事件监听
|
||||
c.addEventListener('click', function(e) {
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handleClick(e);
|
||||
});
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||||
|
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c.addEventListener('touchstart', function(e) {
|
||||
e.preventDefault();
|
||||
handleTouch(e);
|
||||
});
|
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|
||||
document.getElementById('start_btn').addEventListener('click',function(e){
|
||||
var content = document.getElementById('start_btn');
|
||||
if(content.innerHTML == "开始游戏" || content.innerHTML == "继续游戏"){
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startGame();
|
||||
}
|
||||
else{
|
||||
pauseGame();
|
||||
}
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});
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|
||||
// 重新开始按钮事件
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||||
document.getElementById('restart-btn').addEventListener('click', function(){
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||||
restartGame();
|
||||
});
|
||||
|
||||
function startGame(){
|
||||
var content = document.getElementById('start_btn');
|
||||
updateGameSpeed();
|
||||
document.getElementById('music').play();
|
||||
content.innerHTML = "暂停游戏";
|
||||
content.className = "game-btn pause-btn";
|
||||
}
|
||||
|
||||
// 更新游戏速度
|
||||
function updateGameSpeed() {
|
||||
// 清除现有定时器
|
||||
if (intervalTmp) clearInterval(intervalTmp);
|
||||
if (geneTmp) clearInterval(geneTmp);
|
||||
|
||||
// 保持正常1倍速度,不加速
|
||||
gameSpeed = 1;
|
||||
|
||||
// 设置新的定时器,优化性能
|
||||
intervalTmp = setInterval(upDate, Math.max(baseInterval / gameSpeed, 3));
|
||||
geneTmp = setInterval(geneBlock, Math.max(baseGenerateInterval / gameSpeed, 200));
|
||||
}
|
||||
|
||||
function pauseGame(){
|
||||
var content = document.getElementById('start_btn');
|
||||
document.getElementById('music').pause();
|
||||
window.clearInterval(intervalTmp);
|
||||
window.clearInterval(geneTmp);
|
||||
content.innerHTML = "继续游戏";
|
||||
content.className = "game-btn start-btn";
|
||||
}
|
||||
|
||||
function gameOver(){
|
||||
document.getElementById('music').pause();
|
||||
window.clearInterval(intervalTmp);
|
||||
window.clearInterval(geneTmp);
|
||||
|
||||
// 显示最终得分和达到的最高速度
|
||||
document.getElementById('final-score-value').innerHTML = myScore;
|
||||
document.getElementById('final-speed-value').innerHTML = gameSpeed.toFixed(1);
|
||||
// 渲染排行榜
|
||||
renderLeaderboard();
|
||||
|
||||
// 显示游戏结束弹窗
|
||||
document.getElementById('game-over-modal').style.display = 'flex';
|
||||
}
|
||||
|
||||
function restartGame(){
|
||||
// 重置游戏状态
|
||||
myScore = 0;
|
||||
gameSpeed = 1; // 重置游戏速度
|
||||
eachState = [false,false,false,false,false];
|
||||
myTiles = [];
|
||||
|
||||
// 清空画布
|
||||
context.clearRect(0,0,300,600);
|
||||
context_back.clearRect(0,0,300,600);
|
||||
context_score.clearRect(0,0,300,60);
|
||||
|
||||
// 重新绘制背景
|
||||
paintWindow();
|
||||
paintScoreBar();
|
||||
|
||||
// 隐藏弹窗
|
||||
document.getElementById('game-over-modal').style.display = 'none';
|
||||
|
||||
// 重置按钮状态
|
||||
var content = document.getElementById('start_btn');
|
||||
content.innerHTML = "开始游戏";
|
||||
content.className = "game-btn start-btn";
|
||||
}
|
||||
function paintScoreBar(){
|
||||
// 清空画布
|
||||
context_score.clearRect(0,0,300,60);
|
||||
|
||||
// 绘制黑色背景
|
||||
context_score.fillStyle = "#333";
|
||||
context_score.fillRect(0,0,300,60);
|
||||
|
||||
// 更新HTML显示
|
||||
document.getElementById('score-value').textContent = myScore;
|
||||
document.getElementById('speed-value').textContent = gameSpeed.toFixed(1);
|
||||
}
|
||||
function geneBlock(){
|
||||
var myRand = Math.floor(Math.random()*numOfTiles);
|
||||
var i;
|
||||
var flag = true;
|
||||
for( i = 0; i < numOfTiles; ++i){
|
||||
if(!eachState[i]){
|
||||
flag = false;
|
||||
}
|
||||
}
|
||||
if(flag)return;//if mytiles array didn't have false element, then return
|
||||
|
||||
while(eachState[myRand])
|
||||
myRand = Math.floor(Math.random()*numOfTiles);
|
||||
myTiles[myRand] = new Block(myRand);
|
||||
|
||||
}
|
||||
function paintWindow(){
|
||||
// 清空背景
|
||||
context_back.clearRect(0,0,300,600);
|
||||
|
||||
// 绘制白色背景
|
||||
context_back.fillStyle = "white";
|
||||
context_back.fillRect(0,0,300,600);
|
||||
|
||||
// 绘制分隔线
|
||||
context_back.strokeStyle = "#ddd";
|
||||
context_back.lineWidth = 2;
|
||||
|
||||
// 垂直分隔线
|
||||
context_back.beginPath();
|
||||
context_back.moveTo(75,0);
|
||||
context_back.lineTo(75,600);
|
||||
context_back.stroke();
|
||||
|
||||
context_back.beginPath();
|
||||
context_back.moveTo(150,0);
|
||||
context_back.lineTo(150,600);
|
||||
context_back.stroke();
|
||||
|
||||
context_back.beginPath();
|
||||
context_back.moveTo(225,0);
|
||||
context_back.lineTo(225,600);
|
||||
context_back.stroke();
|
||||
|
||||
// 可点击区域警戒线
|
||||
context_back.strokeStyle = "#ff4444";
|
||||
context_back.lineWidth = 3;
|
||||
context_back.beginPath();
|
||||
context_back.moveTo(0,250);
|
||||
context_back.lineTo(300,250);
|
||||
context_back.stroke();
|
||||
|
||||
// 底部失败线
|
||||
context_back.strokeStyle = "#ff4444";
|
||||
context_back.lineWidth = 3;
|
||||
context_back.beginPath();
|
||||
context_back.moveTo(0,470);
|
||||
context_back.lineTo(300,470);
|
||||
context_back.stroke();
|
||||
}
|
||||
function Block(index){
|
||||
if(!eachState[index])
|
||||
eachState[index] = true;
|
||||
|
||||
this.index = index;
|
||||
this.appearPos = Math.floor(Math.random()*4);
|
||||
|
||||
this.width = 75;
|
||||
this.height = 120;
|
||||
this.color = "black";
|
||||
switch(this.appearPos){
|
||||
case 0:
|
||||
this.x = 0;
|
||||
this.y = -120;
|
||||
break;
|
||||
case 1:
|
||||
this.x = 75;
|
||||
this.y = -120;
|
||||
break;
|
||||
case 2:
|
||||
this.x = 150;
|
||||
this.y = -120;
|
||||
break;
|
||||
case 3:
|
||||
this.x = 225;
|
||||
this.y = -120;
|
||||
break;
|
||||
}
|
||||
context.fillStyle = this.color;
|
||||
context.fillRect(this.x,this.y,this.width,this.height);
|
||||
this.live = true;
|
||||
|
||||
window.addEventListener('keydown',function(e){
|
||||
myTiles[index].keyCode = e.keyCode;
|
||||
});
|
||||
window.addEventListener('keyup',function(e){
|
||||
myTiles[index].keyCode = false;
|
||||
});
|
||||
}
|
||||
function move(index){
|
||||
if(myTiles[index].live){
|
||||
myTiles[index].y += Math.ceil(gameSpeed);
|
||||
// 绘制逻辑已移到upDate函数中,避免重复绘制
|
||||
}
|
||||
}
|
||||
function afterRight(index){
|
||||
myScore++;
|
||||
// 清除方块(在upDate中统一处理绘制)
|
||||
myTiles[index].live = false;
|
||||
eachState[index] = false;
|
||||
|
||||
// 立即更新得分显示
|
||||
paintScoreBar();
|
||||
|
||||
// 每次得分都更新游戏速度,实现平滑渐进加速
|
||||
updateGameSpeed();
|
||||
}
|
||||
// 处理鼠标点击事件
|
||||
function handleClick(e) {
|
||||
var rect = c.getBoundingClientRect();
|
||||
var x = e.clientX - rect.left;
|
||||
var y = e.clientY - rect.top;
|
||||
|
||||
checkHit(x, y);
|
||||
}
|
||||
|
||||
// ===== 排行榜逻辑 =====
|
||||
function formatDateYYYYMMDD() {
|
||||
var d = new Date();
|
||||
var y = d.getFullYear();
|
||||
var m = String(d.getMonth() + 1).padStart(2, '0');
|
||||
var day = String(d.getDate()).padStart(2, '0');
|
||||
return y + '-' + m + '-' + day;
|
||||
}
|
||||
|
||||
function escapeHtml(str) {
|
||||
if (typeof str !== 'string') return str;
|
||||
return str
|
||||
.replace(/&/g, '&')
|
||||
.replace(/</g, '<')
|
||||
.replace(/>/g, '>')
|
||||
.replace(/"/g, '"')
|
||||
.replace(/'/g, ''');
|
||||
}
|
||||
|
||||
function renderLeaderboard(){
|
||||
var nowStr = formatDateYYYYMMDD();
|
||||
// 当前玩家数据(模拟)
|
||||
var me = {
|
||||
"名称": "我",
|
||||
"账号": "guest",
|
||||
"分数": myScore,
|
||||
"时间": nowStr,
|
||||
"__isMe": true
|
||||
};
|
||||
|
||||
// 合并现有数据与当前玩家
|
||||
var data = (typeof playerdata !== 'undefined' && Array.isArray(playerdata))
|
||||
? playerdata.slice() : [];
|
||||
data.push(me);
|
||||
|
||||
// 按分数降序排序
|
||||
data.sort(function(a, b){
|
||||
return (b["分数"] || 0) - (a["分数"] || 0);
|
||||
});
|
||||
|
||||
var tbody = document.getElementById('leaderboard-body');
|
||||
if (!tbody) return;
|
||||
tbody.innerHTML = '';
|
||||
|
||||
var myRank = -1;
|
||||
for (var i = 0; i < data.length; i++){
|
||||
var row = data[i];
|
||||
var tr = document.createElement('tr');
|
||||
if (row.__isMe){
|
||||
myRank = i + 1;
|
||||
tr.className = 'leaderboard-row-me';
|
||||
}
|
||||
|
||||
tr.innerHTML =
|
||||
'<td>' + (i + 1) + '</td>' +
|
||||
'<td>' + escapeHtml(row["名称"] || '') + '</td>' +
|
||||
'<td>' + (row["分数"] || 0) + '</td>' +
|
||||
'<td>' + escapeHtml(row["时间"] || '') + '</td>';
|
||||
|
||||
// 只展示前10名
|
||||
if (i < 10) tbody.appendChild(tr);
|
||||
}
|
||||
|
||||
// 更新我的数据摘要
|
||||
var rankEl = document.getElementById('my-rank');
|
||||
var scoreEl = document.getElementById('my-score');
|
||||
var timeEl = document.getElementById('my-time');
|
||||
if (rankEl) rankEl.textContent = myRank > 0 ? myRank : '-';
|
||||
if (scoreEl) scoreEl.textContent = myScore;
|
||||
if (timeEl) timeEl.textContent = nowStr;
|
||||
}
|
||||
|
||||
// 处理触摸事件
|
||||
function handleTouch(e) {
|
||||
var rect = c.getBoundingClientRect();
|
||||
var touch = e.touches[0];
|
||||
var x = touch.clientX - rect.left;
|
||||
var y = touch.clientY - rect.top;
|
||||
|
||||
checkHit(x, y);
|
||||
}
|
||||
|
||||
// 检查点击/触摸是否命中方块
|
||||
function checkHit(x, y) {
|
||||
// 检查是否点击到黑色方块
|
||||
for (var i = 0; i < numOfTiles; i++) {
|
||||
if (eachState[i] && myTiles[i].live) {
|
||||
// 检查点击位置是否在方块范围内
|
||||
if (x >= myTiles[i].x && x <= myTiles[i].x + 75 &&
|
||||
y >= myTiles[i].y && y <= myTiles[i].y + 120) {
|
||||
// 检查方块是否在可点击区域(提高到130像素以上)
|
||||
if (myTiles[i].y + 120 > 130) {
|
||||
afterRight(i);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 如果没有点击到任何黑色方块,且点击位置在游戏区域内,则游戏结束
|
||||
if (y > 130 && y < 600) {
|
||||
gameOver();
|
||||
return false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
function upDate(){//check keyCode whether correct
|
||||
var i;
|
||||
|
||||
// 清空整个游戏区域,避免重叠
|
||||
context.clearRect(0, 0, 300, 600);
|
||||
|
||||
// 移动并重绘所有活跃的方块
|
||||
for(i = 0; i < numOfTiles; ++i){
|
||||
if(eachState[i]){
|
||||
myTiles[i].y += Math.ceil(gameSpeed); // 使用整数移动,避免模糊
|
||||
context.fillStyle = "black";
|
||||
context.fillRect(myTiles[i].x, myTiles[i].y, 75, 120);
|
||||
}
|
||||
}
|
||||
for(i = 0; i < numOfTiles; ++i){
|
||||
if( eachState[i] ){
|
||||
if(myTiles[i].y < 470 && myTiles[i].y >350){
|
||||
switch(myTiles[i].keyCode){
|
||||
case 65: //A
|
||||
if(myTiles[i].x == 0)
|
||||
afterRight(i);
|
||||
break;
|
||||
case 83: //S
|
||||
if(myTiles[i].x == 75)
|
||||
afterRight(i);
|
||||
break;
|
||||
case 68: //D
|
||||
if(myTiles[i].x == 150)
|
||||
afterRight(i);
|
||||
break;
|
||||
case 70: //F
|
||||
if(myTiles[i].x == 225)
|
||||
afterRight(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(myTiles[i].y > 470){
|
||||
// 方块到达底部,游戏结束
|
||||
myTiles[i].live = false;
|
||||
eachState[i] = false;
|
||||
gameOver();
|
||||
return; // 立即退出,避免继续处理
|
||||
}
|
||||
}
|
||||
else{//not alive
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user