448 lines
13 KiB
HTML
448 lines
13 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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<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">
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<title>节奏光剑 · 反应游戏</title>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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-webkit-tap-highlight-color: transparent;
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user-select: none;
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}
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body {
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background: linear-gradient(180deg, #0a0a1a 0%, #1a1a3a 100%);
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min-height: 100vh;
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display: flex;
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justify-content: center;
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align-items: center;
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font-family: 'Segoe UI', system-ui, sans-serif;
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padding: 10px;
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margin: 0;
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}
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.game-container {
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width: 100%;
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max-width: 400px;
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background: radial-gradient(circle at 50% 40%, #2a2a5a, #0d0d2b);
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border-radius: 48px;
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box-shadow: 0 25px 50px rgba(0,0,0,0.8), inset 0 0 30px rgba(100,100,255,0.2);
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padding: 16px 12px 20px;
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display: flex;
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flex-direction: column;
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align-items: center;
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border: 1px solid #4a4a8a;
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}
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canvas {
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display: block;
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width: 100%;
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height: auto;
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border-radius: 32px;
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background: radial-gradient(ellipse at 50% 0%, #1e1e4a 0%, #08081a 80%);
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box-shadow: inset 0 -10px 30px rgba(0,0,0,0.9), 0 12px 30px black;
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touch-action: none;
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}
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.info-panel {
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width: 100%;
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display: flex;
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justify-content: space-between;
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align-items: center;
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margin-top: 14px;
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padding: 0 10px;
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color: #d0d0ff;
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font-weight: bold;
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text-shadow: 0 2px 10px #000066;
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font-size: 1.3rem;
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}
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.score-board {
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background: rgba(10, 10, 40, 0.8);
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backdrop-filter: blur(15px);
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border-radius: 50px;
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padding: 8px 22px;
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letter-spacing: 1px;
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box-shadow: 0 8px 20px rgba(0,0,0,0.7);
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border: 1px solid #6a6aff;
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color: #ccccff;
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}
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.restart-btn {
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background: #7b4aff;
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border: none;
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color: white;
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font-weight: bold;
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font-size: 1.2rem;
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padding: 10px 25px;
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border-radius: 40px;
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background: linear-gradient(180deg, #9f7aff 0%, #5a2ae0 100%);
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box-shadow: 0 8px 0 #361a8c, 0 12px 24px rgba(0,0,0,0.6);
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transition: all 0.08s ease;
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text-transform: uppercase;
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letter-spacing: 1px;
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cursor: pointer;
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border: 1px solid #b89fff;
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touch-action: manipulation;
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}
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.restart-btn:active {
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transform: translateY(4px);
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box-shadow: 0 4px 0 #361a8c, 0 8px 16px black;
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background: linear-gradient(180deg, #8a65f0 0%, #421db0 100%);
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}
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.hint {
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color: #aaaadd;
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font-size: 0.8rem;
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margin-top: 6px;
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text-align: center;
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}
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</style>
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</head>
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<body>
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<div class="game-container">
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<canvas id="gameCanvas" width="360" height="600" aria-label="节奏光剑游戏画面"></canvas>
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<div class="info-panel">
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<div class="score-board" id="scoreDisplay">⚡ 0</div>
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<button class="restart-btn" id="restartButton">🔮 重启</button>
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</div>
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<div class="hint">👇 点击下方轨道区域 | 击中光点</div>
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</div>
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<script>
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(function() {
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const scoreSpan = document.getElementById('scoreDisplay');
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const CW = 360;
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const CH = 600;
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canvas.width = CW;
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canvas.height = CH;
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// ----- 轨道设置 -----
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const NUM_TRACKS = 4;
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const TRACK_WIDTH = CW / NUM_TRACKS;
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const HIT_ZONE_Y = CH - 75; // 判定线Y坐标
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const HIT_TOLERANCE = 42; // 判定范围
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// 游戏状态
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let gameActive = true;
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let score = 0;
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let combo = 0;
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let maxCombo = 0;
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// 音符数组
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let notes = [];
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// 粒子效果
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let particles = [];
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// 节拍控制
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const NOTE_SPEED = 5.2;
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const SPAWN_INTERVAL = 28; // 帧间隔
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let frameCounter = 0;
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// 轨道闪烁效果
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let trackFlash = Array(NUM_TRACKS).fill(0);
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// ----- 辅助函数 -----
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function randomTrack() {
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return Math.floor(Math.random() * NUM_TRACKS);
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}
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function spawnNote() {
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const track = randomTrack();
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const x = track * TRACK_WIDTH + TRACK_WIDTH/2;
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notes.push({
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x: x,
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y: -30,
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track: track,
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radius: 14,
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active: true,
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});
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}
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function restartGame() {
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gameActive = true;
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score = 0;
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combo = 0;
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maxCombo = 0;
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notes = [];
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particles = [];
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frameCounter = 0;
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trackFlash = Array(NUM_TRACKS).fill(0);
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updateScoreDisplay();
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}
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function endGame() {
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if (!gameActive) return;
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gameActive = false;
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if (window.navigator && window.navigator.vibrate) {
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window.navigator.vibrate(50);
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}
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}
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function updateScoreDisplay() {
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scoreSpan.textContent = `⚡ ${score}`;
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}
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// 添加粒子
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function spawnParticles(x, y, color) {
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for (let i = 0; i < 10; 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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particles.push({
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x: x,
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y: y,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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life: 1.0,
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decay: 0.02 + Math.random() * 0.04,
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color: 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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// 处理点击轨道
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function hitTrack(trackIndex) {
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if (!gameActive) return;
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let hitSuccess = false;
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let bestNoteIndex = -1;
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let bestDistance = HIT_TOLERANCE;
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// 寻找最近的音符
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for (let i = notes.length - 1; i >= 0; i--) {
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const note = notes[i];
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if (!note.active || note.track !== trackIndex) continue;
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const distToZone = Math.abs(note.y - HIT_ZONE_Y);
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if (distToZone < bestDistance) {
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bestDistance = distToZone;
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bestNoteIndex = i;
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}
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}
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if (bestNoteIndex !== -1) {
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const note = notes[bestNoteIndex];
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notes.splice(bestNoteIndex, 1);
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combo++;
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if (combo > maxCombo) maxCombo = combo;
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// 根据准确度加分
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const accuracy = 1 - (bestDistance / HIT_TOLERANCE);
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const points = Math.floor(10 + accuracy * 30);
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score += points;
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spawnParticles(note.x, note.y, '#ffff88');
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trackFlash[trackIndex] = 1.0;
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hitSuccess = true;
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}
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if (!hitSuccess) {
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// 失误:重置连击
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combo = 0;
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trackFlash[trackIndex] = 0.4;
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spawnParticles(
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trackIndex * TRACK_WIDTH + TRACK_WIDTH/2,
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HIT_ZONE_Y,
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'#ff5555'
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);
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}
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updateScoreDisplay();
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}
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// ----- 更新逻辑 -----
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function update() {
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if (!gameActive) return;
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// 更新音符位置
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for (let i = notes.length - 1; i >= 0; i--) {
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const note = notes[i];
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note.y += NOTE_SPEED;
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// 超出屏幕底部移除,并断连击
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if (note.y > CH + 50) {
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notes.splice(i, 1);
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combo = 0;
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updateScoreDisplay();
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}
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}
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// 更新粒子
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for (let i = particles.length - 1; i >= 0; i--) {
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const p = particles[i];
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p.x += p.vx;
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p.y += p.vy;
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p.life -= p.decay;
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if (p.life <= 0) particles.splice(i, 1);
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}
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// 更新轨道闪烁
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for (let t = 0; t < NUM_TRACKS; t++) {
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if (trackFlash[t] > 0) trackFlash[t] -= 0.05;
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}
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// 生成音符
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if (gameActive) {
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frameCounter++;
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if (frameCounter >= SPAWN_INTERVAL) {
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spawnNote();
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frameCounter = 0;
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const variation = Math.floor(Math.random() * 8) - 2;
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frameCounter = -variation;
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}
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}
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// 检查游戏结束条件 (可选:漏掉太多音符?这里不使用,纯无限)
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}
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// ----- 绘制图形 -----
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function draw() {
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ctx.clearRect(0, 0, CW, CH);
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// 绘制轨道线
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for (let t = 0; t < NUM_TRACKS; t++) {
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const trackX = t * TRACK_WIDTH;
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ctx.fillStyle = trackFlash[t] > 0.1
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? `rgba(180, 180, 255, ${0.15 + trackFlash[t]*0.4})`
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: 'rgba(40, 40, 80, 0.4)';
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ctx.fillRect(trackX + 4, 0, TRACK_WIDTH - 8, CH);
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ctx.strokeStyle = '#3a3a7a';
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ctx.lineWidth = 1;
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ctx.setLineDash([12, 20]);
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ctx.beginPath();
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ctx.moveTo(trackX + TRACK_WIDTH/2, 0);
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ctx.lineTo(trackX + TRACK_WIDTH/2, CH);
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ctx.stroke();
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ctx.setLineDash([]);
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}
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// 判定线
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ctx.strokeStyle = '#ffdd44';
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ctx.lineWidth = 3;
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ctx.shadowColor = '#ffaa00';
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ctx.shadowBlur = 15;
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ctx.beginPath();
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ctx.moveTo(0, HIT_ZONE_Y);
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ctx.lineTo(CW, HIT_ZONE_Y);
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ctx.stroke();
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ctx.shadowBlur = 0;
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// 绘制音符
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for (let note of notes) {
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if (!note.active) continue;
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ctx.save();
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ctx.shadowColor = '#ffffff';
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ctx.shadowBlur = 16;
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const gradient = ctx.createRadialGradient(note.x-2, note.y-2, 2, note.x, note.y, note.radius);
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gradient.addColorStop(0, '#ffffff');
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gradient.addColorStop(0.5, '#aaccff');
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gradient.addColorStop(1, '#3355aa');
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ctx.fillStyle = gradient;
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ctx.beginPath();
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ctx.arc(note.x, note.y, note.radius, 0, Math.PI*2);
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ctx.fill();
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// 内核高光
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ctx.fillStyle = '#ffffffdd';
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ctx.beginPath();
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ctx.arc(note.x-2, note.y-3, note.radius*0.4, 0, Math.PI*2);
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ctx.fill();
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ctx.restore();
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}
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// 绘制粒子
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for (let p of 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, 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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// 连击显示
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if (combo > 2) {
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ctx.fillStyle = '#ffffff';
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ctx.font = 'bold 22px "Segoe UI"';
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ctx.textAlign = 'center';
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ctx.shadowColor = '#ffaa00';
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ctx.shadowBlur = 20;
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ctx.fillText(`${combo} COMBO`, CW/2, 65);
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ctx.shadowBlur = 0;
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}
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// 游戏结束
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if (!gameActive) {
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ctx.globalAlpha = 0.8;
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ctx.fillStyle = '#05051a';
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ctx.fillRect(0, 0, CW, CH);
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ctx.globalAlpha = 1;
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ctx.fillStyle = '#d0d0ff';
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ctx.font = 'bold 28px "Segoe UI"';
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ctx.textAlign = 'center';
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ctx.fillText('🌙 结束', CW/2, CH/2-25);
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ctx.font = '16px system-ui';
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ctx.fillText(`最高连击: ${maxCombo}`, CW/2, CH/2+30);
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}
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}
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// ----- 游戏循环 -----
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function gameLoop() {
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update();
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draw();
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requestAnimationFrame(gameLoop);
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}
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// ----- 事件处理 -----
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function handleCanvasTouch(e) {
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e.preventDefault();
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if (!gameActive) return;
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const rect = canvas.getBoundingClientRect();
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const scaleX = CW / rect.width;
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// 支持多点触摸处理多个轨道
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if (e.touches) {
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for (let i = 0; i < e.touches.length; i++) {
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const touch = e.touches[i];
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const canvasX = (touch.clientX - rect.left) * scaleX;
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const trackIndex = Math.floor(canvasX / TRACK_WIDTH);
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if (trackIndex >= 0 && trackIndex < NUM_TRACKS) {
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hitTrack(trackIndex);
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}
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}
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}
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}
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function handleMouseDown(e) {
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e.preventDefault();
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if (!gameActive) return;
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const rect = canvas.getBoundingClientRect();
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const scaleX = CW / rect.width;
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const canvasX = (e.clientX - rect.left) * scaleX;
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const trackIndex = Math.floor(canvasX / TRACK_WIDTH);
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if (trackIndex >= 0 && trackIndex < NUM_TRACKS) {
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hitTrack(trackIndex);
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}
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}
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function bindEvents() {
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canvas.addEventListener('touchstart', handleCanvasTouch, { passive: false });
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canvas.addEventListener('mousedown', handleMouseDown);
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document.getElementById('restartButton').addEventListener('click', restartGame);
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document.getElementById('restartButton').addEventListener('touchstart', (e) => {
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e.preventDefault();
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restartGame();
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});
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}
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bindEvents();
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restartGame();
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gameLoop();
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})();
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</script>
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</body>
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</html> |