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请帮我实现一个塔防类小游戏(例如,保卫萝卜) - Initial Deployment
Browse files- README.md +7 -5
- index.html +940 -19
README.md
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---
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title:
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emoji:
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colorFrom:
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sdk: static
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pinned: false
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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title: carrotprotection
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emoji: 🐳
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colorFrom: pink
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colorTo: red
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sdk: static
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pinned: false
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tags:
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- deepsite
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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|
| 1 |
+
<!DOCTYPE html>
|
| 2 |
+
<html lang="zh-CN">
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
| 6 |
+
<title>保卫萝卜塔防游戏</title>
|
| 7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
+
<style>
|
| 9 |
+
@import url('https://fonts.googleapis.com/css2?family=Ma+Shan+Zheng&display=swap');
|
| 10 |
+
|
| 11 |
+
body {
|
| 12 |
+
font-family: 'Ma Shan Zheng', cursive;
|
| 13 |
+
background-color: #f0f8ff;
|
| 14 |
+
user-select: none;
|
| 15 |
+
}
|
| 16 |
+
|
| 17 |
+
.game-container {
|
| 18 |
+
position: relative;
|
| 19 |
+
width: 100%;
|
| 20 |
+
max-width: 800px;
|
| 21 |
+
margin: 0 auto;
|
| 22 |
+
}
|
| 23 |
+
|
| 24 |
+
#gameCanvas {
|
| 25 |
+
background-color: #e6f7ff;
|
| 26 |
+
border: 3px solid #4a90e2;
|
| 27 |
+
border-radius: 10px;
|
| 28 |
+
box-shadow: 0 0 20px rgba(74, 144, 226, 0.3);
|
| 29 |
+
}
|
| 30 |
+
|
| 31 |
+
.tower-option {
|
| 32 |
+
transition: all 0.2s ease;
|
| 33 |
+
}
|
| 34 |
+
|
| 35 |
+
.tower-option:hover {
|
| 36 |
+
transform: scale(1.05);
|
| 37 |
+
box-shadow: 0 0 15px rgba(255, 215, 0, 0.5);
|
| 38 |
+
}
|
| 39 |
+
|
| 40 |
+
.tower-option:active {
|
| 41 |
+
transform: scale(0.95);
|
| 42 |
+
}
|
| 43 |
+
|
| 44 |
+
.enemy-health-bar {
|
| 45 |
+
height: 4px;
|
| 46 |
+
background: linear-gradient(to right, #ff0000, #ff9900);
|
| 47 |
+
position: absolute;
|
| 48 |
+
top: -8px;
|
| 49 |
+
left: 0;
|
| 50 |
+
}
|
| 51 |
+
|
| 52 |
+
.wave-button {
|
| 53 |
+
background: linear-gradient(to bottom, #ff9966, #ff5e62);
|
| 54 |
+
color: white;
|
| 55 |
+
border: none;
|
| 56 |
+
border-radius: 50px;
|
| 57 |
+
font-weight: bold;
|
| 58 |
+
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
|
| 59 |
+
transition: all 0.2s;
|
| 60 |
+
}
|
| 61 |
+
|
| 62 |
+
.wave-button:hover {
|
| 63 |
+
transform: translateY(-2px);
|
| 64 |
+
box-shadow: 0 6px 8px rgba(0, 0, 0, 0.15);
|
| 65 |
+
}
|
| 66 |
+
|
| 67 |
+
.wave-button:active {
|
| 68 |
+
transform: translateY(1px);
|
| 69 |
+
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.1);
|
| 70 |
+
}
|
| 71 |
+
|
| 72 |
+
.tower-range {
|
| 73 |
+
position: absolute;
|
| 74 |
+
border-radius: 50%;
|
| 75 |
+
background-color: rgba(100, 200, 255, 0.2);
|
| 76 |
+
border: 1px dashed rgba(100, 150, 255, 0.5);
|
| 77 |
+
pointer-events: none;
|
| 78 |
+
}
|
| 79 |
+
|
| 80 |
+
.projectile {
|
| 81 |
+
position: absolute;
|
| 82 |
+
border-radius: 50%;
|
| 83 |
+
background-color: gold;
|
| 84 |
+
box-shadow: 0 0 5px yellow;
|
| 85 |
+
}
|
| 86 |
+
|
| 87 |
+
@keyframes pulse {
|
| 88 |
+
0% { transform: scale(1); }
|
| 89 |
+
50% { transform: scale(1.05); }
|
| 90 |
+
100% { transform: scale(1); }
|
| 91 |
+
}
|
| 92 |
+
|
| 93 |
+
.pulse {
|
| 94 |
+
animation: pulse 1s infinite;
|
| 95 |
+
}
|
| 96 |
+
</style>
|
| 97 |
+
</head>
|
| 98 |
+
<body class="bg-blue-50 min-h-screen py-8">
|
| 99 |
+
<div class="container mx-auto px-4">
|
| 100 |
+
<h1 class="text-4xl md:text-5xl font-bold text-center text-blue-800 mb-2">保卫萝卜</h1>
|
| 101 |
+
<p class="text-center text-blue-600 mb-8">建造防御塔保护你的萝卜免受怪物侵袭!</p>
|
| 102 |
+
|
| 103 |
+
<div class="game-container">
|
| 104 |
+
<!-- 游戏状态栏 -->
|
| 105 |
+
<div class="flex justify-between items-center mb-4 bg-blue-100 p-3 rounded-lg shadow">
|
| 106 |
+
<div class="flex items-center">
|
| 107 |
+
<div class="bg-yellow-100 border-2 border-yellow-300 rounded-full p-2 mr-3">
|
| 108 |
+
<span class="text-yellow-700 font-bold text-xl" id="money">100</span>
|
| 109 |
+
</div>
|
| 110 |
+
<div class="bg-red-100 border-2 border-red-300 rounded-full p-2">
|
| 111 |
+
<span class="text-red-700 font-bold text-xl" id="lives">10</span>
|
| 112 |
+
</div>
|
| 113 |
+
</div>
|
| 114 |
+
|
| 115 |
+
<div class="text-center">
|
| 116 |
+
<div class="text-blue-700 font-bold">波数: <span id="wave">0</span>/10</div>
|
| 117 |
+
<div class="text-sm text-gray-600">下一波: <span id="next-wave-timer">5</span>秒</div>
|
| 118 |
+
</div>
|
| 119 |
+
|
| 120 |
+
<button id="start-wave" class="wave-button px-6 py-2 text-lg">
|
| 121 |
+
开始波次
|
| 122 |
+
</button>
|
| 123 |
+
</div>
|
| 124 |
+
|
| 125 |
+
<!-- 游戏画布 -->
|
| 126 |
+
<canvas id="gameCanvas" width="800" height="500" class="w-full"></canvas>
|
| 127 |
+
|
| 128 |
+
<!-- 塔选项 -->
|
| 129 |
+
<div class="flex justify-between mt-4 bg-blue-100 p-3 rounded-lg shadow">
|
| 130 |
+
<div class="tower-option flex flex-col items-center p-2 bg-white rounded-lg cursor-pointer border-2 border-transparent hover:border-yellow-400" data-tower="arrow">
|
| 131 |
+
<div class="w-12 h-12 bg-blue-200 rounded-full flex items-center justify-center mb-1">
|
| 132 |
+
<div class="w-8 h-8 bg-blue-500 rounded-full flex items-center justify-center">
|
| 133 |
+
<div class="w-4 h-4 bg-blue-800 rounded-full"></div>
|
| 134 |
+
</div>
|
| 135 |
+
</div>
|
| 136 |
+
<span class="font-bold text-blue-800">箭塔</span>
|
| 137 |
+
<span class="text-sm text-yellow-700">$50</span>
|
| 138 |
+
</div>
|
| 139 |
+
|
| 140 |
+
<div class="tower-option flex flex-col items-center p-2 bg-white rounded-lg cursor-pointer border-2 border-transparent hover:border-yellow-400" data-tower="cannon">
|
| 141 |
+
<div class="w-12 h-12 bg-red-200 rounded-full flex items-center justify-center mb-1">
|
| 142 |
+
<div class="w-8 h-8 bg-red-500 rounded-full"></div>
|
| 143 |
+
</div>
|
| 144 |
+
<span class="font-bold text-red-800">炮塔</span>
|
| 145 |
+
<span class="text-sm text-yellow-700">$80</span>
|
| 146 |
+
</div>
|
| 147 |
+
|
| 148 |
+
<div class="tower-option flex flex-col items-center p-2 bg-white rounded-lg cursor-pointer border-2 border-transparent hover:border-yellow-400" data-tower="magic">
|
| 149 |
+
<div class="w-12 h-12 bg-purple-200 rounded-full flex items-center justify-center mb-1">
|
| 150 |
+
<div class="w-8 h-8 bg-purple-500 rounded-full flex items-center justify-center">
|
| 151 |
+
<div class="w-4 h-4 bg-white rounded-full"></div>
|
| 152 |
+
</div>
|
| 153 |
+
</div>
|
| 154 |
+
<span class="font-bold text-purple-800">魔法塔</span>
|
| 155 |
+
<span class="text-sm text-yellow-700">$120</span>
|
| 156 |
+
</div>
|
| 157 |
+
|
| 158 |
+
<div class="tower-option flex flex-col items-center p-2 bg-white rounded-lg cursor-pointer border-2 border-transparent hover:border-yellow-400" data-tower="slow">
|
| 159 |
+
<div class="w-12 h-12 bg-green-200 rounded-full flex items-center justify-center mb-1">
|
| 160 |
+
<div class="w-8 h-8 bg-green-500 rounded-full flex items-center justify-center">
|
| 161 |
+
<div class="w-6 h-6 bg-white rounded-full opacity-50"></div>
|
| 162 |
+
</div>
|
| 163 |
+
</div>
|
| 164 |
+
<span class="font-bold text-green-800">减速塔</span>
|
| 165 |
+
<span class="text-sm text-yellow-700">$90</span>
|
| 166 |
+
</div>
|
| 167 |
+
</div>
|
| 168 |
+
|
| 169 |
+
<!-- 游戏说明 -->
|
| 170 |
+
<div class="mt-6 bg-white p-4 rounded-lg shadow">
|
| 171 |
+
<h2 class="text-xl font-bold text-blue-800 mb-2">游戏说明</h2>
|
| 172 |
+
<ul class="list-disc pl-5 text-gray-700">
|
| 173 |
+
<li class="mb-1">点击下方的防御塔,然后在地图上放置</li>
|
| 174 |
+
<li class="mb-1">每波敌人来袭前有5秒准备时间</li>
|
| 175 |
+
<li class="mb-1">敌人到达终点会减少你的生命值</li>
|
| 176 |
+
<li class="mb-1">击败敌人获得金币,用于建造更多防御塔</li>
|
| 177 |
+
<li class="mb-1">成功防御10波敌人获胜!</li>
|
| 178 |
+
</ul>
|
| 179 |
+
</div>
|
| 180 |
+
</div>
|
| 181 |
+
</div>
|
| 182 |
+
|
| 183 |
+
<script>
|
| 184 |
+
document.addEventListener('DOMContentLoaded', () => {
|
| 185 |
+
// 游戏常量
|
| 186 |
+
const TOWER_TYPES = {
|
| 187 |
+
arrow: { cost: 50, damage: 10, range: 150, fireRate: 800, color: '#3b82f6', projectileSpeed: 8 },
|
| 188 |
+
cannon: { cost: 80, damage: 25, range: 120, fireRate: 1500, color: '#ef4444', projectileSpeed: 6 },
|
| 189 |
+
magic: { cost: 120, damage: 15, range: 180, fireRate: 1000, color: '#8b5cf6', projectileSpeed: 10 },
|
| 190 |
+
slow: { cost: 90, damage: 5, range: 160, fireRate: 2000, color: '#10b981', projectileSpeed: 5, slowEffect: 0.5 }
|
| 191 |
+
};
|
| 192 |
+
|
| 193 |
+
const ENEMY_TYPES = [
|
| 194 |
+
{ health: 30, speed: 1.5, color: '#f59e0b', reward: 10 },
|
| 195 |
+
{ health: 60, speed: 1.0, color: '#ef4444', reward: 20 },
|
| 196 |
+
{ health: 100, speed: 0.8, color: '#7c3aed', reward: 35 },
|
| 197 |
+
{ health: 150, speed: 0.6, color: '#1e293b', reward: 50 }
|
| 198 |
+
];
|
| 199 |
+
|
| 200 |
+
// 游戏状态
|
| 201 |
+
let gameState = {
|
| 202 |
+
money: 100,
|
| 203 |
+
lives: 10,
|
| 204 |
+
wave: 0,
|
| 205 |
+
maxWave: 10,
|
| 206 |
+
waveInProgress: false,
|
| 207 |
+
nextWaveTimer: 5,
|
| 208 |
+
selectedTower: null,
|
| 209 |
+
towers: [],
|
| 210 |
+
enemies: [],
|
| 211 |
+
projectiles: [],
|
| 212 |
+
path: [],
|
| 213 |
+
carrotPosition: { x: 750, y: 250 },
|
| 214 |
+
gameOver: false,
|
| 215 |
+
gameWon: false
|
| 216 |
+
};
|
| 217 |
+
|
| 218 |
+
// DOM元素
|
| 219 |
+
const canvas = document.getElementById('gameCanvas');
|
| 220 |
+
const ctx = canvas.getContext('2d');
|
| 221 |
+
const moneyDisplay = document.getElementById('money');
|
| 222 |
+
const livesDisplay = document.getElementById('lives');
|
| 223 |
+
const waveDisplay = document.getElementById('wave');
|
| 224 |
+
const nextWaveTimerDisplay = document.getElementById('next-wave-timer');
|
| 225 |
+
const startWaveButton = document.getElementById('start-wave');
|
| 226 |
+
const towerOptions = document.querySelectorAll('.tower-option');
|
| 227 |
+
|
| 228 |
+
// 初始化游戏路径
|
| 229 |
+
function initPath() {
|
| 230 |
+
gameState.path = [
|
| 231 |
+
{ x: 0, y: 100 },
|
| 232 |
+
{ x: 200, y: 100 },
|
| 233 |
+
{ x: 200, y: 400 },
|
| 234 |
+
{ x: 400, y: 400 },
|
| 235 |
+
{ x: 400, y: 200 },
|
| 236 |
+
{ x: 600, y: 200 },
|
| 237 |
+
{ x: 600, y: 300 },
|
| 238 |
+
{ x: gameState.carrotPosition.x, y: gameState.carrotPosition.y }
|
| 239 |
+
];
|
| 240 |
+
}
|
| 241 |
+
|
| 242 |
+
// 绘制游戏
|
| 243 |
+
function draw() {
|
| 244 |
+
// 清空画布
|
| 245 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
| 246 |
+
|
| 247 |
+
// 绘制背景网格
|
| 248 |
+
drawGrid();
|
| 249 |
+
|
| 250 |
+
// 绘制路径
|
| 251 |
+
drawPath();
|
| 252 |
+
|
| 253 |
+
// 绘制萝卜
|
| 254 |
+
drawCarrot();
|
| 255 |
+
|
| 256 |
+
// 绘制防御塔
|
| 257 |
+
gameState.towers.forEach(tower => {
|
| 258 |
+
drawTower(tower);
|
| 259 |
+
});
|
| 260 |
+
|
| 261 |
+
// 绘制敌人
|
| 262 |
+
gameState.enemies.forEach(enemy => {
|
| 263 |
+
drawEnemy(enemy);
|
| 264 |
+
});
|
| 265 |
+
|
| 266 |
+
// 绘制投射物
|
| 267 |
+
gameState.projectiles.forEach(projectile => {
|
| 268 |
+
drawProjectile(projectile);
|
| 269 |
+
});
|
| 270 |
+
|
| 271 |
+
// 如果游戏结束,显示游戏结束画面
|
| 272 |
+
if (gameState.gameOver) {
|
| 273 |
+
drawGameOver();
|
| 274 |
+
}
|
| 275 |
+
|
| 276 |
+
// 如果游戏胜利,显示胜利画面
|
| 277 |
+
if (gameState.gameWon) {
|
| 278 |
+
drawGameWon();
|
| 279 |
+
}
|
| 280 |
+
}
|
| 281 |
+
|
| 282 |
+
// 绘制背景网格
|
| 283 |
+
function drawGrid() {
|
| 284 |
+
ctx.strokeStyle = '#dbeafe';
|
| 285 |
+
ctx.lineWidth = 1;
|
| 286 |
+
|
| 287 |
+
for (let x = 0; x < canvas.width; x += 50) {
|
| 288 |
+
ctx.beginPath();
|
| 289 |
+
ctx.moveTo(x, 0);
|
| 290 |
+
ctx.lineTo(x, canvas.height);
|
| 291 |
+
ctx.stroke();
|
| 292 |
+
}
|
| 293 |
+
|
| 294 |
+
for (let y = 0; y < canvas.height; y += 50) {
|
| 295 |
+
ctx.beginPath();
|
| 296 |
+
ctx.moveTo(0, y);
|
| 297 |
+
ctx.lineTo(canvas.width, y);
|
| 298 |
+
ctx.stroke();
|
| 299 |
+
}
|
| 300 |
+
}
|
| 301 |
+
|
| 302 |
+
// 绘制路径
|
| 303 |
+
function drawPath() {
|
| 304 |
+
ctx.strokeStyle = '#a5b4fc';
|
| 305 |
+
ctx.lineWidth = 40;
|
| 306 |
+
ctx.lineCap = 'round';
|
| 307 |
+
ctx.lineJoin = 'round';
|
| 308 |
+
|
| 309 |
+
ctx.beginPath();
|
| 310 |
+
ctx.moveTo(gameState.path[0].x, gameState.path[0].y);
|
| 311 |
+
|
| 312 |
+
for (let i = 1; i < gameState.path.length; i++) {
|
| 313 |
+
ctx.lineTo(gameState.path[i].x, gameState.path[i].y);
|
| 314 |
+
}
|
| 315 |
+
|
| 316 |
+
ctx.stroke();
|
| 317 |
+
|
| 318 |
+
// 绘制路径边缘
|
| 319 |
+
ctx.strokeStyle = '#818cf8';
|
| 320 |
+
ctx.lineWidth = 4;
|
| 321 |
+
ctx.beginPath();
|
| 322 |
+
ctx.moveTo(gameState.path[0].x, gameState.path[0].y);
|
| 323 |
+
|
| 324 |
+
for (let i = 1; i < gameState.path.length; i++) {
|
| 325 |
+
ctx.lineTo(gameState.path[i].x, gameState.path[i].y);
|
| 326 |
+
}
|
| 327 |
+
|
| 328 |
+
ctx.stroke();
|
| 329 |
+
}
|
| 330 |
+
|
| 331 |
+
// 绘制萝卜
|
| 332 |
+
function drawCarrot() {
|
| 333 |
+
// 萝卜身体
|
| 334 |
+
ctx.fillStyle = '#f97316';
|
| 335 |
+
ctx.beginPath();
|
| 336 |
+
ctx.arc(gameState.carrotPosition.x, gameState.carrotPosition.y, 30, 0, Math.PI * 2);
|
| 337 |
+
ctx.fill();
|
| 338 |
+
|
| 339 |
+
// 萝卜叶子
|
| 340 |
+
ctx.fillStyle = '#22c55e';
|
| 341 |
+
ctx.beginPath();
|
| 342 |
+
ctx.moveTo(gameState.carrotPosition.x - 15, gameState.carrotPosition.y - 30);
|
| 343 |
+
ctx.lineTo(gameState.carrotPosition.x, gameState.carrotPosition.y - 50);
|
| 344 |
+
ctx.lineTo(gameState.carrotPosition.x + 15, gameState.carrotPosition.y - 30);
|
| 345 |
+
ctx.closePath();
|
| 346 |
+
ctx.fill();
|
| 347 |
+
|
| 348 |
+
// 萝卜眼睛
|
| 349 |
+
ctx.fillStyle = 'white';
|
| 350 |
+
ctx.beginPath();
|
| 351 |
+
ctx.arc(gameState.carrotPosition.x - 10, gameState.carrotPosition.y - 5, 5, 0, Math.PI * 2);
|
| 352 |
+
ctx.arc(gameState.carrotPosition.x + 10, gameState.carrotPosition.y - 5, 5, 0, Math.PI * 2);
|
| 353 |
+
ctx.fill();
|
| 354 |
+
|
| 355 |
+
// 萝卜瞳孔
|
| 356 |
+
ctx.fillStyle = 'black';
|
| 357 |
+
ctx.beginPath();
|
| 358 |
+
ctx.arc(gameState.carrotPosition.x - 10, gameState.carrotPosition.y - 5, 2, 0, Math.PI * 2);
|
| 359 |
+
ctx.arc(gameState.carrotPosition.x + 10, gameState.carrotPosition.y - 5, 2, 0, Math.PI * 2);
|
| 360 |
+
ctx.fill();
|
| 361 |
+
|
| 362 |
+
// 萝卜嘴巴
|
| 363 |
+
ctx.strokeStyle = 'black';
|
| 364 |
+
ctx.lineWidth = 2;
|
| 365 |
+
ctx.beginPath();
|
| 366 |
+
ctx.arc(gameState.carrotPosition.x, gameState.carrotPosition.y + 5, 10, 0, Math.PI);
|
| 367 |
+
ctx.stroke();
|
| 368 |
+
}
|
| 369 |
+
|
| 370 |
+
// 绘制防御塔
|
| 371 |
+
function drawTower(tower) {
|
| 372 |
+
// 塔基
|
| 373 |
+
ctx.fillStyle = '#d1d5db';
|
| 374 |
+
ctx.beginPath();
|
| 375 |
+
ctx.arc(tower.x, tower.y, 20, 0, Math.PI * 2);
|
| 376 |
+
ctx.fill();
|
| 377 |
+
|
| 378 |
+
// 塔身
|
| 379 |
+
ctx.fillStyle = tower.color;
|
| 380 |
+
ctx.beginPath();
|
| 381 |
+
ctx.arc(tower.x, tower.y, 15, 0, Math.PI * 2);
|
| 382 |
+
ctx.fill();
|
| 383 |
+
|
| 384 |
+
// 塔顶
|
| 385 |
+
ctx.fillStyle = '#facc15';
|
| 386 |
+
ctx.beginPath();
|
| 387 |
+
ctx.arc(tower.x, tower.y, 8, 0, Math.PI * 2);
|
| 388 |
+
ctx.fill();
|
| 389 |
+
|
| 390 |
+
// 如果塔正在攻击,绘制攻击方向线
|
| 391 |
+
if (tower.target) {
|
| 392 |
+
ctx.strokeStyle = 'rgba(255, 255, 255, 0.7)';
|
| 393 |
+
ctx.lineWidth = 2;
|
| 394 |
+
ctx.beginPath();
|
| 395 |
+
ctx.moveTo(tower.x, tower.y);
|
| 396 |
+
ctx.lineTo(tower.target.x, tower.target.y);
|
| 397 |
+
ctx.stroke();
|
| 398 |
+
}
|
| 399 |
+
}
|
| 400 |
+
|
| 401 |
+
// 绘制敌人
|
| 402 |
+
function drawEnemy(enemy) {
|
| 403 |
+
// 敌人身体
|
| 404 |
+
ctx.fillStyle = enemy.color;
|
| 405 |
+
ctx.beginPath();
|
| 406 |
+
ctx.arc(enemy.x, enemy.y, 15, 0, Math.PI * 2);
|
| 407 |
+
ctx.fill();
|
| 408 |
+
|
| 409 |
+
// 敌人眼睛
|
| 410 |
+
ctx.fillStyle = 'white';
|
| 411 |
+
ctx.beginPath();
|
| 412 |
+
ctx.arc(enemy.x - 5, enemy.y - 5, 3, 0, Math.PI * 2);
|
| 413 |
+
ctx.arc(enemy.x + 5, enemy.y - 5, 3, 0, Math.PI * 2);
|
| 414 |
+
ctx.fill();
|
| 415 |
+
|
| 416 |
+
// 敌人嘴巴
|
| 417 |
+
ctx.fillStyle = '#7f1d1d';
|
| 418 |
+
ctx.beginPath();
|
| 419 |
+
ctx.arc(enemy.x, enemy.y + 5, 5, 0, Math.PI);
|
| 420 |
+
ctx.fill();
|
| 421 |
+
|
| 422 |
+
// 绘制血条
|
| 423 |
+
const healthBarWidth = 30;
|
| 424 |
+
const healthPercentage = enemy.health / enemy.maxHealth;
|
| 425 |
+
|
| 426 |
+
ctx.fillStyle = '#dc2626';
|
| 427 |
+
ctx.fillRect(enemy.x - healthBarWidth/2, enemy.y - 25, healthBarWidth, 3);
|
| 428 |
+
|
| 429 |
+
ctx.fillStyle = '#16a34a';
|
| 430 |
+
ctx.fillRect(enemy.x - healthBarWidth/2, enemy.y - 25, healthBarWidth * healthPercentage, 3);
|
| 431 |
+
}
|
| 432 |
+
|
| 433 |
+
// 绘制投射物
|
| 434 |
+
function drawProjectile(projectile) {
|
| 435 |
+
ctx.fillStyle = projectile.color;
|
| 436 |
+
ctx.beginPath();
|
| 437 |
+
ctx.arc(projectile.x, projectile.y, projectile.radius, 0, Math.PI * 2);
|
| 438 |
+
ctx.fill();
|
| 439 |
+
|
| 440 |
+
// 添加发光效果
|
| 441 |
+
ctx.shadowColor = projectile.color;
|
| 442 |
+
ctx.shadowBlur = 10;
|
| 443 |
+
ctx.fill();
|
| 444 |
+
ctx.shadowColor = 'transparent';
|
| 445 |
+
ctx.shadowBlur = 0;
|
| 446 |
+
}
|
| 447 |
+
|
| 448 |
+
// 绘制游戏结束画面
|
| 449 |
+
function drawGameOver() {
|
| 450 |
+
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
|
| 451 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
| 452 |
+
|
| 453 |
+
ctx.fillStyle = 'white';
|
| 454 |
+
ctx.font = 'bold 48px "Ma Shan Zheng", cursive';
|
| 455 |
+
ctx.textAlign = 'center';
|
| 456 |
+
ctx.fillText('游戏结束', canvas.width/2, canvas.height/2 - 30);
|
| 457 |
+
|
| 458 |
+
ctx.font = '24px "Ma Shan Zheng", cursive';
|
| 459 |
+
ctx.fillText('你的萝卜被吃掉了!', canvas.width/2, canvas.height/2 + 20);
|
| 460 |
+
|
| 461 |
+
ctx.fillStyle = '#f59e0b';
|
| 462 |
+
ctx.font = 'bold 28px "Ma Shan Zheng", cursive';
|
| 463 |
+
ctx.fillText('点击重新开始', canvas.width/2, canvas.height/2 + 80);
|
| 464 |
+
}
|
| 465 |
+
|
| 466 |
+
// 绘制游戏胜利画面
|
| 467 |
+
function drawGameWon() {
|
| 468 |
+
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
|
| 469 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
| 470 |
+
|
| 471 |
+
ctx.fillStyle = '#f59e0b';
|
| 472 |
+
ctx.font = 'bold 48px "Ma Shan Zheng", cursive';
|
| 473 |
+
ctx.textAlign = 'center';
|
| 474 |
+
ctx.fillText('胜利!', canvas.width/2, canvas.height/2 - 30);
|
| 475 |
+
|
| 476 |
+
ctx.fillStyle = 'white';
|
| 477 |
+
ctx.font = '24px "Ma Shan Zheng", cursive';
|
| 478 |
+
ctx.fillText('你成功保护了萝卜!', canvas.width/2, canvas.height/2 + 20);
|
| 479 |
+
|
| 480 |
+
ctx.fillStyle = '#f59e0b';
|
| 481 |
+
ctx.font = 'bold 28px "Ma Shan Zheng", cursive';
|
| 482 |
+
ctx.fillText('点击重新开始', canvas.width/2, canvas.height/2 + 80);
|
| 483 |
+
}
|
| 484 |
+
|
| 485 |
+
// 更新游戏状态
|
| 486 |
+
function update() {
|
| 487 |
+
if (gameState.gameOver || gameState.gameWon) return;
|
| 488 |
+
|
| 489 |
+
// 更新敌人
|
| 490 |
+
updateEnemies();
|
| 491 |
+
|
| 492 |
+
// 更新投射物
|
| 493 |
+
updateProjectiles();
|
| 494 |
+
|
| 495 |
+
// 更新防御塔
|
| 496 |
+
updateTowers();
|
| 497 |
+
|
| 498 |
+
// 更新波次计时器
|
| 499 |
+
if (!gameState.waveInProgress && gameState.wave < gameState.maxWave) {
|
| 500 |
+
updateWaveTimer();
|
| 501 |
+
}
|
| 502 |
+
|
| 503 |
+
// 检查游戏是否结束
|
| 504 |
+
if (gameState.lives <= 0) {
|
| 505 |
+
gameState.gameOver = true;
|
| 506 |
+
}
|
| 507 |
+
|
| 508 |
+
// 检查游戏是否胜利
|
| 509 |
+
if (gameState.wave >= gameState.maxWave && gameState.enemies.length === 0) {
|
| 510 |
+
gameState.gameWon = true;
|
| 511 |
+
}
|
| 512 |
+
|
| 513 |
+
// 更新UI
|
| 514 |
+
updateUI();
|
| 515 |
+
}
|
| 516 |
+
|
| 517 |
+
// 更新敌人
|
| 518 |
+
function updateEnemies() {
|
| 519 |
+
for (let i = gameState.enemies.length - 1; i >= 0; i--) {
|
| 520 |
+
const enemy = gameState.enemies[i];
|
| 521 |
+
|
| 522 |
+
// 移动敌人
|
| 523 |
+
if (enemy.pathIndex < gameState.path.length - 1) {
|
| 524 |
+
const target = gameState.path[enemy.pathIndex + 1];
|
| 525 |
+
const dx = target.x - enemy.x;
|
| 526 |
+
const dy = target.y - enemy.y;
|
| 527 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 528 |
+
|
| 529 |
+
if (distance < 1) {
|
| 530 |
+
enemy.pathIndex++;
|
| 531 |
+
} else {
|
| 532 |
+
enemy.x += (dx / distance) * enemy.speed * (enemy.slowTimer > 0 ? 0.5 : 1);
|
| 533 |
+
enemy.y += (dy / distance) * enemy.speed * (enemy.slowTimer > 0 ? 0.5 : 1);
|
| 534 |
+
}
|
| 535 |
+
}
|
| 536 |
+
|
| 537 |
+
// 检查敌人是否到达终点
|
| 538 |
+
const dx = gameState.carrotPosition.x - enemy.x;
|
| 539 |
+
const dy = gameState.carrotPosition.y - enemy.y;
|
| 540 |
+
const distanceToCarrot = Math.sqrt(dx * dx + dy * dy);
|
| 541 |
+
|
| 542 |
+
if (distanceToCarrot < 30) {
|
| 543 |
+
gameState.lives--;
|
| 544 |
+
gameState.enemies.splice(i, 1);
|
| 545 |
+
continue;
|
| 546 |
+
}
|
| 547 |
+
|
| 548 |
+
// 更新减速计时器
|
| 549 |
+
if (enemy.slowTimer > 0) {
|
| 550 |
+
enemy.slowTimer--;
|
| 551 |
+
}
|
| 552 |
+
}
|
| 553 |
+
}
|
| 554 |
+
|
| 555 |
+
// 更新投射物
|
| 556 |
+
function updateProjectiles() {
|
| 557 |
+
for (let i = gameState.projectiles.length - 1; i >= 0; i--) {
|
| 558 |
+
const projectile = gameState.projectiles[i];
|
| 559 |
+
|
| 560 |
+
// 移动投射物
|
| 561 |
+
const dx = projectile.target.x - projectile.x;
|
| 562 |
+
const dy = projectile.target.y - projectile.y;
|
| 563 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 564 |
+
|
| 565 |
+
if (distance < 5) {
|
| 566 |
+
// 投射物击中目标
|
| 567 |
+
const enemy = gameState.enemies.find(e => e === projectile.target);
|
| 568 |
+
if (enemy) {
|
| 569 |
+
enemy.health -= projectile.damage;
|
| 570 |
+
|
| 571 |
+
// 如果是减速塔的投射物,应用减速效果
|
| 572 |
+
if (projectile.slowEffect) {
|
| 573 |
+
enemy.slowTimer = 120; // 2秒减速效果
|
| 574 |
+
}
|
| 575 |
+
|
| 576 |
+
// 检查敌人是否被击败
|
| 577 |
+
if (enemy.health <= 0) {
|
| 578 |
+
gameState.money += enemy.reward;
|
| 579 |
+
const index = gameState.enemies.indexOf(enemy);
|
| 580 |
+
if (index !== -1) {
|
| 581 |
+
gameState.enemies.splice(index, 1);
|
| 582 |
+
}
|
| 583 |
+
}
|
| 584 |
+
}
|
| 585 |
+
|
| 586 |
+
gameState.projectiles.splice(i, 1);
|
| 587 |
+
} else {
|
| 588 |
+
projectile.x += (dx / distance) * projectile.speed;
|
| 589 |
+
projectile.y += (dy / distance) * projectile.speed;
|
| 590 |
+
}
|
| 591 |
+
}
|
| 592 |
+
}
|
| 593 |
+
|
| 594 |
+
// 更新防御塔
|
| 595 |
+
function updateTowers() {
|
| 596 |
+
gameState.towers.forEach(tower => {
|
| 597 |
+
// 重置目标
|
| 598 |
+
tower.target = null;
|
| 599 |
+
|
| 600 |
+
// 查找范围内的敌人
|
| 601 |
+
let closestEnemy = null;
|
| 602 |
+
let minDistance = Infinity;
|
| 603 |
+
|
| 604 |
+
gameState.enemies.forEach(enemy => {
|
| 605 |
+
const dx = enemy.x - tower.x;
|
| 606 |
+
const dy = enemy.y - tower.y;
|
| 607 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 608 |
+
|
| 609 |
+
if (distance < tower.range && distance < minDistance) {
|
| 610 |
+
closestEnemy = enemy;
|
| 611 |
+
minDistance = distance;
|
| 612 |
+
}
|
| 613 |
+
});
|
| 614 |
+
|
| 615 |
+
// 如果找到敌人且冷却结束,则攻击
|
| 616 |
+
if (closestEnemy && Date.now() - tower.lastShot > tower.fireRate) {
|
| 617 |
+
tower.target = closestEnemy;
|
| 618 |
+
tower.lastShot = Date.now();
|
| 619 |
+
|
| 620 |
+
// 创建投射物
|
| 621 |
+
gameState.projectiles.push({
|
| 622 |
+
x: tower.x,
|
| 623 |
+
y: tower.y,
|
| 624 |
+
target: closestEnemy,
|
| 625 |
+
damage: tower.damage,
|
| 626 |
+
speed: tower.projectileSpeed,
|
| 627 |
+
radius: 5,
|
| 628 |
+
color: tower.color,
|
| 629 |
+
slowEffect: tower.slowEffect
|
| 630 |
+
});
|
| 631 |
+
}
|
| 632 |
+
});
|
| 633 |
+
}
|
| 634 |
+
|
| 635 |
+
// 更新波次计时器
|
| 636 |
+
function updateWaveTimer() {
|
| 637 |
+
if (gameState.nextWaveTimer > 0) {
|
| 638 |
+
gameState.nextWaveTimer -= 1/60; // 假设60FPS
|
| 639 |
+
|
| 640 |
+
if (gameState.nextWaveTimer <= 0) {
|
| 641 |
+
startWave();
|
| 642 |
+
}
|
| 643 |
+
}
|
| 644 |
+
}
|
| 645 |
+
|
| 646 |
+
// 更新UI
|
| 647 |
+
function updateUI() {
|
| 648 |
+
moneyDisplay.textContent = gameState.money;
|
| 649 |
+
livesDisplay.textContent = gameState.lives;
|
| 650 |
+
waveDisplay.textContent = gameState.wave;
|
| 651 |
+
|
| 652 |
+
if (!gameState.waveInProgress && gameState.wave < gameState.maxWave) {
|
| 653 |
+
nextWaveTimerDisplay.textContent = Math.ceil(gameState.nextWaveTimer);
|
| 654 |
+
} else {
|
| 655 |
+
nextWaveTimerDisplay.textContent = '战斗中';
|
| 656 |
+
}
|
| 657 |
+
|
| 658 |
+
// 更新开始波次按钮状态
|
| 659 |
+
if (gameState.waveInProgress || gameState.wave >= gameState.maxWave) {
|
| 660 |
+
startWaveButton.disabled = true;
|
| 661 |
+
startWaveButton.classList.remove('hover:transform', 'hover:-translate-y-2', 'hover:shadow-md');
|
| 662 |
+
startWaveButton.classList.add('opacity-50');
|
| 663 |
+
} else {
|
| 664 |
+
startWaveButton.disabled = false;
|
| 665 |
+
startWaveButton.classList.add('hover:transform', 'hover:-translate-y-2', 'hover:shadow-md');
|
| 666 |
+
startWaveButton.classList.remove('opacity-50');
|
| 667 |
+
}
|
| 668 |
+
|
| 669 |
+
// 更新塔选项的可购买状态
|
| 670 |
+
towerOptions.forEach(option => {
|
| 671 |
+
const towerType = option.dataset.tower;
|
| 672 |
+
const cost = TOWER_TYPES[towerType].cost;
|
| 673 |
+
|
| 674 |
+
if (gameState.money < cost) {
|
| 675 |
+
option.classList.add('opacity-50');
|
| 676 |
+
option.classList.remove('cursor-pointer', 'hover:border-yellow-400');
|
| 677 |
+
option.classList.add('cursor-not-allowed');
|
| 678 |
+
} else {
|
| 679 |
+
option.classList.remove('opacity-50');
|
| 680 |
+
option.classList.add('cursor-pointer', 'hover:border-yellow-400');
|
| 681 |
+
option.classList.remove('cursor-not-allowed');
|
| 682 |
+
}
|
| 683 |
+
});
|
| 684 |
+
}
|
| 685 |
+
|
| 686 |
+
// 开始一波敌人
|
| 687 |
+
function startWave() {
|
| 688 |
+
if (gameState.waveInProgress || gameState.wave >= gameState.maxWave) return;
|
| 689 |
+
|
| 690 |
+
gameState.wave++;
|
| 691 |
+
gameState.waveInProgress = true;
|
| 692 |
+
gameState.nextWaveTimer = 5;
|
| 693 |
+
|
| 694 |
+
// 根据波数生成敌人
|
| 695 |
+
const enemyCount = 5 + gameState.wave * 2;
|
| 696 |
+
const enemyTypes = [];
|
| 697 |
+
|
| 698 |
+
if (gameState.wave < 3) {
|
| 699 |
+
enemyTypes.push(0); // 只生成第一种敌人
|
| 700 |
+
} else if (gameState.wave < 6) {
|
| 701 |
+
enemyTypes.push(0, 1); // 前两种敌人
|
| 702 |
+
} else if (gameState.wave < 9) {
|
| 703 |
+
enemyTypes.push(0, 1, 2); // 前三种敌人
|
| 704 |
+
} else {
|
| 705 |
+
enemyTypes.push(0, 1, 2, 3); // 所有敌人
|
| 706 |
+
}
|
| 707 |
+
|
| 708 |
+
for (let i = 0; i < enemyCount; i++) {
|
| 709 |
+
const typeIndex = enemyTypes[Math.floor(Math.random() * enemyTypes.length)];
|
| 710 |
+
const type = ENEMY_TYPES[typeIndex];
|
| 711 |
+
|
| 712 |
+
// 随着波数增加,敌人变得更强大
|
| 713 |
+
const healthMultiplier = 1 + (gameState.wave - 1) * 0.1;
|
| 714 |
+
const rewardMultiplier = 1 + (gameState.wave - 1) * 0.05;
|
| 715 |
+
|
| 716 |
+
setTimeout(() => {
|
| 717 |
+
gameState.enemies.push({
|
| 718 |
+
x: gameState.path[0].x,
|
| 719 |
+
y: gameState.path[0].y,
|
| 720 |
+
health: type.health * healthMultiplier,
|
| 721 |
+
maxHealth: type.health * healthMultiplier,
|
| 722 |
+
speed: type.speed,
|
| 723 |
+
color: type.color,
|
| 724 |
+
reward: Math.round(type.reward * rewardMultiplier),
|
| 725 |
+
pathIndex: 0,
|
| 726 |
+
slowTimer: 0
|
| 727 |
+
});
|
| 728 |
+
}, i * 1000); // 每秒生成一个敌人
|
| 729 |
+
}
|
| 730 |
+
|
| 731 |
+
// 检查波次是否结束
|
| 732 |
+
const checkWaveEnd = setInterval(() => {
|
| 733 |
+
if (gameState.enemies.length === 0) {
|
| 734 |
+
gameState.waveInProgress = false;
|
| 735 |
+
clearInterval(checkWaveEnd);
|
| 736 |
+
}
|
| 737 |
+
}, 1000);
|
| 738 |
+
}
|
| 739 |
+
|
| 740 |
+
// 游戏循环
|
| 741 |
+
function gameLoop() {
|
| 742 |
+
update();
|
| 743 |
+
draw();
|
| 744 |
+
requestAnimationFrame(gameLoop);
|
| 745 |
+
}
|
| 746 |
+
|
| 747 |
+
// 初始化游戏
|
| 748 |
+
function initGame() {
|
| 749 |
+
gameState = {
|
| 750 |
+
money: 100,
|
| 751 |
+
lives: 10,
|
| 752 |
+
wave: 0,
|
| 753 |
+
maxWave: 10,
|
| 754 |
+
waveInProgress: false,
|
| 755 |
+
nextWaveTimer: 5,
|
| 756 |
+
selectedTower: null,
|
| 757 |
+
towers: [],
|
| 758 |
+
enemies: [],
|
| 759 |
+
projectiles: [],
|
| 760 |
+
path: [],
|
| 761 |
+
carrotPosition: { x: 750, y: 250 },
|
| 762 |
+
gameOver: false,
|
| 763 |
+
gameWon: false
|
| 764 |
+
};
|
| 765 |
+
|
| 766 |
+
initPath();
|
| 767 |
+
startWaveButton.disabled = false;
|
| 768 |
+
startWaveButton.classList.remove('opacity-50');
|
| 769 |
+
}
|
| 770 |
+
|
| 771 |
+
// 事件监听器
|
| 772 |
+
canvas.addEventListener('click', (e) => {
|
| 773 |
+
if (gameState.gameOver || gameState.gameWon) {
|
| 774 |
+
initGame();
|
| 775 |
+
return;
|
| 776 |
+
}
|
| 777 |
+
|
| 778 |
+
const rect = canvas.getBoundingClientRect();
|
| 779 |
+
const x = e.clientX - rect.left;
|
| 780 |
+
const y = e.clientY - rect.top;
|
| 781 |
+
|
| 782 |
+
// 检查是否点击了路径
|
| 783 |
+
const isOnPath = isPointOnPath(x, y);
|
| 784 |
+
|
| 785 |
+
if (gameState.selectedTower && !isOnPath) {
|
| 786 |
+
// 检查是否有足够的金钱
|
| 787 |
+
const towerType = TOWER_TYPES[gameState.selectedTower];
|
| 788 |
+
if (gameState.money >= towerType.cost) {
|
| 789 |
+
// 检查是否与其他塔重叠
|
| 790 |
+
const overlapping = gameState.towers.some(tower => {
|
| 791 |
+
const dx = tower.x - x;
|
| 792 |
+
const dy = tower.y - y;
|
| 793 |
+
return Math.sqrt(dx * dx + dy * dy) < 40;
|
| 794 |
+
});
|
| 795 |
+
|
| 796 |
+
if (!overlapping) {
|
| 797 |
+
// 放置防御塔
|
| 798 |
+
gameState.towers.push({
|
| 799 |
+
x: x,
|
| 800 |
+
y: y,
|
| 801 |
+
type: gameState.selectedTower,
|
| 802 |
+
damage: towerType.damage,
|
| 803 |
+
range: towerType.range,
|
| 804 |
+
fireRate: towerType.fireRate,
|
| 805 |
+
color: towerType.color,
|
| 806 |
+
projectileSpeed: towerType.projectileSpeed,
|
| 807 |
+
lastShot: 0,
|
| 808 |
+
target: null,
|
| 809 |
+
slowEffect: towerType.slowEffect
|
| 810 |
+
});
|
| 811 |
+
|
| 812 |
+
gameState.money -= towerType.cost;
|
| 813 |
+
gameState.selectedTower = null;
|
| 814 |
+
|
| 815 |
+
// 移除所有范围指示器
|
| 816 |
+
document.querySelectorAll('.tower-range').forEach(el => el.remove());
|
| 817 |
+
}
|
| 818 |
+
}
|
| 819 |
+
}
|
| 820 |
+
});
|
| 821 |
+
|
| 822 |
+
// 检查点是否在路径上
|
| 823 |
+
function isPointOnPath(x, y) {
|
| 824 |
+
// 简化检查:只需检查是否靠近路径点
|
| 825 |
+
for (let i = 0; i < gameState.path.length; i++) {
|
| 826 |
+
const point = gameState.path[i];
|
| 827 |
+
const dx = point.x - x;
|
| 828 |
+
const dy = point.y - y;
|
| 829 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
| 830 |
+
|
| 831 |
+
if (distance < 30) {
|
| 832 |
+
return true;
|
| 833 |
+
}
|
| 834 |
+
}
|
| 835 |
+
|
| 836 |
+
// 检查是否在路径线段上
|
| 837 |
+
for (let i = 0; i < gameState.path.length - 1; i++) {
|
| 838 |
+
const p1 = gameState.path[i];
|
| 839 |
+
const p2 = gameState.path[i + 1];
|
| 840 |
+
|
| 841 |
+
// 计算点到线段的距离
|
| 842 |
+
const distance = pointToLineDistance(x, y, p1.x, p1.y, p2.x, p2.y);
|
| 843 |
+
|
| 844 |
+
if (distance < 25) {
|
| 845 |
+
return true;
|
| 846 |
+
}
|
| 847 |
+
}
|
| 848 |
+
|
| 849 |
+
return false;
|
| 850 |
+
}
|
| 851 |
+
|
| 852 |
+
// 计算点到线段的距离
|
| 853 |
+
function pointToLineDistance(x, y, x1, y1, x2, y2) {
|
| 854 |
+
const A = x - x1;
|
| 855 |
+
const B = y - y1;
|
| 856 |
+
const C = x2 - x1;
|
| 857 |
+
const D = y2 - y1;
|
| 858 |
+
|
| 859 |
+
const dot = A * C + B * D;
|
| 860 |
+
const len_sq = C * C + D * D;
|
| 861 |
+
let param = -1;
|
| 862 |
+
|
| 863 |
+
if (len_sq !== 0) {
|
| 864 |
+
param = dot / len_sq;
|
| 865 |
+
}
|
| 866 |
+
|
| 867 |
+
let xx, yy;
|
| 868 |
+
|
| 869 |
+
if (param < 0) {
|
| 870 |
+
xx = x1;
|
| 871 |
+
yy = y1;
|
| 872 |
+
} else if (param > 1) {
|
| 873 |
+
xx = x2;
|
| 874 |
+
yy = y2;
|
| 875 |
+
} else {
|
| 876 |
+
xx = x1 + param * C;
|
| 877 |
+
yy = y1 + param * D;
|
| 878 |
+
}
|
| 879 |
+
|
| 880 |
+
const dx = x - xx;
|
| 881 |
+
const dy = y - yy;
|
| 882 |
+
|
| 883 |
+
return Math.sqrt(dx * dx + dy * dy);
|
| 884 |
+
}
|
| 885 |
+
|
| 886 |
+
// 塔选项点击事件
|
| 887 |
+
towerOptions.forEach(option => {
|
| 888 |
+
option.addEventListener('click', () => {
|
| 889 |
+
const towerType = option.dataset.tower;
|
| 890 |
+
const cost = TOWER_TYPES[towerType].cost;
|
| 891 |
+
|
| 892 |
+
if (gameState.money >= cost) {
|
| 893 |
+
gameState.selectedTower = towerType;
|
| 894 |
+
|
| 895 |
+
// 移除之前的所有范围指示器
|
| 896 |
+
document.querySelectorAll('.tower-range').forEach(el => el.remove());
|
| 897 |
+
|
| 898 |
+
// 创建新的范围指示器
|
| 899 |
+
const rangeIndicator = document.createElement('div');
|
| 900 |
+
rangeIndicator.className = 'tower-range';
|
| 901 |
+
rangeIndicator.style.width = `${TOWER_TYPES[towerType].range * 2}px`;
|
| 902 |
+
rangeIndicator.style.height = `${TOWER_TYPES[towerType].range * 2}px`;
|
| 903 |
+
rangeIndicator.style.left = `0px`;
|
| 904 |
+
rangeIndicator.style.top = `0px`;
|
| 905 |
+
rangeIndicator.style.transform = 'translate(-50%, -50%)';
|
| 906 |
+
document.body.appendChild(rangeIndicator);
|
| 907 |
+
|
| 908 |
+
// 更新范围指示器位置
|
| 909 |
+
const updateRangeIndicator = (e) => {
|
| 910 |
+
const rect = canvas.getBoundingClientRect();
|
| 911 |
+
const x = e.clientX - rect.left;
|
| 912 |
+
const y = e.clientY - rect.top;
|
| 913 |
+
|
| 914 |
+
rangeIndicator.style.left = `${x + rect.left}px`;
|
| 915 |
+
rangeIndicator.style.top = `${y + rect.top}px`;
|
| 916 |
+
};
|
| 917 |
+
|
| 918 |
+
canvas.addEventListener('mousemove', updateRangeIndicator);
|
| 919 |
+
|
| 920 |
+
// 当取消选择或放置塔时移除事件监听器
|
| 921 |
+
const cancelSelection = () => {
|
| 922 |
+
canvas.removeEventListener('mousemove', updateRangeIndicator);
|
| 923 |
+
rangeIndicator.remove();
|
| 924 |
+
};
|
| 925 |
+
|
| 926 |
+
canvas.addEventListener('click', cancelSelection, { once: true });
|
| 927 |
+
}
|
| 928 |
+
});
|
| 929 |
+
});
|
| 930 |
+
|
| 931 |
+
// 开始波次按钮点击事件
|
| 932 |
+
startWaveButton.addEventListener('click', startWave);
|
| 933 |
+
|
| 934 |
+
// 初始化并开始游戏
|
| 935 |
+
initPath();
|
| 936 |
+
gameLoop();
|
| 937 |
+
});
|
| 938 |
+
</script>
|
| 939 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=bozhong/carrotprotection" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 940 |
+
</html>
|