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| 1 | + |
| 2 | +<!DOCTYPE html> |
| 3 | +<html> |
| 4 | +<head> |
| 5 | + <title>枪战</title> |
| 6 | + <style> |
| 7 | + body { margin: 0; overflow: hidden; background: #222; } |
| 8 | + canvas { display: block; } |
| 9 | + #hud { |
| 10 | + position: absolute; |
| 11 | + top: 10px; |
| 12 | + left: 10px; |
| 13 | + color: white; |
| 14 | + font-family: Arial; |
| 15 | + font-size: 16px; |
| 16 | + } |
| 17 | + #ammo { |
| 18 | + position: absolute; |
| 19 | + bottom: 10px; |
| 20 | + right: 10px; |
| 21 | + color: white; |
| 22 | + font-family: Arial; |
| 23 | + font-size: 24px; |
| 24 | + } |
| 25 | + #safe-zone { |
| 26 | + position: absolute; |
| 27 | + left: 10px; |
| 28 | + bottom: 10px; |
| 29 | + width: 150px; |
| 30 | + height: 150px; |
| 31 | + border: 2px dashed rgba(0, 255, 0, 0.5); |
| 32 | + pointer-events: none; |
| 33 | + } |
| 34 | + </style> |
| 35 | +</head> |
| 36 | +<body> |
| 37 | + <div id="hud">生命: 100 | 击杀: 0</div> |
| 38 | + <div id="ammo">弹药: ∞</div> |
| 39 | + <div id="safe-zone"></div> |
| 40 | + <canvas id="gameCanvas"></canvas> |
| 41 | + <script> |
| 42 | + // 游戏初始化 |
| 43 | + const canvas = document.getElementById('gameCanvas'); |
| 44 | + const ctx = canvas.getContext('2d'); |
| 45 | + canvas.width = window.innerWidth; |
| 46 | + canvas.height = window.innerHeight; |
| 47 | + |
| 48 | + // 安全区定义 |
| 49 | + const safeZone = { |
| 50 | + x: 10, |
| 51 | + y: canvas.height - 160, |
| 52 | + width: 150, |
| 53 | + height: 150, |
| 54 | + active: false |
| 55 | + }; |
| 56 | + |
| 57 | + // 游戏状态 |
| 58 | + const game = { |
| 59 | + player: { |
| 60 | + x: canvas.width/2, |
| 61 | + y: canvas.height/2, |
| 62 | + size: 30, |
| 63 | + speed: 5, |
| 64 | + health: 100, |
| 65 | + color: '#3498db' |
| 66 | + }, |
| 67 | + bullets: [], |
| 68 | + enemies: [], |
| 69 | + kills: 0, |
| 70 | + keys: {}, |
| 71 | + lastShot: 0, |
| 72 | + rapidFire: false, |
| 73 | + rapidFireInterval: null |
| 74 | + }; |
| 75 | + |
| 76 | + // 敌人生成 |
| 77 | + function spawnEnemy() { |
| 78 | + const side = Math.floor(Math.random() * 4); |
| 79 | + let x, y; |
| 80 | + |
| 81 | + switch(side) { |
| 82 | + case 0: x = 0; y = Math.random() * canvas.height; break; |
| 83 | + case 1: x = canvas.width; y = Math.random() * canvas.height; break; |
| 84 | + case 2: x = Math.random() * canvas.width; y = 0; break; |
| 85 | + case 3: x = Math.random() * canvas.width; y = canvas.height; break; |
| 86 | + } |
| 87 | + |
| 88 | + // 确保敌人不会在安全区生成 |
| 89 | + if (x > safeZone.x && x < safeZone.x + safeZone.width && |
| 90 | + y > safeZone.y && y < safeZone.y + safeZone.height) { |
| 91 | + return spawnEnemy(); // 重新生成 |
| 92 | + } |
| 93 | + |
| 94 | + game.enemies.push({ |
| 95 | + x: x, |
| 96 | + y: y, |
| 97 | + size: 25, |
| 98 | + speed: 1 + Math.random() * 2, |
| 99 | + color: `hsl(${Math.random()*360}, 70%, 50%)` |
| 100 | + }); |
| 101 | + } |
| 102 | + |
| 103 | + // 射击函数 |
| 104 | + function shoot() { |
| 105 | + const now = Date.now(); |
| 106 | + if (now - game.lastShot < 100 && !game.rapidFire) return; |
| 107 | + |
| 108 | + game.lastShot = now; |
| 109 | + |
| 110 | + // 计算子弹方向(朝向鼠标) |
| 111 | + const angle = Math.atan2( |
| 112 | + mouseY - game.player.y, |
| 113 | + mouseX - game.player.x |
| 114 | + ); |
| 115 | + |
| 116 | + game.bullets.push({ |
| 117 | + x: game.player.x, |
| 118 | + y: game.player.y, |
| 119 | + dx: Math.cos(angle) * 10, |
| 120 | + dy: Math.sin(angle) * 10, |
| 121 | + size: 5, |
| 122 | + color: '#f1c40f' |
| 123 | + }); |
| 124 | + } |
| 125 | + |
| 126 | + // 连发模式切换 |
| 127 | + function toggleRapidFire() { |
| 128 | + game.rapidFire = !game.rapidFire; |
| 129 | + if (game.rapidFire) { |
| 130 | + game.rapidFireInterval = setInterval(shoot, 100); |
| 131 | + document.getElementById('ammo').textContent = "弹药: ∞"; |
| 132 | + } else { |
| 133 | + clearInterval(game.rapidFireInterval); |
| 134 | + document.getElementById('ammo').textContent = "弹药: 30"; |
| 135 | + } |
| 136 | + } |
| 137 | + |
| 138 | + // 更新游戏状态 |
| 139 | + function update() { |
| 140 | + // 玩家移动 |
| 141 | + if (game.keys['w'] || game.keys['ArrowUp']) game.player.y -= game.player.speed; |
| 142 | + if (game.keys['s'] || game.keys['ArrowDown']) game.player.y += game.player.speed; |
| 143 | + if (game.keys['a'] || game.keys['ArrowLeft']) game.player.x -= game.player.speed; |
| 144 | + if (game.keys['d'] || game.keys['ArrowRight']) game.player.x += game.player.speed; |
| 145 | + |
| 146 | + // 边界检查 |
| 147 | + game.player.x = Math.max(game.player.size, Math.min(canvas.width-game.player.size, game.player.x)); |
| 148 | + game.player.y = Math.max(game.player.size, Math.min(canvas.height-game.player.size, game.player.y)); |
| 149 | + |
| 150 | + // 检查是否在安全区 |
| 151 | + safeZone.active = ( |
| 152 | + game.player.x > safeZone.x && |
| 153 | + game.player.x < safeZone.x + safeZone.width && |
| 154 | + game.player.y > safeZone.y && |
| 155 | + game.player.y < safeZone.y + safeZone.height |
| 156 | + ); |
| 157 | + |
| 158 | + // 移动子弹 |
| 159 | + game.bullets.forEach((bullet, i) => { |
| 160 | + bullet.x += bullet.dx; |
| 161 | + bullet.y += bullet.dy; |
| 162 | + |
| 163 | + // 移除超出屏幕的子弹 |
| 164 | + if (bullet.x < 0 || bullet.x > canvas.width || |
| 165 | + bullet.y < 0 || bullet.y > canvas.height) { |
| 166 | + game.bullets.splice(i, 1); |
| 167 | + } |
| 168 | + }); |
| 169 | + |
| 170 | + // 移动敌人(不会进入安全区) |
| 171 | + game.enemies.forEach((enemy, i) => { |
| 172 | + let dx = game.player.x - enemy.x; |
| 173 | + let dy = game.player.y - enemy.y; |
| 174 | + |
| 175 | + // 如果玩家在安全区,敌人停止追击 |
| 176 | + if (!safeZone.active) { |
| 177 | + const dist = Math.sqrt(dx*dx + dy*dy); |
| 178 | + enemy.x += (dx/dist) * enemy.speed; |
| 179 | + enemy.y += (dy/dist) * enemy.speed; |
| 180 | + } |
| 181 | + |
| 182 | + // 检测敌人与玩家碰撞 |
| 183 | + if (Math.sqrt( |
| 184 | + Math.pow(game.player.x - enemy.x, 2) + |
| 185 | + Math.pow(game.player.y - enemy.y, 2) |
| 186 | + ) < game.player.size + enemy.size) { |
| 187 | + if (!safeZone.active) { |
| 188 | + game.player.health -= 0.5; |
| 189 | + document.getElementById('hud').textContent = |
| 190 | + `生命: ${Math.floor(game.player.health)} | 击杀: ${game.kills}`; |
| 191 | + } |
| 192 | + } |
| 193 | + |
| 194 | + // 检测子弹与敌人碰撞 |
| 195 | + game.bullets.forEach((bullet, bi) => { |
| 196 | + if (Math.sqrt( |
| 197 | + Math.pow(bullet.x - enemy.x, 2) + |
| 198 | + Math.pow(bullet.y - enemy.y, 2) |
| 199 | + ) < enemy.size) { |
| 200 | + game.enemies.splice(i, 1); |
| 201 | + game.bullets.splice(bi, 1); |
| 202 | + game.kills++; |
| 203 | + document.getElementById('hud').textContent = |
| 204 | + `生命: ${Math.floor(game.player.health)} | 击杀: ${game.kills}`; |
| 205 | + } |
| 206 | + }); |
| 207 | + }); |
| 208 | + |
| 209 | + // 随机生成敌人 |
| 210 | + if (Math.random() < 0.02) spawnEnemy(); |
| 211 | + } |
| 212 | + |
| 213 | + // 渲染游戏 |
| 214 | + function render() { |
| 215 | + ctx.clearRect(0, 0, canvas.width, canvas.height); |
| 216 | + |
| 217 | + // 绘制安全区 |
| 218 | + ctx.strokeStyle = safeZone.active ? 'rgba(0, 255, 0, 0.7)' : 'rgba(0, 255, 0, 0.3)'; |
| 219 | + ctx.lineWidth = 2; |
| 220 | + ctx.strokeRect(safeZone.x, safeZone.y, safeZone.width, safeZone.height); |
| 221 | + ctx.fillStyle = 'rgba(0, 255, 0, 0.1)'; |
| 222 | + ctx.fillRect(safeZone.x, safeZone.y, safeZone.width, safeZone.height); |
| 223 | + |
| 224 | + // 绘制玩家 |
| 225 | + ctx.fillStyle = game.player.color; |
| 226 | + ctx.beginPath(); |
| 227 | + ctx.arc(game.player.x, game.player.y, game.player.size, 0, Math.PI*2); |
| 228 | + ctx.fill(); |
| 229 | + |
| 230 | + // 绘制枪管(指向鼠标) |
| 231 | + const angle = Math.atan2(mouseY - game.player.y, mouseX - game.player.x); |
| 232 | + ctx.strokeStyle = '#2c3e50'; |
| 233 | + ctx.lineWidth = 5; |
| 234 | + ctx.beginPath(); |
| 235 | + ctx.moveTo(game.player.x, game.player.y); |
| 236 | + ctx.lineTo( |
| 237 | + game.player.x + Math.cos(angle) * game.player.size, |
| 238 | + game.player.y + Math.sin(angle) * game.player.size |
| 239 | + ); |
| 240 | + ctx.stroke(); |
| 241 | + |
| 242 | + // 绘制子弹 |
| 243 | + game.bullets.forEach(bullet => { |
| 244 | + ctx.fillStyle = bullet.color; |
| 245 | + ctx.beginPath(); |
| 246 | + ctx.arc(bullet.x, bullet.y, bullet.size, 0, Math.PI*2); |
| 247 | + ctx.fill(); |
| 248 | + }); |
| 249 | + |
| 250 | + // 绘制敌人 |
| 251 | + game.enemies.forEach(enemy => { |
| 252 | + ctx.fillStyle = enemy.color; |
| 253 | + ctx.beginPath(); |
| 254 | + ctx.arc(enemy.x, enemy.y, enemy.size, 0, Math.PI*2); |
| 255 | + ctx.fill(); |
| 256 | + }); |
| 257 | + } |
| 258 | + |
| 259 | + // 游戏循环 |
| 260 | + function gameLoop() { |
| 261 | + update(); |
| 262 | + render(); |
| 263 | + requestAnimationFrame(gameLoop); |
| 264 | + } |
| 265 | + |
| 266 | + // 鼠标位置跟踪 |
| 267 | + let mouseX = 0, mouseY = 0; |
| 268 | + window.addEventListener('mousemove', (e) => { |
| 269 | + mouseX = e.clientX; |
| 270 | + mouseY = e.clientY; |
| 271 | + }); |
| 272 | + |
| 273 | + // 键盘控制 |
| 274 | + window.addEventListener('keydown', (e) => { |
| 275 | + game.keys[e.key.toLowerCase()] = true; |
| 276 | + |
| 277 | + // G键切换连发模式 |
| 278 | + if (e.key === 'g') { |
| 279 | + toggleRapidFire(); |
| 280 | + } |
| 281 | + |
| 282 | + // 空格键射击(单发) |
| 283 | + if (e.key === ' ' && !game.rapidFire) { |
| 284 | + shoot(); |
| 285 | + } |
| 286 | + }); |
| 287 | + |
| 288 | + window.addEventListener('keyup', (e) => { |
| 289 | + game.keys[e.key.toLowerCase()] = false; |
| 290 | + }); |
| 291 | + |
| 292 | + window.addEventListener('resize', () => { |
| 293 | + canvas.width = window.innerWidth; |
| 294 | + canvas.height = window.innerHeight; |
| 295 | + safeZone.y = canvas.height - 160; |
| 296 | + }); |
| 297 | + |
| 298 | + // 启动游戏 |
| 299 | + for (let i = 0; i < 3; i++) spawnEnemy(); |
| 300 | + gameLoop(); |
| 301 | + </script> |
| 302 | +</body> |
| 303 | +</html> |
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