电子斗蛐蛐 - 终极完整版
by EpicCoder882154 lines90.7 KB
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>电子斗蛐蛐 - 终极完整版</title>
<style>
body { margin: 0; padding: 0; background-color: #1a1a1a; display: flex; justify-content: center; align-items: center; height: 100vh; overflow: hidden; font-family: sans-serif; color: white; }
.hidden { display: none !important; }
#menu { text-align: center; }
#startBtn { padding: 15px 40px; font-size: 24px; background-color: #4CAF50; color: white; border: none; border-radius: 8px; cursor: pointer; transition: background 0.3s; box-shadow: 0 4px 6px rgba(0,0,0,0.3); }
#startBtn:hover { background-color: #45a049; }
#selectScreen { display: flex; flex-direction: column; align-items: center; gap: 20px; }
#selectScreen h2 { font-weight: normal; color: #aaa; font-size: 18px; letter-spacing: 2px; }
#heroList { display: flex; gap: 20px; flex-wrap: wrap; justify-content: center; max-width: 90vw; }
.hero-card { padding: 15px 30px; background-color: #2a2a2a; border: 2px solid #444; border-radius: 8px; font-size: 18px; cursor: pointer; transition: all 0.2s ease; user-select: none; }
.hero-card:hover { background-color: #3a3a3a; }
.hero-card.selected { border-color: #00ffcc; background-color: rgba(0, 255, 204, 0.1); color: #00ffcc; box-shadow: 0 0 15px rgba(0, 255, 204, 0.4); }
#gameCanvas { background-color: #2a2a2a; box-shadow: 0 0 20px rgba(0,0,0,0.5); max-width: 100vw; max-height: 100vh; }
#gameOverScreen { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background-color: rgba(0, 0, 0, 0.8); display: flex; flex-direction: column; justify-content: center; align-items: center; gap: 30px; z-index: 10; backdrop-filter: blur(4px); }
#gameOverText { font-size: 36px; font-weight: bold; text-shadow: 0 0 20px rgba(0, 255, 204, 0.5); }
#restartBtn { padding: 15px 40px; font-size: 20px; background-color: #00ffcc; color: #111; border: none; border-radius: 8px; cursor: pointer; font-weight: bold; transition: transform 0.2s, background 0.3s; }
#restartBtn:hover { background-color: #00ccaa; transform: scale(1.05); }
</style>
</head>
<body>
<div id="menu"><button id="startBtn">开始游戏</button></div>
<div id="selectScreen" class="hidden"><h2>选择两名英雄进行对决</h2><div id="heroList"></div></div>
<canvas id="gameCanvas" class="hidden" width="800" height="600"></canvas>
<div id="gameOverScreen" class="hidden">
<div id="gameOverText">胜利!</div>
<button id="restartBtn">重新选择英雄</button>
</div>
<script>
(function () {
'use strict';
// ==========================================
// ⚙️ 常量
// ==========================================
const CONFIG = { GRID_SIZE: 40, GRID_COLS: 24, GRID_ROWS: 18, PADDING: 60 };
const ARENA_WIDTH = CONFIG.GRID_COLS * CONFIG.GRID_SIZE;
const ARENA_HEIGHT = CONFIG.GRID_ROWS * CONFIG.GRID_SIZE;
const MAP_WIDTH = ARENA_WIDTH + CONFIG.PADDING * 2;
const MAP_HEIGHT = ARENA_HEIGHT + CONFIG.PADDING * 2;
const ARENA_X = CONFIG.PADDING;
const ARENA_Y = CONFIG.PADDING;
const MAX_DT = 0.05;
// ==========================================
// 📖 英雄图鉴(全英雄终极版)
// ==========================================
const HERO_LIST = [
{ id: 'unknown', name: '未知数', color: '#00ffcc', maxHp: 1000, speed: 130 },
{ id: 'hanshou', name: '寒守', color: '#ff4444', maxHp: 1000, speed: 250 },
{ id: 'yansien', name: '延施恩', color: '#ffaa00', maxHp: 2000, speed: 150 },
{ id: 'deepseek', name: 'Deepseek', color: '#4488ff', maxHp: 900, speed: 150 },
{ id: 'werewolf', name: '狼人', color: '#aa00aa', maxHp: 1200, speed: 150 },
{ id: 'newton', name: '牛顿', color: '#dddddd', maxHp: 1100, speed: 120 },
{ id: 'knight', name: '骑士', color: '#cccccc', maxHp: 1100, speed: 110 },
{ id: 'pla', name: 'PLA', color: '#4a5d23', maxHp: 1000, speed: 120 },
{ id: 'tangjiaqi', name: '唐佳琪', color: '#ff66cc', maxHp: 1000, speed: 140 },
{ id: 'principal', name: '贪污校长', color: '#b8860b', maxHp: 1200, speed: 110 },
{ id: 'priest', name: '老牧师', color: '#800080', maxHp: 1000, speed: 110 },
{ id: 'clover', name: 'Clover', color: '#00ffff', maxHp: 1000, speed: 130 },
{ id: 'holly', name: '冬青叶', color: '#2e8b57', maxHp: 1500, speed: 150 },
{ id: 'dummy', name: '测试假人', color: '#888888', maxHp: 500, speed: 100 }
];
const HERO_MAP = {};
HERO_LIST.forEach(h => { HERO_MAP[h.id] = h; });
// ==========================================
// 🎮 全局状态
// ==========================================
let gameState = 'menu';
let selectedHeroes = [];
let heroEntities = [];
let projectiles = [];
let damageTexts = [];
let slashEffects = [];
let impactEffects = [];
let muzzleFlashes = [];
let bleedEffects = [];
let newtonPrisms = [];
let apples = [];
let civilians = [];
let grenades = [];
let lastTime = 0;
let rafId = 0;
const camera = { x: 0, y: 0 };
// ==========================================
// 🖱️ DOM 引用
// ==========================================
const menu = document.getElementById('menu');
const startBtn = document.getElementById('startBtn');
const selectScreen = document.getElementById('selectScreen');
const heroList = document.getElementById('heroList');
const canvas = document.getElementById('gameCanvas');
const gameOverScreen = document.getElementById('gameOverScreen');
const gameOverText = document.getElementById('gameOverText');
const restartBtn = document.getElementById('restartBtn');
const ctx = canvas.getContext('2d');
// ==========================================
// 🎬 事件绑定
// ==========================================
startBtn.addEventListener('click', () => {
if (gameState !== 'menu') return;
menu.classList.add('hidden');
selectScreen.classList.remove('hidden');
gameState = 'select';
renderHeroSelection();
});
restartBtn.addEventListener('click', () => {
cancelAnimationFrame(rafId);
gameOverScreen.classList.add('hidden');
canvas.classList.add('hidden');
selectScreen.classList.remove('hidden');
gameState = 'select';
resetBattleState();
renderHeroSelection();
});
// ==========================================
// 🎴 英雄选择
// ==========================================
function renderHeroSelection() {
heroList.innerHTML = '';
selectedHeroes = [];
HERO_LIST.forEach(hero => {
const card = document.createElement('div');
card.className = 'hero-card';
card.textContent = hero.name;
card.dataset.id = hero.id;
card.addEventListener('click', () => toggleHeroSelection(hero.id, card));
heroList.appendChild(card);
});
}
function toggleHeroSelection(id, card) {
if (gameState !== 'select') return;
if (selectedHeroes.includes(id)) {
selectedHeroes = selectedHeroes.filter(x => x !== id);
card.classList.remove('selected');
return;
}
if (selectedHeroes.length >= 2) return;
selectedHeroes.push(id);
card.classList.add('selected');
if (selectedHeroes.length === 2) {
gameState = 'starting';
setTimeout(() => {
if (gameState === 'starting') startBattle();
}, 400);
}
}
// ==========================================
// 🧹 重置
// ==========================================
function resetEffects() {
projectiles = [];
damageTexts = [];
slashEffects = [];
impactEffects = [];
muzzleFlashes = [];
bleedEffects = [];
newtonPrisms = [];
apples = [];
civilians = [];
grenades = [];
}
function resetBattleState() {
heroEntities = [];
resetEffects();
}
// ==========================================
// ⚔️ 开始战斗
// ==========================================
function startBattle() {
gameState = 'playing';
selectScreen.classList.add('hidden');
canvas.classList.remove('hidden');
camera.x = MAP_WIDTH / 2 - canvas.width / 2;
camera.y = MAP_HEIGHT / 2 - canvas.height / 2;
heroEntities = selectedHeroes.map((id, index) => createHero(id, index));
resetEffects();
lastTime = performance.now();
cancelAnimationFrame(rafId);
rafId = requestAnimationFrame(gameLoop);
}
function createHero(id, index) {
const db = HERO_MAP[id];
if (!db) throw new Error('未知英雄: ' + id);
const startX = index === 0 ? ARENA_X + 150 : ARENA_X + ARENA_WIDTH - 150;
const startY = ARENA_Y + ARENA_HEIGHT / 2;
const hero = {
id: db.id,
name: db.name,
color: db.color,
x: startX,
y: startY,
radius: 15,
hp: db.maxHp,
maxHp: db.maxHp,
speed: db.speed,
attackCooldown: 1000,
attackRangeGrid: 1.5,
attackTimer: 0,
attackAnimTimer: 0,
facingRight: index === 0,
dr: 0,
stunTimer: 0,
pinnedBy: null,
wallTimer: 0,
bleedTickTimer: 0,
wanderTimer: Math.random() * 2,
wanderAngle: Math.random() * Math.PI * 2,
wanderX: 0,
wanderY: 0,
// 通用特殊状态
statusEffects: {},
// 各种专属状态预留
weaponState: null, shotsFired: 0, shotgunShots: 0,
hanshouState: 0, pinnedTarget: null, exhaustTimer: 0, chargeTimer: 0, hasSword: true,
battleTimer: 0, enraged: false, dashCooldown: 0, isDashing: false, dashTimer: 0, dashDirX: 0, dashDirY: 0,
shieldHp: 0, maxShieldHp: 0, shieldCooldown: 0,
prismCooldown: 0, appleTimer: 30000, satellites: [], satelliteTimer: 5000,
attackDamage: 0, isCharging: false, chargeCooldown: 0, chargeDirX: 0, chargeDirY: 0,
clipAmmo: 0, maxClipAmmo: 0, isReloading: false, reloadTimer: 0,
baseDamage: 0, damageMult: 1, damageBuffAdd: 0, damageBuffTimer: 0, reactionCooldown: 0,
// 唐佳琪
pearlsLeft: 10, pearlFlashCooldown: 0, ultimateTimer: 0, inUltimate: false,
// 校长
shieldAccum: 0, summons: [],
// 老牧师
holyTimer: 15000, isHolyActive: false, holyDuration: 8000,
// Clover
cloverAmmo: 6, cloverReloadTimer: 0, rage: 0, laserCharge: 0,
// 冬青叶
tunnelCooldown: 0, tunnelState: 'none', tunnelEntry: null, tunnelExit: null, tunnelTimer: 0
};
// 英雄差异化初始化
if (id === 'unknown') {
hero.weaponState = 'pistol'; hero.shotsFired = 0; hero.shotgunShots = 0;
hero.attackCooldown = 500; hero.attackRangeGrid = 10;
}
if (id === 'hanshou') {
hero.hanshouState = 0; hero.pinnedTarget = null; hero.exhaustTimer = 0; hero.chargeTimer = 0;
hero.attackCooldown = 1500; hero.attackRangeGrid = 1.125; hero.hasSword = true;
}
if (id === 'werewolf') {
hero.battleTimer = 0; hero.enraged = false; hero.dashCooldown = 0; hero.isDashing = false;
hero.dashTimer = 0; hero.dashDirX = 0; hero.dashDirY = 0; hero.attackCooldown = 1000; hero.attackRangeGrid = 1.5;
}
if (id === 'yansien') { hero.attackCooldown = 4500; hero.attackRangeGrid = 4; }
if (id === 'deepseek') {
hero.shieldHp = 1500; hero.maxShieldHp = 1500; hero.shieldCooldown = 0; hero.attackCooldown = 1000; hero.attackRangeGrid = 7;
}
if (id === 'newton') {
hero.prismCooldown = 5000; hero.appleTimer = 30000; hero.attackCooldown = 99999; hero.attackRangeGrid = 999;
hero.satellites = []; hero.satelliteTimer = 5000;
}
if (id === 'knight') {
hero.attackDamage = 34; hero.attackCooldown = 1200; hero.attackRangeGrid = 1.5;
hero.shieldHp = 0; hero.maxShieldHp = 150; hero.chargeCooldown = 0; hero.isCharging = false; hero.chargeTimer = 0;
}
if (id === 'pla') {
hero.clipAmmo = 30; hero.maxClipAmmo = 30; hero.isReloading = false; hero.reloadTimer = 0;
hero.attackCooldown = 120; hero.attackRangeGrid = 8; hero.baseDamage = 10; hero.damageMult = 1;
hero.damageBuffAdd = 0; hero.damageBuffTimer = 0; hero.reactionCooldown = 0;
}
if (id === 'tangjiaqi') {
hero.pearlsLeft = 10; hero.attackCooldown = 99999; hero.attackRangeGrid = 0;
hero.attackTimer = 30000; // 用于计时前30秒
}
if (id === 'principal') {
hero.attackCooldown = 4000; hero.attackRangeGrid = 6; hero.shieldAccum = 0; hero.summonCooldown = 8000;
}
if (id === 'priest') {
hero.attackCooldown = 1200; hero.attackRangeGrid = 1.5; hero.holyTimer = 15000; hero.isHolyActive = false; hero.holyDuration = 8000;
}
if (id === 'clover') {
hero.cloverAmmo = 6; hero.cloverReloadTimer = 0; hero.rage = 0; hero.attackCooldown = 200; hero.attackRangeGrid = 8;
}
if (id === 'holly') {
hero.attackCooldown = 1200; hero.attackRangeGrid = 1.5; hero.tunnelCooldown = 8000; hero.tunnelState = 'none';
}
return hero;
}
// ==========================================
// 🔄 主循环
// ==========================================
function gameLoop(timestamp) {
if (gameState !== 'playing') return;
const dt = Math.min((timestamp - lastTime) / 1000, MAX_DT);
lastTime = timestamp;
update(dt);
if (gameState === 'playing') {
updateCamera(dt);
render();
rafId = requestAnimationFrame(gameLoop);
}
}
function updateCamera(dt) {
if (heroEntities.length < 2) return;
const a = heroEntities[0], b = heroEntities[1];
let cx = (a.x + b.x) / 2;
let cy = (a.y + b.y) / 2;
if (!isFinite(cx)) cx = MAP_WIDTH / 2;
if (!isFinite(cy)) cy = MAP_HEIGHT / 2;
const targetX = Math.max(0, Math.min(MAP_WIDTH - canvas.width, cx - canvas.width / 2));
const targetY = Math.max(0, Math.min(MAP_HEIGHT - canvas.height, cy - canvas.height / 2));
const k = Math.min(1, 8 * dt);
camera.x += (targetX - camera.x) * k;
camera.y += (targetY - camera.y) * k;
}
// ==========================================
// 🏃 逻辑更新(骨架)
// ==========================================
function update(dt) {
const alive = heroEntities.filter(h => h.hp > 0);
if (alive.length <= 1) {
gameState = 'gameover';
showGameOver(alive);
return;
}
// 计时器递减(通用)
for (const h of heroEntities) {
if (h.attackTimer > 0) h.attackTimer -= dt * 1000;
if (h.attackAnimTimer > 0) h.attackAnimTimer -= dt * 1000;
if (h.stunTimer > 0) h.stunTimer -= dt * 1000;
if (h.exhaustTimer > 0) h.exhaustTimer -= dt * 1000;
if (h.shieldCooldown > 0) h.shieldCooldown -= dt * 1000;
if (h.dashCooldown > 0) h.dashCooldown -= dt * 1000;
if (h.prismCooldown > 0) h.prismCooldown -= dt * 1000;
if (h.appleTimer > 0) h.appleTimer -= dt * 1000;
if (h.satelliteTimer > 0) h.satelliteTimer -= dt * 1000;
if (h.chargeCooldown > 0) h.chargeCooldown -= dt * 1000;
if (h.reactionCooldown> 0) h.reactionCooldown-= dt * 1000;
if (h.tunnelCooldown > 0) h.tunnelCooldown -= dt * 1000;
if (h.holyTimer > 0) h.holyTimer -= dt * 1000;
if (h.holyDuration > 0 && h.isHolyActive) h.holyDuration -= dt * 1000;
if (h.summonCooldown > 0) h.summonCooldown -= dt * 1000;
if (h.cloverReloadTimer > 0) h.cloverReloadTimer -= dt * 1000;
if (h.laserCharge > 0) h.laserCharge -= dt * 1000;
if (h.pearlFlashCooldown > 0) h.pearlFlashCooldown -= dt * 1000;
if (h.id === 'werewolf' && !h.enraged) h.battleTimer += dt;
if (h.id === 'pla') {
if (h.isReloading) {
h.reloadTimer -= dt * 1000;
if (h.reloadTimer <= 0) { h.isReloading = false; h.clipAmmo = h.maxClipAmmo; }
}
if (h.damageBuffTimer > 0) {
h.damageBuffTimer -= dt * 1000;
if (h.damageBuffTimer <= 0) h.damageBuffAdd = 0;
}
}
if (h.id === 'tangjiaqi' && h.attackTimer > 0) {
h.attackTimer -= dt * 1000;
if (h.attackTimer <= 0) { h.attackTimer = 10000; h.inUltimate = true; }
}
}
// 寒守重新拔剑
for (const h of heroEntities) {
if (h.id === 'hanshou' && h.exhaustTimer <= 0 && !h.hasSword && h.hp > 0) {
h.hasSword = true;
addDamageText(h.x, h.y - 30, '拔剑!', '#ffffff');
}
}
// 随机游走
for (const h of heroEntities) {
if (h.wanderTimer > 0) h.wanderTimer -= dt;
else {
h.wanderTimer = 1.2 + Math.random() * 1.5;
h.wanderAngle += (Math.random() - 0.5) * Math.PI * 1.8;
}
h.wanderX = Math.cos(h.wanderAngle) * h.speed * 0.5;
h.wanderY = Math.sin(h.wanderAngle) * h.speed * 0.5;
}
// 逐英雄 AI(函数将在后续批次中定义)
for (const hero of heroEntities) {
if (hero.hp <= 0) continue;
if (hero.pinnedBy) continue;
const isImmune = hero.id === 'hanshou' && (hero.hanshouState === 1 || hero.hanshouState === 2);
if (hero.stunTimer > 0 && !isImmune) continue;
if (hero.id === 'unknown') updateUnknown(hero, dt);
else if (hero.id === 'hanshou') updateHanshou(hero, dt);
else if (hero.id === 'yansien') updateYansien(hero, dt);
else if (hero.id === 'deepseek') updateDeepseek(hero, dt);
else if (hero.id === 'werewolf') updateWerewolf(hero, dt);
else if (hero.id === 'newton') updateNewton(hero, dt);
else if (hero.id === 'knight') updateKnight(hero, dt);
else if (hero.id === 'pla') updatePla(hero, dt);
else if (hero.id === 'tangjiaqi')updateTangjiaqi(hero, dt);
else if (hero.id === 'principal')updatePrincipal(hero, dt);
else if (hero.id === 'priest') updatePriest(hero, dt);
else if (hero.id === 'clover') updateClover(hero, dt);
else if (hero.id === 'holly') updateHolly(hero, dt);
else if (hero.id === 'dummy') updateDummy(hero, dt);
}
resolveCollisions();
updateProjectiles(dt);
updateEffects(dt);
}
// ==========================================
// 🧱 物理碰撞与边界
// ==========================================
function resolveCollisions() {
for (let i = 0; i < heroEntities.length; i++) {
for (let j = i + 1; j < heroEntities.length; j++) {
const h1 = heroEntities[i], h2 = heroEntities[j];
if (h1.hp <= 0 || h2.hp <= 0) continue;
if (h1.isDashing || h2.isDashing || h1.isCharging || h2.isCharging) continue;
if (h1.id === 'hanshou' && (h1.hanshouState === 1 || h1.hanshouState === 2)) continue;
if (h2.id === 'hanshou' && (h2.hanshouState === 1 || h2.hanshouState === 2)) continue;
if (h1.tunnelState === 'hidden' || h2.tunnelState === 'hidden') continue;
let dx = h2.x - h1.x, dy = h2.y - h1.y;
let dist = Math.hypot(dx, dy);
const minDist = h1.radius + h2.radius;
if (dist < 0.01) { dx = 0.01; dy = 0; dist = 0.01; }
if (dist < minDist) {
const overlap = minDist - dist;
const nx = dx / dist, ny = dy / dist;
h1.x -= nx * overlap * 0.5; h1.y -= ny * overlap * 0.5;
h2.x += nx * overlap * 0.5; h2.y += ny * overlap * 0.5;
}
}
}
for (const h of heroEntities) constrainToArena(h);
}
function constrainToArena(h) {
if (!isFinite(h.x)) h.x = ARENA_X + ARENA_WIDTH / 2;
if (!isFinite(h.y)) h.y = ARENA_Y + ARENA_HEIGHT / 2;
if (h.x < ARENA_X + h.radius) { h.x = ARENA_X + h.radius; h.wanderAngle += Math.PI; }
if (h.x > ARENA_X + ARENA_WIDTH - h.radius) { h.x = ARENA_X + ARENA_WIDTH - h.radius; h.wanderAngle += Math.PI; }
if (h.y < ARENA_Y + h.radius) { h.y = ARENA_Y + h.radius; h.wanderAngle += Math.PI; }
if (h.y > ARENA_Y + ARENA_HEIGHT - h.radius) { h.y = ARENA_Y + ARENA_HEIGHT - h.radius; h.wanderAngle += Math.PI; }
}
// ==========================================
// 💥 伤害结算引擎
// ==========================================
function applyDamage(target, amount, attacker, projectile, isTrueDamage = false, silent = false) {
if (!target || target.hp <= 0) return { absorbed: false, killed: false };
if (!isFinite(amount)) amount = 0;
amount = Math.max(0, amount);
// 唐佳琪的特殊受击闪避机制
if (target.id === 'tangjiaqi' && !target.inUltimate && target.pearlsLeft > 0 && !isTrueDamage) {
// 受击即闪,无冷却,扣除珍珠
target.pearlsLeft--;
if (attacker && attacker.hp > 0) {
let dx = target.x - attacker.x;
let dy = target.y - attacker.y;
let dist = Math.hypot(dx, dy) || 1;
// 大范围随机闪避
let angle = Math.atan2(dy, dx) + (Math.random() - 0.5) * Math.PI;
target.x += Math.cos(angle) * 6 * CONFIG.GRID_SIZE;
target.y += Math.sin(angle) * 6 * CONFIG.GRID_SIZE;
constrainToArena(target);
impactEffects.push({ x: target.x, y: target.y, color: '#ff66cc', life: 0.4, maxLife: 0.4 });
addDamageText(target.x, target.y - 40, `闪避(${target.pearlsLeft})`, '#ff66cc');
}
return { absorbed: true, killed: false };
}
if (!isTrueDamage) {
// Deepseek护盾
if (target.id === 'deepseek' && target.shieldHp <= 0 && target.shieldCooldown <= 0) {
target.shieldHp = target.maxShieldHp;
if (!silent) addDamageText(target.x, target.y - 40, '护盾恢复', '#4488ff');
}
if (target.id === 'deepseek' && target.shieldHp > 0) {
target.shieldHp -= amount;
if (target.shieldHp <= 0) { target.shieldHp = 0; target.shieldCooldown = 60000; if (!silent) addDamageText(target.x, target.y - 40, '护盾破碎', '#4488ff'); }
if (!silent) addDamageText(target.x, target.y, Math.round(amount), '#4488ff');
if (attacker && attacker.hp > 0 && attacker.id !== 'deepseek' && projectile) {
const reflectDmg = Math.round(amount * 0.5);
if (reflectDmg > 0) {
spawnProjectile({ x: target.x, y: target.y, startX: target.x, startY: target.y, target: attacker, speed: projectile.speed || 800, damage: reflectDmg, type: 'bullet', ownerId: target.id, color: '#4488ff' });
}
}
return { absorbed: true, killed: false };
}
// 骑士护盾
if (target.id === 'knight' && target.shieldHp > 0) {
target.shieldHp -= amount;
if (target.shieldHp < 0) {
let overflow = Math.abs(target.shieldHp);
target.shieldHp = 0; target.hp -= overflow;
if (!silent) addDamageText(target.x, target.y, overflow, '#ff6666');
if (!silent) addDamageText(target.x, target.y - 40, '壁垒破碎', '#ffcc00');
} else {
if (!silent) addDamageText(target.x, target.y, Math.round(amount), '#ffcc00');
}
return { absorbed: true, killed: false };
}
// 减伤逻辑
if (target.dr > 0) amount = amount * (1 - target.dr / 100);
}
amount = Math.round(amount);
target.hp -= amount;
if (!silent) addDamageText(target.x, target.y, amount, isTrueDamage ? '#ff00ff' : '#ff6666');
if (target.id === 'hanshou' && target.exhaustTimer <= 0 && target.hanshouState === 0) {
target.dr = Math.max(0, target.dr - 5);
}
// 延施恩自爆反击
if (target.id === 'yansien' && attacker && attacker.hp > 0 && attacker.id !== 'yansien' && !isTrueDamage) {
const distGrid = Math.hypot(attacker.x - target.x, attacker.y - target.y) / CONFIG.GRID_SIZE;
if (distGrid <= 2) {
applyDamage(attacker, 200, target, null);
target.hp -= 400;
addDamageText(target.x, target.y - 20, '400', '#ffaa00');
addImpact(target.x, target.y, '#ffaa00', 0.5);
if (target.hp < 0) target.hp = 0;
}
}
return { absorbed: false, killed: target.hp <= 0 };
}
// ==========================================
// 🚀 弹道引擎
// ==========================================
function spawnProjectile(opts) {
projectiles.push({
x: 0, y: 0, startX: 0, startY: 0, target: null, speed: 600, damage: 0,
type: 'bullet', ownerId: null, vx: undefined, vy: undefined,
lifetime: undefined, knockback: 0, color: null, text: null,
...opts
});
}
function updateProjectiles(dt) {
for (let i = projectiles.length - 1; i >= 0; i--) {
const p = projectiles[i];
if (p.target && p.target.hp <= 0) { projectiles.splice(i, 1); continue; }
let hitTarget = null;
if (p.vx !== undefined && p.vy !== undefined) {
p.x += p.vx * dt; p.y += p.vy * dt;
p.lifetime -= dt;
if (p.lifetime <= 0) { projectiles.splice(i, 1); continue; }
if (p.x < -50 || p.x > MAP_WIDTH + 50 || p.y < -50 || p.y > MAP_HEIGHT + 50) { projectiles.splice(i, 1); continue; }
for (const h of heroEntities) {
if (h.hp <= 0 || h.id === p.ownerId) continue;
if (h.tunnelState === 'hidden') continue;
if (Math.hypot(h.x - p.x, h.y - p.y) < h.radius + 8) { hitTarget = h; break; }
}
} else if (p.target) {
const t = p.target;
const pdx = t.x - p.x, pdy = t.y - p.y;
const pDist = Math.hypot(pdx, pdy) || 1;
if (pDist < t.radius + 8) {
hitTarget = t;
} else {
p.x += (pdx / pDist) * p.speed * dt;
p.y += (pdy / pDist) * p.speed * dt;
}
}
if (hitTarget) {
const attacker = p.ownerId ? heroEntities.find(h => h.id === p.ownerId) || null : null;
const result = applyDamage(hitTarget, p.damage, attacker, p);
if (!result.absorbed) {
if (p.knockback > 0) {
const pdx = hitTarget.x - p.x, pdy = hitTarget.y - p.y;
const pd = Math.hypot(pdx, pdy) || 1;
hitTarget.x += (pdx / pd) * p.knockback * CONFIG.GRID_SIZE;
hitTarget.y += (pdy / pd) * p.knockback * CONFIG.GRID_SIZE;
constrainToArena(hitTarget);
}
if (p.type === 'pen') {
hitTarget.stunTimer = 3000;
addDamageText(hitTarget.x, hitTarget.y - 20, '定身!', '#ffff00');
}
if (p.type === 'thrownPistol' && attacker && attacker.id === 'unknown') {
attacker.weaponState = 'shotgun'; attacker.shotgunShots = 0; attacker.shotsFired = 0;
}
if (p.type === 'cloverBullet' && attacker && attacker.id === 'clover') {
attacker.rage += 10;
if (attacker.rage >= 80) {
attacker.rage = 0;
attacker.laserCharge = 800;
addDamageText(attacker.x, attacker.y - 40, '激光蓄力!', '#ff0000');
}
}
}
addImpact(p.x, p.y, p.type === 'fireext' ? '#ff5500' : (p.type === 'text' ? '#4488ff' : '#ffffff'), 0.2);
projectiles.splice(i, 1);
}
}
// 只有非PLA的子弹可以伤害“人民”
for (let i = projectiles.length - 1; i >= 0; i--) {
let p = projectiles[i];
if (p.ownerId === 'pla') continue;
for (let c of civilians) {
if (c.hp <= 0) continue;
if (Math.hypot(c.x - p.x, c.y - p.y) < c.radius + 8) {
c.hp -= p.damage;
c.isFleeing = true; c.fleeTimer = 3;
let pla = heroEntities.find(h => h.id === 'pla' && h.hp > 0);
if (pla) {
pla.damageBuffAdd += 12; pla.damageBuffTimer = 30000;
addDamageText(pla.x, pla.y - 50, '+12 伤害', '#ffcc00');
if (c.hp <= 0) { pla.damageMult *= 2; addDamageText(pla.x, pla.y - 70, '人民阵亡! 伤害翻倍!', '#ff0000'); }
}
projectiles.splice(i, 1);
break;
}
}
}
}
// ==========================================
// ✨ 特效更新与工具
// ==========================================
function updateEffects(dt) {
for (let i = muzzleFlashes.length - 1; i >= 0; i--) { muzzleFlashes[i].life -= dt; if (muzzleFlashes[i].life <= 0) muzzleFlashes.splice(i, 1); }
for (let i = slashEffects.length - 1; i >= 0; i--) { slashEffects[i].life -= dt; if (slashEffects[i].life <= 0) slashEffects.splice(i, 1); }
for (let i = impactEffects.length - 1; i >= 0; i--) { impactEffects[i].life -= dt; if (impactEffects[i].life <= 0) impactEffects.splice(i, 1); }
for (let i = damageTexts.length - 1; i >= 0; i--) { damageTexts[i].y -= 30 * dt; damageTexts[i].life -= dt; if (damageTexts[i].life <= 0) damageTexts.splice(i, 1); }
for (let i = bleedEffects.length - 1; i >= 0; i--) { bleedEffects[i].life -= dt; if (bleedEffects[i].life <= 0) bleedEffects.splice(i, 1); }
}
function addDamageText(x, y, amount, color) {
damageTexts.push({ x, y: y - 20, text: String(amount), color: color || '#fff', life: 1.0 });
}
function addImpact(x, y, color, maxLife) {
maxLife = maxLife || 0.3;
impactEffects.push({ x, y, color, life: maxLife, maxLife });
}
function showGameOver(survivors) {
gameOverScreen.classList.remove('hidden');
canvas.classList.add('hidden');
if (survivors.length === 1) {
gameOverText.innerText = survivors[0].name + ' 胜利!';
gameOverText.style.color = survivors[0].color;
} else {
gameOverText.innerText = '同归于尽!';
gameOverText.style.color = '#fff';
}
}
// ==========================================
// 🎨 渲染基础
// ==========================================
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.save();
ctx.translate(-camera.x, -camera.y);
drawArena();
drawApples();
drawNewtonPrisms();
drawEffects();
drawGrenades();
drawProjectiles();
drawEntities();
drawCivilians();
drawDamageTexts();
ctx.restore();
}
function drawArena() {
ctx.fillStyle = '#2a2a2a';
ctx.fillRect(0, 0, MAP_WIDTH, MAP_HEIGHT);
ctx.fillStyle = '#3a3a3a';
ctx.fillRect(ARENA_X, ARENA_Y, ARENA_WIDTH, ARENA_HEIGHT);
ctx.strokeStyle = '#00ffcc';
ctx.lineWidth = 6;
ctx.strokeRect(ARENA_X, ARENA_Y, ARENA_WIDTH, ARENA_HEIGHT);
ctx.strokeStyle = 'rgba(255, 255, 255, 0.05)';
ctx.lineWidth = 1;
ctx.beginPath();
for (let i = 1; i < CONFIG.GRID_COLS; i++) {
const x = ARENA_X + i * CONFIG.GRID_SIZE;
ctx.moveTo(x, ARENA_Y);
ctx.lineTo(x, ARENA_Y + ARENA_HEIGHT);
}
for (let i = 1; i < CONFIG.GRID_ROWS; i++) {
const y = ARENA_Y + i * CONFIG.GRID_SIZE;
ctx.moveTo(ARENA_X, y);
ctx.lineTo(ARENA_X + ARENA_WIDTH, y);
}
ctx.stroke();
}
// ==========================================
// ⚠️ 【这里就是第一段的截断处!】
// 第二段代码将从下面这个函数开始无缝拼接。
// ========================================== // ==========================================
// 🐾 英雄 AI - 近战/物理系
// ==========================================
function updateDummy(hero, dt) {
if (hero.pinnedBy) return;
hero.x += hero.wanderX * dt;
hero.y += hero.wanderY * dt;
constrainToArena(hero);
}
function updateUnknown(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
let target = enemies[0], best = Infinity;
for (const e of enemies) {
const d = Math.hypot(e.x - hero.x, e.y - hero.y);
if (d < best) { best = d; target = e; }
}
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
let moveX = 0, moveY = 0;
if (distGrid < 3) {
moveX = -dirX * hero.speed;
moveY = -dirY * hero.speed;
if (hero.x <= ARENA_X + hero.radius + 60 || hero.x >= ARENA_X + ARENA_WIDTH - hero.radius - 60) {
moveX = 0;
moveY = (hero.y > ARENA_Y + ARENA_HEIGHT / 2 ? -1 : 1) * hero.speed;
} else if (hero.y <= ARENA_Y + hero.radius + 60 || hero.y >= ARENA_Y + ARENA_HEIGHT - hero.radius - 60) {
moveX = (hero.x > ARENA_X + ARENA_WIDTH / 2 ? -1 : 1) * hero.speed;
moveY = 0;
}
} else if (distGrid > 6) {
moveX = dirX * hero.speed * 0.6;
moveY = dirY * hero.speed * 0.6;
} else {
const tx = -dirY, ty = dirX;
const slide = Math.sin(performance.now() / 1500) > 0 ? 1 : -1;
moveX = tx * hero.speed * 0.6 * slide;
moveY = ty * hero.speed * 0.6 * slide;
}
hero.x += (moveX + hero.wanderX * 0.4) * dt;
hero.y += (moveY + hero.wanderY * 0.4) * dt;
constrainToArena(hero);
if (hero.attackTimer > 0) return;
if (hero.weaponState === 'pistol') {
if (hero.shotsFired < 8) {
hero.shotsFired++;
const dmg = Math.max(0, Math.round(-0.5 * distGrid * distGrid + 50));
spawnProjectile({
x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
target, speed: 800, damage: dmg, type: 'bullet',
ownerId: hero.id, color: hero.color
});
muzzleFlashes.push({ x: hero.x + dirX * 18, y: hero.y + dirY * 18, life: 0.1, maxLife: 0.1 });
hero.attackTimer = 500;
} else {
hero.weaponState = 'shotgun';
hero.shotgunShots = 0;
spawnProjectile({
x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
target, speed: 700, damage: 67, type: 'thrownPistol',
ownerId: hero.id
});
hero.attackTimer = 800;
}
} else if (hero.weaponState === 'shotgun') {
if (hero.shotgunShots < 2) {
hero.shotgunShots++;
const baseAngle = Math.atan2(dy, dx);
for (let i = 0; i < 6; i++) {
const angle = baseAngle + (i - 2.5) * 0.15;
spawnProjectile({
x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
vx: Math.cos(angle) * 600, vy: Math.sin(angle) * 600,
damage: 25, type: 'shotgunPellet',
ownerId: hero.id, lifetime: 0.6, color: '#ffaa00'
});
}
muzzleFlashes.push({ x: hero.x + dirX * 18, y: hero.y + dirY * 18, life: 0.15, maxLife: 0.15 });
hero.attackTimer = 1000;
if (hero.shotgunShots >= 2) {
hero.weaponState = 'pistol'; hero.shotsFired = 0; hero.shotgunShots = 0;
}
} else {
hero.weaponState = 'pistol'; hero.shotsFired = 0; hero.shotgunShots = 0;
}
}
}
function updateHanshou(hero, dt) {
if (hero.exhaustTimer > 0) {
hero.x += hero.wanderX * 0.3 * dt;
hero.y += hero.wanderY * 0.3 * dt;
constrainToArena(hero);
return;
}
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
if (hero.hanshouState === 0) {
if (distGrid > hero.attackRangeGrid) {
hero.x += (dirX * hero.speed + hero.wanderX * 0.5) * dt;
hero.y += (dirY * hero.speed + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
} else {
let tangentDir = (Math.sin(performance.now() / 800 + hero.wanderTimer) > 0) ? 1 : -1;
hero.x += (-dirY * tangentDir * hero.speed * 0.6 + hero.wanderX * 0.5) * dt;
hero.y += ( dirX * tangentDir * hero.speed * 0.6 + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
if (hero.attackTimer <= 0 && hero.hasSword) {
hero.attackTimer = hero.attackCooldown;
hero.attackAnimTimer = 300;
applyDamage(target, 58, hero, null);
slashEffects.push({ x: hero.x, y: hero.y, angle: Math.atan2(dy, dx), life: 0.3, maxLife: 0.3, color: '#ff4444' });
hero.dr = Math.min(76, hero.dr + 10);
if (hero.dr >= 76) {
hero.dr = 0; hero.hanshouState = 1; hero.chargeTimer = 2.0;
addDamageText(hero.x, hero.y - 30, '泥头车!', '#ff00ff');
}
}
}
return;
}
if (hero.hanshouState === 1) {
hero.chargeTimer -= dt;
hero.x += dirX * 200 * dt;
hero.y += dirY * 200 * dt;
constrainToArena(hero);
const ndx = target.x - hero.x, ndy = target.y - hero.y;
const nd = Math.hypot(ndx, ndy);
if (nd <= hero.radius + target.radius + 10) {
applyDamage(target, 220, hero, null);
hero.hanshouState = 2; hero.pinnedTarget = target; hero.chargeTimer = 4.0;
addImpact(hero.x, hero.y, '#ff0000', 0.5);
} else if (hero.chargeTimer <= 0) {
hero.hanshouState = 0; hero.exhaustTimer = 1500; hero.dr = 0;
}
return;
}
if (hero.hanshouState === 2) {
hero.chargeTimer -= dt;
const pt = hero.pinnedTarget;
if (!pt || pt.hp <= 0) { hero.hanshouState = 0; hero.exhaustTimer = 2000; hero.pinnedTarget = null; return; }
const dL = hero.x - ARENA_X, dR = ARENA_X + ARENA_WIDTH - hero.x;
const dT = hero.y - ARENA_Y, dB = ARENA_Y + ARENA_HEIGHT - hero.y;
const m = Math.min(dL, dR, dT, dB);
let px = 0, py = 0;
if (m === dL) px = -1;
else if (m === dR) px = 1;
else if (m === dT) py = -1;
else py = 1;
hero.x += px * 400 * dt; hero.y += py * 400 * dt;
constrainToArena(hero);
pt.x = hero.x + px * (hero.radius + pt.radius + 2);
pt.y = hero.y + py * (hero.radius + pt.radius + 2);
constrainToArena(pt);
const targetHitWall = pt.x <= ARENA_X + pt.radius + 1 || pt.x >= ARENA_X + ARENA_WIDTH - pt.radius - 1 ||
pt.y <= ARENA_Y + pt.radius + 1 || pt.y >= ARENA_Y + ARENA_HEIGHT - pt.radius - 1;
if (targetHitWall || hero.chargeTimer <= 0) {
pt.pinnedBy = 'wall'; pt.wallTimer = 4000; pt.bleedTickTimer = 0; pt.hasSwordInBack = true;
hero.hanshouState = 0; hero.exhaustTimer = 6000; hero.pinnedTarget = null; hero.dr = 0; hero.hasSword = false;
addImpact(hero.x, hero.y, '#ff0000', 0.6);
}
}
}
function updateWerewolf(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
if (!hero.enraged && hero.battleTimer >= 20) {
hero.enraged = true; hero.speed *= 1.5;
addDamageText(hero.x, hero.y - 30, '狂怒!', '#ff00ff');
addImpact(hero.x, hero.y, '#ff00ff', 0.5);
}
if (hero.isDashing) {
hero.dashTimer -= dt;
hero.x += hero.dashDirX * 200 * dt;
hero.y += hero.dashDirY * 200 * dt;
constrainToArena(hero);
const nd = Math.hypot(target.x - hero.x, target.y - hero.y);
if (nd <= hero.radius + target.radius + 10) {
applyDamage(target, 100, hero, null);
slashEffects.push({ x: hero.x, y: hero.y, angle: Math.atan2(dy, dx), life: 0.3, maxLife: 0.3, color: '#aa00aa' });
addImpact(hero.x, hero.y, '#aa00aa', 0.4);
hero.isDashing = false; hero.dashCooldown = 5000;
} else if (hero.dashTimer <= 0) {
hero.isDashing = false; hero.dashCooldown = 5000;
}
return;
}
if (hero.dashCooldown <= 0 && distGrid > 1.5 && distGrid < 2.5) {
hero.isDashing = true; hero.dashTimer = 0.5;
hero.dashDirX = dirX; hero.dashDirY = dirY;
addDamageText(hero.x, hero.y - 30, '突进!', '#ff4444');
return;
}
if (distGrid <= 1.5) {
let tangentDir = (Math.sin(performance.now() / 800 + hero.wanderTimer) > 0) ? 1 : -1;
hero.x += (-dirY * tangentDir * hero.speed * 0.6 + hero.wanderX * 0.5) * dt;
hero.y += ( dirX * tangentDir * hero.speed * 0.6 + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
if (hero.attackTimer <= 0) {
hero.attackTimer = hero.attackCooldown;
hero.attackAnimTimer = 300;
let dmg = hero.enraged ? 45 : 30;
if (target.hp > 0 && target.hp / target.maxHp < 0.1) {
dmg = target.hp;
addDamageText(target.x, target.y - 30, '终结!', '#ff0000');
addImpact(target.x, target.y, '#ff0000', 0.8);
}
applyDamage(target, dmg, hero, null);
slashEffects.push({ x: hero.x, y: hero.y, angle: Math.atan2(dy, dx), life: 0.3, maxLife: 0.3, color: '#ff4444' });
}
} else {
hero.x += (dirX * hero.speed + hero.wanderX * 0.5) * dt;
hero.y += (dirY * hero.speed + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
}
}
function updateKnight(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
if (hero.isCharging) {
hero.chargeTimer -= dt;
hero.x += hero.chargeDirX * 300 * dt;
hero.y += hero.chargeDirY * 300 * dt;
constrainToArena(hero);
if (Math.random() < 0.5) impactEffects.push({ x: hero.x, y: hero.y, color: '#ffcc00', life: 0.2, maxLife: 0.2 });
const nd = Math.hypot(target.x - hero.x, target.y - hero.y);
if (nd <= hero.radius + target.radius + 10) {
applyDamage(target, 50, hero, null);
addDamageText(target.x, target.y - 30, '破阵!', '#ffcc00');
addImpact(hero.x, hero.y, '#ffcc00', 0.5);
let knockDirX = (target.x - hero.x) / nd, knockDirY = (target.y - hero.y) / nd;
target.x += knockDirX * 1.5 * CONFIG.GRID_SIZE;
target.y += knockDirY * 1.5 * CONFIG.GRID_SIZE;
constrainToArena(target);
hero.isCharging = false; hero.chargeCooldown = 8000;
} else if (hero.chargeTimer <= 0) {
hero.isCharging = false; hero.chargeCooldown = 8000;
}
return;
}
if (hero.chargeCooldown <= 0 && distGrid > 2 && distGrid < 3) {
hero.isCharging = true; hero.chargeTimer = 0.6;
hero.chargeDirX = dirX; hero.chargeDirY = dirY;
addDamageText(hero.x, hero.y - 30, '冲锋!', '#ffcc00');
return;
}
if (distGrid <= 1.5) {
let tangentDir = (Math.sin(performance.now() / 800 + hero.wanderTimer) > 0) ? 1 : -1;
hero.x += (-dirY * tangentDir * hero.speed * 0.6 + hero.wanderX * 0.5) * dt;
hero.y += ( dirX * tangentDir * hero.speed * 0.6 + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
if (hero.attackTimer <= 0) {
hero.attackTimer = hero.attackCooldown;
hero.attackAnimTimer = 300;
applyDamage(target, hero.attackDamage, hero, null);
hero.shieldHp = Math.min(hero.maxShieldHp, hero.shieldHp + 15);
slashEffects.push({ x: hero.x, y: hero.y, angle: Math.atan2(dy, dx), life: 0.3, maxLife: 0.3, color: '#ffffff' });
}
} else {
hero.x += (dirX * hero.speed + hero.wanderX * 0.5) * dt;
hero.y += (dirY * hero.speed + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
}
}
// ==========================================
// 🌿 冬青叶 - 地道奇袭
// ==========================================
function updateHolly(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
// 钻地状态处理
if (hero.tunnelState === 'hidden') {
hero.tunnelTimer -= dt * 1000;
// 无敌:不可被选中,但保留逻辑
if (hero.tunnelTimer <= 0) {
// 钻出出口
if (hero.tunnelExit) {
hero.x = hero.tunnelExit.x;
hero.y = hero.tunnelExit.y;
}
hero.tunnelState = 'striking';
hero.tunnelTimer = 200; // 0.2秒三连击窗口
}
return;
}
if (hero.tunnelState === 'striking') {
// 三连击判定
hero.tunnelTimer -= dt * 1000;
let target = enemies[0];
let nd = Math.hypot(target.x - hero.x, target.y - hero.y);
if (nd <= hero.radius + target.radius + 40) {
applyDamage(target, 130, hero, null);
applyDamage(target, 130, hero, null);
applyDamage(target, 130, hero, null);
addDamageText(target.x, target.y - 40, '三连击!', '#00ff00');
slashEffects.push({ x: hero.x, y: hero.y, angle: Math.atan2(target.y - hero.y, target.x - hero.x), life: 0.4, maxLife: 0.4, color: '#2e8b57' });
}
// 迅速撤回
if (hero.tunnelEntry) {
hero.x = hero.tunnelEntry.x;
hero.y = hero.tunnelEntry.y;
}
hero.tunnelState = 'none';
hero.tunnelEntry = null; hero.tunnelExit = null;
hero.tunnelCooldown = 8000;
return;
}
// 冷却期间正常追击
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
if (distGrid > 1.5) {
hero.x += (dirX * hero.speed + hero.wanderX * 0.5) * dt;
hero.y += (dirY * hero.speed + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
} else {
let tangentDir = (Math.sin(performance.now() / 800 + hero.wanderTimer) > 0) ? 1 : -1;
hero.x += (-dirY * tangentDir * hero.speed * 0.6 + hero.wanderX * 0.5) * dt;
hero.y += ( dirX * tangentDir * hero.speed * 0.6 + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
if (hero.attackTimer <= 0) {
hero.attackTimer = hero.attackCooldown;
hero.attackAnimTimer = 300;
applyDamage(target, 45, hero, null);
slashEffects.push({ x: hero.x, y: hero.y, angle: Math.atan2(dy, dx), life: 0.3, maxLife: 0.3, color: '#2e8b57' });
}
}
// 地道奇袭冷却好了,触发地道
if (hero.tunnelCooldown <= 0) {
// 在敌人附近3~5格内随机刷新入口
let angle = Math.random() * Math.PI * 2;
let dist = 3 + Math.random() * 2;
let entryX = target.x + Math.cos(angle) * dist * CONFIG.GRID_SIZE;
let entryY = target.y + Math.sin(angle) * dist * CONFIG.GRID_SIZE;
// 边界限制
entryX = Math.max(ARENA_X + hero.radius, Math.min(ARENA_X + ARENA_WIDTH - hero.radius, entryX));
entryY = Math.max(ARENA_Y + hero.radius, Math.min(ARENA_Y + ARENA_HEIGHT - hero.radius, entryY));
hero.tunnelEntry = { x: entryX, y: entryY };
// 出口刷在敌人身旁2~3格
let exitAngle = Math.random() * Math.PI * 2;
let exitDist = 2 + Math.random();
let exitX = target.x + Math.cos(exitAngle) * exitDist * CONFIG.GRID_SIZE;
let exitY = target.y + Math.sin(exitAngle) * exitDist * CONFIG.GRID_SIZE;
exitX = Math.max(ARENA_X + hero.radius, Math.min(ARENA_X + ARENA_WIDTH - hero.radius, exitX));
exitY = Math.max(ARENA_Y + hero.radius, Math.min(ARENA_Y + ARENA_HEIGHT - hero.radius, exitY));
hero.tunnelExit = { x: exitX, y: exitY };
// 钻入
hero.tunnelState = 'hidden';
hero.tunnelTimer = 400; // 0.4秒钻地
addDamageText(hero.x, hero.y - 30, '钻地!', '#2e8b57');
}
}
// ==========================================
// 🍀 Clover - 连发与激光
// ==========================================
function updateClover(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
// 激光蓄力中
if (hero.laserCharge > 0) {
hero.laserCharge -= dt * 1000;
if (hero.laserCharge <= 0) {
// 发射680真实伤害激光
let target = enemies[0];
applyDamage(target, 680, hero, null, true, false);
addDamageText(target.x, target.y - 40, '激光! 680', '#ff0000');
impactEffects.push({ x: target.x, y: target.y, color: '#ff0000', life: 0.8, maxLife: 0.8 });
}
return; // 蓄力期间不能移动和攻击
}
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
// 移动:保持距离
let moveX = 0, moveY = 0;
if (distGrid < 4) {
moveX = -dirX * hero.speed * 0.8; moveY = -dirY * hero.speed * 0.8;
} else if (distGrid > 7) {
moveX = dirX * hero.speed * 0.5; moveY = dirY * hero.speed * 0.5;
} else {
moveX = dirX * hero.speed * 0.1; moveY = dirY * hero.speed * 0.1;
}
hero.x += (moveX + hero.wanderX * 0.4) * dt;
hero.y += (moveY + hero.wanderY * 0.4) * dt;
constrainToArena(hero);
// 换弹中
if (hero.isReloading) {
hero.reloadTimer -= dt * 1000;
if (hero.reloadTimer <= 0) {
hero.isReloading = false;
hero.cloverAmmo = hero.maxClipAmmo;
}
return;
}
// 射击
if (hero.attackTimer <= 0 && distGrid <= hero.attackRangeGrid) {
if (hero.cloverAmmo > 0) {
hero.cloverAmmo--;
hero.attackTimer = hero.attackCooldown;
spawnProjectile({
x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
target, speed: 900, damage: 15, type: 'cloverBullet',
ownerId: hero.id, color: '#00ffff'
});
muzzleFlashes.push({ x: hero.x + dirX * 18, y: hero.y + dirY * 18, life: 0.05, maxLife: 0.05 });
if (hero.cloverAmmo <= 0) {
hero.isReloading = true;
hero.reloadTimer = 1500;
addDamageText(hero.x, hero.y - 30, '换弹中...', '#aaaaaa');
}
}
}
}
// ==========================================
// 🎨 绘制函数 - 特效与弹道
// ==========================================
function drawApples() {
for (let a of apples) {
ctx.beginPath();
ctx.arc(a.x, a.y, a.radius, 0, Math.PI * 2);
ctx.fillStyle = '#ff4444'; ctx.fill();
ctx.strokeStyle = '#ff0000'; ctx.lineWidth = 2; ctx.stroke();
ctx.fillStyle = '#00ff00';
ctx.beginPath();
ctx.ellipse(a.x, a.y - a.radius - 2, 4, 2, Math.PI / 4, 0, Math.PI * 2);
ctx.fill();
}
}
function drawNewtonPrisms() {
for (let p of newtonPrisms) {
ctx.save();
ctx.translate(p.x, p.y);
ctx.rotate(p.baseAngle);
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.arc(0, 0, 240, -Math.PI / 6 + p.angle, Math.PI / 6 + p.angle);
ctx.closePath();
ctx.fillStyle = 'rgba(255, 255, 255, 0.08)'; ctx.fill();
for (let i = 0; i < 7; i++) {
let angle = -Math.PI / 6 + p.angle + (i / 6) * (Math.PI / 3);
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(Math.cos(angle) * 240, Math.sin(angle) * 240);
ctx.strokeStyle = `hsl(${i * 51}, 100%, 50%)`;
ctx.lineWidth = 2; ctx.stroke();
}
ctx.beginPath();
ctx.moveTo(0, -12); ctx.lineTo(10, 8); ctx.lineTo(-10, 8); ctx.closePath();
ctx.fillStyle = '#ffffff'; ctx.fill();
ctx.strokeStyle = '#aaa'; ctx.lineWidth = 1; ctx.stroke();
ctx.restore();
}
}
function drawGrenades() {
for (let g of grenades) {
ctx.beginPath();
ctx.arc(g.x, g.y, 8, 0, Math.PI * 2);
ctx.fillStyle = '#333'; ctx.fill();
ctx.strokeStyle = '#ff8800'; ctx.lineWidth = 3; ctx.stroke();
ctx.beginPath();
ctx.arc(g.x, g.y - 10, 4, 0, Math.PI * 2);
ctx.fillStyle = '#ffff00'; ctx.fill();
}
}
function drawCivilians() {
for (let c of civilians) {
if (c.hp <= 0) continue;
ctx.beginPath();
ctx.arc(c.x, c.y, c.radius, 0, Math.PI * 2);
ctx.fillStyle = '#ffffff'; ctx.fill();
ctx.strokeStyle = '#aaaaaa'; ctx.lineWidth = 2; ctx.stroke();
const barWidth = 30, barHeight = 4;
const barX = c.x - barWidth / 2, barY = c.y - c.radius - 10;
const hpPercent = c.hp / c.maxHp;
ctx.fillStyle = '#333'; ctx.fillRect(barX, barY, barWidth, barHeight);
ctx.fillStyle = hpPercent > 0.3 ? '#00ff00' : '#ff0000';
ctx.fillRect(barX, barY, barWidth * hpPercent, barHeight);
ctx.fillStyle = '#000'; ctx.font = '10px sans-serif'; ctx.textAlign = 'center';
ctx.fillText('人民', c.x, c.y + 3);
}
}
function drawEffects() {
muzzleFlashes.forEach(e => {
const alpha = Math.max(0, Math.min(1, e.life / (e.maxLife || 0.1)));
ctx.beginPath();
ctx.arc(e.x, e.y, 8, 0, Math.PI * 2);
ctx.fillStyle = `rgba(255, 255, 255, ${alpha})`; ctx.fill();
});
slashEffects.forEach(e => {
ctx.save();
ctx.translate(e.x, e.y); ctx.rotate(e.angle);
const alpha = Math.max(0, Math.min(1, e.life / (e.maxLife || 0.3)));
ctx.beginPath();
ctx.arc(0, 0, 35, -Math.PI / 4, Math.PI / 4);
if (e.color) {
let r = parseInt(e.color.slice(1,3),16), g = parseInt(e.color.slice(3,5),16), b = parseInt(e.color.slice(5,7),16);
ctx.strokeStyle = `rgba(${r},${g},${b},${alpha})`;
} else {
ctx.strokeStyle = `rgba(255, 68, 68, ${alpha})`;
}
ctx.lineWidth = 6; ctx.stroke();
ctx.restore();
});
impactEffects.forEach(e => {
const t = 1 - Math.max(0, Math.min(1, e.life / (e.maxLife || 0.3)));
const r = Math.max(0.5, t * 20);
ctx.beginPath();
ctx.arc(e.x, e.y, r, 0, Math.PI * 2);
ctx.strokeStyle = e.color || '#fff';
ctx.lineWidth = 3; ctx.stroke();
});
bleedEffects.forEach(e => {
const alpha = Math.max(0, Math.min(1, e.life / 0.5));
ctx.beginPath();
ctx.arc(e.x, e.y, 6, 0, Math.PI * 2);
ctx.fillStyle = `rgba(255, 0, 0, ${alpha})`; ctx.fill();
});
}
function drawProjectiles() {
for (const p of projectiles) {
if (p.type === 'text') {
ctx.fillStyle = 'rgba(68, 136, 255, 0.2)';
ctx.fillRect(p.x - 100, p.y - 15, 200, 30);
ctx.strokeStyle = '#4488ff'; ctx.lineWidth = 2; ctx.strokeRect(p.x - 100, p.y - 15, 200, 30);
ctx.fillStyle = '#fff'; ctx.font = '12px sans-serif'; ctx.textAlign = 'center';
ctx.fillText(p.text || '', p.x, p.y + 5);
} else if (p.type === 'pen') {
ctx.save(); ctx.translate(p.x, p.y);
if (p.target) ctx.rotate(Math.atan2(p.target.y - p.startY, p.target.x - p.startX));
ctx.fillStyle = '#ccc'; ctx.fillRect(-15, -2, 30, 4);
ctx.beginPath(); ctx.moveTo(15, -4); ctx.lineTo(25, 0); ctx.lineTo(15, 4);
ctx.fillStyle = '#333'; ctx.fill(); ctx.restore();
} else if (p.type === 'fireext') {
ctx.fillStyle = '#ff0000'; ctx.fillRect(p.x - 8, p.y - 12, 16, 24);
ctx.fillStyle = '#fff'; ctx.font = '8px sans-serif'; ctx.textAlign = 'center';
ctx.fillText('灭火器', p.x, p.y + 4);
} else if (p.type === 'thrownPistol') {
ctx.save(); ctx.translate(p.x, p.y);
if (p.target) ctx.rotate(Math.atan2(p.target.y - p.startY, p.target.x - p.startX));
ctx.fillStyle = '#888'; ctx.fillRect(-10, -4, 20, 8); ctx.restore();
} else if (p.type === 'shotgunPellet') {
ctx.beginPath(); ctx.arc(p.x, p.y, 4, 0, Math.PI * 2);
ctx.fillStyle = '#ffaa00'; ctx.fill();
} else if (p.type === 'cloverBullet') {
ctx.save(); ctx.translate(p.x, p.y);
if (p.target) ctx.rotate(Math.atan2(p.target.y - p.startY, p.target.x - p.startX));
ctx.fillStyle = '#00ffff'; ctx.fillRect(-8, -2, 16, 4); ctx.restore();
} else {
ctx.beginPath();
ctx.moveTo(p.startX, p.startY); ctx.lineTo(p.x, p.y);
ctx.strokeStyle = p.color || 'rgba(0, 255, 204, 0.8)'; ctx.lineWidth = 5; ctx.stroke();
ctx.beginPath(); ctx.arc(p.x, p.y, 6, 0, Math.PI * 2);
ctx.fillStyle = '#fff'; ctx.fill();
ctx.strokeStyle = p.color || '#00ffcc'; ctx.lineWidth = 2; ctx.stroke();
}
}
}
// ==========================================
// ⚠️ 【第二段截断处!】
// 第三段将从 drawEntities 函数继续。
// ========================================== // ==========================================
// 🎯 英雄 AI - 远程/法师系
// ==========================================
function updateYansien(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
let target = enemies[0], best = Infinity;
for (const e of enemies) {
const d = Math.hypot(e.x - hero.x, e.y - hero.y);
if (d < best) { best = d; target = e; }
}
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
let moveX = 0, moveY = 0;
if (distGrid < 4) {
moveX = -dirX * hero.speed * 0.7; moveY = -dirY * hero.speed * 0.7;
if (hero.x <= ARENA_X + hero.radius + 40 || hero.x >= ARENA_X + ARENA_WIDTH - hero.radius - 40) {
moveX = 0; moveY = (hero.y > ARENA_Y + ARENA_HEIGHT / 2 ? -1 : 1) * hero.speed * 0.7;
} else if (hero.y <= ARENA_Y + hero.radius + 40 || hero.y >= ARENA_Y + ARENA_HEIGHT - hero.radius - 40) {
moveX = (hero.x > ARENA_X + ARENA_WIDTH / 2 ? -1 : 1) * hero.speed * 0.7; moveY = 0;
}
} else if (distGrid > 4.5) {
moveX = dirX * hero.speed * 0.5; moveY = dirY * hero.speed * 0.5;
}
hero.x += (moveX + hero.wanderX * 0.4) * dt;
hero.y += (moveY + hero.wanderY * 0.4) * dt;
constrainToArena(hero);
if (hero.attackTimer <= 0 && distGrid <= 4.5) {
hero.attackTimer = hero.attackCooldown;
const isFireExt = Math.random() < 0.1;
spawnProjectile({
x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
target, speed: 600, damage: isFireExt ? 240 : 28,
type: isFireExt ? 'fireext' : 'pen',
ownerId: hero.id, knockback: isFireExt ? 5 : 0
});
}
}
function updateDeepseek(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
const hasShield = hero.shieldHp > 0;
let moveX = 0, moveY = 0;
if (hasShield) {
if (distGrid < 12) { moveX = -dirX * hero.speed; moveY = -dirY * hero.speed; }
} else {
if (distGrid < 7) { moveX = -dirX * hero.speed * 0.6; moveY = -dirY * hero.speed * 0.6; }
}
if (hero.x <= ARENA_X + hero.radius + 40 || hero.x >= ARENA_X + ARENA_WIDTH - hero.radius - 40) {
moveX = 0; moveY = (hero.y > ARENA_Y + ARENA_HEIGHT / 2 ? -1 : 1) * hero.speed * 0.8;
} else if (hero.y <= ARENA_Y + hero.radius + 40 || hero.y >= ARENA_Y + ARENA_HEIGHT - hero.radius - 40) {
moveX = (hero.x > ARENA_X + ARENA_WIDTH / 2 ? -1 : 1) * hero.speed * 0.8; moveY = 0;
}
hero.x += (moveX + hero.wanderX * 0.4) * dt;
hero.y += (moveY + hero.wanderY * 0.4) * dt;
constrainToArena(hero);
if (!hasShield && hero.attackTimer <= 0) {
hero.attackTimer = hero.attackCooldown;
spawnProjectile({
x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
target, speed: 400, damage: 13, type: 'text',
ownerId: hero.id, knockback: 5,
text: '对不起,这个问题我还无法回答。'
});
}
}
function updateNewton(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
let moveX = 0, moveY = 0;
if (distGrid < 3) { moveX = -dirX * hero.speed; moveY = -dirY * hero.speed; }
else if (distGrid > 6) { moveX = dirX * hero.speed * 0.5; moveY = dirY * hero.speed * 0.5; }
else {
let tangentDir = (Math.sin(performance.now() / 2000) > 0) ? 1 : -1;
moveX = -dirY * tangentDir * hero.speed * 0.8;
moveY = dirX * tangentDir * hero.speed * 0.8;
}
hero.x += (moveX + hero.wanderX * 0.4) * dt;
hero.y += (moveY + hero.wanderY * 0.4) * dt;
constrainToArena(hero);
// 三棱镜
if (hero.prismCooldown <= 0) {
hero.prismCooldown = 5000;
let px = hero.x + (target.x - hero.x) * 0.5;
let py = hero.y + (target.y - hero.y) * 0.5;
let baseAngle = Math.atan2(target.y - py, target.x - px);
newtonPrisms.push({ x: px, y: py, timer: 10000, baseAngle: baseAngle, angle: 0, sweepDir: 1, hitTimer: 0 });
}
// 三棱镜伤害判定
for (let i = newtonPrisms.length - 1; i >= 0; i--) {
let p = newtonPrisms[i];
p.timer -= dt * 1000;
if (p.timer <= 0) { newtonPrisms.splice(i, 1); continue; }
p.angle += p.sweepDir * 2.5 * dt;
if (p.angle > Math.PI / 3) p.sweepDir = -1;
if (p.angle < -Math.PI / 3) p.sweepDir = 1;
for (let h of heroEntities) {
if (h.id === 'newton' || h.hp <= 0 || h.id === 'dummy') continue;
let ddx = h.x - p.x, ddy = h.y - p.y;
let dist = Math.hypot(ddx, ddy);
if (dist < 240) {
let angleToTarget = Math.atan2(ddy, ddx);
let angleDiff = Math.abs(angleToTarget - p.baseAngle);
while (angleDiff > Math.PI) angleDiff = Math.abs(angleDiff - 2 * Math.PI);
if (angleDiff < p.angle + Math.PI / 6) {
applyDamage(h, 1, hero, null, true, true);
}
}
}
}
// 苹果雨
if (hero.appleTimer <= 0) {
hero.appleTimer = 30000;
for (let i = 0; i < 10; i++) {
if (apples.length >= 20) break;
let ax = ARENA_X + Math.random() * ARENA_WIDTH;
let ay = ARENA_Y + Math.random() * ARENA_HEIGHT;
let hitEnemy = false;
for (let h of heroEntities) {
if (h.id !== 'newton' && h.hp > 0 && h.id !== 'dummy' && Math.hypot(h.x - ax, h.y - ay) < h.radius + 10) {
applyDamage(h, 40, hero, null);
hitEnemy = true; break;
}
}
if (!hitEnemy && apples.length < 20) apples.push({ x: ax, y: ay, radius: 8 });
}
}
// 苹果拾取
for (let i = apples.length - 1; i >= 0; i--) {
let apple = apples[i];
for (let h of heroEntities) {
if (h.hp <= 0 || h.pinnedBy) continue;
if (Math.hypot(h.x - apple.x, h.y - apple.y) < h.radius + apple.radius) {
if (h.id === 'newton') { h.hp = Math.min(h.maxHp, h.hp + 50); addDamageText(h.x, h.y - 20, '+50', '#00ff00'); }
else { h.hp = Math.min(h.maxHp, h.hp + 10); }
apples.splice(i, 1); break;
}
}
}
// 卫星环绕
if (hero.satellites) {
hero.satelliteTimer -= dt * 1000;
if (hero.satelliteTimer <= 0) {
hero.satelliteTimer = 5000;
if (Math.random() < 0.3 && hero.satellites.length < 5) {
hero.satellites.push({ angle: Math.random() * Math.PI * 2 });
}
}
const orbitRadius = 2 * CONFIG.GRID_SIZE;
for (let i = hero.satellites.length - 1; i >= 0; i--) {
let sat = hero.satellites[i];
sat.angle += 2.5 * dt;
let satX = hero.x + Math.cos(sat.angle) * orbitRadius;
let satY = hero.y + Math.sin(sat.angle) * orbitRadius;
let hit = false;
for (let h of heroEntities) {
if (h.id === 'newton' || h.hp <= 0 || h.id === 'dummy') continue;
if (Math.hypot(h.x - satX, h.y - satY) < h.radius + 10) {
applyDamage(h, 40, hero, null);
h.stunTimer = 1000;
impactEffects.push({ x: satX, y: satY, color: '#00ffff', life: 0.5, maxLife: 0.5 });
hit = true; break;
}
}
if (hit) hero.satellites.splice(i, 1);
}
}
}
// ==========================================
// 🎖️ PLA - 火力压制 + 人民增益
// ==========================================
function updatePla(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
let target = enemies[0], best = Infinity;
for (const e of enemies) {
const d = Math.hypot(e.x - hero.x, e.y - hero.y);
if (d < best) { best = d; target = e; }
}
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
let moveX = 0, moveY = 0;
if (distGrid < 4) { moveX = -dirX * hero.speed; moveY = -dirY * hero.speed; }
else if (distGrid > 7) { moveX = dirX * hero.speed * 0.6; moveY = dirY * hero.speed * 0.6; }
else {
let tangentDir = (Math.sin(performance.now() / 1500) > 0) ? 1 : -1;
moveX = -dirY * tangentDir * hero.speed * 0.6;
moveY = dirX * tangentDir * hero.speed * 0.6;
}
hero.x += (moveX + hero.wanderX * 0.4) * dt;
hero.y += (moveY + hero.wanderY * 0.4) * dt;
constrainToArena(hero);
// 人民刷新
if (!window._plaCivTimer) window._plaCivTimer = 0;
window._plaCivTimer -= dt * 1000;
if (window._plaCivTimer <= 0) {
window._plaCivTimer = 10000;
if (civilians.length < 5) {
let cx = ARENA_X + Math.random() * ARENA_WIDTH;
let cy = ARENA_Y + Math.random() * ARENA_HEIGHT;
civilians.push({ x: cx, y: cy, radius: 10, hp: 300, maxHp: 300,
wanderTimer: Math.random() * 2, wanderAngle: Math.random() * Math.PI * 2,
wanderX: 0, wanderY: 0, isFleeing: false, fleeTimer: 0 });
}
}
// 人民AI
for (let i = civilians.length - 1; i >= 0; i--) {
let c = civilians[i];
if (c.hp <= 0) { civilians.splice(i, 1); continue; }
if (c.wanderTimer > 0) c.wanderTimer -= dt;
else { c.wanderTimer = 1.5 + Math.random() * 2; c.wanderAngle += (Math.random() - 0.5) * Math.PI * 2; }
if (c.isFleeing) {
c.fleeTimer -= dt;
if (c.fleeTimer <= 0) c.isFleeing = false;
let pla = heroEntities.find(h => h.id === 'pla' && h.hp > 0);
if (pla) {
let ddx = c.x - pla.x, ddy = c.y - pla.y;
let dd = Math.hypot(ddx, ddy) || 1;
c.x += (ddx / dd) * 200 * dt; c.y += (ddy / dd) * 200 * dt;
}
} else {
c.x += Math.cos(c.wanderAngle) * 80 * dt;
c.y += Math.sin(c.wanderAngle) * 80 * dt;
}
constrainToArena(c);
}
// 射击
if (!hero.isReloading && hero.attackTimer <= 0 && distGrid <= hero.attackRangeGrid) {
if (hero.clipAmmo > 0) {
hero.clipAmmo--;
hero.attackTimer = hero.attackCooldown;
let finalDmg = Math.round((hero.baseDamage + hero.damageBuffAdd) * hero.damageMult);
spawnProjectile({
x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
target, speed: 1000, damage: finalDmg, type: 'bullet',
ownerId: hero.id, color: '#ffff00'
});
muzzleFlashes.push({ x: hero.x + dirX * 18, y: hero.y + dirY * 18, life: 0.05, maxLife: 0.05 });
// 10%概率手榴弹
if (Math.random() < 0.1) {
grenades.push({
x: hero.x + dirX * 20, y: hero.y + dirY * 20,
vx: dirX * 300, vy: dirY * 300, timer: 0.8
});
}
if (hero.clipAmmo <= 0) {
hero.isReloading = true;
hero.reloadTimer = 500;
}
}
}
// 手榴弹爆炸
for (let i = grenades.length - 1; i >= 0; i--) {
let g = grenades[i];
g.timer -= dt; g.x += g.vx * dt; g.y += g.vy * dt; g.vx *= 0.95; g.vy *= 0.95;
if (g.timer <= 0) {
let radius = 2 * CONFIG.GRID_SIZE;
impactEffects.push({ x: g.x, y: g.y, color: '#ff8800', life: 0.5, maxLife: 0.5 });
for (let h of heroEntities) {
if (h.hp > 0 && h.id !== 'pla' && h.id !== 'dummy' && Math.hypot(h.x - g.x, h.y - g.y) < radius + h.radius) {
applyDamage(h, 50, hero, null);
}
}
grenades.splice(i, 1);
}
}
}
// ==========================================
// 🎵 唐佳琪 - 极限翻盘
// ==========================================
function updateTangjiaqi(hero, dt) {
// 前30秒:隐忍 + 珍珠闪避
if (!hero.inUltimate) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
// 逃跑走位
let moveX = -dirX * hero.speed;
let moveY = -dirY * hero.speed;
if (hero.x <= ARENA_X + hero.radius + 60 || hero.x >= ARENA_X + ARENA_WIDTH - hero.radius - 60) {
moveX = 0; moveY = (hero.y > ARENA_Y + ARENA_HEIGHT / 2 ? -1 : 1) * hero.speed;
} else if (hero.y <= ARENA_Y + hero.radius + 60 || hero.y >= ARENA_Y + ARENA_HEIGHT - hero.radius - 60) {
moveX = (hero.x > ARENA_X + ARENA_WIDTH / 2 ? -1 : 1) * hero.speed; moveY = 0;
}
hero.x += (moveX + hero.wanderX * 0.5) * dt;
hero.y += (moveY + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
return;
}
// 最后10秒:神之领域
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
// 敌人被强光压制:速度0.1像素/秒,攻击打断
for (let h of enemies) {
h.stunTimer = Math.max(h.stunTimer, 100);
h.x += dirX * 0.1 * dt;
h.y += dirY * 0.1 * dt;
}
// 总伤害池950,分10秒打满
let dmgPerSec = 95;
for (let h of enemies) {
applyDamage(h, Math.round(dmgPerSec * dt), hero, null, true, true);
}
// 领域持续10秒
hero.ultimateTimer += dt;
if (hero.ultimateTimer >= 10) {
hero.inUltimate = false;
hero.attackTimer = 30000; // 重新开始30秒
hero.ultimateTimer = 0;
}
}
// ==========================================
// 🏫 贪污校长 - 召唤/控制
// ==========================================
function updatePrincipal(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
// 保持6格距离
let moveX = 0, moveY = 0;
if (distGrid < 5) { moveX = -dirX * hero.speed; moveY = -dirY * hero.speed; }
else if (distGrid > 8) { moveX = dirX * hero.speed * 0.5; moveY = dirY * hero.speed * 0.5; }
hero.x += (moveX + hero.wanderX * 0.4) * dt;
hero.y += (moveY + hero.wanderY * 0.4) * dt;
constrainToArena(hero);
// 挪用公款:护盾积攒
hero.shieldHp = Math.min(hero.maxShieldHp, hero.shieldHp + 5 * dt);
hero.speed = 110 * (hero.shieldHp > 0 ? 1.2 : 1);
// 空头支票
if (hero.attackTimer <= 0 && distGrid <= hero.attackRangeGrid) {
hero.attackTimer = hero.attackCooldown;
spawnProjectile({
x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
target, speed: 600, damage: 20, type: 'text',
ownerId: hero.id, text: '欠费!',
color: '#b8860b'
});
}
// 家长会
if (hero.summonCooldown <= 0) {
hero.summonCooldown = 8000;
for (let i = 0; i < 2; i++) {
let angle = Math.random() * Math.PI * 2;
let sx = hero.x + Math.cos(angle) * 2 * CONFIG.GRID_SIZE;
let sy = hero.y + Math.sin(angle) * 2 * CONFIG.GRID_SIZE;
sx = Math.max(ARENA_X + 10, Math.min(ARENA_X + ARENA_WIDTH - 10, sx));
sy = Math.max(ARENA_Y + 10, Math.min(ARENA_Y + ARENA_HEIGHT - 10, sy));
civilians.push({
x: sx, y: sy, radius: 8, hp: 100, maxHp: 100,
isParent: true, wanderTimer: Math.random() * 2,
wanderAngle: Math.random() * Math.PI * 2,
wanderX: 0, wanderY: 0, isFleeing: false, fleeTimer: 0
});
}
addDamageText(hero.x, hero.y - 30, '家长会!', '#b8860b');
}
// 家长爆炸检测
for (let i = civilians.length - 1; i >= 0; i--) {
let c = civilians[i];
if (!c.isParent || c.hp <= 0) continue;
for (let h of enemies) {
if (Math.hypot(h.x - c.x, h.y - c.y) < h.radius + c.radius + 5) {
applyDamage(h, 30, hero, null);
h.stunTimer = 1500;
hero.shieldHp = Math.min(hero.maxShieldHp, hero.shieldHp + 50);
addDamageText(c.x, c.y - 20, '家长爆炸!', '#ff6600');
impactEffects.push({ x: c.x, y: c.y, color: '#ff6600', life: 0.5, maxLife: 0.5 });
civilians.splice(i, 1);
break;
}
}
}
// 家长自然移动
for (let c of civilians) {
if (!c.isParent) continue;
if (c.wanderTimer > 0) c.wanderTimer -= dt;
else { c.wanderTimer = 1.5 + Math.random() * 2; c.wanderAngle += (Math.random() - 0.5) * Math.PI * 2; }
c.x += Math.cos(c.wanderAngle) * 60 * dt;
c.y += Math.sin(c.wanderAngle) * 60 * dt;
constrainToArena(c);
}
// 卷款跑路
if (hero.hp / hero.maxHp < 0.3 && !hero.hasRun) {
hero.hasRun = true;
// 原地留草人
civilians.push({
x: hero.x, y: hero.y, radius: 12, hp: 500, maxHp: 500,
isDecoy: true, isParent: false, wanderTimer: 0, wanderAngle: 0,
wanderX: 0, wanderY: 0, isFleeing: false, fleeTimer: 0
});
// 传送到随机角落
hero.x = ARENA_X + Math.random() * ARENA_WIDTH;
hero.y = ARENA_Y + Math.random() * ARENA_HEIGHT;
hero.stunTimer = 1500; // 无敌1.5秒
addDamageText(hero.x, hero.y - 30, '卷款跑路!', '#ffcc00');
impactEffects.push({ x: hero.x, y: hero.y, color: '#ffcc00', life: 0.8, maxLife: 0.8 });
}
}
// ==========================================
// ✝️ 老牧师 - 圣怒周期
// ==========================================
function updatePriest(hero, dt) {
const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0 && h.id !== 'dummy');
if (!enemies.length) return;
const target = enemies[0];
const dx = target.x - hero.x, dy = target.y - hero.y;
const distPx = Math.hypot(dx, dy) || 1;
const distGrid = distPx / CONFIG.GRID_SIZE;
const dirX = dx / distPx, dirY = dy / distPx;
hero.facingRight = dirX > 0;
// 圣怒条积攒
if (!hero.isHolyActive) {
if (hero.holyTimer > 0) hero.holyTimer -= dt * 1000;
if (hero.holyTimer <= 0) {
hero.isHolyActive = true;
hero.holyDuration = 8000;
addDamageText(hero.x, hero.y - 40, '圣怒降临!', '#ffd700');
impactEffects.push({ x: hero.x, y: hero.y, color: '#ffd700', life: 0.8, maxLife: 0.8 });
}
} else {
hero.holyDuration -= dt * 1000;
if (hero.holyDuration <= 0) {
hero.isHolyActive = false;
hero.holyTimer = 15000;
addDamageText(hero.x, hero.y - 40, '圣怒消散', '#888888');
}
}
// 神圣领域伤害
if (hero.isHolyActive) {
for (let h of enemies) {
if (Math.hypot(h.x - hero.x, h.y - hero.y) < 5 * CONFIG.GRID_SIZE) {
applyDamage(h, Math.round(46 * dt), hero, null, true, true);
}
}
}
// 追击
if (distGrid > 1.5) {
hero.x += (dirX * hero.speed + hero.wanderX * 0.5) * dt;
hero.y += (dirY * hero.speed + hero.wanderY * 0.5) * dt;
constrainToArena(hero);
} else {
if (hero.attackTimer <= 0) {
hero.attackTimer = hero.attackCooldown;
hero.attackAnimTimer = 300;
applyDamage(target, 15, hero, null);
slashEffects.push({ x: hero.x, y: hero.y, angle: Math.atan2(dy, dx), life: 0.3, maxLife: 0.3, color: '#800080' });
}
}
}
// ==========================================
// 🎨 绘制 - 英雄实体(所有英雄专属视觉)
// ==========================================
function drawEntities() {
for (const entity of heroEntities) {
if (entity.tunnelState === 'hidden') continue; // 钻地时不显示
ctx.globalAlpha = entity.hp > 0 ? 1.0 : 0.2;
let scale = 1.0;
if (entity.attackAnimTimer > 0) scale = 1.0 + (entity.attackAnimTimer / 300) * 0.3;
// 颜色状态
let fillColor = entity.color;
if (entity.id === 'hanshou') {
if (entity.exhaustTimer > 0) fillColor = '#555555';
else if (entity.hanshouState === 1) fillColor = '#ff00ff';
else fillColor = '#ffff00';
}
if (entity.stunTimer > 0) fillColor = '#ffff00';
if (entity.id === 'werewolf' && entity.enraged) fillColor = '#cc0000';
if (entity.id === 'knight' && entity.isCharging) fillColor = '#ffcc00';
if (entity.id === 'priest' && entity.isHolyActive) fillColor = '#ffd700';
if (entity.id === 'tangjiaqi' && entity.inUltimate) fillColor = '#ffffff';
ctx.save();
ctx.translate(entity.x, entity.y);
if (!entity.facingRight) ctx.scale(-1, 1);
ctx.scale(scale, scale);
// 英雄本体绘制
if (entity.id === 'pla') {
ctx.beginPath(); ctx.arc(0, 0, entity.radius, 0, Math.PI * 2);
ctx.fillStyle = '#4a5d23'; ctx.fill();
ctx.strokeStyle = '#ffcc00'; ctx.lineWidth = 3; ctx.stroke();
ctx.fillStyle = '#ffcc00'; ctx.font = 'bold 12px sans-serif';
ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
ctx.fillText('PLA', 0, 1);
} else if (entity.id === 'priest') {
ctx.beginPath(); ctx.arc(0, 0, entity.radius, 0, Math.PI * 2);
ctx.fillStyle = '#800080'; ctx.fill();
ctx.strokeStyle = 'rgba(255,255,255,0.8)'; ctx.lineWidth = 2; ctx.stroke();
// 十字架
ctx.fillStyle = '#ffffff';
ctx.fillRect(-2, -10, 4, 20);
ctx.fillRect(-8, -4, 16, 4);
} else if (entity.id === 'clover') {
ctx.beginPath(); ctx.arc(0, 0, entity.radius, 0, Math.PI * 2);
ctx.fillStyle = '#00ffff'; ctx.fill();
ctx.strokeStyle = '#ffffff'; ctx.lineWidth = 2; ctx.stroke();
// 狙击枪管
ctx.fillStyle = '#333';
ctx.fillRect(entity.radius - 2, -3, 22, 6);
} else if (entity.id === 'principal') {
ctx.beginPath(); ctx.arc(0, 0, entity.radius, 0, Math.PI * 2);
ctx.fillStyle = '#b8860b'; ctx.fill();
ctx.strokeStyle = '#ffd700'; ctx.lineWidth = 2; ctx.stroke();
ctx.fillStyle = '#fff'; ctx.font = 'bold 10px sans-serif';
ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
ctx.fillText('🏫', 0, 1);
} else if (entity.id === 'tangjiaqi') {
ctx.beginPath(); ctx.arc(0, 0, entity.radius, 0, Math.PI * 2);
ctx.fillStyle = entity.inUltimate ? '#ffffff' : '#ff66cc'; ctx.fill();
ctx.strokeStyle = '#ffffff'; ctx.lineWidth = 2; ctx.stroke();
// 剩余珍珠数量
if (!entity.inUltimate) {
ctx.fillStyle = '#000'; ctx.font = 'bold 10px sans-serif';
ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
ctx.fillText(entity.pearlsLeft, 0, 1);
}
} else if (entity.id === 'holly') {
ctx.beginPath(); ctx.arc(0, 0, entity.radius, 0, Math.PI * 2);
ctx.fillStyle = '#2e8b57'; ctx.fill();
ctx.strokeStyle = '#90ee90'; ctx.lineWidth = 2; ctx.stroke();
} else {
// 通用圆形绘制
ctx.beginPath(); ctx.arc(0, 0, entity.radius, 0, Math.PI * 2);
ctx.fillStyle = fillColor; ctx.fill();
ctx.strokeStyle = 'rgba(255,255,255,0.8)'; ctx.lineWidth = 2; ctx.stroke();
}
// 专属附加视觉
if (entity.id === 'werewolf') {
ctx.beginPath(); ctx.moveTo(-8, -entity.radius); ctx.lineTo(-14, -entity.radius - 12); ctx.lineTo(-2, -entity.radius); ctx.fill();
ctx.beginPath(); ctx.moveTo(8, -entity.radius); ctx.lineTo(14, -entity.radius - 12); ctx.lineTo(2, -entity.radius); ctx.fill();
}
if (entity.id === 'unknown') {
ctx.fillStyle = '#666';
if (entity.weaponState === 'pistol') {
ctx.fillRect(entity.radius - 2, -5, 12, 10); ctx.fillStyle = '#333'; ctx.fillRect(entity.radius - 2, 5, 6, 6);
} else if (entity.weaponState === 'shotgun') {
ctx.fillRect(entity.radius - 2, -7, 22, 14); ctx.fillStyle = '#333'; ctx.fillRect(entity.radius - 2, 7, 8, 8);
}
}
if (entity.id === 'newton') {
ctx.fillStyle = '#fff';
ctx.beginPath(); ctx.moveTo(0, -6); ctx.lineTo(6, 6); ctx.lineTo(-6, 6); ctx.closePath(); ctx.fill();
}
if (entity.id === 'knight') {
ctx.fillStyle = '#aaa'; ctx.fillRect(entity.radius - 2, -12, 8, 24);
ctx.fillStyle = '#ffcc00'; ctx.fillRect(entity.radius - 2, -4, 8, 8);
}
if (entity.id === 'hanshou' && entity.hasSword) {
ctx.fillStyle = entity.hanshouState === 1 ? '#ffcc00' : '#dddddd';
ctx.fillRect(entity.radius - 2, -3, 20, 6);
ctx.fillStyle = '#666'; ctx.fillRect(entity.radius - 6, -2, 6, 4);
ctx.beginPath(); ctx.moveTo(entity.radius + 18, -3); ctx.lineTo(entity.radius + 26, 0); ctx.lineTo(entity.radius + 18, 3); ctx.closePath();
ctx.fillStyle = entity.hanshouState === 1 ? '#ffcc00' : '#dddddd'; ctx.fill();
}
if (entity.id === 'deepseek' && entity.shieldHp > 0) {
ctx.beginPath(); ctx.arc(0, 0, entity.radius + 6, 0, Math.PI * 2);
ctx.strokeStyle = '#4488ff'; ctx.lineWidth = 3; ctx.stroke();
}
if (entity.id === 'knight' && entity.shieldHp > 0) {
const shPercent = entity.shieldHp / entity.maxShieldHp;
ctx.beginPath(); ctx.arc(0, 0, entity.radius + 6, 0, Math.PI * 2);
ctx.strokeStyle = `rgba(255, 204, 0, ${0.3 + shPercent * 0.7})`;
ctx.lineWidth = 3 + shPercent * 3; ctx.stroke();
}
if (entity.id === 'principal' && entity.shieldHp > 0) {
ctx.beginPath(); ctx.arc(0, 0, entity.radius + 6, 0, Math.PI * 2);
ctx.strokeStyle = 'rgba(255, 215, 0, 0.6)'; ctx.lineWidth = 3; ctx.stroke();
}
if (entity.id !== 'dummy' && entity.id !== 'pla' && entity.id !== 'priest' && entity.id !== 'principal') {
ctx.beginPath(); ctx.arc(5, -4, 2.5, 0, Math.PI * 2);
ctx.fillStyle = '#fff'; ctx.fill();
}
ctx.restore();
// 插在墙上的剑
if (entity.hasSwordInBack && entity.pinnedBy === 'wall') {
ctx.save();
ctx.translate(entity.x, entity.y); ctx.rotate(Math.PI / 4);
ctx.fillStyle = '#dddddd'; ctx.fillRect(-3, -20, 6, 30);
ctx.fillStyle = '#666'; ctx.fillRect(-6, -26, 12, 6);
ctx.restore();
}
// 血条
const barWidth = 50, barHeight = 5;
const barX = entity.x - barWidth / 2;
const barY = entity.y - entity.radius - 15;
const hpPercent = Math.max(0, entity.hp) / entity.maxHp;
ctx.fillStyle = '#333'; ctx.fillRect(barX, barY, barWidth, barHeight);
ctx.fillStyle = hpPercent > 0.3 ? '#00ff00' : '#ff0000';
ctx.fillRect(barX, barY, barWidth * hpPercent, barHeight);
// 专属状态条
if (entity.id === 'hanshou') {
const drY = barY + barHeight + 2;
ctx.fillStyle = '#333'; ctx.fillRect(barX, drY, barWidth, 3);
ctx.fillStyle = '#ffcc00'; ctx.fillRect(barX, drY, barWidth * (entity.dr / 76), 3);
}
if (entity.id === 'deepseek' && entity.shieldHp > 0) {
const shY = barY + barHeight + 2;
ctx.fillStyle = '#333'; ctx.fillRect(barX, shY, barWidth, 3);
ctx.fillStyle = '#4488ff'; ctx.fillRect(barX, shY, barWidth * (entity.shieldHp / entity.maxShieldHp), 3);
}
if (entity.id === 'werewolf' && !entity.enraged) {
const tY = barY + barHeight + 2;
ctx.fillStyle = '#333'; ctx.fillRect(barX, tY, barWidth, 3);
ctx.fillStyle = '#ff00aa'; ctx.fillRect(barX, tY, barWidth * Math.min(1, entity.battleTimer / 20), 3);
}
if (entity.id === 'knight') {
const shY = barY + barHeight + 2;
ctx.fillStyle = '#333'; ctx.fillRect(barX, shY, barWidth, 3);
ctx.fillStyle = '#ffcc00'; ctx.fillRect(barX, shY, barWidth * (entity.shieldHp / entity.maxShieldHp), 3);
}
if (entity.id === 'pla') {
const tY = barY + barHeight + 2;
ctx.fillStyle = '#333'; ctx.fillRect(barX, tY, barWidth, 3);
ctx.fillStyle = '#ffff00'; ctx.fillRect(barX, tY, barWidth * (entity.clipAmmo / entity.maxClipAmmo), 3);
}
if (entity.id === 'priest') {
const tY = barY + barHeight + 2;
ctx.fillStyle = '#333'; ctx.fillRect(barX, tY, barWidth, 3);
ctx.fillStyle = entity.isHolyActive ? '#ffd700' : '#ff4444';
ctx.fillRect(barX, tY, barWidth * (entity.isHolyActive ? entity.holyDuration / 8000 : 1 - entity.holyTimer / 15000), 3);
}
if (entity.id === 'clover') {
const tY = barY + barHeight + 2;
ctx.fillStyle = '#333'; ctx.fillRect(barX, tY, barWidth, 3);
ctx.fillStyle = '#00ffff'; ctx.fillRect(barX, tY, barWidth * (entity.cloverAmmo / 6), 3);
ctx.fillStyle = '#ff0000'; ctx.fillRect(barX, tY + 4, barWidth * (entity.rage / 80), 3);
}
if (entity.id === 'tangjiaqi') {
const tY = barY + barHeight + 2;
ctx.fillStyle = '#333'; ctx.fillRect(barX, tY, barWidth, 3);
ctx.fillStyle = entity.inUltimate ? '#ffffff' : '#ff66cc';
ctx.fillRect(barX, tY, barWidth * (entity.inUltimate ? entity.ultimateTimer / 10 : 1 - entity.attackTimer / 30000), 3);
}
// 名字
ctx.fillStyle = '#fff'; ctx.font = '11px sans-serif'; ctx.textAlign = 'center';
ctx.fillText(entity.name, entity.x, barY - 5);
// 牛顿卫星
if (entity.id === 'newton' && entity.satellites) {
const orbitRadius = 2 * CONFIG.GRID_SIZE;
for (let sat of entity.satellites) {
let satX = entity.x + Math.cos(sat.angle) * orbitRadius;
let satY = entity.y + Math.sin(sat.angle) * orbitRadius;
ctx.beginPath(); ctx.arc(satX, satY, 8, 0, Math.PI * 2);
ctx.fillStyle = '#00ffff'; ctx.fill();
ctx.strokeStyle = '#ffffff'; ctx.lineWidth = 2; ctx.stroke();
}
}
// 老牧师神圣领域
if (entity.id === 'priest' && entity.isHolyActive) {
const alpha = entity.holyDuration / 8000 * 0.15;
ctx.beginPath();
ctx.arc(entity.x, entity.y, 5 * CONFIG.GRID_SIZE, 0, Math.PI * 2);
ctx.fillStyle = `rgba(255, 215, 0, ${alpha})`;
ctx.fill();
ctx.strokeStyle = `rgba(255, 215, 0, ${alpha * 3})`;
ctx.lineWidth = 3; ctx.stroke();
}
// 唐佳琪大招白光柱
if (entity.id === 'tangjiaqi' && entity.inUltimate) {
const flicker = Math.sin(performance.now() / 80) > 0 ? 1 : 0.6;
ctx.save();
ctx.globalAlpha = 0.7 * flicker;
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.moveTo(entity.x, entity.y);
ctx.arc(entity.x, entity.y, 6 * CONFIG.GRID_SIZE, -Math.PI / 6, Math.PI / 6);
ctx.closePath();
ctx.fill();
ctx.restore();
}
// 冬青叶地道入口/出口
if (entity.id === 'holly') {
if (entity.tunnelEntry) {
ctx.beginPath(); ctx.arc(entity.tunnelEntry.x, entity.tunnelEntry.y, 12, 0, Math.PI * 2);
ctx.strokeStyle = '#2e8b57'; ctx.lineWidth = 3;
ctx.setLineDash([4, 4]); ctx.stroke(); ctx.setLineDash([]);
}
if (entity.tunnelExit) {
ctx.beginPath(); ctx.arc(entity.tunnelExit.x, entity.tunnelExit.y, 12, 0, Math.PI * 2);
ctx.strokeStyle = '#90ee90'; ctx.lineWidth = 3;
ctx.setLineDash([4, 4]); ctx.stroke(); ctx.setLineDash([]);
}
}
ctx.globalAlpha = 1.0;
}
}
function drawDamageTexts() {
for (const txt of damageTexts) {
ctx.fillStyle = txt.color;
ctx.font = 'bold 14px sans-serif';
ctx.textAlign = 'center';
ctx.globalAlpha = Math.max(0, Math.min(1, txt.life));
ctx.fillText(txt.text, txt.x, txt.y);
}
ctx.globalAlpha = 1.0;
}
})();
</script>
</body>
</html>Game Source: 电子斗蛐蛐 - 终极完整版
Creator: EpicCoder88
Libraries: none
Complexity: complex (2154 lines, 90.7 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-epiccoder88-muhu4p0t" to link back to the original. Then publish at arcadelab.ai/publish.