🎮ArcadeLab

电子斗蛐蛐 - 学科大战(英雄专属版)

by EpicCoder88
1227 lines50.1 KB
▶ Play
<!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 - 学科大战(英雄专属版)</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;
// 大范围随机游走参数
const WANDER_RADIUS = 5 * CONFIG.GRID_SIZE; // 5格半径的随机漂移
const WANDER_SPEED  = 0.6;                  // 漂移强度

// ==========================================
// 📖 英雄图鉴
// ==========================================
const HERO_LIST = [
    { id: 'newton',    name: '牛顿',   color: '#dddddd', maxHp: 1100, speed: 120 },
    { id: 'lavoisier', name: '拉瓦锡', color: '#ff8c00', maxHp: 950,  speed: 115 },
    { id: 'mendel',    name: '孟德尔', color: '#33cc33', maxHp: 850,  speed: 105 },
    { id: 'taylor',    name: '泰勒',   color: '#3366ff', maxHp: 800,  speed: 110 },
    { id: 'starling',  name: '斯他林', color: '#ff44cc', maxHp: 900,  speed: 115 }
];
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 impactEffects = [];
let newtonPrisms  = [];
let apples        = [];
let oxygenFields  = [];
let massParticles = [];
let peaShooters   = [];
let hormonePools  = [];
let geneSeeds     = [];
let lastTime = 0;
let rafId = 0;
const camera = { x: 0, y: 0 };

// ==========================================
// 🖱️ DOM
// ==========================================
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
// ==========================================
startBtn.addEventListener('click', () => {
    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.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 = []; impactEffects = [];
    newtonPrisms = []; apples = []; oxygenFields = [];
    massParticles = []; peaShooters = []; hormonePools = []; geneSeeds = [];
}
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);
}

// ==========================================
// 🏭 英雄工厂
// ==========================================
function createHero(id, index) {
    const data = HERO_MAP[id];
    const hero = {
        id: id, name: data.name, color: data.color,
        hp: data.maxHp, maxHp: data.maxHp,
        radius: 20, speed: data.speed,
        x: index === 0 ? ARENA_X + 200 : ARENA_X + ARENA_WIDTH - 200,
        y: ARENA_Y + ARENA_HEIGHT / 2,
        facingRight: index === 0,
        stunTimer: 0, wallPushTimer: 0, wallPushX: 0, wallPushY: 0,
        // 随机游走(大范围漂移)
        wanderAngle: Math.random() * Math.PI * 2,
        wanderTimer: 0,
        wanderX: 0, wanderY: 0,
        // 通用状态
        attackTimer: 0, attackAnimTimer: 0, slowTimer: 0,
        attackPower: 1, dr: 0
    };

    // ------- 牛顿专属初始化 -------
    if (id === 'newton') {
        hero.prismCooldown = 5000;
        hero.appleTimer = 30000;
        hero.satellites = [];
        hero.satelliteTimer = 5000;
    }
    // ------- 拉瓦锡专属初始化 -------
    else if (id === 'lavoisier') {
        hero.oxygenCooldown = 6000;
        hero.preciseStacks = 0;
        hero.ultCooldown = 12000;
    }
    // ------- 孟德尔专属初始化 -------
    else if (id === 'mendel') {
        hero.attackCooldown = 2000;
        hero.peaTimer = 8000;
        hero.geneSeed = 0;
    }
    // ------- 泰勒专属初始化 -------
    else if (id === 'taylor') {
        hero.attackCooldown = 1500;
        hero.taylorMark = 0;
        hero.taylorMarkTimer = 0;
        hero.ultCooldown = 0;
    }
    // ------- 斯他林专属初始化 -------
    else if (id === 'starling') {
        hero.attackCooldown = 2000;
        hero.hormoneStormCooldown = 15000;
        hero.overdriveTimer = 0;
        hero.hormoneStacks = 0;
        hero.hormoneTimer = 0;
    }
    return hero;
}

// ==========================================
// 🔄 主循环
// ==========================================
function gameLoop(timestamp) {
    if (gameState !== 'playing') return;
    try {
        const dt = Math.min((timestamp - lastTime) / 1000, MAX_DT);
        if (!isFinite(dt) || dt <= 0) { rafId = requestAnimationFrame(gameLoop); return; }
        lastTime = timestamp;
        update(dt);
        if (gameState === 'playing') { updateCamera(dt); render(); }
    } catch (e) { console.error("Game Loop Error:", e); }
    rafId = requestAnimationFrame(gameLoop);
}

// ==========================================
// 📷 摄像机
// ==========================================
function updateCamera(dt) {
    if (heroEntities.length < 2) return;
    const a = heroEntities[0], b = heroEntities[1];
    let cx = (a.x + b.x) / 2, 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;
}

// ==========================================
// 🏃 通用逻辑更新
// ==========================================
function update(dt) {
    const alive = heroEntities.filter(h => h.hp > 0);
    if (alive.length <= 1 && heroEntities.length >= 2) {
        gameState = 'gameover';
        showGameOver(alive);
        return;
    }

    for (const h of heroEntities) {
        if (h.hp <= 0) continue;
        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.slowTimer > 0) { h.slowTimer -= dt * 1000; if (h.slowTimer <= 0) h.speed = HERO_MAP[h.id].speed; }
        if (h.wallPushTimer > 0) { h.wallPushTimer -= dt; h.x += h.wallPushX * h.speed * dt; h.y += h.wallPushY * h.speed * dt; }
        // 泰勒余项过期
        if (h.taylorMarkTimer > 0) { h.taylorMarkTimer -= dt; if (h.taylorMarkTimer <= 0) h.taylorMark = 0; }
        // 斯他林失调重置
        if (h.hormoneTimer > 0) { h.hormoneTimer -= dt; if (h.hormoneTimer <= 0) { h.hormoneStacks = 0; h.attackPower = 1; } }
        // 斯他林超速恢复
        if (h.overdriveTimer > 0) { h.overdriveTimer -= dt * 1000; if (h.overdriveTimer <= 0 && h.id === 'starling') h.speed = HERO_MAP[h.id].speed; }
        // 斯他林稳态调节
        if (h.id === 'starling' && h.overdriveTimer <= 0) {
            h.speed = (h.hp < h.maxHp * 0.5) ? HERO_MAP[h.id].speed * 1.2 : HERO_MAP[h.id].speed;
        }
        // 大范围随机游走(所有英雄通用)
        updateWander(h, dt);
    }

    // 逐英雄 AI
    for (const hero of heroEntities) {
        if (hero.hp <= 0 || hero.stunTimer > 0 || hero.wallPushTimer > 0) continue;
        if (hero.id === 'newton')         updateNewton(hero, dt);
        else if (hero.id === 'lavoisier') updateLavoisier(hero, dt);
        else if (hero.id === 'mendel')    updateMendel(hero, dt);
        else if (hero.id === 'taylor')    updateTaylor(hero, dt);
        else if (hero.id === 'starling')  updateStarling(hero, dt);
    }

    // 全局实体更新
    updatePrisms(dt);
    updateSatellites(dt);
    updateOxygenFields(dt);
    updateMassParticles(dt);
    updatePeaShooters(dt);
    updateHormonePools(dt);
    updateGeneSeeds(dt);
    resolveCollisions();
    updateProjectiles(dt);
    updateEffects(dt);
}

// ==========================================
// 🎲 大范围随机游走
// ==========================================
function updateWander(h, dt) {
    h.wanderTimer -= dt;
    if (h.wanderTimer <= 0) {
        h.wanderTimer = 2.5 + Math.random() * 3.0;   // 每 2.5~5.5 秒换一次方向
        // 大范围:随机在 -PI 到 PI 间选方向,让走位更飘
        h.wanderAngle += (Math.random() - 0.5) * Math.PI * 2.0;
    }
    // 漂移强度 WANDER_SPEED,产生 5 格半径范围的自然浮动
    h.wanderX = Math.cos(h.wanderAngle) * h.speed * WANDER_SPEED;
    h.wanderY = Math.sin(h.wanderAngle) * h.speed * WANDER_SPEED;
}

// ==========================================
// 🔺 牛顿 AI(按你的代码结构重写)
// ==========================================
function updateNewton(hero, dt) {
    const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0);
    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;

    // 移动:保持 3~6 格,加随机漂移
    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 {
        const tangent = Math.sin(performance.now() / 2000) > 0 ? 1 : -1;
        moveX = -dirY * tangent * hero.speed * 0.8;
        moveY =  dirX * tangent * hero.speed * 0.8;
    }
    hero.x += (moveX + hero.wanderX) * dt;
    hero.y += (moveY + hero.wanderY) * dt;
    constrainToArena(hero);

    // 技能1:三棱镜
    if (hero.prismCooldown <= 0) {
        hero.prismCooldown = 5000;
        const px = hero.x + (target.x - hero.x) * 0.5;
        const py = hero.y + (target.y - hero.y) * 0.5;
        const baseAngle = Math.atan2(target.y - py, target.x - px);
        newtonPrisms.push({ ownerId: hero.id, x: px, y: py, timer: 10000, baseAngle, angle: 0, sweepDir: 1 });
        addDamageText(hero.x, hero.y - 40, '🔺 三棱镜!', '#00ffff');
    }

    // 技能2:苹果雨
    if (hero.appleTimer <= 0) {
        hero.appleTimer = 30000;
        for (let i = 0; i < 10; i++) {
            if (apples.length >= 20) break;
            const ax = ARENA_X + Math.random() * ARENA_WIDTH;
            const ay = ARENA_Y + Math.random() * ARENA_HEIGHT;
            let hitEnemy = false;
            for (const h of heroEntities) {
                if (h.id !== 'newton' && h.hp > 0 && Math.hypot(h.x - ax, h.y - ay) < h.radius + 10) {
                    applyDamage(h, 40, hero, null);
                    addDamageText(h.x, h.y - 30, '🍎 40', '#ff4444');
                    hitEnemy = true; break;
                }
            }
            if (!hitEnemy) apples.push({ x: ax, y: ay, radius: 8 });
        }
        addDamageText(hero.x, hero.y - 40, '🍎 苹果雨!', '#ff4444');
    }

    // 苹果拾取
    for (let i = apples.length - 1; i >= 0; i--) {
        const ap = apples[i];
        for (const h of heroEntities) {
            if (h.hp <= 0) continue;
            if (Math.hypot(h.x - ap.x, h.y - ap.y) < h.radius + ap.radius) {
                const heal = h.id === 'newton' ? 50 : 10;
                h.hp = Math.min(h.maxHp, h.hp + heal);
                addDamageText(h.x, h.y - 20, '+' + heal, '#00ff00');
                apples.splice(i, 1); break;
            }
        }
    }

    // 技能3: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 });
                addDamageText(hero.x, hero.y - 50, '🛰️ 卫星!', '#00ffcc');
            }
        }
        const orbitRadius = 2 * CONFIG.GRID_SIZE;
        const orbitSpeed = 2.5;
        for (let i = hero.satellites.length - 1; i >= 0; i--) {
            const sat = hero.satellites[i];
            sat.angle += orbitSpeed * dt;
            const satX = hero.x + Math.cos(sat.angle) * orbitRadius;
            const satY = hero.y + Math.sin(sat.angle) * orbitRadius;
            let hit = false;
            for (const h of heroEntities) {
                if (h.id === 'newton' || h.hp <= 0) continue;
                if (Math.hypot(h.x - satX, h.y - satY) < h.radius + 10) {
                    applyDamage(h, 40, hero, null);
                    h.stunTimer = 1000;
                    addDamageText(h.x, h.y - 20, '眩晕!', '#ffff00');
                    impactEffects.push({ x: satX, y: satY, color: '#00ffff', life: 0.5, maxLife: 0.5 });
                    hit = true; break;
                }
            }
            if (hit) hero.satellites.splice(i, 1);
        }
    }
}

// ==========================================
// 🔥 拉瓦锡 AI
// ==========================================
function updateLavoisier(hero, dt) {
    const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0);
    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 4~7 格
    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 {
        const tangent = Math.sin(performance.now() / 2500) > 0 ? 1 : -1;
        moveX = -dirY * tangent * hero.speed * 0.7;
        moveY =  dirX * tangent * hero.speed * 0.7;
    }
    hero.x += (moveX + hero.wanderX) * dt;
    hero.y += (moveY + hero.wanderY) * dt;
    constrainToArena(hero);

    // 氧气燃烧:6秒冷却
    hero.oxygenCooldown -= dt * 1000;
    if (hero.oxygenCooldown <= 0) {
        hero.oxygenCooldown = 6000;
        spawnProjectile({
            x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
            target: target, speed: 500, damage: 20, type: 'oxygen', ownerId: hero.id
        });
        addDamageText(hero.x, hero.y - 40, '🔥 氧气瓶!', '#ff8c00');
    }

    // 炼金炸药:3层精准称量后释放
    if (hero.preciseStacks >= 3 && hero.ultCooldown <= 0) {
        hero.preciseStacks = 0;
        hero.ultCooldown = 12000;
        // 在目标处生成大爆炸
        applyDamage(target, 120, hero, null, false, false);
        addImpact(target.x, target.y, '#4488ff', 1.0);
        addDamageText(target.x, target.y - 40, '💥 炼金炸药!', '#4488ff');
        // 击退
        const kdx = target.x - hero.x, kdy = target.y - hero.y, kd = Math.hypot(kdx, kdy) || 1;
        target.x += (kdx / kd) * CONFIG.GRID_SIZE;
        target.y += (kdy / kd) * CONFIG.GRID_SIZE;
        constrainToArena(target);
    }
    if (hero.ultCooldown > 0) hero.ultCooldown -= dt * 1000;
}

// ==========================================
// 🌱 孟德尔 AI
// ==========================================
function updateMendel(hero, dt) {
    const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0);
    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 2~4 格
    let moveX = 0, moveY = 0;
    if (distGrid < 2) {
        moveX = -dirX * hero.speed; moveY = -dirY * hero.speed;
    } else if (distGrid > 4) {
        moveX = dirX * hero.speed * 0.5; moveY = dirY * hero.speed * 0.5;
    } else {
        const tangent = Math.sin(performance.now() / 2200) > 0 ? 1 : -1;
        moveX = -dirY * tangent * hero.speed * 0.6;
        moveY =  dirX * tangent * hero.speed * 0.6;
    }
    hero.x += (moveX + hero.wanderX) * dt;
    hero.y += (moveY + hero.wanderY) * dt;
    constrainToArena(hero);

    // 普攻:性状分离豌豆
    if (hero.attackTimer <= 0) {
        hero.attackTimer = 2000;
        hero.attackAnimTimer = 300;
        // 如果有基因种子,释放超级豌豆
        if (hero.geneSeed) {
            hero.geneSeed = 0;
            spawnProjectile({
                x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
                target: target, speed: 900, damage: 50, type: 'superpea', ownerId: hero.id, knockback: 30
            });
            addDamageText(hero.x, hero.y - 40, '超级豌豆!', '#ffff00');
        } else {
            spawnProjectile({
                x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
                target: target, speed: 700, damage: 15, type: 'pea', ownerId: hero.id
            });
        }
    }

    // 种植豌豆射手:8秒一次,上限4株
    hero.peaTimer -= dt * 1000;
    if (hero.peaTimer <= 0) {
        hero.peaTimer = 8000;
        const myPeas = peaShooters.filter(p => p.ownerId === hero.id);
        if (myPeas.length < 4) {
            peaShooters.push({
                ownerId: hero.id,
                x: hero.x + (Math.random() - 0.5) * 100,
                y: hero.y + (Math.random() - 0.5) * 100,
                hp: 50, maxHp: 50, attackTimer: 0
            });
            addDamageText(hero.x, hero.y - 40, '🌱 种豌豆!', '#33cc33');
        }
    }
}

// ==========================================
// ∑ 泰勒 AI
// ==========================================
function updateTaylor(hero, dt) {
    const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0);
    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 5~7 格(狙击距离)
    let moveX = 0, moveY = 0;
    if (distGrid < 5) {
        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 {
        const tangent = Math.sin(performance.now() / 1800) > 0 ? 1 : -1;
        moveX = -dirY * tangent * hero.speed * 0.6;
        moveY =  dirX * tangent * hero.speed * 0.6;
    }
    hero.x += (moveX + hero.wanderX) * dt;
    hero.y += (moveY + hero.wanderY) * dt;
    constrainToArena(hero);

    // 普攻:泰勒展开
    if (hero.attackTimer <= 0) {
        hero.attackTimer = 1500;
        hero.attackAnimTimer = 300;
        spawnProjectile({
            x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
            target: target, speed: 900, damage: 5, type: 'taylor', ownerId: hero.id
        });
    }

    // 高阶逼近:满5层余项后自动触发(由弹道命中判定触发)
    if (hero.ultCooldown > 0) hero.ultCooldown -= dt * 1000;
}

// ==========================================
// 🧪 斯他林 AI
// ==========================================
function updateStarling(hero, dt) {
    const enemies = heroEntities.filter(h => h.id !== hero.id && h.hp > 0);
    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 4~6 格
    let moveX = 0, moveY = 0;
    if (distGrid < 4) {
        moveX = -dirX * hero.speed; moveY = -dirY * hero.speed;
    } else if (distGrid > 6) {
        moveX = dirX * hero.speed * 0.6; moveY = dirY * hero.speed * 0.6;
    } else {
        const tangent = Math.sin(performance.now() / 2100) > 0 ? 1 : -1;
        moveX = -dirY * tangent * hero.speed * 0.7;
        moveY =  dirX * tangent * hero.speed * 0.7;
    }
    hero.x += (moveX + hero.wanderX) * dt;
    hero.y += (moveY + hero.wanderY) * dt;
    constrainToArena(hero);

    // 普攻:促胰液素
    if (hero.attackTimer <= 0) {
        hero.attackTimer = 2000;
        hero.attackAnimTimer = 300;
        spawnProjectile({
            x: hero.x, y: hero.y, startX: hero.x, startY: hero.y,
            target: target, speed: 800, damage: 15, type: 'hormone', ownerId: hero.id
        });
    }
}

// ==========================================
// 🔺 三棱镜更新(伤害)
// ==========================================
function updatePrisms(dt) {
    for (let i = newtonPrisms.length - 1; i >= 0; i--) {
        const 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 (const h of heroEntities) {
            if (h.id === 'newton' || h.hp <= 0) continue;
            const ddx = h.x - p.x, ddy = h.y - p.y;
            const dist = Math.hypot(ddx, ddy);
            if (dist < 240) {
                const 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, null, null, true, true);
                }
            }
        }
    }
}

// ==========================================
// 🛰️ 卫星更新(已内嵌在牛顿 AI 中,此处保留空函数兼容)
// ==========================================
function updateSatellites(dt) {}

// ==========================================
// 🔥 氧气燃烧领域
// ==========================================
function updateOxygenFields(dt) {
    for (let i = oxygenFields.length - 1; i >= 0; i--) {
        const f = oxygenFields[i];
        f.life -= dt;
        if (f.life <= 0) { oxygenFields.splice(i, 1); continue; }
        for (const h of heroEntities) {
            if (h.hp <= 0 || h.id === f.ownerId) continue;
            if (Math.hypot(h.x - f.x, h.y - f.y) < f.radius) {
                applyDamage(h, 15 * dt, null, null, false, true);
                h.slowTimer = 500;
                h.speed = HERO_MAP[h.id].speed * 0.7;
            }
        }
    }
}

// ==========================================
// ⚖️ 质量微粒
// ==========================================
function updateMassParticles(dt) {
    for (let i = massParticles.length - 1; i >= 0; i--) {
        const p = massParticles[i];
        p.life -= dt;
        if (p.life <= 0) { massParticles.splice(i, 1); continue; }
        const lavoisier = heroEntities.find(h => h.id === 'lavoisier' && h.hp > 0);
        if (lavoisier && Math.hypot(lavoisier.x - p.x, lavoisier.y - p.y) < lavoisier.radius + 15) {
            lavoisier.hp = Math.min(lavoisier.maxHp, lavoisier.hp + 30);
            lavoisier.preciseStacks = Math.min(3, lavoisier.preciseStacks + 1);
            massParticles.splice(i, 1);
            addDamageText(lavoisier.x, lavoisier.y - 20, '+30', '#00ff00');
        }
    }
}

// ==========================================
// 🌱 豌豆射手
// ==========================================
function updatePeaShooters(dt) {
    for (let i = peaShooters.length - 1; i >= 0; i--) {
        const p = peaShooters[i];
        p.hp -= dt * 5;
        if (p.hp <= 0) {
            peaShooters.splice(i, 1);
            const mendel = heroEntities.find(h => h.id === 'mendel' && h.hp > 0);
            if (mendel) {
                if (Math.random() < 0.5) {
                    mendel.hp = Math.min(mendel.maxHp, mendel.hp + 100);
                    addDamageText(mendel.x, mendel.y - 20, '显性纯合 +100', '#00ff00');
                } else {
                    geneSeeds.push({ x: p.x, y: p.y, radius: 10 });
                }
            }
            continue;
        }
        p.attackTimer += dt * 1000;
        if (p.attackTimer >= 1500) {
            p.attackTimer = 0;
            let target = null, minDist = Infinity;
            for (const h of heroEntities) {
                if (h.hp <= 0 || h.id === p.ownerId) continue;
                const d = Math.hypot(h.x - p.x, h.y - p.y);
                if (d < minDist) { minDist = d; target = h; }
            }
            if (target) spawnProjectile({
                x: p.x, y: p.y, startX: p.x, startY: p.y,
                target: target, speed: 800, damage: 10, type: 'pea', ownerId: p.ownerId
            });
        }
    }
}

// ==========================================
// 💧 激素池
// ==========================================
function updateHormonePools(dt) {
    for (let i = hormonePools.length - 1; i >= 0; i--) {
        const p = hormonePools[i];
        p.life -= dt;
        if (p.life <= 0) { hormonePools.splice(i, 1); continue; }
        const starling = heroEntities.find(h => h.id === 'starling' && h.hp > 0);
        if (starling && Math.hypot(starling.x - p.x, starling.y - p.y) < 40) {
            const heal = (starling.hp > starling.maxHp * 0.8 ? 60 : 30) * dt;
            starling.hp = Math.min(starling.maxHp, starling.hp + heal);
        }
    }
}

// ==========================================
// 🧬 基因种子
// ==========================================
function updateGeneSeeds(dt) {
    for (let i = geneSeeds.length - 1; i >= 0; i--) {
        const g = geneSeeds[i];
        const mendel = heroEntities.find(h => h.id === 'mendel' && h.hp > 0);
        if (mendel && Math.hypot(mendel.x - g.x, mendel.y - g.y) < mendel.radius + 15) {
            mendel.geneSeed = 1;
            geneSeeds.splice(i, 1);
            addDamageText(mendel.x, mendel.y - 20, '超级豌豆就绪!', '#ffff00');
        }
    }
}

// ==========================================
// 🚀 弹道更新
// ==========================================
function updateProjectiles(dt) {
    for (let i = projectiles.length - 1; i >= 0; i--) {
        const p = projectiles[i];
        if (p.target && p.target.hp <= 0) {
            if (p.type === 'oxygen') oxygenFields.push({ x: p.target.x, y: p.target.y, radius: 120, life: 5, ownerId: p.ownerId });
            projectiles.splice(i, 1); continue;
        }
        let hitTarget = null;
        if (p.target) {
            const t = p.target, pdx = t.x - p.x, pdy = t.y - p.y;
            const pDist = Math.hypot(pdx, pdy) || 1;
            if (pDist < t.radius + 10) 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;

            if (p.type === 'oxygen') {
                applyDamage(hitTarget, p.damage, attacker, p);
                oxygenFields.push({ x: p.x, y: p.y, radius: 120, life: 5, ownerId: p.ownerId });
                addImpact(p.x, p.y, '#ff8c00', 0.5);
            } else if (p.type === 'pea') {
                applyDamage(hitTarget, p.damage, attacker, p);
                if (Math.random() < 0.75) addDamageText(hitTarget.x, hitTarget.y, '显性!', '#33cc33');
                else { hitTarget.slowTimer = 2000; hitTarget.speed = HERO_MAP[hitTarget.id].speed * 0.7; addDamageText(hitTarget.x, hitTarget.y, '隐性!', '#33cc33'); }
            } else if (p.type === 'superpea') {
                applyDamage(hitTarget, p.damage, attacker, p);
                addImpact(hitTarget.x, hitTarget.y, '#ffff00', 0.8);
                addDamageText(hitTarget.x, hitTarget.y, '超级豌豆 ' + p.damage, '#ffff00');
            } else if (p.type === 'taylor') {
                applyDamage(hitTarget, p.damage, attacker, p);
                const kdx = hitTarget.x - p.x, kdy = hitTarget.y - p.y, kd = Math.hypot(kdx, kdy) || 1;
                hitTarget.x += (kdx / kd) * 8; hitTarget.y += (kdy / kd) * 8;
                constrainToArena(hitTarget);
                hitTarget.taylorMark = Math.min(5, (hitTarget.taylorMark || 0) + 1);
                hitTarget.taylorMarkTimer = 3;
                addDamageText(hitTarget.x, hitTarget.y, '余项+' + hitTarget.taylorMark, '#3366ff');
                // 高阶逼近
                if (hitTarget.taylorMark >= 5 && attacker && attacker.ultCooldown <= 0) {
                    const dist = Math.hypot(hitTarget.x - attacker.x, hitTarget.y - attacker.y);
                    const dmg = Math.min(250, Math.round(100 + (dist / CONFIG.GRID_SIZE) * 15));
                    applyDamage(hitTarget, dmg, attacker, null, true, false);
                    hitTarget.taylorMark = 0;
                    attacker.ultCooldown = 15000;
                    addImpact(hitTarget.x, hitTarget.y, '#3366ff', 1.0);
                    addDamageText(hitTarget.x, hitTarget.y - 30, '高阶逼近 ' + dmg, '#3366ff');
                }
            } else if (p.type === 'hormone') {
                applyDamage(hitTarget, p.damage, attacker, p);
                hitTarget.hormoneStacks = Math.min(5, (hitTarget.hormoneStacks || 0) + 1);
                hitTarget.hormoneTimer = 3;
                hitTarget.attackPower = 1 - hitTarget.hormoneStacks * 0.1;
                addDamageText(hitTarget.x, hitTarget.y, '失调x' + hitTarget.hormoneStacks, '#ff44cc');
                // 触发内分泌风暴
                if (hitTarget.hormoneStacks >= 5 && attacker && attacker.hormoneStormCooldown <= 0) {
                    attacker.hormoneStormCooldown = 15000;
                    for (const h of heroEntities) {
                        if (h.hp > 0 && h.id !== attacker.id && Math.hypot(h.x - hitTarget.x, h.y - hitTarget.y) < 150) {
                            applyDamage(h, 80 + 10 * 5, attacker, null, true, false);
                        }
                    }
                    hitTarget.hormoneStacks = 0;
                    hitTarget.hormoneTimer = 0;
                    hitTarget.attackPower = 1;
                    attacker.speed = HERO_MAP[attacker.id].speed * 2;
                    attacker.overdriveTimer = 5000;
                    addDamageText(attacker.x, attacker.y - 30, '内分泌风暴!', '#ff44cc');
                }
            } else {
                applyDamage(hitTarget, p.damage, attacker, p);
            }
            projectiles.splice(i, 1);
        }
    }
}

// ==========================================
// 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;
            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, 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;
    let pushed = false, pushX = 0, pushY = 0;
    if (h.x < ARENA_X + h.radius) { h.x = ARENA_X + h.radius; pushX = 1; pushed = true; }
    if (h.x > ARENA_X + ARENA_WIDTH  - h.radius) { h.x = ARENA_X + ARENA_WIDTH  - h.radius; pushX = -1; pushed = true; }
    if (h.y < ARENA_Y + h.radius) { h.y = ARENA_Y + h.radius; pushY = 1; pushed = true; }
    if (h.y > ARENA_Y + ARENA_HEIGHT - h.radius) { h.y = ARENA_Y + ARENA_HEIGHT - h.radius; pushY = -1; pushed = true; }
    if (pushed) { h.wallPushTimer = 0.25; h.wallPushX = pushX; h.wallPushY = pushY; }
}

// ==========================================
// 💥 伤害结算(允许小数扣血)
// ==========================================
function applyDamage(target, amount, attacker, projectile, isTrueDamage = false, silent = false) {
    if (!target || target.hp <= 0) return;
    if (!isFinite(amount)) amount = 0;
    amount = Math.max(0, amount);
    if (!isTrueDamage && attacker && attacker.attackPower !== undefined && attacker.attackPower < 1) amount *= attacker.attackPower;
    if (!isTrueDamage && target.dr > 0) amount = amount * (1 - target.dr / 100);

    target.hp -= amount;

    if (!silent && amount >= 0.5) {
        addDamageText(target.x, target.y, Math.round(amount), isTrueDamage ? '#ff00ff' : '#ff6666');
    }
    // 拉瓦锡被动:质量微粒
    if (attacker && attacker.id === 'lavoisier' && amount > 0 && Math.random() < 0.5) {
        if (massParticles.length < 15) {
            massParticles.push({
                x: target.x + (Math.random() - 0.5) * 30,
                y: target.y + (Math.random() - 0.5) * 30,
                life: 10
            });
        }
    }
    return { killed: target.hp <= 0 };
}

function spawnProjectile(opts) {
    projectiles.push(Object.assign({
        x: 0, y: 0, startX: 0, startY: 0, target: null,
        speed: 600, damage: 0, type: 'bullet', ownerId: null
    }, opts));
}

// ==========================================
// ✨ 特效
// ==========================================
function updateEffects(dt) {
    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);
    }
}
function addDamageText(x, y, amount, color) {
    if (damageTexts.length > 100) damageTexts.shift();
    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
// ==========================================
function render() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.save();
    ctx.translate(-camera.x, -camera.y);
    drawArena();
    drawOxygenFields();
    drawHormonePools();
    drawGeneSeeds();
    drawApples();
    drawPrisms();
    drawSatellites();
    drawMassParticles();
    drawPeaShooters();
    drawEffects();
    drawProjectiles();
    drawEntities();
    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();
}

function drawOxygenFields() {
    for (const f of oxygenFields) {
        ctx.beginPath(); ctx.arc(f.x, f.y, f.radius, 0, Math.PI * 2);
        ctx.fillStyle = 'rgba(255, 140, 0, 0.18)'; ctx.fill();
        ctx.strokeStyle = '#ff8c00'; ctx.lineWidth = 2; ctx.stroke();
    }
}
function drawHormonePools() {
    for (const p of hormonePools) {
        ctx.beginPath(); ctx.arc(p.x, p.y, 40, 0, Math.PI * 2);
        ctx.fillStyle = 'rgba(255, 68, 204, 0.2)'; ctx.fill();
        ctx.strokeStyle = '#ff44cc'; ctx.lineWidth = 2; ctx.stroke();
    }
}
function drawGeneSeeds() {
    for (const g of geneSeeds) {
        ctx.beginPath(); ctx.arc(g.x, g.y, g.radius, 0, Math.PI * 2);
        ctx.fillStyle = '#ffff00'; ctx.fill();
        ctx.strokeStyle = '#fff'; ctx.lineWidth = 2; ctx.stroke();
    }
}
function drawApples() {
    for (const 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 drawPrisms() {
    for (const 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++) {
            const 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();
        }
        // 棱镜三角形本体
        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 drawSatellites() {
    for (const hero of heroEntities) {
        if (hero.id !== 'newton' || !hero.satellites) continue;
        const orbitRadius = 2 * CONFIG.GRID_SIZE;
        for (const sat of hero.satellites) {
            const satX = hero.x + Math.cos(sat.angle) * orbitRadius;
            const satY = hero.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();
            ctx.beginPath(); ctx.moveTo(satX, satY - 8); ctx.lineTo(satX, satY - 14);
            ctx.strokeStyle = '#fff'; ctx.lineWidth = 2; ctx.stroke();
        }
    }
}
function drawMassParticles() {
    for (const p of massParticles) {
        ctx.beginPath(); ctx.arc(p.x, p.y, 6, 0, Math.PI * 2);
        ctx.fillStyle = '#ffffff'; ctx.fill();
        ctx.strokeStyle = '#ff8c00'; ctx.lineWidth = 2; ctx.stroke();
    }
}
function drawPeaShooters() {
    for (const p of peaShooters) {
        ctx.fillStyle = '#33cc33';
        ctx.fillRect(p.x - 6, p.y - 6, 12, 12);
        ctx.strokeStyle = '#fff'; ctx.lineWidth = 1;
        ctx.strokeRect(p.x - 6, p.y - 6, 12, 12);
        const hpP = p.hp / p.maxHp;
        ctx.fillStyle = '#333'; ctx.fillRect(p.x - 15, p.y - 15, 30, 3);
        ctx.fillStyle = '#00ff00'; ctx.fillRect(p.x - 15, p.y - 15, 30 * hpP, 3);
    }
}
function drawEffects() {
    for (const e of impactEffects) {
        const t = 1 - Math.max(0, Math.min(1, e.life / (e.maxLife || 0.3)));
        ctx.beginPath(); ctx.arc(e.x, e.y, Math.max(0.5, t * 20), 0, Math.PI * 2);
        ctx.strokeStyle = e.color || '#fff'; ctx.lineWidth = 3; ctx.stroke();
    }
}
function drawProjectiles() {
    for (const p of projectiles) {
        ctx.beginPath();
        ctx.moveTo(p.startX, p.startY);
        ctx.lineTo(p.x, p.y);
        ctx.strokeStyle = p.type === 'pea' ? '#33cc33'
                        : p.type === 'superpea' ? '#ffff00'
                        : p.type === 'taylor' ? '#3366ff'
                        : p.type === 'hormone' ? '#ff44cc'
                        : p.type === 'oxygen' ? '#ff8c00'
                        : '#fff';
        ctx.lineWidth = 4; ctx.stroke();
        ctx.beginPath(); ctx.arc(p.x, p.y, 5, 0, Math.PI * 2);
        ctx.fillStyle = '#fff'; ctx.fill();
    }
}

// ==========================================
// 🎨 英雄专属渲染
// ==========================================
function drawEntities() {
    for (const entity of heroEntities) {
        ctx.globalAlpha = entity.hp > 0 ? 1.0 : 0.2;

        // 1. 身体圆形
        ctx.beginPath();
        ctx.arc(entity.x, entity.y, entity.radius, 0, Math.PI * 2);
        ctx.fillStyle = entity.stunTimer > 0 ? '#ffff00' : entity.color;
        ctx.fill();
        ctx.strokeStyle = 'rgba(255,255,255,0.8)';
        ctx.lineWidth = 2; ctx.stroke();

        // 2. 英雄专属图标
        ctx.save();
        ctx.translate(entity.x, entity.y);

        if (entity.id === 'newton') {
            // 白三角(三棱镜标志)
            ctx.fillStyle = '#fff';
            ctx.beginPath();
            ctx.moveTo(0, -entity.radius - 4);
            ctx.lineTo(6, -entity.radius + 2);
            ctx.lineTo(-6, -entity.radius + 2);
            ctx.closePath(); ctx.fill();
            ctx.strokeStyle = '#aaa'; ctx.lineWidth = 1; ctx.stroke();
        } else if (entity.id === 'lavoisier') {
            // 天平
            ctx.strokeStyle = '#111'; ctx.lineWidth = 2;
            ctx.beginPath(); ctx.moveTo(0, 6); ctx.lineTo(0, -6); ctx.stroke();
            ctx.beginPath(); ctx.moveTo(-8, -4); ctx.lineTo(8, -4); ctx.stroke();
            ctx.beginPath(); ctx.moveTo(-8, -4); ctx.lineTo(-10, 2); ctx.lineTo(-6, 2); ctx.closePath(); ctx.fillStyle = '#111'; ctx.fill();
            ctx.beginPath(); ctx.moveTo(8, -4); ctx.lineTo(6, 2); ctx.lineTo(10, 2); ctx.closePath(); ctx.fill();
        } else if (entity.id === 'mendel') {
            // 豌豆 + 嫩芽
            ctx.beginPath(); ctx.arc(0, 2, 8, 0, Math.PI * 2); ctx.fillStyle = '#33cc33'; ctx.fill();
            ctx.beginPath(); ctx.moveTo(0, 0); ctx.quadraticCurveTo(5, -10, 12, -8);
            ctx.strokeStyle = '#00ff00'; ctx.lineWidth = 3; ctx.stroke();
        } else if (entity.id === 'taylor') {
            // ∑ 符号
            ctx.fillStyle = '#111'; ctx.font = 'bold 18px Arial, sans-serif';
            ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
            ctx.fillText('∑', 0, 2);
        } else if (entity.id === 'starling') {
            // DNA 双螺旋
            ctx.strokeStyle = '#ff44cc'; ctx.lineWidth = 2;
            ctx.beginPath(); ctx.moveTo(-6, -8); ctx.bezierCurveTo(6, -4, -6, 0, 6, 4); ctx.stroke();
            ctx.beginPath(); ctx.moveTo(6, -8); ctx.bezierCurveTo(-6, -4, 6, 0, -6, 4); ctx.stroke();
        }
        ctx.restore();

        // 3. 血条
        const barW = 50, barH = 5;
        const barX = entity.x - barW / 2;
        const barY = entity.y - entity.radius - 15;
        const hpP = Math.max(0, entity.hp) / entity.maxHp;
        ctx.fillStyle = '#333'; ctx.fillRect(barX, barY, barW, barH);
        ctx.fillStyle = hpP > 0.3 ? '#00ff00' : '#ff0000';
        ctx.fillRect(barX, barY, barW * hpP, barH);

        // 4. 英雄专属冷却条
        if (entity.id === 'newton') {
            const tY = barY + barH + 2;
            ctx.fillStyle = '#333'; ctx.fillRect(barX, tY, barW, 3);
            ctx.fillStyle = '#00ffff'; ctx.fillRect(barX, tY, barW * (1 - entity.prismCooldown / 5000), 3);
            ctx.fillStyle = '#333'; ctx.fillRect(barX, tY + 4, barW, 3);
            ctx.fillStyle = '#ff4444'; ctx.fillRect(barX, tY + 4, barW * (1 - entity.appleTimer / 30000), 3);
        } else if (entity.id === 'lavoisier') {
            const tY = barY + barH + 2;
            ctx.fillStyle = '#333'; ctx.fillRect(barX, tY, barW, 3);
            ctx.fillStyle = '#ff8c00'; ctx.fillRect(barX, tY, barW * (1 - entity.oxygenCooldown / 6000), 3);
            // 精准称量层数
            for (let i = 0; i < 3; i++) {
                ctx.fillStyle = i < entity.preciseStacks ? '#4488ff' : '#333';
                ctx.fillRect(barX + i * 10, tY + 4, 8, 3);
            }
        } else if (entity.id === 'mendel') {
            const tY = barY + barH + 2;
            ctx.fillStyle = '#333'; ctx.fillRect(barX, tY, barW, 3);
            ctx.fillStyle = '#33cc33'; ctx.fillRect(barX, tY, barW * (1 - entity.peaTimer / 8000), 3);
        } else if (entity.id === 'taylor') {
            const tY = barY + barH + 2;
            for (let i = 0; i < 5; i++) {
                ctx.fillStyle = i < entity.taylorMark ? '#3366ff' : '#333';
                ctx.fillRect(barX + i * 10, tY, 8, 3);
            }
        } else if (entity.id === 'starling') {
            const tY = barY + barH + 2;
            ctx.fillStyle = '#333'; ctx.fillRect(barX, tY, barW, 3);
            ctx.fillStyle = '#ff44cc'; ctx.fillRect(barX, tY, barW * (1 - entity.hormoneStormCooldown / 15000), 3);
        }

        // 5. 名字
        ctx.fillStyle = '#fff';
        ctx.font = '11px sans-serif';
        ctx.textAlign = 'center';
        ctx.textBaseline = 'alphabetic';
        ctx.fillText(entity.name, entity.x, barY - 5);
        ctx.globalAlpha = 1.0;
    }
}

function drawDamageTexts() {
    ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
    for (const txt of damageTexts) {
        ctx.fillStyle = txt.color;
        ctx.font = 'bold 12px Arial, sans-serif';
        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 - 学科大战(英雄专属版)

Creator: EpicCoder88

Libraries: none

Complexity: complex (1227 lines, 50.1 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-muhztz8b" to link back to the original. Then publish at arcadelab.ai/publish.