更新 AI03 课程内容,替换为 AICODE-03 和 AICODE-06 课程体系
- 删除旧的 AI03 课程文件(第4-5课) - 新增 AICODE-03 课程体系(AI是怎么想的、AI训练师、我是大作家等) - 新增 AICODE-06 课程体系(从扣子到代码、个人主页、涂鸦PK等)
This commit is contained in:
583
.claude/lesson/AI03/AICODE-06/demo-pk/demo-2-pk-battle.html
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583
.claude/lesson/AI03/AICODE-06/demo-pk/demo-2-pk-battle.html
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<!DOCTYPE html>
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<html lang="zh-CN">
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<head>
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<meta charset="UTF-8">
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<title>涂鸦PK · 对战演示</title>
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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body {
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background: #1a1a2e;
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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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min-height: 100vh;
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font-family: Arial, sans-serif;
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color: #fff;
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overflow: hidden;
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}
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canvas#game { display: block; }
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.ui {
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display: flex;
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gap: 12px;
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margin-top: 14px;
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flex-wrap: wrap;
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justify-content: center;
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}
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.action-btn {
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padding: 12px 22px;
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border: 2px solid;
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border-radius: 8px;
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cursor: pointer;
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font-size: 15px;
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font-weight: bold;
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transition: all 0.12s;
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min-width: 110px;
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}
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.action-btn:hover:not(:disabled) { transform: translateY(-2px); }
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.action-btn:disabled { opacity: 0.35; cursor: not-allowed; transform: none; }
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.btn-attack { background: #e94560; border-color: #ff6b81; color: #fff; }
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.btn-heavy { background: #c0392b; border-color: #e74c3c; color: #fff; }
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.btn-block { background: #0f3460; border-color: #1a5276; color: #adf; }
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.btn-skill { background: #6c3483; border-color: #9b59b6; color: #fff; }
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.log-box {
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width: 700px;
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max-height: 80px;
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overflow-y: auto;
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background: rgba(0,0,0,0.5);
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border: 1px solid #333;
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border-radius: 8px;
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padding: 8px 12px;
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margin-top: 10px;
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font-size: 12px;
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color: #ccc;
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line-height: 1.8;
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}
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</style>
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</head>
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<body>
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<canvas id="game" width="700" height="380"></canvas>
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<div class="ui" id="action-ui">
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<button class="action-btn btn-attack" onclick="playerAction('attack')">⚔️ 普通攻击</button>
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<button class="action-btn btn-heavy" onclick="playerAction('heavy')">💥 重击</button>
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<button class="action-btn btn-block" onclick="playerAction('block')">🛡 格挡</button>
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<button class="action-btn btn-skill" onclick="playerAction('skill')">✨ 特技</button>
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</div>
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<div class="log-box" id="log"></div>
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<script>
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// ============================================================
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// Web Audio 音效系统
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// ============================================================
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const AC = new (window.AudioContext || window.webkitAudioContext)();
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function playSound(type) {
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const recipes = {
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hit: { freqs: [300, 60], dur: 0.08, wave: 'sawtooth', vol: 0.35 },
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heavyHit: { freqs: [160, 25], dur: 0.20, wave: 'sawtooth', vol: 0.60 },
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block: { freqs: [600, 400], dur: 0.10, wave: 'square', vol: 0.25 },
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skill: { freqs: [200, 900], dur: 0.30, wave: 'triangle', vol: 0.40 },
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death: { freqs: [350, 40], dur: 0.55, wave: 'sine', vol: 0.30 },
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victory: { notes: [523,659,784,1047], dur: 0.12, wave: 'sine', vol: 0.35 },
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};
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if (type === 'victory') {
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const r = recipes.victory;
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r.notes.forEach((freq, i) => {
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setTimeout(() => {
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const o = AC.createOscillator();
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const g = AC.createGain();
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o.connect(g); g.connect(AC.destination);
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o.type = r.wave;
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o.frequency.setValueAtTime(freq, AC.currentTime);
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g.gain.setValueAtTime(r.vol, AC.currentTime);
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g.gain.exponentialRampToValueAtTime(0.001, AC.currentTime + r.dur);
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o.start(); o.stop(AC.currentTime + r.dur);
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}, i * 140);
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});
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return;
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}
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const r = recipes[type];
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if (!r) return;
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const o = AC.createOscillator();
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const g = AC.createGain();
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o.connect(g); g.connect(AC.destination);
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o.type = r.wave;
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o.frequency.setValueAtTime(r.freqs[0], AC.currentTime);
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o.frequency.exponentialRampToValueAtTime(r.freqs[1], AC.currentTime + r.dur);
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g.gain.setValueAtTime(r.vol, AC.currentTime);
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g.gain.exponentialRampToValueAtTime(0.001, AC.currentTime + r.dur);
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o.start(); o.stop(AC.currentTime + r.dur);
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}
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// ============================================================
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// 角色配置(学生可替换这里的属性)
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// ============================================================
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const PLAYER_CONFIG = {
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name: '章鱼怪',
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emoji: '🐙',
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color: '#39ff14',
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hp: 50, maxHp: 50,
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atk: 15, def: 5, spd: 8,
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skill: { name: '电击', type: 'burn', desc: '燃烧:每回合额外-5血,持续3回合' },
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skillUsed: false,
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};
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const ENEMY_CONFIG = {
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name: '机器人',
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emoji: '🤖',
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color: '#e94560',
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hp: 60, maxHp: 60,
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atk: 12, def: 8, spd: 6,
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skill: { name: '护甲', type: 'shield', desc: '护甲:下回合格挡所有伤害' },
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skillUsed: false,
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};
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// ============================================================
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// 游戏状态
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// ============================================================
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const canvas = document.getElementById('game');
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const ctx = canvas.getContext('2d');
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const P_BASE_X = 160, E_BASE_X = 540, CHAR_Y = 200;
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const state = {
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phase: 'player-turn', // player-turn | animating | enemy-turn | gameover
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player: { ...PLAYER_CONFIG, x: P_BASE_X, y: CHAR_Y, shakeX: 0, flash: 0, alpha: 1, burn: 0, shielded: false },
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enemy: { ...ENEMY_CONFIG, x: E_BASE_X, y: CHAR_Y, shakeX: 0, flash: 0, alpha: 1, burn: 0, shielded: false },
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winner: null,
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screenShake: 0,
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log: [],
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};
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// ============================================================
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// 动画队列
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// ============================================================
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const animations = [];
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let animating = false;
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function queueAnim(fn) {
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animations.push(fn);
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}
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async function runAnimations() {
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if (animating) return;
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animating = true;
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setButtonsDisabled(true);
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while (animations.length > 0) {
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const fn = animations.shift();
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await fn();
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}
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animating = false;
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if (state.phase !== 'gameover') {
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setButtonsDisabled(false);
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}
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}
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// ============================================================
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// 渲染
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// ============================================================
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function lerp(a, b, t) { return a + (b - a) * t; }
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function drawChar(c, facingRight) {
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const { x, y, shakeX, flash, alpha, burn, shielded } = c;
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const size = 72;
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const sx = x + shakeX;
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ctx.save();
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ctx.globalAlpha = alpha;
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// 护盾光环
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if (shielded) {
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ctx.beginPath();
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ctx.arc(sx, y, size / 2 + 14, 0, Math.PI * 2);
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ctx.strokeStyle = `rgba(100,180,255,${0.5 + 0.3 * Math.sin(Date.now() / 200)})`;
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ctx.lineWidth = 4;
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ctx.stroke();
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}
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// 燃烧光圈
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if (burn > 0) {
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ctx.beginPath();
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ctx.arc(sx, y, size / 2 + 10, 0, Math.PI * 2);
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ctx.strokeStyle = `rgba(255,100,0,${0.4 + 0.2 * Math.sin(Date.now() / 150)})`;
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ctx.lineWidth = 3;
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ctx.stroke();
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}
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// 主体(圆形)
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ctx.beginPath();
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ctx.arc(sx, y, size / 2, 0, Math.PI * 2);
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if (flash > 0) {
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ctx.fillStyle = `rgba(255,255,255,${flash})`;
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} else {
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ctx.fillStyle = c.color;
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}
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ctx.fill();
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ctx.strokeStyle = 'rgba(0,0,0,0.4)';
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ctx.lineWidth = 2;
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ctx.stroke();
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// Emoji 角色符号
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ctx.font = '36px serif';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillText(c.emoji, sx, y + 2);
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ctx.restore();
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}
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function drawHPBar(c, bx, by) {
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const W = 180, H = 16;
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const ratio = Math.max(0, c.hp / c.maxHp);
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// 背景
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ctx.fillStyle = '#1a1a2e';
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ctx.beginPath();
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ctx.roundRect(bx, by, W, H, 4);
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ctx.fill();
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// 血量
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const barColor = ratio > 0.5 ? '#39ff14' : ratio > 0.25 ? '#ffd700' : '#e94560';
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ctx.fillStyle = barColor;
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ctx.beginPath();
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ctx.roundRect(bx, by, W * ratio, H, 4);
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ctx.fill();
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// 边框
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ctx.strokeStyle = '#555';
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.roundRect(bx, by, W, H, 4);
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ctx.stroke();
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// 文字
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ctx.fillStyle = '#fff';
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ctx.font = 'bold 11px Arial';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillText(`${Math.max(0, c.hp)} / ${c.maxHp}`, bx + W / 2, by + H / 2);
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}
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function drawNamePlate(c, x, y, align) {
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ctx.font = 'bold 16px Arial';
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ctx.textAlign = align;
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ctx.textBaseline = 'top';
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ctx.fillStyle = c.color;
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ctx.fillText(c.name, x, y);
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ctx.font = '11px Arial';
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ctx.fillStyle = '#aaa';
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ctx.fillText(`ATK:${c.atk} DEF:${c.def} SPD:${c.spd}`, x, y + 20);
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if (c.burn > 0) {
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ctx.fillStyle = '#ff8800';
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ctx.fillText(`🔥 燃烧 ×${c.burn}`, x, y + 36);
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}
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if (c.shielded) {
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ctx.fillStyle = '#64b4ff';
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ctx.fillText('🛡 护甲中', x, y + 36);
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}
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}
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function render() {
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const shake = state.screenShake;
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ctx.save();
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if (shake > 0) ctx.translate((Math.random() - 0.5) * shake * 8, (Math.random() - 0.5) * shake * 4);
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// 背景渐变
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const grad = ctx.createLinearGradient(0, 0, 0, canvas.height);
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grad.addColorStop(0, '#1a1a2e');
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grad.addColorStop(1, '#16213e');
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ctx.fillStyle = grad;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// 地面线
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ctx.strokeStyle = 'rgba(255,255,255,0.08)';
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.moveTo(0, 260); ctx.lineTo(canvas.width, 260);
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ctx.stroke();
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// VS 文字
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ctx.font = 'bold 28px Arial';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillStyle = 'rgba(255,255,255,0.15)';
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ctx.fillText('VS', 350, CHAR_Y);
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// 角色
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drawChar(state.player, true);
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drawChar(state.enemy, false);
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// 血条 + 名字
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drawHPBar(state.player, 30, 20);
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drawHPBar(state.enemy, 490, 20);
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drawNamePlate(state.player, 30, 42, 'left');
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drawNamePlate(state.enemy, 880, 42, 'right');
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// 回合提示
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if (state.phase === 'player-turn') {
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ctx.font = 'bold 13px Arial';
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ctx.textAlign = 'center';
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ctx.fillStyle = '#ffd700';
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ctx.fillText('你的回合 — 选择行动', 350, 295);
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} else if (state.phase === 'enemy-turn') {
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ctx.font = 'bold 13px Arial';
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ctx.textAlign = 'center';
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ctx.fillStyle = '#e94560';
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ctx.fillText('敌人回合...', 350, 295);
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}
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// 特技状态
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ctx.font = '11px Arial';
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ctx.textAlign = 'left';
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ctx.fillStyle = state.player.skillUsed ? '#555' : '#9b59b6';
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ctx.fillText(`✨ ${state.player.skill.name}:${state.player.skillUsed ? '已使用' : '可使用'}`, 30, 330);
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// 游戏结束
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if (state.phase === 'gameover') {
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ctx.fillStyle = 'rgba(0,0,0,0.7)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.font = 'bold 48px Arial';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillStyle = state.winner === 'player' ? '#ffd700' : '#e94560';
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ctx.fillText(state.winner === 'player' ? '🏆 胜利!' : '💀 失败...', 350, 160);
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ctx.font = '18px Arial';
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ctx.fillStyle = '#aaa';
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ctx.fillText('点击页面重新开始', 350, 220);
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}
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ctx.restore();
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requestAnimationFrame(render);
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}
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// ============================================================
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// 战斗函数
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// ============================================================
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function calcDamage(atk, def, type) {
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const base = Math.max(1, atk - def);
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if (type === 'heavy') return Math.floor(base * 1.8);
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return base;
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}
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function addLog(msg) {
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state.log.unshift(msg);
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const el = document.getElementById('log');
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el.innerHTML = state.log.slice(0, 8).map(m => `<span>${m}</span>`).join('<br>');
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}
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function setButtonsDisabled(d) {
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document.querySelectorAll('.action-btn').forEach(b => b.disabled = d);
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}
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// ============================================================
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// 动画工厂
|
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// ============================================================
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function wait(ms) { return new Promise(r => setTimeout(r, ms)); }
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async function animAttack(attacker, defender, heavy) {
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const isPlayer = attacker === state.player;
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const targetX = isPlayer ? E_BASE_X - 80 : P_BASE_X + 80;
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const startX = attacker.x;
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const steps = 12;
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// 冲向对手
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for (let i = 0; i <= steps; i++) {
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attacker.x = lerp(startX, targetX, i / steps);
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await wait(12);
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}
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// 受击效果
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playSound(heavy ? 'heavyHit' : 'hit');
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defender.flash = 1.0;
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if (heavy) state.screenShake = 1;
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for (let i = 0; i < 6; i++) {
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defender.shakeX = (i % 2 === 0 ? 1 : -1) * (heavy ? 14 : 8);
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await wait(40);
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}
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defender.shakeX = 0;
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state.screenShake = 0;
|
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// 弹回
|
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for (let i = 0; i <= steps; i++) {
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attacker.x = lerp(targetX, startX, i / steps);
|
||||
defender.flash = Math.max(0, 1 - i / steps);
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await wait(10);
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}
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attacker.x = startX;
|
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defender.flash = 0;
|
||||
}
|
||||
|
||||
async function animDeath(char) {
|
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playSound('death');
|
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for (let i = 0; i <= 20; i++) {
|
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char.alpha = 1 - i / 20;
|
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char.y = CHAR_Y + i * 3;
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||||
await wait(30);
|
||||
}
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||||
}
|
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async function animSkill(char) {
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||||
playSound('skill');
|
||||
const startX = char.x;
|
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for (let i = 0; i < 8; i++) {
|
||||
char.shakeX = (i % 2 === 0 ? 1 : -1) * 6;
|
||||
char.flash = 0.5;
|
||||
await wait(50);
|
||||
}
|
||||
char.shakeX = 0;
|
||||
char.flash = 0;
|
||||
char.x = startX;
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// 玩家行动
|
||||
// ============================================================
|
||||
async function playerAction(type) {
|
||||
if (state.phase !== 'player-turn' || animating) return;
|
||||
if (type === 'skill' && state.player.skillUsed) {
|
||||
addLog('⚠️ 特技已经使用过了');
|
||||
return;
|
||||
}
|
||||
|
||||
state.phase = 'animating';
|
||||
|
||||
const p = state.player, e = state.enemy;
|
||||
|
||||
// 玩家蓄力+出招
|
||||
if (type === 'block') {
|
||||
playSound('block');
|
||||
p.shielded = true;
|
||||
addLog(`🛡 ${p.name} 进入格挡状态!`);
|
||||
await wait(400);
|
||||
} else if (type === 'skill') {
|
||||
p.skillUsed = true;
|
||||
await animSkill(p);
|
||||
if (p.skill.type === 'burn') {
|
||||
e.burn = 3;
|
||||
addLog(`🔥 ${p.name} 使用【${p.skill.name}】!${e.name} 进入燃烧状态(持续3回合)`);
|
||||
}
|
||||
} else {
|
||||
const heavy = type === 'heavy';
|
||||
const dmg = e.shielded ? 0 : calcDamage(p.atk, e.def, type);
|
||||
await animAttack(p, e, heavy);
|
||||
if (e.shielded) {
|
||||
addLog(`🛡 ${e.name} 格挡了攻击!`);
|
||||
e.shielded = false;
|
||||
} else {
|
||||
e.hp -= dmg;
|
||||
addLog(`${heavy ? '💥' : '⚔️'} ${p.name} 攻击 ${e.name},造成 ${dmg} 点伤害${heavy ? '(重击!)' : ''}`);
|
||||
}
|
||||
}
|
||||
|
||||
// 检查敌人死亡
|
||||
if (e.hp <= 0) {
|
||||
e.hp = 0;
|
||||
await animDeath(e);
|
||||
playSound('victory');
|
||||
state.phase = 'gameover';
|
||||
state.winner = 'player';
|
||||
addLog(`🏆 ${p.name} 获胜!`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 燃烧 tick
|
||||
if (e.burn > 0) {
|
||||
e.hp -= 5; e.burn--;
|
||||
addLog(`🔥 ${e.name} 受到燃烧伤害 -5 血(剩余 ${e.burn} 回合)`);
|
||||
if (e.hp <= 0) {
|
||||
e.hp = 0;
|
||||
await animDeath(e);
|
||||
state.phase = 'gameover';
|
||||
state.winner = 'player';
|
||||
addLog(`🏆 ${p.name} 获胜!`);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 玩家格挡清除
|
||||
if (type !== 'block') p.shielded = false;
|
||||
|
||||
await wait(300);
|
||||
state.phase = 'enemy-turn';
|
||||
|
||||
// 敌人AI回合
|
||||
await wait(600);
|
||||
await enemyTurn();
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// 敌人AI
|
||||
// ============================================================
|
||||
async function enemyTurn() {
|
||||
const p = state.player, e = state.enemy;
|
||||
|
||||
let action = 'attack';
|
||||
// 简单AI:HP低于30%用技能,25%概率重击,偶尔格挡
|
||||
if (!e.skillUsed && e.hp < e.maxHp * 0.3) {
|
||||
action = 'skill';
|
||||
} else if (Math.random() < 0.25) {
|
||||
action = 'heavy';
|
||||
} else if (Math.random() < 0.15) {
|
||||
action = 'block';
|
||||
}
|
||||
|
||||
if (action === 'block') {
|
||||
playSound('block');
|
||||
e.shielded = true;
|
||||
addLog(`🛡 ${e.name} 进入格挡状态!`);
|
||||
await wait(400);
|
||||
} else if (action === 'skill') {
|
||||
e.skillUsed = true;
|
||||
await animSkill(e);
|
||||
if (e.skill.type === 'shield') {
|
||||
e.shielded = true;
|
||||
addLog(`🛡 ${e.name} 使用【${e.skill.name}】!下回合格挡所有伤害`);
|
||||
}
|
||||
} else {
|
||||
const heavy = action === 'heavy';
|
||||
const dmg = p.shielded ? 0 : calcDamage(e.atk, p.def, action);
|
||||
await animAttack(e, p, heavy);
|
||||
if (p.shielded) {
|
||||
addLog(`🛡 ${p.name} 格挡了攻击!`);
|
||||
p.shielded = false;
|
||||
} else {
|
||||
p.hp -= dmg;
|
||||
addLog(`${heavy ? '💥' : '⚔️'} ${e.name} 攻击 ${p.name},造成 ${dmg} 点伤害${heavy ? '(重击!)' : ''}`);
|
||||
}
|
||||
}
|
||||
|
||||
// 燃烧(敌人)tick
|
||||
if (p.burn > 0) {
|
||||
p.hp -= 5; p.burn--;
|
||||
}
|
||||
|
||||
// 检查玩家死亡
|
||||
if (p.hp <= 0) {
|
||||
p.hp = 0;
|
||||
await animDeath(p);
|
||||
state.phase = 'gameover';
|
||||
state.winner = 'enemy';
|
||||
addLog(`💀 ${e.name} 获胜!`);
|
||||
return;
|
||||
}
|
||||
|
||||
await wait(300);
|
||||
state.phase = 'player-turn';
|
||||
addLog('— 你的回合 —');
|
||||
}
|
||||
|
||||
// 点击重开
|
||||
canvas.addEventListener('click', () => {
|
||||
if (state.phase === 'gameover') location.reload();
|
||||
});
|
||||
|
||||
// ============================================================
|
||||
// 启动
|
||||
// ============================================================
|
||||
render();
|
||||
addLog('⚔️ 对战开始!你先出手。');
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user