- 新增 AICODE06-08~11 完整逐字稿教案(每课600+行) - 涂鸦PK主题:画图工具→基础对战→动画音效→班级锦标赛 - 核心工程思维:需求驱动→测试验证→增量迭代→数据驱动 - 更新 AICODE-06 课程大纲,追加第8-11课内容 - 新增 demo-pk/ 目录(画图工具/对战/动画三个demo) Co-Authored-By: Claude Sonnet 4.6 (1M context) <noreply@anthropic.com>
475 lines
15 KiB
HTML
475 lines
15 KiB
HTML
<!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>角色动画展示</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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padding: 24px;
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font-family: Arial, sans-serif;
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color: #fff;
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gap: 20px;
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}
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h1 { color: #ffd700; font-size: 20px; letter-spacing: 2px; }
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canvas { border: 1px solid #333; border-radius: 8px; }
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.controls {
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display: flex;
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gap: 10px;
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flex-wrap: wrap;
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justify-content: center;
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}
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.anim-btn {
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padding: 10px 18px;
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border: 2px solid #555;
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border-radius: 8px;
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cursor: pointer;
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font-size: 14px;
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background: #16213e;
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color: #fff;
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transition: all 0.1s;
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}
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.anim-btn:hover { border-color: #ffd700; color: #ffd700; transform: translateY(-2px); }
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.import-area {
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display: flex;
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align-items: center;
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gap: 12px;
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background: #16213e;
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border: 1px solid #333;
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border-radius: 8px;
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padding: 12px 20px;
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}
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.import-area label { font-size: 13px; color: #aaa; }
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.import-area input { display: none; }
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.import-btn {
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padding: 8px 16px;
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background: #0f3460;
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border: 1px solid #1a5276;
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border-radius: 6px;
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cursor: pointer;
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color: #adf;
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font-size: 13px;
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}
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.desc { font-size: 12px; color: #667; text-align: center; max-width: 600px; line-height: 1.7; }
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</style>
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</head>
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<body>
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<h1>🎬 角色动画展示</h1>
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<div class="import-area">
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<label>导入你画的角色:</label>
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<button class="import-btn" onclick="document.getElementById('img-input').click()">📂 选择 PNG</button>
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<input type="file" id="img-input" accept="image/png" onchange="loadCustomChar(this)">
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<label id="import-hint" style="color:#ffd700;font-size:12px;">(不导入则使用默认角色)</label>
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</div>
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<canvas id="c" width="600" height="300"></canvas>
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<div class="controls">
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<button class="anim-btn" onclick="playAnim('idle')">🌀 待机</button>
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<button class="anim-btn" onclick="playAnim('attack')">⚔️ 普通攻击</button>
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<button class="anim-btn" onclick="playAnim('heavy')">💥 重击</button>
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<button class="anim-btn" onclick="playAnim('block')">🛡 格挡</button>
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<button class="anim-btn" onclick="playAnim('hit')">😵 受击</button>
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<button class="anim-btn" onclick="playAnim('skill')">✨ 释放特技</button>
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<button class="anim-btn" onclick="playAnim('death')">💀 死亡</button>
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<button class="anim-btn" onclick="playAnim('victory')">🏆 胜利</button>
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</div>
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<div class="desc">
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点击按钮查看不同的动画效果。<br>
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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>
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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。
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</div>
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<script>
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const canvas = document.getElementById('c');
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const ctx = canvas.getContext('2d');
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const CX = canvas.width / 2;
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const CY = canvas.height / 2 - 20;
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// Web Audio
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const AC = new (window.AudioContext || window.webkitAudioContext)();
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function playSound(type) {
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const R = {
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hit: [300, 50, 0.08, 'sawtooth', 0.35],
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heavy: [160, 25, 0.20, 'sawtooth', 0.55],
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block: [600, 400, 0.10, 'square', 0.25],
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skill: [200, 900, 0.30, 'triangle', 0.40],
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death: [350, 40, 0.55, 'sine', 0.30],
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victory: null,
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};
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if (type === 'victory') {
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[523,659,784,1047].forEach((f,i) => setTimeout(() => {
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const o=AC.createOscillator(), g=AC.createGain();
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o.connect(g); g.connect(AC.destination);
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o.type='sine'; o.frequency.value=f;
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g.gain.setValueAtTime(0.3, AC.currentTime);
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g.gain.exponentialRampToValueAtTime(0.001, AC.currentTime+0.12);
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o.start(); o.stop(AC.currentTime+0.12);
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}, i*140));
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return;
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}
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const r = R[type]; if (!r) return;
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const o=AC.createOscillator(), g=AC.createGain();
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o.connect(g); g.connect(AC.destination);
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o.type=r[3]; o.frequency.setValueAtTime(r[0], AC.currentTime);
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o.frequency.exponentialRampToValueAtTime(r[1], AC.currentTime+r[2]);
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g.gain.setValueAtTime(r[4], AC.currentTime);
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g.gain.exponentialRampToValueAtTime(0.001, AC.currentTime+r[2]);
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o.start(); o.stop(AC.currentTime+r[2]);
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}
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// 角色状态
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let charImg = null;
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let charFrameCount = 1; // 总帧数(导入 spritesheet 时自动检测)
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let charFrameW = 0; // 每帧宽度(像素)
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let currentCharFrame = 0; // 当前显示第几帧
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const char = {
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x: CX, y: CY,
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scale: 1, scaleY: 1,
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rotation: 0,
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alpha: 1,
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shakeX: 0,
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tint: null, // 'red' | 'blue' | null
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glow: 0,
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particles: [],
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};
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// 默认角色:用 canvas 画一个可爱的涂鸦怪
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const defaultChar = (() => {
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const c = document.createElement('canvas');
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c.width = 80; c.height = 80;
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const cx = c.getContext('2d');
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// 身体
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cx.fillStyle = '#39ff14';
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cx.beginPath(); cx.ellipse(40,45,32,28,0,0,Math.PI*2); cx.fill();
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// 眼睛
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cx.fillStyle = '#fff';
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cx.beginPath(); cx.arc(28,35,9,0,Math.PI*2); cx.fill();
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cx.beginPath(); cx.arc(52,35,9,0,Math.PI*2); cx.fill();
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cx.fillStyle = '#000';
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cx.beginPath(); cx.arc(30,36,5,0,Math.PI*2); cx.fill();
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cx.beginPath(); cx.arc(54,36,5,0,Math.PI*2); cx.fill();
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// 嘴巴
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cx.strokeStyle = '#000'; cx.lineWidth = 2;
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cx.beginPath(); cx.arc(40,50,10,0.2,Math.PI-0.2); cx.stroke();
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// 手臂
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cx.strokeStyle = '#39ff14'; cx.lineWidth = 5;
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cx.beginPath(); cx.moveTo(10,50); cx.lineTo(30,40); cx.stroke();
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cx.beginPath(); cx.moveTo(70,50); cx.lineTo(50,40); cx.stroke();
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// 轮廓
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cx.strokeStyle = 'rgba(0,0,0,0.3)'; cx.lineWidth = 2;
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cx.beginPath(); cx.ellipse(40,45,32,28,0,0,Math.PI*2); cx.stroke();
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return c;
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})();
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function loadCustomChar(input) {
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const file = input.files[0];
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if (!file) return;
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const reader = new FileReader();
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reader.onload = e => {
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const img = new Image();
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img.onload = () => {
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charImg = img;
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// 自动检测是否是 Spritesheet(宽度 >= 高度×1.5 就认为是多帧)
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charFrameCount = (img.width >= img.height * 1.5)
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? Math.round(img.width / img.height)
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: 1;
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charFrameW = img.width / charFrameCount;
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currentCharFrame = 0;
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document.getElementById('import-hint').textContent =
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`✅ 已加载:${file.name}(检测到 ${charFrameCount} 帧)`;
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};
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img.src = e.target.result;
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};
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reader.readAsDataURL(file);
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}
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// ============================================================
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// 动画系统
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// ============================================================
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function wait(ms) { return new Promise(r => setTimeout(r, ms)); }
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function lerp(a, b, t) { return a + (b - a) * t; }
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let isPlaying = false;
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async function playAnim(type) {
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if (isPlaying) return;
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isPlaying = true;
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resetChar();
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await animMap[type]();
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if (type !== 'death') resetChar();
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isPlaying = false;
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}
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function resetChar() {
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Object.assign(char, {
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x: CX, y: CY,
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scale: 1, scaleY: 1,
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rotation: 0,
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alpha: 1,
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shakeX: 0,
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tint: null,
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glow: 0,
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});
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char.particles = [];
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}
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const animMap = {
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async idle() {
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// 呼吸:上下浮动循环
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for (let cycle = 0; cycle < 4; cycle++) {
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for (let i = 0; i <= 20; i++) {
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char.y = CY + Math.sin(i / 20 * Math.PI) * (-8);
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char.scaleY = 1 + Math.sin(i / 20 * Math.PI) * 0.04;
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await wait(25);
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}
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}
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},
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async attack() {
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const targetX = CX + 110;
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playSound('hit');
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currentCharFrame = 0; // 待机帧
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// 蓄力后缩
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for (let i = 0; i <= 8; i++) {
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char.x = lerp(CX, CX - 25, i / 8);
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char.scale = lerp(1, 0.85, i / 8);
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await wait(18);
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}
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// 冲出时切换到攻击帧
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currentCharFrame = charFrameCount > 1 ? 1 : 0;
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for (let i = 0; i <= 10; i++) {
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char.x = lerp(CX - 25, targetX, i / 10);
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char.scale = lerp(0.85, 1.1, i / 10);
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await wait(12);
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}
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spawnParticles(char.x + 40, char.y, '#fff', 8);
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// 弹回时切回待机帧
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currentCharFrame = 0;
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for (let i = 0; i <= 12; i++) {
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char.x = lerp(targetX, CX, i / 12);
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char.scale = lerp(1.1, 1, i / 12);
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await wait(14);
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}
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},
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async heavy() {
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playSound('heavy');
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// 大幅蓄力
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for (let i = 0; i <= 15; i++) {
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char.x = lerp(CX, CX - 55, i / 15);
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char.scale = lerp(1, 0.7, i / 15);
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char.scaleY = lerp(1, 1.3, i / 15);
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await wait(18);
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}
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// 爆发冲出时切到攻击帧
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currentCharFrame = charFrameCount > 1 ? 1 : 0;
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const targetX = CX + 140;
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for (let i = 0; i <= 8; i++) {
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char.x = lerp(CX - 55, targetX, i / 8);
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char.scale = lerp(0.7, 1.4, i / 8);
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char.scaleY = lerp(1.3, 0.8, i / 8);
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await wait(10);
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}
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spawnParticles(char.x + 50, char.y, '#ff8800', 20);
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// 弹回切回待机帧
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currentCharFrame = 0;
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for (let i = 0; i <= 14; i++) {
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char.x = lerp(targetX, CX, i / 14);
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char.scale = lerp(1.4, 1, i / 14);
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char.scaleY = lerp(0.8, 1, i / 14);
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await wait(14);
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}
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},
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async block() {
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playSound('block');
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char.tint = 'blue';
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for (let i = 0; i <= 6; i++) {
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char.scale = lerp(1, 1.15, i / 6);
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char.glow = lerp(0, 1, i / 6);
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await wait(20);
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}
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await wait(600);
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for (let i = 0; i <= 8; i++) {
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char.scale = lerp(1.15, 1, i / 8);
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char.glow = lerp(1, 0, i / 8);
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await wait(20);
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}
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char.tint = null;
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},
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async hit() {
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playSound('hit');
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char.tint = 'red';
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for (let i = 0; i < 7; i++) {
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char.shakeX = (i % 2 === 0 ? 1 : -1) * 12;
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char.scale = i === 0 ? 0.9 : 1;
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await wait(45);
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}
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char.shakeX = 0;
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char.tint = null;
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},
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async skill() {
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playSound('skill');
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// 旋转蓄能
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for (let i = 0; i <= 20; i++) {
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char.rotation = lerp(0, 360, i / 20);
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char.scale = lerp(1, 1.4, i / 20);
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char.glow = i / 20;
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await wait(20);
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}
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char.rotation = 0;
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spawnParticles(char.x, char.y, '#ffd700', 30);
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await wait(100);
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for (let i = 0; i <= 10; i++) {
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char.scale = lerp(1.4, 1, i / 10);
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char.glow = lerp(1, 0, i / 10);
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await wait(20);
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}
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},
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async death() {
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playSound('death');
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for (let i = 0; i <= 25; i++) {
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char.rotation = lerp(0, 360, i / 25);
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char.scale = lerp(1, 0, i / 25);
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char.alpha = lerp(1, 0, i / 25);
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char.y = lerp(CY, CY + 60, i / 25);
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await wait(30);
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}
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spawnParticles(CX, CY + 30, '#e94560', 25);
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},
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async victory() {
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playSound('victory');
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// 跳跃弹跳
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for (let bounce = 0; bounce < 3; bounce++) {
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for (let i = 0; i <= 15; i++) {
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char.y = CY - Math.sin(i / 15 * Math.PI) * (50 - bounce * 12);
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char.scaleX = 1 - Math.sin(i / 15 * Math.PI) * 0.15;
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char.scaleY = 1 + Math.sin(i / 15 * Math.PI) * 0.2;
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await wait(25);
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}
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if (bounce < 2) spawnParticles(char.x, char.y + 40, '#ffd700', 12);
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}
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char.scaleX = 1; char.scaleY = 1;
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},
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};
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// ============================================================
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// 粒子系统
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// ============================================================
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function spawnParticles(x, y, color, count) {
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for (let i = 0; i < count; i++) {
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const angle = Math.random() * Math.PI * 2;
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const speed = 2 + Math.random() * 5;
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char.particles.push({
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x, y,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed - 2,
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life: 1,
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color,
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size: 2 + Math.random() * 4,
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});
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}
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}
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function updateParticles() {
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char.particles = char.particles.filter(p => p.life > 0);
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for (const p of char.particles) {
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p.x += p.vx;
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p.y += p.vy;
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p.vy += 0.18;
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p.life -= 0.025;
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}
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}
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// ============================================================
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// 渲染循环
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// ============================================================
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function render() {
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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
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ctx.strokeStyle = 'rgba(255,255,255,0.06)';
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.moveTo(0, CY + 60); ctx.lineTo(canvas.width, CY + 60);
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ctx.stroke();
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updateParticles();
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// 粒子
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for (const p of char.particles) {
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ctx.globalAlpha = p.life;
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ctx.fillStyle = p.color;
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ctx.beginPath();
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ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2);
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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// 角色
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const img = charImg || defaultChar;
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const SIZE = 80;
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const sx = char.x + char.shakeX;
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const sy = char.y;
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ctx.save();
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ctx.globalAlpha = char.alpha;
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ctx.translate(sx, sy);
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ctx.rotate(char.rotation * Math.PI / 180);
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ctx.scale(char.scale * (char.scaleX || 1), char.scaleY);
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// 发光效果
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if (char.glow > 0) {
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ctx.shadowColor = char.tint === 'blue' ? '#64b4ff' : '#ffd700';
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ctx.shadowBlur = char.glow * 30;
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}
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// 计算当前帧的源矩形
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const fw = charImg ? charFrameW : img.width;
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const fh = charImg ? img.height : img.height;
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const fx = charImg ? currentCharFrame * charFrameW : 0;
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// 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>
|