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micro_servers/static/public/games/mobile2.html
T
2026-07-23 11:30:26 +08:00

479 lines
14 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>深渊矿工 · 收集宝石游戏</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
-webkit-tap-highlight-color: transparent;
user-select: none;
}
body {
background: linear-gradient(180deg, #1a0e08 0%, #3b2a1a 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%, #5e3e1a, #2d1c0b);
border-radius: 48px;
box-shadow: 0 25px 45px rgba(0,0,0,0.7), inset 0 0 20px rgba(255,215,0,0.2);
padding: 16px 12px 20px;
display: flex;
flex-direction: column;
align-items: center;
border: 1px solid #7a5c3a;
}
canvas {
display: block;
width: 100%;
height: auto;
border-radius: 32px;
background: radial-gradient(ellipse at 50% 10%, #4a3620 0%, #1e1308 85%);
box-shadow: inset 0 -12px 25px rgba(0,0,0,0.8), 0 10px 20px black;
touch-action: none;
}
.info-panel {
width: 100%;
display: flex;
justify-content: space-between;
align-items: center;
margin-top: 14px;
padding: 0 10px;
color: #ffd78b;
font-weight: bold;
text-shadow: 0 2px 6px black;
font-size: 1.3rem;
}
.score-board {
background: rgba(0,0,0,0.6);
backdrop-filter: blur(10px);
border-radius: 50px;
padding: 8px 22px;
letter-spacing: 1px;
box-shadow: 0 6px 14px rgba(0,0,0,0.7);
border: 1px solid #c9a23b;
color: #ffd966;
}
.restart-btn {
background: #e6b422;
border: none;
color: #2b1a04;
font-weight: bold;
font-size: 1.2rem;
padding: 10px 24px;
border-radius: 40px;
background: linear-gradient(180deg, #f9e076 0%, #ca9620 100%);
box-shadow: 0 7px 0 #7a5200, 0 10px 20px black;
transition: all 0.08s ease;
text-transform: uppercase;
letter-spacing: 1px;
cursor: pointer;
border: 1px solid #ffe28c;
touch-action: manipulation;
}
.restart-btn:active {
transform: translateY(4px);
box-shadow: 0 3px 0 #7a5200, 0 7px 12px black;
background: linear-gradient(180deg, #ebc85c 0%, #ad7d18 100%);
}
.hint {
color: #dbbc6c;
font-size: 0.8rem;
margin-top: 6px;
text-align: center;
font-weight: 500;
}
</style>
</head>
<body>
<div class="game-container">
<canvas id="gameCanvas" width="360" height="600" aria-label="深渊矿工游戏画面"></canvas>
<div class="info-panel">
<div class="score-board" id="scoreDisplay">💎 0</div>
<button class="restart-btn" id="restartButton">⛏️ 新矿洞</button>
</div>
<div class="hint">👆 左右滑动矿车 | 接宝石 ✦ 躲岩石</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;
// ----- 游戏状态 -----
let gameActive = true;
let score = 0;
// 矿车属性
const CART_WIDTH = 56;
const CART_HEIGHT = 40;
let cartX = CW / 2 - CART_WIDTH/2;
const cartY = CH - 85; // 固定垂直位置
// 下落物品数组
let items = [];
// 物品类型
const TYPE_GEM = 'gem'; // 宝石 (+1分)
const TYPE_ROCK = 'rock'; // 岩石 (碰撞结束)
const ITEM_SIZE = 34; // 统一尺寸
const FALL_SPEED = 3.8;
const SPAWN_RATE = 32; // 帧间隔
let frameCount = 0;
// 触摸控制
let targetCartX = cartX;
let activeTouchId = null;
// ----- 辅助函数 -----
function clampCart(value) {
return Math.max(4, Math.min(CW - CART_WIDTH - 4, value));
}
// 生成物品 (宝石或岩石)
function spawnItem() {
const maxX = CW - ITEM_SIZE;
const x = Math.random() * maxX;
// 70%概率宝石,30%岩石
const type = Math.random() < 0.7 ? TYPE_GEM : TYPE_ROCK;
items.push({
x: x,
y: -ITEM_SIZE - Math.random() * 15,
size: ITEM_SIZE,
type: type,
});
}
// 重置游戏
function restartGame() {
gameActive = true;
score = 0;
items = [];
frameCount = 0;
cartX = CW / 2 - CART_WIDTH/2;
targetCartX = cartX;
activeTouchId = null;
updateScoreDisplay();
}
function endGame() {
if (!gameActive) return;
gameActive = false;
if (window.navigator && window.navigator.vibrate) {
window.navigator.vibrate(40);
}
}
function updateScoreDisplay() {
scoreSpan.textContent = `💎 ${score}`;
}
// 碰撞检测
function rectCollide(r1, r2) {
return !(r2.x > r1.x + r1.w || r2.x + r2.w < r1.x ||
r2.y > r1.y + r1.h || r2.y + r2.h < r1.y);
}
// ----- 更新逻辑 -----
function update() {
if (!gameActive) return;
// 矿车平滑移动
const diff = targetCartX - cartX;
if (Math.abs(diff) > 0.3) {
cartX += diff * 0.3;
if (Math.abs(diff) < 0.6) cartX = targetCartX;
} else {
cartX = targetCartX;
}
cartX = clampCart(cartX);
targetCartX = clampCart(targetCartX);
// 矿车碰撞矩形
const cartRect = {
x: cartX,
y: cartY,
w: CART_WIDTH,
h: CART_HEIGHT,
};
// 处理物品下落
for (let i = items.length - 1; i >= 0; i--) {
const item = items[i];
item.y += FALL_SPEED;
const itemRect = {
x: item.x,
y: item.y,
w: item.size,
h: item.size,
};
// 碰撞检测
if (gameActive && rectCollide(cartRect, itemRect)) {
if (item.type === TYPE_GEM) {
// 收集宝石
score++;
updateScoreDisplay();
items.splice(i, 1);
continue;
} else if (item.type === TYPE_ROCK) {
// 撞到岩石,游戏结束
endGame();
return;
}
}
// 移除超出屏幕的物品
if (item.y > CH + 50) {
items.splice(i, 1);
}
}
// 生成新物品
if (gameActive) {
frameCount++;
if (frameCount >= SPAWN_RATE) {
spawnItem();
frameCount = 0;
// 动态微调
const variation = Math.floor(Math.random() * 10) - 3;
frameCount = -variation;
}
}
}
// ----- 绘制图形 -----
function draw() {
ctx.clearRect(0, 0, CW, CH);
// 绘制岩壁纹理
ctx.fillStyle = '#2f2416';
for (let i = 0; i < 8; i++) {
ctx.fillRect(0, i * 85 + (Date.now()*0.01 % 85), 8, 25);
ctx.fillRect(CW-8, i * 85 + 30 + (Date.now()*0.01 % 70), 8, 25);
}
// 绘制物品
for (let item of items) {
const { x, y, size, type } = item;
ctx.save();
ctx.shadowColor = '#00000080';
ctx.shadowBlur = 8;
if (type === TYPE_GEM) {
// 绘制宝石 (多面体)
const grad = ctx.createLinearGradient(x, y, x+size, y+size);
grad.addColorStop(0, '#b5f2ff');
grad.addColorStop(0.4, '#3cc7e0');
grad.addColorStop(1, '#0f5b6e');
ctx.fillStyle = grad;
ctx.beginPath();
ctx.moveTo(x + size/2, y);
ctx.lineTo(x + size, y + size*0.6);
ctx.lineTo(x + size*0.7, y + size);
ctx.lineTo(x + size*0.3, y + size);
ctx.lineTo(x, y + size*0.6);
ctx.closePath();
ctx.fill();
ctx.fillStyle = '#ffffffcc';
ctx.beginPath();
ctx.moveTo(x + size/2, y+2);
ctx.lineTo(x + size*0.8, y + size*0.55);
ctx.lineTo(x + size/2, y + size*0.7);
ctx.closePath();
ctx.fill();
} else {
// 绘制岩石
const grad = ctx.createLinearGradient(x, y, x+6, y+size);
grad.addColorStop(0, '#7d6b5a');
grad.addColorStop(0.7, '#3e3325');
ctx.fillStyle = grad;
ctx.beginPath();
ctx.moveTo(x+5, y);
ctx.lineTo(x+size-6, y+3);
ctx.lineTo(x+size, y+size/2);
ctx.lineTo(x+size-4, y+size-5);
ctx.lineTo(x+size/2, y+size);
ctx.lineTo(x+3, y+size-6);
ctx.lineTo(x, y+size/3);
ctx.closePath();
ctx.fill();
ctx.fillStyle = '#5c5040';
ctx.beginPath();
ctx.arc(x+size/2-2, y+size/2-2, 4, 0, Math.PI*2);
ctx.fill();
}
ctx.restore();
}
// 绘制矿车
ctx.save();
ctx.shadowColor = '#000000';
ctx.shadowBlur = 14;
const cx = cartX;
const cy = cartY;
// 矿车车身
const cartGrad = ctx.createLinearGradient(cx, cy, cx, cy+CART_HEIGHT);
cartGrad.addColorStop(0, '#b3823e');
cartGrad.addColorStop(0.7, '#613d1c');
ctx.fillStyle = cartGrad;
ctx.beginPath();
ctx.moveTo(cx+8, cy);
ctx.lineTo(cx+CART_WIDTH-8, cy);
ctx.lineTo(cx+CART_WIDTH-2, cy+CART_HEIGHT-8);
ctx.lineTo(cx+CART_WIDTH-2, cy+CART_HEIGHT-2);
ctx.lineTo(cx+2, cy+CART_HEIGHT-2);
ctx.lineTo(cx+2, cy+CART_HEIGHT-8);
ctx.closePath();
ctx.fill();
// 车轮
ctx.fillStyle = '#2b1a0a';
ctx.shadowBlur = 8;
ctx.beginPath();
ctx.arc(cx+10, cy+CART_HEIGHT-6, 8, 0, Math.PI*2);
ctx.fill();
ctx.beginPath();
ctx.arc(cx+CART_WIDTH-10, cy+CART_HEIGHT-6, 8, 0, Math.PI*2);
ctx.fill();
ctx.fillStyle = '#5a5a5a';
ctx.beginPath();
ctx.arc(cx+10, cy+CART_HEIGHT-6, 4, 0, Math.PI*2);
ctx.fill();
ctx.beginPath();
ctx.arc(cx+CART_WIDTH-10, cy+CART_HEIGHT-6, 4, 0, Math.PI*2);
ctx.fill();
// 矿石点缀
ctx.fillStyle = '#f9e076';
ctx.shadowBlur = 6;
ctx.beginPath();
ctx.arc(cx+15, cy+12, 5, 0, Math.PI*2);
ctx.fill();
ctx.fillStyle = '#ffb703';
ctx.beginPath();
ctx.arc(cx+35, cy+18, 5, 0, Math.PI*2);
ctx.fill();
ctx.restore();
// 游戏结束画面
if (!gameActive) {
ctx.globalAlpha = 0.8;
ctx.fillStyle = '#0f0803';
ctx.fillRect(0, 0, CW, CH);
ctx.globalAlpha = 1;
ctx.fillStyle = '#f5d78c';
ctx.font = 'bold 28px "Segoe UI", system-ui';
ctx.textAlign = 'center';
ctx.shadowColor = 'black';
ctx.shadowBlur = 18;
ctx.fillText('⛔ 矿洞塌方', CW/2, CH/2-20);
ctx.font = '18px system-ui';
ctx.fillText('点击"新矿洞"继续', CW/2, CH/2+45);
ctx.shadowBlur = 0;
ctx.shadowColor = 'transparent';
}
}
// ----- 游戏循环 -----
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);
}
// ----- 事件处理 -----
function handleStart(e) {
e.preventDefault();
if (!gameActive) return;
const clientX = e.touches ? e.touches[0].clientX : e.clientX;
const rect = canvas.getBoundingClientRect();
const scaleX = CW / rect.width;
const relX = (clientX - rect.left) * scaleX;
targetCartX = clampCart(relX - CART_WIDTH/2);
cartX = targetCartX;
if (e.touches) activeTouchId = e.touches[0].identifier;
}
function handleMove(e) {
e.preventDefault();
if (!gameActive) return;
if (e.touches) {
if (activeTouchId === null) return;
let touch = null;
for (let i=0; i<e.touches.length; i++) {
if (e.touches[i].identifier === activeTouchId) { touch = e.touches[i]; break; }
}
if (!touch) return;
const rect = canvas.getBoundingClientRect();
const scaleX = CW / rect.width;
const relX = (touch.clientX - rect.left) * scaleX;
targetCartX = clampCart(relX - CART_WIDTH/2);
} else {
if (e.buttons === 1) {
const rect = canvas.getBoundingClientRect();
const scaleX = CW / rect.width;
const relX = (e.clientX - rect.left) * scaleX;
targetCartX = clampCart(relX - CART_WIDTH/2);
}
}
}
function handleEnd(e) {
e.preventDefault();
if (e.touches && e.touches.length === 0) {
activeTouchId = null;
} else if (e.touches) {
activeTouchId = e.touches[0].identifier;
}
}
function bindEvents() {
canvas.addEventListener('touchstart', handleStart, { passive: false });
canvas.addEventListener('touchmove', handleMove, { passive: false });
canvas.addEventListener('touchend', handleEnd);
canvas.addEventListener('touchcancel', handleEnd);
canvas.addEventListener('mousedown', handleStart);
window.addEventListener('mousemove', (e) => {
if (e.buttons === 1 && gameActive) {
e.preventDefault();
const rect = canvas.getBoundingClientRect();
const scaleX = CW / rect.width;
const relX = (e.clientX - rect.left) * scaleX;
targetCartX = clampCart(relX - CART_WIDTH/2);
}
});
document.getElementById('restartButton').addEventListener('click', restartGame);
document.getElementById('restartButton').addEventListener('touchstart', (e) => {
e.preventDefault();
restartGame();
});
}
bindEvents();
restartGame();
gameLoop();
})();
</script>
</body>
</html>