Files
InfoGenie/InfoGenie-frontend/public/smallgame/打飞机/game.js
2025-12-13 20:53:50 +08:00

309 lines
9.3 KiB
JavaScript

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