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:
chengzi
2026-04-14 21:31:13 +08:00
parent 7487e8451a
commit e542f013b9
29 changed files with 13051 additions and 2999 deletions

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<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<title>角色动画展示</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
background: #1a1a2e;
display: flex;
flex-direction: column;
align-items: center;
padding: 24px;
font-family: Arial, sans-serif;
color: #fff;
gap: 20px;
}
h1 { color: #ffd700; font-size: 20px; letter-spacing: 2px; }
canvas { border: 1px solid #333; border-radius: 8px; }
.controls {
display: flex;
gap: 10px;
flex-wrap: wrap;
justify-content: center;
}
.anim-btn {
padding: 10px 18px;
border: 2px solid #555;
border-radius: 8px;
cursor: pointer;
font-size: 14px;
background: #16213e;
color: #fff;
transition: all 0.1s;
}
.anim-btn:hover { border-color: #ffd700; color: #ffd700; transform: translateY(-2px); }
.import-area {
display: flex;
align-items: center;
gap: 12px;
background: #16213e;
border: 1px solid #333;
border-radius: 8px;
padding: 12px 20px;
}
.import-area label { font-size: 13px; color: #aaa; }
.import-area input { display: none; }
.import-btn {
padding: 8px 16px;
background: #0f3460;
border: 1px solid #1a5276;
border-radius: 6px;
cursor: pointer;
color: #adf;
font-size: 13px;
}
.desc { font-size: 12px; color: #667; text-align: center; max-width: 600px; line-height: 1.7; }
</style>
</head>
<body>
<h1>🎬 角色动画展示</h1>
<div class="import-area">
<label>导入你画的角色:</label>
<button class="import-btn" onclick="document.getElementById('img-input').click()">📂 选择 PNG</button>
<input type="file" id="img-input" accept="image/png" onchange="loadCustomChar(this)">
<label id="import-hint" style="color:#ffd700;font-size:12px;">(不导入则使用默认角色)</label>
</div>
<canvas id="c" width="600" height="300"></canvas>
<div class="controls">
<button class="anim-btn" onclick="playAnim('idle')">🌀 待机</button>
<button class="anim-btn" onclick="playAnim('attack')">⚔️ 普通攻击</button>
<button class="anim-btn" onclick="playAnim('heavy')">💥 重击</button>
<button class="anim-btn" onclick="playAnim('block')">🛡 格挡</button>
<button class="anim-btn" onclick="playAnim('hit')">😵 受击</button>
<button class="anim-btn" onclick="playAnim('skill')">✨ 释放特技</button>
<button class="anim-btn" onclick="playAnim('death')">💀 死亡</button>
<button class="anim-btn" onclick="playAnim('victory')">🏆 胜利</button>
</div>
<div class="desc">
点击按钮查看不同的动画效果。<br>
所有动画都用 <strong>Phaser Tween</strong> 实现,只需要一张图片,不需要多帧素材。<br>
可以导入你在画图工具里画的角色 PNG看看它配上动画是什么效果。
</div>
<script>
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
const CX = canvas.width / 2;
const CY = canvas.height / 2 - 20;
// Web Audio
const AC = new (window.AudioContext || window.webkitAudioContext)();
function playSound(type) {
const R = {
hit: [300, 50, 0.08, 'sawtooth', 0.35],
heavy: [160, 25, 0.20, 'sawtooth', 0.55],
block: [600, 400, 0.10, 'square', 0.25],
skill: [200, 900, 0.30, 'triangle', 0.40],
death: [350, 40, 0.55, 'sine', 0.30],
victory: null,
};
if (type === 'victory') {
[523,659,784,1047].forEach((f,i) => setTimeout(() => {
const o=AC.createOscillator(), g=AC.createGain();
o.connect(g); g.connect(AC.destination);
o.type='sine'; o.frequency.value=f;
g.gain.setValueAtTime(0.3, AC.currentTime);
g.gain.exponentialRampToValueAtTime(0.001, AC.currentTime+0.12);
o.start(); o.stop(AC.currentTime+0.12);
}, i*140));
return;
}
const r = R[type]; if (!r) return;
const o=AC.createOscillator(), g=AC.createGain();
o.connect(g); g.connect(AC.destination);
o.type=r[3]; o.frequency.setValueAtTime(r[0], AC.currentTime);
o.frequency.exponentialRampToValueAtTime(r[1], AC.currentTime+r[2]);
g.gain.setValueAtTime(r[4], AC.currentTime);
g.gain.exponentialRampToValueAtTime(0.001, AC.currentTime+r[2]);
o.start(); o.stop(AC.currentTime+r[2]);
}
// 角色状态
let charImg = null;
let charFrameCount = 1; // 总帧数(导入 spritesheet 时自动检测)
let charFrameW = 0; // 每帧宽度(像素)
let currentCharFrame = 0; // 当前显示第几帧
const char = {
x: CX, y: CY,
scale: 1, scaleY: 1,
rotation: 0,
alpha: 1,
shakeX: 0,
tint: null, // 'red' | 'blue' | null
glow: 0,
particles: [],
};
// 默认角色:用 canvas 画一个可爱的涂鸦怪
const defaultChar = (() => {
const c = document.createElement('canvas');
c.width = 80; c.height = 80;
const cx = c.getContext('2d');
// 身体
cx.fillStyle = '#39ff14';
cx.beginPath(); cx.ellipse(40,45,32,28,0,0,Math.PI*2); cx.fill();
// 眼睛
cx.fillStyle = '#fff';
cx.beginPath(); cx.arc(28,35,9,0,Math.PI*2); cx.fill();
cx.beginPath(); cx.arc(52,35,9,0,Math.PI*2); cx.fill();
cx.fillStyle = '#000';
cx.beginPath(); cx.arc(30,36,5,0,Math.PI*2); cx.fill();
cx.beginPath(); cx.arc(54,36,5,0,Math.PI*2); cx.fill();
// 嘴巴
cx.strokeStyle = '#000'; cx.lineWidth = 2;
cx.beginPath(); cx.arc(40,50,10,0.2,Math.PI-0.2); cx.stroke();
// 手臂
cx.strokeStyle = '#39ff14'; cx.lineWidth = 5;
cx.beginPath(); cx.moveTo(10,50); cx.lineTo(30,40); cx.stroke();
cx.beginPath(); cx.moveTo(70,50); cx.lineTo(50,40); cx.stroke();
// 轮廓
cx.strokeStyle = 'rgba(0,0,0,0.3)'; cx.lineWidth = 2;
cx.beginPath(); cx.ellipse(40,45,32,28,0,0,Math.PI*2); cx.stroke();
return c;
})();
function loadCustomChar(input) {
const file = input.files[0];
if (!file) return;
const reader = new FileReader();
reader.onload = e => {
const img = new Image();
img.onload = () => {
charImg = img;
// 自动检测是否是 Spritesheet宽度 >= 高度×1.5 就认为是多帧)
charFrameCount = (img.width >= img.height * 1.5)
? Math.round(img.width / img.height)
: 1;
charFrameW = img.width / charFrameCount;
currentCharFrame = 0;
document.getElementById('import-hint').textContent =
`✅ 已加载:${file.name}(检测到 ${charFrameCount} 帧)`;
};
img.src = e.target.result;
};
reader.readAsDataURL(file);
}
// ============================================================
// 动画系统
// ============================================================
function wait(ms) { return new Promise(r => setTimeout(r, ms)); }
function lerp(a, b, t) { return a + (b - a) * t; }
let isPlaying = false;
async function playAnim(type) {
if (isPlaying) return;
isPlaying = true;
resetChar();
await animMap[type]();
if (type !== 'death') resetChar();
isPlaying = false;
}
function resetChar() {
Object.assign(char, {
x: CX, y: CY,
scale: 1, scaleY: 1,
rotation: 0,
alpha: 1,
shakeX: 0,
tint: null,
glow: 0,
});
char.particles = [];
}
const animMap = {
async idle() {
// 呼吸:上下浮动循环
for (let cycle = 0; cycle < 4; cycle++) {
for (let i = 0; i <= 20; i++) {
char.y = CY + Math.sin(i / 20 * Math.PI) * (-8);
char.scaleY = 1 + Math.sin(i / 20 * Math.PI) * 0.04;
await wait(25);
}
}
},
async attack() {
const targetX = CX + 110;
playSound('hit');
currentCharFrame = 0; // 待机帧
// 蓄力后缩
for (let i = 0; i <= 8; i++) {
char.x = lerp(CX, CX - 25, i / 8);
char.scale = lerp(1, 0.85, i / 8);
await wait(18);
}
// 冲出时切换到攻击帧
currentCharFrame = charFrameCount > 1 ? 1 : 0;
for (let i = 0; i <= 10; i++) {
char.x = lerp(CX - 25, targetX, i / 10);
char.scale = lerp(0.85, 1.1, i / 10);
await wait(12);
}
spawnParticles(char.x + 40, char.y, '#fff', 8);
// 弹回时切回待机帧
currentCharFrame = 0;
for (let i = 0; i <= 12; i++) {
char.x = lerp(targetX, CX, i / 12);
char.scale = lerp(1.1, 1, i / 12);
await wait(14);
}
},
async heavy() {
playSound('heavy');
// 大幅蓄力
for (let i = 0; i <= 15; i++) {
char.x = lerp(CX, CX - 55, i / 15);
char.scale = lerp(1, 0.7, i / 15);
char.scaleY = lerp(1, 1.3, i / 15);
await wait(18);
}
// 爆发冲出时切到攻击帧
currentCharFrame = charFrameCount > 1 ? 1 : 0;
const targetX = CX + 140;
for (let i = 0; i <= 8; i++) {
char.x = lerp(CX - 55, targetX, i / 8);
char.scale = lerp(0.7, 1.4, i / 8);
char.scaleY = lerp(1.3, 0.8, i / 8);
await wait(10);
}
spawnParticles(char.x + 50, char.y, '#ff8800', 20);
// 弹回切回待机帧
currentCharFrame = 0;
for (let i = 0; i <= 14; i++) {
char.x = lerp(targetX, CX, i / 14);
char.scale = lerp(1.4, 1, i / 14);
char.scaleY = lerp(0.8, 1, i / 14);
await wait(14);
}
},
async block() {
playSound('block');
char.tint = 'blue';
for (let i = 0; i <= 6; i++) {
char.scale = lerp(1, 1.15, i / 6);
char.glow = lerp(0, 1, i / 6);
await wait(20);
}
await wait(600);
for (let i = 0; i <= 8; i++) {
char.scale = lerp(1.15, 1, i / 8);
char.glow = lerp(1, 0, i / 8);
await wait(20);
}
char.tint = null;
},
async hit() {
playSound('hit');
char.tint = 'red';
for (let i = 0; i < 7; i++) {
char.shakeX = (i % 2 === 0 ? 1 : -1) * 12;
char.scale = i === 0 ? 0.9 : 1;
await wait(45);
}
char.shakeX = 0;
char.tint = null;
},
async skill() {
playSound('skill');
// 旋转蓄能
for (let i = 0; i <= 20; i++) {
char.rotation = lerp(0, 360, i / 20);
char.scale = lerp(1, 1.4, i / 20);
char.glow = i / 20;
await wait(20);
}
char.rotation = 0;
spawnParticles(char.x, char.y, '#ffd700', 30);
await wait(100);
for (let i = 0; i <= 10; i++) {
char.scale = lerp(1.4, 1, i / 10);
char.glow = lerp(1, 0, i / 10);
await wait(20);
}
},
async death() {
playSound('death');
for (let i = 0; i <= 25; i++) {
char.rotation = lerp(0, 360, i / 25);
char.scale = lerp(1, 0, i / 25);
char.alpha = lerp(1, 0, i / 25);
char.y = lerp(CY, CY + 60, i / 25);
await wait(30);
}
spawnParticles(CX, CY + 30, '#e94560', 25);
},
async victory() {
playSound('victory');
// 跳跃弹跳
for (let bounce = 0; bounce < 3; bounce++) {
for (let i = 0; i <= 15; i++) {
char.y = CY - Math.sin(i / 15 * Math.PI) * (50 - bounce * 12);
char.scaleX = 1 - Math.sin(i / 15 * Math.PI) * 0.15;
char.scaleY = 1 + Math.sin(i / 15 * Math.PI) * 0.2;
await wait(25);
}
if (bounce < 2) spawnParticles(char.x, char.y + 40, '#ffd700', 12);
}
char.scaleX = 1; char.scaleY = 1;
},
};
// ============================================================
// 粒子系统
// ============================================================
function spawnParticles(x, y, color, count) {
for (let i = 0; i < count; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = 2 + Math.random() * 5;
char.particles.push({
x, y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed - 2,
life: 1,
color,
size: 2 + Math.random() * 4,
});
}
}
function updateParticles() {
char.particles = char.particles.filter(p => p.life > 0);
for (const p of char.particles) {
p.x += p.vx;
p.y += p.vy;
p.vy += 0.18;
p.life -= 0.025;
}
}
// ============================================================
// 渲染循环
// ============================================================
function render() {
const grad = ctx.createLinearGradient(0, 0, 0, canvas.height);
grad.addColorStop(0, '#1a1a2e');
grad.addColorStop(1, '#16213e');
ctx.fillStyle = grad;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// 地面
ctx.strokeStyle = 'rgba(255,255,255,0.06)';
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(0, CY + 60); ctx.lineTo(canvas.width, CY + 60);
ctx.stroke();
updateParticles();
// 粒子
for (const p of char.particles) {
ctx.globalAlpha = p.life;
ctx.fillStyle = p.color;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2);
ctx.fill();
}
ctx.globalAlpha = 1;
// 角色
const img = charImg || defaultChar;
const SIZE = 80;
const sx = char.x + char.shakeX;
const sy = char.y;
ctx.save();
ctx.globalAlpha = char.alpha;
ctx.translate(sx, sy);
ctx.rotate(char.rotation * Math.PI / 180);
ctx.scale(char.scale * (char.scaleX || 1), char.scaleY);
// 发光效果
if (char.glow > 0) {
ctx.shadowColor = char.tint === 'blue' ? '#64b4ff' : '#ffd700';
ctx.shadowBlur = char.glow * 30;
}
// 计算当前帧的源矩形
const fw = charImg ? charFrameW : img.width;
const fh = charImg ? img.height : img.height;
const fx = charImg ? currentCharFrame * charFrameW : 0;
// 颜色叠加
if (char.tint) {
ctx.drawImage(img, fx, 0, fw, fh, -SIZE/2, -SIZE/2, SIZE, SIZE);
ctx.globalCompositeOperation = 'source-atop';
ctx.fillStyle = char.tint === 'red' ? 'rgba(255,80,80,0.55)' : 'rgba(100,150,255,0.5)';
ctx.fillRect(-SIZE/2, -SIZE/2, SIZE, SIZE);
ctx.globalCompositeOperation = 'source-over';
} else {
ctx.imageSmoothingEnabled = false;
ctx.drawImage(img, fx, 0, fw, fh, -SIZE/2, -SIZE/2, SIZE, SIZE);
}
ctx.restore();
// 说明文字
ctx.font = '13px Arial';
ctx.textAlign = 'center';
ctx.fillStyle = '#556';
ctx.fillText('← 点击上方按钮播放动画', CX, canvas.height - 14);
requestAnimationFrame(render);
}
render();
</script>
</body>
</html>