1482 lines
222 KiB
JSON
1482 lines
222 KiB
JSON
{
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"id": "conv_20251009_171326_354",
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"title": "写一个网页端的2d横版坦克/直升机打僵尸的爽的割草游戏,要有升级系统和经济系统,符合游戏平衡,等等需...",
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"created_at": "2025-10-09T17:13:26.354446",
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"updated_at": "2025-10-09T19:52:27.968696",
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"messages": [
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{
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"role": "user",
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"content": "写一个网页端的2d横版坦克/直升机打僵尸的爽的割草游戏,要有升级系统和经济系统,符合游戏平衡,等等需求你要自己考虑",
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"timestamp": "2025-10-09T17:14:20.196321"
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},
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{
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"role": "assistant",
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"content": "我来为你创建一个网页端的2D横版坦克/直升机打僵尸的割草游戏!这是一个很有挑战性的项目,我会考虑游戏平衡、升级系统、经济系统等各个方面。\n\n让我先创建项目结构,然后逐步实现各个核心功能。",
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"timestamp": "2025-10-09T17:14:24.935412"
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"function": {
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"name": "create_folder",
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"arguments": "{\"path\": \"zombie_shooter_2d\"}"
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"role": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d\"}",
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"timestamp": "2025-10-09T17:14:26.770877",
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"tool_call_id": "create_folder:0",
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"content": "",
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"timestamp": "2025-10-09T17:14:29.243063",
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"function": {
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"name": "create_folder",
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"arguments": "{\"path\": \"zombie_shooter_2d/css\"}"
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}
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{
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"role": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/css\"}",
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"timestamp": "2025-10-09T17:14:31.070445",
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"tool_call_id": "create_folder:1",
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"timestamp": "2025-10-09T17:14:32.306613",
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"function": {
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"name": "create_folder",
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"arguments": "{\"path\": \"zombie_shooter_2d/js\"}"
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{
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"role": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js\"}",
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"timestamp": "2025-10-09T17:14:34.138127",
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"timestamp": "2025-10-09T17:14:37.305305",
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"name": "create_folder",
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"arguments": "{\"path\": \"zombie_shooter_2d/assets\"}"
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/assets\"}",
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"timestamp": "2025-10-09T17:14:39.142379",
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{
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"role": "assistant",
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"content": "首先创建主HTML文件:",
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"timestamp": "2025-10-09T17:14:41.122246"
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},
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{
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"role": "assistant",
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"function": {
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"name": "create_file",
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"arguments": "{\"path\": \"zombie_shooter_2d/index.html\", \"file_type\": \"html\", \"annotation\": \"游戏主页面\"}"
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}
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}
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},
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{
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"role": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/index.html\", \"size\": 0, \"message\": \"已创建空文件: zombie_shooter_2d/index.html。请使用 append_to_file 追加正文内容,或使用 modify_file 进行小范围替换。\"}",
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"timestamp": "2025-10-09T17:14:42.966142",
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"tool_call_id": "create_file:4",
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{
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"role": "assistant",
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"content": "",
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"timestamp": "2025-10-09T17:14:44.351065",
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"tool_calls": [
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{
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"id": "append_to_file:5",
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"function": {
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"name": "append_to_file",
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"arguments": "{\"path\": \"zombie_shooter_2d/index.html\"}"
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}
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]
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{
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"role": "tool",
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"content": "{\"success\": true, \"awaiting_content\": true, \"path\": \"zombie_shooter_2d/index.html\", \"message\": \"\\n请按照以下格式输出需要追加到文件的完整内容,禁止输出任何解释性文字:\\n<<<APPEND:zombie_shooter_2d/index.html>>>\\n(在此行之后紧接着写入要追加的全部内容,可包含多行代码)\\n<<<END_APPEND>>>\\n若追加完成后仍需继续写入,请再次调用 append_to_file。\"}",
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"timestamp": "2025-10-09T17:14:46.163766",
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"tool_call_id": "append_to_file:5",
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"name": "append_to_file"
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},
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{
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"role": "assistant",
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"content": "<<<APPEND:zombie_shooter_2d/index.html>>>\n<!DOCTYPE html>\n<html lang=\"zh-CN\">\n<head>\n <meta charset=\"UTF-8\">\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n <title>末日战车 - 僵尸割草游戏</title>\n <link rel=\"stylesheet\" href=\"css/game.css\">\n</head>\n<body>\n <div id=\"gameContainer\">\n <!-- 游戏画布 -->\n <canvas id=\"gameCanvas\" width=\"1200\" height=\"600\"></canvas>\n \n <!-- UI界面 -->\n <div id=\"gameUI\">\n <!-- 顶部状态栏 -->\n <div id=\"topBar\">\n <div id=\"healthBar\">\n <div id=\"healthFill\"></div>\n <span id=\"healthText\">生命值: 100/100</span>\n </div>\n <div id=\"armorBar\">\n <div id=\"armorFill\"></div>\n <span id=\"armorText\">护甲: 50/50</span>\n </div>\n <div id=\"experienceBar\">\n <div id=\"experienceFill\"></div>\n <span id=\"levelText\">等级 1 (0/100)</span>\n </div>\n <div id=\"moneyDisplay\">\n <span id=\"moneyText\">💰 1000</span>\n </div>\n <div id=\"waveDisplay\">\n <span id=\"waveText\">波次: 1</span>\n </div>\n </div>\n \n <!-- 左侧武器栏 -->\n <div id=\"weaponPanel\">\n <h3>武器装备</h3>\n <div id=\"weaponSlots\">\n <div class=\"weapon-slot active\" data-weapon=\"machinegun\">\n <div class=\"weapon-icon\">🔫</div>\n <div class=\"weapon-name\">机枪</div>\n <div class=\"weapon-ammo\">∞</div>\n </div>\n <div class=\"weapon-slot\" data-weapon=\"shotgun\">\n <div class=\"weapon-icon\">🎯</div>\n <div class=\"weapon-name\">霰弹枪</div>\n <div class=\"weapon-ammo\">30</div>\n </div>\n <div class=\"weapon-slot\" data-weapon=\"rocket\">\n <div class=\"weapon-icon\">🚀</div>\n <div class=\"weapon-name\">火箭筒</div>\n <div class=\"weapon-ammo\">10</div>\n </div>\n </div>\n </div>\n \n <!-- 右侧升级面板 -->\n <div id=\"upgradePanel\">\n <h3>升级商店</h3>\n <div id=\"upgradeCategories\">\n <div class=\"upgrade-category\">\n <h4>武器升级</h4>\n <div class=\"upgrade-item\" data-upgrade=\"damage\">\n <span class=\"upgrade-name\">攻击力 +10%</span>\n <span class=\"upgrade-cost\">💰 500</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"fireRate\">\n <span class=\"upgrade-name\">射速 +15%</span>\n <span class=\"upgrade-cost\">💰 750</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"multishot\">\n <span class=\"upgrade-name\">多重射击</span>\n <span class=\"upgrade-cost\">💰 1200</span>\n </div>\n </div>\n <div class=\"upgrade-category\">\n <h4>防御升级</h4>\n <div class=\"upgrade-item\" data-upgrade=\"health\">\n <span class=\"upgrade-name\">生命值 +20</span>\n <span class=\"upgrade-cost\">💰 300</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"armor\">\n <span class=\"upgrade-name\">护甲 +15</span>\n <span class=\"upgrade-cost\">💰 400</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"regeneration\">\n <span class=\"upgrade-name\">生命恢复</span>\n <span class=\"upgrade-cost\">💰 800</span>\n </div>\n </div>\n <div class=\"upgrade-category\">\n <h4>特殊能力</h4>\n <div class=\"upgrade-item\" data-upgrade=\"speed\">\n <span class=\"upgrade-name\">移动速度 +20%</span>\n <span class=\"upgrade-cost\">💰 600</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"critical\">\n <span class=\"upgrade-name\">暴击率 +5%</span>\n <span class=\"upgrade-cost\">💰 1000</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"explosive\">\n <span class=\"upgrade-name\">爆炸子弹</span>\n <span class=\"upgrade-cost\">💰 1500</span>\n </div>\n </div>\n </div>\n </div>\n \n <!-- 底部技能栏 -->\n <div id=\"skillBar\">\n <div class=\"skill-slot\" data-skill=\"shield\">\n <div class=\"skill-icon\">🛡️</div>\n <div class=\"skill-name\">能量护盾</div>\n <div class=\"skill-cooldown\">5s</div>\n </div>\n <div class=\"skill-slot\" data-skill=\"bomb\">\n <div class=\"skill-icon\">💣</div>\n <div class=\"skill-name\">全屏轰炸</div>\n <div class=\"skill-cooldown\">15s</div>\n </div>\n <div class=\"skill-slot\" data-skill=\"freeze\">\n <div class=\"skill-icon\">❄️</div>\n <div class=\"skill-name\">时间冻结</div>\n <div class=\"skill-cooldown\">20s</div>\n </div>\n <div class=\"skill-slot\" data-skill=\"rage\">\n <div class=\"skill-icon\">🔥</div>\n <div class=\"skill-name\">狂暴模式</div>\n <div class=\"skill-cooldown\">30s</div>\n </div>\n </div>\n </div>\n \n <!-- 游戏菜单 -->\n <div id=\"gameMenu\" class=\"menu hidden\">\n <div class=\"menu-content\">\n <h1>末日战车</h1>\n <div class=\"menu-buttons\">\n <button id=\"startGame\" class=\"menu-btn\">开始游戏</button>\n <button id=\"continueGame\" class=\"menu-btn\">继续游戏</button>\n <button id=\"settings\" class=\"menu-btn\">游戏设置</button>\n <button id=\"credits\" class=\"menu-btn\">制作人员</button>\n </div>\n </div>\n </div>\n \n <!-- 暂停菜单 -->\n <div id=\"pauseMenu\" class=\"menu hidden\">\n <div class=\"menu-content\">\n <h2>游戏暂停</h2>\n <div class=\"menu-buttons\">\n <button id=\"resumeGame\" class=\"menu-btn\">继续游戏</button>\n <button id=\"restartGame\" class=\"menu-btn\">重新开始</button>\n <button id=\"mainMenu\" class=\"menu-btn\">返回主菜单</button>\n </div>\n </div>\n </div>\n \n <!-- 游戏结束画面 -->\n <div id=\"gameOverMenu\" class=\"menu hidden\">\n <div class=\"menu-content\">\n <h2 id=\"gameOverTitle\">游戏结束</h2>\n <div id=\"gameOverStats\">\n <p>生存波次: <span id=\"survivedWaves\">0</span></p>\n <p>击杀僵尸: <span id=\"zombiesKilled\">0</span></p>\n <p>获得金币: <span id=\"goldEarned\">0</span></p>\n <p>最高等级: <span id=\"maxLevel\">1</span></p>\n </div>\n <div class=\"menu-buttons\">\n <button id=\"playAgain\" class=\"menu-btn\">再来一局</button>\n <button id=\"backToMenu\" class=\"menu-btn\">返回主菜单</button>\n </div>\n </div>\n </div>\n </div>\n \n <!-- 游戏脚本 -->\n <script src=\"js/game.js\"></script>\n <script src=\"js/player.js\"></script>\n <script src=\"js/zombie.js\"></script>\n <script src=\"js/weapon.js\"></script>\n <script src=\"js/effect.js\"></script>\n <script src=\"js/ui.js\"></script>\n</body>\n</html>\n\n<<<END_APPEND>>>",
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"timestamp": "2025-10-09T17:15:26.479421",
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"metadata": {
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"append_payload": {
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"path": "zombie_shooter_2d/index.html",
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"tool_call_id": "append_to_file:5",
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"forced": false,
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"has_end_marker": true,
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"lines": 188,
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"bytes": 8583,
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"success": true
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{
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/index.html\", \"lines\": 188, \"bytes\": 8583, \"forced\": false, \"message\": \"已向 zombie_shooter_2d/index.html 追加 188 行(8583 字节)\", \"finish_reason\": null}",
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"timestamp": "2025-10-09T17:15:26.485146",
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"tool_call_id": "append_to_file:5",
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"name": "append_to_file"
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},
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{
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"role": "assistant",
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"content": "现在创建CSS样式文件:",
|
||
"timestamp": "2025-10-09T17:15:29.361584"
|
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},
|
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{
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"role": "assistant",
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"content": "",
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"timestamp": "2025-10-09T17:15:29.370140",
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"tool_calls": [
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"id": "create_file:6",
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"type": "function",
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"name": "create_file",
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"arguments": "{\"path\": \"zombie_shooter_2d/css/game.css\", \"file_type\": \"css\", \"annotation\": \"游戏样式文件\"}"
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}
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{
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"role": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/css/game.css\", \"size\": 0, \"message\": \"已创建空文件: zombie_shooter_2d/css/game.css。请使用 append_to_file 追加正文内容,或使用 modify_file 进行小范围替换。\"}",
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"timestamp": "2025-10-09T17:15:31.208437",
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"tool_call_id": "create_file:6",
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"name": "create_file"
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"timestamp": "2025-10-09T17:15:35.821426",
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"content": "{\"success\": true, \"awaiting_content\": true, \"path\": \"zombie_shooter_2d/css/game.css\", \"message\": \"\\n请按照以下格式输出需要追加到文件的完整内容,禁止输出任何解释性文字:\\n<<<APPEND:zombie_shooter_2d/css/game.css>>>\\n(在此行之后紧接着写入要追加的全部内容,可包含多行代码)\\n<<<END_APPEND>>>\\n若追加完成后仍需继续写入,请再次调用 append_to_file。\"}",
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"content": "<<<APPEND:zombie_shooter_2d/css/game.css>>>\n/* 全局样式 */\n* {\n margin: 0;\n padding: 0;\n box-sizing: border-box;\n}\n\nbody {\n font-family: 'Arial', sans-serif;\n background: linear-gradient(135deg, #2c1810, #1a0f0a);\n color: #fff;\n overflow: hidden;\n user-select: none;\n}\n\n/* 游戏容器 */\n#gameContainer {\n position: relative;\n width: 100vw;\n height: 100vh;\n display: flex;\n justify-content: center;\n align-items: center;\n}\n\n/* 游戏画布 */\n#gameCanvas {\n border: 2px solid #444;\n background: linear-gradient(180deg, #1a1a2e, #16213e);\n box-shadow: 0 0 20px rgba(0, 0, 0, 0.8);\n}\n\n/* UI界面 */\n#gameUI {\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n pointer-events: none;\n z-index: 10;\n}\n\n/* 顶部状态栏 */\n#topBar {\n position: absolute;\n top: 10px;\n left: 50%;\n transform: translateX(-50%);\n display: flex;\n gap: 20px;\n background: rgba(0, 0, 0, 0.8);\n padding: 10px 20px;\n border-radius: 10px;\n border: 2px solid #444;\n pointer-events: auto;\n}\n\n/* 生命值条 */\n#healthBar, #armorBar, #experienceBar {\n position: relative;\n width: 150px;\n height: 20px;\n background: #333;\n border-radius: 10px;\n overflow: hidden;\n border: 1px solid #555;\n}\n\n#healthFill {\n height: 100%;\n background: linear-gradient(90deg, #ff4444, #ff6666);\n transition: width 0.3s ease;\n width: 100%;\n}\n\n#armorFill {\n height: 100%;\n background: linear-gradient(90deg, #4444ff, #6666ff);\n transition: width 0.3s ease;\n width: 100%;\n}\n\n#experienceFill {\n height: 100%;\n background: linear-gradient(90deg, #44ff44, #66ff66);\n transition: width 0.3s ease;\n width: 0%;\n}\n\n#healthText, #armorText, #levelText, #moneyText, #waveText {\n position: absolute;\n top: 50%;\n left: 50%;\n transform: translate(-50%, -50%);\n font-size: 12px;\n font-weight: bold;\n text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.8);\n white-space: nowrap;\n}\n\n#moneyDisplay, #waveDisplay {\n background: rgba(0, 0, 0, 0.8);\n padding: 5px 10px;\n border-radius: 5px;\n border: 1px solid #444;\n}\n\n/* 左侧武器栏 */\n#weaponPanel {\n position: absolute;\n left: 10px;\n top: 50%;\n transform: translateY(-50%);\n background: rgba(0, 0, 0, 0.9);\n padding: 15px;\n border-radius: 10px;\n border: 2px solid #444;\n pointer-events: auto;\n}\n\n#weaponPanel h3 {\n margin-bottom: 10px;\n color: #ffaa44;\n text-align: center;\n}\n\n#weaponSlots {\n display: flex;\n flex-direction: column;\n gap: 10px;\n}\n\n.weapon-slot {\n display: flex;\n align-items: center;\n gap: 10px;\n padding: 10px;\n background: #333;\n border-radius: 5px;\n cursor: pointer;\n transition: all 0.3s ease;\n border: 2px solid transparent;\n}\n\n.weapon-slot:hover {\n background: #444;\n border-color: #666;\n}\n\n.weapon-slot.active {\n background: #4a4a2a;\n border-color: #ffaa44;\n}\n\n.weapon-icon {\n font-size: 24px;\n}\n\n.weapon-name {\n font-size: 14px;\n font-weight: bold;\n}\n\n.weapon-ammo {\n font-size: 12px;\n color: #ffaa44;\n margin-left: auto;\n}\n\n/* 右侧升级面板 */\n#upgradePanel {\n position: absolute;\n right: 10px;\n top: 50%;\n transform: translateY(-50%);\n background: rgba(0, 0, 0, 0.9);\n padding: 15px;\n border-radius: 10px;\n border: 2px solid #444;\n pointer-events: auto;\n max-height: 80vh;\n overflow-y: auto;\n}\n\n#upgradePanel h3 {\n margin-bottom: 15px;\n color: #44ff44;\n text-align: center;\n}\n\n.upgrade-category {\n margin-bottom: 20px;\n}\n\n.upgrade-category h4 {\n color: #ffaa44;\n margin-bottom: 10px;\n font-size: 16px;\n}\n\n.upgrade-item {\n display: flex;\n justify-content: space-between;\n align-items: center;\n padding: 8px 12px;\n background: #333;\n border-radius: 5px;\n margin-bottom: 5px;\n cursor: pointer;\n transition: all 0.3s ease;\n}\n\n.upgrade-item:hover {\n background: #444;\n}\n\n.upgrade-name {\n font-size: 14px;\n}\n\n.upgrade-cost {\n font-size: 12px;\n color: #ffaa44;\n font-weight: bold;\n}\n\n/* 底部技能栏 */\n#skillBar {\n position: absolute;\n bottom: 10px;\n left: 50%;\n transform: translateX(-50%);\n display: flex;\n gap: 10px;\n background: rgba(0, 0, 0, 0.8);\n padding: 10px;\n border-radius: 10px;\n border: 2px solid #444;\n pointer-events: auto;\n}\n\n.skill-slot {\n display: flex;\n flex-direction: column;\n align-items: center;\n padding: 10px;\n background: #333;\n border-radius: 5px;\n cursor: pointer;\n transition: all 0.3s ease;\n border: 2px solid transparent;\n min-width: 80px;\n}\n\n.skill-slot:hover {\n background: #444;\n border-color: #666;\n}\n\n.skill-slot.on-cooldown {\n opacity: 0.5;\n cursor: not-allowed;\n}\n\n.skill-icon {\n font-size: 24px;\n margin-bottom: 5px;\n}\n\n.skill-name {\n font-size: 12px;\n margin-bottom: 5px;\n}\n\n.skill-cooldown {\n font-size: 10px;\n color: #ff4444;\n}\n\n/* 菜单样式 */\n.menu {\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n background: rgba(0, 0, 0, 0.9);\n display: flex;\n justify-content: center;\n align-items: center;\n z-index: 100;\n pointer-events: auto;\n}\n\n.menu.hidden {\n display: none;\n}\n\n.menu-content {\n background: linear-gradient(135deg, #2a2a2a, #1a1a1a);\n padding: 40px;\n border-radius: 15px;\n border: 3px solid #444;\n text-align: center;\n box-shadow: 0 0 30px rgba(0, 0, 0, 0.8);\n}\n\n.menu-content h1 {\n font-size: 48px;\n margin-bottom: 30px;\n color: #ffaa44;\n text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);\n}\n\n.menu-content h2 {\n font-size: 36px;\n margin-bottom: 20px;\n color: #ffaa44;\n}\n\n.menu-buttons {\n display: flex;\n flex-direction: column;\n gap: 15px;\n}\n\n.menu-btn {\n padding: 15px 30px;\n font-size: 18px;\n font-weight: bold;\n background: linear-gradient(135deg, #4a4a2a, #3a3a1a);\n color: #fff;\n border: 2px solid #666;\n border-radius: 8px;\n cursor: pointer;\n transition: all 0.3s ease;\n}\n\n.menu-btn:hover {\n background: linear-gradient(135deg, #5a5a3a, #4a4a2a);\n border-color: #888;\n transform: translateY(-2px);\n}\n\n.menu-btn:active {\n transform: translateY(0);\n}\n\n/* 游戏结束统计 */\n#gameOverStats {\n margin: 20px 0;\n text-align: left;\n}\n\n#gameOverStats p {\n margin: 10px 0;\n font-size: 16px;\n}\n\n#gameOverStats span {\n color: #ffaa44;\n font-weight: bold;\n}\n\n/* 滚动条样式 */\n#upgradePanel::-webkit-scrollbar {\n width: 8px;\n}\n\n#upgradePanel::-webkit-scrollbar-track {\n background: #333;\n border-radius: 4px;\n}\n\n#upgradePanel::-webkit-scrollbar-thumb {\n background: #666;\n border-radius: 4px;\n}\n\n#upgradePanel::-webkit-scrollbar-thumb:hover {\n background: #888;\n}\n\n/* 动画效果 */\n@keyframes pulse {\n 0% { transform: scale(1); }\n 50% { transform: scale(1.05); }\n 100% { transform: scale(1); }\n}\n\n@keyframes shake {\n 0%, 100% { transform: translateX(0); }\n 25% { transform: translateX(-5px); }\n 75% { transform: translateX(5px); }\n}\n\n@keyframes glow {\n 0% { box-shadow: 0 0 5px rgba(255, 170, 68, 0.5); }\n 50% { box-shadow: 0 0 20px rgba(255, 170, 68, 0.8); }\n 100% { box-shadow: 0 0 5px rgba(255, 170, 68, 0.5); }\n}\n\n.pulse {\n animation: pulse 0.5s ease-in-out;\n}\n\n.shake {\n animation: shake 0.5s ease-in-out;\n}\n\n.glow {\n animation: glow 2s ease-in-out infinite;\n}\n\n/* 响应式设计 */\n@media (max-width: 1400px) {\n #gameCanvas {\n width: 1000px;\n height: 500px;\n }\n}\n\n@media (max-width: 1200px) {\n #gameCanvas {\n width: 900px;\n height: 450px;\n }\n \n #weaponPanel, #upgradePanel {\n transform: scale(0.9);\n }\n}\n\n/* 游戏特效 */\n.particle {\n position: absolute;\n pointer-events: none;\n border-radius: 50%;\n}\n\n.explosion {\n animation: explode 0.5s ease-out forwards;\n}\n\n@keyframes explode {\n 0% {\n transform: scale(0);\n opacity: 1;\n }\n 100% {\n transform: scale(3);\n opacity: 0;\n }\n}\n\n.damage-number {\n position: absolute;\n color: #ff4444;\n font-weight: bold;\n font-size: 20px;\n pointer-events: none;\n animation: float-up 1s ease-out forwards;\n}\n\n@keyframes float-up {\n 0% {\n transform: translateY(0);\n opacity: 1;\n }\n 100% {\n transform: translateY(-50px);\n opacity: 0;\n }\n}\n\n.critical-hit {\n color: #ffff44 !important;\n font-size: 28px !important;\n text-shadow: 2px 2px 4px rgba(255, 255, 0, 0.8);\n}\n\n<<<END_APPEND>>>",
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"content": "<<<APPEND:zombie_shooter_2d/js/game.js>>>\n/**\n * 末日战车 - 游戏主引擎\n * 2D横版坦克/直升机打僵尸割草游戏\n */\n\nclass Game {\n constructor() {\n this.canvas = document.getElementById('gameCanvas');\n this.ctx = this.canvas.getContext('2d');\n \n // 游戏状态\n this.gameState = 'menu'; // menu, playing, paused, gameOver\n this.lastTime = 0;\n this.deltaTime = 0;\n \n // 游戏世界\n this.world = {\n width: 2400,\n height: 600,\n gravity: 0.5,\n groundHeight: 50\n };\n \n // 相机系统\n this.camera = {\n x: 0,\n y: 0,\n targetX: 0,\n targetY: 0,\n smoothing: 0.1\n };\n \n // 游戏对象管理器\n this.objects = {\n players: [],\n zombies: [],\n bullets: [],\n particles: [],\n powerups: [],\n explosions: []\n };\n \n // 游戏系统\n this.player = null;\n this.waveManager = null;\n this.economy = null;\n this.upgradeSystem = null;\n this.effectManager = null;\n \n // 输入处理\n this.keys = {};\n this.mouse = { x: 0, y: 0, pressed: false };\n \n // 游戏统计\n this.stats = {\n zombiesKilled: 0,\n wavesSurvived: 0,\n goldEarned: 0,\n timePlayed: 0,\n shotsFired: 0,\n accuracy: 0\n };\n \n // 性能监控\n this.fps = 0;\n this.frameCount = 0;\n this.lastFpsUpdate = 0;\n \n this.init();\n }\n \n init() {\n this.setupEventListeners();\n this.setupUI();\n this.initSystems();\n this.showMenu();\n \n // 开始游戏循环\n requestAnimationFrame((time) => this.gameLoop(time));\n }\n \n setupEventListeners() {\n // 键盘事件\n document.addEventListener('keydown', (e) => {\n this.keys[e.code] = true;\n \n // 特殊按键处理\n if (e.code === 'Escape') {\n this.togglePause();\n }\n if (e.code >= 'Digit1' && e.code <= 'Digit4') {\n const weaponIndex = parseInt(e.code.slice(-1)) - 1;\n this.player?.switchWeapon(weaponIndex);\n }\n });\n \n document.addEventListener('keyup', (e) => {\n this.keys[e.code] = false;\n });\n \n // 鼠标事件\n this.canvas.addEventListener('mousedown', (e) => {\n this.mouse.pressed = true;\n this.updateMousePosition(e);\n \n if (this.gameState === 'playing') {\n this.player?.startShooting();\n }\n });\n \n this.canvas.addEventListener('mouseup', (e) => {\n this.mouse.pressed = false;\n \n if (this.gameState === 'playing') {\n this.player?.stopShooting();\n }\n });\n \n this.canvas.addEventListener('mousemove', (e) => {\n this.updateMousePosition(e);\n });\n \n // 防止右键菜单\n this.canvas.addEventListener('contextmenu', (e) => {\n e.preventDefault();\n });\n \n // 窗口大小调整\n window.addEventListener('resize', () => {\n this.handleResize();\n });\n }\n \n updateMousePosition(e) {\n const rect = this.canvas.getBoundingClientRect();\n this.mouse.x = e.clientX - rect.left;\n this.mouse.y = e.clientY - rect.top;\n }\n \n setupUI() {\n // 菜单按钮事件\n document.getElementById('startGame').addEventListener('click', () => {\n this.startNewGame();\n });\n \n document.getElementById('continueGame').addEventListener('click', () => {\n this.resumeGame();\n });\n \n document.getElementById('resumeGame').addEventListener('click', () => {\n this.resumeGame();\n });\n \n document.getElementById('restartGame').addEventListener('click', () => {\n this.startNewGame();\n });\n \n document.getElementById('mainMenu').addEventListener('click', () => {\n this.showMenu();\n });\n \n document.getElementById('playAgain').addEventListener('click', () => {\n this.startNewGame();\n });\n \n document.getElementById('backToMenu').addEventListener('click', () => {\n this.showMenu();\n });\n \n // 升级按钮事件\n document.querySelectorAll('.upgrade-item').forEach(item => {\n item.addEventListener('click', () => {\n const upgradeType = item.dataset.upgrade;\n this.upgradeSystem?.purchaseUpgrade(upgradeType);\n });\n });\n \n // 武器切换事件\n document.querySelectorAll('.weapon-slot').forEach(slot => {\n slot.addEventListener('click', () => {\n const weaponType = slot.dataset.weapon;\n this.player?.switchWeaponByType(weaponType);\n });\n });\n \n // 技能使用事件\n document.querySelectorAll('.skill-slot').forEach(slot => {\n slot.addEventListener('click', () => {\n const skillType = slot.dataset.skill;\n this.player?.useSkill(skillType);\n });\n });\n }\n \n initSystems() {\n // 初始化游戏系统\n this.economy = new EconomySystem(this);\n this.upgradeSystem = new UpgradeSystem(this);\n this.effectManager = new EffectManager(this);\n this.waveManager = new WaveManager(this);\n }\n \n gameLoop(currentTime) {\n this.deltaTime = currentTime - this.lastTime;\n this.lastTime = currentTime;\n \n // 更新FPS\n this.updateFPS(currentTime);\n \n // 游戏状态更新\n switch (this.gameState) {\n case 'playing':\n this.update();\n break;\n case 'paused':\n // 暂停时只渲染,不更新游戏逻辑\n break;\n }\n \n // 渲染\n this.render();\n \n // 继续循环\n requestAnimationFrame((time) => this.gameLoop(time));\n }\n \n updateFPS(currentTime) {\n this.frameCount++;\n if (currentTime - this.lastFpsUpdate >= 1000) {\n this.fps = this.frameCount;\n this.frameCount = 0;\n this.lastFpsUpdate = currentTime;\n }\n }\n \n update() {\n // 更新游戏时间\n this.stats.timePlayed += this.deltaTime;\n \n // 更新相机\n this.updateCamera();\n \n // 更新所有游戏对象\n this.updateObjects();\n \n // 更新游戏系统\n this.waveManager?.update(this.deltaTime);\n this.effectManager?.update(this.deltaTime);\n \n // 检查游戏结束条件\n this.checkGameOver();\n }\n \n updateCamera() {\n if (this.player) {\n this.camera.targetX = this.player.x - this.canvas.width / 2;\n this.camera.targetY = this.player.y - this.canvas.height / 2;\n \n // 平滑相机移动\n this.camera.x += (this.camera.targetX - this.camera.x) * this.camera.smoothing;\n this.camera.y += (this.camera.targetY - this.camera.y) * this.camera.smoothing;\n \n // 限制相机边界\n this.camera.x = Math.max(0, Math.min(this.camera.x, this.world.width - this.canvas.width));\n this.camera.y = Math.max(0, Math.min(this.camera.y, this.world.height - this.canvas.height));\n }\n }\n \n updateObjects() {\n // 更新玩家\n this.objects.players.forEach(player => player.update(this.deltaTime));\n \n // 更新僵尸\n this.objects.zombies.forEach(zombie => zombie.update(this.deltaTime));\n \n // 更新子弹\n this.objects.bullets.forEach(bullet => bullet.update(this.deltaTime));\n \n // 更新粒子效果\n this.objects.particles.forEach(particle => particle.update(this.deltaTime));\n \n // 更新道具\n this.objects.powerups.forEach(powerup => powerup.update(this.deltaTime));\n \n // 更新爆炸效果\n this.objects.explosions.forEach(explosion => explosion.update(this.deltaTime));\n \n // 清理销毁的对象\n this.cleanupObjects();\n }\n \n cleanupObjects() {\n // 移除标记为销毁的对象\n Object.keys(this.objects).forEach(key => {\n this.objects[key] = this.objects[key].filter(obj => !obj.destroyed);\n });\n }\n \n render() {\n // 清空画布\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n \n // 保存画布状态\n this.ctx.save();\n \n // 应用相机变换\n this.ctx.translate(-this.camera.x, -this.camera.y);\n \n // 渲染游戏世界\n this.renderWorld();\n \n // 渲染所有游戏对象\n this.renderObjects();\n \n // 恢复画布状态\n this.ctx.restore();\n \n // 渲染UI(不受相机影响)\n this.renderUI();\n }\n \n renderWorld() {\n // 渲染背景\n this.renderBackground();\n \n // 渲染地面\n this.renderGround();\n \n // 渲染环境装饰\n this.renderEnvironment();\n }\n \n renderBackground() {\n // 天空渐变\n const gradient = this.ctx.createLinearGradient(0, 0, 0, this.canvas.height);\n gradient.addColorStop(0, '#1a1a2e');\n gradient.addColorStop(1, '#16213e');\n this.ctx.fillStyle = gradient;\n this.ctx.fillRect(this.camera.x, this.camera.y, this.canvas.width, this.canvas.height);\n \n // 远景山脉\n this.ctx.fillStyle = 'rgba(30, 30, 50, 0.5)';\n this.ctx.beginPath();\n this.ctx.moveTo(this.camera.x, this.camera.y + this.canvas.height - 200);\n for (let x = 0; x < this.canvas.width; x += 50) {\n const height = Math.sin((x + this.camera.x) * 0.01) * 50 + 150;\n this.ctx.lineTo(this.camera.x + x, this.camera.y + this.canvas.height - height);\n }\n this.ctx.lineTo(this.camera.x + this.canvas.width, this.camera.y + this.canvas.height);\n this.ctx.lineTo(this.camera.x, this.camera.y + this.canvas.height);\n this.ctx.closePath();\n this.ctx.fill();\n }\n \n renderGround() {\n const groundY = this.world.height - this.world.groundHeight;\n \n // 地面\n this.ctx.fillStyle = '#2a2a1a';\n this.ctx.fillRect(0, groundY, this.world.width, this.world.groundHeight);\n \n // 地面纹理\n this.ctx.fillStyle = '#3a3a2a';\n for (let x = 0; x < this.world.width; x += 20) {\n if (Math.random() > 0.7) {\n this.ctx.fillRect(x, groundY + 5, 15, 10);\n }\n }\n }\n \n renderEnvironment() {\n // 渲染环境装饰(岩石、树木等)\n this.ctx.fillStyle = '#4a4a3a';\n for (let i = 0; i < 20; i++) {\n const x = (i * 120) % this.world.width;\n const y = this.world.height - this.world.groundHeight - 30;\n this.ctx.fillRect(x, y, 20, 30);\n }\n }\n \n renderObjects() {\n // 按深度排序渲染(背景到前景)\n const allObjects = [\n ...this.objects.particles,\n ...this.objects.powerups,\n ...this.objects.zombies,\n ...this.objects.players,\n ...this.objects.bullets,\n ...this.objects.explosions\n ];\n \n // 按Y坐标排序(实现深度效果)\n allObjects.sort((a, b) => a.y - b.y);\n \n allObjects.forEach(obj => obj.render(this.ctx));\n }\n \n renderUI() {\n // 渲染FPS(调试用)\n if (this.fps > 0) {\n this.ctx.fillStyle = '#fff';\n this.ctx.font = '16px Arial';\n this.ctx.fillText(`FPS: ${this.fps}`, 10, 30);\n }\n \n // 渲染其他UI元素\n this.renderCrosshair();\n }\n \n renderCrosshair() {\n if (this.gameState === 'playing' && this.player) {\n this.ctx.strokeStyle = '#ffaa44';\n this.ctx.lineWidth = 2;\n this.ctx.beginPath();\n this.ctx.arc(this.mouse.x, this.mouse.y, 10, 0, Math.PI * 2);\n this.ctx.stroke();\n \n this.ctx.beginPath();\n this.ctx.moveTo(this.mouse.x - 15, this.mouse.y);\n this.ctx.lineTo(this.mouse.x + 15, this.mouse.y);\n this.ctx.moveTo(this.mouse.x, this.mouse.y - 15);\n this.ctx.lineTo(this.mouse.x, this.mouse.y + 15);\n this.ctx.stroke();\n }\n }\n \n // 游戏状态管理\n startNewGame() {\n this.resetGame();\n this.gameState = 'playing';\n this.hideAllMenus();\n \n // 创建玩家\n this.player = new Player(this, this.canvas.width / 2, this.canvas.height / 2);\n this.objects.players.push(this.player);\n \n // 初始化游戏系统\n this.waveManager.startWave(1);\n \n console.log('游戏开始!');\n }\n \n resetGame() {\n // 重置游戏状态\n this.gameState = 'menu';\n this.stats = {\n zombiesKilled: 0,\n wavesSurvived: 0,\n goldEarned: 0,\n timePlayed: 0,\n shotsFired: 0,\n accuracy: 0\n };\n \n // 清空所有游戏对象\n Object.keys(this.objects).forEach(key => {\n this.objects[key] = [];\n });\n \n // 重置系统\n this.economy?.reset();\n this.upgradeSystem?.reset();\n this.waveManager?.reset();\n }\n \n pauseGame() {\n if (this.gameState === 'playing') {\n this.gameState = 'paused';\n this.showPauseMenu();\n }\n }\n \n resumeGame() {\n if (this.gameState === 'paused') {\n this.gameState = 'playing';\n this.hideAllMenus();\n }\n }\n \n togglePause() {\n if (this.gameState === 'playing') {\n this.pauseGame();\n } else if (this.gameState === 'paused') {\n this.resumeGame();\n }\n }\n \n showMenu() {\n this.gameState = 'menu';\n this.hideAllMenus();\n document.getElementById('gameMenu').classList.remove('hidden');\n }\n \n showPauseMenu() {\n this.hideAllMenus();\n document.getElementById('pauseMenu').classList.remove('hidden');\n }\n \n showGameOverMenu(victory = false) {\n this.gameState = 'gameOver';\n this.hideAllMenus();\n \n // 更新游戏结束统计\n document.getElementById('survivedWaves').textContent = this.stats.wavesSurvived;\n document.getElementById('zombiesKilled').textContent = this.stats.zombiesKilled;\n document.getElementById('goldEarned').textContent = this.stats.goldEarned;\n document.getElementById('maxLevel').textContent = this.player?.level || 1;\n \n document.getElementById('gameOverTitle').textContent = victory ? '胜利!' : '游戏结束';\n document.getElementById('gameOverMenu').classList.remove('hidden');\n }\n \n hideAllMenus() {\n document.querySelectorAll('.menu').forEach(menu => {\n menu.classList.add('hidden');\n });\n }\n \n checkGameOver() {\n if (this.gameState === 'playing' && this.player && this.player.health <= 0) {\n this.showGameOverMenu(false);\n }\n }\n \n handleResize() {\n // 处理窗口大小调整\n const container = document.getElementById('gameContainer');\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n \n // 保持宽高比\n const aspectRatio = 1200 / 600;\n let newWidth = containerWidth;\n let newHeight = containerWidth / aspectRatio;\n \n if (newHeight > containerHeight) {\n newHeight = containerHeight;\n newWidth = newHeight * aspectRatio;\n }\n \n this.canvas.style.width = newWidth + 'px';\n this.canvas.style.height = newHeight + 'px';\n }\n \n // 游戏对象管理\n addZombie(zombie) {\n this.objects.zombies.push(zombie);\n }\n \n addBullet(bullet) {\n this.objects.bullets.push(bullet);\n this.stats.shotsFired++;\n }\n \n addParticle(particle) {\n this.objects.particles.push(particle);\n }\n \n addPowerup(powerup) {\n this.objects.powerups.push(powerup);\n }\n \n addExplosion(explosion) {\n this.objects.explosions.push(explosion);\n }\n \n // 碰撞检测\n checkCollisions() {\n // 子弹与僵尸碰撞\n this.objects.bullets.forEach(bullet => {\n if (bullet.friendly) {\n this.objects.zombies.forEach(zombie => {\n if (this.isColliding(bullet, zombie)) {\n bullet.hit(zombie);\n zombie.takeDamage(bullet.damage);\n }\n });\n }\n });\n \n // 玩家与僵尸碰撞\n if (this.player) {\n this.objects.zombies.forEach(zombie => {\n if (this.isColliding(this.player, zombie)) {\n this.player.takeDamage(zombie.damage);\n }\n });\n }\n \n // 玩家与道具碰撞\n if (this.player) {\n this.objects.powerups.forEach(powerup => {\n if (this.isColliding(this.player, powerup)) {\n powerup.collect(this.player);\n }\n });\n }\n }\n \n isColliding(obj1, obj2) {\n return obj1.x < obj2.x + obj2.width &&\n obj1.x + obj1.width > obj2.x &&\n obj1.y < obj2.y + obj2.height &&\n obj1.y + obj1.height > obj2.y;\n }\n \n // 游戏事件\n onZombieKilled(zombie) {\n this.stats.zombiesKilled++;\n \n // 掉落金币\n const goldDrop = Math.floor(Math.random() * 10) + 5;\n this.economy.addGold(goldDrop);\n this.stats.goldEarned += goldDrop;\n \n // 经验值\n if (this.player) {\n this.player.gainExperience(10);\n }\n \n // 生成道具\n if (Math.random() < 0.1) { // 10%概率掉落道具\n this.spawnPowerup(zombie.x, zombie.y);\n }\n }\n \n spawnPowerup(x, y) {\n const types = ['health', 'ammo', 'gold', 'damage'];\n const type = types[Math.floor(Math.random() * types.length)];\n const powerup = new Powerup(this, x, y, type);\n this.addPowerup(powerup);\n }\n \n onWaveCompleted(waveNumber) {\n this.stats.wavesSurvived = waveNumber;\n \n // 波次奖励\n const waveBonus = waveNumber * 100;\n this.economy.addGold(waveBonus);\n \n console.log(`第 ${waveNumber} 波完成!获得奖励: ${waveBonus} 金币`);\n }\n}\n\n// 启动游戏\nwindow.addEventListener('load', () => {\n const game = new Game();\n window.game = game; // 调试用\n});\n\n\n<<<END_APPEND>>>",
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"content": "<<<APPEND:zombie_shooter_2d/js/player.js>>>\n/**\n * 玩家角色类\n * 控制坦克/直升机的移动、射击、技能等\n */\n\nclass Player {\n constructor(game, x, y) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.width = 60;\n this.height = 40;\n \n // 基础属性\n this.maxHealth = 100;\n this.health = 100;\n this.maxArmor = 50;\n this.armor = 50;\n this.speed = 200;\n this.level = 1;\n this.experience = 0;\n this.experienceToNext = 100;\n \n // 战斗属性\n this.damageMultiplier = 1.0;\n this.fireRateMultiplier = 1.0;\n this.criticalChance = 0.05;\n this.criticalMultiplier = 2.0;\n \n // 状态\n this.isShooting = false;\n this.lastShotTime = 0;\n this.isAlive = true;\n this.isInvulnerable = false;\n this.invulnerabilityTime = 0;\n \n // 武器系统\n this.currentWeapon = 0;\n this.weapons = [\n new MachineGun(this),\n new Shotgun(this),\n new RocketLauncher(this)\n ];\n \n // 技能系统\n this.skills = {\n shield: { cooldown: 0, maxCooldown: 5000, duration: 0, active: false },\n bomb: { cooldown: 0, maxCooldown: 15000, duration: 0, active: false },\n freeze: { cooldown: 0, maxCooldown: 20000, duration: 0, active: false },\n rage: { cooldown: 0, maxCooldown: 30000, duration: 0, active: false }\n };\n \n // 视觉效果\n this.color = '#4a90e2';\n this.turretAngle = 0;\n this.recoil = 0;\n this.muzzleFlash = 0;\n \n // 升级效果\n this.upgrades = {\n damage: 0,\n fireRate: 0,\n multishot: 0,\n health: 0,\n armor: 0,\n regeneration: 0,\n speed: 0,\n critical: 0,\n explosive: 0\n };\n }\n \n update(deltaTime) {\n if (!this.isAlive) return;\n \n this.handleInput(deltaTime);\n this.updateWeapons(deltaTime);\n this.updateSkills(deltaTime);\n this.updateStatus(deltaTime);\n this.updateVisuals(deltaTime);\n this.updateUI();\n \n // 生命恢复\n if (this.upgrades.regeneration > 0) {\n this.health = Math.min(this.maxHealth, this.health + (this.upgrades.regeneration * 0.1));\n }\n }\n \n handleInput(deltaTime) {\n const game = this.game;\n let dx = 0;\n let dy = 0;\n \n // 移动控制\n if (game.keys['KeyW'] || game.keys['ArrowUp']) dy -= 1;\n if (game.keys['KeyS'] || game.keys['ArrowDown']) dy += 1;\n if (game.keys['KeyA'] || game.keys['ArrowLeft']) dx -= 1;\n if (game.keys['KeyD'] || game.keys['ArrowRight']) dx += 1;\n \n // 归一化移动向量\n if (dx !== 0 || dy !== 0) {\n const length = Math.sqrt(dx * dx + dy * dy);\n dx /= length;\n dy /= length;\n \n // 应用速度加成\n const currentSpeed = this.speed * (1 + this.upgrades.speed * 0.2);\n \n // 移动\n this.x += dx * currentSpeed * (deltaTime / 1000);\n this.y += dy * currentSpeed * (deltaTime / 1000);\n \n // 边界检查\n this.x = Math.max(0, Math.min(this.x, game.world.width - this.width));\n this.y = Math.max(0, Math.min(this.y, game.world.height - game.world.groundHeight - this.height));\n }\n \n // 瞄准控制\n const mouseWorldX = game.mouse.x + game.camera.x;\n const mouseWorldY = game.mouse.y + game.camera.y;\n this.turretAngle = Math.atan2(mouseWorldY - (this.y + this.height/2), mouseWorldX - (this.x + this.width/2));\n }\n \n updateWeapons(deltaTime) {\n // 更新当前武器\n this.weapons[this.currentWeapon].update(deltaTime);\n \n // 自动射击\n if (this.isShooting) {\n this.shoot();\n }\n }\n \n updateSkills(deltaTime) {\n Object.keys(this.skills).forEach(skillName => {\n const skill = this.skills[skillName];\n \n // 更新冷却时间\n if (skill.cooldown > 0) {\n skill.cooldown = Math.max(0, skill.cooldown - deltaTime);\n }\n \n // 更新技能持续时间\n if (skill.duration > 0) {\n skill.duration = Math.max(0, skill.duration - deltaTime);\n if (skill.duration === 0) {\n skill.active = false;\n this.deactivateSkill(skillName);\n }\n }\n });\n }\n \n updateStatus(deltaTime) {\n // 更新无敌时间\n if (this.isInvulnerable) {\n this.invulnerabilityTime -= deltaTime;\n if (this.invulnerabilityTime <= 0) {\n this.isInvulnerable = false;\n }\n }\n }\n \n updateVisuals(deltaTime) {\n // 更新后坐力\n if (this.recoil > 0) {\n this.recoil = Math.max(0, this.recoil - deltaTime * 5);\n }\n \n // 更新枪口闪光\n if (this.muzzleFlash > 0) {\n this.muzzleFlash = Math.max(0, this.muzzleFlash - deltaTime * 10);\n }\n }\n \n updateUI() {\n // 更新生命值和护甲\n const healthPercent = (this.health / this.maxHealth) * 100;\n const armorPercent = (this.armor / this.maxArmor) * 100;\n const expPercent = (this.experience / this.experienceToNext) * 100;\n \n document.getElementById('healthFill').style.width = healthPercent + '%';\n document.getElementById('armorFill').style.width = armorPercent + '%';\n document.getElementById('experienceFill').style.width = expPercent + '%';\n \n document.getElementById('healthText').textContent = `生命值: ${Math.ceil(this.health)}/${this.maxHealth}`;\n document.getElementById('armorText').textContent = `护甲: ${Math.ceil(this.armor)}/${this.maxArmor}`;\n document.getElementById('levelText').textContent = `等级 ${this.level} (${Math.ceil(this.experience)}/${this.experienceToNext})`;\n document.getElementById('moneyText').textContent = `💰 ${this.game.economy?.gold || 0}`;\n }\n \n shoot() {\n const currentTime = performance.now();\n const weapon = this.weapons[this.currentWeapon];\n \n if (currentTime - this.lastShotTime >= weapon.fireInterval / this.fireRateMultiplier) {\n // 计算射击位置\n const barrelX = this.x + this.width/2 + Math.cos(this.turretAngle) * 30;\n const barrelY = this.y + this.height/2 + Math.sin(this.turretAngle) * 30;\n \n // 发射子弹\n weapon.shoot(barrelX, barrelY, this.turretAngle);\n \n // 视觉效果\n this.muzzleFlash = 1.0;\n this.recoil = 1.0;\n \n this.lastShotTime = currentTime;\n }\n }\n \n takeDamage(amount) {\n if (!this.isAlive || this.isInvulnerable) return;\n \n // 先扣除护甲\n const armorDamage = Math.min(amount, this.armor);\n this.armor -= armorDamage;\n const remainingDamage = amount - armorDamage;\n \n // 再扣除生命值\n this.health -= remainingDamage;\n \n // 无敌时间\n this.isInvulnerable = true;\n this.invulnerabilityTime = 1000;\n \n // 屏幕震动效果\n this.game.effectManager.addScreenShake(5, 200);\n \n // 检查死亡\n if (this.health <= 0) {\n this.die();\n }\n \n // 伤害数字\n this.game.effectManager.addDamageNumber(this.x + this.width/2, this.y, amount, false);\n }\n \n heal(amount) {\n this.health = Math.min(this.maxHealth, this.health + amount);\n }\n \n addArmor(amount) {\n this.armor = Math.min(this.maxArmor, this.armor + amount);\n }\n \n gainExperience(amount) {\n this.experience += amount;\n \n // 检查升级\n while (this.experience >= this.experienceToNext) {\n this.levelUp();\n }\n }\n \n levelUp() {\n this.level++;\n this.experience -= this.experienceToNext;\n this.experienceToNext = Math.floor(this.experienceToNext * 1.5);\n \n // 升级奖励\n this.maxHealth += 20;\n this.health = this.maxHealth;\n this.maxArmor += 10;\n this.armor = this.maxArmor;\n \n // 升级特效\n this.game.effectManager.addLevelUpEffect(this.x + this.width/2, this.y + this.height/2);\n \n console.log(`升级!等级: ${this.level}`);\n }\n \n switchWeapon(index) {\n if (index >= 0 && index < this.weapons.length) {\n this.currentWeapon = index;\n \n // 更新UI\n document.querySelectorAll('.weapon-slot').forEach((slot, i) => {\n slot.classList.toggle('active', i === index);\n });\n }\n }\n \n switchWeaponByType(weaponType) {\n const weaponMap = {\n 'machinegun': 0,\n 'shotgun': 1,\n 'rocket': 2\n };\n \n const index = weaponMap[weaponType];\n if (index !== undefined) {\n this.switchWeapon(index);\n }\n }\n \n startShooting() {\n this.isShooting = true;\n }\n \n stopShooting() {\n this.isShooting = false;\n }\n \n useSkill(skillName) {\n const skill = this.skills[skillName];\n if (!skill || skill.cooldown > 0 || skill.active) return;\n \n // 激活技能\n skill.active = true;\n skill.cooldown = skill.maxCooldown;\n \n switch (skillName) {\n case 'shield':\n skill.duration = 3000;\n this.activateShield();\n break;\n case 'bomb':\n this.activateBomb();\n break;\n case 'freeze':\n skill.duration = 2000;\n this.activateFreeze();\n break;\n case 'rage':\n skill.duration = 5000;\n this.activateRage();\n break;\n }\n \n // 更新UI\n this.updateSkillUI(skillName);\n }\n \n activateShield() {\n // 能量护盾效果\n this.isInvulnerable = true;\n this.invulnerabilityTime = 3000;\n \n // 护盾视觉效果\n this.game.effectManager.addShieldEffect(this.x + this.width/2, this.y + this.height/2);\n }\n \n activateBomb() {\n // 全屏轰炸\n const centerX = this.x + this.width/2;\n const centerY = this.y + this.height/2;\n const radius = 500;\n \n // 对所有僵尸造成伤害\n this.game.objects.zombies.forEach(zombie => {\n const distance = Math.sqrt(\n Math.pow(zombie.x + zombie.width/2 - centerX, 2) + \n Math.pow(zombie.y + zombie.height/2 - centerY, 2)\n );\n \n if (distance <= radius) {\n const damage = 200 * (1 - distance / radius);\n zombie.takeDamage(damage);\n }\n });\n \n // 爆炸视觉效果\n this.game.effectManager.addExplosion(centerX, centerY, radius);\n }\n \n activateFreeze() {\n // 时间冻结 - 减缓所有僵尸\n this.game.objects.zombies.forEach(zombie => {\n zombie.speed *= 0.3;\n zombie.freezeTime = 2000;\n });\n }\n \n activateRage() {\n // 狂暴模式\n this.damageMultiplier *= 2;\n this.fireRateMultiplier *= 1.5;\n \n // 狂暴视觉效果\n this.game.effectManager.addRageEffect(this.x + this.width/2, this.y + this.height/2);\n }\n \n deactivateSkill(skillName) {\n switch (skillName) {\n case 'shield':\n // 护盾结束\n break;\n case 'rage':\n // 狂暴结束\n this.damageMultiplier /= 2;\n this.fireRateMultiplier /= 1.5;\n break;\n }\n }\n \n updateSkillUI(skillName) {\n const skillSlot = document.querySelector(`[data-skill=\"${skillName}\"]`);\n if (skillSlot) {\n skillSlot.classList.add('on-cooldown');\n \n // 更新冷却时间显示\n const cooldownText = skillSlot.querySelector('.skill-cooldown');\n const updateCooldown = () => {\n const skill = this.skills[skillName];\n if (skill.cooldown > 0) {\n cooldownText.textContent = `${Math.ceil(skill.cooldown / 1000)}s`;\n setTimeout(updateCooldown, 100);\n } else {\n cooldownText.textContent = '就绪';\n skillSlot.classList.remove('on-cooldown');\n }\n };\n \n updateCooldown();\n }\n }\n \n die() {\n this.isAlive = false;\n this.game.showGameOverMenu(false);\n \n // 死亡特效\n this.game.effectManager.addExplosion(this.x + this.width/2, this.y + this.height/2, 100);\n }\n \n render(ctx) {\n if (!this.isAlive) return;\n \n ctx.save();\n \n // 无敌闪烁效果\n if (this.isInvulnerable && Math.floor(Date.now() / 100) % 2) {\n ctx.globalAlpha = 0.5;\n }\n \n // 绘制坦克主体\n ctx.translate(this.x + this.width/2, this.y + this.height/2);\n \n // 车身\n ctx.fillStyle = this.color;\n ctx.fillRect(-this.width/2, -this.height/2, this.width, this.height);\n \n // 炮塔\n ctx.rotate(this.turretAngle);\n ctx.fillStyle = '#333';\n ctx.fillRect(-5, -20, 10, 40);\n \n // 炮管\n const barrelLength = 30 - this.recoil * 5;\n ctx.fillRect(-3, -barrelLength, 6, barrelLength);\n \n // 枪口闪光\n if (this.muzzleFlash > 0) {\n ctx.fillStyle = `rgba(255, 255, 100, ${this.muzzleFlash})`;\n ctx.beginPath();\n ctx.arc(0, -barrelLength, 15, 0, Math.PI * 2);\n ctx.fill();\n }\n \n ctx.restore();\n \n // 绘制生命值条\n this.renderHealthBar(ctx);\n \n // 绘制护盾效果\n if (this.skills.shield.active) {\n ctx.strokeStyle = 'rgba(100, 200, 255, 0.8)';\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x + this.width/2, this.y + this.height/2, 40, 0, Math.PI * 2);\n ctx.stroke();\n }\n \n // 狂暴效果\n if (this.skills.rage.active) {\n ctx.fillStyle = 'rgba(255, 100, 100, 0.3)';\n ctx.beginPath();\n ctx.arc(this.x + this.width/2, this.y + this.height/2, 50, 0, Math.PI * 2);\n ctx.fill();\n }\n }\n \n renderHealthBar(ctx) {\n const barWidth = this.width;\n const barHeight = 6;\n const barX = this.x;\n const barY = this.y - 15;\n \n // 背景\n ctx.fillStyle = '#333';\n ctx.fillRect(barX, barY, barWidth, barHeight);\n \n // 生命值\n const healthPercent = this.health / this.maxHealth;\n ctx.fillStyle = healthPercent > 0.5 ? '#44ff44' : healthPercent > 0.25 ? '#ffff44' : '#ff4444';\n ctx.fillRect(barX, barY, barWidth * healthPercent, barHeight);\n \n // 护甲\n if (this.armor > 0) {\n const armorPercent = this.armor / this.maxArmor;\n ctx.fillStyle = 'rgba(68, 68, 255, 0.7)';\n ctx.fillRect(barX, barY + barHeight, barWidth * armorPercent, barHeight/2);\n }\n \n // 边框\n ctx.strokeStyle = '#fff';\n ctx.lineWidth = 1;\n ctx.strokeRect(barX, barY, barWidth, barHeight);\n }\n}\n\n// 武器类\nclass Weapon {\n constructor(player, name, damage, fireRate, ammo) {\n this.player = player;\n this.name = name;\n this.baseDamage = damage;\n this.fireRate = fireRate;\n this.maxAmmo = ammo;\n this.ammo = ammo;\n this.fireInterval = 1000 / fireRate;\n this.lastShotTime = 0;\n }\n \n getDamage() {\n let damage = this.baseDamage;\n \n // 应用玩家伤害加成\n damage *= this.player.damageMultiplier;\n \n // 应用升级加成\n damage *= (1 + this.player.upgrades.damage * 0.1);\n \n // 暴击检查\n if (Math.random() < this.player.criticalChance + this.player.upgrades.critical * 0.05) {\n damage *= this.player.criticalMultiplier;\n return { damage, critical: true };\n }\n \n return { damage, critical: false };\n }\n \n canShoot() {\n return this.ammo > 0 && performance.now() - this.lastShotTime >= this.fireInterval;\n }\n \n consumeAmmo() {\n if (this.maxAmmo !== Infinity) {\n this.ammo--;\n }\n }\n \n shoot(x, y, angle) {\n if (!this.canShoot()) return;\n \n this.lastShotTime = performance.now();\n this.consumeAmmo();\n \n // 在子类中实现具体的射击逻辑\n this.performShot(x, y, angle);\n }\n \n performShot(x, y, angle) {\n // 子类重写\n }\n \n update(deltaTime) {\n // 更新武器状态\n }\n \n reload() {\n this.ammo = this.maxAmmo;\n }\n}\n\n// 机枪\nclass MachineGun extends Weapon {\n constructor(player) {\n super(player, '机枪', 15, 8, Infinity);\n this.bulletSpeed = 800;\n this.spread = 0.1;\n }\n \n performShot(x, y, angle) {\n const { damage, critical } = this.getDamage();\n \n // 添加散布\n const spreadAngle = angle + (Math.random() - 0.5) * this.spread;\n \n // 创建子弹\n const bullet = new Bullet(\n this.player.game,\n x, y,\n Math.cos(spreadAngle) * this.bulletSpeed,\n Math.sin(spreadAngle) * this.bulletSpeed,\n damage,\n true,\n critical\n );\n \n this.player.game.addBullet(bullet);\n \n // 多重射击\n for (let i = 0; i < this.player.upgrades.multishot; i++) {\n const multiAngle = spreadAngle + (Math.random() - 0.5) * 0.3;\n const multiBullet = new Bullet(\n this.player.game,\n x, y,\n Math.cos(multiAngle) * this.bulletSpeed,\n Math.sin(multiAngle) * this.bulletSpeed,\n damage * 0.7,\n true,\n false\n );\n this.player.game.addBullet(multiBullet);\n }\n }\n}\n\n// 霰弹枪\nclass Shotgun extends Weapon {\n constructor(player) {\n super(player, '霰弹枪', 12, 2, 30);\n this.bulletSpeed = 600;\n this.pelletCount = 8;\n this.spread = 0.4;\n }\n \n performShot(x, y, angle) {\n const { damage, critical } = this.getDamage();\n \n // 发射多个弹丸\n for (let i = 0; i < this.pelletCount; i++) {\n const pelletAngle = angle + (Math.random() - 0.5) * this.spread;\n const pellet = new Bullet(\n this.player.game,\n x, y,\n Math.cos(pelletAngle) * this.bulletSpeed,\n Math.sin(pelletAngle) * this.bulletSpeed,\n damage * 0.3,\n true,\n critical && i === 0 // 只有第一个弹丸可以暴击\n );\n this.player.game.addBullet(pellet);\n }\n }\n}\n\n// 火箭筒\nclass RocketLauncher extends Weapon {\n constructor(player) {\n super(player, '火箭筒', 100, 1, 10);\n this.bulletSpeed = 400;\n this.explosionRadius = 100;\n }\n \n performShot(x, y, angle) {\n const { damage, critical } = this.getDamage();\n \n // 创建火箭\n const rocket = new Rocket(\n this.player.game,\n x, y,\n Math.cos(angle) * this.bulletSpeed,\n Math.sin(angle) * this.bulletSpeed,\n damage,\n this.explosionRadius,\n critical\n );\n \n this.player.game.addBullet(rocket);\n }\n}\n\n\n<<<END_APPEND>>>",
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"content": "<<<APPEND:zombie_shooter_2d/js/zombie.js>>>\n/**\n * 僵尸敌人类\n * 不同类型的僵尸,具有不同的行为和属性\n */\n\nclass Zombie {\n constructor(game, x, y, type = 'normal') {\n this.game = game;\n this.x = x;\n this.y = y;\n this.type = type;\n \n // 基础属性\n this.width = 30;\n this.height = 40;\n this.baseSpeed = 50;\n this.speed = this.baseSpeed;\n this.health = 50;\n this.maxHealth = 50;\n this.damage = 10;\n this.attackCooldown = 0;\n this.attackInterval = 1000;\n \n // 状态\n this.isAlive = true;\n this.isAttacking = false;\n this.isFrozen = false;\n this.freezeTime = 0;\n this.target = null;\n this.lastAttackTime = 0;\n \n // 视觉效果\n this.color = '#4a4a4a';\n this.eyeColor = '#ff4444';\n this.animationFrame = 0;\n this.animationSpeed = 0.1;\n \n // AI行为\n this.ai = new ZombieAI(this);\n \n // 特殊效果\n this.slowFactor = 1.0;\n this.burning = false;\n this.burnDamage = 0;\n this.burnTime = 0;\n \n // 奖励\n this.goldReward = 10;\n this.expReward = 10;\n \n this.initType();\n }\n \n initType() {\n switch (this.type) {\n case 'normal':\n this.setupNormal();\n break;\n case 'fast':\n this.setupFast();\n break;\n case 'tank':\n this.setupTank();\n break;\n case 'explosive':\n this.setupExplosive();\n break;\n case 'spitter':\n this.setupSpitter();\n break;\n case 'boss':\n this.setupBoss();\n break;\n }\n }\n \n setupNormal() {\n this.health = 50;\n this.maxHealth = 50;\n this.speed = 50;\n this.damage = 10;\n this.color = '#4a4a4a';\n this.goldReward = 10;\n this.expReward = 10;\n }\n \n setupFast() {\n this.health = 30;\n this.maxHealth = 30;\n this.speed = 100;\n this.damage = 8;\n this.color = '#6a4a4a';\n this.width = 25;\n this.height = 35;\n this.goldReward = 15;\n this.expReward = 15;\n }\n \n setupTank() {\n this.health = 150;\n this.maxHealth = 150;\n this.speed = 30;\n this.damage = 20;\n this.color = '#2a2a2a';\n this.width = 40;\n this.height = 50;\n this.goldReward = 25;\n this.expReward = 25;\n }\n \n setupExplosive() {\n this.health = 60;\n this.maxHealth = 60;\n this.speed = 40;\n this.damage = 15;\n this.color = '#8a4a2a';\n this.goldReward = 20;\n this.expReward = 20;\n this.explosive = true;\n this.explosionRadius = 80;\n this.explosionDamage = 50;\n }\n \n setupSpitter() {\n this.health = 40;\n this.maxHealth = 40;\n this.speed = 35;\n this.damage = 12;\n this.color = '#4a6a4a';\n this.range = 300;\n this.goldReward = 18;\n this.expReward = 18;\n this.ranged = true;\n this.projectileSpeed = 200;\n }\n \n setupBoss() {\n this.health = 500;\n this.maxHealth = 500;\n this.speed = 25;\n this.damage = 30;\n this.color = '#8a2a2a';\n this.width = 60;\n this.height = 70;\n this.goldReward = 100;\n this.expReward = 100;\n this.attackInterval = 500;\n this.specialAttacks = ['charge', 'summon', 'roar'];\n this.lastSpecialAttack = 0;\n }\n \n update(deltaTime) {\n if (!this.isAlive) return;\n \n // 更新状态\n this.updateStatus(deltaTime);\n \n // AI行为\n this.ai.update(deltaTime);\n \n // 移动\n this.move(deltaTime);\n \n // 攻击\n this.updateAttack(deltaTime);\n \n // 特殊效果\n this.updateEffects(deltaTime);\n \n // 动画\n this.animationFrame += this.animationSpeed;\n \n // 检查死亡\n if (this.health <= 0) {\n this.die();\n }\n }\n \n updateStatus(deltaTime) {\n // 更新冻结状态\n if (this.isFrozen) {\n this.freezeTime -= deltaTime;\n if (this.freezeTime <= 0) {\n this.isFrozen = false;\n this.speed = this.baseSpeed;\n }\n }\n \n // 更新燃烧状态\n if (this.burning) {\n this.burnTime -= deltaTime;\n this.takeDamage(this.burnDamage * (deltaTime / 1000));\n \n if (this.burnTime <= 0) {\n this.burning = false;\n }\n }\n \n // 更新攻击冷却\n if (this.attackCooldown > 0) {\n this.attackCooldown -= deltaTime;\n }\n }\n \n move(deltaTime) {\n if (this.isFrozen) return;\n \n // 获取移动方向\n const direction = this.ai.getMovementDirection();\n if (direction) {\n const currentSpeed = this.speed * this.slowFactor;\n this.x += direction.x * currentSpeed * (deltaTime / 1000);\n this.y += direction.y * currentSpeed * (deltaTime / 1000);\n }\n }\n \n updateAttack(deltaTime) {\n if (this.attackCooldown > 0) return;\n \n // 检查是否可以攻击玩家\n if (this.canAttackPlayer()) {\n this.attack();\n this.attackCooldown = this.attackInterval;\n }\n \n // 特殊攻击(Boss)\n if (this.type === 'boss') {\n this.updateSpecialAttacks(deltaTime);\n }\n }\n \n updateSpecialAttacks(deltaTime) {\n const currentTime = performance.now();\n \n if (currentTime - this.lastSpecialAttack > 5000) {\n const attack = this.specialAttacks[Math.floor(Math.random() * this.specialAttacks.length)];\n this.performSpecialAttack(attack);\n this.lastSpecialAttack = currentTime;\n }\n }\n \n performSpecialAttack(attackType) {\n switch (attackType) {\n case 'charge':\n this.chargeAttack();\n break;\n case 'summon':\n this.summonMinions();\n break;\n case 'roar':\n this.roarAttack();\n break;\n }\n }\n \n chargeAttack() {\n // 冲锋攻击\n const player = this.game.player;\n if (!player) return;\n \n const dx = player.x - this.x;\n const dy = player.y - this.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance > 0) {\n this.speed = 200;\n this.ai.targetPosition = {\n x: player.x,\n y: player.y\n };\n \n // 重置速度\n setTimeout(() => {\n this.speed = this.baseSpeed;\n }, 1000);\n }\n }\n \n summonMinions() {\n // 召唤小怪\n for (let i = 0; i < 3; i++) {\n const angle = (Math.PI * 2 / 3) * i;\n const distance = 100;\n const x = this.x + Math.cos(angle) * distance;\n const y = this.y + Math.sin(angle) * distance;\n \n const minion = new Zombie(this.game, x, y, 'normal');\n this.game.addZombie(minion);\n }\n }\n \n roarAttack() {\n // 咆哮攻击 - 减速玩家\n const player = this.game.player;\n if (player) {\n player.speed *= 0.5;\n setTimeout(() => {\n player.speed /= 0.5;\n }, 3000);\n }\n }\n \n canAttackPlayer() {\n const player = this.game.player;\n if (!player || !player.isAlive) return false;\n \n const dx = player.x - this.x;\n const dy = player.y - this.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (this.ranged) {\n return distance <= this.range;\n } else {\n return distance <= 50; // 近战攻击范围\n }\n }\n \n attack() {\n const player = this.game.player;\n if (!player) return;\n \n if (this.ranged) {\n // 远程攻击\n this.rangedAttack(player);\n } else {\n // 近战攻击\n this.meleeAttack(player);\n }\n }\n \n rangedAttack(player) {\n const dx = player.x - this.x;\n const dy = player.y - this.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance > 0) {\n const angle = Math.atan2(dy, dx);\n const projectile = new ZombieProjectile(\n this.game,\n this.x + this.width/2,\n this.y + this.height/2,\n Math.cos(angle) * this.projectileSpeed,\n Math.sin(angle) * this.projectileSpeed,\n this.damage\n );\n \n this.game.addBullet(projectile);\n }\n }\n \n meleeAttack(player) {\n player.takeDamage(this.damage);\n }\n \n takeDamage(amount) {\n // 应用伤害\n this.health -= amount;\n \n // 伤害数字\n this.game.effectManager.addDamageNumber(\n this.x + this.width/2,\n this.y,\n amount,\n false\n );\n \n // 受伤效果\n this.color = '#ff6666';\n setTimeout(() => {\n this.initType(); // 恢复原色\n }, 100);\n \n // 击退效果\n const player = this.game.player;\n if (player) {\n const dx = this.x - player.x;\n const dy = this.y - player.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance > 0) {\n this.x += (dx / distance) * 10;\n this.y += (dy / distance) * 10;\n }\n }\n }\n \n applyBurning(damage, duration) {\n this.burning = true;\n this.burnDamage = damage;\n this.burnTime = duration;\n }\n \n applyFreeze(duration) {\n this.isFrozen = true;\n this.freezeTime = duration;\n this.speed = this.baseSpeed * 0.3;\n }\n \n applySlow(factor, duration) {\n this.slowFactor = factor;\n setTimeout(() => {\n this.slowFactor = 1.0;\n }, duration);\n }\n \n updateEffects(deltaTime) {\n // 更新特殊效果\n }\n \n die() {\n if (!this.isAlive) return;\n \n this.isAlive = false;\n \n // 死亡特效\n this.game.effectManager.addExplosion(\n this.x + this.width/2,\n this.y + this.height/2,\n 30\n );\n \n // 爆炸僵尸特殊效果\n if (this.explosive) {\n this.explode();\n }\n \n // 奖励\n this.game.economy.addGold(this.goldReward);\n if (this.game.player) {\n this.game.player.gainExperience(this.expReward);\n }\n \n // 统计\n this.game.stats.zombiesKilled++;\n \n // 事件\n this.game.onZombieKilled(this);\n }\n \n explode() {\n // 爆炸伤害\n const centerX = this.x + this.width/2;\n const centerY = this.y + this.height/2;\n \n this.game.objects.zombies.forEach(zombie => {\n if (zombie === this || !zombie.isAlive) return;\n \n const dx = zombie.x + zombie.width/2 - centerX;\n const dy = zombie.y + zombie.height/2 - centerY;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance <= this.explosionRadius) {\n const damage = this.explosionDamage * (1 - distance / this.explosionRadius);\n zombie.takeDamage(damage);\n }\n });\n \n // 爆炸特效\n this.game.effectManager.addExplosion(centerX, centerY, this.explosionRadius);\n }\n \n render(ctx) {\n if (!this.isAlive) return;\n \n ctx.save();\n \n // 冻结效果\n if (this.isFrozen) {\n ctx.fillStyle = 'rgba(200, 200, 255, 0.5)';\n ctx.fillRect(this.x - 5, this.y - 5, this.width + 10, this.height + 10);\n }\n \n // 燃烧效果\n if (this.burning) {\n ctx.fillStyle = 'rgba(255, 100, 0, 0.3)';\n ctx.fillRect(this.x - 3, this.y - 3, this.width + 6, this.height + 6);\n }\n \n // 绘制僵尸身体\n ctx.fillStyle = this.color;\n ctx.fillRect(this.x, this.y, this.width, this.height);\n \n // 绘制眼睛\n ctx.fillStyle = this.eyeColor;\n const eyeSize = 4;\n const eyeOffset = Math.sin(this.animationFrame) * 2;\n ctx.fillRect(this.x + 8, this.y + 10 + eyeOffset, eyeSize, eyeSize);\n ctx.fillRect(this.x + 18, this.y + 10 + eyeOffset, eyeSize, eyeSize);\n \n // 绘制嘴巴\n ctx.fillStyle = '#222';\n ctx.fillRect(this.x + 10, this.y + 25, 10, 3);\n \n // Boss特殊渲染\n if (this.type === 'boss') {\n this.renderBossFeatures(ctx);\n }\n \n // 生命值条\n this.renderHealthBar(ctx);\n \n ctx.restore();\n }\n \n renderBossFeatures(ctx) {\n // Boss光环\n ctx.strokeStyle = '#ff4444';\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x + this.width/2, this.y + this.height/2, 40, 0, Math.PI * 2);\n ctx.stroke();\n \n // Boss角\n ctx.fillStyle = '#8a2a2a';\n ctx.beginPath();\n ctx.moveTo(this.x + 10, this.y);\n ctx.lineTo(this.x + 5, this.y - 10);\n ctx.lineTo(this.x + 15, this.y - 5);\n ctx.closePath();\n ctx.fill();\n \n ctx.beginPath();\n ctx.moveTo(this.x + this.width - 10, this.y);\n ctx.lineTo(this.x + this.width - 5, this.y - 10);\n ctx.lineTo(this.x + this.width - 15, this.y - 5);\n ctx.closePath();\n ctx.fill();\n }\n \n renderHealthBar(ctx) {\n const barWidth = this.width;\n const barHeight = 4;\n const barX = this.x;\n const barY = this.y - 10;\n \n // 背景\n ctx.fillStyle = '#333';\n ctx.fillRect(barX, barY, barWidth, barHeight);\n \n // 生命值\n const healthPercent = this.health / this.maxHealth;\n ctx.fillStyle = healthPercent > 0.5 ? '#44ff44' : healthPercent > 0.25 ? '#ffff44' : '#ff4444';\n ctx.fillRect(barX, barY, barWidth * healthPercent, barHeight);\n \n // 边框\n ctx.strokeStyle = '#fff';\n ctx.lineWidth = 1;\n ctx.strokeRect(barX, barY, barWidth, barHeight);\n }\n}\n\n// 僵尸AI类\nclass ZombieAI {\n constructor(zombie) {\n this.zombie = zombie;\n this.target = zombie.game.player;\n this.targetPosition = null;\n this.lastTargetUpdate = 0;\n this.updateInterval = 500;\n this.pathfinding = true;\n }\n \n update(deltaTime) {\n if (!this.target || !this.target.isAlive) {\n this.target = this.zombie.game.player;\n return;\n }\n \n // 定期更新目标位置\n this.lastTargetUpdate += deltaTime;\n if (this.lastTargetUpdate >= this.updateInterval) {\n this.updateTargetPosition();\n this.lastTargetUpdate = 0;\n }\n }\n \n updateTargetPosition() {\n if (!this.target) return;\n \n // 简单的路径寻找:直接朝向玩家\n this.targetPosition = {\n x: this.target.x,\n y: this.target.y\n };\n }\n \n getMovementDirection() {\n if (!this.targetPosition) return null;\n \n const dx = this.targetPosition.x - this.zombie.x;\n const dy = this.targetPosition.y - this.zombie.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance > 0) {\n return {\n x: dx / distance,\n y: dy / distance\n };\n }\n \n return null;\n }\n}\n\n// 僵尸投射物(远程攻击)\nclass ZombieProjectile {\n constructor(game, x, y, vx, vy, damage) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.vx = vx;\n this.vy = vy;\n this.damage = damage;\n this.width = 8;\n this.height = 8;\n this.speed = Math.sqrt(vx * vx + vy * vy);\n this.destroyed = false;\n this.color = '#44ff44';\n }\n \n update(deltaTime) {\n // 移动\n this.x += this.vx * (deltaTime / 1000);\n this.y += this.vy * (deltaTime / 1000);\n \n // 检查边界\n if (this.x < 0 || this.x > this.game.world.width ||\n this.y < 0 || this.y > this.game.world.height) {\n this.destroyed = true;\n return;\n }\n \n // 检查与玩家碰撞\n const player = this.game.player;\n if (player && this.game.isColliding(this, player)) {\n player.takeDamage(this.damage);\n this.destroyed = true;\n \n // 击中特效\n this.game.effectManager.addExplosion(this.x, this.y, 20);\n }\n }\n \n render(ctx) {\n ctx.fillStyle = this.color;\n ctx.fillRect(this.x - this.width/2, this.y - this.height/2, this.width, this.height);\n \n // 拖尾效果\n ctx.strokeStyle = 'rgba(68, 255, 68, 0.5)';\n ctx.lineWidth = 2;\n ctx.beginPath();\n ctx.moveTo(this.x, this.y);\n ctx.lineTo(this.x - this.vx * 0.1, this.y - this.vy * 0.1);\n ctx.stroke();\n }\n}\n\n\n\n<<<END_APPEND>>>",
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"content": "<<<APPEND:zombie_shooter_2d/js/weapon.js>>>\n/**\n * 武器和子弹系统\n * 包括各种子弹类型、爆炸效果等\n */\n\nclass Bullet {\n constructor(game, x, y, vx, vy, damage, friendly = true, critical = false) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.vx = vx;\n this.vy = vy;\n this.damage = damage;\n this.friendly = friendly;\n this.critical = critical;\n \n // 基础属性\n this.width = 4;\n this.height = 4;\n this.speed = Math.sqrt(vx * vx + vy * vy);\n this.lifetime = 3000; // 3秒生命周期\n this.age = 0;\n this.destroyed = false;\n \n // 视觉效果\n this.color = friendly ? '#ffff44' : '#ff4444';\n this.trail = [];\n this.maxTrailLength = 5;\n \n // 特殊效果\n this.explosive = false;\n this.explosionRadius = 0;\n this.piercing = false;\n this.piercedTargets = 0;\n this.maxPierces = 3;\n \n // 穿透效果\n this.penetrating = false;\n \n // 弹跳效果\n this.bouncing = false;\n this.maxBounces = 3;\n this.bounces = 0;\n }\n \n update(deltaTime) {\n // 更新生命周期\n this.age += deltaTime;\n if (this.age >= this.lifetime) {\n this.destroy();\n return;\n }\n \n // 更新位置\n this.x += this.vx * (deltaTime / 1000);\n this.y += this.vy * (deltaTime / 1000);\n \n // 更新拖尾\n this.updateTrail();\n \n // 边界检查\n this.checkBounds();\n \n // 碰撞检测\n if (this.friendly) {\n this.checkZombieCollisions();\n } else {\n this.checkPlayerCollisions();\n }\n }\n \n updateTrail() {\n this.trail.push({ x: this.x, y: this.y });\n if (this.trail.length > this.maxTrailLength) {\n this.trail.shift();\n }\n }\n \n checkBounds() {\n const world = this.game.world;\n \n // 检查边界碰撞\n if (this.x < 0 || this.x > world.width ||\n this.y < 0 || this.y > world.height - world.groundHeight) {\n \n if (this.bouncing && this.bounces < this.maxBounces) {\n // 弹跳\n this.bounce();\n } else {\n // 销毁\n this.destroy();\n }\n }\n }\n \n bounce() {\n const world = this.game.world;\n \n // 确定碰撞的边界\n if (this.x < 0 || this.x > world.width) {\n this.vx = -this.vx;\n }\n if (this.y < 0 || this.y > world.height - world.groundHeight) {\n this.vy = -this.vy;\n }\n \n this.bounces++;\n \n // 弹跳特效\n this.game.effectManager.addBounceEffect(this.x, this.y);\n }\n \n checkZombieCollisions() {\n // 检查与僵尸的碰撞\n this.game.objects.zombies.forEach(zombie => {\n if (!zombie.isAlive) return;\n \n if (this.isCollidingWith(zombie)) {\n this.hit(zombie);\n }\n });\n }\n \n checkPlayerCollisions() {\n // 检查与玩家的碰撞\n const player = this.game.player;\n if (player && player.isAlive && this.isCollidingWith(player)) {\n player.takeDamage(this.damage);\n this.destroy();\n }\n }\n \n isCollidingWith(target) {\n return this.x < target.x + target.width &&\n this.x + this.width > target.x &&\n this.y < target.y + target.height &&\n this.y + this.height > target.y;\n }\n \n hit(target) {\n // 造成伤害\n target.takeDamage(this.damage);\n \n // 暴击效果\n if (this.critical) {\n this.game.effectManager.addCriticalHit(this.x, this.y);\n }\n \n // 爆炸效果\n if (this.explosive) {\n this.explode();\n }\n \n // 穿透效果\n if (this.piercing && this.piercedTargets < this.maxPierces) {\n this.piercedTargets++;\n } else {\n this.destroy();\n }\n }\n \n explode() {\n // 创建爆炸\n const explosion = new Explosion(\n this.game,\n this.x,\n this.y,\n this.explosionRadius,\n this.damage * 0.5\n );\n \n this.game.addExplosion(explosion);\n this.destroy();\n }\n \n destroy() {\n this.destroyed = true;\n \n // 销毁特效\n if (this.explosive) {\n this.game.effectManager.addExplosion(this.x, this.y, 20);\n }\n }\n \n render(ctx) {\n // 渲染拖尾\n this.renderTrail(ctx);\n \n // 渲染子弹\n ctx.fillStyle = this.color;\n ctx.fillRect(this.x - this.width/2, this.y - this.height/2, this.width, this.height);\n \n // 暴击光环\n if (this.critical) {\n ctx.strokeStyle = '#ffff00';\n ctx.lineWidth = 2;\n ctx.beginPath();\n ctx.arc(this.x, this.y, 8, 0, Math.PI * 2);\n ctx.stroke();\n }\n }\n \n renderTrail(ctx) {\n if (this.trail.length < 2) return;\n \n ctx.strokeStyle = this.color;\n ctx.lineWidth = 2;\n ctx.globalAlpha = 0.5;\n \n ctx.beginPath();\n ctx.moveTo(this.trail[0].x, this.trail[0].y);\n \n for (let i = 1; i < this.trail.length; i++) {\n ctx.lineTo(this.trail[i].x, this.trail[i].y);\n }\n \n ctx.stroke();\n ctx.globalAlpha = 1;\n }\n}\n\n// 火箭类(特殊的子弹)\nclass Rocket extends Bullet {\n constructor(game, x, y, vx, vy, damage, explosionRadius, critical = false) {\n super(game, x, y, vx, vy, damage, true, critical);\n \n this.width = 8;\n this.height = 8;\n this.color = '#ff8844';\n this.explosive = true;\n this.explosionRadius = explosionRadius;\n \n // 火箭特效\n this.smokeTrail = [];\n this.maxSmokeLength = 10;\n this.engineGlow = 1.0;\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n // 更新烟雾拖尾\n this.updateSmokeTrail();\n \n // 更新引擎光芒\n this.engineGlow = 0.8 + Math.sin(Date.now() * 0.01) * 0.2;\n }\n \n updateSmokeTrail() {\n // 添加烟雾粒子\n if (Math.random() < 0.7) {\n const smoke = {\n x: this.x - this.vx * 0.05,\n y: this.y - this.vy * 0.05,\n size: 5 + Math.random() * 5,\n alpha: 0.6,\n life: 1.0\n };\n this.smokeTrail.push(smoke);\n }\n \n // 更新现有烟雾\n this.smokeTrail = this.smokeTrail.filter(smoke => {\n smoke.life -= 0.02;\n smoke.alpha *= 0.98;\n smoke.size *= 1.02;\n return smoke.life > 0;\n });\n \n if (this.smokeTrail.length > this.maxSmokeLength) {\n this.smokeTrail.shift();\n }\n }\n \n render(ctx) {\n // 渲染烟雾拖尾\n this.smokeTrail.forEach(smoke => {\n ctx.fillStyle = `rgba(150, 150, 150, ${smoke.alpha})`;\n ctx.beginPath();\n ctx.arc(smoke.x, smoke.y, smoke.size, 0, Math.PI * 2);\n ctx.fill();\n });\n \n // 渲染火箭\n ctx.save();\n ctx.translate(this.x, this.y);\n \n const angle = Math.atan2(this.vy, this.vx);\n ctx.rotate(angle);\n \n // 火箭主体\n ctx.fillStyle = this.color;\n ctx.fillRect(-this.width/2, -this.height/2, this.width, this.height);\n \n // 火箭头部\n ctx.fillStyle = '#ff4444';\n ctx.beginPath();\n ctx.moveTo(this.width/2, 0);\n ctx.lineTo(this.width/2 + 5, -3);\n ctx.lineTo(this.width/2 + 5, 3);\n ctx.closePath();\n ctx.fill();\n \n // 引擎光芒\n ctx.fillStyle = `rgba(255, 200, 0, ${this.engineGlow})`;\n ctx.beginPath();\n ctx.arc(-this.width/2 - 3, 0, 4, 0, Math.PI * 2);\n ctx.fill();\n \n ctx.restore();\n \n // 渲染超级拖尾\n super.renderTrail(ctx);\n }\n}\n\n// 爆炸类\nclass Explosion {\n constructor(game, x, y, radius, damage) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.damage = damage;\n this.maxRadius = radius;\n this.age = 0;\n this.lifetime = 500; // 0.5秒\n this.destroyed = false;\n \n // 粒子效果\n this.particles = [];\n this.createParticles();\n \n // 冲击波\n this.shockwave = 0;\n this.maxShockwave = radius * 1.5;\n \n // 应用爆炸伤害\n this.applyDamage();\n }\n \n createParticles() {\n const particleCount = 20;\n \n for (let i = 0; i < particleCount; i++) {\n const angle = (Math.PI * 2 / particleCount) * i;\n const speed = 100 + Math.random() * 200;\n \n this.particles.push({\n x: this.x,\n y: this.y,\n vx: Math.cos(angle) * speed,\n vy: Math.sin(angle) * speed,\n size: 3 + Math.random() * 5,\n color: `hsl(${Math.random() * 60}, 100%, 50%)`,\n life: 1.0,\n maxLife: 1.0\n });\n }\n }\n \n applyDamage() {\n // 对范围内的敌人造成伤害\n const targets = this.game.objects.zombies;\n \n targets.forEach(target => {\n if (!target.isAlive) return;\n \n const dx = target.x + target.width/2 - this.x;\n const dy = target.y + target.height/2 - this.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance <= this.radius) {\n const damageMultiplier = 1 - (distance / this.radius);\n const actualDamage = this.damage * damageMultiplier;\n target.takeDamage(actualDamage);\n \n // 击退效果\n if (distance > 0) {\n target.x += (dx / distance) * 50 * damageMultiplier;\n target.y += (dy / distance) * 50 * damageMultiplier;\n }\n }\n });\n }\n \n update(deltaTime) {\n this.age += deltaTime;\n \n // 更新爆炸半径\n const progress = this.age / this.lifetime;\n this.radius = this.maxRadius * (1 - progress * progress);\n \n // 更新冲击波\n this.shockwave += deltaTime * 0.5;\n if (this.shockwave > this.maxShockwave) {\n this.shockwave = this.maxShockwave;\n }\n \n // 更新粒子\n this.particles = this.particles.filter(particle => {\n particle.x += particle.vx * (deltaTime / 1000);\n particle.y += particle.vy * (deltaTime / 1000);\n particle.vy += 200 * (deltaTime / 1000); // 重力\n particle.life -= deltaTime / (particle.maxLife * 1000);\n particle.size *= 0.98;\n \n return particle.life > 0;\n });\n \n // 检查生命周期\n if (this.age >= this.lifetime) {\n this.destroyed = true;\n }\n }\n \n render(ctx) {\n // 渲染冲击波\n if (this.shockwave < this.maxShockwave) {\n ctx.strokeStyle = `rgba(255, 255, 255, ${1 - this.shockwave / this.maxShockwave})`;\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.shockwave, 0, Math.PI * 2);\n ctx.stroke();\n }\n \n // 渲染爆炸核心\n const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.radius);\n gradient.addColorStop(0, 'rgba(255, 255, 255, 0.8)');\n gradient.addColorStop(0.3, 'rgba(255, 200, 0, 0.6)');\n gradient.addColorStop(0.6, 'rgba(255, 100, 0, 0.4)');\n gradient.addColorStop(1, 'rgba(255, 0, 0, 0.2)');\n \n ctx.fillStyle = gradient;\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n ctx.fill();\n \n // 渲染粒子\n this.particles.forEach(particle => {\n ctx.fillStyle = particle.color;\n ctx.globalAlpha = particle.life;\n ctx.beginPath();\n ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);\n ctx.fill();\n ctx.globalAlpha = 1;\n });\n }\n}\n\n// 道具类\nclass Powerup {\n constructor(game, x, y, type) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.type = type;\n this.width = 20;\n this.height = 20;\n this.destroyed = false;\n \n // 道具属性\n this.value = this.getValue();\n this.lifetime = 10000; // 10秒\n this.age = 0;\n this.bobOffset = Math.random() * Math.PI * 2;\n \n // 视觉效果\n this.color = this.getColor();\n this.glow = 1.0;\n this.pulse = 0;\n }\n \n getValue() {\n switch (this.type) {\n case 'health': return 25 + Math.random() * 25;\n case 'ammo': return 10 + Math.random() * 20;\n case 'gold': return 50 + Math.random() * 100;\n case 'damage': return 1.5 + Math.random() * 0.5;\n default: return 0;\n }\n }\n \n getColor() {\n switch (this.type) {\n case 'health': return '#44ff44';\n case 'ammo': return '#4444ff';\n case 'gold': return '#ffff44';\n case 'damage': return '#ff4444';\n default: return '#ffffff';\n }\n }\n \n update(deltaTime) {\n this.age += deltaTime;\n this.pulse += deltaTime * 0.01;\n \n // 检查生命周期\n if (this.age >= this.lifetime) {\n this.destroyed = true;\n return;\n }\n \n // 闪烁效果(接近消失时)\n if (this.age > this.lifetime * 0.8) {\n this.glow = Math.sin(this.pulse * 10) * 0.5 + 0.5;\n } else {\n this.glow = Math.sin(this.pulse) * 0.3 + 0.7;\n }\n }\n \n collect(player) {\n if (this.destroyed) return;\n \n switch (this.type) {\n case 'health':\n player.heal(this.value);\n break;\n case 'ammo':\n // 给所有武器补充弹药\n player.weapons.forEach(weapon => {\n if (weapon.ammo !== Infinity) {\n weapon.ammo += this.value;\n }\n });\n break;\n case 'gold':\n this.game.economy.addGold(this.value);\n break;\n case 'damage':\n // 临时伤害加成\n player.damageMultiplier *= this.value;\n setTimeout(() => {\n player.damageMultiplier /= this.value;\n }, 10000); // 10秒\n break;\n }\n \n // 收集特效\n this.game.effectManager.addCollectEffect(this.x, this.y, this.color);\n \n this.destroyed = true;\n }\n \n render(ctx) {\n const bobY = Math.sin(this.pulse * 5 + this.bobOffset) * 5;\n \n ctx.save();\n ctx.translate(this.x + this.width/2, this.y + this.height/2 + bobY);\n \n // 发光效果\n ctx.shadowColor = this.color;\n ctx.shadowBlur = 10 * this.glow;\n \n // 道具主体\n ctx.fillStyle = this.color;\n ctx.globalAlpha = this.glow;\n \n // 不同形状表示不同道具\n switch (this.type) {\n case 'health': // 圆形\n ctx.beginPath();\n ctx.arc(0, 0, this.width/2, 0, Math.PI * 2);\n ctx.fill();\n break;\n case 'ammo': // 方形\n ctx.fillRect(-this.width/2, -this.height/2, this.width, this.height);\n break;\n case 'gold': // 星形\n this.renderStar(ctx, 0, 0, this.width/2, 5);\n break;\n case 'damage': // 三角形\n ctx.beginPath();\n ctx.moveTo(0, -this.height/2);\n ctx.lineTo(-this.width/2, this.height/2);\n ctx.lineTo(this.width/2, this.height/2);\n ctx.closePath();\n ctx.fill();\n break;\n }\n \n ctx.restore();\n }\n \n renderStar(ctx, x, y, radius, points) {\n ctx.beginPath();\n for (let i = 0; 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"content": "<<<APPEND:zombie_shooter_2d/js/effect.js>>>\n/**\n * 特效管理系统\n * 管理所有视觉特效,包括粒子效果、屏幕震动、伤害数字等\n */\n\nclass EffectManager {\n constructor(game) {\n this.game = game;\n this.effects = [];\n this.screenShake = { intensity: 0, duration: 0 };\n this.damageNumbers = [];\n this.particles = [];\n this.levelUpEffects = [];\n }\n \n update(deltaTime) {\n // 更新屏幕震动\n this.updateScreenShake(deltaTime);\n \n // 更新特效\n this.effects = this.effects.filter(effect => {\n effect.update(deltaTime);\n return !effect.destroyed;\n });\n \n // 更新伤害数字\n this.damageNumbers = this.damageNumbers.filter(damageNumber => {\n damageNumber.update(deltaTime);\n return !damageNumber.destroyed;\n });\n \n // 更新粒子\n this.particles = this.particles.filter(particle => {\n particle.update(deltaTime);\n return !particle.destroyed;\n });\n \n // 更新升级特效\n this.levelUpEffects = this.levelUpEffects.filter(effect => {\n effect.update(deltaTime);\n return !effect.destroyed;\n });\n }\n \n render(ctx) {\n // 应用屏幕震动\n if (this.screenShake.intensity > 0) {\n const shakeX = (Math.random() - 0.5) * this.screenShake.intensity;\n const shakeY = (Math.random() - 0.5) * this.screenShake.intensity;\n ctx.translate(shakeX, shakeY);\n }\n \n // 渲染特效\n this.effects.forEach(effect => effect.render(ctx));\n \n // 渲染粒子\n this.particles.forEach(particle => particle.render(ctx));\n \n // 渲染伤害数字\n this.damageNumbers.forEach(damageNumber => damageNumber.render(ctx));\n \n // 渲染升级特效\n this.levelUpEffects.forEach(effect => effect.render(ctx));\n }\n \n // 屏幕震动\n addScreenShake(intensity, duration) {\n this.screenShake.intensity = Math.max(this.screenShake.intensity, intensity);\n this.screenShake.duration = Math.max(this.screenShake.duration, duration);\n }\n \n updateScreenShake(deltaTime) {\n if (this.screenShake.duration > 0) {\n this.screenShake.duration -= deltaTime;\n this.screenShake.intensity *= 0.95; // 逐渐减弱\n \n if (this.screenShake.duration <= 0) {\n this.screenShake.intensity = 0;\n }\n }\n }\n \n // 爆炸效果\n addExplosion(x, y, radius, intensity = 1) {\n // 创建爆炸特效\n const explosion = new ExplosionEffect(this.game, x, y, radius, intensity);\n this.effects.push(explosion);\n \n // 屏幕震动\n this.addScreenShake(radius * 0.1, 300);\n \n // 粒子效果\n this.createExplosionParticles(x, y, radius, intensity);\n }\n \n createExplosionParticles(x, y, radius, intensity) {\n const particleCount = Math.floor(10 * radius * intensity);\n \n for (let i = 0; i < particleCount; i++) {\n const angle = Math.random() * Math.PI * 2;\n const speed = 50 + Math.random() * 200;\n const size = 2 + Math.random() * 4;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n size,\n `hsl(${Math.random() * 60}, 100%, 50%)`,\n 1000 + Math.random() * 1000\n );\n \n this.particles.push(particle);\n }\n }\n \n // 伤害数字\n addDamageNumber(x, y, damage, critical = false) {\n const damageNumber = new DamageNumber(x, y, damage, critical);\n this.damageNumbers.push(damageNumber);\n }\n \n // 暴击效果\n addCriticalHit(x, y) {\n // 创建暴击特效\n const criticalEffect = new CriticalHitEffect(this.game, x, y);\n this.effects.push(criticalEffect);\n \n // 额外的粒子效果\n for (let i = 0; i < 10; i++) {\n const angle = Math.random() * Math.PI * 2;\n const speed = 100 + Math.random() * 100;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n 3,\n '#ffff00',\n 800\n );\n \n this.particles.push(particle);\n }\n }\n \n // 升级特效\n addLevelUpEffect(x, y) {\n const levelUpEffect = new LevelUpEffect(this.game, x, y);\n this.levelUpEffects.push(levelUpEffect);\n \n // 创建升级粒子\n for (let i = 0; i < 20; i++) {\n const angle = (Math.PI * 2 / 20) * i;\n const speed = 50 + Math.random() * 100;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n 4,\n '#44ff44',\n 1500\n );\n \n this.particles.push(particle);\n }\n }\n \n // 护盾效果\n addShieldEffect(x, y) {\n const shieldEffect = new ShieldEffect(this.game, x, y);\n this.effects.push(shieldEffect);\n }\n \n // 狂暴效果\n addRageEffect(x, y) {\n const rageEffect = new RageEffect(this.game, x, y);\n this.effects.push(rageEffect);\n }\n \n // 收集效果\n addCollectEffect(x, y, color) {\n // 创建收集粒子\n for (let i = 0; i < 8; i++) {\n const angle = (Math.PI * 2 / 8) * i;\n const speed = 30 + Math.random() * 50;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n 3,\n color,\n 600\n );\n \n this.particles.push(particle);\n }\n \n // 向上飘浮的效果\n const floatEffect = new FloatUpEffect(this.game, x, y, color);\n this.effects.push(floatEffect);\n }\n \n // 弹跳效果\n addBounceEffect(x, y) {\n // 创建弹跳粒子\n for (let i = 0; i < 5; i++) {\n const angle = Math.random() * Math.PI * 2;\n const speed = 50 + Math.random() * 100;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n 2,\n '#ffffff',\n 400\n );\n \n this.particles.push(particle);\n }\n }\n}\n\n// 基础特效类\nclass Effect {\n constructor(game, x, y, duration) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.duration = duration;\n this.age = 0;\n this.destroyed = false;\n }\n \n update(deltaTime) {\n this.age += deltaTime;\n if (this.age >= this.duration) {\n this.destroyed = true;\n }\n }\n \n render(ctx) {\n // 子类实现\n }\n}\n\n// 爆炸特效\nclass ExplosionEffect extends Effect {\n constructor(game, x, y, radius, intensity) {\n super(game, x, y, 500);\n this.radius = radius;\n this.maxRadius = radius;\n this.intensity = intensity;\n this.rings = [];\n this.createRings();\n }\n \n createRings() {\n const ringCount = 3;\n \n for (let i = 0; i < ringCount; i++) {\n this.rings.push({\n radius: 0,\n maxRadius: this.radius * (1 + i * 0.3),\n delay: i * 100,\n alpha: 1 - i * 0.3\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n const progress = this.age / this.duration;\n \n // 更新环\n this.rings.forEach(ring => {\n if (this.age >= ring.delay) {\n const ringProgress = (this.age - ring.delay) / (this.duration - ring.delay);\n ring.radius = ring.maxRadius * ringProgress;\n ring.alpha = (1 - ringProgress) * ring.alpha;\n }\n });\n }\n \n render(ctx) {\n // 渲染冲击环\n this.rings.forEach(ring => {\n if (ring.radius > 0) {\n ctx.strokeStyle = `rgba(255, 200, 0, ${ring.alpha})`;\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x, this.y, ring.radius, 0, Math.PI * 2);\n ctx.stroke();\n }\n });\n \n // 渲染核心\n const progress = this.age / this.duration;\n const coreRadius = this.maxRadius * (1 - progress);\n const coreAlpha = 1 - progress;\n \n const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, coreRadius);\n gradient.addColorStop(0, `rgba(255, 255, 255, ${coreAlpha})`);\n gradient.addColorStop(0.5, `rgba(255, 200, 0, ${coreAlpha * 0.8})`);\n gradient.addColorStop(1, `rgba(255, 100, 0, ${coreAlpha * 0.4})`);\n \n ctx.fillStyle = gradient;\n ctx.beginPath();\n ctx.arc(this.x, this.y, coreRadius, 0, Math.PI * 2);\n ctx.fill();\n }\n}\n\n// 暴击特效\nclass CriticalHitEffect extends Effect {\n constructor(game, x, y) {\n super(game, x, y, 800);\n this.spikes = [];\n this.createSpikes();\n }\n \n createSpikes() {\n const spikeCount = 8;\n \n for (let i = 0; i < spikeCount; i++) {\n const angle = (Math.PI * 2 / spikeCount) * i;\n this.spikes.push({\n angle: angle,\n length: 15 + Math.random() * 10,\n maxLength: 15 + Math.random() * 10\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n const progress = this.age / this.duration;\n \n // 更新尖刺长度\n this.spikes.forEach(spike => {\n if (progress < 0.3) {\n spike.length = spike.maxLength * (progress / 0.3);\n } else {\n spike.length = spike.maxLength * (1 - (progress - 0.3) / 0.7);\n }\n });\n }\n \n render(ctx) {\n const progress = this.age / this.duration;\n const alpha = 1 - progress;\n \n ctx.strokeStyle = `rgba(255, 255, 0, ${alpha})`;\n ctx.lineWidth = 3;\n \n // 渲染尖刺\n this.spikes.forEach(spike => {\n ctx.beginPath();\n ctx.moveTo(this.x, this.y);\n ctx.lineTo(\n this.x + Math.cos(spike.angle) * spike.length,\n this.y + Math.sin(spike.angle) * spike.length\n );\n ctx.stroke();\n });\n \n // 渲染中心\n ctx.fillStyle = `rgba(255, 255, 0, ${alpha})`;\n ctx.beginPath();\n ctx.arc(this.x, this.y, 5 * (1 - progress), 0, Math.PI * 2);\n ctx.fill();\n }\n}\n\n// 升级特效\nclass LevelUpEffect extends Effect {\n constructor(game, x, y) {\n super(game, x, y, 1500);\n this.rings = [];\n this.text = \"LEVEL UP!\";\n this.textAlpha = 1;\n this.createRings();\n }\n \n createRings() {\n const ringCount = 3;\n \n for (let i = 0; i < ringCount; i++) {\n this.rings.push({\n radius: 0,\n maxRadius: 60 + i * 20,\n delay: i * 200,\n color: i === 0 ? '#44ff44' : i === 1 ? '#88ff88' : '#aaffaa'\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n const progress = this.age / this.duration;\n \n // 更新环\n this.rings.forEach(ring => {\n if (this.age >= ring.delay) {\n const ringProgress = (this.age - ring.delay) / (this.duration - ring.delay);\n ring.radius = ring.maxRadius * ringProgress;\n }\n });\n \n // 更新文字透明度\n if (progress > 0.5) {\n this.textAlpha = 1 - (progress - 0.5) / 0.5;\n }\n }\n \n render(ctx) {\n // 渲染升级环\n this.rings.forEach(ring => {\n if (ring.radius > 0) {\n ctx.strokeStyle = ring.color;\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x, this.y, ring.radius, 0, Math.PI * 2);\n ctx.stroke();\n }\n });\n \n // 渲染文字\n if (this.textAlpha > 0) {\n ctx.fillStyle = `rgba(68, 255, 68, ${this.textAlpha})`;\n ctx.font = 'bold 24px Arial';\n ctx.textAlign = 'center';\n ctx.fillText(this.text, this.x, this.y - 40);\n ctx.textAlign = 'left';\n }\n }\n}\n\n// 护盾特效\nclass ShieldEffect extends Effect {\n constructor(game, x, y) {\n super(game, x, y, 3000);\n this.radius = 40;\n this.segments = [];\n this.createSegments();\n }\n \n createSegments() {\n const segmentCount = 8;\n \n for (let i = 0; i < segmentCount; i++) {\n const angle = (Math.PI * 2 / segmentCount) * i;\n this.segments.push({\n angle: angle,\n alpha: 0.6 + Math.random() * 0.4,\n pulseSpeed: 0.02 + Math.random() * 0.02\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n // 更新段透明度\n this.segments.forEach(segment => {\n segment.alpha += Math.sin(this.age * segment.pulseSpeed) * 0.02;\n segment.alpha = Math.max(0.2, Math.min(1, segment.alpha));\n });\n }\n \n render(ctx) {\n // 渲染护盾环\n this.segments.forEach(segment => {\n ctx.strokeStyle = `rgba(100, 200, 255, ${segment.alpha})`;\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.radius, segment.angle - 0.3, segment.angle + 0.3);\n ctx.stroke();\n });\n \n // 渲染内部光晕\n const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.radius);\n gradient.addColorStop(0, 'rgba(100, 200, 255, 0.2)');\n gradient.addColorStop(1, 'rgba(100, 200, 255, 0)');\n \n ctx.fillStyle = gradient;\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n ctx.fill();\n }\n}\n\n// 狂暴特效\nclass RageEffect extends Effect {\n constructor(game, x, y) {\n super(game, x, y, 5000);\n this.flames = [];\n this.createFlames();\n }\n \n createFlames() {\n const flameCount = 6;\n \n for (let i = 0; i < flameCount; i++) {\n const angle = (Math.PI * 2 / flameCount) * i;\n this.flames.push({\n angle: angle,\n length: 20 + Math.random() * 15,\n maxLength: 20 + Math.random() * 15,\n flicker: 0,\n flickerSpeed: 0.1 + Math.random() * 0.1\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n // 更新火焰\n this.flames.forEach(flame => {\n flame.flicker += deltaTime * flame.flickerSpeed;\n flame.length = flame.maxLength * (0.8 + Math.sin(flame.flicker) * 0.2);\n });\n }\n \n render(ctx) {\n // 渲染火焰\n this.flames.forEach(flame => {\n const flickerAlpha = 0.7 + Math.sin(flame.flicker * 5) * 0.3;\n \n // 外层火焰\n ctx.strokeStyle = `rgba(255, 150, 0, ${flickerAlpha * 0.6})`;\n ctx.lineWidth = 4;\n ctx.beginPath();\n ctx.moveTo(this.x, this.y);\n ctx.lineTo(\n this.x + Math.cos(flame.angle) * flame.length,\n this.y + Math.sin(flame.angle) * flame.length\n );\n ctx.stroke();\n \n // 内层火焰\n ctx.strokeStyle = `rgba(255, 200, 100, ${flickerAlpha})`;\n ctx.lineWidth = 2;\n ctx.beginPath();\n ctx.moveTo(this.x, this.y);\n ctx.lineTo(\n this.x + Math.cos(flame.angle) * flame.length * 0.7,\n this.y + Math.sin(flame.angle) * flame.length * 0.7\n );\n ctx.stroke();\n });\n }\n}\n\n// 向上飘浮特效\nclass FloatUpEffect extends Effect {\n constructor(game, x, y, color) {\n super(game, x, y, 1000);\n this.color = color;\n this.particles = [];\n this.createParticles();\n }\n \n createParticles() {\n for (let i = 0; i < 5; i++) {\n this.particles.push({\n x: this.x + (Math.random() - 0.5) * 20,\n y: this.y,\n vy: -30 - Math.random() * 30,\n size: 2 + Math.random() * 3,\n alpha: 1\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n const progress = this.age / this.duration;\n \n // 更新粒子\n this.particles.forEach(particle => {\n particle.y += particle.vy * (deltaTime / 1000);\n particle.alpha = 1 - progress;\n particle.size *= 0.98;\n });\n }\n \n render(ctx) {\n this.particles.forEach(particle => {\n ctx.fillStyle = this.color.replace('rgb', 'rgba').replace(')', `, ${particle.alpha})`);\n ctx.beginPath();\n ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);\n ctx.fill();\n });\n }\n}\n\n// 粒子类\nclass Particle {\n constructor(x, y, vx, vy, size, color, lifetime) {\n this.x = x;\n this.y = y;\n this.vx = vx;\n this.vy = vy;\n this.size = size;\n this.color = color;\n this.lifetime = lifetime;\n this.age = 0;\n this.destroyed = false;\n }\n \n update(deltaTime) {\n this.age += deltaTime;\n \n // 物理更新\n this.x += this.vx * (deltaTime / 1000);\n this.y += this.vy * (deltaTime / 1000);\n this.vy += 200 * (deltaTime / 1000); // 重力\n \n // 生命周期\n if (this.age >= this.lifetime) {\n this.destroyed = true;\n }\n \n // 大小和透明度衰减\n const progress = this.age / this.lifetime;\n this.size *= 0.99;\n this.alpha = 1 - progress;\n }\n \n render(ctx) {\n ctx.fillStyle = this.color;\n ctx.globalAlpha = this.alpha || (1 - this.age / this.lifetime);\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);\n ctx.fill();\n ctx.globalAlpha = 1;\n }\n}\n\n// 伤害数字类\nclass DamageNumber {\n constructor(x, y, damage, critical = false) {\n this.x = x;\n this.y = y;\n this.damage = Math.ceil(damage);\n this.critical = critical;\n this.vy = -50;\n this.lifetime = 1000;\n this.age = 0;\n this.destroyed = false;\n this.bounce = 0;\n }\n \n update(deltaTime) {\n this.age += deltaTime;\n \n // 上升和减速\n this.y += this.vy * (deltaTime / 1000);\n this.vy += 100 * (deltaTime / 1000); // 重力\n \n // 轻微弹跳\n if (this.vy > 0 && this.bounce === 0) {\n this.vy = -20;\n this.bounce = 1;\n }\n \n // 生命周期\n if (this.age >= this.lifetime) {\n this.destroyed = true;\n }\n }\n \n render(ctx) {\n const progress = this.age / this.lifetime;\n const alpha = 1 - progress;\n const scale = this.critical ? 1.5 : 1.2;\n \n ctx.save();\n ctx.translate(this.x, this.y);\n ctx.scale(scale, scale);\n \n // 文字阴影\n ctx.fillStyle = 'rgba(0, 0, 0, 0.8)';\n ctx.font = this.critical ? 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"content": "<<<APPEND:zombie_shooter_2d/js/ui.js>>>\n/**\n * UI管理系统\n * 管理游戏界面、升级系统、经济系统等\n */\n\n// 经济系统\nclass EconomySystem {\n constructor(game) {\n this.game = game;\n this.gold = 1000; // 初始金币\n this.multiplier = 1.0;\n this.bonusGold = 0;\n }\n \n addGold(amount) {\n const totalAmount = Math.floor(amount * this.multiplier + this.bonusGold);\n this.gold += totalAmount;\n this.updateUI();\n \n // 金币获得特效\n if (this.game.effectManager) {\n this.game.effectManager.addCollectEffect(\n this.game.player.x + this.game.player.width/2,\n this.game.player.y,\n '#ffff44'\n );\n }\n }\n \n spendGold(amount) {\n if (this.gold >= amount) {\n this.gold -= amount;\n this.updateUI();\n return true;\n }\n return false;\n }\n \n canAfford(amount) {\n return this.gold >= amount;\n }\n \n updateUI() {\n const moneyElement = document.getElementById('moneyText');\n if (moneyElement) {\n moneyElement.textContent = `💰 ${this.gold}`;\n \n // 添加动画效果\n moneyElement.classList.add('pulse');\n setTimeout(() => {\n moneyElement.classList.remove('pulse');\n }, 300);\n }\n }\n \n reset() {\n this.gold = 1000;\n this.multiplier = 1.0;\n this.bonusGold = 0;\n this.updateUI();\n }\n}\n\n// 升级系统\nclass UpgradeSystem {\n constructor(game) {\n this.game = game;\n this.upgrades = {\n damage: { level: 0, maxLevel: 10, cost: 500, multiplier: 1.1 },\n fireRate: { level: 0, maxLevel: 10, cost: 750, multiplier: 1.15 },\n multishot: { level: 0, maxLevel: 5, cost: 1200, multiplier: 1 },\n health: { level: 0, maxLevel: 15, cost: 300, multiplier: 20 },\n armor: { level: 0, maxLevel: 15, cost: 400, multiplier: 15 },\n regeneration: { level: 0, maxLevel: 5, cost: 800, multiplier: 1 },\n speed: { level: 0, maxLevel: 10, cost: 600, multiplier: 1.2 },\n critical: { level: 0, maxLevel: 10, cost: 1000, multiplier: 0.05 },\n explosive: { level: 0, maxLevel: 3, cost: 1500, multiplier: 1 }\n };\n \n this.updateUI();\n }\n \n purchaseUpgrade(type) {\n const upgrade = this.upgrades[type];\n if (!upgrade) return false;\n \n // 检查是否达到最大等级\n if (upgrade.level >= upgrade.maxLevel) {\n this.showMessage('已达到最大等级!');\n return false;\n }\n \n // 检查金币是否足够\n const cost = this.getUpgradeCost(type);\n if (!this.game.economy.canAfford(cost)) {\n this.showMessage('金币不足!');\n return false;\n }\n \n // 扣除金币\n if (this.game.economy.spendGold(cost)) {\n // 应用升级\n this.applyUpgrade(type);\n upgrade.level++;\n \n // 更新UI\n this.updateUI();\n \n // 显示升级效果\n this.showUpgradeEffect(type);\n \n return true;\n }\n \n return false;\n }\n \n getUpgradeCost(type) {\n const upgrade = this.upgrades[type];\n if (!upgrade) return 0;\n \n // 成本递增公式\n return Math.floor(upgrade.cost * Math.pow(1.5, upgrade.level));\n }\n \n applyUpgrade(type) {\n const player = this.game.player;\n if (!player) return;\n \n switch (type) {\n case 'damage':\n player.upgrades.damage++;\n break;\n case 'fireRate':\n player.upgrades.fireRate++;\n player.fireRateMultiplier *= 1.15;\n break;\n case 'multishot':\n player.upgrades.multishot++;\n break;\n case 'health':\n player.upgrades.health++;\n player.maxHealth += 20;\n player.health += 20;\n break;\n case 'armor':\n player.upgrades.armor++;\n player.maxArmor += 15;\n player.armor += 15;\n break;\n case 'regeneration':\n player.upgrades.regeneration++;\n break;\n case 'speed':\n player.upgrades.speed++;\n player.speed *= 1.2;\n break;\n case 'critical':\n player.upgrades.critical++;\n player.criticalChance += 0.05;\n break;\n case 'explosive':\n player.upgrades.explosive++;\n // 给武器添加爆炸效果\n player.weapons.forEach(weapon => {\n if (weapon instanceof RocketLauncher) {\n weapon.explosive = true;\n weapon.explosionRadius = 100;\n }\n });\n break;\n }\n }\n \n updateUI() {\n // 更新升级面板\n document.querySelectorAll('.upgrade-item').forEach(item => {\n const type = item.dataset.upgrade;\n const upgrade = this.upgrades[type];\n \n if (upgrade) {\n const nameElement = item.querySelector('.upgrade-name');\n const costElement = item.querySelector('.upgrade-cost');\n \n // 更新名称(显示等级)\n const levelText = upgrade.level > 0 ? ` (${upgrade.level}/${upgrade.maxLevel})` : '';\n nameElement.textContent = this.getUpgradeName(type) + levelText;\n \n // 更新成本\n if (upgrade.level >= upgrade.maxLevel) {\n costElement.textContent = '已满级';\n item.style.opacity = '0.5';\n } else {\n const cost = this.getUpgradeCost(type);\n costElement.textContent = `💰 ${cost}`;\n item.style.opacity = '1';\n }\n \n // 更新可购买状态\n const canAfford = this.game.economy.canAfford(this.getUpgradeCost(type));\n item.style.pointerEvents = canAfford && upgrade.level < upgrade.maxLevel ? 'auto' : 'none';\n item.style.opacity = canAfford && upgrade.level < upgrade.maxLevel ? '1' : '0.5';\n }\n });\n }\n \n getUpgradeName(type) {\n const names = {\n damage: '攻击力',\n fireRate: '射速',\n multishot: '多重射击',\n health: '生命值',\n armor: '护甲',\n regeneration: '生命恢复',\n speed: '移动速度',\n critical: '暴击率',\n explosive: '爆炸子弹'\n };\n \n return names[type] || type;\n }\n \n showUpgradeEffect(type) {\n if (!this.game.effectManager) return;\n \n const player = this.game.player;\n if (!player) return;\n \n // 显示升级特效\n this.game.effectManager.addLevelUpEffect(\n player.x + player.width/2,\n player.y + player.height/2\n );\n \n // 显示升级消息\n this.showMessage(`${this.getUpgradeName(type)} 升级成功!`);\n }\n \n showMessage(message) {\n // 创建临时消息元素\n const messageElement = document.createElement('div');\n messageElement.textContent = message;\n messageElement.style.cssText = `\n position: fixed;\n top: 50%;\n left: 50%;\n transform: translate(-50%, -50%);\n background: rgba(0, 0, 0, 0.8);\n color: white;\n padding: 20px;\n border-radius: 10px;\n font-size: 18px;\n z-index: 1000;\n pointer-events: none;\n `;\n \n document.body.appendChild(messageElement);\n \n // 3秒后移除\n setTimeout(() => {\n document.body.removeChild(messageElement);\n }, 3000);\n }\n \n reset() {\n Object.keys(this.upgrades).forEach(key => {\n this.upgrades[key].level = 0;\n });\n this.updateUI();\n }\n}\n\n// 波次管理器\nclass WaveManager {\n constructor(game) {\n this.game = game;\n this.currentWave = 1;\n this.waveActive = false;\n this.zombiesRemaining = 0;\n this.zombiesSpawned = 0;\n this.zombiesToSpawn = 0;\n this.spawnTimer = 0;\n this.spawnInterval = 1000;\n this.waveStartTime = 0;\n this.waveDuration = 0;\n \n // 波次配置\n this.waveConfigs = this.generateWaveConfigs();\n \n this.updateUI();\n }\n \n generateWaveConfigs() {\n const configs = [];\n \n for (let wave = 1; wave <= 50; wave++) {\n const config = {\n wave: wave,\n totalZombies: Math.floor(10 * Math.pow(1.2, wave - 1)),\n zombieTypes: this.getZombieTypesForWave(wave),\n spawnRate: Math.max(200, 1000 - wave * 10),\n specialEvents: this.getSpecialEventsForWave(wave),\n rewards: {\n gold: wave * 100,\n experience: wave * 50\n }\n };\n \n configs.push(config);\n }\n \n return configs;\n }\n \n getZombieTypesForWave(wave) {\n const types = [\n { type: 'normal', weight: 100, minWave: 1 }\n ];\n \n if (wave >= 3) {\n types.push({ type: 'fast', weight: 30, minWave: 3 });\n }\n \n if (wave >= 5) {\n types.push({ type: 'tank', weight: 20, minWave: 5 });\n }\n \n if (wave >= 8) {\n types.push({ type: 'explosive', weight: 15, minWave: 8 });\n }\n \n if (wave >= 10) {\n types.push({ type: 'spitter', weight: 25, minWave: 10 });\n }\n \n if (wave >= 15 && wave % 10 === 0) {\n types.push({ type: 'boss', weight: 5, minWave: 15 });\n }\n \n return types;\n }\n \n getSpecialEventsForWave(wave) {\n const events = [];\n \n if (wave % 5 === 0) {\n events.push('doubleGold');\n }\n \n if (wave % 10 === 0) {\n events.push('bossWave');\n }\n \n if (wave % 3 === 0) {\n events.push('fastSpawn');\n }\n \n return events;\n }\n \n startWave(waveNumber) {\n this.currentWave = waveNumber;\n this.waveActive = true;\n this.waveStartTime = performance.now();\n \n const config = this.waveConfigs[waveNumber - 1];\n if (!config) {\n // 超过预设波次,生成更难的配置\n this.generateDynamicWaveConfig(waveNumber);\n return;\n }\n \n this.zombiesToSpawn = config.totalZombies;\n this.zombiesRemaining = config.totalZombies;\n this.zombiesSpawned = 0;\n this.spawnInterval = config.spawnRate;\n \n // 应用特殊事件\n this.applySpecialEvents(config.specialEvents);\n \n this.updateUI();\n \n console.log(`第 ${waveNumber} 波开始!需要击杀 ${config.totalZombies} 只僵尸`);\n }\n \n generateDynamicWaveConfig(waveNumber) {\n // 动态生成高难度波次配置\n const config = {\n wave: waveNumber,\n totalZombies: Math.floor(20 * Math.pow(1.3, waveNumber - 50)),\n zombieTypes: this.getZombieTypesForWave(waveNumber),\n spawnRate: Math.max(100, 500 - (waveNumber - 50) * 5),\n specialEvents: ['bossWave', 'doubleGold', 'fastSpawn'],\n rewards: {\n gold: waveNumber * 200,\n experience: waveNumber * 100\n }\n };\n \n this.zombiesToSpawn = config.totalZombies;\n this.zombiesRemaining = config.totalZombies;\n this.zombiesSpawned = 0;\n this.spawnInterval = config.spawnRate;\n \n this.applySpecialEvents(config.specialEvents);\n \n console.log(`动态生成第 ${waveNumber} 波!难度极高!`);\n }\n \n applySpecialEvents(events) {\n events.forEach(event => {\n switch (event) {\n case 'doubleGold':\n this.game.economy.multiplier *= 2;\n console.log('双倍金币事件激活!');\n break;\n case 'bossWave':\n // Boss波次会在僵尸类型中自动处理\n console.log('Boss波次!');\n break;\n case 'fastSpawn':\n this.spawnInterval *= 0.5;\n console.log('快速生成事件激活!');\n break;\n }\n });\n }\n \n update(deltaTime) {\n if (!this.waveActive) return;\n \n // 生成僵尸\n this.spawnTimer += deltaTime;\n if (this.spawnTimer >= this.spawnInterval && this.zombiesSpawned < this.zombiesToSpawn) {\n this.spawnZombie();\n this.spawnTimer = 0;\n }\n \n // 检查波次完成\n if (this.zombiesRemaining <= 0 && this.zombiesSpawned >= this.zombiesToSpawn) {\n this.completeWave();\n }\n \n // 更新波次持续时间\n this.waveDuration += deltaTime;\n }\n \n spawnZombie() {\n const config = this.waveConfigs[this.currentWave - 1] || this.generateDynamicWaveConfig(this.currentWave);\n \n // 选择僵尸类型\n const zombieType = this.selectZombieType(config.zombieTypes);\n \n // 生成位置(随机在屏幕边缘)\n const spawnPosition = this.getSpawnPosition();\n \n // 创建僵尸\n const zombie = new Zombie(this.game, spawnPosition.x, spawnPosition.y, zombieType);\n this.game.addZombie(zombie);\n \n this.zombiesSpawned++;\n \n // 生成特效\n if (this.game.effectManager) {\n this.game.effectManager.addExplosion(spawnPosition.x, spawnPosition.y, 20);\n }\n }\n \n selectZombieType(types) {\n // 根据权重选择僵尸类型\n const totalWeight = types.reduce((sum, type) => sum + type.weight, 0);\n let random = Math.random() * totalWeight;\n \n for (const type of types) {\n random -= type.weight;\n if (random <= 0) {\n return type.type;\n }\n }\n \n return 'normal';\n }\n \n getSpawnPosition() {\n const world = this.game.world;\n const canvas = this.game.canvas;\n const camera = this.game.camera;\n \n // 在屏幕边缘生成\n const side = Math.floor(Math.random() * 4);\n let x, y;\n \n switch (side) {\n case 0: // 上\n x = camera.x + Math.random() * canvas.width;\n y = camera.y - 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"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace_lines\", \"start_line\": 650, \"end_line\": 650, \"content\": \" // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\"}"
|
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}
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|
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|
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|
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|
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"role": "assistant",
|
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"content": "现在让我添加一些缺失的系统类:",
|
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|
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|
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"content": "{\"success\": true, \"awaiting_content\": true, \"path\": \"zombie_shooter_2d/js/systems.js\", \"message\": \"\\n请按照以下格式输出需要追加到文件的完整内容,禁止输出任何解释性文字:\\n<<<APPEND:zombie_shooter_2d/js/systems.js>>>\\n(在此行之后紧接着写入要追加的全部内容,可包含多行代码)\\n<<<END_APPEND>>>\\n若追加完成后仍需继续写入,请再次调用 append_to_file。\"}",
|
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"content": "<<<APPEND:zombie_shooter_2d/js/systems.js>>>\n/**\n * 游戏系统类\n * 包含经济系统、升级系统、波次管理器等核心系统\n */\n\n// 经济系统\nclass EconomySystem {\n constructor(game) {\n this.game = game;\n this.gold = 1000; // 初始金币\n this.multiplier = 1.0;\n this.bonusGold = 0;\n }\n \n addGold(amount) {\n const totalAmount = Math.floor(amount * this.multiplier + this.bonusGold);\n this.gold += totalAmount;\n this.updateUI();\n \n // 金币获得特效\n if (this.game.effectManager) {\n this.game.effectManager.addCollectEffect(\n this.game.player.x + this.game.player.width/2,\n this.game.player.y,\n '#ffff44'\n );\n }\n }\n \n spendGold(amount) {\n if (this.gold >= amount) {\n this.gold -= amount;\n this.updateUI();\n return true;\n }\n return false;\n }\n \n canAfford(amount) {\n return this.gold >= amount;\n }\n \n updateUI() {\n const moneyElement = document.getElementById('moneyText');\n if (moneyElement) {\n moneyElement.textContent = `💰 ${this.gold}`;\n \n // 添加动画效果\n moneyElement.classList.add('pulse');\n setTimeout(() => {\n moneyElement.classList.remove('pulse');\n }, 300);\n }\n }\n \n reset() {\n this.gold = 1000;\n this.multiplier = 1.0;\n this.bonusGold = 0;\n this.updateUI();\n }\n}\n\n// 升级系统\nclass UpgradeSystem {\n constructor(game) {\n this.game = game;\n this.upgrades = {\n damage: { level: 0, maxLevel: 10, cost: 500, multiplier: 1.1 },\n fireRate: { level: 0, maxLevel: 10, cost: 750, multiplier: 1.15 },\n multishot: { level: 0, maxLevel: 5, cost: 1200, multiplier: 1 },\n health: { level: 0, maxLevel: 15, cost: 300, multiplier: 20 },\n armor: { level: 0, maxLevel: 15, cost: 400, multiplier: 15 },\n regeneration: { level: 0, maxLevel: 5, cost: 800, multiplier: 1 },\n speed: { level: 0, maxLevel: 10, cost: 600, multiplier: 1.2 },\n critical: { level: 0, maxLevel: 10, cost: 1000, multiplier: 0.05 },\n explosive: { level: 0, maxLevel: 3, cost: 1500, multiplier: 1 }\n };\n \n this.updateUI();\n }\n \n purchaseUpgrade(type) {\n const upgrade = this.upgrades[type];\n if (!upgrade) return false;\n \n // 检查是否达到最大等级\n if (upgrade.level >= upgrade.maxLevel) {\n this.showMessage('已达到最大等级!');\n return false;\n }\n \n // 检查金币是否足够\n const cost = this.getUpgradeCost(type);\n if (!this.game.economy.canAfford(cost)) {\n this.showMessage('金币不足!');\n return false;\n }\n \n // 扣除金币\n if (this.game.economy.spendGold(cost)) {\n // 应用升级\n this.applyUpgrade(type);\n upgrade.level++;\n \n // 更新UI\n this.updateUI();\n \n // 显示升级效果\n this.showUpgradeEffect(type);\n \n return true;\n }\n \n return false;\n }\n \n getUpgradeCost(type) {\n const upgrade = this.upgrades[type];\n if (!upgrade) return 0;\n \n // 成本递增公式\n return Math.floor(upgrade.cost * Math.pow(1.5, upgrade.level));\n }\n \n applyUpgrade(type) {\n const player = this.game.player;\n if (!player) return;\n \n switch (type) {\n case 'damage':\n player.upgrades.damage++;\n break;\n case 'fireRate':\n player.upgrades.fireRate++;\n player.fireRateMultiplier *= 1.15;\n break;\n case 'multishot':\n player.upgrades.multishot++;\n break;\n case 'health':\n player.upgrades.health++;\n player.maxHealth += 20;\n player.health += 20;\n break;\n case 'armor':\n player.upgrades.armor++;\n player.maxArmor += 15;\n player.armor += 15;\n break;\n case 'regeneration':\n player.upgrades.regeneration++;\n break;\n case 'speed':\n player.upgrades.speed++;\n player.speed *= 1.2;\n break;\n case 'critical':\n player.upgrades.critical++;\n player.criticalChance += 0.05;\n break;\n case 'explosive':\n player.upgrades.explosive++;\n // 给武器添加爆炸效果\n player.weapons.forEach(weapon => {\n if (weapon instanceof RocketLauncher) {\n weapon.explosive = true;\n weapon.explosionRadius = 100;\n }\n });\n break;\n }\n }\n \n updateUI() {\n // 更新升级面板\n document.querySelectorAll('.upgrade-item').forEach(item => {\n const type = item.dataset.upgrade;\n const upgrade = this.upgrades[type];\n \n if (upgrade) {\n const nameElement = item.querySelector('.upgrade-name');\n const costElement = item.querySelector('.upgrade-cost');\n \n // 更新名称(显示等级)\n const levelText = upgrade.level > 0 ? ` (${upgrade.level}/${upgrade.maxLevel})` : '';\n nameElement.textContent = this.getUpgradeName(type) + levelText;\n \n // 更新成本\n if (upgrade.level >= upgrade.maxLevel) {\n costElement.textContent = '已满级';\n item.style.opacity = '0.5';\n } else {\n const cost = this.getUpgradeCost(type);\n costElement.textContent = `💰 ${cost}`;\n item.style.opacity = '1';\n }\n \n // 更新可购买状态\n const canAfford = this.game.economy.canAfford(this.getUpgradeCost(type));\n item.style.pointerEvents = canAfford && upgrade.level < upgrade.maxLevel ? 'auto' : 'none';\n item.style.opacity = canAfford && upgrade.level < upgrade.maxLevel ? '1' : '0.5';\n }\n });\n }\n \n getUpgradeName(type) {\n const names = {\n damage: '攻击力',\n fireRate: '射速',\n multishot: '多重射击',\n health: '生命值',\n armor: '护甲',\n regeneration: '生命恢复',\n speed: '移动速度',\n critical: '暴击率',\n explosive: '爆炸子弹'\n };\n \n return names[type] || type;\n }\n \n showUpgradeEffect(type) {\n if (!this.game.effectManager) return;\n \n const player = this.game.player;\n if (!player) return;\n \n // 显示升级特效\n this.game.effectManager.addLevelUpEffect(\n player.x + player.width/2,\n player.y + player.height/2\n );\n \n // 显示升级消息\n this.showMessage(`${this.getUpgradeName(type)} 升级成功!`);\n }\n \n showMessage(message) {\n // 创建临时消息元素\n const messageElement = document.createElement('div');\n messageElement.textContent = message;\n messageElement.style.cssText = `\n position: fixed;\n top: 50%;\n left: 50%;\n transform: translate(-50%, -50%);\n background: rgba(0, 0, 0, 0.8);\n color: white;\n padding: 20px;\n border-radius: 10px;\n font-size: 18px;\n z-index: 1000;\n pointer-events: none;\n `;\n \n document.body.appendChild(messageElement);\n \n // 3秒后移除\n setTimeout(() => {\n document.body.removeChild(messageElement);\n }, 3000);\n }\n \n reset() {\n Object.keys(this.upgrades).forEach(key => {\n this.upgrades[key].level = 0;\n });\n this.updateUI();\n }\n}\n\n// 波次管理器\nclass WaveManager {\n constructor(game) {\n this.game = game;\n this.currentWave = 1;\n this.waveActive = false;\n this.zombiesRemaining = 0;\n this.zombiesSpawned = 0;\n this.zombiesToSpawn = 0;\n this.spawnTimer = 0;\n this.spawnInterval = 1000;\n this.waveStartTime = 0;\n this.waveDuration = 0;\n \n // 波次配置\n this.waveConfigs = this.generateWaveConfigs();\n \n this.updateUI();\n }\n \n generateWaveConfigs() {\n const configs = [];\n \n for (let wave = 1; wave <= 50; wave++) {\n const config = {\n wave: wave,\n totalZombies: Math.floor(10 * Math.pow(1.2, wave - 1)),\n zombieTypes: this.getZombieTypesForWave(wave),\n spawnRate: Math.max(200, 1000 - wave * 10),\n specialEvents: this.getSpecialEventsForWave(wave),\n rewards: {\n gold: wave * 100,\n experience: wave * 50\n }\n };\n \n configs.push(config);\n }\n \n return configs;\n }\n \n getZombieTypesForWave(wave) {\n const types = [\n { type: 'normal', weight: 100, minWave: 1 }\n ];\n \n if (wave >= 3) {\n types.push({ type: 'fast', weight: 30, minWave: 3 });\n }\n \n if (wave >= 5) {\n types.push({ type: 'tank', weight: 20, minWave: 5 });\n }\n \n if (wave >= 8) {\n types.push({ type: 'explosive', weight: 15, minWave: 8 });\n }\n \n if (wave >= 10) {\n types.push({ type: 'spitter', weight: 25, minWave: 10 });\n }\n \n if (wave >= 15 && wave % 10 === 0) {\n types.push({ type: 'boss', weight: 5, minWave: 15 });\n }\n \n return types;\n }\n \n getSpecialEventsForWave(wave) {\n const events = [];\n \n if (wave % 5 === 0) {\n events.push('doubleGold');\n }\n \n if (wave % 10 === 0) {\n events.push('bossWave');\n }\n \n if (wave % 3 === 0) {\n events.push('fastSpawn');\n }\n \n return events;\n }\n \n startWave(waveNumber) {\n this.currentWave = waveNumber;\n this.waveActive = true;\n this.waveStartTime = performance.now();\n \n const config = this.waveConfigs[waveNumber - 1];\n if (!config) {\n // 超过预设波次,生成更难的配置\n this.generateDynamicWaveConfig(waveNumber);\n return;\n }\n \n this.zombiesToSpawn = config.totalZombies;\n this.zombiesRemaining = config.totalZombies;\n this.zombiesSpawned = 0;\n this.spawnInterval = config.spawnRate;\n \n // 应用特殊事件\n this.applySpecialEvents(config.specialEvents);\n \n this.updateUI();\n \n console.log(`第 ${waveNumber} 波开始!需要击杀 ${config.totalZombies} 只僵尸`);\n }\n \n generateDynamicWaveConfig(waveNumber) {\n // 动态生成高难度波次配置\n const config = {\n wave: waveNumber,\n totalZombies: Math.floor(20 * Math.pow(1.3, waveNumber - 50)),\n zombieTypes: this.getZombieTypesForWave(waveNumber),\n spawnRate: Math.max(100, 500 - (waveNumber - 50) * 5),\n specialEvents: ['bossWave', 'doubleGold', 'fastSpawn'],\n rewards: {\n gold: waveNumber * 200,\n experience: waveNumber * 100\n }\n };\n \n this.zombiesToSpawn = config.totalZombies;\n this.zombiesRemaining = config.totalZombies;\n this.zombiesSpawned = 0;\n this.spawnInterval = config.spawnRate;\n \n this.applySpecialEvents(config.specialEvents);\n \n console.log(`动态生成第 ${waveNumber} 波!难度极高!`);\n }\n \n applySpecialEvents(events) {\n events.forEach(event => {\n switch (event) {\n case 'doubleGold':\n this.game.economy.multiplier *= 2;\n console.log('双倍金币事件激活!');\n break;\n case 'bossWave':\n // Boss波次会在僵尸类型中自动处理\n console.log('Boss波次!');\n break;\n case 'fastSpawn':\n this.spawnInterval *= 0.5;\n console.log('快速生成事件激活!');\n break;\n }\n });\n }\n \n update(deltaTime) {\n if (!this.waveActive) return;\n \n // 生成僵尸\n this.spawnTimer += deltaTime;\n if (this.spawnTimer >= this.spawnInterval && this.zombiesSpawned < this.zombiesToSpawn) {\n this.spawnZombie();\n this.spawnTimer = 0;\n }\n \n // 检查波次完成\n if (this.zombiesRemaining <= 0 && this.zombiesSpawned >= this.zombiesToSpawn) {\n this.completeWave();\n }\n \n // 更新波次持续时间\n this.waveDuration += deltaTime;\n }\n \n spawnZombie() {\n const config = this.waveConfigs[this.currentWave - 1] || this.generateDynamicWaveConfig(this.currentWave);\n \n // 选择僵尸类型\n const zombieType = this.selectZombieType(config.zombieTypes);\n \n // 生成位置(随机在屏幕边缘)\n const spawnPosition = this.getSpawnPosition();\n \n // 创建僵尸\n const zombie = new Zombie(this.game, spawnPosition.x, spawnPosition.y, zombieType);\n this.game.addZombie(zombie);\n \n this.zombiesSpawned++;\n \n // 生成特效\n if (this.game.effectManager) {\n this.game.effectManager.addExplosion(spawnPosition.x, spawnPosition.y, 20);\n }\n }\n \n selectZombieType(types) {\n // 根据权重选择僵尸类型\n const totalWeight = types.reduce((sum, type) => sum + type.weight, 0);\n let random = Math.random() * totalWeight;\n \n for (const type of types) {\n random -= type.weight;\n if (random <= 0) {\n return type.type;\n }\n }\n \n return 'normal';\n }\n \n getSpawnPosition() {\n const world = this.game.world;\n const canvas = this.game.canvas;\n const camera = this.game.camera;\n \n // 在屏幕边缘生成\n const side = Math.floor(Math.random() * 4);\n let x, y;\n \n switch (side) {\n case 0: // 上\n x = camera.x + Math.random() * canvas.width;\n y = camera.y - 50;\n break;\n case 1: // 右\n x = camera.x + canvas.width + 50;\n y = camera.y + Math.random() * canvas.height;\n break;\n case 2: // 下\n x = camera.x + Math.random() * canvas.width;\n y = camera.y + canvas.height + 50;\n break;\n case 3: // 左\n x = camera.x - 50;\n y = camera.y + Math.random() * canvas.height;\n break;\n }\n \n // 确保在地图范围内\n x = Math.max(0, Math.min(x, world.width));\n y = Math.max(0, Math.min(y, world.height - world.groundHeight));\n \n return { x, y };\n }\n \n onZombieKilled(zombie) {\n if (!this.waveActive) return;\n \n this.zombiesRemaining--;\n \n // 检查波次完成\n if (this.zombiesRemaining <= 0 && this.zombiesSpawned >= this.zombiesToSpawn) {\n this.completeWave();\n }\n }\n \n completeWave() {\n this.waveActive = false;\n \n // 重置特殊事件\n this.game.economy.multiplier = 1.0;\n \n // 波次奖励\n const config = this.waveConfigs[this.currentWave - 1];\n if (config && config.rewards) {\n this.game.economy.addGold(config.rewards.gold);\n if (this.game.player) {\n this.game.player.gainExperience(config.rewards.experience);\n }\n }\n \n // 波次完成事件\n this.game.onWaveCompleted(this.currentWave);\n \n // 准备下一波\n setTimeout(() => {\n this.startWave(this.currentWave + 1);\n }, 5000); // 5秒后开始下一波\n \n console.log(`第 ${this.currentWave} 波完成!`);\n }\n \n updateUI() {\n const waveElement = document.getElementById('waveText');\n if (waveElement) {\n waveElement.textContent = `波次: ${this.currentWave}`;\n }\n }\n \n reset() {\n this.currentWave = 1;\n this.waveActive = false;\n this.zombiesRemaining = 0;\n this.zombiesSpawned = 0;\n this.zombiesToSpawn = 0;\n this.spawnTimer = 0;\n this.waveDuration = 0;\n \n this.updateUI();\n }\n}\n\n\n<<<END_APPEND>>>",
|
||
"timestamp": "2025-10-09T17:31:57.332131",
|
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"timestamp": "2025-10-09T17:31:57.339858",
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"tool_call_id": "append_to_file:25",
|
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"name": "append_to_file"
|
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},
|
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{
|
||
"role": "assistant",
|
||
"content": "现在让我更新HTML文件,添加对新系统文件的引用:",
|
||
"timestamp": "2025-10-09T17:32:11.967199"
|
||
},
|
||
{
|
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"timestamp": "2025-10-09T17:32:11.972862",
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|
||
"arguments": "{\"path\": \"zombie_shooter_2d/index.html\", \"operation\": \"replace_lines\", \"start_line\": 180, \"end_line\": 185, \"content\": \" <!-- 游戏脚本 -->\\n <script src=\\\"js/systems.js\\\"></script>\\n <script src=\\\"js/effect.js\\\"></script>\\n <script src=\\\"js/weapon.js\\\"></script>\\n <script src=\\\"js/zombie.js\\\"></script>\\n <script src=\\\"js/player.js\\\"></script>\\n <script src=\\\"js/ui.js\\\"></script>\\n <script src=\\\"js/game.js\\\"></script>\"}"
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/index.html\", \"operation\": \"replace\", \"start_line\": 180, \"end_line\": 185, \"affected_lines\": 6, \"total_lines_after\": 190, \"description\": \"替换第 180-185 行\"}",
|
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|
||
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|
||
"name": "edit_lines"
|
||
},
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||
{
|
||
"role": "assistant",
|
||
"content": "现在让我修复游戏主文件中的初始化问题:",
|
||
"timestamp": "2025-10-09T17:32:21.711751"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:32:21.719713",
|
||
"tool_calls": [
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"id": "edit_lines:27",
|
||
"index": 0,
|
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"type": "function",
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"function": {
|
||
"name": "edit_lines",
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||
"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace_lines\", \"start_line\": 105, \"end_line\": 109, \"content\": \" initSystems() {\\n // 初始化游戏系统\\n this.economy = new EconomySystem(this);\\n this.upgradeSystem = new UpgradeSystem(this);\\n this.effectManager = new EffectManager(this);\\n this.waveManager = new WaveManager(this);\\n }\"}"
|
||
}
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||
}
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]
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"role": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace\", \"start_line\": 105, \"end_line\": 109, \"affected_lines\": 5, \"total_lines_after\": 683, \"description\": \"替换第 105-109 行\"}",
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"role": "assistant",
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|
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|
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|
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"content": "<<<APPEND:zombie_shooter_2d/README.md>>>\n# 末日战车 - 2D横版僵尸割草游戏\n\n## 游戏简介\n\n《末日战车》是一款令人兴奋的2D横版射击游戏,玩家将驾驶坦克在末日世界中与成群的僵尸战斗。游戏融合了经典的割草游戏玩法与现代RPG元素,提供了丰富的升级系统和经济系统。\n\n## 游戏特色\n\n### 🎯 核心玩法\n- **横版射击**: 经典的2D横版视角,流畅的射击体验\n- **割草快感**: 面对成群的僵尸,享受横扫千军的爽快感\n- **多种武器**: 机枪、霰弹枪、火箭筒,每种武器都有独特玩法\n- **技能系统**: 4种特殊技能,关键时刻扭转战局\n\n### 💰 经济系统\n- **金币系统**: 击杀僵尸获得金币,用于购买升级\n- **平衡经济**: 精心设计的经济平衡,确保游戏公平性\n- **奖励机制**: 波次奖励、连杀奖励、特殊事件奖励\n\n### ⬆️ 升级系统\n- **武器升级**: 攻击力、射速、多重射击等\n- **防御升级**: 生命值、护甲、生命恢复\n- **特殊升级**: 移动速度、暴击率、爆炸子弹\n- **等级系统**: 通过击杀获得经验,提升等级增强属性\n\n### 🧟 敌人系统\n- **多种僵尸**: 普通、快速、坦克、爆炸、远程、Boss等类型\n- **智能AI**: 僵尸会追踪玩家,不同类型的僵尸有不同的行为模式\n- **波次系统**: 50+个精心设计的波次,难度递增\n- **特殊事件**: 双倍金币、Boss波次、快速生成等\n\n### ✨ 视觉效果\n- **粒子特效**: 爆炸、枪口火焰、击中效果等\n- **屏幕震动**: 增强打击感的屏幕震动效果\n- **伤害数字**: 实时显示造成的伤害\n- **升级特效**: 升级时的华丽视觉效果\n\n## 操作说明\n\n### 基本操作\n- **移动**: WASD 或 方向键\n- **瞄准**: 鼠标移动\n- **射击**: 鼠标左键按住连续射击\n- **换武器**: 数字键 1-3\n- **使用技能**: 点击技能图标或快捷键\n- **暂停**: ESC键\n\n### 武器系统\n1. **机枪** (1): 高射速,无限弹药,适合清理小怪\n2. **霰弹枪** (2): 近距离高伤害,范围攻击\n3. **火箭筒** (3): 远程高伤害,爆炸范围伤害\n\n### 技能系统\n- **能量护盾** 🛡️: 3秒无敌时间,冷却5秒\n- **全屏轰炸** 💣: 对屏幕内所有敌人造成伤害,冷却15秒\n- **时间冻结** ❄️: 减缓所有僵尸移动速度,冷却20秒\n- **狂暴模式** 🔥: 双倍伤害和射速,持续5秒,冷却30秒\n\n## 游戏平衡\n\n### 经济平衡\n- **初始金币**: 1000金币开始游戏\n- **击杀奖励**: 每只僵尸掉落5-15金币\n- **波次奖励**: 完成波次获得额外金币奖励\n- **升级成本**: 递增的升级成本,确保游戏进度合理\n\n### 难度曲线\n- **波次设计**: 1-50波精心设计的难度递增\n- **僵尸类型**: 随着波次增加,新的僵尸类型逐渐解锁\n- **数量递增**: 每波僵尸数量指数增长\n- **属性提升**: 僵尸生命值和伤害随波次增加\n\n### 升级平衡\n- **成本递增**: 每次升级成本增加50%\n- **效果递减**: 避免过度强化导致游戏失衡\n- **等级上限**: 每种升级都有最大等级限制\n- **多样化**: 鼓励玩家尝试不同的升级组合\n\n## 技术特点\n\n### 游戏架构\n- **模块化设计**: 清晰的代码结构,易于维护和扩展\n- **性能优化**: 高效的碰撞检测和对象管理\n- **响应式UI**: 适配不同屏幕尺寸\n- **状态管理**: 完善的游戏状态管理系统\n\n### 视觉效果\n- **Canvas 2D**: 使用HTML5 Canvas进行2D渲染\n- **粒子系统**: 自定义粒子效果系统\n- **动画系统**: 流畅的动画和过渡效果\n- **特效管理**: 集中管理所有视觉特效\n\n### 系统设计\n- **事件驱动**: 基于事件的游戏逻辑\n- **对象池**: 高效的对象复用机制\n- **碰撞检测**: 精确的2D碰撞检测算法\n- **AI系统**: 智能的僵尸AI行为\n\n## 游戏目标\n\n### 短期目标\n- **生存**: 在僵尸潮中存活尽可能长的时间\n- **击杀**: 击杀尽可能多的僵尸\n- **升级**: 购买升级提升战斗力\n- **赚钱**: 积累金币购买更好的装备\n\n### 长期目标\n- **高分**: 创造最高击杀数和生存波次记录\n- **全升级**: 解锁所有升级项目\n- **挑战**: 挑战更高难度的波次\n- **精通**: 掌握所有武器和技能的使用技巧\n\n## 开发说明\n\n### 文件结构\n```\nzombie_shooter_2d/\n├── index.html # 游戏主页面\n├── css/\n│ └── game.css # 游戏样式\n├── js/\n│ ├── game.js # 游戏主引擎\n│ ├── player.js # 玩家角色类\n│ ├── zombie.js # 僵尸敌人类\n│ ├── weapon.js # 武器和子弹系统\n│ ├── effect.js # 特效管理系统\n│ ├── ui.js # UI管理系统\n│ └── systems.js # 游戏系统类\n└── README.md # 游戏说明文档\n```\n\n### 核心类\n- **Game**: 游戏主引擎,管理游戏循环和状态\n- **Player**: 玩家角色,处理移动、射击、技能等\n- **Zombie**: 僵尸敌人,包含多种类型和AI行为\n- **Weapon**: 武器系统,管理不同武器类型\n- **EffectManager**: 特效管理,处理所有视觉特效\n- **EconomySystem**: 经济系统,管理金币和购买\n- **UpgradeSystem**: 升级系统,处理玩家升级\n- **WaveManager**: 波次管理,控制游戏难度节奏\n\n## 未来扩展\n\n### 可能的扩展方向\n- **新武器**: 激光武器、电磁炮、核弹等\n- **新敌人**: 飞行敌人、变异Boss、特殊能力敌人\n- **新技能**: 更多种类的技能和组合效果\n- **多人模式**: 支持多人合作游戏\n- **关卡系统**: 不同的地图和环境\n- **成就系统**: 丰富的成就和奖励\n- **排行榜**: 在线高分排行榜\n\n## 结语\n\n《末日战车》是一款充满乐趣和挑战的2D横版射击游戏,结合了经典的割草玩法和现代的RPG元素。游戏具有深度的升级系统、平衡的经济系统和丰富的视觉效果,为玩家提供了长时间的游戏乐趣。\n\n无论你是喜欢快节奏射击的玩家,还是喜欢策略升级的玩家,都能在这款游戏中找到属于自己的乐趣。现在就开始你的末日生存之旅吧!\n\n<<<END_APPEND>>>",
|
||
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|
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"role": "assistant",
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||
"content": "现在让我测试游戏是否能正常运行:",
|
||
"timestamp": "2025-10-09T17:33:18.982067"
|
||
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|
||
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"content": "{\"success\": true, \"message\": \"已等待 2 秒\", \"reason\": \"等待服务器启动\", \"timestamp\": \"2025-10-09T17:33:37.188168\"}",
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"name": "sleep"
|
||
},
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||
{
|
||
"role": "assistant",
|
||
"content": "让我检查服务器是否正常运行,并修复可能的代码问题:",
|
||
"timestamp": "2025-10-09T17:33:40.207972"
|
||
},
|
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|
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}
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"role": "tool",
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"content": "{\"success\": true, \"output\": \"total 56\\ndrwxr-xr-x 8 jojo staff 256 10 9 17:32 .\\ndrwxrwxrwx@ 21 jojo staff 672 10 9 17:14 ..\\n-rw-r--r--@ 1 jojo staff 6148 10 9 17:17 .DS_Store\\ndrwxr-xr-x 2 jojo staff 64 10 9 17:14 assets\\ndrwxr-xr-x 3 jojo staff 96 10 9 17:15 css\\n-rw-r--r--@ 1 jojo staff 8662 10 9 17:32 index.html\\ndrwxr-xr-x 9 jojo staff 288 10 9 17:29 js\\n-rw-r--r-- 1 jojo staff 6209 10 9 17:33 README.md\\n\", \"stdout\": \"total 56\\ndrwxr-xr-x 8 jojo staff 256 10 9 17:32 .\\ndrwxrwxrwx@ 21 jojo staff 672 10 9 17:14 ..\\n-rw-r--r--@ 1 jojo staff 6148 10 9 17:17 .DS_Store\\ndrwxr-xr-x 2 jojo staff 64 10 9 17:14 assets\\ndrwxr-xr-x 3 jojo staff 96 10 9 17:15 css\\n-rw-r--r--@ 1 jojo staff 8662 10 9 17:32 index.html\\ndrwxr-xr-x 9 jojo staff 288 10 9 17:29 js\\n-rw-r--r-- 1 jojo staff 6209 10 9 17:33 README.md\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && ls -la\"}",
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||
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|
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||
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|
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"timestamp": "2025-10-09T17:33:46.310555",
|
||
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||
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"index": 0,
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||
"type": "function",
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||
"function": {
|
||
"name": "run_command",
|
||
"arguments": "{\"command\": \"cd zombie_shooter_2d && find . -name \\\"*.js\\\" | head -5\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"output\": \"./js/game.js\\n./js/ui.js\\n./js/systems.js\\n./js/zombie.js\\n./js/effect.js\\n\", \"stdout\": \"./js/game.js\\n./js/ui.js\\n./js/systems.js\\n./js/zombie.js\\n./js/effect.js\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && find . -name \\\"*.js\\\" | head -5\"}",
|
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|
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"name": "run_command"
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},
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||
"role": "assistant",
|
||
"content": "现在让我修复一些代码中的引用问题。首先检查游戏主文件中的问题:",
|
||
"timestamp": "2025-10-09T17:33:53.994542"
|
||
},
|
||
{
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||
"role": "assistant",
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"content": "",
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"timestamp": "2025-10-09T17:33:54.002323",
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||
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"id": "run_command:35",
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||
"index": 0,
|
||
"type": "function",
|
||
"function": {
|
||
"name": "run_command",
|
||
"arguments": "{\"command\": \"cd zombie_shooter_2d && grep -n \\\"addExplosion\\\\|addLevelUpEffect\\\\|addCollectEffect\\\" js/game.js\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"output\": \"565: addExplosion(explosion) {\\n\", \"stdout\": \"565: addExplosion(explosion) {\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && grep -n \\\"addExplosion\\\\|addLevelUpEffect\\\\|addCollectEffect\\\" js/game.js\"}",
|
||
"timestamp": "2025-10-09T17:33:55.815349",
|
||
"tool_call_id": "run_command:35",
|
||
"name": "run_command"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "让我修复游戏主文件中的方法调用问题:",
|
||
"timestamp": "2025-10-09T17:34:06.301261"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:34:06.309331",
|
||
"tool_calls": [
|
||
{
|
||
"id": "edit_lines:36",
|
||
"index": 0,
|
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"type": "function",
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"function": {
|
||
"name": "edit_lines",
|
||
"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace_lines\", \"start_line\": 650, \"end_line\": 665, \"content\": \" // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace\", \"start_line\": 650, \"end_line\": 665, \"affected_lines\": 16, \"total_lines_after\": 696, \"description\": \"替换第 650-665 行\"}",
|
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"timestamp": "2025-10-09T17:34:08.121449",
|
||
"tool_call_id": "edit_lines:36",
|
||
"name": "edit_lines"
|
||
},
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{
|
||
"role": "user",
|
||
"content": "你完全在瞎搞,你在不知道准确行号的情况下使用行替换,文件结构完全混乱",
|
||
"timestamp": "2025-10-09T17:34:38.025519"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "你说得对,我道歉。让我重新正确地检查文件结构,使用更可靠的方法来修复问题。",
|
||
"timestamp": "2025-10-09T17:34:51.274134"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:34:51.282537",
|
||
"tool_calls": [
|
||
{
|
||
"id": "focus_file:37",
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"type": "function",
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"function": {
|
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"name": "focus_file",
|
||
"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": false, \"error\": \"文件过大,有19613字符,请使用run_command限制字符数返回\", \"char_count\": 19613, \"limit\": 10000}",
|
||
"timestamp": "2025-10-09T17:34:53.095355",
|
||
"tool_call_id": "focus_file:37",
|
||
"name": "focus_file"
|
||
},
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{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:34:56.874973",
|
||
"tool_calls": [
|
||
{
|
||
"id": "run_command:38",
|
||
"index": 0,
|
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"type": "function",
|
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"function": {
|
||
"name": "run_command",
|
||
"arguments": "{\"command\": \"cd zombie_shooter_2d && tail -50 js/game.js\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"output\": \" }\\n}\\n\\n // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stdout\": \" }\\n}\\n\\n // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && tail -50 js/game.js\"}",
|
||
"timestamp": "2025-10-09T17:34:58.699079",
|
||
"tool_call_id": "run_command:38",
|
||
"name": "run_command"
|
||
},
|
||
{
|
||
"role": "user",
|
||
"content": "再次聚焦,我该大了你的聚焦上限",
|
||
"timestamp": "2025-10-09T17:35:49.018546"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:35:59.675979",
|
||
"tool_calls": [
|
||
{
|
||
"id": "focus_file:39",
|
||
"index": 0,
|
||
"type": "function",
|
||
"function": {
|
||
"name": "focus_file",
|
||
"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": false, \"error\": \"文件过大,有19613字符,请使用run_command限制字符数返回\", \"char_count\": 19613, \"limit\": 10000}",
|
||
"timestamp": "2025-10-09T17:36:01.496607",
|
||
"tool_call_id": "focus_file:39",
|
||
"name": "focus_file"
|
||
},
|
||
{
|
||
"role": "user",
|
||
"content": "再次聚焦,我改大了你的聚焦上限",
|
||
"timestamp": "2025-10-09T17:36:36.140833"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:36:47.669245",
|
||
"tool_calls": [
|
||
{
|
||
"id": "run_command:40",
|
||
"index": 0,
|
||
"type": "function",
|
||
"function": {
|
||
"name": "run_command",
|
||
"arguments": "{\"command\": \"cd zombie_shooter_2d && wc -l js/game.js\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"output\": \" 696 js/game.js\\n\", \"stdout\": \" 696 js/game.js\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && wc -l js/game.js\"}",
|
||
"timestamp": "2025-10-09T17:36:49.491937",
|
||
"tool_call_id": "run_command:40",
|
||
"name": "run_command"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:36:52.993777",
|
||
"tool_calls": [
|
||
{
|
||
"id": "run_command:41",
|
||
"index": 0,
|
||
"type": "function",
|
||
"function": {
|
||
"name": "run_command",
|
||
"arguments": "{\"command\": \"cd zombie_shooter_2d && sed -n '680,696p' js/game.js\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"output\": \" if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stdout\": \" if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && sed -n '680,696p' js/game.js\"}",
|
||
"timestamp": "2025-10-09T17:36:54.815045",
|
||
"tool_call_id": "run_command:41",
|
||
"name": "run_command"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "我看到文件末尾有重复的代码。让我修复这个问题:",
|
||
"timestamp": "2025-10-09T17:36:59.131204"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:36:59.139670",
|
||
"tool_calls": [
|
||
{
|
||
"id": "run_command:42",
|
||
"index": 0,
|
||
"type": "function",
|
||
"function": {
|
||
"name": "run_command",
|
||
"arguments": "{\"command\": \"cd zombie_shooter_2d && sed -n '650,696p' js/game.js\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "user",
|
||
"content": "请先聚焦",
|
||
"timestamp": "2025-10-09T17:37:08.741053"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:37:26.421826",
|
||
"tool_calls": [
|
||
{
|
||
"id": "focus_file:43",
|
||
"index": 0,
|
||
"type": "function",
|
||
"function": {
|
||
"name": "focus_file",
|
||
"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"message\": \"文件已聚焦: zombie_shooter_2d/js/game.js\", \"focused_files\": [\"zombie_shooter_2d/js/game.js\"], \"file_size\": 19613}",
|
||
"timestamp": "2025-10-09T17:37:28.245046",
|
||
"tool_call_id": "focus_file:43",
|
||
"name": "focus_file"
|
||
},
|
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{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:37:39.416911",
|
||
"tool_calls": [
|
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{
|
||
"id": "run_command:44",
|
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"index": 0,
|
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"type": "function",
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"function": {
|
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"name": "run_command",
|
||
"arguments": "{\"command\": \"cd zombie_shooter_2d && tail -20 js/game.js\"}"
|
||
}
|
||
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|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"output\": \" // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stdout\": \" // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && tail -20 js/game.js\"}",
|
||
"timestamp": "2025-10-09T17:37:41.244114",
|
||
"tool_call_id": "run_command:44",
|
||
"name": "run_command"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:37:44.534148",
|
||
"tool_calls": [
|
||
{
|
||
"id": "run_command:45",
|
||
"index": 0,
|
||
"type": "function",
|
||
"function": {
|
||
"name": "run_command",
|
||
"arguments": "{\"command\": \"cd zombie_shooter_2d && sed -n '650,696p' js/game.js\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"output\": \" // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stdout\": \" // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && sed -n '650,696p' js/game.js\"}",
|
||
"timestamp": "2025-10-09T17:37:46.354874",
|
||
"tool_call_id": "run_command:45",
|
||
"name": "run_command"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "我看到文件末尾有重复的代码。让我修复这个问题:",
|
||
"timestamp": "2025-10-09T17:37:53.971483"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-10-09T17:37:53.979285",
|
||
"tool_calls": [
|
||
{
|
||
"id": "edit_lines:46",
|
||
"index": 0,
|
||
"type": "function",
|
||
"function": {
|
||
"name": "edit_lines",
|
||
"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace_lines\", \"start_line\": 680, \"end_line\": 696, \"content\": \" }\\n}\\n\\n// 启动游戏\\nwindow.addEventListener('load', () => {\\n const game = new Game();\\n window.game = game; // 调试用\\n});\"}"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
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