经典大战 · 角色选择
by ApexFalcon66675 lines22.5 KB
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, viewport-fit=cover">
<title>经典大战 · 角色选择</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
html, body { height: 100%; overflow: hidden; }
body {
display: grid; place-items: center;
background: radial-gradient(ellipse at 50% 45%, #0b1a24 0%, #05090d 55%, #010204 100%);
font-family: -apple-system, "PingFang SC", "Microsoft YaHei", system-ui, sans-serif;
color: #e0f7ff;
}
/* ========== 通用界面 ========== */
.screen {
position: fixed; inset: 0;
display: none; flex-direction: column;
align-items: center; justify-content: center;
z-index: 10;
}
.screen.active { display: flex; }
/* ========== 界面一:开始界面 ========== */
#screen-title h1 {
font-size: clamp(28px, 6vw, 56px);
letter-spacing: 6px;
font-weight: 900;
color: #00ffe0;
text-shadow: 0 0 30px rgba(0,255,224,.6), 0 0 80px rgba(0,255,224,.25);
margin-bottom: 10px;
}
#screen-title p {
font-size: 13px; letter-spacing: 4px;
color: rgba(0,255,224,.4); margin-bottom: 48px;
}
.btn-start {
padding: 16px 64px;
font-size: 20px; font-weight: 700; letter-spacing: 6px;
color: #021016; background: linear-gradient(135deg, #00ffe0, #00b8a0);
border: none; border-radius: 6px; cursor: pointer;
box-shadow: 0 0 24px rgba(0,255,224,.5), 0 0 60px rgba(0,255,224,.2);
transition: transform .15s, box-shadow .15s;
}
.btn-start:hover { transform: scale(1.04); box-shadow: 0 0 36px rgba(0,255,224,.8); }
/* ========== 界面二:选人界面 ========== */
#screen-select { padding: 24px; }
#screen-select h2 {
font-size: 18px; letter-spacing: 4px; color: rgba(0,255,224,.7);
margin-bottom: 6px;
}
.hint { font-size: 12px; color: rgba(160,200,220,.45); margin-bottom: 28px; }
.hint b { color: #00ffe0; }
.char-row { display: flex; gap: 20px; flex-wrap: wrap; justify-content: center; }
.char-card {
width: 170px; padding: 18px 14px;
border-radius: 12px; cursor: pointer;
background: rgba(10, 30, 42, .85);
border: 2px solid rgba(80, 200, 255, .15);
transition: border-color .2s, box-shadow .2s, transform .15s;
text-align: center; user-select: none;
}
.char-card:hover { transform: translateY(-4px); border-color: rgba(80,200,255,.35); }
.char-card.selected {
border-color: #00ffe0;
box-shadow: 0 0 22px rgba(0,255,224,.45), inset 0 0 30px rgba(0,255,224,.06);
}
.char-orb {
width: 64px; height: 64px; border-radius: 50%;
margin: 0 auto 12px;
display: flex; align-items: center; justify-content: center;
font-size: 22px; font-weight: 900; color: #021016;
}
.char-name { font-size: 16px; font-weight: 700; margin-bottom: 4px; }
.char-src { font-size: 11px; color: rgba(160,200,220,.45); margin-bottom: 10px; }
.char-desc { font-size: 11px; line-height: 1.6; color: rgba(200,220,235,.6); text-align: left; }
.btn-go {
margin-top: 32px; padding: 14px 60px;
font-size: 17px; font-weight: 700; letter-spacing: 4px;
border: none; border-radius: 6px; cursor: pointer;
background: linear-gradient(135deg, #00ffe0, #00b8a0); color: #021016;
box-shadow: 0 0 20px rgba(0,255,224,.4);
transition: opacity .2s, transform .15s;
}
.btn-go:disabled {
opacity: .25; cursor: not-allowed; transform: none; box-shadow: none;
background: #2a4a4a; color: #5a7a7a;
}
.btn-go:not(:disabled):hover { transform: scale(1.04); }
/* ========== 地图画布 ========== */
#arena-wrap { position: fixed; inset: 0; display: none; place-items: center; z-index: 5; }
#arena-wrap.active { display: grid; }
canvas { display: block; touch-action: none; }
.label {
position: fixed; left: 50%; bottom: 10px; transform: translateX(-50%);
font-size: 11px; letter-spacing: 2px; color: rgba(0,255,224,.35);
pointer-events: none; z-index: 6;
}
</style>
</head>
<body>
<!-- ==================== 界面一:开始 ==================== -->
<div id="screen-title" class="screen active">
<h1>经典大战</h1>
<p>CLASSIC ARENA · 让经典角色自己打一架</p>
<button class="btn-start" id="btnEnter">开 始 游 戏</button>
</div>
<!-- ==================== 界面二:选人 ==================== -->
<div id="screen-select" class="screen">
<h2>选 择 参 战 角 色</h2>
<p class="hint">点击角色图标选中,至少选中 <b>2 名</b> 角色后方可开始</p>
<div class="char-row" id="charRow"></div>
<button class="btn-go" id="btnFight" disabled>开 始 决 斗</button>
</div>
<!-- ==================== 地图 ==================== -->
<div id="arena-wrap">
<canvas id="game"></canvas>
</div>
<div class="label" id="arenaLabel" style="display:none;">CLASSIC ARENA · 20 × 20 · 亮色边框带物理碰撞</div>
<script>
(function () {
'use strict';
/* ============================================================
地图配置(沿用之前的物理框架)
============================================================ */
const COLS = 20, ROWS = 20, CELL = 32, WALL = 16;
const GRID_W = COLS * CELL, GRID_H = ROWS * CELL;
const WORLD_W = GRID_W + WALL * 2, WORLD_H = GRID_H + WALL * 2;
const WALLS = [
{ x: 0, y: 0, w: WORLD_W, h: WALL },
{ x: 0, y: WORLD_H - WALL, w: WORLD_W, h: WALL },
{ x: 0, y: 0, w: WALL, h: WORLD_H },
{ x: WORLD_W - WALL, y: 0, w: WALL, h: WORLD_H }
];
function aabbHit(a, b) {
return a.x < b.x + b.w && a.x + a.w > b.x && a.y < b.y + b.h && a.y + a.h > b.y;
}
function hitsWall(rect) {
for (let i = 0; i < WALLS.length; i++) if (aabbHit(rect, WALLS[i])) return true;
return false;
}
function moveBody(body, dx, dy) {
body.x += dx;
for (let i = 0; i < WALLS.length; i++) {
const w = WALLS[i];
if (!aabbHit(body, w)) continue;
if (dx > 0) body.x = w.x - body.w;
else if (dx < 0) body.x = w.x + w.w;
}
body.y += dy;
for (let i = 0; i < WALLS.length; i++) {
const w = WALLS[i];
if (!aabbHit(body, w)) continue;
if (dy > 0) body.y = w.y - body.h;
else if (dy < 0) body.y = w.y + w.h;
}
return body;
}
/* ============================================================
角色数据(含原文依据的机制设计)
============================================================ */
const ROSTER = [
{
id: 'xiangzi',
name: '祥子',
source: '《骆驼祥子》',
orbColor: '#d4a24e', // 土黄——黄包车、土地
orbBorder: '#f0c878',
maxHp: 120,
defense: 4, // 中等防御,“铁做的”身体
attack: 9,
speed: 1.15,
radius: 14,
// 特殊条:洋车进度(攒钱买车)
specialLabel: '洋车',
specialMax: 100,
specialValue: 0,
// 被动:每 8 秒“攒够一笔钱”,洋车进度 +25;满 100 时触发“买了新车”:移速 ×1.6,攻击 +6,持续 6 秒,随后进度归零
skill: {
name: '三起三落',
desc: '每 8 秒攒钱 +25 洋车进度。满 100 触发「买了新车」:移速 ×1.6,攻击 +6,持续 6 秒后进度归零。',
interval: 8,
gain: 25
},
// 战斗行为:近战冲撞
behavior: 'melee'
},
{
id: 'ruifeng',
name: '瑞丰',
source: '《四世同堂》',
orbColor: '#c87a9a', // 俗艳的粉紫——虚荣、浮浅
orbBorder: '#e8a0c0',
maxHp: 85, // 最低血量
defense: 1,
attack: 7,
speed: 1.35, // 跑得快,钻营
radius: 12,
specialLabel: '官威',
specialMax: 100,
specialValue: 40, // 起始有一定官威
// 被动:受击时消耗 10 点官威,减免 50% 伤害(“我是科长!”);官威耗尽后变得脆弱。每 6 秒自动恢复 15 点。
skill: {
name: '科长身份',
desc: '受击时消耗 10 点官威减免 50% 伤害。官威耗尽后防御降为 0。每 6 秒恢复 15 点。',
costOnHit: 10,
regenInterval: 6,
regenAmount: 15
},
behavior: 'ranged' // 远程:扔出“官腔”文字弹
},
{
id: 'fushan',
name: '富善先生',
source: '《四世同堂》',
orbColor: '#4a9e7a', // 沉稳的墨绿——守旧、可靠
orbBorder: '#7ed0aa',
maxHp: 105,
defense: 8, // 最高防御,守旧
attack: 6,
speed: 0.85, // 慢
radius: 15,
specialLabel: '守旧',
specialMax: 100,
specialValue: 60, // 起始高守旧
// 被动:守旧值越高,减伤越高(最高 40%)。每次受击守旧 -8(因为“新事物”冲击了他)。守旧低于 20 时减伤失效。
skill: {
name: '小琉璃厂',
desc: '守旧值提供最高 40% 减伤。受击时守旧 -8。低于 20 时减伤失效。每 5 秒恢复 10 点。',
maxReduction: 0.40,
lossOnHit: 8,
threshold: 20,
regenInterval: 5,
regenAmount: 10
},
behavior: 'tank' // 坦克:缓慢靠近,高减伤
}
];
/* ============================================================
界面控制
============================================================ */
const screenTitle = document.getElementById('screen-title');
const screenSelect = document.getElementById('screen-select');
const arenaWrap = document.getElementById('arena-wrap');
const arenaLabel = document.getElementById('arenaLabel');
const charRow = document.getElementById('charRow');
const btnFight = document.getElementById('btnFight');
const selected = new Set();
function buildCharCards() {
charRow.innerHTML = '';
ROSTER.forEach(ch => {
const card = document.createElement('div');
card.className = 'char-card';
card.dataset.id = ch.id;
// 用 CSS 渐变模拟“小圆球”的立体感
const orb = document.createElement('div');
orb.className = 'char-orb';
orb.style.background = `radial-gradient(circle at 35% 30%, ${ch.orbBorder}, ${ch.orbColor} 65%, #1a1a1a)`;
orb.style.boxShadow = `0 0 14px ${ch.orbColor}55`;
const name = document.createElement('div');
name.className = 'char-name';
name.textContent = ch.name;
const src = document.createElement('div');
src.className = 'char-src';
src.textContent = ch.source;
const desc = document.createElement('div');
desc.className = 'char-desc';
desc.innerHTML = `<b style="color:#00ffe0;">${ch.skill.name}</b><br>${ch.skill.desc}`;
card.appendChild(orb);
card.appendChild(name);
card.appendChild(src);
card.appendChild(desc);
card.addEventListener('click', () => toggleSelect(ch.id, card));
charRow.appendChild(card);
});
}
function toggleSelect(id, card) {
if (selected.has(id)) {
selected.delete(id);
card.classList.remove('selected');
} else {
selected.add(id);
card.classList.add('selected');
}
btnFight.disabled = selected.size < 2;
}
document.getElementById('btnEnter').addEventListener('click', () => {
screenTitle.classList.remove('active');
screenSelect.classList.add('active');
});
btnFight.addEventListener('click', () => {
if (selected.size < 2) return;
screenSelect.classList.remove('active');
arenaWrap.classList.add('active');
arenaLabel.style.display = 'block';
startBattle(Array.from(selected));
});
buildCharCards();
/* ============================================================
战斗系统
============================================================ */
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
let fighters = [];
let running = false;
let lastTime = 0;
let battleOver = false;
let winnerText = '';
function resize() {
const size = Math.min(window.innerWidth * 0.94, window.innerHeight * 0.94, 780);
const dpr = window.devicePixelRatio || 1;
canvas.style.width = size + 'px';
canvas.style.height = size + 'px';
canvas.width = Math.round(size * dpr);
canvas.height = Math.round(size * dpr);
}
window.addEventListener('resize', resize);
resize();
function startBattle(ids) {
fighters = [];
battleOver = false;
winnerText = '';
// 均匀分布在场地内圈
const margin = WALL + CELL * 3;
const usableW = GRID_W - CELL * 6;
const usableH = GRID_H - CELL * 6;
ids.forEach((id, i) => {
const proto = ROSTER.find(r => r.id === id);
const f = {
...proto,
hp: proto.maxHp,
x: margin + (usableW / (ids.length - 1 || 1)) * i,
y: margin + usableH * (i % 2 === 0 ? 0.15 : 0.7),
vx: 0, vy: 0,
specialValue: proto.specialValue,
hitFlash: 0,
alive: true,
// 技能计时器
skillTimer: 0,
regenTimer: 0,
buffTimer: 0, // 祥子“新车”buff 剩余
atkCooldown: 0
};
// 确保出生点在可行走区域
f.x = Math.max(WALL + f.radius, Math.min(WORLD_W - WALL - f.radius, f.x));
f.y = Math.max(WALL + f.radius, Math.min(WORLD_H - WALL - f.radius, f.y));
fighters.push(f);
});
running = true;
lastTime = performance.now();
requestAnimationFrame(loop);
}
/* ---------- 行为逻辑 ---------- */
function updateFighter(f, dt, now) {
if (!f.alive) return;
// 冷却
f.atkCooldown = Math.max(0, f.atkCooldown - dt);
// ---- 祥子:攒钱 / 新车 ----
if (f.id === 'xiangzi') {
f.skillTimer += dt;
if (f.skillTimer >= f.skill.interval) {
f.skillTimer -= f.skill.interval;
f.specialValue = Math.min(f.specialMax, f.specialValue + f.skill.gain);
if (f.specialValue >= f.specialMax) {
f.specialValue = 0;
f.buffTimer = 6; // 买了新车,6 秒
}
}
if (f.buffTimer > 0) f.buffTimer = Math.max(0, f.buffTimer - dt);
}
// ---- 瑞丰:官威恢复 ----
if (f.id === 'ruifeng') {
f.regenTimer += dt;
if (f.regenTimer >= f.skill.regenInterval) {
f.regenTimer -= f.skill.regenInterval;
f.specialValue = Math.min(f.specialMax, f.specialValue + f.skill.regenAmount);
}
}
// ---- 富善先生:守旧恢复 ----
if (f.id === 'fushan') {
f.regenTimer += dt;
if (f.regenTimer >= f.skill.regenInterval) {
f.regenTimer -= f.skill.regenInterval;
f.specialValue = Math.min(f.specialMax, f.specialValue + f.skill.regenAmount);
}
}
// 找最近敌人
let target = null, minDist = Infinity;
fighters.forEach(o => {
if (o === f || !o.alive) return;
const d = Math.hypot(o.x - f.x, o.y - f.y);
if (d < minDist) { minDist = d; target = o; }
});
if (!target) return;
// 移动 / 攻击
const dx = target.x - f.x, dy = target.y - f.y;
const dist = Math.hypot(dx, dy) || 1;
const nx = dx / dist, ny = dy / dist;
const speedMul = f.buffTimer > 0 ? 1.6 : 1;
const spd = f.speed * 62 * speedMul;
if (f.behavior === 'melee') {
// 近战:冲到 30px 内攻击
if (dist > 32) {
moveBody(f, nx * spd * dt, ny * spd * dt);
} else if (f.atkCooldown <= 0) {
const atk = f.attack + (f.buffTimer > 0 ? 6 : 0);
dealDamage(target, atk, f);
f.atkCooldown = 0.85;
}
} else if (f.behavior === 'ranged') {
// 远程:保持 120px 左右
if (dist > 140) moveBody(f, nx * spd * dt, ny * spd * dt);
else if (dist < 90) moveBody(f, -nx * spd * dt, -ny * spd * dt);
else if (f.atkCooldown <= 0) {
dealDamage(target, f.attack, f);
f.atkCooldown = 1.1;
}
} else {
// 坦克:缓慢靠近,贴脸攻击
if (dist > 36) moveBody(f, nx * spd * dt, ny * spd * dt);
else if (f.atkCooldown <= 0) {
dealDamage(target, f.attack, f);
f.atkCooldown = 1.3;
}
}
}
function dealDamage(target, rawAtk, attacker) {
if (!target.alive) return;
let dmg = rawAtk;
// 祥子:目标防御
dmg -= target.defense * 0.5;
// ---- 瑞丰:官威减伤 ----
if (target.id === 'ruifeng' && target.specialValue >= target.skill.costOnHit) {
target.specialValue -= target.skill.costOnHit;
dmg *= 0.5;
} else if (target.id === 'ruifeng' && target.specialValue < target.skill.costOnHit) {
// 官威耗尽,防御归 0(已在上面 -defense 中体现,这里额外不再减)
}
// ---- 富善先生:守旧减伤 ----
if (target.id === 'fushan' && target.specialValue > target.skill.threshold) {
const ratio = target.specialValue / target.specialMax;
const reduction = ratio * target.skill.maxReduction;
dmg *= (1 - reduction);
target.specialValue = Math.max(0, target.specialValue - target.skill.lossOnHit);
}
// 最低伤害
dmg = Math.max(1, Math.round(dmg));
target.hp -= dmg;
target.hitFlash = 0.15;
if (target.hp <= 0) {
target.hp = 0;
target.alive = false;
}
}
function checkBattleEnd() {
const alive = fighters.filter(f => f.alive);
if (alive.length <= 1 && !battleOver) {
battleOver = true;
winnerText = alive.length === 1 ? alive[0].name + ' 胜出' : '平局';
}
}
/* ---------- 渲染 ---------- */
function drawArena(time) {
const scale = canvas.width / WORLD_W;
ctx.setTransform(scale, 0, 0, scale, 0, 0);
ctx.clearRect(0, 0, WORLD_W, WORLD_H);
// 网格底色
const bg = ctx.createLinearGradient(WALL, WALL, WALL + GRID_W, WALL + GRID_H);
bg.addColorStop(0, '#0b1927'); bg.addColorStop(0.45, '#0d1e2e'); bg.addColorStop(1, '#061018');
ctx.fillStyle = bg;
ctx.fillRect(WALL, WALL, GRID_W, GRID_H);
const glow = ctx.createRadialGradient(WORLD_W/2, WORLD_H/2, 8, WORLD_W/2, WORLD_H/2, WORLD_W*0.55);
glow.addColorStop(0, 'rgba(0,210,255,0.07)'); glow.addColorStop(1, 'rgba(0,0,0,0)');
ctx.fillStyle = glow;
ctx.fillRect(WALL, WALL, GRID_W, GRID_H);
// 网格线
ctx.lineWidth = 1; ctx.strokeStyle = 'rgba(80,200,255,0.10)';
ctx.beginPath();
for (let c = 0; c <= COLS; c++) { const x = WALL + c*CELL; ctx.moveTo(x, WALL); ctx.lineTo(x, WALL+GRID_H); }
for (let r = 0; r <= ROWS; r++) { const y = WALL + r*CELL; ctx.moveTo(WALL, y); ctx.lineTo(WALL+GRID_W, y); }
ctx.stroke();
ctx.strokeStyle = 'rgba(80,210,255,0.22)';
ctx.beginPath();
for (let c = 0; c <= COLS; c += 5) { const x = WALL + c*CELL; ctx.moveTo(x, WALL); ctx.lineTo(x, WALL+GRID_H); }
for (let r = 0; r <= ROWS; r += 5) { const y = WALL + r*CELL; ctx.moveTo(WALL, y); ctx.lineTo(WALL+GRID_W, y); }
ctx.stroke();
// 亮色边框
const pulse = 0.5 + 0.5 * Math.sin(time * 0.0022);
ctx.save();
ctx.shadowColor = 'rgba(0,255,224,0.85)'; ctx.shadowBlur = 8 + pulse * 18;
ctx.beginPath(); ctx.rect(0, 0, WORLD_W, WORLD_H); ctx.rect(WALL, WALL, GRID_W, GRID_H);
ctx.fillStyle = '#00cdb2'; ctx.fill('evenodd');
ctx.restore();
ctx.strokeStyle = 'rgba(190,255,248,' + (0.45 + pulse * 0.45) + ')';
ctx.lineWidth = 2; ctx.strokeRect(WALL+1, WALL+1, GRID_W-2, GRID_H-2);
ctx.strokeStyle = 'rgba(0,255,224,0.5)'; ctx.lineWidth = 2; ctx.strokeRect(1, 1, WORLD_W-2, WORLD_H-2);
}
function drawFighters(time) {
fighters.forEach(f => {
if (!f.alive) return;
const x = f.x, y = f.y, r = f.radius;
// 受击闪白
if (f.hitFlash > 0) {
f.hitFlash -= 0.016;
}
// ---- 小圆球本体(立体渐变) ----
const grad = ctx.createRadialGradient(x - r*0.35, y - r*0.35, r*0.1, x, y, r);
grad.addColorStop(0, f.orbBorder);
grad.addColorStop(0.7, f.orbColor);
grad.addColorStop(1, '#111');
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI * 2);
ctx.fillStyle = grad;
ctx.fill();
// 描边
ctx.lineWidth = 2.5;
ctx.strokeStyle = f.hitFlash > 0 ? '#ffffff' : f.orbBorder;
ctx.stroke();
// 祥子“新车”buff 光环
if (f.id === 'xiangzi' && f.buffTimer > 0) {
ctx.beginPath();
ctx.arc(x, y, r + 5 + Math.sin(time*0.01)*3, 0, Math.PI*2);
ctx.strokeStyle = 'rgba(255, 220, 100, 0.8)';
ctx.lineWidth = 2;
ctx.stroke();
}
// ---- 名称 ----
ctx.font = 'bold 11px -apple-system, "PingFang SC", "Microsoft YaHei", sans-serif';
ctx.textAlign = 'center';
ctx.textBaseline = 'bottom';
ctx.fillStyle = 'rgba(255,255,255,0.9)';
ctx.fillText(f.name, x, y - r - 22);
// ---- 血条 ----
const barW = 44, barH = 5;
const barX = x - barW/2, barY = y - r - 16;
ctx.fillStyle = 'rgba(0,0,0,0.65)';
ctx.fillRect(barX, barY, barW, barH);
const hpRatio = f.hp / f.maxHp;
const hpColor = hpRatio > 0.5 ? '#3ee88a' : hpRatio > 0.25 ? '#e8c83e' : '#e84a4a';
ctx.fillStyle = hpColor;
ctx.fillRect(barX, barY, barW * hpRatio, barH);
ctx.strokeStyle = 'rgba(255,255,255,0.25)';
ctx.lineWidth = 1;
ctx.strokeRect(barX, barY, barW, barH);
// ---- 特殊条(如果有) ----
if (f.specialMax > 0) {
const spBarY = barY + barH + 3;
const spRatio = f.specialValue / f.specialMax;
const spColor = f.id === 'xiangzi' ? '#f0c878'
: f.id === 'ruifeng' ? '#e8a0c0'
: '#7ed0aa';
ctx.fillStyle = 'rgba(0,0,0,0.55)';
ctx.fillRect(barX, spBarY, barW, 3);
ctx.fillStyle = spColor;
ctx.fillRect(barX, spBarY, barW * spRatio, 3);
}
});
}
function drawWinner() {
if (!battleOver) return;
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = 'rgba(0,0,0,0.55)';
ctx.fillRect(0, canvas.height * 0.38, canvas.width, canvas.height * 0.18);
ctx.fillStyle = '#00ffe0';
ctx.font = `900 ${Math.round(canvas.width * 0.055)}px -apple-system, "PingFang SC", sans-serif`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.shadowColor = 'rgba(0,255,224,0.7)';
ctx.shadowBlur = 24;
ctx.fillText(winnerText, canvas.width / 2, canvas.height * 0.47);
ctx.restore();
}
/* ---------- 主循环 ---------- */
function loop(now) {
if (!running) return;
const dt = Math.min(0.05, (now - lastTime) / 1000);
lastTime = now;
if (!battleOver) {
fighters.forEach(f => updateFighter(f, dt, now));
checkBattleEnd();
}
drawArena(now);
drawFighters(now);
drawWinner();
requestAnimationFrame(loop);
}
})();
</script>
</body>
</html>Game Source: 经典大战 · 角色选择
Creator: ApexFalcon66
Libraries: none
Complexity: complex (675 lines, 22.5 KB)
The full source code is displayed above on this page.
Remix Instructions
To remix this game, copy the source code above and modify it. Add a ARCADELAB header at the top with "remix_of: game-apexfalcon66-mvderb75" to link back to the original. Then publish at arcadelab.ai/publish.