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| 1 | + |
| 2 | +<!DOCTYPE html> |
| 3 | +<html> |
| 4 | +<head> |
| 5 | + <title>坦克大战</title> |
| 6 | + <style> |
| 7 | + body { |
| 8 | + margin: 0; |
| 9 | + overflow: hidden; |
| 10 | + background-color: #222; |
| 11 | + } |
| 12 | + canvas { |
| 13 | + display: block; |
| 14 | + margin: 20px auto; |
| 15 | + background-color: #000; |
| 16 | + } |
| 17 | + .game-info { |
| 18 | + color: white; |
| 19 | + text-align: center; |
| 20 | + font-family: Arial, sans-serif; |
| 21 | + } |
| 22 | + </style> |
| 23 | +</head> |
| 24 | +<body> |
| 25 | + <div class="game-info"> |
| 26 | + <h1>坦克大战</h1> |
| 27 | + <p>生命: <span id="lives">3</span> | 分数: <span id="score">0</span></p> |
| 28 | + </div> |
| 29 | + <canvas id="gameCanvas" width="1000" height="1000"></canvas> |
| 30 | + |
| 31 | + <script> |
| 32 | + const canvas = document.getElementById('gameCanvas'); |
| 33 | + const ctx = canvas.getContext('2d'); |
| 34 | + const livesDisplay = document.getElementById('lives'); |
| 35 | + const scoreDisplay = document.getElementById('score'); |
| 36 | + |
| 37 | + // 游戏状态 |
| 38 | + let lives = 3; |
| 39 | + let score = 0; |
| 40 | + let gameOver = false; |
| 41 | + |
| 42 | + const player = { |
| 43 | + x: 400, |
| 44 | + y: 800, |
| 45 | + width: 40, |
| 46 | + height: 40, |
| 47 | + speed: 5, |
| 48 | + direction: 0, // 0:上, 1:右, 2:下, 3:左 |
| 49 | + color: '#3498db', |
| 50 | + bullets: [], |
| 51 | + cooldown: 0 |
| 52 | + }; |
| 53 | + |
| 54 | + // 敌人坦克 |
| 55 | + let enemies = []; |
| 56 | + let enemySpawnTimer = 0; |
| 57 | + |
| 58 | + // 子弹 |
| 59 | + class Bullet { |
| 60 | + constructor(x, y, direction, isPlayer) { |
| 61 | + this.x = x; |
| 62 | + this.y = y; |
| 63 | + this.speed = 7; |
| 64 | + this.direction = direction; |
| 65 | + this.isPlayer = isPlayer; |
| 66 | + this.width = 8; |
| 67 | + this.height = 8; |
| 68 | + } |
| 69 | + |
| 70 | + update() { |
| 71 | + switch(this.direction) { |
| 72 | + case 0: this.y -= this.speed; break; |
| 73 | + case 1: this.x += this.speed; break; |
| 74 | + case 2: this.y += this.speed; break; |
| 75 | + case 3: this.x -= this.speed; break; |
| 76 | + } |
| 77 | + } |
| 78 | + |
| 79 | + draw() { |
| 80 | + ctx.fillStyle = this.isPlayer ? '#2ecc71' : '#e74c3c'; |
| 81 | + ctx.fillRect(this.x, this.y, this.width, this.height); |
| 82 | + } |
| 83 | + } |
| 84 | + |
| 85 | + // 障碍物 |
| 86 | + const walls = []; |
| 87 | + for (let i = 0; i < 10; i++) { |
| 88 | + walls.push({ |
| 89 | + x: Math.random() * 560, |
| 90 | + y: Math.random() * 560, |
| 91 | + width: 40, |
| 92 | + height: 40 |
| 93 | + }); |
| 94 | + } |
| 95 | + |
| 96 | + // 键盘控制 |
| 97 | + const keys = { |
| 98 | + ArrowUp: false, |
| 99 | + ArrowRight: false, |
| 100 | + ArrowDown: false, |
| 101 | + ArrowLeft: false, |
| 102 | + Space: false |
| 103 | + }; |
| 104 | + |
| 105 | + window.addEventListener('keydown', (e) => { |
| 106 | + if (e.code in keys) keys[e.code] = true; |
| 107 | + }); |
| 108 | + |
| 109 | + window.addEventListener('keyup', (e) => { |
| 110 | + if (e.code in keys) keys[e.code] = false; |
| 111 | + }); |
| 112 | + |
| 113 | + // 游戏主循环 |
| 114 | + function gameLoop() { |
| 115 | + if (gameOver) return; |
| 116 | + |
| 117 | + update(); |
| 118 | + draw(); |
| 119 | + requestAnimationFrame(gameLoop); |
| 120 | + } |
| 121 | + |
| 122 | + function update() { |
| 123 | + // 玩家移动 |
| 124 | + if (keys.ArrowUp) { |
| 125 | + player.direction = 0; |
| 126 | + player.y = Math.max(0, player.y - player.speed); |
| 127 | + } |
| 128 | + if (keys.ArrowRight) { |
| 129 | + player.direction = 1; |
| 130 | + player.x = Math.min(canvas.width - player.width, player.x + player.speed); |
| 131 | + } |
| 132 | + if (keys.ArrowDown) { |
| 133 | + player.direction = 2; |
| 134 | + player.y = Math.min(canvas.height - player.height, player.y + player.speed); |
| 135 | + } |
| 136 | + if (keys.ArrowLeft) { |
| 137 | + player.direction = 3; |
| 138 | + player.x = Math.max(0, player.x - player.speed); |
| 139 | + } |
| 140 | + |
| 141 | + // 玩家射击 |
| 142 | + if (keys.Space && player.cooldown <= 0) { |
| 143 | + let bulletX, bulletY; |
| 144 | + switch(player.direction) { |
| 145 | + case 0: |
| 146 | + bulletX = player.x + player.width/2 - 4; |
| 147 | + bulletY = player.y - 8; |
| 148 | + break; |
| 149 | + case 1: |
| 150 | + bulletX = player.x + player.width; |
| 151 | + bulletY = player.y + player.height/2 - 4; |
| 152 | + break; |
| 153 | + case 2: |
| 154 | + bulletX = player.x + player.width/2 - 4; |
| 155 | + bulletY = player.y + player.height; |
| 156 | + break; |
| 157 | + case 3: |
| 158 | + bulletX = player.x - 8; |
| 159 | + bulletY = player.y + player.height/2 - 4; |
| 160 | + break; |
| 161 | + } |
| 162 | + player.bullets.push(new Bullet(bulletX, bulletY, player.direction, true)); |
| 163 | + player.cooldown = 20; |
| 164 | + } |
| 165 | + if (player.cooldown > 0) player.cooldown--; |
| 166 | + |
| 167 | + // 更新子弹 |
| 168 | + player.bullets.forEach((bullet, index) => { |
| 169 | + bullet.update(); |
| 170 | + |
| 171 | + // 检查子弹是否超出边界 |
| 172 | + if (bullet.x < 0 || bullet.x > canvas.width || bullet.y < 0 || bullet.y > canvas.height) { |
| 173 | + player.bullets.splice(index, 1); |
| 174 | + return; |
| 175 | + } |
| 176 | + |
| 177 | + // 检查子弹与墙壁碰撞 |
| 178 | + for (let wall of walls) { |
| 179 | + if (checkCollision(bullet, wall)) { |
| 180 | + player.bullets.splice(index, 1); |
| 181 | + return; |
| 182 | + } |
| 183 | + } |
| 184 | + |
| 185 | + // 检查玩家子弹与敌人碰撞 |
| 186 | + if (bullet.isPlayer) { |
| 187 | + enemies.forEach((enemy, enemyIndex) => { |
| 188 | + if (checkCollision(bullet, enemy)) { |
| 189 | + player.bullets.splice(index, 1); |
| 190 | + enemies.splice(enemyIndex, 1); |
| 191 | + score += 100; |
| 192 | + scoreDisplay.textContent = score; |
| 193 | + return; |
| 194 | + } |
| 195 | + }); |
| 196 | + } |
| 197 | + }); |
| 198 | + |
| 199 | + // 生成敌人 |
| 200 | + enemySpawnTimer++; |
| 201 | + if (enemySpawnTimer > 120 && enemies.length < 5) { |
| 202 | + spawnEnemy(); |
| 203 | + enemySpawnTimer = 0; |
| 204 | + } |
| 205 | + |
| 206 | + // 更新敌人 |
| 207 | + enemies.forEach((enemy, index) => { |
| 208 | + if (Math.random() < 0.03) { |
| 209 | + enemy.direction = Math.floor(Math.random() * 3); |
| 210 | + }// |
| 211 | + //if (Math.random() < 0.02) { |
| 212 | + // enemy.direction = Math.floor(Math.random() * 4); |
| 213 | + // } |
| 214 | + |
| 215 | + switch(enemy.direction) { |
| 216 | + case 0: enemy.y = Math.max(0, enemy.y - enemy.speed); break; |
| 217 | + case 1: enemy.x = Math.min(canvas.width - enemy.width, enemy.x + enemy.speed); break; |
| 218 | + case 2: enemy.y = Math.min(canvas.height - enemy.height, enemy.y + enemy.speed); break; |
| 219 | + case 3: enemy.x = Math.max(0, enemy.x - enemy.speed); break; |
| 220 | + } |
| 221 | + |
| 222 | + // 敌人射击 |
| 223 | + if (Math.random() < 0.01 && enemy.cooldown <= 0) { |
| 224 | + let bulletX, bulletY; |
| 225 | + switch(enemy.direction) { |
| 226 | + case 0: |
| 227 | + bulletX = enemy.x + enemy.width/2 - 4; |
| 228 | + bulletY = enemy.y - 8; |
| 229 | + break; |
| 230 | + case 1: |
| 231 | + bulletX = enemy.x + enemy.width; |
| 232 | + bulletY = enemy.y + enemy.height/2 - 4; |
| 233 | + break; |
| 234 | + case 2: |
| 235 | + bulletX = enemy.x + enemy.width/2 - 4; |
| 236 | + bulletY = enemy.y + enemy.height; |
| 237 | + break; |
| 238 | + case 3: |
| 239 | + bulletX = enemy.x - 8; |
| 240 | + bulletY = enemy.y + enemy.height/2 - 4; |
| 241 | + break; |
| 242 | + } |
| 243 | + enemy.bullets.push(new Bullet(bulletX, bulletY, enemy.direction, false)); |
| 244 | + enemy.cooldown = 60; |
| 245 | + } |
| 246 | + if (enemy.cooldown > 0) enemy.cooldown--; |
| 247 | + |
| 248 | + // 敌人子弹 |
| 249 | + enemy.bullets.forEach((bullet, bulletIndex) => { |
| 250 | + bullet.update(); |
| 251 | + |
| 252 | + // 检查子弹是否超出边界 |
| 253 | + if (bullet.x < 0 || bullet.x > canvas.width || bullet.y < 0 || bullet.y > canvas.height) { |
| 254 | + enemy.bullets.splice(bulletIndex, 1); |
| 255 | + return; |
| 256 | + } |
| 257 | + |
| 258 | + // 检查子弹与墙壁碰撞 |
| 259 | + for (let wall of walls) { |
| 260 | + if (checkCollision(bullet, wall)) { |
| 261 | + enemy.bullets.splice(bulletIndex, 1); |
| 262 | + return; |
| 263 | + } |
| 264 | + } |
| 265 | + |
| 266 | + // 检查敌人子弹与玩家碰撞 |
| 267 | + if (!bullet.isPlayer && checkCollision(bullet, player)) { |
| 268 | + enemy.bullets.splice(bulletIndex, 1); |
| 269 | + lives--; |
| 270 | + livesDisplay.textContent = lives; |
| 271 | + if (lives <= 0) { |
| 272 | + gameOver = true; |
| 273 | + alert('游戏结束!你的分数: ' + score); |
| 274 | + } |
| 275 | + return; |
| 276 | + } |
| 277 | + }); |
| 278 | + }); |
| 279 | + } |
| 280 | + |
| 281 | + function draw() { |
| 282 | + // 清空画布 |
| 283 | + ctx.clearRect(0, 0, canvas.width, canvas.height); |
| 284 | + |
| 285 | + // 绘制墙壁 |
| 286 | + ctx.fillStyle = '#7f8c8d'; |
| 287 | + walls.forEach(wall => { |
| 288 | + ctx.fillRect(wall.x, wall.y, wall.width, wall.height); |
| 289 | + }); |
| 290 | + |
| 291 | + // 绘制玩家坦克 |
| 292 | + ctx.fillStyle = player.color; |
| 293 | + ctx.fillRect(player.x, player.y, player.width, player.height); |
| 294 | + |
| 295 | + // 绘制炮管 |
| 296 | + ctx.fillStyle = '#2980b9'; |
| 297 | + switch(player.direction) { |
| 298 | + case 0: |
| 299 | + ctx.fillRect(player.x + player.width/2 - 5, player.y - 10, 10, 15); |
| 300 | + break; |
| 301 | + case 1: |
| 302 | + ctx.fillRect(player.x + player.width, player.y + player.height/2 - 5, 15, 10); |
| 303 | + break; |
| 304 | + case 2: |
| 305 | + ctx.fillRect(player.x + player.width/2 - 5, player.y + player.height, 10, 15); |
| 306 | + break; |
| 307 | + case 3: |
| 308 | + ctx.fillRect(player.x - 15, player.y + player.height/2 - 5, 15, 10); |
| 309 | + break; |
| 310 | + } |
| 311 | + |
| 312 | + // 绘制子弹 |
| 313 | + player.bullets.forEach(bullet => bullet.draw()); |
| 314 | + |
| 315 | + // 绘制敌人 |
| 316 | + enemies.forEach(enemy => { |
| 317 | + ctx.fillStyle = enemy.color; |
| 318 | + ctx.fillRect(enemy.x, enemy.y, enemy.width, enemy.height); |
| 319 | + |
| 320 | + // 绘制炮管 |
| 321 | + ctx.fillStyle = '#c0392b'; |
| 322 | + switch(enemy.direction) { |
| 323 | + case 0: |
| 324 | + ctx.fillRect(enemy.x + enemy.width/2 - 5, enemy.y - 10, 10, 15); |
| 325 | + break; |
| 326 | + case 1: |
| 327 | + ctx.fillRect(enemy.x + enemy.width, enemy.y + enemy.height/2 - 5, 15, 10); |
| 328 | + break; |
| 329 | + case 2: |
| 330 | + ctx.fillRect(enemy.x + enemy.width/2 - 5, enemy.y + enemy.height, 10, 15); |
| 331 | + break; |
| 332 | + case 3: |
| 333 | + ctx.fillRect(enemy.x - 15, enemy.y + enemy.height/2 - 5, 15, 10); |
| 334 | + break; |
| 335 | + } |
| 336 | + |
| 337 | + enemy.bullets.forEach(bullet => bullet.draw()); |
| 338 | + }); |
| 339 | + } |
| 340 | + |
| 341 | + function spawnEnemy() { |
| 342 | + const x = Math.random() * (canvas.width - 40); |
| 343 | + const y = Math.random() * 200; |
| 344 | + |
| 345 | + enemies.push({ |
| 346 | + x: x, |
| 347 | + y: y, |
| 348 | + width: 40, |
| 349 | + height: 40, |
| 350 | + speed: 2, |
| 351 | + direction: 2, |
| 352 | + color: '#e74c3c', |
| 353 | + bullets: [], |
| 354 | + cooldown: 0 |
| 355 | + }); |
| 356 | + } |
| 357 | + |
| 358 | + function checkCollision(obj1, obj2) { |
| 359 | + return obj1.x < obj2.x + obj2.width && |
| 360 | + obj1.x + obj1.width > obj2.x && |
| 361 | + obj1.y < obj2.y + obj2.height && |
| 362 | + obj1.y + obj1.height > obj2.y; |
| 363 | + } |
| 364 | + |
| 365 | + // 开始游戏 |
| 366 | + gameLoop(); |
| 367 | + </script> |
| 368 | +</body> |
| 369 | +</html> |
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