Files
blackbird/static/public/games/mobile4.html
T
2026-07-23 11:30:26 +08:00

448 lines
13 KiB
HTML

<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover, shrink-to-fit=yes">
<title>节奏光剑 · 反应游戏</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
-webkit-tap-highlight-color: transparent;
user-select: none;
}
body {
background: linear-gradient(180deg, #0a0a1a 0%, #1a1a3a 100%);
min-height: 100vh;
display: flex;
justify-content: center;
align-items: center;
font-family: 'Segoe UI', system-ui, sans-serif;
padding: 10px;
margin: 0;
}
.game-container {
width: 100%;
max-width: 400px;
background: radial-gradient(circle at 50% 40%, #2a2a5a, #0d0d2b);
border-radius: 48px;
box-shadow: 0 25px 50px rgba(0,0,0,0.8), inset 0 0 30px rgba(100,100,255,0.2);
padding: 16px 12px 20px;
display: flex;
flex-direction: column;
align-items: center;
border: 1px solid #4a4a8a;
}
canvas {
display: block;
width: 100%;
height: auto;
border-radius: 32px;
background: radial-gradient(ellipse at 50% 0%, #1e1e4a 0%, #08081a 80%);
box-shadow: inset 0 -10px 30px rgba(0,0,0,0.9), 0 12px 30px black;
touch-action: none;
}
.info-panel {
width: 100%;
display: flex;
justify-content: space-between;
align-items: center;
margin-top: 14px;
padding: 0 10px;
color: #d0d0ff;
font-weight: bold;
text-shadow: 0 2px 10px #000066;
font-size: 1.3rem;
}
.score-board {
background: rgba(10, 10, 40, 0.8);
backdrop-filter: blur(15px);
border-radius: 50px;
padding: 8px 22px;
letter-spacing: 1px;
box-shadow: 0 8px 20px rgba(0,0,0,0.7);
border: 1px solid #6a6aff;
color: #ccccff;
}
.restart-btn {
background: #7b4aff;
border: none;
color: white;
font-weight: bold;
font-size: 1.2rem;
padding: 10px 25px;
border-radius: 40px;
background: linear-gradient(180deg, #9f7aff 0%, #5a2ae0 100%);
box-shadow: 0 8px 0 #361a8c, 0 12px 24px rgba(0,0,0,0.6);
transition: all 0.08s ease;
text-transform: uppercase;
letter-spacing: 1px;
cursor: pointer;
border: 1px solid #b89fff;
touch-action: manipulation;
}
.restart-btn:active {
transform: translateY(4px);
box-shadow: 0 4px 0 #361a8c, 0 8px 16px black;
background: linear-gradient(180deg, #8a65f0 0%, #421db0 100%);
}
.hint {
color: #aaaadd;
font-size: 0.8rem;
margin-top: 6px;
text-align: center;
}
</style>
</head>
<body>
<div class="game-container">
<canvas id="gameCanvas" width="360" height="600" aria-label="节奏光剑游戏画面"></canvas>
<div class="info-panel">
<div class="score-board" id="scoreDisplay">⚡ 0</div>
<button class="restart-btn" id="restartButton">🔮 重启</button>
</div>
<div class="hint">👇 点击下方轨道区域 | 击中光点</div>
</div>
<script>
(function() {
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const scoreSpan = document.getElementById('scoreDisplay');
const CW = 360;
const CH = 600;
canvas.width = CW;
canvas.height = CH;
// ----- 轨道设置 -----
const NUM_TRACKS = 4;
const TRACK_WIDTH = CW / NUM_TRACKS;
const HIT_ZONE_Y = CH - 75; // 判定线Y坐标
const HIT_TOLERANCE = 42; // 判定范围
// 游戏状态
let gameActive = true;
let score = 0;
let combo = 0;
let maxCombo = 0;
// 音符数组
let notes = [];
// 粒子效果
let particles = [];
// 节拍控制
const NOTE_SPEED = 5.2;
const SPAWN_INTERVAL = 28; // 帧间隔
let frameCounter = 0;
// 轨道闪烁效果
let trackFlash = Array(NUM_TRACKS).fill(0);
// ----- 辅助函数 -----
function randomTrack() {
return Math.floor(Math.random() * NUM_TRACKS);
}
function spawnNote() {
const track = randomTrack();
const x = track * TRACK_WIDTH + TRACK_WIDTH/2;
notes.push({
x: x,
y: -30,
track: track,
radius: 14,
active: true,
});
}
function restartGame() {
gameActive = true;
score = 0;
combo = 0;
maxCombo = 0;
notes = [];
particles = [];
frameCounter = 0;
trackFlash = Array(NUM_TRACKS).fill(0);
updateScoreDisplay();
}
function endGame() {
if (!gameActive) return;
gameActive = false;
if (window.navigator && window.navigator.vibrate) {
window.navigator.vibrate(50);
}
}
function updateScoreDisplay() {
scoreSpan.textContent = `⚡ ${score}`;
}
// 添加粒子
function spawnParticles(x, y, color) {
for (let i = 0; i < 10; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = 2 + Math.random() * 5;
particles.push({
x: x,
y: y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
life: 1.0,
decay: 0.02 + Math.random() * 0.04,
color: color,
size: 2 + Math.random() * 4,
});
}
}
// 处理点击轨道
function hitTrack(trackIndex) {
if (!gameActive) return;
let hitSuccess = false;
let bestNoteIndex = -1;
let bestDistance = HIT_TOLERANCE;
// 寻找最近的音符
for (let i = notes.length - 1; i >= 0; i--) {
const note = notes[i];
if (!note.active || note.track !== trackIndex) continue;
const distToZone = Math.abs(note.y - HIT_ZONE_Y);
if (distToZone < bestDistance) {
bestDistance = distToZone;
bestNoteIndex = i;
}
}
if (bestNoteIndex !== -1) {
const note = notes[bestNoteIndex];
notes.splice(bestNoteIndex, 1);
combo++;
if (combo > maxCombo) maxCombo = combo;
// 根据准确度加分
const accuracy = 1 - (bestDistance / HIT_TOLERANCE);
const points = Math.floor(10 + accuracy * 30);
score += points;
spawnParticles(note.x, note.y, '#ffff88');
trackFlash[trackIndex] = 1.0;
hitSuccess = true;
}
if (!hitSuccess) {
// 失误:重置连击
combo = 0;
trackFlash[trackIndex] = 0.4;
spawnParticles(
trackIndex * TRACK_WIDTH + TRACK_WIDTH/2,
HIT_ZONE_Y,
'#ff5555'
);
}
updateScoreDisplay();
}
// ----- 更新逻辑 -----
function update() {
if (!gameActive) return;
// 更新音符位置
for (let i = notes.length - 1; i >= 0; i--) {
const note = notes[i];
note.y += NOTE_SPEED;
// 超出屏幕底部移除,并断连击
if (note.y > CH + 50) {
notes.splice(i, 1);
combo = 0;
updateScoreDisplay();
}
}
// 更新粒子
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.x += p.vx;
p.y += p.vy;
p.life -= p.decay;
if (p.life <= 0) particles.splice(i, 1);
}
// 更新轨道闪烁
for (let t = 0; t < NUM_TRACKS; t++) {
if (trackFlash[t] > 0) trackFlash[t] -= 0.05;
}
// 生成音符
if (gameActive) {
frameCounter++;
if (frameCounter >= SPAWN_INTERVAL) {
spawnNote();
frameCounter = 0;
const variation = Math.floor(Math.random() * 8) - 2;
frameCounter = -variation;
}
}
// 检查游戏结束条件 (可选:漏掉太多音符?这里不使用,纯无限)
}
// ----- 绘制图形 -----
function draw() {
ctx.clearRect(0, 0, CW, CH);
// 绘制轨道线
for (let t = 0; t < NUM_TRACKS; t++) {
const trackX = t * TRACK_WIDTH;
ctx.fillStyle = trackFlash[t] > 0.1
? `rgba(180, 180, 255, ${0.15 + trackFlash[t]*0.4})`
: 'rgba(40, 40, 80, 0.4)';
ctx.fillRect(trackX + 4, 0, TRACK_WIDTH - 8, CH);
ctx.strokeStyle = '#3a3a7a';
ctx.lineWidth = 1;
ctx.setLineDash([12, 20]);
ctx.beginPath();
ctx.moveTo(trackX + TRACK_WIDTH/2, 0);
ctx.lineTo(trackX + TRACK_WIDTH/2, CH);
ctx.stroke();
ctx.setLineDash([]);
}
// 判定线
ctx.strokeStyle = '#ffdd44';
ctx.lineWidth = 3;
ctx.shadowColor = '#ffaa00';
ctx.shadowBlur = 15;
ctx.beginPath();
ctx.moveTo(0, HIT_ZONE_Y);
ctx.lineTo(CW, HIT_ZONE_Y);
ctx.stroke();
ctx.shadowBlur = 0;
// 绘制音符
for (let note of notes) {
if (!note.active) continue;
ctx.save();
ctx.shadowColor = '#ffffff';
ctx.shadowBlur = 16;
const gradient = ctx.createRadialGradient(note.x-2, note.y-2, 2, note.x, note.y, note.radius);
gradient.addColorStop(0, '#ffffff');
gradient.addColorStop(0.5, '#aaccff');
gradient.addColorStop(1, '#3355aa');
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(note.x, note.y, note.radius, 0, Math.PI*2);
ctx.fill();
// 内核高光
ctx.fillStyle = '#ffffffdd';
ctx.beginPath();
ctx.arc(note.x-2, note.y-3, note.radius*0.4, 0, Math.PI*2);
ctx.fill();
ctx.restore();
}
// 绘制粒子
for (let p of particles) {
ctx.globalAlpha = p.life;
ctx.fillStyle = p.color;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI*2);
ctx.fill();
}
ctx.globalAlpha = 1;
// 连击显示
if (combo > 2) {
ctx.fillStyle = '#ffffff';
ctx.font = 'bold 22px "Segoe UI"';
ctx.textAlign = 'center';
ctx.shadowColor = '#ffaa00';
ctx.shadowBlur = 20;
ctx.fillText(`${combo} COMBO`, CW/2, 65);
ctx.shadowBlur = 0;
}
// 游戏结束
if (!gameActive) {
ctx.globalAlpha = 0.8;
ctx.fillStyle = '#05051a';
ctx.fillRect(0, 0, CW, CH);
ctx.globalAlpha = 1;
ctx.fillStyle = '#d0d0ff';
ctx.font = 'bold 28px "Segoe UI"';
ctx.textAlign = 'center';
ctx.fillText('🌙 结束', CW/2, CH/2-25);
ctx.font = '16px system-ui';
ctx.fillText(`最高连击: ${maxCombo}`, CW/2, CH/2+30);
}
}
// ----- 游戏循环 -----
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);
}
// ----- 事件处理 -----
function handleCanvasTouch(e) {
e.preventDefault();
if (!gameActive) return;
const rect = canvas.getBoundingClientRect();
const scaleX = CW / rect.width;
// 支持多点触摸处理多个轨道
if (e.touches) {
for (let i = 0; i < e.touches.length; i++) {
const touch = e.touches[i];
const canvasX = (touch.clientX - rect.left) * scaleX;
const trackIndex = Math.floor(canvasX / TRACK_WIDTH);
if (trackIndex >= 0 && trackIndex < NUM_TRACKS) {
hitTrack(trackIndex);
}
}
}
}
function handleMouseDown(e) {
e.preventDefault();
if (!gameActive) return;
const rect = canvas.getBoundingClientRect();
const scaleX = CW / rect.width;
const canvasX = (e.clientX - rect.left) * scaleX;
const trackIndex = Math.floor(canvasX / TRACK_WIDTH);
if (trackIndex >= 0 && trackIndex < NUM_TRACKS) {
hitTrack(trackIndex);
}
}
function bindEvents() {
canvas.addEventListener('touchstart', handleCanvasTouch, { passive: false });
canvas.addEventListener('mousedown', handleMouseDown);
document.getElementById('restartButton').addEventListener('click', restartGame);
document.getElementById('restartButton').addEventListener('touchstart', (e) => {
e.preventDefault();
restartGame();
});
}
bindEvents();
restartGame();
gameLoop();
})();
</script>
</body>
</html>