@aiyiran/myclaw 1.1.89 → 1.1.91
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/111.html +437 -0
- package/assets/myclaw-artifacts.js +21 -5
- package/index.js +15 -4
- package/injects/inject-minimax.js +11 -3
- package/package.json +1 -1
- package/skills/yiran-course-template-pipeline/scripts/render_student_page.py +7 -1
- package/skills/yiran-course-template-pipeline/template-index.json +55 -1
- package/skills/yiran-course-template-pipeline/template-index.md +36 -0
- package//345/234/260/344/270/213/345/237/216/345/244/247/345/206/222/351/231/251/1.html +1756 -0
- package//345/234/260/344/270/213/345/237/216/345/244/247/345/206/222/351/231/251/__demo__.html +1756 -0
- package//345/234/260/344/270/213/345/237/216/345/244/247/345/206/222/351/231/251/__student-view__.html +77 -0
- package//345/234/260/344/270/213/345/237/216/345/244/247/345/206/222/351/231/251/__student__.json +60 -0
- package//345/234/260/344/270/213/345/237/216/345/244/247/345/206/222/351/231/251/__teacher-view__.html +52 -0
- package//345/234/260/344/270/213/345/237/216/345/244/247/345/206/222/351/231/251/__teacher__.json +45 -0
- package//345/234/260/344/270/213/345/237/216/345/244/247/345/206/222/351/231/251/index.html +150 -0
package//345/234/260/344/270/213/345/237/216/345/244/247/345/206/222/351/231/251/__demo__.html
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<!doctype html>
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<html lang="zh-CN">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>魔幻探索地下城 Demo</title>
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<style>
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:root {
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--bg: #101722;
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--panel: rgba(17, 24, 39, 0.82);
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--text: #f8f5e9;
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}
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* {
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box-sizing: border-box;
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}
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body {
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margin: 0;
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font-family: "Trebuchet MS", "Microsoft YaHei", sans-serif;
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background: radial-gradient(
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circle at top,
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#1f3b2d 0%,
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#101722 45%,
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#091018 100%
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);
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color: var(--text);
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min-height: 100vh;
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display: flex;
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align-items: center;
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justify-content: center;
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overflow: hidden;
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}
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.wrap {
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display: flex;
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gap: 18px;
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align-items: flex-start;
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padding: 18px;
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flex-wrap: wrap;
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justify-content: center;
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}
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canvas {
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border: 3px solid rgba(246, 196, 83, 0.75);
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border-radius: 14px;
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box-shadow:
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0 14px 40px rgba(0, 0, 0, 0.35),
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0 0 25px rgba(246, 196, 83, 0.18);
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background: #1b2a1d;
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image-rendering: pixelated;
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}
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.panel {
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width: 320px;
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background: var(--panel);
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border: 1px solid rgba(255, 255, 255, 0.08);
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border-radius: 16px;
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padding: 16px;
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backdrop-filter: blur(8px);
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box-shadow: 0 12px 30px rgba(0, 0, 0, 0.28);
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}
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h1 {
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font-size: 22px;
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margin: 0 0 10px;
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color: #ffe7a3;
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}
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.tip,
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.stat,
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li {
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line-height: 1.5;
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}
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.stat {
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margin: 10px 0;
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padding: 10px 12px;
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border-radius: 10px;
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background: rgba(255, 255, 255, 0.05);
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}
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ul {
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margin: 8px 0 0;
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padding-left: 18px;
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}
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.loot-log {
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margin-top: 12px;
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min-height: 90px;
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padding: 10px 12px;
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border-radius: 10px;
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background: rgba(125, 211, 252, 0.08);
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border: 1px solid rgba(125, 211, 252, 0.15);
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color: #d9f4ff;
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}
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.hint {
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color: #c7d2fe;
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font-size: 14px;
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}
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.action-btn {
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width: 100%;
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margin-top: 12px;
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border: 0;
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border-radius: 12px;
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padding: 12px 16px;
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font-size: 15px;
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cursor: pointer;
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font-family: inherit;
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font-weight: 700;
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background: linear-gradient(180deg, #7dd3fc, #38bdf8);
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color: #082f49;
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box-shadow: 0 8px 20px rgba(56, 189, 248, 0.25);
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}
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.pause-mask {
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position: absolute;
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inset: 0;
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display: flex;
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align-items: center;
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justify-content: center;
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background: rgba(3, 6, 15, 0.55);
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color: #fff1b5;
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font-size: 28px;
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font-weight: 800;
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letter-spacing: 2px;
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border-radius: 14px;
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pointer-events: none;
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}
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.menu-overlay {
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position: fixed;
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inset: 0;
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display: flex;
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align-items: center;
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justify-content: center;
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background: rgba(3, 6, 15, 0.86);
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z-index: 20;
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padding: 24px;
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}
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.menu-card {
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width: min(920px, 96vw);
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background: rgba(17, 24, 39, 0.96);
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border: 1px solid rgba(255, 255, 255, 0.08);
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border-radius: 20px;
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overflow: hidden;
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box-shadow: 0 20px 60px rgba(0, 0, 0, 0.45);
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}
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.menu-video {
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width: 100%;
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display: block;
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background: #000;
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max-height: 58vh;
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object-fit: cover;
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}
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.menu-content {
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padding: 18px;
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}
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.menu-title {
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margin: 0 0 10px;
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color: #ffe7a3;
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font-size: 28px;
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}
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.menu-actions {
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display: flex;
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gap: 12px;
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flex-wrap: wrap;
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margin-top: 14px;
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}
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.menu-btn {
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border: 0;
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border-radius: 12px;
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padding: 12px 18px;
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font-size: 16px;
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cursor: pointer;
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font-family: inherit;
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font-weight: 700;
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}
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.menu-btn.primary {
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background: linear-gradient(180deg, #f6c453, #d89a2b);
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color: #23180a;
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}
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.menu-btn.secondary {
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background: rgba(125, 211, 252, 0.12);
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color: #d9f4ff;
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border: 1px solid rgba(125, 211, 252, 0.25);
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}
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.menu-help {
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margin-top: 14px;
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padding: 12px;
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border-radius: 12px;
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background: rgba(255, 255, 255, 0.04);
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line-height: 1.6;
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color: #dbeafe;
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display: none;
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}
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.hidden {
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display: none !important;
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}
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</style>
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</head>
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<body>
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<div id="menuOverlay" class="menu-overlay">
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<div class="menu-card">
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<video
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id="introVideo"
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class="menu-video"
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src="./intro.mp4"
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autoplay
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muted
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loop
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playsinline
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controls
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></video>
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<div class="menu-content">
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<h2 class="menu-title">魔幻探索地下城</h2>
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<div>在森林与地下城中探索、开箱、战斗,并一步步走向更深层。</div>
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<div class="menu-actions">
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<button id="startGameBtn" class="menu-btn primary">开始游戏</button>
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<button id="showHelpBtn" class="menu-btn secondary">
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游戏说明
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</button>
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</div>
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<div id="menuHelp" class="menu-help">
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<div>1. 用 WASD 或方向键移动。</div>
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<div>2. 按 E / 空格 互动,开宝箱、进门、上下楼梯。</div>
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<div>3. 按 J 攻击敌人。</div>
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<div>4. 地图比屏幕大,镜头会跟着你移动。</div>
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<div>5. 进入地下城后,每层都要找到向下楼梯才能继续深入。</div>
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</div>
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</div>
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</div>
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</div>
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<div class="wrap">
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<div style="position: relative">
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<canvas id="game" width="960" height="720"></canvas>
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<div id="pauseMask" class="pause-mask hidden">
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图签查看中,游戏已暂停
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</div>
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</div>
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<aside class="panel">
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<h1>魔幻探索地下城 Demo</h1>
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<div class="tip">
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先在地表找到地下城入口。进入后,每一层都要找到楼梯才能继续前进。
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</div>
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<div class="stat">地点:<span id="floorLabel">地表森林</span></div>
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<div class="stat">金币:<span id="gold">0</span></div>
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<div class="stat">
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生命:<span id="hp">100</span> / <span id="maxHp">100</span>
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</div>
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<div class="stat">攻击力:<span id="attack">12</span></div>
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<div class="stat">连斩数:<span id="combo">0</span></div>
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<div class="stat">
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已收集物品:
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<ul id="inventory"></ul>
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</div>
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<div class="stat">
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已收集龙卡:
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<ul id="cardInventory"></ul>
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</div>
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<div class="loot-log" id="lootLog">
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欢迎来到森林遗迹,找到发光的地下城入口吧。
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</div>
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<button id="viewCodexBtn" class="action-btn">查看图签</button>
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<p class="hint">操作:WASD / 方向键移动,E / 空格互动,J 攻击</p>
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</aside>
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</div>
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<script>
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const menuOverlayEl = document.getElementById("menuOverlay");
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const introVideoEl = document.getElementById("introVideo");
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const startGameBtn = document.getElementById("startGameBtn");
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const showHelpBtn = document.getElementById("showHelpBtn");
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const menuHelpEl = document.getElementById("menuHelp");
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const canvas = document.getElementById("game");
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const ctx = canvas.getContext("2d");
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const goldEl = document.getElementById("gold");
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const hpEl = document.getElementById("hp");
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const maxHpEl = document.getElementById("maxHp");
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const attackEl = document.getElementById("attack");
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const comboEl = document.getElementById("combo");
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const floorLabelEl = document.getElementById("floorLabel");
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const inventoryEl = document.getElementById("inventory");
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const cardInventoryEl = document.getElementById("cardInventory");
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const lootLogEl = document.getElementById("lootLog");
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const viewCodexBtn = document.getElementById("viewCodexBtn");
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const pauseMask = document.getElementById("pauseMask");
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const tileSize = 48;
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const viewportCols = 20;
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const viewportRows = 15;
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const keys = new Set();
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const SAVE_KEY = "dragonDungeonSave";
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const lootTable = [
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{
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name: "金币",
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type: "gold",
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min: 12,
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max: 32,
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color: "#f6c453",
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weight: 4,
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},
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{
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name: "生命药水",
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type: "heal",
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value: 30,
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color: "#ef4444",
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weight: 3,
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},
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{
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name: "骑士护符",
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302
|
+
type: "maxHp",
|
|
303
|
+
value: 18,
|
|
304
|
+
color: "#fb7185",
|
|
305
|
+
weight: 2,
|
|
306
|
+
},
|
|
307
|
+
{
|
|
308
|
+
name: "锋利符文",
|
|
309
|
+
type: "attack",
|
|
310
|
+
value: 5,
|
|
311
|
+
color: "#a78bfa",
|
|
312
|
+
weight: 2,
|
|
313
|
+
},
|
|
314
|
+
{ name: "宝石", type: "item", color: "#22d3ee", weight: 1 },
|
|
315
|
+
{ name: "稀有遗物", type: "item", color: "#f59e0b", weight: 1 },
|
|
316
|
+
];
|
|
317
|
+
const cardLootTable = [
|
|
318
|
+
{ name: "晨曦龙", rarity: "N", color: "#d1d5db", weight: 34 },
|
|
319
|
+
{ name: "曙光龙", rarity: "R", color: "#60a5fa", weight: 24 },
|
|
320
|
+
{ name: "焚焰龙", rarity: "R", color: "#f97316", weight: 20 },
|
|
321
|
+
{ name: "星尘龙", rarity: "SR", color: "#c084fc", weight: 12 },
|
|
322
|
+
{ name: "梦境龙", rarity: "SR", color: "#67e8f9", weight: 7 },
|
|
323
|
+
{ name: "灾厄龙", rarity: "SSR", color: "#fbbf24", weight: 3 },
|
|
324
|
+
];
|
|
325
|
+
const chestDropConfig = {
|
|
326
|
+
cardDropRate: 0.2,
|
|
327
|
+
};
|
|
328
|
+
|
|
329
|
+
const inventory = new Map();
|
|
330
|
+
const cardInventory = new Map();
|
|
331
|
+
const particles = [];
|
|
332
|
+
const popups = [];
|
|
333
|
+
const enemies = [];
|
|
334
|
+
const groundLoots = [];
|
|
335
|
+
|
|
336
|
+
let gold = 0;
|
|
337
|
+
let messageTimer = 0;
|
|
338
|
+
let currentMessage = "欢迎来到森林遗迹,找到发光的地下城入口吧。";
|
|
339
|
+
let spawnTimer = 1.2;
|
|
340
|
+
let attackCooldown = 0;
|
|
341
|
+
let hurtCooldown = 0;
|
|
342
|
+
let gameTime = 0;
|
|
343
|
+
let combo = 0;
|
|
344
|
+
let comboTimer = 0;
|
|
345
|
+
let currentFloor = 0;
|
|
346
|
+
let scene = "surface";
|
|
347
|
+
let interactionLock = 0;
|
|
348
|
+
let isPaused = false;
|
|
349
|
+
const saveData = createDefaultSave();
|
|
350
|
+
|
|
351
|
+
const player = {
|
|
352
|
+
x: tileSize * 2.5,
|
|
353
|
+
y: tileSize * 2.5,
|
|
354
|
+
size: 26,
|
|
355
|
+
speed: 170,
|
|
356
|
+
dirX: 0,
|
|
357
|
+
dirY: 1,
|
|
358
|
+
hp: 130,
|
|
359
|
+
maxHp: 130,
|
|
360
|
+
attack: 18,
|
|
361
|
+
attackArc: 0,
|
|
362
|
+
lifeSteal: 2,
|
|
363
|
+
};
|
|
364
|
+
|
|
365
|
+
const world = {
|
|
366
|
+
map: [],
|
|
367
|
+
cols: viewportCols,
|
|
368
|
+
rows: viewportRows,
|
|
369
|
+
chests: [],
|
|
370
|
+
stairsUp: null,
|
|
371
|
+
stairsDown: null,
|
|
372
|
+
entrance: null,
|
|
373
|
+
};
|
|
374
|
+
|
|
375
|
+
function getCamera() {
|
|
376
|
+
const worldWidth = world.cols * tileSize;
|
|
377
|
+
const worldHeight = world.rows * tileSize;
|
|
378
|
+
const cameraX = Math.max(
|
|
379
|
+
0,
|
|
380
|
+
Math.min(player.x - canvas.width / 2, worldWidth - canvas.width),
|
|
381
|
+
);
|
|
382
|
+
const cameraY = Math.max(
|
|
383
|
+
0,
|
|
384
|
+
Math.min(player.y - canvas.height / 2, worldHeight - canvas.height),
|
|
385
|
+
);
|
|
386
|
+
return { x: cameraX, y: cameraY };
|
|
387
|
+
}
|
|
388
|
+
|
|
389
|
+
function setMessage(text) {
|
|
390
|
+
currentMessage = text;
|
|
391
|
+
lootLogEl.textContent = text;
|
|
392
|
+
messageTimer = 3;
|
|
393
|
+
}
|
|
394
|
+
|
|
395
|
+
function setPaused(paused) {
|
|
396
|
+
isPaused = paused;
|
|
397
|
+
pauseMask.classList.toggle("hidden", !paused);
|
|
398
|
+
if (!paused) {
|
|
399
|
+
setMessage("你回到了地下城,继续冒险吧。");
|
|
400
|
+
}
|
|
401
|
+
}
|
|
402
|
+
|
|
403
|
+
function createDefaultSave() {
|
|
404
|
+
return {
|
|
405
|
+
version: 1,
|
|
406
|
+
player: {
|
|
407
|
+
gold: 0,
|
|
408
|
+
hp: 130,
|
|
409
|
+
maxHp: 130,
|
|
410
|
+
attack: 18,
|
|
411
|
+
combo: 0,
|
|
412
|
+
lifeSteal: 2,
|
|
413
|
+
},
|
|
414
|
+
progress: {
|
|
415
|
+
scene: "surface",
|
|
416
|
+
currentFloor: 0,
|
|
417
|
+
openedChestIds: [],
|
|
418
|
+
lastSavedAt: Date.now(),
|
|
419
|
+
},
|
|
420
|
+
inventory: { items: {}, cards: {} },
|
|
421
|
+
cardBook: { unlocked: [], seen: [] },
|
|
422
|
+
stats: {
|
|
423
|
+
totalChestsOpened: 0,
|
|
424
|
+
totalCardsCollected: 0,
|
|
425
|
+
totalGoldCollected: 0,
|
|
426
|
+
},
|
|
427
|
+
};
|
|
428
|
+
}
|
|
429
|
+
|
|
430
|
+
function updateStats() {
|
|
431
|
+
goldEl.textContent = gold;
|
|
432
|
+
hpEl.textContent = Math.max(0, Math.round(player.hp));
|
|
433
|
+
maxHpEl.textContent = Math.round(player.maxHp);
|
|
434
|
+
attackEl.textContent = Math.round(player.attack);
|
|
435
|
+
comboEl.textContent = combo;
|
|
436
|
+
floorLabelEl.textContent =
|
|
437
|
+
scene === "surface" ? "地表森林" : `地下城 ${currentFloor} 层`;
|
|
438
|
+
}
|
|
439
|
+
|
|
440
|
+
function syncMapsToSave() {
|
|
441
|
+
saveData.inventory.items = Object.fromEntries(inventory.entries());
|
|
442
|
+
saveData.inventory.cards = Object.fromEntries(cardInventory.entries());
|
|
443
|
+
saveData.player.gold = gold;
|
|
444
|
+
saveData.player.hp = Math.round(player.hp);
|
|
445
|
+
saveData.player.maxHp = Math.round(player.maxHp);
|
|
446
|
+
saveData.player.attack = Math.round(player.attack);
|
|
447
|
+
saveData.player.combo = combo;
|
|
448
|
+
saveData.player.lifeSteal = player.lifeSteal;
|
|
449
|
+
saveData.progress.scene = scene;
|
|
450
|
+
saveData.progress.currentFloor = currentFloor;
|
|
451
|
+
saveData.progress.lastSavedAt = Date.now();
|
|
452
|
+
}
|
|
453
|
+
|
|
454
|
+
function saveGame() {
|
|
455
|
+
syncMapsToSave();
|
|
456
|
+
localStorage.setItem(SAVE_KEY, JSON.stringify(saveData));
|
|
457
|
+
}
|
|
458
|
+
|
|
459
|
+
function loadGame() {
|
|
460
|
+
try {
|
|
461
|
+
const raw = localStorage.getItem(SAVE_KEY);
|
|
462
|
+
if (!raw) return;
|
|
463
|
+
const parsed = JSON.parse(raw);
|
|
464
|
+
if (!parsed || typeof parsed !== "object") return;
|
|
465
|
+
const defaults = createDefaultSave();
|
|
466
|
+
saveData.version = parsed.version || defaults.version;
|
|
467
|
+
saveData.player = { ...defaults.player, ...(parsed.player || {}) };
|
|
468
|
+
saveData.progress = {
|
|
469
|
+
...defaults.progress,
|
|
470
|
+
...(parsed.progress || {}),
|
|
471
|
+
};
|
|
472
|
+
saveData.inventory = {
|
|
473
|
+
items: { ...(parsed.inventory?.items || {}) },
|
|
474
|
+
cards: { ...(parsed.inventory?.cards || {}) },
|
|
475
|
+
};
|
|
476
|
+
saveData.cardBook = {
|
|
477
|
+
unlocked: [...(parsed.cardBook?.unlocked || [])],
|
|
478
|
+
seen: [...(parsed.cardBook?.seen || [])],
|
|
479
|
+
};
|
|
480
|
+
saveData.stats = { ...defaults.stats, ...(parsed.stats || {}) };
|
|
481
|
+
|
|
482
|
+
gold = saveData.player.gold || 0;
|
|
483
|
+
player.hp = saveData.player.hp || 130;
|
|
484
|
+
player.maxHp = saveData.player.maxHp || 130;
|
|
485
|
+
player.attack = saveData.player.attack || 18;
|
|
486
|
+
player.lifeSteal = saveData.player.lifeSteal || 2;
|
|
487
|
+
combo = saveData.player.combo || 0;
|
|
488
|
+
scene = saveData.progress.scene || "surface";
|
|
489
|
+
currentFloor = saveData.progress.currentFloor || 0;
|
|
490
|
+
|
|
491
|
+
inventory.clear();
|
|
492
|
+
for (const [name, count] of Object.entries(saveData.inventory.items))
|
|
493
|
+
inventory.set(name, count);
|
|
494
|
+
cardInventory.clear();
|
|
495
|
+
for (const [name, data] of Object.entries(saveData.inventory.cards))
|
|
496
|
+
cardInventory.set(name, data);
|
|
497
|
+
} catch (err) {
|
|
498
|
+
console.warn("读取存档失败", err);
|
|
499
|
+
}
|
|
500
|
+
}
|
|
501
|
+
|
|
502
|
+
function addInventory(name) {
|
|
503
|
+
inventory.set(name, (inventory.get(name) || 0) + 1);
|
|
504
|
+
renderInventory();
|
|
505
|
+
saveGame();
|
|
506
|
+
}
|
|
507
|
+
|
|
508
|
+
function addCard(name, rarity, source = "chest") {
|
|
509
|
+
const existing = cardInventory.get(name);
|
|
510
|
+
if (existing) {
|
|
511
|
+
existing.count += 1;
|
|
512
|
+
} else {
|
|
513
|
+
cardInventory.set(name, {
|
|
514
|
+
count: 1,
|
|
515
|
+
firstGetAt: Date.now(),
|
|
516
|
+
rarity,
|
|
517
|
+
source,
|
|
518
|
+
});
|
|
519
|
+
}
|
|
520
|
+
if (!saveData.cardBook.unlocked.includes(name))
|
|
521
|
+
saveData.cardBook.unlocked.push(name);
|
|
522
|
+
if (!saveData.cardBook.seen.includes(name))
|
|
523
|
+
saveData.cardBook.seen.push(name);
|
|
524
|
+
saveData.stats.totalCardsCollected += 1;
|
|
525
|
+
renderCardInventory();
|
|
526
|
+
saveGame();
|
|
527
|
+
}
|
|
528
|
+
|
|
529
|
+
function renderInventory() {
|
|
530
|
+
inventoryEl.innerHTML = "";
|
|
531
|
+
if (inventory.size === 0) {
|
|
532
|
+
const li = document.createElement("li");
|
|
533
|
+
li.textContent = "还没有物品";
|
|
534
|
+
inventoryEl.appendChild(li);
|
|
535
|
+
return;
|
|
536
|
+
}
|
|
537
|
+
for (const [name, count] of inventory.entries()) {
|
|
538
|
+
const li = document.createElement("li");
|
|
539
|
+
li.textContent = `${name} x${count}`;
|
|
540
|
+
inventoryEl.appendChild(li);
|
|
541
|
+
}
|
|
542
|
+
}
|
|
543
|
+
|
|
544
|
+
function renderCardInventory() {
|
|
545
|
+
cardInventoryEl.innerHTML = "";
|
|
546
|
+
if (cardInventory.size === 0) {
|
|
547
|
+
const li = document.createElement("li");
|
|
548
|
+
li.textContent = "还没有龙卡";
|
|
549
|
+
cardInventoryEl.appendChild(li);
|
|
550
|
+
return;
|
|
551
|
+
}
|
|
552
|
+
for (const [name, data] of cardInventory.entries()) {
|
|
553
|
+
const li = document.createElement("li");
|
|
554
|
+
li.textContent = `[${data.rarity}] ${name} x${data.count}`;
|
|
555
|
+
cardInventoryEl.appendChild(li);
|
|
556
|
+
}
|
|
557
|
+
}
|
|
558
|
+
|
|
559
|
+
function clearFloorEntities() {
|
|
560
|
+
enemies.length = 0;
|
|
561
|
+
groundLoots.length = 0;
|
|
562
|
+
particles.length = 0;
|
|
563
|
+
popups.length = 0;
|
|
564
|
+
combo = 0;
|
|
565
|
+
comboTimer = 0;
|
|
566
|
+
spawnTimer = 0.6;
|
|
567
|
+
}
|
|
568
|
+
|
|
569
|
+
function randomFloorTile() {
|
|
570
|
+
const r = Math.random();
|
|
571
|
+
if (r < 0.08) return "crystal";
|
|
572
|
+
if (r < 0.16) return "moss";
|
|
573
|
+
return "floor";
|
|
574
|
+
}
|
|
575
|
+
|
|
576
|
+
function generateSurface() {
|
|
577
|
+
const map = [];
|
|
578
|
+
const cols = 30;
|
|
579
|
+
const rows = 22;
|
|
580
|
+
for (let y = 0; y < rows; y++) {
|
|
581
|
+
const row = [];
|
|
582
|
+
for (let x = 0; x < cols; x++) {
|
|
583
|
+
let tile = "grass";
|
|
584
|
+
if (x === 0 || y === 0 || x === cols - 1 || y === rows - 1)
|
|
585
|
+
tile = "tree";
|
|
586
|
+
if (
|
|
587
|
+
(x > 4 && x < cols - 5 && y === Math.floor(rows / 2)) ||
|
|
588
|
+
(y > 4 && y < rows - 4 && x === Math.floor(cols / 2))
|
|
589
|
+
)
|
|
590
|
+
tile = "path";
|
|
591
|
+
if (
|
|
592
|
+
(x === 7 && y === 7) ||
|
|
593
|
+
(x === cols - 8 && y === rows - 7) ||
|
|
594
|
+
(x === 10 && y === rows - 5) ||
|
|
595
|
+
(x === cols - 10 && y === 6)
|
|
596
|
+
)
|
|
597
|
+
tile = "rock";
|
|
598
|
+
if (
|
|
599
|
+
(x === 5 && y === rows - 6) ||
|
|
600
|
+
(x === Math.floor(cols / 2) + 2 && y === 5) ||
|
|
601
|
+
(x === cols - 6 && y === Math.floor(rows / 2) + 1)
|
|
602
|
+
)
|
|
603
|
+
tile = "flower";
|
|
604
|
+
row.push(tile);
|
|
605
|
+
}
|
|
606
|
+
map.push(row);
|
|
607
|
+
}
|
|
608
|
+
world.map = map;
|
|
609
|
+
world.cols = cols;
|
|
610
|
+
world.rows = rows;
|
|
611
|
+
world.chests = [
|
|
612
|
+
{
|
|
613
|
+
id: "surface-4-4",
|
|
614
|
+
x: 4,
|
|
615
|
+
y: 4,
|
|
616
|
+
opened: false,
|
|
617
|
+
glow: Math.random() * Math.PI * 2,
|
|
618
|
+
},
|
|
619
|
+
{
|
|
620
|
+
id: `surface-${cols - 5}-4`,
|
|
621
|
+
x: cols - 5,
|
|
622
|
+
y: 4,
|
|
623
|
+
opened: false,
|
|
624
|
+
glow: Math.random() * Math.PI * 2,
|
|
625
|
+
},
|
|
626
|
+
{
|
|
627
|
+
id: `surface-5-${rows - 5}`,
|
|
628
|
+
x: 5,
|
|
629
|
+
y: rows - 5,
|
|
630
|
+
opened: false,
|
|
631
|
+
glow: Math.random() * Math.PI * 2,
|
|
632
|
+
},
|
|
633
|
+
{
|
|
634
|
+
id: `surface-${cols - 6}-${rows - 6}`,
|
|
635
|
+
x: cols - 6,
|
|
636
|
+
y: rows - 6,
|
|
637
|
+
opened: false,
|
|
638
|
+
glow: Math.random() * Math.PI * 2,
|
|
639
|
+
},
|
|
640
|
+
{
|
|
641
|
+
id: `surface-${Math.floor(cols / 2) + 3}-${Math.floor(rows / 2) - 3}`,
|
|
642
|
+
x: Math.floor(cols / 2) + 3,
|
|
643
|
+
y: Math.floor(rows / 2) - 3,
|
|
644
|
+
opened: false,
|
|
645
|
+
glow: Math.random() * Math.PI * 2,
|
|
646
|
+
},
|
|
647
|
+
];
|
|
648
|
+
for (const chest of world.chests)
|
|
649
|
+
chest.opened = saveData.progress.openedChestIds.includes(chest.id);
|
|
650
|
+
world.entrance = {
|
|
651
|
+
x: Math.floor(cols / 2),
|
|
652
|
+
y: Math.floor(rows / 2) + 2,
|
|
653
|
+
glow: Math.random() * Math.PI * 2,
|
|
654
|
+
};
|
|
655
|
+
world.stairsUp = null;
|
|
656
|
+
world.stairsDown = null;
|
|
657
|
+
}
|
|
658
|
+
|
|
659
|
+
function carveRoom(map, x, y, w, h) {
|
|
660
|
+
for (let yy = y; yy < y + h; yy++) {
|
|
661
|
+
for (let xx = x; xx < x + w; xx++) {
|
|
662
|
+
if (
|
|
663
|
+
xx > 0 &&
|
|
664
|
+
yy > 0 &&
|
|
665
|
+
xx < world.cols - 1 &&
|
|
666
|
+
yy < world.rows - 1
|
|
667
|
+
) {
|
|
668
|
+
map[yy][xx] = randomFloorTile();
|
|
669
|
+
}
|
|
670
|
+
}
|
|
671
|
+
}
|
|
672
|
+
}
|
|
673
|
+
|
|
674
|
+
function carveHall(map, x1, y1, x2, y2) {
|
|
675
|
+
let x = x1;
|
|
676
|
+
let y = y1;
|
|
677
|
+
while (x !== x2) {
|
|
678
|
+
map[y][x] = "floor";
|
|
679
|
+
x += x < x2 ? 1 : -1;
|
|
680
|
+
}
|
|
681
|
+
while (y !== y2) {
|
|
682
|
+
map[y][x] = "floor";
|
|
683
|
+
y += y < y2 ? 1 : -1;
|
|
684
|
+
}
|
|
685
|
+
map[y][x] = "floor";
|
|
686
|
+
}
|
|
687
|
+
|
|
688
|
+
function randomOpenTile(map) {
|
|
689
|
+
for (let i = 0; i < 200; i++) {
|
|
690
|
+
const x = 1 + Math.floor(Math.random() * (world.cols - 2));
|
|
691
|
+
const y = 1 + Math.floor(Math.random() * (world.rows - 2));
|
|
692
|
+
if (["floor", "moss", "crystal"].includes(map[y][x])) return { x, y };
|
|
693
|
+
}
|
|
694
|
+
return { x: 2, y: 2 };
|
|
695
|
+
}
|
|
696
|
+
|
|
697
|
+
function generateDungeonFloor(floor, fromDirection = "down") {
|
|
698
|
+
world.cols = 34;
|
|
699
|
+
world.rows = 26;
|
|
700
|
+
const map = Array.from({ length: world.rows }, () =>
|
|
701
|
+
Array.from({ length: world.cols }, () => "wall"),
|
|
702
|
+
);
|
|
703
|
+
const rooms = [];
|
|
704
|
+
const roomCount = 6 + Math.floor(Math.random() * 4);
|
|
705
|
+
|
|
706
|
+
for (let i = 0; i < roomCount; i++) {
|
|
707
|
+
const w = 3 + Math.floor(Math.random() * 4);
|
|
708
|
+
const h = 3 + Math.floor(Math.random() * 4);
|
|
709
|
+
const x = 1 + Math.floor(Math.random() * (world.cols - w - 2));
|
|
710
|
+
const y = 1 + Math.floor(Math.random() * (world.rows - h - 2));
|
|
711
|
+
carveRoom(map, x, y, w, h);
|
|
712
|
+
rooms.push({
|
|
713
|
+
x,
|
|
714
|
+
y,
|
|
715
|
+
w,
|
|
716
|
+
h,
|
|
717
|
+
cx: Math.floor(x + w / 2),
|
|
718
|
+
cy: Math.floor(y + h / 2),
|
|
719
|
+
});
|
|
720
|
+
}
|
|
721
|
+
|
|
722
|
+
for (let i = 1; i < rooms.length; i++) {
|
|
723
|
+
carveHall(
|
|
724
|
+
map,
|
|
725
|
+
rooms[i - 1].cx,
|
|
726
|
+
rooms[i - 1].cy,
|
|
727
|
+
rooms[i].cx,
|
|
728
|
+
rooms[i].cy,
|
|
729
|
+
);
|
|
730
|
+
}
|
|
731
|
+
|
|
732
|
+
const upRoom = rooms[0] || { cx: 2, cy: 2 };
|
|
733
|
+
const downRoom = rooms[rooms.length - 1] || {
|
|
734
|
+
cx: world.cols - 3,
|
|
735
|
+
cy: world.rows - 3,
|
|
736
|
+
};
|
|
737
|
+
const stairsUp = {
|
|
738
|
+
x: upRoom.cx,
|
|
739
|
+
y: upRoom.cy,
|
|
740
|
+
glow: Math.random() * Math.PI * 2,
|
|
741
|
+
};
|
|
742
|
+
const stairsDown = {
|
|
743
|
+
x: downRoom.cx,
|
|
744
|
+
y: downRoom.cy,
|
|
745
|
+
glow: Math.random() * Math.PI * 2,
|
|
746
|
+
};
|
|
747
|
+
|
|
748
|
+
if (stairsUp.x === stairsDown.x && stairsUp.y === stairsDown.y) {
|
|
749
|
+
const other = randomOpenTile(map);
|
|
750
|
+
stairsDown.x = other.x;
|
|
751
|
+
stairsDown.y = other.y;
|
|
752
|
+
}
|
|
753
|
+
|
|
754
|
+
const chests = [];
|
|
755
|
+
for (let i = 0; i < 4; i++) {
|
|
756
|
+
const spot = randomOpenTile(map);
|
|
757
|
+
if (
|
|
758
|
+
(spot.x === stairsUp.x && spot.y === stairsUp.y) ||
|
|
759
|
+
(spot.x === stairsDown.x && spot.y === stairsDown.y)
|
|
760
|
+
)
|
|
761
|
+
continue;
|
|
762
|
+
const chestId = `floor${floor}-${spot.x}-${spot.y}-${i}`;
|
|
763
|
+
chests.push({
|
|
764
|
+
id: chestId,
|
|
765
|
+
x: spot.x,
|
|
766
|
+
y: spot.y,
|
|
767
|
+
opened: false,
|
|
768
|
+
glow: Math.random() * Math.PI * 2,
|
|
769
|
+
});
|
|
770
|
+
}
|
|
771
|
+
|
|
772
|
+
world.map = map;
|
|
773
|
+
world.chests = chests;
|
|
774
|
+
world.entrance = null;
|
|
775
|
+
world.stairsUp =
|
|
776
|
+
floor === 1 && fromDirection === "down"
|
|
777
|
+
? {
|
|
778
|
+
x: stairsUp.x,
|
|
779
|
+
y: stairsUp.y,
|
|
780
|
+
glow: stairsUp.glow,
|
|
781
|
+
exitToSurface: true,
|
|
782
|
+
}
|
|
783
|
+
: stairsUp;
|
|
784
|
+
world.stairsDown = stairsDown;
|
|
785
|
+
for (const chest of world.chests)
|
|
786
|
+
chest.opened = saveData.progress.openedChestIds.includes(chest.id);
|
|
787
|
+
}
|
|
788
|
+
|
|
789
|
+
function isBlocked(tileX, tileY) {
|
|
790
|
+
if (
|
|
791
|
+
tileX < 0 ||
|
|
792
|
+
tileY < 0 ||
|
|
793
|
+
tileX >= world.cols ||
|
|
794
|
+
tileY >= world.rows
|
|
795
|
+
)
|
|
796
|
+
return true;
|
|
797
|
+
const tile = world.map[tileY][tileX];
|
|
798
|
+
return ["tree", "rock", "wall", "void"].includes(tile);
|
|
799
|
+
}
|
|
800
|
+
|
|
801
|
+
function burstParticles(x, y, color, count = 18) {
|
|
802
|
+
for (let i = 0; i < count; i++) {
|
|
803
|
+
particles.push({
|
|
804
|
+
x,
|
|
805
|
+
y,
|
|
806
|
+
vx: (Math.random() - 0.5) * 120,
|
|
807
|
+
vy: (Math.random() - 0.8) * 120,
|
|
808
|
+
life: 0.9 + Math.random() * 0.4,
|
|
809
|
+
color,
|
|
810
|
+
size: 2 + Math.random() * 4,
|
|
811
|
+
});
|
|
812
|
+
}
|
|
813
|
+
}
|
|
814
|
+
|
|
815
|
+
function pickWeighted(table) {
|
|
816
|
+
const totalWeight = table.reduce(
|
|
817
|
+
(sum, item) => sum + (item.weight || 1),
|
|
818
|
+
0,
|
|
819
|
+
);
|
|
820
|
+
let roll = Math.random() * totalWeight;
|
|
821
|
+
for (const item of table) {
|
|
822
|
+
roll -= item.weight || 1;
|
|
823
|
+
if (roll <= 0) return item;
|
|
824
|
+
}
|
|
825
|
+
return table[0];
|
|
826
|
+
}
|
|
827
|
+
|
|
828
|
+
function pickLoot() {
|
|
829
|
+
return pickWeighted(lootTable);
|
|
830
|
+
}
|
|
831
|
+
|
|
832
|
+
function pickCardLoot() {
|
|
833
|
+
return pickWeighted(cardLootTable);
|
|
834
|
+
}
|
|
835
|
+
|
|
836
|
+
function tryOpenChest() {
|
|
837
|
+
const playerTileX = Math.floor(player.x / tileSize);
|
|
838
|
+
const playerTileY = Math.floor(player.y / tileSize);
|
|
839
|
+
const chest = world.chests.find(
|
|
840
|
+
(c) =>
|
|
841
|
+
!c.opened &&
|
|
842
|
+
Math.abs(c.x - playerTileX) + Math.abs(c.y - playerTileY) <= 1,
|
|
843
|
+
);
|
|
844
|
+
if (!chest) {
|
|
845
|
+
setMessage("附近没有能互动的宝箱。");
|
|
846
|
+
return;
|
|
847
|
+
}
|
|
848
|
+
chest.opened = true;
|
|
849
|
+
if (chest.id && !saveData.progress.openedChestIds.includes(chest.id))
|
|
850
|
+
saveData.progress.openedChestIds.push(chest.id);
|
|
851
|
+
saveData.stats.totalChestsOpened += 1;
|
|
852
|
+
|
|
853
|
+
if (Math.random() < chestDropConfig.cardDropRate) {
|
|
854
|
+
const card = pickCardLoot();
|
|
855
|
+
addCard(card.name, card.rarity, "chest");
|
|
856
|
+
setMessage(`你打开宝箱,获得了龙卡【${card.name}】!`);
|
|
857
|
+
popups.push({
|
|
858
|
+
x: chest.x * tileSize + 24,
|
|
859
|
+
y: chest.y * tileSize + 10,
|
|
860
|
+
text: `[${card.rarity}] ${card.name}`,
|
|
861
|
+
color: card.color,
|
|
862
|
+
life: 1.8,
|
|
863
|
+
});
|
|
864
|
+
updateStats();
|
|
865
|
+
burstParticles(
|
|
866
|
+
chest.x * tileSize + 24,
|
|
867
|
+
chest.y * tileSize + 24,
|
|
868
|
+
card.color,
|
|
869
|
+
24,
|
|
870
|
+
);
|
|
871
|
+
saveGame();
|
|
872
|
+
return;
|
|
873
|
+
}
|
|
874
|
+
|
|
875
|
+
const loot = pickLoot();
|
|
876
|
+
if (loot.type === "gold") {
|
|
877
|
+
const amount =
|
|
878
|
+
Math.floor(Math.random() * (loot.max - loot.min + 1)) + loot.min;
|
|
879
|
+
gold += amount;
|
|
880
|
+
saveData.stats.totalGoldCollected += amount;
|
|
881
|
+
setMessage(`你打开宝箱,获得了 ${amount} 枚金币!`);
|
|
882
|
+
popups.push({
|
|
883
|
+
x: chest.x * tileSize + 24,
|
|
884
|
+
y: chest.y * tileSize + 10,
|
|
885
|
+
text: `+${amount} 金币`,
|
|
886
|
+
color: loot.color,
|
|
887
|
+
life: 1.4,
|
|
888
|
+
});
|
|
889
|
+
} else if (loot.type === "heal") {
|
|
890
|
+
player.hp = Math.min(player.maxHp, player.hp + loot.value);
|
|
891
|
+
addInventory(loot.name);
|
|
892
|
+
setMessage(`你打开宝箱,恢复了 ${loot.value} 点生命!`);
|
|
893
|
+
popups.push({
|
|
894
|
+
x: chest.x * tileSize + 24,
|
|
895
|
+
y: chest.y * tileSize + 10,
|
|
896
|
+
text: `+${loot.value} 生命`,
|
|
897
|
+
color: loot.color,
|
|
898
|
+
life: 1.6,
|
|
899
|
+
});
|
|
900
|
+
} else if (loot.type === "maxHp") {
|
|
901
|
+
player.maxHp += loot.value;
|
|
902
|
+
player.hp = Math.min(player.maxHp, player.hp + loot.value + 8);
|
|
903
|
+
addInventory(loot.name);
|
|
904
|
+
setMessage(`你获得 ${loot.name},最大生命 +${loot.value}!`);
|
|
905
|
+
popups.push({
|
|
906
|
+
x: chest.x * tileSize + 24,
|
|
907
|
+
y: chest.y * tileSize + 10,
|
|
908
|
+
text: `生命上限 +${loot.value}`,
|
|
909
|
+
color: loot.color,
|
|
910
|
+
life: 1.6,
|
|
911
|
+
});
|
|
912
|
+
} else if (loot.type === "attack") {
|
|
913
|
+
player.attack += loot.value;
|
|
914
|
+
addInventory(loot.name);
|
|
915
|
+
setMessage(`你获得 ${loot.name},攻击力 +${loot.value}!`);
|
|
916
|
+
popups.push({
|
|
917
|
+
x: chest.x * tileSize + 24,
|
|
918
|
+
y: chest.y * tileSize + 10,
|
|
919
|
+
text: `攻击 +${loot.value}`,
|
|
920
|
+
color: loot.color,
|
|
921
|
+
life: 1.6,
|
|
922
|
+
});
|
|
923
|
+
} else {
|
|
924
|
+
addInventory(loot.name);
|
|
925
|
+
setMessage(`你打开宝箱,找到了 ${loot.name}!`);
|
|
926
|
+
popups.push({
|
|
927
|
+
x: chest.x * tileSize + 24,
|
|
928
|
+
y: chest.y * tileSize + 10,
|
|
929
|
+
text: loot.name,
|
|
930
|
+
color: loot.color,
|
|
931
|
+
life: 1.6,
|
|
932
|
+
});
|
|
933
|
+
}
|
|
934
|
+
updateStats();
|
|
935
|
+
burstParticles(
|
|
936
|
+
chest.x * tileSize + 24,
|
|
937
|
+
chest.y * tileSize + 24,
|
|
938
|
+
loot.color,
|
|
939
|
+
18,
|
|
940
|
+
);
|
|
941
|
+
saveGame();
|
|
942
|
+
}
|
|
943
|
+
|
|
944
|
+
function makeEnemyType() {
|
|
945
|
+
const roll = Math.random();
|
|
946
|
+
if (roll < 0.55)
|
|
947
|
+
return {
|
|
948
|
+
name: "小史莱姆",
|
|
949
|
+
color: "#7c3aed",
|
|
950
|
+
eye: "#fca5a5",
|
|
951
|
+
hpMul: 1,
|
|
952
|
+
speed: 1.05,
|
|
953
|
+
damage: 1,
|
|
954
|
+
reward: 1,
|
|
955
|
+
vision: 1,
|
|
956
|
+
};
|
|
957
|
+
if (roll < 0.85)
|
|
958
|
+
return {
|
|
959
|
+
name: "野狼",
|
|
960
|
+
color: "#ef4444",
|
|
961
|
+
eye: "#fee2e2",
|
|
962
|
+
hpMul: 1.5,
|
|
963
|
+
speed: 1.18,
|
|
964
|
+
damage: 2,
|
|
965
|
+
reward: 1.5,
|
|
966
|
+
vision: 1.08,
|
|
967
|
+
};
|
|
968
|
+
return {
|
|
969
|
+
name: "重甲魔物",
|
|
970
|
+
color: "#f59e0b",
|
|
971
|
+
eye: "#fff7ed",
|
|
972
|
+
hpMul: 2.3,
|
|
973
|
+
speed: 0.82,
|
|
974
|
+
damage: 4,
|
|
975
|
+
reward: 2.4,
|
|
976
|
+
vision: 0.92,
|
|
977
|
+
};
|
|
978
|
+
}
|
|
979
|
+
|
|
980
|
+
function spawnEnemy() {
|
|
981
|
+
if (enemies.length >= 16) return;
|
|
982
|
+
let tries = 0;
|
|
983
|
+
while (tries < 30) {
|
|
984
|
+
tries++;
|
|
985
|
+
const tx = 1 + Math.floor(Math.random() * (world.cols - 2));
|
|
986
|
+
const ty = 1 + Math.floor(Math.random() * (world.rows - 2));
|
|
987
|
+
if (isBlocked(tx, ty)) continue;
|
|
988
|
+
const px = tx * tileSize + tileSize / 2;
|
|
989
|
+
const py = ty * tileSize + tileSize / 2;
|
|
990
|
+
if (Math.hypot(px - player.x, py - player.y) < 220) continue;
|
|
991
|
+
const stageBoost = Math.min(
|
|
992
|
+
18,
|
|
993
|
+
Math.floor((gameTime + currentFloor * 12) / 28) * 2,
|
|
994
|
+
);
|
|
995
|
+
const type = makeEnemyType();
|
|
996
|
+
const baseHp = 18 + stageBoost;
|
|
997
|
+
enemies.push({
|
|
998
|
+
x: px,
|
|
999
|
+
y: py,
|
|
1000
|
+
hp: Math.round(baseHp * type.hpMul),
|
|
1001
|
+
maxHp: Math.round(baseHp * type.hpMul),
|
|
1002
|
+
speed: (72 + Math.random() * 22) * type.speed,
|
|
1003
|
+
vision: (scene === "surface" ? 210 : 185) * type.vision,
|
|
1004
|
+
damage: 4 + Math.floor(stageBoost / 5) + type.damage,
|
|
1005
|
+
attackCooldown: 0,
|
|
1006
|
+
wander: Math.random() * Math.PI * 2,
|
|
1007
|
+
reward: Math.round((10 + Math.floor(stageBoost / 2)) * type.reward),
|
|
1008
|
+
color: type.color,
|
|
1009
|
+
eye: type.eye,
|
|
1010
|
+
name: type.name,
|
|
1011
|
+
potionDropRate:
|
|
1012
|
+
type.name === "重甲魔物"
|
|
1013
|
+
? 0.8
|
|
1014
|
+
: type.name === "野狼"
|
|
1015
|
+
? 0.45
|
|
1016
|
+
: 0.22,
|
|
1017
|
+
});
|
|
1018
|
+
return;
|
|
1019
|
+
}
|
|
1020
|
+
}
|
|
1021
|
+
|
|
1022
|
+
function dropPotion(x, y, enemy) {
|
|
1023
|
+
if (Math.random() > enemy.potionDropRate) return;
|
|
1024
|
+
groundLoots.push({
|
|
1025
|
+
x,
|
|
1026
|
+
y,
|
|
1027
|
+
type: "potion",
|
|
1028
|
+
heal:
|
|
1029
|
+
enemy.name === "重甲魔物" ? 34 : enemy.name === "野狼" ? 24 : 18,
|
|
1030
|
+
color: "#ef4444",
|
|
1031
|
+
glow: Math.random() * Math.PI * 2,
|
|
1032
|
+
});
|
|
1033
|
+
popups.push({
|
|
1034
|
+
x,
|
|
1035
|
+
y: y - 18,
|
|
1036
|
+
text: "掉了血药!",
|
|
1037
|
+
color: "#fecaca",
|
|
1038
|
+
life: 1.0,
|
|
1039
|
+
});
|
|
1040
|
+
}
|
|
1041
|
+
|
|
1042
|
+
function tryAttack() {
|
|
1043
|
+
if (attackCooldown > 0 || player.hp <= 0) return;
|
|
1044
|
+
attackCooldown = 0.2;
|
|
1045
|
+
player.attackArc = 0.24;
|
|
1046
|
+
let hit = false;
|
|
1047
|
+
for (let i = enemies.length - 1; i >= 0; i--) {
|
|
1048
|
+
const enemy = enemies[i];
|
|
1049
|
+
const dx = enemy.x - player.x;
|
|
1050
|
+
const dy = enemy.y - player.y;
|
|
1051
|
+
const dist = Math.hypot(dx, dy);
|
|
1052
|
+
const dirDot =
|
|
1053
|
+
dist === 0
|
|
1054
|
+
? 1
|
|
1055
|
+
: (dx / dist) * player.dirX + (dy / dist) * player.dirY;
|
|
1056
|
+
if (dist < 88 && dirDot > -0.55) {
|
|
1057
|
+
hit = true;
|
|
1058
|
+
const comboBonus = Math.min(18, combo * 0.8);
|
|
1059
|
+
const damage = Math.round(player.attack + comboBonus);
|
|
1060
|
+
enemy.hp -= damage;
|
|
1061
|
+
popups.push({
|
|
1062
|
+
x: enemy.x,
|
|
1063
|
+
y: enemy.y - 12,
|
|
1064
|
+
text: `-${damage}`,
|
|
1065
|
+
color: "#fca5a5",
|
|
1066
|
+
life: 0.9,
|
|
1067
|
+
});
|
|
1068
|
+
burstParticles(enemy.x, enemy.y, "#ef4444", 10);
|
|
1069
|
+
if (enemy.hp <= 0) {
|
|
1070
|
+
enemies.splice(i, 1);
|
|
1071
|
+
gold += enemy.reward;
|
|
1072
|
+
saveData.stats.totalGoldCollected += enemy.reward;
|
|
1073
|
+
combo += 1;
|
|
1074
|
+
comboTimer = 2.8;
|
|
1075
|
+
player.hp = Math.min(
|
|
1076
|
+
player.maxHp,
|
|
1077
|
+
player.hp + player.lifeSteal + Math.floor(combo / 4),
|
|
1078
|
+
);
|
|
1079
|
+
popups.push({
|
|
1080
|
+
x: enemy.x,
|
|
1081
|
+
y: enemy.y - 24,
|
|
1082
|
+
text: `+${enemy.reward} 金币`,
|
|
1083
|
+
color: "#f6c453",
|
|
1084
|
+
life: 1.0,
|
|
1085
|
+
});
|
|
1086
|
+
popups.push({
|
|
1087
|
+
x: enemy.x,
|
|
1088
|
+
y: enemy.y - 42,
|
|
1089
|
+
text: `${combo} 连斩!`,
|
|
1090
|
+
color: "#fde68a",
|
|
1091
|
+
life: 1.0,
|
|
1092
|
+
});
|
|
1093
|
+
burstParticles(enemy.x, enemy.y, "#f6c453", 16);
|
|
1094
|
+
dropPotion(enemy.x, enemy.y, enemy);
|
|
1095
|
+
}
|
|
1096
|
+
}
|
|
1097
|
+
}
|
|
1098
|
+
setMessage(hit ? "你挥剑击中了敌人!" : "你挥了一下剑。");
|
|
1099
|
+
updateStats();
|
|
1100
|
+
}
|
|
1101
|
+
|
|
1102
|
+
function tryUseStairsOrEntrance() {
|
|
1103
|
+
const tileX = Math.floor(player.x / tileSize);
|
|
1104
|
+
const tileY = Math.floor(player.y / tileSize);
|
|
1105
|
+
|
|
1106
|
+
if (
|
|
1107
|
+
scene === "surface" &&
|
|
1108
|
+
world.entrance &&
|
|
1109
|
+
tileX === world.entrance.x &&
|
|
1110
|
+
tileY === world.entrance.y
|
|
1111
|
+
) {
|
|
1112
|
+
currentFloor = 1;
|
|
1113
|
+
scene = "dungeon";
|
|
1114
|
+
generateDungeonFloor(currentFloor, "down");
|
|
1115
|
+
clearFloorEntities();
|
|
1116
|
+
player.x = world.stairsUp.x * tileSize + tileSize / 2;
|
|
1117
|
+
player.y = world.stairsUp.y * tileSize + tileSize / 2;
|
|
1118
|
+
setMessage("你进入了地下城 1 层,去寻找向下的楼梯吧。");
|
|
1119
|
+
updateStats();
|
|
1120
|
+
return true;
|
|
1121
|
+
}
|
|
1122
|
+
|
|
1123
|
+
if (
|
|
1124
|
+
scene === "dungeon" &&
|
|
1125
|
+
world.stairsDown &&
|
|
1126
|
+
tileX === world.stairsDown.x &&
|
|
1127
|
+
tileY === world.stairsDown.y
|
|
1128
|
+
) {
|
|
1129
|
+
currentFloor += 1;
|
|
1130
|
+
generateDungeonFloor(currentFloor, "down");
|
|
1131
|
+
clearFloorEntities();
|
|
1132
|
+
player.x = world.stairsUp.x * tileSize + tileSize / 2;
|
|
1133
|
+
player.y = world.stairsUp.y * tileSize + tileSize / 2;
|
|
1134
|
+
setMessage(`你进入了地下城 ${currentFloor} 层,这一层又变了。`);
|
|
1135
|
+
updateStats();
|
|
1136
|
+
return true;
|
|
1137
|
+
}
|
|
1138
|
+
|
|
1139
|
+
if (
|
|
1140
|
+
scene === "dungeon" &&
|
|
1141
|
+
world.stairsUp &&
|
|
1142
|
+
tileX === world.stairsUp.x &&
|
|
1143
|
+
tileY === world.stairsUp.y
|
|
1144
|
+
) {
|
|
1145
|
+
if (world.stairsUp.exitToSurface) {
|
|
1146
|
+
scene = "surface";
|
|
1147
|
+
currentFloor = 0;
|
|
1148
|
+
generateSurface();
|
|
1149
|
+
clearFloorEntities();
|
|
1150
|
+
player.x = world.entrance.x * tileSize + tileSize / 2;
|
|
1151
|
+
player.y = (world.entrance.y - 1) * tileSize + tileSize / 2;
|
|
1152
|
+
setMessage("你回到了地表森林。");
|
|
1153
|
+
updateStats();
|
|
1154
|
+
return true;
|
|
1155
|
+
}
|
|
1156
|
+
currentFloor = Math.max(1, currentFloor - 1);
|
|
1157
|
+
generateDungeonFloor(currentFloor, "up");
|
|
1158
|
+
clearFloorEntities();
|
|
1159
|
+
player.x = world.stairsDown.x * tileSize + tileSize / 2;
|
|
1160
|
+
player.y = world.stairsDown.y * tileSize + tileSize / 2;
|
|
1161
|
+
setMessage(`你回到了地下城 ${currentFloor} 层。`);
|
|
1162
|
+
updateStats();
|
|
1163
|
+
return true;
|
|
1164
|
+
}
|
|
1165
|
+
return false;
|
|
1166
|
+
}
|
|
1167
|
+
|
|
1168
|
+
function drawTile(x, y, type) {
|
|
1169
|
+
const px = x * tileSize;
|
|
1170
|
+
const py = y * tileSize;
|
|
1171
|
+
if (type === "grass" || type === "flower") {
|
|
1172
|
+
const g = ctx.createLinearGradient(px, py, px, py + tileSize);
|
|
1173
|
+
g.addColorStop(0, "#3d8f43");
|
|
1174
|
+
g.addColorStop(1, "#245b2d");
|
|
1175
|
+
ctx.fillStyle = g;
|
|
1176
|
+
ctx.fillRect(px, py, tileSize, tileSize);
|
|
1177
|
+
ctx.fillStyle = "rgba(255,255,255,0.06)";
|
|
1178
|
+
for (let i = 0; i < 4; i++)
|
|
1179
|
+
ctx.fillRect(px + 6 + i * 10, py + 8 + (i % 2) * 10, 2, 10);
|
|
1180
|
+
if (type === "flower") {
|
|
1181
|
+
ctx.fillStyle = "#f472b6";
|
|
1182
|
+
ctx.beginPath();
|
|
1183
|
+
ctx.arc(px + 22, py + 20, 4, 0, Math.PI * 2);
|
|
1184
|
+
ctx.fill();
|
|
1185
|
+
ctx.fillStyle = "#fde68a";
|
|
1186
|
+
ctx.beginPath();
|
|
1187
|
+
ctx.arc(px + 26, py + 28, 4, 0, Math.PI * 2);
|
|
1188
|
+
ctx.fill();
|
|
1189
|
+
}
|
|
1190
|
+
} else if (type === "path") {
|
|
1191
|
+
const g = ctx.createLinearGradient(px, py, px, py + tileSize);
|
|
1192
|
+
g.addColorStop(0, "#8e8a7a");
|
|
1193
|
+
g.addColorStop(1, "#666253");
|
|
1194
|
+
ctx.fillStyle = g;
|
|
1195
|
+
ctx.fillRect(px, py, tileSize, tileSize);
|
|
1196
|
+
ctx.fillStyle = "rgba(255,255,255,0.08)";
|
|
1197
|
+
ctx.fillRect(px + 4, py + 5, tileSize - 10, 9);
|
|
1198
|
+
ctx.fillRect(px + 10, py + 23, tileSize - 18, 8);
|
|
1199
|
+
} else if (type === "tree") {
|
|
1200
|
+
ctx.fillStyle = "#234a2b";
|
|
1201
|
+
ctx.fillRect(px, py, tileSize, tileSize);
|
|
1202
|
+
ctx.fillStyle = "#6b4f2b";
|
|
1203
|
+
ctx.fillRect(px + 20, py + 26, 8, 16);
|
|
1204
|
+
ctx.fillStyle = "#2f8f46";
|
|
1205
|
+
ctx.beginPath();
|
|
1206
|
+
ctx.arc(px + 24, py + 18, 16, 0, Math.PI * 2);
|
|
1207
|
+
ctx.fill();
|
|
1208
|
+
ctx.beginPath();
|
|
1209
|
+
ctx.arc(px + 14, py + 22, 10, 0, Math.PI * 2);
|
|
1210
|
+
ctx.fill();
|
|
1211
|
+
ctx.beginPath();
|
|
1212
|
+
ctx.arc(px + 34, py + 22, 10, 0, Math.PI * 2);
|
|
1213
|
+
ctx.fill();
|
|
1214
|
+
} else if (type === "rock") {
|
|
1215
|
+
const g = ctx.createLinearGradient(px, py, px, py + tileSize);
|
|
1216
|
+
g.addColorStop(0, "#3f6d3d");
|
|
1217
|
+
g.addColorStop(1, "#274c2d");
|
|
1218
|
+
ctx.fillStyle = g;
|
|
1219
|
+
ctx.fillRect(px, py, tileSize, tileSize);
|
|
1220
|
+
ctx.fillStyle = "#7a7f87";
|
|
1221
|
+
ctx.beginPath();
|
|
1222
|
+
ctx.moveTo(px + 12, py + 34);
|
|
1223
|
+
ctx.lineTo(px + 18, py + 18);
|
|
1224
|
+
ctx.lineTo(px + 32, py + 14);
|
|
1225
|
+
ctx.lineTo(px + 38, py + 30);
|
|
1226
|
+
ctx.lineTo(px + 28, py + 38);
|
|
1227
|
+
ctx.closePath();
|
|
1228
|
+
ctx.fill();
|
|
1229
|
+
} else if (type === "wall") {
|
|
1230
|
+
const g = ctx.createLinearGradient(px, py, px, py + tileSize);
|
|
1231
|
+
g.addColorStop(0, "#3b3b48");
|
|
1232
|
+
g.addColorStop(1, "#1d1d28");
|
|
1233
|
+
ctx.fillStyle = g;
|
|
1234
|
+
ctx.fillRect(px, py, tileSize, tileSize);
|
|
1235
|
+
ctx.fillStyle = "rgba(255,255,255,0.05)";
|
|
1236
|
+
ctx.fillRect(px + 4, py + 6, tileSize - 8, 6);
|
|
1237
|
+
} else if (type === "floor" || type === "moss" || type === "crystal") {
|
|
1238
|
+
const g = ctx.createLinearGradient(px, py, px, py + tileSize);
|
|
1239
|
+
g.addColorStop(0, "#6b6556");
|
|
1240
|
+
g.addColorStop(1, "#40392f");
|
|
1241
|
+
ctx.fillStyle = g;
|
|
1242
|
+
ctx.fillRect(px, py, tileSize, tileSize);
|
|
1243
|
+
ctx.fillStyle = "rgba(255,255,255,0.06)";
|
|
1244
|
+
ctx.fillRect(px + 6, py + 8, 14, 8);
|
|
1245
|
+
ctx.fillRect(px + 24, py + 22, 12, 8);
|
|
1246
|
+
if (type === "moss") {
|
|
1247
|
+
ctx.fillStyle = "#3f7f4b";
|
|
1248
|
+
ctx.fillRect(px + 12, py + 28, 14, 7);
|
|
1249
|
+
}
|
|
1250
|
+
if (type === "crystal") {
|
|
1251
|
+
ctx.fillStyle = "#7dd3fc";
|
|
1252
|
+
ctx.beginPath();
|
|
1253
|
+
ctx.moveTo(px + 24, py + 12);
|
|
1254
|
+
ctx.lineTo(px + 30, py + 26);
|
|
1255
|
+
ctx.lineTo(px + 24, py + 34);
|
|
1256
|
+
ctx.lineTo(px + 18, py + 26);
|
|
1257
|
+
ctx.closePath();
|
|
1258
|
+
ctx.fill();
|
|
1259
|
+
}
|
|
1260
|
+
}
|
|
1261
|
+
}
|
|
1262
|
+
|
|
1263
|
+
function drawChest(chest, time) {
|
|
1264
|
+
const px = chest.x * tileSize;
|
|
1265
|
+
const py = chest.y * tileSize;
|
|
1266
|
+
const glow = 0.5 + Math.sin(time * 0.004 + chest.glow) * 0.5;
|
|
1267
|
+
if (!chest.opened) {
|
|
1268
|
+
ctx.fillStyle = `rgba(246, 196, 83, ${0.1 + glow * 0.12})`;
|
|
1269
|
+
ctx.beginPath();
|
|
1270
|
+
ctx.arc(px + 24, py + 24, 24 + glow * 5, 0, Math.PI * 2);
|
|
1271
|
+
ctx.fill();
|
|
1272
|
+
}
|
|
1273
|
+
ctx.fillStyle = chest.opened ? "#8b6b3e" : "#9a6a32";
|
|
1274
|
+
ctx.fillRect(px + 10, py + 20, 28, 18);
|
|
1275
|
+
ctx.fillStyle = chest.opened ? "#a98c58" : "#c79b3a";
|
|
1276
|
+
ctx.fillRect(px + 10, py + 16, 28, 8);
|
|
1277
|
+
ctx.fillStyle = "#f7d36a";
|
|
1278
|
+
ctx.fillRect(px + 22, py + 20, 4, 10);
|
|
1279
|
+
if (chest.opened) {
|
|
1280
|
+
ctx.strokeStyle = "#d6b15a";
|
|
1281
|
+
ctx.lineWidth = 3;
|
|
1282
|
+
ctx.beginPath();
|
|
1283
|
+
ctx.moveTo(px + 10, py + 17);
|
|
1284
|
+
ctx.lineTo(px + 4, py + 10);
|
|
1285
|
+
ctx.stroke();
|
|
1286
|
+
}
|
|
1287
|
+
}
|
|
1288
|
+
|
|
1289
|
+
function drawStairs(stairs, kind, time) {
|
|
1290
|
+
if (!stairs) return;
|
|
1291
|
+
const px = stairs.x * tileSize;
|
|
1292
|
+
const py = stairs.y * tileSize;
|
|
1293
|
+
const glow = 0.5 + Math.sin(time * 0.004 + stairs.glow) * 0.5;
|
|
1294
|
+
const color = kind === "down" ? "#60a5fa" : "#c084fc";
|
|
1295
|
+
ctx.fillStyle = `rgba(${kind === "down" ? "96,165,250" : "192,132,252"}, ${0.16 + glow * 0.12})`;
|
|
1296
|
+
ctx.beginPath();
|
|
1297
|
+
ctx.arc(px + 24, py + 24, 20 + glow * 4, 0, Math.PI * 2);
|
|
1298
|
+
ctx.fill();
|
|
1299
|
+
ctx.fillStyle = "#5b5347";
|
|
1300
|
+
ctx.fillRect(px + 8, py + 12, 32, 24);
|
|
1301
|
+
ctx.fillStyle = color;
|
|
1302
|
+
for (let i = 0; i < 4; i++)
|
|
1303
|
+
ctx.fillRect(px + 12, py + 14 + i * 5, 24, 2);
|
|
1304
|
+
ctx.fillStyle = "#eef2ff";
|
|
1305
|
+
ctx.font = "bold 18px sans-serif";
|
|
1306
|
+
ctx.fillText(kind === "down" ? "↓" : "↑", px + 18, py + 31);
|
|
1307
|
+
}
|
|
1308
|
+
|
|
1309
|
+
function drawEntrance(time) {
|
|
1310
|
+
if (!world.entrance) return;
|
|
1311
|
+
const px = world.entrance.x * tileSize;
|
|
1312
|
+
const py = world.entrance.y * tileSize;
|
|
1313
|
+
const glow = 0.5 + Math.sin(time * 0.004 + world.entrance.glow) * 0.5;
|
|
1314
|
+
ctx.fillStyle = `rgba(99, 102, 241, ${0.15 + glow * 0.16})`;
|
|
1315
|
+
ctx.beginPath();
|
|
1316
|
+
ctx.arc(px + 24, py + 24, 22 + glow * 6, 0, Math.PI * 2);
|
|
1317
|
+
ctx.fill();
|
|
1318
|
+
ctx.fillStyle = "#312e81";
|
|
1319
|
+
ctx.fillRect(px + 10, py + 8, 28, 30);
|
|
1320
|
+
ctx.fillStyle = "#818cf8";
|
|
1321
|
+
ctx.fillRect(px + 15, py + 12, 18, 20);
|
|
1322
|
+
ctx.fillStyle = "#eef2ff";
|
|
1323
|
+
ctx.font = "bold 18px sans-serif";
|
|
1324
|
+
ctx.fillText("门", px + 15, py + 31);
|
|
1325
|
+
}
|
|
1326
|
+
|
|
1327
|
+
function drawPlayer() {
|
|
1328
|
+
const x = player.x;
|
|
1329
|
+
const y = player.y;
|
|
1330
|
+
ctx.fillStyle = "rgba(0,0,0,0.25)";
|
|
1331
|
+
ctx.beginPath();
|
|
1332
|
+
ctx.ellipse(x, y + 16, 13, 7, 0, 0, Math.PI * 2);
|
|
1333
|
+
ctx.fill();
|
|
1334
|
+
ctx.fillStyle = hurtCooldown > 0 ? "#f87171" : "#3b82f6";
|
|
1335
|
+
ctx.fillRect(x - 9, y - 8, 18, 20);
|
|
1336
|
+
ctx.fillStyle = "#dbeafe";
|
|
1337
|
+
ctx.fillRect(x - 6, y - 14, 12, 10);
|
|
1338
|
+
ctx.fillStyle = "#f0c9a4";
|
|
1339
|
+
ctx.beginPath();
|
|
1340
|
+
ctx.arc(x, y - 16, 8, 0, Math.PI * 2);
|
|
1341
|
+
ctx.fill();
|
|
1342
|
+
ctx.fillStyle = "#f6c453";
|
|
1343
|
+
ctx.fillRect(x - 8, y - 24, 16, 5);
|
|
1344
|
+
ctx.fillStyle = "#1f2937";
|
|
1345
|
+
ctx.fillRect(x - 11, y + 12, 7, 12);
|
|
1346
|
+
ctx.fillRect(x + 4, y + 12, 7, 12);
|
|
1347
|
+
ctx.fillStyle = "#93c5fd";
|
|
1348
|
+
ctx.fillRect(x + 10, y - 5, 4, 16);
|
|
1349
|
+
if (player.attackArc > 0) {
|
|
1350
|
+
ctx.strokeStyle = "#fde68a";
|
|
1351
|
+
ctx.lineWidth = 5;
|
|
1352
|
+
ctx.beginPath();
|
|
1353
|
+
ctx.arc(
|
|
1354
|
+
x + player.dirX * 20,
|
|
1355
|
+
y + player.dirY * 10,
|
|
1356
|
+
26,
|
|
1357
|
+
-0.8 + Math.atan2(player.dirY, player.dirX),
|
|
1358
|
+
0.8 + Math.atan2(player.dirY, player.dirX),
|
|
1359
|
+
);
|
|
1360
|
+
ctx.stroke();
|
|
1361
|
+
}
|
|
1362
|
+
}
|
|
1363
|
+
|
|
1364
|
+
function drawEnemy(enemy) {
|
|
1365
|
+
ctx.fillStyle = "rgba(0,0,0,0.22)";
|
|
1366
|
+
ctx.beginPath();
|
|
1367
|
+
ctx.ellipse(enemy.x, enemy.y + 12, 12, 6, 0, 0, Math.PI * 2);
|
|
1368
|
+
ctx.fill();
|
|
1369
|
+
ctx.fillStyle = enemy.color;
|
|
1370
|
+
ctx.beginPath();
|
|
1371
|
+
ctx.arc(
|
|
1372
|
+
enemy.x,
|
|
1373
|
+
enemy.y,
|
|
1374
|
+
enemy.name === "重甲魔物" ? 17 : enemy.name === "野狼" ? 13 : 14,
|
|
1375
|
+
0,
|
|
1376
|
+
Math.PI * 2,
|
|
1377
|
+
);
|
|
1378
|
+
ctx.fill();
|
|
1379
|
+
ctx.fillStyle = enemy.eye;
|
|
1380
|
+
ctx.beginPath();
|
|
1381
|
+
ctx.arc(enemy.x - 4, enemy.y - 2, 2.3, 0, Math.PI * 2);
|
|
1382
|
+
ctx.fill();
|
|
1383
|
+
ctx.beginPath();
|
|
1384
|
+
ctx.arc(enemy.x + 4, enemy.y - 2, 2.3, 0, Math.PI * 2);
|
|
1385
|
+
ctx.fill();
|
|
1386
|
+
if (enemy.name === "重甲魔物") {
|
|
1387
|
+
ctx.strokeStyle = "#fff7ed";
|
|
1388
|
+
ctx.lineWidth = 2;
|
|
1389
|
+
ctx.strokeRect(enemy.x - 10, enemy.y - 10, 20, 20);
|
|
1390
|
+
}
|
|
1391
|
+
ctx.fillStyle = "#1f2937";
|
|
1392
|
+
ctx.fillRect(enemy.x - 10, enemy.y - 22, 20, 4);
|
|
1393
|
+
ctx.fillStyle = "#ef4444";
|
|
1394
|
+
ctx.fillRect(
|
|
1395
|
+
enemy.x - 10,
|
|
1396
|
+
enemy.y - 22,
|
|
1397
|
+
Math.max(0, 20 * (enemy.hp / enemy.maxHp)),
|
|
1398
|
+
4,
|
|
1399
|
+
);
|
|
1400
|
+
}
|
|
1401
|
+
|
|
1402
|
+
function drawGroundLoot(loot, time) {
|
|
1403
|
+
const bob = Math.sin(time * 0.005 + loot.glow) * 4;
|
|
1404
|
+
ctx.fillStyle = "rgba(239,68,68,0.18)";
|
|
1405
|
+
ctx.beginPath();
|
|
1406
|
+
ctx.arc(loot.x, loot.y, 16, 0, Math.PI * 2);
|
|
1407
|
+
ctx.fill();
|
|
1408
|
+
ctx.fillStyle = "#ef4444";
|
|
1409
|
+
ctx.fillRect(loot.x - 7, loot.y - 10 + bob, 14, 20);
|
|
1410
|
+
ctx.fillStyle = "#fee2e2";
|
|
1411
|
+
ctx.fillRect(loot.x - 3, loot.y - 6 + bob, 6, 12);
|
|
1412
|
+
ctx.fillStyle = "#fff1f2";
|
|
1413
|
+
ctx.fillRect(loot.x - 1, loot.y - 2 + bob, 2, 4);
|
|
1414
|
+
}
|
|
1415
|
+
|
|
1416
|
+
function drawFog(camera) {
|
|
1417
|
+
const radius = scene === "surface" ? 280 : 220;
|
|
1418
|
+
const px = player.x - camera.x;
|
|
1419
|
+
const py = player.y - camera.y;
|
|
1420
|
+
const grad = ctx.createRadialGradient(px, py, 70, px, py, radius);
|
|
1421
|
+
grad.addColorStop(0, "rgba(0,0,0,0)");
|
|
1422
|
+
grad.addColorStop(0.55, "rgba(0,0,0,0.18)");
|
|
1423
|
+
grad.addColorStop(
|
|
1424
|
+
1,
|
|
1425
|
+
scene === "surface" ? "rgba(3, 6, 15, 0.74)" : "rgba(2, 4, 12, 0.82)",
|
|
1426
|
+
);
|
|
1427
|
+
ctx.fillStyle = grad;
|
|
1428
|
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
1429
|
+
}
|
|
1430
|
+
|
|
1431
|
+
function update(dt) {
|
|
1432
|
+
if (isPaused) return;
|
|
1433
|
+
gameTime += dt;
|
|
1434
|
+
if (player.hp <= 0) return;
|
|
1435
|
+
|
|
1436
|
+
let dx = 0;
|
|
1437
|
+
let dy = 0;
|
|
1438
|
+
if (keys.has("ArrowLeft") || keys.has("a") || keys.has("A")) dx -= 1;
|
|
1439
|
+
if (keys.has("ArrowRight") || keys.has("d") || keys.has("D")) dx += 1;
|
|
1440
|
+
if (keys.has("ArrowUp") || keys.has("w") || keys.has("W")) dy -= 1;
|
|
1441
|
+
if (keys.has("ArrowDown") || keys.has("s") || keys.has("S")) dy += 1;
|
|
1442
|
+
|
|
1443
|
+
if (dx || dy) {
|
|
1444
|
+
const len = Math.hypot(dx, dy) || 1;
|
|
1445
|
+
dx /= len;
|
|
1446
|
+
dy /= len;
|
|
1447
|
+
player.dirX = dx;
|
|
1448
|
+
player.dirY = dy;
|
|
1449
|
+
const nextX = player.x + dx * player.speed * dt;
|
|
1450
|
+
const nextY = player.y + dy * player.speed * dt;
|
|
1451
|
+
const tileX = Math.floor(nextX / tileSize);
|
|
1452
|
+
const tileY = Math.floor(player.y / tileSize);
|
|
1453
|
+
if (!isBlocked(tileX, tileY)) player.x = nextX;
|
|
1454
|
+
const tileX2 = Math.floor(player.x / tileSize);
|
|
1455
|
+
const tileY2 = Math.floor(nextY / tileSize);
|
|
1456
|
+
if (!isBlocked(tileX2, tileY2)) player.y = nextY;
|
|
1457
|
+
}
|
|
1458
|
+
|
|
1459
|
+
spawnTimer += dt;
|
|
1460
|
+
const spawnInterval =
|
|
1461
|
+
scene === "surface"
|
|
1462
|
+
? gameTime < 40
|
|
1463
|
+
? 1.6
|
|
1464
|
+
: gameTime < 90
|
|
1465
|
+
? 1.3
|
|
1466
|
+
: 1.1
|
|
1467
|
+
: gameTime < 40
|
|
1468
|
+
? 1.3
|
|
1469
|
+
: gameTime < 90
|
|
1470
|
+
? 1.0
|
|
1471
|
+
: 0.85;
|
|
1472
|
+
if (spawnTimer > spawnInterval) {
|
|
1473
|
+
spawnTimer = 0;
|
|
1474
|
+
spawnEnemy();
|
|
1475
|
+
}
|
|
1476
|
+
|
|
1477
|
+
if (attackCooldown > 0) attackCooldown -= dt;
|
|
1478
|
+
if (hurtCooldown > 0) hurtCooldown -= dt;
|
|
1479
|
+
if (interactionLock > 0) interactionLock -= dt;
|
|
1480
|
+
if (player.attackArc > 0) player.attackArc -= dt;
|
|
1481
|
+
if (comboTimer > 0) {
|
|
1482
|
+
comboTimer -= dt;
|
|
1483
|
+
if (comboTimer <= 0) combo = 0;
|
|
1484
|
+
}
|
|
1485
|
+
|
|
1486
|
+
for (let i = groundLoots.length - 1; i >= 0; i--) {
|
|
1487
|
+
const loot = groundLoots[i];
|
|
1488
|
+
loot.glow += dt * 6;
|
|
1489
|
+
if (Math.hypot(loot.x - player.x, loot.y - player.y) < 28) {
|
|
1490
|
+
player.hp = Math.min(player.maxHp, player.hp + loot.heal);
|
|
1491
|
+
popups.push({
|
|
1492
|
+
x: loot.x,
|
|
1493
|
+
y: loot.y - 16,
|
|
1494
|
+
text: `+${loot.heal} 生命`,
|
|
1495
|
+
color: "#fecaca",
|
|
1496
|
+
life: 1.0,
|
|
1497
|
+
});
|
|
1498
|
+
burstParticles(loot.x, loot.y, "#ef4444", 12);
|
|
1499
|
+
groundLoots.splice(i, 1);
|
|
1500
|
+
setMessage("你捡到了补血药!");
|
|
1501
|
+
updateStats();
|
|
1502
|
+
saveGame();
|
|
1503
|
+
}
|
|
1504
|
+
}
|
|
1505
|
+
|
|
1506
|
+
for (const enemy of enemies) {
|
|
1507
|
+
const dxToPlayer = player.x - enemy.x;
|
|
1508
|
+
const dyToPlayer = player.y - enemy.y;
|
|
1509
|
+
const dist = Math.hypot(dxToPlayer, dyToPlayer);
|
|
1510
|
+
enemy.attackCooldown -= dt;
|
|
1511
|
+
let moveX = 0;
|
|
1512
|
+
let moveY = 0;
|
|
1513
|
+
if (dist < enemy.vision) {
|
|
1514
|
+
moveX = dxToPlayer / (dist || 1);
|
|
1515
|
+
moveY = dyToPlayer / (dist || 1);
|
|
1516
|
+
} else {
|
|
1517
|
+
enemy.wander += dt;
|
|
1518
|
+
moveX = Math.cos(enemy.wander) * 0.35;
|
|
1519
|
+
moveY = Math.sin(enemy.wander * 0.8) * 0.35;
|
|
1520
|
+
}
|
|
1521
|
+
const nextX = enemy.x + moveX * enemy.speed * dt;
|
|
1522
|
+
const nextY = enemy.y + moveY * enemy.speed * dt;
|
|
1523
|
+
const tileX = Math.floor(nextX / tileSize);
|
|
1524
|
+
const tileY = Math.floor(enemy.y / tileSize);
|
|
1525
|
+
if (!isBlocked(tileX, tileY)) enemy.x = nextX;
|
|
1526
|
+
const tileX2 = Math.floor(enemy.x / tileSize);
|
|
1527
|
+
const tileY2 = Math.floor(nextY / tileSize);
|
|
1528
|
+
if (!isBlocked(tileX2, tileY2)) enemy.y = nextY;
|
|
1529
|
+
|
|
1530
|
+
if (dist < 40 && enemy.attackCooldown <= 0) {
|
|
1531
|
+
enemy.attackCooldown = 1.7;
|
|
1532
|
+
player.hp -= enemy.damage;
|
|
1533
|
+
hurtCooldown = 0.25;
|
|
1534
|
+
popups.push({
|
|
1535
|
+
x: player.x,
|
|
1536
|
+
y: player.y - 20,
|
|
1537
|
+
text: `-${enemy.damage}`,
|
|
1538
|
+
color: "#fb7185",
|
|
1539
|
+
life: 0.8,
|
|
1540
|
+
});
|
|
1541
|
+
burstParticles(player.x, player.y, "#fb7185", 8);
|
|
1542
|
+
combo = 0;
|
|
1543
|
+
comboTimer = 0;
|
|
1544
|
+
if (player.hp <= 0) {
|
|
1545
|
+
player.hp = 0;
|
|
1546
|
+
setMessage("你被敌人击倒了,刷新页面可以重新开始。");
|
|
1547
|
+
} else {
|
|
1548
|
+
setMessage("敌人打中了你,小心一点!");
|
|
1549
|
+
}
|
|
1550
|
+
updateStats();
|
|
1551
|
+
saveGame();
|
|
1552
|
+
}
|
|
1553
|
+
}
|
|
1554
|
+
|
|
1555
|
+
for (let i = particles.length - 1; i >= 0; i--) {
|
|
1556
|
+
const p = particles[i];
|
|
1557
|
+
p.life -= dt;
|
|
1558
|
+
p.x += p.vx * dt;
|
|
1559
|
+
p.y += p.vy * dt;
|
|
1560
|
+
p.vy += 180 * dt;
|
|
1561
|
+
if (p.life <= 0) particles.splice(i, 1);
|
|
1562
|
+
}
|
|
1563
|
+
|
|
1564
|
+
for (let i = popups.length - 1; i >= 0; i--) {
|
|
1565
|
+
const p = popups[i];
|
|
1566
|
+
p.life -= dt;
|
|
1567
|
+
p.y -= 24 * dt;
|
|
1568
|
+
if (p.life <= 0) popups.splice(i, 1);
|
|
1569
|
+
}
|
|
1570
|
+
|
|
1571
|
+
if (messageTimer > 0) {
|
|
1572
|
+
messageTimer -= dt;
|
|
1573
|
+
if (messageTimer <= 0) lootLogEl.textContent = currentMessage;
|
|
1574
|
+
}
|
|
1575
|
+
}
|
|
1576
|
+
|
|
1577
|
+
function render(time) {
|
|
1578
|
+
const camera = getCamera();
|
|
1579
|
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
1580
|
+
ctx.save();
|
|
1581
|
+
ctx.translate(-camera.x, -camera.y);
|
|
1582
|
+
for (let y = 0; y < world.rows; y++) {
|
|
1583
|
+
for (let x = 0; x < world.cols; x++) drawTile(x, y, world.map[y][x]);
|
|
1584
|
+
}
|
|
1585
|
+
|
|
1586
|
+
ctx.fillStyle = "rgba(255,255,255,0.07)";
|
|
1587
|
+
for (let x = 0; x <= world.cols; x++)
|
|
1588
|
+
ctx.fillRect(x * tileSize, 0, 1, world.rows * tileSize);
|
|
1589
|
+
for (let y = 0; y <= world.rows; y++)
|
|
1590
|
+
ctx.fillRect(0, y * tileSize, world.cols * tileSize, 1);
|
|
1591
|
+
|
|
1592
|
+
for (const chest of world.chests) drawChest(chest, time);
|
|
1593
|
+
drawEntrance(time);
|
|
1594
|
+
drawStairs(world.stairsUp, "up", time);
|
|
1595
|
+
drawStairs(world.stairsDown, "down", time);
|
|
1596
|
+
for (const loot of groundLoots) drawGroundLoot(loot, time);
|
|
1597
|
+
for (const enemy of enemies) drawEnemy(enemy);
|
|
1598
|
+
drawPlayer();
|
|
1599
|
+
ctx.restore();
|
|
1600
|
+
|
|
1601
|
+
for (const p of particles) {
|
|
1602
|
+
ctx.globalAlpha = Math.max(p.life, 0);
|
|
1603
|
+
ctx.fillStyle = p.color;
|
|
1604
|
+
ctx.fillRect(p.x, p.y, p.size, p.size);
|
|
1605
|
+
}
|
|
1606
|
+
ctx.globalAlpha = 1;
|
|
1607
|
+
|
|
1608
|
+
for (const popup of popups) {
|
|
1609
|
+
ctx.globalAlpha = Math.max(popup.life / 1.6, 0);
|
|
1610
|
+
ctx.fillStyle = popup.color;
|
|
1611
|
+
ctx.font = "bold 20px sans-serif";
|
|
1612
|
+
ctx.fillText(popup.text, popup.x - 18, popup.y);
|
|
1613
|
+
}
|
|
1614
|
+
ctx.globalAlpha = 1;
|
|
1615
|
+
|
|
1616
|
+
drawFog(camera);
|
|
1617
|
+
|
|
1618
|
+
const tileX = Math.floor(player.x / tileSize);
|
|
1619
|
+
const tileY = Math.floor(player.y / tileSize);
|
|
1620
|
+
const nearChest = world.chests.find(
|
|
1621
|
+
(c) =>
|
|
1622
|
+
!c.opened && Math.abs(c.x - tileX) + Math.abs(c.y - tileY) <= 1,
|
|
1623
|
+
);
|
|
1624
|
+
const onEntrance =
|
|
1625
|
+
world.entrance &&
|
|
1626
|
+
tileX === world.entrance.x &&
|
|
1627
|
+
tileY === world.entrance.y;
|
|
1628
|
+
const onStairsUp =
|
|
1629
|
+
world.stairsUp &&
|
|
1630
|
+
tileX === world.stairsUp.x &&
|
|
1631
|
+
tileY === world.stairsUp.y;
|
|
1632
|
+
const onStairsDown =
|
|
1633
|
+
world.stairsDown &&
|
|
1634
|
+
tileX === world.stairsDown.x &&
|
|
1635
|
+
tileY === world.stairsDown.y;
|
|
1636
|
+
|
|
1637
|
+
if (nearChest || onEntrance || onStairsUp || onStairsDown) {
|
|
1638
|
+
ctx.fillStyle = "rgba(17,24,39,0.75)";
|
|
1639
|
+
ctx.fillRect(300, 18, 360, 36);
|
|
1640
|
+
ctx.fillStyle = "#fff1b5";
|
|
1641
|
+
ctx.font = "bold 18px sans-serif";
|
|
1642
|
+
let text = "按 E 或 空格 互动";
|
|
1643
|
+
if (nearChest) text = "按 E 或 空格 打开宝箱";
|
|
1644
|
+
if (onEntrance) text = "按 E 或 空格 进入地下城";
|
|
1645
|
+
if (onStairsDown) text = "按 E 或 空格 前往下一层";
|
|
1646
|
+
if (onStairsUp)
|
|
1647
|
+
text = world.stairsUp.exitToSurface
|
|
1648
|
+
? "按 E 或 空格 返回地表"
|
|
1649
|
+
: "按 E 或 空格 返回上一层";
|
|
1650
|
+
ctx.fillText(text, 332, 42);
|
|
1651
|
+
}
|
|
1652
|
+
|
|
1653
|
+
if (player.hp <= 0) {
|
|
1654
|
+
ctx.fillStyle = "rgba(0,0,0,0.55)";
|
|
1655
|
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
1656
|
+
ctx.fillStyle = "#fff1b5";
|
|
1657
|
+
ctx.font = "bold 38px sans-serif";
|
|
1658
|
+
ctx.fillText("你倒下了", 390, 320);
|
|
1659
|
+
ctx.font = "20px sans-serif";
|
|
1660
|
+
ctx.fillText("刷新页面可以重新开始", 365, 360);
|
|
1661
|
+
}
|
|
1662
|
+
}
|
|
1663
|
+
|
|
1664
|
+
function loop(now) {
|
|
1665
|
+
const dt = Math.min((now - loop.last) / 1000, 0.033);
|
|
1666
|
+
loop.last = now;
|
|
1667
|
+
update(dt);
|
|
1668
|
+
render(now);
|
|
1669
|
+
requestAnimationFrame(loop);
|
|
1670
|
+
}
|
|
1671
|
+
loop.last = performance.now();
|
|
1672
|
+
|
|
1673
|
+
function initGameWorld() {
|
|
1674
|
+
loadGame();
|
|
1675
|
+
if (scene === "dungeon" && currentFloor > 0) {
|
|
1676
|
+
generateDungeonFloor(currentFloor, "down");
|
|
1677
|
+
player.x = world.stairsUp.x * tileSize + tileSize / 2;
|
|
1678
|
+
player.y = world.stairsUp.y * tileSize + tileSize / 2;
|
|
1679
|
+
} else {
|
|
1680
|
+
scene = "surface";
|
|
1681
|
+
currentFloor = 0;
|
|
1682
|
+
generateSurface();
|
|
1683
|
+
player.x = tileSize * 3.5;
|
|
1684
|
+
player.y = tileSize * 3.5;
|
|
1685
|
+
}
|
|
1686
|
+
renderInventory();
|
|
1687
|
+
renderCardInventory();
|
|
1688
|
+
updateStats();
|
|
1689
|
+
saveGame();
|
|
1690
|
+
}
|
|
1691
|
+
|
|
1692
|
+
function startGame() {
|
|
1693
|
+
menuOverlayEl.classList.add("hidden");
|
|
1694
|
+
introVideoEl.pause();
|
|
1695
|
+
requestAnimationFrame(loop);
|
|
1696
|
+
}
|
|
1697
|
+
|
|
1698
|
+
showHelpBtn.addEventListener("click", () => {
|
|
1699
|
+
const visible = menuHelpEl.style.display === "block";
|
|
1700
|
+
menuHelpEl.style.display = visible ? "none" : "block";
|
|
1701
|
+
showHelpBtn.textContent = visible ? "游戏说明" : "收起说明";
|
|
1702
|
+
});
|
|
1703
|
+
|
|
1704
|
+
startGameBtn.addEventListener("click", startGame);
|
|
1705
|
+
|
|
1706
|
+
viewCodexBtn.addEventListener("click", () => {
|
|
1707
|
+
saveGame();
|
|
1708
|
+
setPaused(true);
|
|
1709
|
+
setMessage("正在打开图签页面...");
|
|
1710
|
+
const codexWin = window.open(
|
|
1711
|
+
"../remix/万物图签:我的AI卡牌宇宙_1508/index.html",
|
|
1712
|
+
"_blank",
|
|
1713
|
+
);
|
|
1714
|
+
if (!codexWin) {
|
|
1715
|
+
setMessage("图签没有打开,可能被浏览器拦截了弹窗。");
|
|
1716
|
+
setPaused(false);
|
|
1717
|
+
return;
|
|
1718
|
+
}
|
|
1719
|
+
codexWin.focus();
|
|
1720
|
+
setMessage("图签已打开,返回游戏后按任意键继续。");
|
|
1721
|
+
const watcher = setInterval(() => {
|
|
1722
|
+
if (codexWin.closed) {
|
|
1723
|
+
clearInterval(watcher);
|
|
1724
|
+
setPaused(false);
|
|
1725
|
+
}
|
|
1726
|
+
}, 500);
|
|
1727
|
+
});
|
|
1728
|
+
|
|
1729
|
+
window.addEventListener("keydown", (e) => {
|
|
1730
|
+
if (!menuOverlayEl.classList.contains("hidden")) {
|
|
1731
|
+
if (e.key === "Enter") startGame();
|
|
1732
|
+
return;
|
|
1733
|
+
}
|
|
1734
|
+
if (isPaused) {
|
|
1735
|
+
e.preventDefault();
|
|
1736
|
+
setPaused(false);
|
|
1737
|
+
return;
|
|
1738
|
+
}
|
|
1739
|
+
keys.add(e.key);
|
|
1740
|
+
if (e.key === " " || e.key === "e" || e.key === "E") {
|
|
1741
|
+
e.preventDefault();
|
|
1742
|
+
if (interactionLock > 0) return;
|
|
1743
|
+
interactionLock = 0.2;
|
|
1744
|
+
if (!tryUseStairsOrEntrance()) tryOpenChest();
|
|
1745
|
+
}
|
|
1746
|
+
if (e.key === "j" || e.key === "J") {
|
|
1747
|
+
e.preventDefault();
|
|
1748
|
+
tryAttack();
|
|
1749
|
+
}
|
|
1750
|
+
});
|
|
1751
|
+
window.addEventListener("keyup", (e) => keys.delete(e.key));
|
|
1752
|
+
|
|
1753
|
+
initGameWorld();
|
|
1754
|
+
</script>
|
|
1755
|
+
</body>
|
|
1756
|
+
</html>
|