Files
sss/index.html
2026-03-23 13:18:37 +08:00

571 lines
20 KiB
HTML

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