上传文件至「/」
This commit is contained in:
570
index.html
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570
index.html
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<!DOCTYPE html>
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<html lang="zh">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
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<title>杀死 WHL!</title>
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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html, body {
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width: 100%;
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height: 100%;
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overflow: hidden;
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background: linear-gradient(135deg, #1a1a2e 0%, #16213e 50%, #0f3460 100%);
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}
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body {
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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font-family: 'Segoe UI', sans-serif;
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user-select: none;
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}
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#gameContainer {
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position: relative;
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border-radius: 12px;
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box-shadow: 0 0 40px rgba(255, 0, 100, 0.3), 0 0 80px rgba(0, 200, 255, 0.2);
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overflow: hidden;
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touch-action: none;
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}
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#gameCanvas {
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display: block;
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background: radial-gradient(ellipse at center, #1a1a3e 0%, #0a0a1a 100%);
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cursor: crosshair;
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}
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#ui {
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position: absolute;
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top: 10px;
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left: 10px;
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right: 10px;
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display: flex;
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justify-content: space-between;
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flex-wrap: wrap;
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gap: 5px;
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pointer-events: none;
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}
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.stat {
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background: rgba(0, 0, 0, 0.6);
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padding: 5px 10px;
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border-radius: 8px;
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color: #fff;
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font-size: 14px;
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border: 2px solid rgba(255, 255, 255, 0.2);
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}
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.stat span { color: #0ff; font-weight: bold; }
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#startScreen, #gameOverScreen {
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position: absolute;
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inset: 0;
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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background: rgba(0, 0, 0, 0.85);
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color: white;
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text-align: center;
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padding: 20px;
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}
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#startScreen h1, #gameOverScreen h1 {
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font-size: clamp(24px, 6vw, 48px);
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margin-bottom: 10px;
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background: linear-gradient(45deg, #ff0066, #00ffff, #ffff00);
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-webkit-background-clip: text;
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-webkit-text-fill-color: transparent;
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animation: glow 2s ease-in-out infinite alternate;
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}
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@keyframes glow {
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from { filter: drop-shadow(0 0 10px #ff0066); }
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to { filter: drop-shadow(0 0 30px #00ffff); }
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}
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.title-WHL {
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font-size: clamp(48px, 15vw, 96px);
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font-weight: bold;
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letter-spacing: clamp(5px, 3vw, 20px);
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margin: 15px 0;
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}
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.w { color: #ff3366; text-shadow: 0 0 20px #ff3366; }
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.h { color: #33ff66; text-shadow: 0 0 20px #33ff66; }
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.l { color: #3366ff; text-shadow: 0 0 20px #3366ff; }
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button {
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margin-top: 20px;
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padding: 12px 40px;
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font-size: clamp(18px, 4vw, 24px);
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background: linear-gradient(45deg, #ff0066, #ff6600);
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border: none;
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border-radius: 30px;
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color: white;
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cursor: pointer;
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transition: all 0.3s;
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box-shadow: 0 5px 20px rgba(255, 0, 102, 0.4);
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}
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button:hover {
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transform: scale(1.1);
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box-shadow: 0 5px 40px rgba(255, 0, 102, 0.8);
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}
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button:active {
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transform: scale(0.95);
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}
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.instructions {
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margin-top: 15px;
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font-size: clamp(14px, 3vw, 18px);
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color: #aaa;
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max-width: 90%;
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line-height: 1.6;
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}
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.final-score {
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font-size: clamp(20px, 5vw, 32px);
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color: #0ff;
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margin: 15px 0;
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}
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.high-score {
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font-size: clamp(16px, 4vw, 20px);
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color: #ff0;
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margin-bottom: 15px;
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}
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#comboDisplay {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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font-size: clamp(32px, 8vw, 64px);
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font-weight: bold;
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color: #ff0;
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text-shadow: 0 0 20px #ff0;
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pointer-events: none;
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opacity: 0;
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transition: opacity 0.3s;
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}
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#comboDisplay.show {
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opacity: 1;
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animation: comboPop 0.5s ease-out;
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}
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@keyframes comboPop {
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0% { transform: translate(-50%, -50%) scale(0.5); }
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50% { transform: translate(-50%, -50%) scale(1.3); }
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100% { transform: translate(-50%, -50%) scale(1); }
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}
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</style>
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</head>
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<body>
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<div id="gameContainer">
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<canvas id="gameCanvas"></canvas>
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<div id="ui">
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<div class="stat">分数: <span id="score">0</span></div>
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<div class="stat">连击: <span id="combo">0</span></div>
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<div class="stat">波次: <span id="wave">1</span></div>
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<div class="stat">生命: <span id="lives">❤️❤️❤️</span></div>
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</div>
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<div id="comboDisplay"></div>
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<div id="startScreen">
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<h1>消灭 WHL 入侵!</h1>
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<div class="title-WHL"><span class="w">W</span><span class="h">H</span><span class="l">L</span></div>
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<p class="instructions">
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WHL外星生物正在入侵地球!<br>
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点击消灭它们获得分数!<br>
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连续击杀获得连击加分!<br>
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不要让它们逃跑!
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</p>
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<button onclick="startGame()">开始游戏</button>
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</div>
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<div id="gameOverScreen" style="display: none;">
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<h1>游戏结束</h1>
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<div class="final-score">最终分数: <span id="finalScore">0</span></div>
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<div class="high-score">最高分: <span id="highScore">0</span></div>
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<button onclick="startGame()">再来一局</button>
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</div>
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</div>
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<script>
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const container = document.getElementById('gameContainer');
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const BASE_WIDTH = 800;
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const BASE_HEIGHT = 600;
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let W, H, scaleRatio;
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let gameState = 'start';
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let score = 0, combo = 0, wave = 1, lives = 3;
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let enemies = [], particles = [];
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let lastSpawn = 0, spawnInterval = 2000;
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let mouseX = 0, mouseY = 0;
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let highScore = localStorage.getItem('whlHighScore') || 0;
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let screenShake = 0;
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let time = 0;
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function resize() {
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const maxW = window.innerWidth - 20;
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const maxH = window.innerHeight - 20;
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const ratio = Math.min(maxW / BASE_WIDTH, maxH / BASE_HEIGHT, 1.5);
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W = Math.floor(BASE_WIDTH * ratio);
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H = Math.floor(BASE_HEIGHT * ratio);
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scaleRatio = ratio;
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canvas.width = W;
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canvas.height = H;
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canvas.style.width = W + 'px';
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canvas.style.height = H + 'px';
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}
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const enemyTypes = {
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W: { char: 'W', color: '#ff3366', size: 50, speed: 2, health: 1, points: 10, glow: '#ff3366' },
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H: { char: 'H', color: '#33ff66', size: 45, speed: 3, health: 2, points: 25, glow: '#33ff66' },
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L: { char: 'L', color: '#3366ff', size: 40, speed: 4, health: 3, points: 50, glow: '#3366ff' }
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};
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class Enemy {
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constructor(type) {
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const t = enemyTypes[type];
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this.type = type;
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this.char = t.char;
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this.color = t.color;
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this.baseSize = t.size;
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this.size = t.size * scaleRatio;
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this.speed = (t.speed + wave * 0.3) * scaleRatio;
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this.health = t.health;
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this.maxHealth = t.health;
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this.points = t.points;
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this.glow = t.glow;
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const side = Math.floor(Math.random() * 4);
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if (side === 0) { this.x = Math.random() * W; this.y = -this.size; }
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else if (side === 1) { this.x = W + this.size; this.y = Math.random() * H; }
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else if (side === 2) { this.x = Math.random() * W; this.y = H + this.size; }
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else { this.x = -this.size; this.y = Math.random() * H; }
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this.targetX = W / 2 + (Math.random() - 0.5) * W * 0.5;
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this.targetY = H / 2 + (Math.random() - 0.5) * H * 0.5;
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this.vx = 0;
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this.vy = 0;
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this.angle = 0;
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this.wobble = Math.random() * Math.PI * 2;
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this.hitFlash = 0;
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this.scale = 0;
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}
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update(dt) {
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this.wobble += dt * 3;
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this.angle = Math.sin(this.wobble) * 0.1;
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this.scale = Math.min(1, this.scale + dt * 5);
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const dx = this.targetX - this.x;
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const dy = this.targetY - this.y;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist > 5) {
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this.vx += (dx / dist) * this.speed * 0.1;
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this.vy += (dy / dist) * this.speed * 0.1;
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}
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this.vx *= 0.95;
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this.vy *= 0.95;
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this.x += this.vx;
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this.y += this.vy;
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if (Math.random() < 0.01) {
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this.targetX = Math.random() * (W - 100) + 50;
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this.targetY = Math.random() * (H - 100) + 50;
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}
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if (this.hitFlash > 0) this.hitFlash -= dt * 5;
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}
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draw() {
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const s = this.baseSize * scaleRatio;
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ctx.save();
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ctx.translate(this.x, this.y);
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ctx.rotate(this.angle);
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ctx.scale(this.scale, this.scale);
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ctx.shadowColor = this.glow;
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ctx.shadowBlur = (20 + Math.sin(time * 5) * 5) * scaleRatio;
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ctx.font = `bold ${s}px Arial`;
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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if (this.hitFlash > 0) {
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ctx.fillStyle = '#fff';
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} else {
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ctx.fillStyle = this.color;
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}
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ctx.fillText(this.char, 0, 0);
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if (this.maxHealth > 1) {
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ctx.shadowBlur = 0;
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const barWidth = s;
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const barHeight = 6 * scaleRatio;
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const healthPercent = this.health / this.maxHealth;
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ctx.fillStyle = 'rgba(0,0,0,0.5)';
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ctx.fillRect(-barWidth/2, -s/2 - 15 * scaleRatio, barWidth, barHeight);
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ctx.fillStyle = healthPercent > 0.5 ? '#0f0' : healthPercent > 0.25 ? '#ff0' : '#f00';
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ctx.fillRect(-barWidth/2, -s/2 - 15 * scaleRatio, barWidth * healthPercent, barHeight);
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}
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ctx.restore();
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}
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hit() {
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this.health--;
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this.hitFlash = 1;
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screenShake = 5 * scaleRatio;
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for (let i = 0; i < 10; i++) {
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particles.push(new Particle(this.x, this.y, this.color));
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}
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if (this.health <= 0) {
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this.die();
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return true;
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}
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return false;
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}
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die() {
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score += this.points * (1 + combo * 0.1);
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combo++;
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if (combo > 1 && combo % 5 === 0) {
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showCombo(`${combo} 连击!`);
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}
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for (let i = 0; i < 30; i++) {
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particles.push(new Particle(this.x, this.y, this.color, true));
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}
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screenShake = 15 * scaleRatio;
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}
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}
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class Particle {
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constructor(x, y, color, big = false) {
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this.x = x;
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this.y = y;
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this.color = color;
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this.size = (big ? Math.random() * 8 + 4 : Math.random() * 4 + 2) * scaleRatio;
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this.vx = (Math.random() - 0.5) * (big ? 15 : 8) * scaleRatio;
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this.vy = (Math.random() - 0.5) * (big ? 15 : 8) * scaleRatio;
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this.life = 1;
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this.decay = big ? 1.5 : 2.5;
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}
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update(dt) {
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this.x += this.vx;
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this.y += this.vy;
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this.vy += 0.2 * scaleRatio;
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this.life -= this.decay * dt;
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this.size *= 0.97;
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}
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draw() {
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ctx.save();
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ctx.globalAlpha = this.life;
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ctx.fillStyle = this.color;
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ctx.shadowColor = this.color;
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ctx.shadowBlur = 10 * scaleRatio;
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
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ctx.fill();
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ctx.restore();
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}
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}
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function spawnEnemy() {
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const types = ['W', 'W', 'W', 'W', 'H', 'H', 'L'];
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if (wave >= 3) types.push('H', 'L');
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if (wave >= 5) types.push('L', 'L');
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const type = types[Math.floor(Math.random() * types.length)];
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enemies.push(new Enemy(type));
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}
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function showCombo(text) {
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const display = document.getElementById('comboDisplay');
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display.textContent = text;
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display.classList.remove('show');
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void display.offsetWidth;
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display.classList.add('show');
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}
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function updateUI() {
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document.getElementById('score').textContent = Math.floor(score);
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document.getElementById('combo').textContent = combo;
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document.getElementById('wave').textContent = wave;
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document.getElementById('lives').textContent = '❤️'.repeat(Math.max(0, lives));
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}
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function startGame() {
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gameState = 'playing';
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score = 0;
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combo = 0;
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wave = 1;
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lives = 3;
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enemies = [];
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particles = [];
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spawnInterval = 2000;
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lastSpawn = 0;
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time = 0;
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document.getElementById('startScreen').style.display = 'none';
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document.getElementById('gameOverScreen').style.display = 'none';
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}
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function gameOver() {
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gameState = 'gameover';
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if (score > highScore) {
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highScore = Math.floor(score);
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localStorage.setItem('whlHighScore', highScore);
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}
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document.getElementById('finalScore').textContent = Math.floor(score);
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document.getElementById('highScore').textContent = highScore;
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document.getElementById('gameOverScreen').style.display = 'flex';
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}
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function getClickPos(e) {
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const rect = canvas.getBoundingClientRect();
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const clientX = e.touches ? e.touches[0].clientX : e.clientX;
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const clientY = e.touches ? e.touches[0].clientY : e.clientY;
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return {
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x: clientX - rect.left,
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y: clientY - rect.top
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};
|
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}
|
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canvas.addEventListener('click', handleClick);
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||||
canvas.addEventListener('touchstart', (e) => {
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e.preventDefault();
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||||
handleClick(e);
|
||||
});
|
||||
|
||||
function handleClick(e) {
|
||||
if (gameState !== 'playing') return;
|
||||
|
||||
const pos = getClickPos(e);
|
||||
|
||||
let hit = false;
|
||||
for (let i = enemies.length - 1; i >= 0; i--) {
|
||||
const enemy = enemies[i];
|
||||
const dist = Math.sqrt((pos.x - enemy.x) ** 2 + (pos.y - enemy.y) ** 2);
|
||||
if (dist < enemy.size) {
|
||||
if (enemy.hit()) {
|
||||
enemies.splice(i, 1);
|
||||
}
|
||||
hit = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hit) {
|
||||
combo = 0;
|
||||
for (let i = 0; i < 5; i++) {
|
||||
particles.push(new Particle(pos.x, pos.y, '#666'));
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < 3; i++) {
|
||||
particles.push(new Particle(pos.x, pos.y, '#fff'));
|
||||
}
|
||||
}
|
||||
|
||||
canvas.addEventListener('mousemove', (e) => {
|
||||
const rect = canvas.getBoundingClientRect();
|
||||
mouseX = e.clientX - rect.left;
|
||||
mouseY = e.clientY - rect.top;
|
||||
});
|
||||
|
||||
canvas.addEventListener('touchmove', (e) => {
|
||||
e.preventDefault();
|
||||
const rect = canvas.getBoundingClientRect();
|
||||
mouseX = e.touches[0].clientX - rect.left;
|
||||
mouseY = e.touches[0].clientY - rect.top;
|
||||
});
|
||||
|
||||
let lastTime = 0;
|
||||
function gameLoop(timestamp) {
|
||||
const dt = Math.min((timestamp - lastTime) / 1000, 0.1);
|
||||
lastTime = timestamp;
|
||||
time += dt;
|
||||
|
||||
ctx.save();
|
||||
|
||||
if (screenShake > 0) {
|
||||
ctx.translate(
|
||||
(Math.random() - 0.5) * screenShake,
|
||||
(Math.random() - 0.5) * screenShake
|
||||
);
|
||||
screenShake *= 0.9;
|
||||
if (screenShake < 0.5) screenShake = 0;
|
||||
}
|
||||
|
||||
ctx.fillStyle = 'rgba(10, 10, 26, 0.3)';
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
|
||||
if (gameState === 'playing') {
|
||||
if (timestamp - lastSpawn > spawnInterval) {
|
||||
spawnEnemy();
|
||||
lastSpawn = timestamp;
|
||||
spawnInterval = Math.max(500, spawnInterval - 50);
|
||||
}
|
||||
|
||||
if (score > wave * 500) {
|
||||
wave++;
|
||||
showCombo(`波次 ${wave}!`);
|
||||
spawnInterval = Math.max(800, 2000 - wave * 100);
|
||||
}
|
||||
|
||||
for (let i = enemies.length - 1; i >= 0; i--) {
|
||||
enemies[i].update(dt);
|
||||
|
||||
if (enemies[i].x < -100 * scaleRatio || enemies[i].x > W + 100 * scaleRatio ||
|
||||
enemies[i].y < -100 * scaleRatio || enemies[i].y > H + 100 * scaleRatio) {
|
||||
enemies.splice(i, 1);
|
||||
combo = 0;
|
||||
lives--;
|
||||
screenShake = 20 * scaleRatio;
|
||||
|
||||
if (lives <= 0) {
|
||||
gameOver();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = particles.length - 1; i >= 0; i--) {
|
||||
particles[i].update(dt);
|
||||
particles[i].draw();
|
||||
if (particles[i].life <= 0) {
|
||||
particles.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
enemies.forEach(e => e.draw());
|
||||
|
||||
if (gameState === 'playing') {
|
||||
ctx.strokeStyle = 'rgba(255, 255, 255, 0.1)';
|
||||
ctx.lineWidth = 2 * scaleRatio;
|
||||
ctx.beginPath();
|
||||
ctx.arc(mouseX, mouseY, 30 * scaleRatio + Math.sin(time * 10) * 3 * scaleRatio, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
updateUI();
|
||||
requestAnimationFrame(gameLoop);
|
||||
}
|
||||
|
||||
window.addEventListener('resize', resize);
|
||||
resize();
|
||||
|
||||
document.getElementById('highScore').textContent = highScore;
|
||||
requestAnimationFrame(gameLoop);
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user