372 lines
151 KiB
JSON
372 lines
151 KiB
JSON
{
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"id": "conv_20250929_231422_152",
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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": "2025-09-29T23:14:22.152044",
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"updated_at": "2025-09-30T08:34:15.468313",
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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": "2025-09-29T23:15:35.715451"
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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,我会设计一个完整的游戏系统,包括升级、经济、平衡性等核心要素。\n\n让我先创建项目结构:",
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"timestamp": "2025-09-29T23:15:39.440440"
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},
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{
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"role": "assistant",
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"content": "",
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"timestamp": "2025-09-29T23:15:39.448283",
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"tool_calls": [
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{
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"id": "create_folder:0",
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"index": 0,
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"type": "function",
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"function": {
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"name": "create_folder",
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"arguments": "{\"path\": \"zombie_shooter_game\"}"
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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": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_game\"}",
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"timestamp": "2025-09-29T23:15:41.271761",
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"tool_call_id": "create_folder:0",
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"name": "create_folder"
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},
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{
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"role": "assistant",
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"content": "",
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"timestamp": "2025-09-29T23:15:43.530692",
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"tool_calls": [
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{
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"id": "create_folder:1",
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"index": 0,
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"type": "function",
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"function": {
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"name": "create_folder",
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"arguments": "{\"path\": \"zombie_shooter_game/css\"}"
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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": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_game/css\"}",
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"timestamp": "2025-09-29T23:15:45.362069",
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"tool_call_id": "create_folder:1",
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"name": "create_folder"
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},
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{
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"role": "assistant",
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"content": "",
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"timestamp": "2025-09-29T23:15:47.672268",
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"tool_calls": [
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{
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"id": "create_folder:2",
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"index": 0,
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"type": "function",
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"function": {
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"name": "create_folder",
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"arguments": "{\"path\": \"zombie_shooter_game/js\"}"
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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": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_game/js\"}",
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"timestamp": "2025-09-29T23:15:49.505177",
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"tool_call_id": "create_folder:2",
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"name": "create_folder"
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},
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{
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"role": "assistant",
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"content": "",
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"timestamp": "2025-09-29T23:15:51.723240",
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"tool_calls": [
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{
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"id": "create_folder:3",
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"index": 0,
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"type": "function",
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"function": {
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"name": "create_folder",
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"arguments": "{\"path\": \"zombie_shooter_game/assets\"}"
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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": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_game/assets\"}",
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"timestamp": "2025-09-29T23:15:53.552178",
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"tool_call_id": "create_folder:3",
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"name": "create_folder"
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},
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{
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"role": "assistant",
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"content": "现在创建游戏的主HTML文件:",
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"timestamp": "2025-09-29T23:17:12.167927"
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},
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{
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"role": "assistant",
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"content": "",
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"timestamp": "2025-09-29T23:17:12.173987",
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"tool_calls": [
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{
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"id": "create_file:4",
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"index": 0,
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"type": "function",
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"function": {
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"name": "create_file",
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"arguments": "{\"path\": \"zombie_shooter_game/index.html\", \"file_type\": \"html\", \"annotation\": \"游戏主页面\", \"content\": \"<!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>末日收割者 - 僵尸大战</title>\\n <link rel=\\\"stylesheet\\\" href=\\\"css/game.css\\\">\\n <link href=\\\"https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700;900&display=swap\\\" rel=\\\"stylesheet\\\">\\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 class=\\\"stat-item\\\">\\n <span class=\\\"icon\\\">❤️</span>\\n <span id=\\\"health\\\">100</span>\\n </div>\\n <div class=\\\"stat-item\\\">\\n <span class=\\\"icon\\\">💰</span>\\n <span id=\\\"money\\\">0</span>\\n </div>\\n <div class=\\\"stat-item\\\">\\n <span class=\\\"icon\\\">⚡</span>\\n <span id=\\\"energy\\\">100</span>\\n </div>\\n <div class=\\\"stat-item\\\">\\n <span class=\\\"icon\\\">🎯</span>\\n <span id=\\\"score\\\">0</span>\\n </div>\\n <div class=\\\"stat-item\\\">\\n <span class=\\\"icon\\\">⏰</span>\\n <span id=\\\"wave\\\">第1波</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\\\" id=\\\"machinegun-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\\\" id=\\\"shotgun-ammo\\\">50</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\\\" id=\\\"rocket-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=\\\"upgradeList\\\">\\n <div class=\\\"upgrade-item\\\" data-upgrade=\\\"damage\\\">\\n <div class=\\\"upgrade-icon\\\">⚔️</div>\\n <div class=\\\"upgrade-info\\\">\\n <div class=\\\"upgrade-name\\\">攻击力 Lv.<span id=\\\"damage-level\\\">1</span></div>\\n <div class=\\\"upgrade-cost\\\">💰 <span id=\\\"damage-cost\\\">100</span></div>\\n </div>\\n <button class=\\\"upgrade-btn\\\" onclick=\\\"game.upgradeSystem.purchaseUpgrade('damage')\\\">升级</button>\\n </div>\\n <div class=\\\"upgrade-item\\\" data-upgrade=\\\"health\\\">\\n <div class=\\\"upgrade-icon\\\">❤️</div>\\n <div class=\\\"upgrade-info\\\">\\n <div class=\\\"upgrade-name\\\">生命值 Lv.<span id=\\\"health-level\\\">1</span></div>\\n <div class=\\\"upgrade-cost\\\">💰 <span id=\\\"health-cost\\\">150</span></div>\\n </div>\\n <button class=\\\"upgrade-btn\\\" onclick=\\\"game.upgradeSystem.purchaseUpgrade('health')\\\">升级</button>\\n </div>\\n <div class=\\\"upgrade-item\\\" data-upgrade=\\\"speed\\\">\\n <div class=\\\"upgrade-icon\\\">🏃</div>\\n <div class=\\\"upgrade-info\\\">\\n <div class=\\\"upgrade-name\\\">移动速度 Lv.<span id=\\\"speed-level\\\">1</span></div>\\n <div class=\\\"upgrade-cost\\\">💰 <span id=\\\"speed-cost\\\">120</span></div>\\n </div>\\n <button class=\\\"upgrade-btn\\\" onclick=\\\"game.upgradeSystem.purchaseUpgrade('speed')\\\">升级</button>\\n </div>\\n <div class=\\\"upgrade-item\\\" data-upgrade=\\\"armor\\\">\\n <div class=\\\"upgrade-icon\\\">🛡️</div>\\n <div class=\\\"upgrade-info\\\">\\n <div class=\\\"upgrade-name\\\">护甲 Lv.<span id=\\\"armor-level\\\">1</span></div>\\n <div class=\\\"upgrade-cost\\\">💰 <span id=\\\"armor-cost\\\">200</span></div>\\n </div>\\n <button class=\\\"upgrade-btn\\\" onclick=\\\"game.upgradeSystem.purchaseUpgrade('armor')\\\">升级</button>\\n </div>\\n </div>\\n </div>\\n\\n <!-- 底部技能栏 -->\\n <div id=\\\"skillBar\\\">\\n <div class=\\\"skill-slot\\\" data-skill=\\\"heal\\\">\\n <div class=\\\"skill-icon\\\">💊</div>\\n <div class=\\\"skill-key\\\">1</div>\\n <div class=\\\"skill-cooldown\\\" id=\\\"heal-cooldown\\\"></div>\\n </div>\\n <div class=\\\"skill-slot\\\" data-skill=\\\"shield\\\">\\n <div class=\\\"skill-icon\\\">🛡️</div>\\n <div class=\\\"skill-key\\\">2</div>\\n <div class=\\\"skill-cooldown\\\" id=\\\"shield-cooldown\\\"></div>\\n </div>\\n <div class=\\\"skill-slot\\\" data-skill=\\\"bomb\\\">\\n <div class=\\\"skill-icon\\\">💣</div>\\n <div class=\\\"skill-key\\\">3</div>\\n <div class=\\\"skill-cooldown\\\" id=\\\"bomb-cooldown\\\"></div>\\n </div>\\n <div class=\\\"skill-slot\\\" data-skill=\\\"rage\\\">\\n <div class=\\\"skill-icon\\\">🔥</div>\\n <div class=\\\"skill-key\\\">4</div>\\n <div class=\\\"skill-cooldown\\\" id=\\\"rage-cooldown\\\"></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>末日收割者</h1>\\n <div class=\\\"menu-buttons\\\">\\n <button id=\\\"startGame\\\" class=\\\"menu-btn\\\">开始游戏</button>\\n <button id=\\\"settings\\\" class=\\\"menu-btn\\\">游戏设置</button>\\n <button id=\\\"instructions\\\" class=\\\"menu-btn\\\">游戏说明</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 <!-- 游戏结束界面 -->\\n <div id=\\\"gameOver\\\" class=\\\"menu hidden\\\">\\n <div class=\\\"menu-content\\\">\\n <h2 id=\\\"gameOverTitle\\\">游戏结束</h2>\\n <div class=\\\"game-stats\\\">\\n <div class=\\\"stat-row\\\">\\n <span>最终得分:</span>\\n <span id=\\\"finalScore\\\">0</span>\\n </div>\\n <div class=\\\"stat-row\\\">\\n <span>生存波数:</span>\\n <span id=\\\"survivedWaves\\\">0</span>\\n </div>\\n <div class=\\\"stat-row\\\">\\n <span>击杀僵尸:</span>\\n <span id=\\\"zombiesKilled\\\">0</span>\\n </div>\\n </div>\\n <div class=\\\"menu-buttons\\\">\\n <button id=\\\"playAgain\\\" class=\\\"menu-btn\\\">再来一局</button>\\n <button id=\\\"mainMenu2\\\" class=\\\"menu-btn\\\">返回主菜单</button>\\n </div>\\n </div>\\n </div>\\n\\n <!-- 加载界面 -->\\n <div id=\\\"loadingScreen\\\">\\n <div class=\\\"loading-content\\\">\\n <h2>加载中...</h2>\\n <div class=\\\"loading-bar\\\">\\n <div class=\\\"loading-progress\\\"></div>\\n </div>\\n <div class=\\\"loading-text\\\">正在初始化游戏...</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/upgrade.js\\\"></script>\\n <script src=\\\"js/economy.js\\\"></script>\\n <script src=\\\"js/particle.js\\\"></script>\\n <script src=\\\"js/main.js\\\"></script>\\n</body>\\n</html>\"}"
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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": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_game/index.html\", \"size\": 8587}",
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"timestamp": "2025-09-29T23:17:14.000450",
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"tool_call_id": "create_file:4",
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"name": "create_file"
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},
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{
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"role": "assistant",
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"content": "现在创建游戏的主要CSS样式文件:,",
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"timestamp": "2025-09-29T23:20:23.051299"
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},
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{
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"role": "assistant",
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"content": "",
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"timestamp": "2025-09-29T23:20:23.058009",
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"tool_calls": [
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{
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||
"id": "create_file:5",
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"index": 0,
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"type": "function",
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"function": {
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"name": "create_file",
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"arguments": "{\"path\": \"zombie_shooter_game/css/game.css\", \"file_type\": \"css\", \"annotation\": \"游戏主样式文件\", \"content\": \"/* 全局样式 */\\n* {\\n margin: 0;\\n padding: 0;\\n box-sizing: border-box;\\n}\\n\\nbody {\\n font-family: 'Orbitron', monospace;\\n background: linear-gradient(135deg, #1a1a2e, #16213e, #0f3460);\\n color: #ffffff;\\n overflow: hidden;\\n user-select: none;\\n}\\n\\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#gameCanvas {\\n border: 2px solid #00ff88;\\n border-radius: 10px;\\n background: linear-gradient(180deg, #2a2a3e, #1a1a2e);\\n box-shadow: 0 0 30px rgba(0, 255, 136, 0.3);\\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: 20px;\\n left: 50%;\\n transform: translateX(-50%);\\n display: flex;\\n gap: 30px;\\n background: rgba(0, 0, 0, 0.8);\\n padding: 15px 30px;\\n border-radius: 25px;\\n border: 2px solid #00ff88;\\n backdrop-filter: blur(10px);\\n pointer-events: auto;\\n}\\n\\n.stat-item {\\n display: flex;\\n align-items: center;\\n gap: 8px;\\n font-size: 18px;\\n font-weight: bold;\\n color: #00ff88;\\n}\\n\\n.stat-item .icon {\\n font-size: 24px;\\n filter: drop-shadow(0 0 5px rgba(0, 255, 136, 0.5));\\n}\\n\\n/* 左侧武器栏 */\\n#weaponPanel {\\n position: absolute;\\n left: 20px;\\n top: 50%;\\n transform: translateY(-50%);\\n background: rgba(0, 0, 0, 0.8);\\n padding: 20px;\\n border-radius: 15px;\\n border: 2px solid #00ff88;\\n backdrop-filter: blur(10px);\\n pointer-events: auto;\\n width: 200px;\\n}\\n\\n#weaponPanel h3 {\\n text-align: center;\\n margin-bottom: 15px;\\n color: #00ff88;\\n font-size: 16px;\\n text-shadow: 0 0 10px rgba(0, 255, 136, 0.5);\\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: rgba(255, 255, 255, 0.1);\\n border-radius: 10px;\\n border: 2px solid transparent;\\n cursor: pointer;\\n transition: all 0.3s ease;\\n}\\n\\n.weapon-slot:hover {\\n background: rgba(255, 255, 255, 0.2);\\n border-color: #00ff88;\\n}\\n\\n.weapon-slot.active {\\n background: rgba(0, 255, 136, 0.2);\\n border-color: #00ff88;\\n box-shadow: 0 0 15px rgba(0, 255, 136, 0.3);\\n}\\n\\n.weapon-icon {\\n font-size: 24px;\\n}\\n\\n.weapon-name {\\n flex: 1;\\n font-size: 14px;\\n font-weight: bold;\\n}\\n\\n.weapon-ammo {\\n font-size: 12px;\\n color: #ffaa00;\\n font-weight: bold;\\n}\\n\\n/* 右侧升级面板 */\\n#upgradePanel {\\n position: absolute;\\n right: 20px;\\n top: 50%;\\n transform: translateY(-50%);\\n background: rgba(0, 0, 0, 0.8);\\n padding: 20px;\\n border-radius: 15px;\\n border: 2px solid #00ff88;\\n backdrop-filter: blur(10px);\\n pointer-events: auto;\\n width: 250px;\\n max-height: 400px;\\n overflow-y: auto;\\n}\\n\\n#upgradePanel h3 {\\n text-align: center;\\n margin-bottom: 15px;\\n color: #00ff88;\\n font-size: 16px;\\n text-shadow: 0 0 10px rgba(0, 255, 136, 0.5);\\n}\\n\\n#upgradeList {\\n display: flex;\\n flex-direction: column;\\n gap: 10px;\\n}\\n\\n.upgrade-item {\\n display: flex;\\n align-items: center;\\n gap: 10px;\\n padding: 10px;\\n background: rgba(255, 255, 255, 0.1);\\n border-radius: 10px;\\n border: 1px solid rgba(255, 255, 255, 0.2);\\n}\\n\\n.upgrade-icon {\\n font-size: 20px;\\n}\\n\\n.upgrade-info {\\n flex: 1;\\n}\\n\\n.upgrade-name {\\n font-size: 12px;\\n font-weight: bold;\\n margin-bottom: 2px;\\n}\\n\\n.upgrade-cost {\\n font-size: 11px;\\n color: #ffaa00;\\n}\\n\\n.upgrade-btn {\\n padding: 5px 10px;\\n background: linear-gradient(45deg, #ff6b6b, #ff8e53);\\n border: none;\\n border-radius: 5px;\\n color: white;\\n font-size: 11px;\\n font-weight: bold;\\n cursor: pointer;\\n transition: all 0.3s ease;\\n}\\n\\n.upgrade-btn:hover {\\n background: linear-gradient(45deg, #ff5252, #ff7043);\\n transform: translateY(-2px);\\n box-shadow: 0 5px 15px rgba(255, 107, 107, 0.4);\\n}\\n\\n.upgrade-btn:disabled {\\n background: #666;\\n cursor: not-allowed;\\n transform: none;\\n box-shadow: none;\\n}\\n\\n/* 底部技能栏 */\\n#skillBar {\\n position: absolute;\\n bottom: 20px;\\n left: 50%;\\n transform: translateX(-50%);\\n display: flex;\\n gap: 15px;\\n background: rgba(0, 0, 0, 0.8);\\n padding: 15px;\\n border-radius: 15px;\\n border: 2px solid #00ff88;\\n backdrop-filter: blur(10px);\\n pointer-events: auto;\\n}\\n\\n.skill-slot {\\n position: relative;\\n width: 60px;\\n height: 60px;\\n background: rgba(255, 255, 255, 0.1);\\n border-radius: 10px;\\n border: 2px solid rgba(255, 255, 255, 0.3);\\n display: flex;\\n flex-direction: column;\\n align-items: center;\\n justify-content: center;\\n cursor: pointer;\\n transition: all 0.3s ease;\\n}\\n\\n.skill-slot:hover {\\n background: rgba(255, 255, 255, 0.2);\\n border-color: #00ff88;\\n}\\n\\n.skill-icon {\\n font-size: 24px;\\n margin-bottom: 2px;\\n}\\n\\n.skill-key {\\n font-size: 10px;\\n color: #aaa;\\n font-weight: bold;\\n}\\n\\n.skill-cooldown {\\n position: absolute;\\n top: 0;\\n left: 0;\\n width: 100%;\\n height: 100%;\\n background: rgba(0, 0, 0, 0.7);\\n border-radius: 10px;\\n display: flex;\\n align-items: center;\\n justify-content: center;\\n font-size: 18px;\\n font-weight: bold;\\n color: #ff6b6b;\\n opacity: 0;\\n transition: opacity 0.3s ease;\\n}\\n\\n.skill-cooldown.active {\\n opacity: 1;\\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 backdrop-filter: blur(10px);\\n}\\n\\n.menu.hidden {\\n display: none;\\n}\\n\\n.menu-content {\\n text-align: center;\\n background: rgba(26, 26, 46, 0.9);\\n padding: 50px;\\n border-radius: 20px;\\n border: 3px solid #00ff88;\\n box-shadow: 0 0 50px rgba(0, 255, 136, 0.3);\\n max-width: 500px;\\n}\\n\\n.menu-content h1 {\\n font-size: 48px;\\n margin-bottom: 20px;\\n color: #00ff88;\\n text-shadow: 0 0 20px rgba(0, 255, 136, 0.5);\\n background: linear-gradient(45deg, #00ff88, #00d4ff);\\n -webkit-background-clip: text;\\n -webkit-text-fill-color: transparent;\\n background-clip: text;\\n}\\n\\n.menu-content h2 {\\n font-size: 36px;\\n margin-bottom: 30px;\\n color: #00ff88;\\n text-shadow: 0 0 15px rgba(0, 255, 136, 0.5);\\n}\\n\\n.menu-buttons {\\n display: flex;\\n flex-direction: column;\\n gap: 15px;\\n margin-top: 30px;\\n}\\n\\n.menu-btn {\\n padding: 15px 30px;\\n background: linear-gradient(45deg, #00ff88, #00d4ff);\\n border: none;\\n border-radius: 10px;\\n color: #1a1a2e;\\n font-size: 18px;\\n font-weight: bold;\\n cursor: pointer;\\n transition: all 0.3s ease;\\n font-family: 'Orbitron', monospace;\\n}\\n\\n.menu-btn:hover {\\n background: linear-gradient(45deg, #00d4ff, #00ff88);\\n transform: translateY(-3px);\\n box-shadow: 0 10px 25px rgba(0, 255, 136, 0.4);\\n}\\n\\n.game-stats {\\n margin: 20px 0;\\n padding: 20px;\\n background: rgba(0, 0, 0, 0.5);\\n border-radius: 10px;\\n border: 1px solid #00ff88;\\n}\\n\\n.stat-row {\\n display: flex;\\n justify-content: space-between;\\n margin-bottom: 10px;\\n font-size: 16px;\\n}\\n\\n.stat-row:last-child {\\n margin-bottom: 0;\\n}\\n\\n/* 加载界面 */\\n#loadingScreen {\\n position: absolute;\\n top: 0;\\n left: 0;\\n width: 100%;\\n height: 100%;\\n background: rgba(0, 0, 0, 0.95);\\n display: flex;\\n justify-content: center;\\n align-items: center;\\n z-index: 200;\\n backdrop-filter: blur(10px);\\n}\\n\\n.loading-content {\\n text-align: center;\\n color: #00ff88;\\n}\\n\\n.loading-content h2 {\\n font-size: 24px;\\n margin-bottom: 20px;\\n text-shadow: 0 0 10px rgba(0, 255, 136, 0.5);\\n}\\n\\n.loading-bar {\\n width: 300px;\\n height: 10px;\\n background: rgba(255, 255, 255, 0.2);\\n border-radius: 5px;\\n overflow: hidden;\\n margin-bottom: 15px;\\n}\\n\\n.loading-progress {\\n height: 100%;\\n background: linear-gradient(90deg, #00ff88, #00d4ff);\\n width: 0%;\\n transition: width 0.3s ease;\\n animation: loadingPulse 1s ease-in-out infinite alternate;\\n}\\n\\n@keyframes loadingPulse {\\n 0% { opacity: 0.7; }\\n 100% { opacity: 1; }\\n}\\n\\n.loading-text {\\n font-size: 14px;\\n opacity: 0.8;\\n}\\n\\n/* 滚动条样式 */\\n#upgradePanel::-webkit-scrollbar {\\n width: 6px;\\n}\\n\\n#upgradePanel::-webkit-scrollbar-track {\\n background: rgba(255, 255, 255, 0.1);\\n border-radius: 3px;\\n}\\n\\n#upgradePanel::-webkit-scrollbar-thumb {\\n background: #00ff88;\\n border-radius: 3px;\\n}\\n\\n#upgradePanel::-webkit-scrollbar-thumb:hover {\\n background: #00d4ff;\\n}\\n\\n/* 响应式设计 */\\n@media (max-width: 1400px) {\\n #gameCanvas {\\n width: 1000px;\\n height: 500px;\\n }\\n \\n #weaponPanel, #upgradePanel {\\n width: 180px;\\n }\\n \\n .stat-item {\\n font-size: 16px;\\n }\\n \\n .stat-item .icon {\\n font-size: 20px;\\n }\\n}\\n\\n@media (max-width: 1200px) {\\n #gameCanvas {\\n width: 800px;\\n height: 400px;\\n }\\n \\n #weaponPanel, #upgradePanel {\\n width: 150px;\\n }\\n \\n .menu-content h1 {\\n font-size: 36px;\\n }\\n \\n .menu-btn {\\n font-size: 16px;\\n padding: 12px 25px;\\n }\\n}\\n\\n/* 特效样式 */\\n.particle {\\n position: absolute;\\n pointer-events: none;\\n border-radius: 50%;\\n animation: particleFade 1s ease-out forwards;\\n}\\n\\n@keyframes particleFade {\\n 0% {\\n opacity: 1;\\n transform: scale(1);\\n }\\n 100% {\\n opacity: 0;\\n transform: scale(0.5);\\n }\\n}\\n\\n.damage-text {\\n position: absolute;\\n color: #ff6b6b;\\n font-weight: bold;\\n font-size: 18px;\\n pointer-events: none;\\n animation: damageFloat 1s ease-out forwards;\\n text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);\\n}\\n\\n@keyframes damageFloat {\\n 0% {\\n opacity: 1;\\n transform: translateY(0);\\n }\\n 100% {\\n opacity: 0;\\n transform: translateY(-50px);\\n }\\n}\\n\\n.heal-text {\\n color: #00ff88;\\n}\\n\\n.crit-text {\\n color: #ffd700;\\n font-size: 24px;\\n font-weight: 900;\\n}\\n\\n/* 游戏状态效果 */\\n.low-health {\\n animation: lowHealthPulse 1s ease-in-out infinite alternate;\\n}\\n\\n@keyframes lowHealthPulse {\\n 0% { \\n box-shadow: 0 0 20px rgba(255, 0, 0, 0.3);\\n }\\n 100% { \\n box-shadow: 0 0 40px rgba(255, 0, 0, 0.6);\\n }\\n}\\n\\n.shield-active {\\n box-shadow: 0 0 30px rgba(0, 212"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"path\": \"zombie_shooter_game/css/game.css\", \"size\": 10299}",
|
||
"timestamp": "2025-09-29T23:20:24.889133",
|
||
"tool_call_id": "create_file:5",
|
||
"name": "create_file"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "现在创建游戏的核心JavaScript文件。首先是主游戏引擎:Color",
|
||
"timestamp": "2025-09-29T23:22:51.507970"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-09-29T23:22:51.513869",
|
||
"tool_calls": [
|
||
{
|
||
"id": "create_file:6",
|
||
"index": 0,
|
||
"type": "function",
|
||
"function": {
|
||
"name": "create_file",
|
||
"arguments": "{\"path\": \"zombie_shooter_game/js/game.js\", \"file_type\": \"js\", \"annotation\": \"游戏核心引擎\", \"content\": \"class Game {\\n constructor() {\\n this.canvas = document.getElementById('gameCanvas');\\n this.ctx = this.canvas.getContext('2d');\\n this.width = this.canvas.width;\\n this.height = this.canvas.height;\\n \\n // 游戏状态\\n this.gameState = 'menu'; // menu, playing, paused, gameOver\\n this.isRunning = false;\\n this.lastTime = 0;\\n this.deltaTime = 0;\\n this.fps = 60;\\n this.frameCount = 0;\\n \\n // 游戏世界\\n this.camera = { x: 0, y: 0 };\\n this.worldWidth = 2400; // 2倍画布宽度\\n this.gravity = 0.5;\\n \\n // 游戏数据\\n this.score = 0;\\n this.money = 0;\\n this.wave = 1;\\n this.zombiesKilled = 0;\\n this.totalPlayTime = 0;\\n \\n // 游戏对象\\n this.player = null;\\n this.zombies = [];\\n this.bullets = [];\\n this.particles = [];\\n this.powerUps = [];\\n this.obstacles = [];\\n \\n // 系统模块\\n this.weaponSystem = null;\\n this.upgradeSystem = null;\\n this.economySystem = null;\\n this.particleSystem = null;\\n this.waveManager = null;\\n \\n // 输入处理\\n this.keys = {};\\n this.mouse = { x: 0, y: 0, pressed: false };\\n \\n // 音效和音乐\\n this.sounds = {};\\n this.musicVolume = 0.3;\\n this.soundVolume = 0.5;\\n this.isMuted = false;\\n \\n // 性能监控\\n this.performance = {\\n frameTime: 0,\\n renderTime: 0,\\n updateTime: 0,\\n entityCount: 0\\n };\\n \\n this.init();\\n }\\n \\n init() {\\n this.setupEventListeners();\\n this.initSystems();\\n this.initAudio();\\n this.showMenu();\\n this.startLoading();\\n }\\n \\n setupEventListeners() {\\n // 键盘事件\\n document.addEventListener('keydown', (e) => {\\n this.keys[e.code] = true;\\n this.handleKeyPress(e.code);\\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 \\n this.canvas.addEventListener('mouseup', (e) => {\\n this.mouse.pressed = false;\\n });\\n \\n this.canvas.addEventListener('mousemove', (e) => {\\n this.updateMousePosition(e);\\n });\\n \\n // 窗口事件\\n window.addEventListener('blur', () => {\\n if (this.gameState === 'playing') {\\n this.pauseGame();\\n }\\n });\\n \\n // UI按钮事件\\n document.getElementById('startGame').addEventListener('click', () => this.startGame());\\n document.getElementById('resumeGame').addEventListener('click', () => this.resumeGame());\\n document.getElementById('restartGame').addEventListener('click', () => this.restartGame());\\n document.getElementById('mainMenu').addEventListener('click', () => this.showMenu());\\n document.getElementById('mainMenu2').addEventListener('click', () => this.showMenu());\\n document.getElementById('playAgain').addEventListener('click', () => this.restartGame());\\n \\n // 武器切换\\n document.querySelectorAll('.weapon-slot').forEach(slot => {\\n slot.addEventListener('click', () => {\\n const weapon = slot.dataset.weapon;\\n this.weaponSystem.switchWeapon(weapon);\\n });\\n });\\n \\n // 技能使用\\n document.querySelectorAll('.skill-slot').forEach(slot => {\\n slot.addEventListener('click', () => {\\n const skill = slot.dataset.skill;\\n this.player.useSkill(skill);\\n });\\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 handleKeyPress(code) {\\n switch (this.gameState) {\\n case 'menu':\\n if (code === 'Enter' || code === 'Space') {\\n this.startGame();\\n }\\n break;\\n \\n case 'playing':\\n this.handleGameplayKeys(code);\\n break;\\n \\n case 'paused':\\n if (code === 'Escape') {\\n this.resumeGame();\\n }\\n break;\\n \\n case 'gameOver':\\n if (code === 'Enter') {\\n this.restartGame();\\n } else if (code === 'Escape') {\\n this.showMenu();\\n }\\n break;\\n }\\n \\n // 通用快捷键\\n if (code === 'Escape') {\\n switch (this.gameState) {\\n case 'playing':\\n this.pauseGame();\\n break;\\n case 'paused':\\n this.resumeGame();\\n break;\\n }\\n }\\n }\\n \\n handleGameplayKeys(code) {\\n // 武器切换\\n const weaponKeys = {\\n 'Digit1': 'machinegun',\\n 'Digit2': 'shotgun',\\n 'Digit3': 'rocket'\\n };\\n \\n if (weaponKeys[code]) {\\n this.weaponSystem.switchWeapon(weaponKeys[code]);\\n }\\n \\n // 技能使用\\n const skillKeys = {\\n 'Digit1': 'heal',\\n 'Digit2': 'shield',\\n 'Digit3': 'bomb',\\n 'Digit4': 'rage'\\n };\\n \\n if (skillKeys[code]) {\\n this.player.useSkill(skillKeys[code]);\\n }\\n \\n // 其他控制\\n if (code === 'KeyR') {\\n this.weaponSystem.reload();\\n }\\n \\n if (code === 'KeyP') {\\n this.pauseGame();\\n }\\n }\\n \\n initSystems() {\\n this.weaponSystem = new WeaponSystem(this);\\n this.upgradeSystem = new UpgradeSystem(this);\\n this.economySystem = new EconomySystem(this);\\n this.particleSystem = new ParticleSystem(this);\\n this.waveManager = new WaveManager(this);\\n }\\n \\n initAudio() {\\n // 初始化音效系统(这里可以添加实际的音频文件)\\n this.sounds = {\\n shoot: null,\\n hit: null,\\n zombieDeath: null,\\n playerHit: null,\\n powerUp: null,\\n levelUp: null,\\n gameOver: null\\n };\\n }\\n \\n startLoading() {\\n const loadingScreen = document.getElementById('loadingScreen');\\n const progressBar = document.querySelector('.loading-progress');\\n const loadingText = document.querySelector('.loading-text');\\n \\n let progress = 0;\\n const loadingSteps = [\\n '正在初始化游戏引擎...',\\n '正在加载游戏资源...',\\n '正在设置游戏世界...',\\n '正在配置游戏系统...',\\n '正在准备游戏内容...',\\n '游戏加载完成!'\\n ];\\n \\n const loadingInterval = setInterval(() => {\\n progress += Math.random() * 20 + 5;\\n if (progress > 100) progress = 100;\\n \\n progressBar.style.width = progress + '%';\\n \\n const stepIndex = Math.floor((progress / 100) * loadingSteps.length);\\n if (stepIndex < loadingSteps.length) {\\n loadingText.textContent = loadingSteps[stepIndex];\\n }\\n \\n if (progress >= 100) {\\n clearInterval(loadingInterval);\\n setTimeout(() => {\\n loadingScreen.style.display = 'none';\\n }, 500);\\n }\\n }, 200);\\n }\\n \\n showMenu() {\\n this.gameState = 'menu';\\n this.isRunning = false;\\n document.getElementById('gameMenu').classList.remove('hidden');\\n document.getElementById('pauseMenu').classList.add('hidden');\\n document.getElementById('gameOver').classList.add('hidden');\\n }\\n \\n startGame() {\\n this.gameState = 'playing';\\n this.isRunning = true;\\n this.resetGame();\\n document.getElementById('gameMenu').classList.add('hidden');\\n this.gameLoop();\\n }\\n \\n pauseGame() {\\n if (this.gameState === 'playing') {\\n this.gameState = 'paused';\\n this.isRunning = false;\\n document.getElementById('pauseMenu').classList.remove('hidden');\\n }\\n }\\n \\n resumeGame() {\\n if (this.gameState === 'paused') {\\n this.gameState = 'playing';\\n this.isRunning = true;\\n document.getElementById('pauseMenu').classList.add('hidden');\\n this.gameLoop();\\n }\\n }\\n \\n restartGame() {\\n this.gameState = 'playing';\\n this.isRunning = true;\\n this.resetGame();\\n document.getElementById('gameOver').classList.add('hidden');\\n document.getElementById('pauseMenu').classList.add('hidden');\\n this.gameLoop();\\n }\\n \\n resetGame() {\\n // 重置游戏数据\\n this.score = 0;\\n this.money = 0;\\n this.wave = 1;\\n this.zombiesKilled = 0;\\n this.totalPlayTime = 0;\\n \\n // 清空游戏对象\\n this.zombies = [];\\n this.bullets = [];\\n this.particles = [];\\n this.powerUps = [];\\n \\n // 重置系统\\n this.weaponSystem.reset();\\n this.upgradeSystem.reset();\\n this.economySystem.reset();\\n this.waveManager.reset();\\n \\n // 创建玩家\\n this.player = new Player(this, this.width / 2, this.height / 2);\\n \\n // 更新UI\\n this.updateUI();\\n }\\n \\n gameLoop(currentTime = 0) {\\n if (!this.isRunning) return;\\n \\n this.deltaTime = currentTime - this.lastTime;\\n this.lastTime = currentTime;\\n \\n // 限制帧率\\n if (this.deltaTime < 1000 / this.fps) {\\n requestAnimationFrame((time) => this.gameLoop(time));\\n return;\\n }\\n \\n const startTime = performance.now();\\n \\n // 更新游戏逻辑\\n this.update();\\n \\n const updateEndTime = performance.now();\\n \\n // 渲染游戏画面\\n this.render();\\n \\n const renderEndTime = performance.now();\\n \\n // 更新性能监控\\n this.performance.updateTime = updateEndTime - startTime;\\n this.performance.renderTime = renderEndTime - updateEndTime;\\n this.performance.frameTime = renderEndTime - startTime;\\n this.performance.entityCount = this.zombies.length + this.bullets.length + this.particles.length;\\n \\n // 更新帧数\\n this.frameCount++;\\n \\n // 继续游戏循环\\n requestAnimationFrame((time) => this.gameLoop(time));\\n }\\n \\n update() {\\n if (this.gameState !== 'playing') return;\\n \\n // 更新总游戏时间\\n this.totalPlayTime += this.deltaTime;\\n \\n // 更新玩家\\n if (this.player && this.player.alive) {\\n this.player.update();\\n }\\n \\n // 更新僵尸\\n this.zombies.forEach(zombie => zombie.update());\\n this.zombies = this.zombies.filter(zombie => zombie.alive);\\n \\n // 更新子弹\\n this.bullets.forEach(bullet => bullet.update());\\n this.bullets = this.bullets.filter(bullet => bullet.active);\\n \\n // 更新粒子效果\\n this.particles.forEach(particle => particle.update());\\n this.particles = this.particles.filter(particle => particle.active);\\n \\n // 更新道具\\n this.powerUps.forEach(powerUp => powerUp.update());\\n this.powerUps = this.powerUps.filter(powerUp => powerUp.active);\\n \\n // 更新系统\\n this.weaponSystem.update();\\n this.waveManager.update();\\n \\n // 检测碰撞\\n this.checkCollisions();\\n \\n // 更新相机\\n this.updateCamera();\\n \\n // 检查游戏结束条件\\n this.checkGameOver();\\n \\n // 更新UI\\n this.updateUI();\\n }\\n \\n render() {\\n // 清空画布\\n this.ctx.clearRect(0, 0, this.width, this.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 // 渲染背景\\n this.renderBackground();\\n \\n // 渲染游戏对象\\n this.renderGameObjects();\\n \\n // 恢复画布状态\\n this.ctx.restore();\\n \\n // 渲染UI元素(不受相机影响)\\n this.renderUI();\\n \\n // 渲染调试信息(开发用)\\n if (this.keys['F3']) {\\n this.renderDebugInfo();\\n }\\n }\\n \\n renderBackground() {\\n // 渲染动态背景\\n const gradient = this.ctx.createLinearGradient(0, 0, 0, this.height);\\n gradient.addColorStop(0, '#2a2a3e');\\n gradient.addColorStop(1, '#1a1a2e');\\n \\n this.ctx.fillStyle = gradient;\\n this.ctx.fillRect(this.camera.x, this.camera.y, this.width, this.height);\\n \\n // 渲染地面\\n this.ctx.fillStyle = '#3a3a4e';\\n this.ctx.fillRect(this.camera.x, this.camera.y + this.height - 50, this.width, 50);\\n \\n // 渲染障碍物\\n this.obstacles.forEach(obstacle => {\\n obstacle.render(this.ctx);\\n });\\n }\\n \\n renderGameObjects() {\\n // 渲染道具\\n this.powerUps.forEach(powerUp => {\\n powerUp.render(this.ctx);\\n });\\n \\n // 渲染僵尸(按Y坐标排序,实现深度效果)\\n const sortedZombies = [...this.zombies].sort((a, b) => a.y - b.y);\\n sortedZombies.forEach(zombie => {\\n zombie.render(this.ctx);\\n });\\n \\n // 渲染玩家\\n if (this.player && this.player.alive) {\\n this.player.render(this.ctx);\\n }\\n \\n // 渲染子弹\\n this.bullets.forEach(bullet => {\\n bullet.render(this.ctx);\\n });\\n \\n // 渲染粒子效果\\n this.particles.forEach(particle => {\\n particle.render(this.ctx);\\n });\\n }\\n \\n renderUI() {\\n // 渲染准星\\n if (this.gameState === 'playing' && this.player && this.player.alive) {\\n this.renderCrosshair();\\n }\\n \\n // 渲染警告效果\\n if (this.player && this.player.health < 30) {\\n this.renderLowHealthEffect();\\n }\\n }\\n \\n renderCrosshair() {\\n const crosshairSize = 20;\\n const crosshairColor = '#00ff88';\\n \\n this.ctx.strokeStyle = crosshairColor;\\n this.ctx.lineWidth = 2;\\n this.ctx.beginPath();\\n \\n // 垂直线\\n this.ctx.moveTo(this.mouse.x, this.mouse.y - crosshairSize);\\n this.ctx.lineTo(this.mouse.x, this.mouse.y + crosshairSize);\\n \\n // 水平线\\n this.ctx.moveTo(this.mouse.x - crosshairSize, this.mouse.y);\\n this.ctx.lineTo(this.mouse.x + crosshairSize, this.mouse.y);\\n \\n this.ctx.stroke();\\n \\n // 中心点\\n this.ctx.fillStyle = crosshair"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
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"content": "继续创建玩家类:.render",
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"arguments": "{\"path\": \"zombie_shooter_game/js/player.js\", \"file_type\": \"js\", \"annotation\": \"玩家角色类\", \"content\": \"class Player {\\n constructor(game, x, y) {\\n this.game = game;\\n this.x = x;\\n this.y = y;\\n this.startX = x;\\n this.startY = y;\\n \\n // 基础属性\\n this.width = 40;\\n this.height = 40;\\n this.speed = 3;\\n this.jumpPower = 12;\\n this.health = 100;\\n this.maxHealth = 100;\\n this.energy = 100;\\n this.maxEnergy = 100;\\n this.alive = true;\\n this.invulnerable = false;\\n this.invulnerabilityTime = 0;\\n \\n // 物理属性\\n this.velocityX = 0;\\n this.velocityY = 0;\\n this.onGround = false;\\n this.friction = 0.8;\\n this.gravity = 0.5;\\n \\n // 战斗属性\\n this.damage = 10;\\n this.criticalChance = 0.1;\\n this.criticalMultiplier = 2;\\n this.armor = 0;\\n this.lifeSteal = 0;\\n \\n // 状态效果\\n this.statusEffects = {\\n speedBoost: { active: false, duration: 0, multiplier: 1 },\\n damageBoost: { active: false, duration: 0, multiplier: 1 },\\n shield: { active: false, duration: 0, strength: 0 },\\n rage: { active: false, duration: 0, multiplier: 1 }\\n };\\n \\n // 技能冷却\\n this.skills = {\\n heal: { cooldown: 0, maxCooldown: 10000, healAmount: 50 },\\n shield: { cooldown: 0, maxCooldown: 15000, duration: 5000, strength: 50 },\\n bomb: { cooldown: 0, maxCooldown: 20000, damage: 200, radius: 200 },\\n rage: { cooldown: 0, maxCooldown: 30000, duration: 8000, multiplier: 1.5 }\\n };\\n \\n // 动画属性\\n this.animationFrame = 0;\\n this.animationSpeed = 0.2;\\n this.facing = 1; // 1为右,-1为左\\n this.walkCycle = 0;\\n \\n // 视觉属性\\n this.color = '#00ff88';\\n this.secondaryColor = '#ffffff';\\n this.glowIntensity = 0;\\n this.glowDirection = 1;\\n \\n // 载具模式\\n this.vehicleMode = 'tank'; // 'tank' 或 'helicopter'\\n this.canTransform = true;\\n this.transformCooldown = 0;\\n \\n this.init();\\n }\\n \\n init() {\\n // 初始化玩家属性\\n this.updateStats();\\n }\\n \\n update() {\\n if (!this.alive) return;\\n \\n this.handleInput();\\n this.updatePhysics();\\n this.updateStatusEffects();\\n this.updateSkills();\\n this.updateAnimation();\\n this.updateInvulnerability();\\n this.updateGlow();\\n this.updateTransform();\\n \\n // 限制在世界边界内\\n this.x = Math.max(this.width / 2, Math.min(this.game.worldWidth - this.width / 2, this.x));\\n \\n // 防止掉落世界底部\\n if (this.y > this.game.height + 100) {\\n this.takeDamage(50);\\n this.resetPosition();\\n }\\n \\n // 能量恢复\\n if (this.energy < this.maxEnergy) {\\n this.energy += 0.1;\\n }\\n \\n // 更新相机位置\\n this.updateCamera();\\n }\\n \\n handleInput() {\\n const keys = this.game.keys;\\n \\n // 水平移动\\n if (keys['KeyA'] || keys['ArrowLeft']) {\\n this.velocityX = -this.speed;\\n this.facing = -1;\\n this.walkCycle += this.animationSpeed;\\n } else if (keys['KeyD'] || keys['ArrowRight']) {\\n this.velocityX = this.speed;\\n this.facing = 1;\\n this.walkCycle += this.animationSpeed;\\n } else {\\n this.velocityX *= this.friction;\\n this.walkCycle = 0;\\n }\\n \\n // 跳跃\\n if ((keys['KeyW'] || keys['ArrowUp'] || keys['Space']) && this.onGround) {\\n this.velocityY = -this.jumpPower;\\n this.onGround = false;\\n }\\n \\n // 下蹲\\n if (keys['KeyS'] || keys['ArrowDown']) {\\n this.height = 20; // 下蹲状态\\n } else {\\n this.height = 40; // 站立状态\\n }\\n \\n // 载具变换\\n if (keys['KeyT'] && this.canTransform && this.transformCooldown <= 0) {\\n this.transformVehicle();\\n }\\n \\n // 射击\\n if (this.game.mouse.pressed && this.game.weaponSystem.canShoot()) {\\n this.shoot();\\n }\\n }\\n \\n updatePhysics() {\\n // 应用重力\\n if (!this.onGround) {\\n this.velocityY += this.gravity;\\n }\\n \\n // 更新位置\\n this.x += this.velocityX;\\n this.y += this.velocityY;\\n \\n // 地面碰撞检测\\n const groundY = this.game.height - 50;\\n if (this.y + this.height / 2 >= groundY) {\\n this.y = groundY - this.height / 2;\\n this.velocityY = 0;\\n this.onGround = true;\\n } else {\\n this.onGround = false;\\n }\\n \\n // 障碍物碰撞检测\\n this.checkObstacleCollisions();\\n }\\n \\n checkObstacleCollisions() {\\n this.game.obstacles.forEach(obstacle => {\\n if (this.isCollidingWith(obstacle)) {\\n // 简单的碰撞响应\\n if (this.velocityX > 0) {\\n this.x = obstacle.x - this.width / 2;\\n } else if (this.velocityX < 0) {\\n this.x = obstacle.x + obstacle.width + this.width / 2;\\n }\\n \\n if (this.velocityY > 0) {\\n this.y = obstacle.y - this.height / 2;\\n this.velocityY = 0;\\n this.onGround = true;\\n }\\n }\\n });\\n }\\n \\n isCollidingWith(obstacle) {\\n return this.x - this.width / 2 < obstacle.x + obstacle.width &&\\n this.x + this.width / 2 > obstacle.x &&\\n this.y - this.height / 2 < obstacle.y + obstacle.height &&\\n this.y + this.height / 2 > obstacle.y;\\n }\\n \\n updateStatusEffects() {\\n Object.keys(this.statusEffects).forEach(effect => {\\n const status = this.statusEffects[effect];\\n if (status.active) {\\n status.duration -= this.game.deltaTime;\\n if (status.duration <= 0) {\\n status.active = false;\\n status.multiplier = 1;\\n }\\n }\\n });\\n }\\n \\n updateSkills() {\\n Object.keys(this.skills).forEach(skillName => {\\n const skill = this.skills[skillName];\\n if (skill.cooldown > 0) {\\n skill.cooldown -= this.game.deltaTime;\\n this.updateSkillUI(skillName, skill);\\n }\\n });\\n }\\n \\n updateSkillUI(skillName, skill) {\\n const cooldownElement = document.getElementById(`${skillName}-cooldown`);\\n if (cooldownElement) {\\n const remainingTime = Math.ceil(skill.cooldown / 1000);\\n if (skill.cooldown > 0) {\\n cooldownElement.textContent = remainingTime + 's';\\n cooldownElement.classList.add('active');\\n } else {\\n cooldownElement.textContent = '';\\n cooldownElement.classList.remove('active');\\n }\\n }\\n }\\n \\n updateAnimation() {\\n this.animationFrame += this.animationSpeed;\\n \\n // 发光效果动画\\n this.glowIntensity += this.glowDirection * 0.02;\\n if (this.glowIntensity >= 1) {\\n this.glowIntensity = 1;\\n this.glowDirection = -1;\\n } else if (this.glowIntensity <= 0.3) {\\n this.glowIntensity = 0.3;\\n this.glowDirection = 1;\\n }\\n }\\n \\n updateInvulnerability() {\\n if (this.invulnerable) {\\n this.invulnerabilityTime -= this.game.deltaTime;\\n if (this.invulnerabilityTime <= 0) {\\n this.invulnerable = false;\\n }\\n }\\n }\\n \\n updateGlow() {\\n // 根据状态效果调整发光强度\\n if (this.statusEffects.shield.active) {\\n this.glowIntensity = Math.max(this.glowIntensity, 0.8);\\n }\\n if (this.statusEffects.rage.active) {\\n this.glowIntensity = Math.max(this.glowIntensity, 1);\\n }\\n }\\n \\n updateTransform() {\\n if (this.transformCooldown > 0) {\\n this.transformCooldown -= this.game.deltaTime;\\n }\\n }\\n \\n updateCamera() {\\n // 相机跟随玩家\\n const targetX = this.x - this.game.width / 2;\\n const targetY = this.y - this.game.height / 2;\\n \\n // 平滑相机移动\\n this.game.camera.x += (targetX - this.game.camera.x) * 0.1;\\n this.game.camera.y += (targetY - this.game.camera.y) * 0.1;\\n \\n // 限制相机范围\\n this.game.camera.x = Math.max(0, Math.min(this.game.worldWidth - this.game.width, this.game.camera.x));\\n this.game.camera.y = Math.max(0, Math.min(this.game.height - this.game.height, this.game.camera.y));\\n }\\n \\n shoot() {\\n if (!this.game.weaponSystem.canShoot()) return;\\n \\n const mouseX = this.game.mouse.x + this.game.camera.x;\\n const mouseY = this.game.mouse.y + this.game.camera.y;\\n \\n // 计算射击方向\\n const dx = mouseX - this.x;\\n const dy = mouseY - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance > 0) {\\n const directionX = dx / distance;\\n const directionY = dy / distance;\\n \\n this.game.weaponSystem.shoot(this.x, this.y, directionX, directionY, this.damage);\\n }\\n }\\n \\n useSkill(skillName) {\\n const skill = this.skills[skillName];\\n if (!skill || skill.cooldown > 0) return;\\n \\n switch (skillName) {\\n case 'heal':\\n this.heal(skill.healAmount);\\n skill.cooldown = skill.maxCooldown;\\n break;\\n \\n case 'shield':\\n this.activateShield(skill.duration, skill.strength);\\n skill.cooldown = skill.maxCooldown;\\n break;\\n \\n case 'bomb':\\n this.dropBomb(skill.damage, skill.radius);\\n skill.cooldown = skill.maxCooldown;\\n break;\\n \\n case 'rage':\\n this.activateRage(skill.duration, skill.multiplier);\\n skill.cooldown = skill.maxCooldown;\\n break;\\n }\\n \\n this.game.particleSystem.createSkillEffect(this.x, this.y, skillName);\\n }\\n \\n heal(amount) {\\n this.health = Math.min(this.maxHealth, this.health + amount);\\n this.game.particleSystem.createHealEffect(this.x, this.y - this.height / 2, amount);\\n this.game.showFloatingText(this.x, this.y - this.height, `+${amount}`, 'heal');\\n }\\n \\n activateShield(duration, strength) {\\n this.statusEffects.shield.active = true;\\n this.statusEffects.shield.duration = duration;\\n this.statusEffects.shield.strength = strength;\\n }\\n \\n dropBomb(damage, radius) {\\n // 在玩家位置投放炸弹\\n const bomb = {\\n x: this.x,\\n y: this.y,\\n damage: damage,\\n radius: radius,\\n timer: 2000,\\n active: true\\n };\\n \\n // 添加到游戏炸弹列表(需要在game.js中添加bombs数组)\\n if (!this.game.bombs) this.game.bombs = [];\\n this.game.bombs.push(bomb);\\n \\n // 创建炸弹视觉效果\\n this.game.particleSystem.createBombEffect(this.x, this.y);\\n }\\n \\n activateRage(duration, multiplier) {\\n this.statusEffects.rage.active = true;\\n this.statusEffects.rage.duration = duration;\\n this.statusEffects.rage.multiplier = multiplier;\\n \\n // 增加伤害\\n this.damage *= multiplier;\\n this.speed *= 1.2;\\n }\\n \\n transformVehicle() {\\n if (this.vehicleMode === 'tank') {\\n this.vehicleMode = 'helicopter';\\n this.gravity = 0.1; // 直升机重力较小\\n this.jumpPower = 8; // 直升机上升力\\n } else {\\n this.vehicleMode = 'tank';\\n this.gravity = 0.5; // 坦克正常重力\\n this.jumpPower = 12;\\n }\\n \\n this.transformCooldown = 5000; // 5秒冷却\\n this.game.particleSystem.createTransformEffect(this.x, this.y, this.vehicleMode);\\n }\\n \\n takeDamage(damage) {\\n if (this.invulnerable || !this.alive) return;\\n \\n // 应用护甲减伤\\n let actualDamage = damage;\\n if (this.statusEffects.shield.active) {\\n actualDamage = Math.max(1, damage - this.statusEffects.shield.strength);\\n }\\n actualDamage = Math.max(1, actualDamage - this.armor);\\n \\n this.health -= actualDamage;\\n \\n // 创建受伤效果\\n this.game.particleSystem.createDamageEffect(this.x, this.y, actualDamage);\\n this.game.showFloatingText(this.x, this.y - this.height, `-${actualDamage}`, 'damage');\\n \\n // 无敌时间\\n this.invulnerable = true;\\n this.invulnerabilityTime = 1000; // 1秒无敌时间\\n \\n // 屏幕震动效果\\n this.game.camera.shake = 10;\\n \\n if (this.health <= 0) {\\n this.die();\\n }\\n }\\n \\n heal(amount) {\\n this.health = Math.min(this.maxHealth, this.health + amount);\\n }\\n \\n die() {\\n this.alive = false;\\n this.game.particleSystem.createDeathEffect(this.x, this.y);\\n this.game.gameOver();\\n }\\n \\n resetPosition() {\\n this.x = this.startX;\\n this.y = this.startY;\\n this.velocityX = 0;\\n this.velocityY = 0;\\n }\\n \\n updateStats() {\\n // 根据升级更新玩家属性\\n const upgrades = this.game.upgradeSystem.upgrades;\\n \\n this.damage = 10 + (upgrades.damage.level - 1) * 5;\\n this.maxHealth = 100 + (upgrades.health.level - 1) * 25;\\n this.speed = 3 + (upgrades.speed.level - 1) * 0.5;\\n this.armor = (upgrades.armor.level - 1) * 2;\\n \\n // 应用状态效果\\n if (this.statusEffects.damageBoost.active) {\\n this.damage *= this.statusEffects.damageBoost.multiplier;\\n }\\n if (this.statusEffects.speedBoost.active) {\\n this.speed *= this.statusEffects.speedBoost.multiplier;\\n }\\n }\\n \\n render(ctx) {\\n if (!this.alive) return;\\n \\n ctx.save();\\n \\n // 应用发光效果\\n if (this.glowIntensity > 0) {\\n ctx.shadowColor = this.color;\\n ctx.shadowBlur = 20 * this.glowIntensity;\\n }\\n \\n // 无敌时的闪烁效果\\n if (this.invulnerable && Math.floor(this.game.frameCount / 5) % 2 === 0) {\\n ctx.globalAlpha = 0.5;\\n }\\n \\n // 根据载具模式渲染不同外观\\n if (this.vehicleMode === 'tank') {\\n this"
|
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|
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"role": "assistant",
|
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"content": "继续完成玩家类的渲染方法:",
|
||
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|
||
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|
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"arguments": "{\"path\": \"zombie_shooter_game/js/player.js\", \"operation\": \"replace\", \"old_text\": \" // 根据载具模式渲染不同外观\\n if (this.vehicleMode === 'tank') {\\n this\", \"content\": \" // 根据载具模式渲染不同外观\\n if (this.vehicleMode === 'tank') {\\n this.renderTank(ctx);\\n } else {\\n this.renderHelicopter(ctx);\\n }\\n \\n // 渲染护盾效果\\n if (this.statusEffects.shield.active) {\\n this.renderShield(ctx);\\n }\\n \\n // 渲染状态效果\\n this.renderStatusEffects(ctx);\\n \\n ctx.restore();\\n \\n // 渲染生命值条\\n this.renderHealthBar(ctx);\\n }\\n \\n renderTank(ctx) {\\n // 坦克外观\\n const tankWidth = this.width * 1.2;\\n const tankHeight = this.height * 0.8;\\n \\n // 坦克主体\\n ctx.fillStyle = this.color;\\n ctx.fillRect(this.x - tankWidth / 2, this.y - tankHeight / 2, tankWidth, tankHeight);\\n \\n // 坦克炮塔\\n ctx.fillStyle = this.secondaryColor;\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, tankWidth / 3, 0, Math.PI * 2);\\n ctx.fill();\\n \\n // 坦克炮管\\n const mouseX = this.game.mouse.x + this.game.camera.x;\\n const mouseY = this.game.mouse.y + this.game.camera.y;\\n const angle = Math.atan2(mouseY - this.y, mouseX - this.x);\\n \\n ctx.save();\\n ctx.translate(this.x, this.y);\\n ctx.rotate(angle);\\n \\n ctx.fillStyle = '#666';\\n ctx.fillRect(0, -3, tankWidth / 2, 6);\\n \\n ctx.restore();\\n \\n // 坦克履带\\n ctx.fillStyle = '#444';\\n ctx.fillRect(this.x - tankWidth / 2, this.y + tankHeight / 3, tankWidth, tankHeight / 6);\\n ctx.fillRect(this.x - tankWidth / 2, this.y - tankHeight / 2, tankWidth, tankHeight / 6);\\n \\n // 移动时的履带效果\\n if (Math.abs(this.velocityX) > 0.1) {\\n const trackOffset = this.walkCycle * 5;\\n ctx.fillStyle = '#222';\\n for (let i = 0; i < 5; i++) {\\n const x = this.x - tankWidth / 2 + (i * tankWidth / 5) + trackOffset % 10;\\n if (x > this.x - tankWidth / 2 && x < this.x + tankWidth / 2) {\\n ctx.fillRect(x, this.y + tankHeight / 3, 2, tankHeight / 6);\\n ctx.fillRect(x, this.y - tankHeight / 2, 2, tankHeight / 6);\\n }\\n }\\n }\\n }\\n \\n renderHelicopter(ctx) {\\n // 直升机外观\\n const rotorLength = this.width * 1.5;\\n const rotorSpin = this.game.frameCount * 0.3;\\n \\n // 直升机主体\\n ctx.fillStyle = this.color;\\n ctx.beginPath();\\n ctx.ellipse(this.x, this.y, this.width / 2, this.height / 3, 0, 0, Math.PI * 2);\\n ctx.fill();\\n \\n // 直升机旋翼\\n ctx.save();\\n ctx.translate(this.x, this.y - this.height / 2);\\n ctx.rotate(rotorSpin);\\n \\n ctx.strokeStyle = this.secondaryColor;\\n ctx.lineWidth = 3;\\n ctx.beginPath();\\n ctx.moveTo(-rotorLength / 2, 0);\\n ctx.lineTo(rotorLength / 2, 0);\\n ctx.stroke();\\n \\n ctx.restore();\\n \\n // 直升机尾翼\\n ctx.fillStyle = this.secondaryColor;\\n ctx.fillRect(this.x - this.width / 2 - 10, this.y - 5, 15, 10);\\n \\n // 直升机起落架\\n ctx.strokeStyle = '#666';\\n ctx.lineWidth = 2;\\n ctx.beginPath();\\n ctx.moveTo(this.x - this.width / 3, this.y + this.height / 3);\\n ctx.lineTo(this.x - this.width / 3, this.y + this.height / 2);\\n ctx.moveTo(this.x + this.width / 3, this.y + this.height / 3);\\n ctx.lineTo(this.x + this.width / 3, this.y + this.height / 2);\\n ctx.stroke();\\n \\n // 飞行时的螺旋桨效果\\n if (this.vehicleMode === 'helicopter') {\\n ctx.strokeStyle = 'rgba(255, 255, 255, 0.3)';\\n ctx.lineWidth = 1;\\n for (let i = 0; i < 4; i++) {\\n const angle = (rotorSpin + i * Math.PI / 2) % (Math.PI * 2);\\n ctx.beginPath();\\n ctx.arc(this.x, this.y - this.height / 2, rotorLength / 2, angle - 0.1, angle + 0.1);\\n ctx.stroke();\\n }\\n }\\n }\\n \\n renderShield(ctx) {\\n const shieldRadius = this.width;\\n const shieldPulse = Math.sin(this.game.frameCount * 0.1) * 0.2 + 0.8;\\n \\n ctx.strokeStyle = `rgba(0, 255, 136, ${shieldPulse})`;\\n ctx.lineWidth = 3;\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, shieldRadius, 0, Math.PI * 2);\\n ctx.stroke();\\n \\n // 护盾能量波纹\\n ctx.strokeStyle = `rgba(0, 255, 136, ${shieldPulse * 0.5})`;\\n ctx.lineWidth = 1;\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, shieldRadius + 10, 0, Math.PI * 2);\\n ctx.stroke();\\n }\\n \\n renderStatusEffects(ctx) {\\n // 渲染状态效果图标\\n let effectY = this.y - this.height - 20;\\n \\n if (this.statusEffects.damageBoost.active) {\\n ctx.fillStyle = '#ff6b6b';\\n ctx.font = '12px Arial';\\n ctx.fillText('⚔️', this.x - 15, effectY);\\n effectY -= 15;\\n }\\n \\n if (this.statusEffects.speedBoost.active) {\\n ctx.fillStyle = '#4ecdc4';\\n ctx.font = '12px Arial';\\n ctx.fillText('💨', this.x - 15, effectY);\\n effectY -= 15;\\n }\\n \\n if (this.statusEffects.rage.active) {\\n ctx.fillStyle = '#ff4757';\\n ctx.font = '12px Arial';\\n ctx.fillText('🔥', this.x - 15, effectY);\\n }\\n }\\n \\n renderHealthBar(ctx) {\\n const barWidth = 50;\\n const barHeight = 6;\\n const barX = this.x - barWidth / 2;\\n const barY = this.y - this.height / 2 - 15;\\n \\n // 生命值条背景\\n ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';\\n ctx.fillRect(barX, barY, barWidth, barHeight);\\n \\n // 生命值条\\n const healthPercent = this.health / this.maxHealth;\\n const healthColor = healthPercent > 0.6 ? '#00ff88' : \\n healthPercent > 0.3 ? '#ffaa00' : '#ff4757';\\n \\n ctx.fillStyle = healthColor;\\n ctx.fillRect(barX, barY, barWidth * healthPercent, barHeight);\\n \\n // 生命值条边框\\n ctx.strokeStyle = '#ffffff';\\n ctx.lineWidth = 1;\\n ctx.strokeRect(barX, barY, barWidth, barHeight);\\n \\n // 低生命值警告\\n if (healthPercent < 0.3) {\\n ctx.fillStyle = 'rgba(255, 71, 87, 0.3)';\\n ctx.fillRect(barX, barY, barWidth, barHeight);\\n }\\n }\\n \\n getDamage() {\\n let damage = this.damage;\\n \\n // 暴击检查\\n if (Math.random() < this.criticalChance) {\\n damage *= this.criticalMultiplier;\\n }\\n \\n // 应用状态效果\\n if (this.statusEffects.damageBoost.active) {\\n damage *= this.statusEffects.damageBoost.multiplier;\\n }\\n if (this.statusEffects.rage.active) {\\n damage *= this.statusEffects.rage.multiplier;\\n }\\n \\n return damage;\\n }\\n \\n getSpeed() {\\n let speed = this.speed;\\n \\n if (this.statusEffects.speedBoost.active) {\\n speed *= this.statusEffects.speedBoost.multiplier;\\n }\\n if (this.statusEffects.rage.active) {\\n speed *= 1.2;\\n }\\n \\n return speed;\\n }\\n}\"}"
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}
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"content": "现在创建僵尸类: min",
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"arguments": "{\"path\": \"zombie_shooter_game/js/zombie.js\", \"file_type\": \"js\", \"annotation\": \"僵尸敌人类\", \"content\": \"class Zombie {\\n constructor(game, x, y, type = 'basic') {\\n this.game = game;\\n this.x = x;\\n this.y = y;\\n this.type = type;\\n this.alive = true;\\n \\n // 基础属性\\n this.width = 30;\\n this.height = 40;\\n this.speed = 1;\\n this.health = 50;\\n this.maxHealth = 50;\\n this.damage = 10;\\n this.attackCooldown = 0;\\n this.attackRange = 50;\\n \\n // 物理属性\\n this.velocityX = 0;\\n this.velocityY = 0;\\n this.onGround = false;\\n this.gravity = 0.3;\\n \\n // AI属性\\n this.detectionRange = 200;\\n this.loseRange = 400;\\n this.target = null;\\n this.state = 'wandering'; // wandering, chasing, attacking, dead\\n this.lastStateChange = 0;\\n \\n // 动画属性\\n this.animationFrame = 0;\\n this.animationSpeed = 0.15;\\n this.walkCycle = 0;\\n this.facing = -1; // 默认向左(朝向玩家)\\n \\n // 视觉属性\\n this.color = '#4a4a4a';\\n this.eyeColor = '#ff0000';\\n this.glowIntensity = 0.5;\\n \\n // 特殊属性\\n this.isBoss = false;\\n this.isElite = false;\\n this.hasSpecialAbility = false;\\n this.specialCooldown = 0;\\n \\n // 奖励属性\\n this.experienceValue = 10;\\n this.moneyValue = 5;\\n this.scoreValue = 100;\\n \\n // 状态效果\\n this.statusEffects = {\\n slow: { active: false, duration: 0, multiplier: 1 },\\n burn: { active: false, duration: 0, damage: 0 },\\n freeze: { active: false, duration: 0 },\\n stun: { active: false, duration: 0 }\\n };\\n \\n // 随机变异\\n this.mutations = this.generateMutations();\\n \\n this.initType();\\n }\\n \\n initType() {\\n switch (this.type) {\\n case 'basic':\\n this.initBasicZombie();\\n break;\\n case 'fast':\\n this.initFastZombie();\\n break;\\n case 'tank':\\n this.initTankZombie();\\n break;\\n case 'exploder':\\n this.initExploderZombie();\\n break;\\n case 'spitter':\\n this.initSpitterZombie();\\n break;\\n case 'boss':\\n this.initBossZombie();\\n break;\\n default:\\n this.initBasicZombie();\\n }\\n \\n // 应用变异\\n this.applyMutations();\\n }\\n \\n initBasicZombie() {\\n this.health = 50;\\n this.maxHealth = 50;\\n this.speed = 1;\\n this.damage = 10;\\n this.color = '#4a4a4a';\\n this.experienceValue = 10;\\n this.moneyValue = 5;\\n this.scoreValue = 100;\\n }\\n \\n initFastZombie() {\\n this.health = 30;\\n this.maxHealth = 30;\\n this.speed = 2.5;\\n this.damage = 8;\\n this.color = '#8b4513';\\n this.width = 25;\\n this.height = 35;\\n this.detectionRange = 250;\\n this.experienceValue = 15;\\n this.moneyValue = 8;\\n this.scoreValue = 150;\\n }\\n \\n initTankZombie() {\\n this.health = 150;\\n this.maxHealth = 150;\\n this.speed = 0.5;\\n this.damage = 20;\\n this.color = '#2f2f2f';\\n this.width = 40;\\n this.height = 50;\\n this.armor = 5;\\n this.experienceValue = 25;\\n this.moneyValue = 15;\\n this.scoreValue = 250;\\n this.isElite = true;\\n }\\n \\n initExploderZombie() {\\n this.health = 40;\\n this.maxHealth = 40;\\n this.speed = 1.2;\\n this.damage = 30;\\n this.color = '#ff4500';\\n this.explodeRadius = 100;\\n this.explodeDamage = 50;\\n this.experienceValue = 20;\\n this.moneyValue = 12;\\n this.scoreValue = 200;\\n this.hasSpecialAbility = true;\\n this.isElite = true;\\n }\\n \\n initSpitterZombie() {\\n this.health = 35;\\n this.maxHealth = 35;\\n this.speed = 0.8;\\n this.damage = 12;\\n this.color = '#9acd32';\\n this.attackRange = 150;\\n this.projectileSpeed = 5;\\n this.projectileDamage = 15;\\n this.experienceValue = 18;\\n this.moneyValue = 10;\\n this.scoreValue = 180;\\n this.hasSpecialAbility = true;\\n this.isElite = true;\\n }\\n \\n initBossZombie() {\\n this.health = 500;\\n this.maxHealth = 500;\\n this.speed = 0.8;\\n this.damage = 30;\\n this.color = '#8b0000';\\n this.width = 60;\\n this.height = 80;\\n this.detectionRange = 300;\\n this.armor = 10;\\n this.experienceValue = 100;\\n this.moneyValue = 50;\\n this.scoreValue = 1000;\\n this.isBoss = true;\\n this.hasSpecialAbility = true;\\n }\\n \\n generateMutations() {\\n const mutations = [];\\n const mutationTypes = ['armored', 'regenerating', 'poisonous', 'electric', 'radioactive'];\\n \\n // 根据僵尸类型和波数决定变异概率\\n const mutationChance = Math.min(0.3 + (this.game.wave - 1) * 0.05, 0.8);\\n \\n mutationTypes.forEach(type => {\\n if (Math.random() < mutationChance) {\\n mutations.push(type);\\n }\\n });\\n \\n return mutations;\\n }\\n \\n applyMutations() {\\n this.mutations.forEach(mutation => {\\n switch (mutation) {\\n case 'armored':\\n this.armor = (this.armor || 0) + 3;\\n this.color = this.adjustColor(this.color, -20);\\n break;\\n case 'regenerating':\\n this.regeneration = 1; // 每秒恢复1点生命值\\n break;\\n case 'poisonous':\\n this.poisonDamage = 5;\\n this.poisonDuration = 3000;\\n this.color = this.adjustColor(this.color, 0, 20, 0);\\n break;\\n case 'electric':\\n this.electricDamage = 8;\\n this.electricRange = 80;\\n this.color = this.adjustColor(this.color, 0, 0, 30);\\n break;\\n case 'radioactive':\\n this.radioactiveAura = true;\\n this.auraDamage = 3;\\n this.auraRange = 100;\\n this.color = this.adjustColor(this.color, 30, 30, 0);\\n break;\\n }\\n });\\n }\\n \\n adjustColor(color, r = 0, g = 0, b = 0) {\\n // 简单的颜色调整函数\\n const hex = color.replace('#', '');\\n const num = parseInt(hex, 16);\\n const red = Math.max(0, Math.min(255, ((num >> 16) & 255) + r));\\n const green = Math.max(0, Math.min(255, ((num >> 8) & 255) + g));\\n const blue = Math.max(0, Math.min(255, (num & 255) + b));\\n \\n return `#${((red << 16) | (green << 8) | blue).toString(16).padStart(6, '0')}`;\\n }\\n \\n update() {\\n if (!this.alive) return;\\n \\n this.updateAI();\\n this.updatePhysics();\\n this.updateStatusEffects();\\n this.updateAnimation();\\n this.updateSpecialAbilities();\\n \\n // 生命值恢复\\n if (this.regeneration && this.health < this.maxHealth) {\\n this.health += this.regeneration * (this.game.deltaTime / 1000);\\n }\\n \\n // 检查死亡\\n if (this.health <= 0) {\\n this.die();\\n }\\n }\\n \\n updateAI() {\\n // 寻找目标(玩家)\\n if (!this.target || !this.target.alive) {\\n this.target = this.game.player;\\n }\\n \\n if (!this.target) return;\\n \\n // 计算与目标的距离\\n const dx = this.target.x - this.x;\\n const dy = this.target.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n // 根据距离和状态决定行为\\n if (this.statusEffects.stun.active) {\\n // 眩晕状态,无法行动\\n return;\\n }\\n \\n if (this.statusEffects.freeze.active) {\\n // 冰冻状态,移动速度减慢\\n this.velocityX *= 0.1;\\n return;\\n }\\n \\n if (distance <= this.attackRange && this.state !== 'attacking') {\\n this.setState('attacking');\\n } else if (distance <= this.detectionRange && this.state !== 'chasing') {\\n this.setState('chasing');\\n } else if (distance > this.loseRange && this.state === 'chasing') {\\n this.setState('wandering');\\n }\\n \\n // 执行当前状态的行为\\n switch (this.state) {\\n case 'wandering':\\n this.wander();\\n break;\\n case 'chasing':\\n this.chase(dx, dy, distance);\\n break;\\n case 'attacking':\\n this.attack(dx, dy, distance);\\n break;\\n }\\n \\n // 更新面向方向\\n if (dx !== 0) {\\n this.facing = dx > 0 ? 1 : -1;\\n }\\n }\\n \\n setState(newState) {\\n if (this.state !== newState) {\\n this.state = newState;\\n this.lastStateChange = this.game.totalPlayTime;\\n }\\n }\\n \\n wander() {\\n // 随机移动\\n if (Math.random() < 0.01) {\\n this.velocityX = (Math.random() - 0.5) * this.speed;\\n }\\n \\n // 随机跳跃\\n if (Math.random() < 0.005 && this.onGround) {\\n this.velocityY = -8;\\n this.onGround = false;\\n }\\n }\\n \\n chase(dx, dy, distance) {\\n // 向目标移动\\n if (distance > 0) {\\n this.velocityX = (dx / distance) * this.speed;\\n \\n // 跳跃障碍\\n if (dy < -20 && this.onGround && Math.random() < 0.1) {\\n this.velocityY = -10;\\n this.onGround = false;\\n }\\n }\\n }\\n \\n attack(dx, dy, distance) {\\n // 面向目标\\n if (distance > 0) {\\n this.facing = dx > 0 ? 1 : -1;\\n }\\n \\n // 执行攻击\\n if (this.attackCooldown <= 0) {\\n if (this.hasSpecialAbility && this.specialCooldown <= 0) {\\n this.useSpecialAbility();\\n } else if (distance <= this.attackRange) {\\n this.meleeAttack();\\n }\\n }\\n }\\n \\n meleeAttack() {\\n if (this.attackCooldown > 0) return;\\n \\n // 检查是否在攻击范围内\\n const dx = this.target.x - this.x;\\n const dy = this.target.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance <= this.attackRange) {\\n // 造成伤害\\n let damage = this.damage;\\n \\n // 应用变异效果\\n if (this.poisonDamage) {\\n this.target.applyStatusEffect('poison', this.poisonDuration, this.poisonDamage);\\n }\\n \\n this.target.takeDamage(damage);\\n \\n // 创建攻击效果\\n this.createAttackEffect();\\n \\n // 设置攻击冷却\\n this.attackCooldown = 1000; // 1秒冷却\\n }\\n }\\n \\n useSpecialAbility() {\\n if (this.specialCooldown > 0) return;\\n \\n switch (this.type) {\\n case 'exploder':\\n this.explode();\\n break;\\n case 'spitter':\\n this.spitAttack();\\n break;\\n case 'boss':\\n this.bossAbility();\\n break;\\n }\\n \\n this.specialCooldown = 3000; // 3秒冷却\\n }\\n \\n explode() {\\n // 自爆攻击\\n const explosionRadius = this.explodeRadius;\\n const explosionDamage = this.explodeDamage;\\n \\n // 对范围内的所有目标造成伤害\\n this.game.zombies.forEach(zombie => {\\n if (zombie !== this && zombie.alive) {\\n const dx = zombie.x - this.x;\\n const dy = zombie.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance <= explosionRadius) {\\n const damage = explosionDamage * (1 - distance / explosionRadius);\\n zombie.takeDamage(damage);\\n }\\n }\\n });\\n \\n // 对玩家造成伤害\\n if (this.game.player && this.game.player.alive) {\\n const dx = this.game.player.x - this.x;\\n const dy = this.game.player.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance <= explosionRadius) {\\n const damage = explosionDamage * (1 - distance / explosionRadius);\\n this.game.player.takeDamage(damage);\\n }\\n }\\n \\n // 创建爆炸效果\\n this.game.particleSystem.createExplosionEffect(this.x, this.y, explosionRadius);\\n \\n // 僵尸死亡\\n this.health = 0;\\n }\\n \\n spitAttack() {\\n // 远程吐液攻击\\n if (!this.target || !this.target.alive) return;\\n \\n const dx = this.target.x - this.x;\\n const dy = this.target.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance > 0) {\\n const projectile = {\\n x: this.x,\\n y: this.y,\\n velocityX: (dx / distance) * this.projectileSpeed,\\n velocityY: (dy / distance) * this.projectileSpeed,\\n damage: this.projectileDamage,\\n type: 'acid',\\n owner: this,\\n active: true\\n };\\n \\n if (!this.game.projectiles) this.game.projectiles = [];\\n this.game.projectiles.push(projectile);\\n \\n // 创建吐液效果\\n this.game.particleSystem.createSpitEffect(this.x, this.y);\\n }\\n }\\n \\n bossAbility() {\\n // Boss特殊能力\\n const ability = Math.floor(Math.random() * 3);\\n \\n switch (ability) {\\n case 0:\\n // 召唤小怪\\n this.summonMinions();\\n break;\\n case 1:\\n // 冲锋攻击\\n this.chargeAttack();\\n break;\\n case 2:\\n // 范围攻击\\n this.areaAttack();\\n break;\\n }\\n }\\n \\n summonMinions() {\\n // 召唤2-4个小僵尸\\n const minionCount = Math.floor(Math.random() * 3) + 2;\\n \\n for (let i = 0; i < minionCount; i++) {\\n const angle = (Math.PI * 2 /"
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"content": "继续完成僵尸类:10",
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"arguments": "{\"path\": \"zombie_shooter_game/js/zombie.js\", \"old_text\": \" for (let i = 0; i < minionCount; i++) {\\n const angle = (Math.PI * 2 /\", \"operation\": \"replace\", \"content\": \" for (let i = 0; i < minionCount; i++) {\\n const angle = (Math.PI * 2 / minionCount) * i;\\n const distance = 80;\\n const spawnX = this.x + Math.cos(angle) * distance;\\n const spawnY = this.y + Math.sin(angle) * distance;\\n \\n const minion = new Zombie(this.game, spawnX, spawnY, 'basic');\\n minion.health = 20;\\n minion.maxHealth = 20;\\n minion.isMinion = true;\\n \\n this.game.zombies.push(minion);\\n }\\n \\n // 创建召唤效果\\n this.game.particleSystem.createSummonEffect(this.x, this.y);\\n }\\n \\n chargeAttack() {\\n if (!this.target || !this.target.alive) return;\\n \\n const dx = this.target.x - this.x;\\n const dy = this.target.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance > 0) {\\n // 快速冲向目标\\n this.velocityX = (dx / distance) * this.speed * 3;\\n this.velocityY = (dy / distance) * this.speed * 3;\\n \\n // 冲锋期间免疫控制\\n this.charging = true;\\n setTimeout(() => {\\n this.charging = false;\\n }, 1000);\\n }\\n \\n // 创建冲锋效果\\n this.game.particleSystem.createChargeEffect(this.x, this.y);\\n }\\n \\n areaAttack() {\\n // 范围攻击\\n const attackRadius = 150;\\n const attackDamage = 25;\\n \\n // 对范围内的玩家造成伤害\\n if (this.game.player && this.game.player.alive) {\\n const dx = this.game.player.x - this.x;\\n const dy = this.game.player.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance <= attackRadius) {\\n this.game.player.takeDamage(attackDamage);\\n }\\n }\\n \\n // 创建范围攻击效果\\n this.game.particleSystem.createAreaAttackEffect(this.x, this.y, attackRadius);\\n }\\n \\n updatePhysics() {\\n // 应用重力\\n if (!this.onGround) {\\n this.velocityY += this.gravity;\\n }\\n \\n // 应用状态效果\\n if (this.statusEffects.slow.active) {\\n this.velocityX *= this.statusEffects.slow.multiplier;\\n }\\n \\n // 更新位置\\n this.x += this.velocityX;\\n this.y += this.velocityY;\\n \\n // 地面碰撞检测\\n const groundY = this.game.height - 50;\\n if (this.y + this.height / 2 >= groundY) {\\n this.y = groundY - this.height / 2;\\n this.velocityY = 0;\\n this.onGround = true;\\n } else {\\n this.onGround = false;\\n }\\n \\n // 摩擦力\\n this.velocityX *= 0.9;\\n }\\n \\n updateStatusEffects() {\\n Object.keys(this.statusEffects).forEach(effect => {\\n const status = this.statusEffects[effect];\\n if (status.active) {\\n status.duration -= this.game.deltaTime;\\n \\n // 持续伤害效果\\n if (effect === 'burn' && status.damage) {\\n this.takeDamage(status.damage * (this.game.deltaTime / 1000));\\n }\\n \\n if (status.duration <= 0) {\\n status.active = false;\\n if (effect === 'slow') {\\n status.multiplier = 1;\\n }\\n }\\n }\\n });\\n }\\n \\n updateAnimation() {\\n this.animationFrame += this.animationSpeed;\\n \\n // 行走动画\\n if (Math.abs(this.velocityX) > 0.1) {\\n this.walkCycle += this.animationSpeed;\\n } else {\\n this.walkCycle = 0;\\n }\\n \\n // 发光效果\\n this.glowIntensity = 0.5 + Math.sin(this.game.frameCount * 0.05) * 0.3;\\n }\\n \\n updateSpecialAbilities() {\\n if (this.specialCooldown > 0) {\\n this.specialCooldown -= this.game.deltaTime;\\n }\\n \\n if (this.attackCooldown > 0) {\\n this.attackCooldown -= this.game.deltaTime;\\n }\\n \\n // 放射性光环\\n if (this.radioactiveAura) {\\n this.applyRadioactiveAura();\\n }\\n \\n // 电击效果\\n if (this.electricDamage && this.target && this.target.alive) {\\n this.applyElectricEffect();\\n }\\n }\\n \\n applyRadioactiveAura() {\\n if (!this.target || !this.target.alive) return;\\n \\n const dx = this.target.x - this.x;\\n const dy = this.target.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance <= this.auraRange) {\\n // 对玩家造成持续伤害\\n this.target.takeDamage(this.auraDamage * (this.game.deltaTime / 1000));\\n \\n // 创建放射性效果\\n if (Math.random() < 0.1) {\\n this.game.particleSystem.createRadioactiveEffect(\\n this.x + (Math.random() - 0.5) * this.auraRange,\\n this.y + (Math.random() - 0.5) * this.auraRange\\n );\\n }\\n }\\n }\\n \\n applyElectricEffect() {\\n if (!this.target || !this.target.alive) return;\\n \\n const dx = this.target.x - this.x;\\n const dy = this.target.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance <= this.electricRange && Math.random() < 0.05) {\\n // 电击玩家\\n this.target.takeDamage(this.electricDamage);\\n \\n // 创建电击效果\\n this.game.particleSystem.createElectricEffect(this.x, this.y, this.target.x, this.target.y);\\n }\\n }\\n \\n takeDamage(damage) {\\n if (!this.alive) return;\\n \\n // 应用护甲减伤\\n let actualDamage = damage;\\n if (this.armor) {\\n actualDamage = Math.max(1, damage - this.armor);\\n }\\n \\n this.health -= actualDamage;\\n \\n // 创建受伤效果\\n this.game.particleSystem.createDamageEffect(this.x, this.y, actualDamage);\\n this.game.showFloatingText(this.x, this.y - this.height, `-${actualDamage}`, 'damage');\\n \\n // 击退效果\\n if (this.game.player) {\\n const dx = this.x - this.game.player.x;\\n const dy = this.y - this.game.player.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance > 0) {\\n this.velocityX += (dx / distance) * 2;\\n this.velocityY += (dy / distance) * 1;\\n }\\n }\\n \\n // 检查死亡\\n if (this.health <= 0) {\\n this.die();\\n }\\n }\\n \\n applyStatusEffect(effect, duration, damage = 0) {\\n if (this.statusEffects[effect]) {\\n this.statusEffects[effect].active = true;\\n this.statusEffects[effect].duration = duration;\\n \\n if (damage > 0) {\\n this.statusEffects[effect].damage = damage;\\n }\\n }\\n }\\n \\n die() {\\n if (!this.alive) return;\\n \\n this.alive = false;\\n \\n // 增加击杀数\\n this.game.zombiesKilled++;\\n \\n // 给予奖励\\n this.game.score += this.scoreValue;\\n this.game.money += this.moneyValue;\\n \\n // 创建死亡效果\\n this.game.particleSystem.createDeathEffect(this.x, this.y, this.type);\\n \\n // 掉落道具\\n this.dropLoot();\\n \\n // 特殊死亡效果\\n if (this.type === 'exploder') {\\n this.explode();\\n }\\n }\\n \\n dropLoot() {\\n // 掉落概率\\n const dropChance = 0.3 + (this.game.player.luck || 0);\\n \\n if (Math.random() < dropChance) {\\n // 随机掉落类型\\n const lootTypes = ['health', 'ammo', 'money', 'powerup'];\\n const lootType = lootTypes[Math.floor(Math.random() * lootTypes.length)];\\n \\n const powerUp = new PowerUp(this.game, this.x, this.y, lootType);\\n this.game.powerUps.push(powerUp);\\n }\\n \\n // Boss额外掉落\\n if (this.isBoss) {\\n for (let i = 0; i < 3; i++) {\\n const lootTypes = ['health', 'ammo', 'money', 'powerup', 'weapon'];\\n const lootType = lootTypes[Math.floor(Math.random() * lootTypes.length)];\\n \\n const powerUp = new PowerUp(this.game, this.x + (Math.random() - 0.5) * 50, this.y, lootType);\\n this.game.powerUps.push(powerUp);\\n }\\n }\\n }\\n \\n render(ctx) {\\n if (!this.alive) return;\\n \\n ctx.save();\\n \\n // 应用状态效果\\n if (this.statusEffects.freeze.active) {\\n ctx.globalAlpha = 0.7;\\n ctx.fillStyle = 'rgba(100, 200, 255, 0.5)';\\n ctx.fillRect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height);\\n }\\n \\n if (this.statusEffects.burn.active) {\\n // 燃烧效果\\n ctx.fillStyle = 'rgba(255, 100, 0, 0.3)';\\n ctx.fillRect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height);\\n }\\n \\n // 发光效果\\n if (this.glowIntensity > 0) {\\n ctx.shadowColor = this.color;\\n ctx.shadowBlur = 15 * this.glowIntensity;\\n }\\n \\n // 根据类型渲染不同外观\\n this.renderByType(ctx);\\n \\n // 渲染生命值条\\n this.renderHealthBar(ctx);\\n \\n // 渲染状态效果图标\\n this.renderStatusIcons(ctx);\\n \\n ctx.restore();\\n }\\n \\n renderByType(ctx) {\\n switch (this.type) {\\n case 'basic':\\n this.renderBasicZombie(ctx);\\n break;\\n case 'fast':\\n this.renderFastZombie(ctx);\\n break;\\n case 'tank':\\n this.renderTankZombie(ctx);\\n break;\\n case 'exploder':\\n this.renderExploderZombie(ctx);\\n break;\\n case 'spitter':\\n this.renderSpitterZombie(ctx);\\n break;\\n case 'boss':\\n this.renderBossZombie(ctx);\\n break;\\n }\\n }\\n \\n renderBasicZombie(ctx) {\\n // 僵尸身体\\n ctx.fillStyle = this.color;\\n ctx.fillRect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height);\\n \\n // 僵尸头部\\n ctx.fillStyle = this.adjustColor(this.color, 10);\\n ctx.beginPath();\\n ctx.arc(this.x, this.y - this.height / 4, this.width / 3, 0, Math.PI * 2);\\n ctx.fill();\\n \\n // 僵尸眼睛\\n ctx.fillStyle = this.eyeColor;\\n ctx.beginPath();\\n ctx.arc(this.x - this.width / 6, this.y - this.height / 3, 3, 0, Math.PI * 2);\\n ctx.arc(this.x + this.width / 6, this.y - this.height / 3, 3, 0, Math.PI * 2);\\n ctx.fill();\\n \\n // 僵尸手臂\\n const armSwing = Math.sin(this.walkCycle) * 10;\\n ctx.strokeStyle = this.color;\\n ctx.lineWidth = 5;\\n ctx.beginPath();\\n ctx.moveTo(this.x - this.width / 3, this.y);\\n ctx.lineTo(this.x - this.width / 2 - 10 + armSwing, this.y + this.height / 4);\\n ctx.moveTo(this.x + this.width / 3, this.y);\\n ctx.lineTo(this.x + this.width / 2 + 10 - armSwing, this.y + this.height / 4);\\n ctx.stroke();\\n \\n // 僵尸腿部\\n const legSwing = Math.sin(this.walkCycle + Math.PI) * 5;\\n ctx.beginPath();\\n ctx.moveTo(this.x - this.width / 6, this.y + this.height / 3);\\n ctx.lineTo(this.x - this.width / 6 + legSwing, this.y + this.height / 2);\\n ctx.moveTo(this.x + this.width / 6, this.y + this.height / 3);\\n ctx.lineTo(this.x + this.width / 6 - legSwing, this.y + this.height / 2);\\n ctx.stroke();\\n }\\n \\n renderFastZombie(ctx) {\\n // 快速僵尸 - 更瘦长的外观\\n ctx.fillStyle = this.color;\\n ctx.fillRect(this.x - this.width / 3, this.y - this.height / 2, this.width * 2 / 3, this.height);\\n \\n // 尖锐的头部\\n ctx.fillStyle = this.adjustColor(this.color, 15);\\n ctx.beginPath();\\n ctx.moveTo(this.x, this.y - this.height / 2);\\n ctx.lineTo(this.x - this.width / 4, this.y - this.height / 6);\\n ctx.lineTo(this.x + this.width / 4, this.y - this.height / 6);\\n ctx.closePath();\\n ctx.fill();\\n \\n // 发光的眼睛\\n ctx.fillStyle = this.eyeColor;\\n ctx.shadowColor = this.eyeColor;\\n ctx.shadowBlur = 10;\\n ctx.beginPath();\\n ctx.arc(this.x - this.width / 8, this.y - this.height / 4, 2, 0, Math.PI * 2);\\n ctx.arc(this.x + this.width / 8, this.y - this.height / 4, 2, 0, Math.PI * 2);\\n ctx.fill();\\n ctx.shadowBlur = 0;\\n \\n // 锋利的爪子\\n ctx.strokeStyle = '#ff6b6b';\\n ctx.lineWidth = 2;\\n for (let i = 0; i < 3; i++) {\\n ctx.beginPath();\\n ctx.moveTo(this.x - this.width / 3, this.y + this.height / 4 + i * 5);\\n ctx.lineTo(this.x - this.width / 2 - 5, this.y + this.height / 4 + i * 5 + 3);\\n ctx.stroke();\\n }\\n }\\n \\n renderTankZombie(ctx) {\\n // 坦克僵尸 - 更大更厚重的外观\\n ctx.fillStyle = this.color;\\n ctx.fillRect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height);\\n \\n // 厚重的装甲板\\n ctx.fillStyle = this.adjustColor(this.color, -20);\\n ctx.fillRect(this.x - this.width / 3, this.y - this.height / 3, this.width * 2 / 3, this.height * 2 / 3);\\n \\n // 装甲细节\\n ctx.strokeStyle = '#333';\\n ctx.lineWidth = 2;\\n ctx.strokeRect(this.x - this.width / 3, this.y - this.height / 3, this.width * 2 / 3, this.height * 2 / 3);\\n \\n // 小眼睛\\n ctx.fillStyle = this.eyeColor;\\n ctx.beginPath();\\n ctx.arc(this.x - this.width / 8, this.y - this.height / 6, 2, 0, Math.PI * 2);\\n ctx.arc(this.x + this.width / 8, this.y - this.height / 6, 2, 0, Math.PI * 2);\\n ctx.fill();\\n \\n // 护甲值显示\\n if (this.armor > 0) {\\n ctx.fillStyle = '#ffd700';\\n ctx.font = '"
|
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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": "tool",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_game/js/zombie.js\", \"size\": 28047, \"mode\": \"w\", \"replacements\": 1}",
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"timestamp": "2025-09-29T23:31:31.207415",
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"tool_call_id": "modify_file:10",
|
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"name": "modify_file"
|
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},
|
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{
|
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"role": "assistant",
|
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"content": "现在创建武器系统:weapon",
|
||
"timestamp": "2025-09-29T23:34:07.665654"
|
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},
|
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{
|
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"role": "assistant",
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"content": "",
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"timestamp": "2025-09-29T23:34:07.674899",
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"tool_calls": [
|
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{
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"id": "create_file:11",
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"index": 0,
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"type": "function",
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"function": {
|
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"name": "create_file",
|
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"arguments": "{\"path\": \"zombie_shooter_game/js/weapon.js\", \"file_type\": \"js\", \"annotation\": \"武器系统类\", \"content\": \"class WeaponSystem {\\n constructor(game) {\\n this.game = game;\\n this.currentWeapon = 'machinegun';\\n this.weapons = {};\\n this.lastShotTime = 0;\\n this.isReloading = false;\\n this.reloadStartTime = 0;\\n \\n this.initWeapons();\\n }\\n \\n initWeapons() {\\n // 机枪\\n this.weapons.machinegun = {\\n name: '机枪',\\n damage: 12,\\n fireRate: 100, // 毫秒\\n ammo: -1, // 无限弹药\\n maxAmmo: -1,\\n reloadTime: 0,\\n projectileSpeed: 15,\\n projectileSize: 3,\\n color: '#ffff00',\\n spread: 0.1, // 散射角度\\n knockback: 2,\\n criticalChance: 0.1,\\n criticalMultiplier: 2,\\n sound: 'machinegun'\\n };\\n \\n // 霰弹枪\\n this.weapons.shotgun = {\\n name: '霰弹枪',\\n damage: 8, // 每颗弹丸的伤害\\n fireRate: 800,\\n ammo: 50,\\n maxAmmo: 50,\\n reloadTime: 2000,\\n projectileSpeed: 12,\\n projectileSize: 2,\\n color: '#ffa500',\\n pellets: 8, // 弹丸数量\\n spread: 0.3,\\n knockback: 5,\\n criticalChance: 0.05,\\n criticalMultiplier: 2.5,\\n sound: 'shotgun'\\n };\\n \\n // 火箭筒\\n this.weapons.rocket = {\\n name: '火箭筒',\\n damage: 100,\\n fireRate: 1500,\\n ammo: 10,\\n maxAmmo: 10,\\n reloadTime: 3000,\\n projectileSpeed: 8,\\n projectileSize: 8,\\n color: '#ff4444',\\n explosionRadius: 80,\\n explosionDamage: 50,\\n knockback: 10,\\n criticalChance: 0.2,\\n criticalMultiplier: 3,\\n sound: 'rocket'\\n };\\n \\n // 激光枪(解锁武器)\\n this.weapons.laser = {\\n name: '激光枪',\\n damage: 25,\\n fireRate: 200,\\n ammo: 100,\\n maxAmmo: 100,\\n reloadTime: 1500,\\n projectileSpeed: 30,\\n projectileSize: 2,\\n color: '#00ffff',\\n penetration: 3, // 穿透次数\\n knockback: 1,\\n criticalChance: 0.15,\\n criticalMultiplier: 2.2,\\n sound: 'laser',\\n unlocked: false\\n };\\n \\n // 等离子炮(解锁武器)\\n this.weapons.plasma = {\\n name: '等离子炮',\\n damage: 60,\\n fireRate: 500,\\n ammo: 25,\\n maxAmmo: 25,\\n reloadTime: 2500,\\n projectileSpeed: 10,\\n projectileSize: 6,\\n color: '#ff00ff',\\n explosionRadius: 40,\\n explosionDamage: 30,\\n chainLightning: true, // 连锁闪电\\n knockback: 8,\\n criticalChance: 0.25,\\n criticalMultiplier: 2.8,\\n sound: 'plasma',\\n unlocked: false\\n };\\n }\\n \\n update() {\\n const currentTime = Date.now();\\n \\n // 更新换弹状态\\n if (this.isReloading) {\\n if (currentTime - this.reloadStartTime >= this.getCurrentWeapon().reloadTime) {\\n this.finishReload();\\n }\\n }\\n \\n // 更新武器冷却\\n if (this.lastShotTime > 0) {\\n this.lastShotTime = Math.max(0, this.lastShotTime - this.game.deltaTime);\\n }\\n }\\n \\n canShoot() {\\n if (this.isReloading) return false;\\n \\n const weapon = this.getCurrentWeapon();\\n const currentTime = Date.now();\\n \\n // 检查弹药\\n if (weapon.ammo === 0) {\\n this.startReload();\\n return false;\\n }\\n \\n // 检查射击间隔\\n if (currentTime - this.lastShotTime < weapon.fireRate) {\\n return false;\\n }\\n \\n return true;\\n }\\n \\n shoot(x, y, directionX, directionY, baseDamage) {\\n if (!this.canShoot()) return;\\n \\n const weapon = this.getCurrentWeapon();\\n const currentTime = Date.now();\\n \\n // 消耗弹药\\n if (weapon.ammo > 0) {\\n weapon.ammo--;\\n }\\n \\n // 更新射击时间\\n this.lastShotTime = currentTime;\\n \\n // 创建子弹\\n this.createBullets(x, y, directionX, directionY, baseDamage);\\n \\n // 创建射击效果\\n this.createMuzzleFlash(x, y, directionX, directionY);\\n \\n // 播放音效\\n this.playWeaponSound(weapon.sound);\\n \\n // 更新UI\\n this.updateAmmoUI();\\n }\\n \\n createBullets(x, y, directionX, directionY, baseDamage) {\\n const weapon = this.getCurrentWeapon();\\n \\n switch (this.currentWeapon) {\\n case 'machinegun':\\n this.createMachinegunBullet(x, y, directionX, directionY, baseDamage);\\n break;\\n case 'shotgun':\\n this.createShotgunPellets(x, y, directionX, directionY, baseDamage);\\n break;\\n case 'rocket':\\n this.createRocket(x, y, directionX, directionY, baseDamage);\\n break;\\n case 'laser':\\n this.createLaser(x, y, directionX, directionY, baseDamage);\\n break;\\n case 'plasma':\\n this.createPlasma(x, y, directionX, directionY, baseDamage);\\n break;\\n }\\n }\\n \\n createMachinegunBullet(x, y, directionX, directionY, baseDamage) {\\n const weapon = this.getCurrentWeapon();\\n \\n // 添加散射\\n const spread = (Math.random() - 0.5) * weapon.spread;\\n const cos = Math.cos(spread);\\n const sin = Math.sin(spread);\\n \\n const newDirectionX = directionX * cos - directionY * sin;\\n const newDirectionY = directionX * sin + directionY * cos;\\n \\n // 计算伤害\\n let damage = weapon.damage + baseDamage;\\n let isCritical = false;\\n \\n if (Math.random() < weapon.criticalChance) {\\n damage *= weapon.criticalMultiplier;\\n isCritical = true;\\n }\\n \\n const bullet = new Bullet(this.game, x, y, newDirectionX, newDirectionY, {\\n damage: damage,\\n speed: weapon.projectileSpeed,\\n size: weapon.projectileSize,\\n color: weapon.color,\\n knockback: weapon.knockback,\\n isCritical: isCritical,\\n owner: this.game.player\\n });\\n \\n this.game.bullets.push(bullet);\\n }\\n \\n createShotgunPellets(x, y, directionX, directionY, baseDamage) {\\n const weapon = this.getCurrentWeapon();\\n const pellets = weapon.pellets;\\n \\n for (let i = 0; i < pellets; i++) {\\n // 计算每颗弹丸的散射角度\\n const spread = (Math.random() - 0.5) * weapon.spread;\\n const cos = Math.cos(spread);\\n const sin = Math.sin(spread);\\n \\n const newDirectionX = directionX * cos - directionY * sin;\\n const newDirectionY = directionX * sin + directionY * cos;\\n \\n // 计算伤害\\n let damage = weapon.damage + baseDamage * 0.5; // 霰弹枪基础伤害较低\\n let isCritical = false;\\n \\n if (Math.random() < weapon.criticalChance) {\\n damage *= weapon.criticalMultiplier;\\n isCritical = true;\\n }\\n \\n const bullet = new Bullet(this.game, x, y, newDirectionX, newDirectionY, {\\n damage: damage,\\n speed: weapon.projectileSpeed,\\n size: weapon.projectileSize,\\n color: weapon.color,\\n knockback: weapon.knockback / pellets, // 分散击退力\\n isCritical: isCritical,\\n owner: this.game.player,\\n range: 150 // 霰弹枪射程较短\\n });\\n \\n this.game.bullets.push(bullet);\\n }\\n }\\n \\n createRocket(x, y, directionX, directionY, baseDamage) {\\n const weapon = this.getCurrentWeapon();\\n \\n // 计算伤害\\n let damage = weapon.damage + baseDamage * 2;\\n let isCritical = false;\\n \\n if (Math.random() < weapon.criticalChance) {\\n damage *= weapon.criticalMultiplier;\\n isCritical = true;\\n }\\n \\n const rocket = new Rocket(this.game, x, y, directionX, directionY, {\\n damage: damage,\\n speed: weapon.projectileSpeed,\\n size: weapon.projectileSize,\\n color: weapon.color,\\n knockback: weapon.knockback,\\n isCritical: isCritical,\\n owner: this.game.player,\\n explosionRadius: weapon.explosionRadius,\\n explosionDamage: weapon.explosionDamage\\n });\\n \\n this.game.bullets.push(rocket);\\n }\\n \\n createLaser(x, y, directionX, directionY, baseDamage) {\\n const weapon = this.getCurrentWeapon();\\n \\n // 计算伤害\\n let damage = weapon.damage + baseDamage;\\n let isCritical = false;\\n \\n if (Math.random() < weapon.criticalChance) {\\n damage *= weapon.criticalMultiplier;\\n isCritical = true;\\n }\\n \\n const laser = new Laser(this.game, x, y, directionX, directionY, {\\n damage: damage,\\n speed: weapon.projectileSpeed,\\n size: weapon.projectileSize,\\n color: weapon.color,\\n knockback: weapon.knockback,\\n isCritical: isCritical,\\n owner: this.game.player,\\n penetration: weapon.penetration\\n });\\n \\n this.game.bullets.push(laser);\\n }\\n \\n createPlasma(x, y, directionX, directionY, baseDamage) {\\n const weapon = this.getCurrentWeapon();\\n \\n // 计算伤害\\n let damage = weapon.damage + baseDamage * 1.5;\\n let isCritical = false;\\n \\n if (Math.random() < weapon.criticalChance) {\\n damage *= weapon.criticalMultiplier;\\n isCritical = true;\\n }\\n \\n const plasma = new Plasma(this.game, x, y, directionX, directionY, {\\n damage: damage,\\n speed: weapon.projectileSpeed,\\n size: weapon.projectileSize,\\n color: weapon.color,\\n knockback: weapon.knockback,\\n isCritical: isCritical,\\n owner: this.game.player,\\n explosionRadius: weapon.explosionRadius,\\n explosionDamage: weapon.explosionDamage,\\n chainLightning: weapon.chainLightning\\n });\\n \\n this.game.bullets.push(plasma);\\n }\\n \\n createMuzzleFlash(x, y, directionX, directionY) {\\n // 创建枪口闪光效果\\n const flashSize = this.getCurrentWeapon().projectileSize * 3;\\n const flashDuration = 100;\\n \\n const flash = {\\n x: x,\\n y: y,\\n size: flashSize,\\n duration: flashDuration,\\n maxDuration: flashDuration,\\n color: this.getCurrentWeapon().color,\\n active: true\\n };\\n \\n // 添加到粒子系统或单独渲染\\n if (!this.game.muzzleFlashes) {\\n this.game.muzzleFlashes = [];\\n }\\n this.game.muzzleFlashes.push(flash);\\n \\n // 创建枪口烟雾\\n for (let i = 0; i < 3; i++) {\\n this.game.particleSystem.createSmoke(x, y, directionX, directionY);\\n }\\n }\\n \\n switchWeapon(weaponName) {\\n if (this.weapons[weaponName] && (this.weapons[weaponName].unlocked !== false)) {\\n this.currentWeapon = weaponName;\\n this.updateWeaponUI();\\n this.updateAmmoUI();\\n \\n // 创建切换武器效果\\n if (this.game.player) {\\n this.game.particleSystem.createWeaponSwitchEffect(\\n this.game.player.x,\\n this.game.player.y,\\n weaponName\\n );\\n }\\n }\\n }\\n \\n reload() {\\n const weapon = this.getCurrentWeapon();\\n \\n if (weapon.ammo === weapon.maxAmmo || weapon.maxAmmo === -1) {\\n return; // 不需要换弹\\n }\\n \\n if (this.isReloading) {\\n return; // 已经在换弹\\n }\\n \\n this.startReload();\\n }\\n \\n startReload() {\\n this.isReloading = true;\\n this.reloadStartTime = Date.now();\\n \\n // 创建换弹效果\\n if (this.game.player) {\\n this.game.particleSystem.createReloadEffect(\\n this.game.player.x,\\n this.game.player.y\\n );\\n }\\n \\n this.updateReloadUI();\\n }\\n \\n finishReload() {\\n const weapon = this.getCurrentWeapon();\\n \\n if (weapon.maxAmmo > 0) {\\n weapon.ammo = weapon.maxAmmo;\\n }\\n \\n this.isReloading = false;\\n this.updateAmmoUI();\\n }\\n \\n getCurrentWeapon() {\\n return this.weapons[this.currentWeapon];\\n }\\n \\n getWeaponDamage() {\\n const weapon = this.getCurrentWeapon();\\n return weapon.damage;\\n }\\n \\n addAmmo(weaponName, amount) {\\n if (this.weapons[weaponName] && this.weapons[weaponName].maxAmmo > 0) {\\n this.weapons[weaponName].ammo = Math.min(\\n this.weapons[weaponName].maxAmmo,\\n this.weapons[weaponName].ammo + amount\\n );\\n \\n if (this.currentWeapon === weaponName) {\\n this.updateAmmoUI();\\n }\\n }\\n }\\n \\n unlockWeapon(weaponName) {\\n if (this.weapons[weaponName]) {\\n this.weapons[weaponName].unlocked = true;\\n \\n // 创建解锁效果\\n if (this.game.player) {\\n this.game.particleSystem.createUnlockEffect(\\n this.game.player.x,\\n this.game.player.y,\\n weaponName\\n );\\n }\\n }\\n }\\n \\n upgradeWeapon(upgradeType, value) {\\n Object.keys(this.weapons).forEach(weaponName => {\\n const weapon = this.weapons[weaponName];\\n \\n switch (upgradeType) {\\n case 'damage':\\n weapon.damage *= (1 + value);\\n break;\\n case 'fireRate':\\n weapon.fireRate *= (1 - value);\\n break;\\n case 'criticalChance':\\n weapon.criticalChance += value;\\n break;\\n case 'criticalMultiplier':\\n weapon.criticalMultiplier += value;\\n break;\\n case 'ammo':\\n if (weapon.maxAmmo > 0) {\\n weapon.maxAmmo += value;\\n weapon.ammo += value;\\n }\\n break;\\n }\\n });\\n }\\n \\n playWeaponSound(soundName) {\\n // 这里可以添加实际的音效播放逻辑\\n // 由于浏览器限制,我们暂时使用视觉反馈代替\\n console.log(`Playing sound: ${soundName}`);\\n }\\n \\n updateWeaponUI() {\\n // 更新武器选择UI\\n document.querySelectorAll('.weapon-slot').forEach(slot => {\\n slot.classList.remove('active');\\n if (slot.dataset.weapon === this.currentWeapon) {\\n slot.classList.add('active');\\n }\\n });\\n }\\n \\n updateAmmoUI() {\\n const weapon = this.getCurrentWeapon();\\n const ammoElement = document.getElementById(`${this.currentWeapon}-ammo`);\\n \\n if (ammoElement) {\\n if ("
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "tool",
|
||
"content": "{\"success\": true, \"path\": \"zombie_shooter_game/js/weapon.js\", \"size\": 15311}",
|
||
"timestamp": "2025-09-29T23:34:09.507689",
|
||
"tool_call_id": "create_file:11",
|
||
"name": "create_file"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "现在创建子弹类:n",
|
||
"timestamp": "2025-09-29T23:37:05.555966"
|
||
},
|
||
{
|
||
"role": "assistant",
|
||
"content": "",
|
||
"timestamp": "2025-09-29T23:37:05.564399",
|
||
"tool_calls": [
|
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{
|
||
"id": "create_file:12",
|
||
"index": 0,
|
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"type": "function",
|
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"function": {
|
||
"name": "create_file",
|
||
"arguments": "{\"path\": \"zombie_shooter_game/js/bullet.js\", \"file_type\": \"js\", \"annotation\": \"子弹和投射物类\", \"content\": \"class Bullet {\\n constructor(game, x, y, directionX, directionY, properties = {}) {\\n this.game = game;\\n this.x = x;\\n this.y = y;\\n this.startX = x;\\n this.startY = y;\\n \\n // 基础属性\\n this.directionX = directionX;\\n this.directionY = directionY;\\n this.speed = properties.speed || 10;\\n this.damage = properties.damage || 10;\\n this.size = properties.size || 3;\\n this.color = properties.color || '#ffff00';\\n this.knockback = properties.knockback || 2;\\n this.owner = properties.owner || null;\\n this.active = true;\\n this.penetration = properties.penetration || 1;\\n this.maxRange = properties.range || 800;\\n \\n // 特殊属性\\n this.isCritical = properties.isCritical || false;\\n this.trail = properties.trail || false;\\n this.glow = properties.glow || false;\\n this.homing = properties.homing || false;\\n this.bounce = properties.bounce || 0;\\n this.bounceCount = 0;\\n \\n // 视觉效果\\n this.trailPoints = [];\\n this.glowIntensity = 0.5;\\n this.pulsePhase = 0;\\n \\n // 物理属性\\n this.velocityX = this.directionX * this.speed;\\n this.velocityY = this.directionY * this.speed;\\n this.gravity = properties.gravity || 0;\\n this.drag = properties.drag || 0;\\n \\n // 生命周期\\n this.lifetime = 0;\\n this.maxLifetime = properties.maxLifetime || 5000; // 5秒\\n \\n // 碰撞检测\\n this.hitTargets = [];\\n this.hasHit = false;\\n }\\n \\n update() {\\n if (!this.active) return;\\n \\n this.lifetime += this.game.deltaTime;\\n \\n // 检查生命周期\\n if (this.lifetime >= this.maxLifetime) {\\n this.active = false;\\n return;\\n }\\n \\n // 检查射程\\n const distanceTraveled = Math.sqrt(\\n Math.pow(this.x - this.startX, 2) + Math.pow(this.y - this.startY, 2)\\n );\\n \\n if (distanceTraveled >= this.maxRange) {\\n this.active = false;\\n return;\\n }\\n \\n this.updatePhysics();\\n this.updateHoming();\\n this.updateTrail();\\n this.updateVisuals();\\n this.checkCollisions();\\n this.checkWorldBounds();\\n }\\n \\n updatePhysics() {\\n // 应用重力\\n this.velocityY += this.gravity;\\n \\n // 应用阻力\\n if (this.drag > 0) {\\n this.velocityX *= (1 - this.drag);\\n this.velocityY *= (1 - this.drag);\\n }\\n \\n // 更新位置\\n this.x += this.velocityX;\\n this.y += this.velocityY;\\n \\n // 更新方向(用于视觉效果)\\n const speed = Math.sqrt(this.velocityX * this.velocityX + this.velocityY * this.velocityY);\\n if (speed > 0) {\\n this.directionX = this.velocityX / speed;\\n this.directionY = this.velocityY / speed;\\n }\\n }\\n \\n updateHoming() {\\n if (!this.homing || !this.owner || !this.game.player) return;\\n \\n // 寻找最近的目标\\n let target = null;\\n let minDistance = Infinity;\\n \\n this.game.zombies.forEach(zombie => {\\n if (!zombie.alive) return;\\n \\n const dx = zombie.x - this.x;\\n const dy = zombie.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance < minDistance && distance < 200) { // 追踪范围\\n minDistance = distance;\\n target = zombie;\\n }\\n });\\n \\n if (target) {\\n // 计算朝向目标的方向\\n const dx = target.x - this.x;\\n const dy = target.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance > 0) {\\n const targetDirectionX = dx / distance;\\n const targetDirectionY = dy / distance;\\n \\n // 平滑转向\\n const turnSpeed = 0.05;\\n this.directionX += (targetDirectionX - this.directionX) * turnSpeed;\\n this.directionY += (targetDirectionY - this.directionY) * turnSpeed;\\n \\n // 重新归一化方向\\n const dirLength = Math.sqrt(this.directionX * this.directionX + this.directionY * this.directionY);\\n if (dirLength > 0) {\\n this.directionX /= dirLength;\\n this.directionY /= dirLength;\\n }\\n \\n // 更新速度\\n this.velocityX = this.directionX * this.speed;\\n this.velocityY = this.directionY * this.speed;\\n }\\n }\\n }\\n \\n updateTrail() {\\n if (!this.trail) return;\\n \\n // 添加轨迹点\\n this.trailPoints.push({ x: this.x, y: this.y, time: Date.now() });\\n \\n // 移除过期的轨迹点\\n const currentTime = Date.now();\\n this.trailPoints = this.trailPoints.filter(point => \\n currentTime - point.time < 200 // 轨迹持续时间\\n );\\n }\\n \\n updateVisuals() {\\n this.pulsePhase += 0.2;\\n this.glowIntensity = 0.5 + Math.sin(this.pulsePhase) * 0.3;\\n }\\n \\n checkCollisions() {\\n // 检查与僵尸的碰撞\\n this.game.zombies.forEach(zombie => {\\n if (!zombie.alive || this.hitTargets.includes(zombie)) return;\\n \\n if (this.isCollidingWith(zombie)) {\\n this.hitTarget(zombie);\\n }\\n });\\n \\n // 检查与障碍物的碰撞\\n this.game.obstacles.forEach(obstacle => {\\n if (this.isCollidingWith(obstacle)) {\\n this.hitObstacle(obstacle);\\n }\\n });\\n }\\n \\n isCollidingWith(target) {\\n const dx = this.x - target.x;\\n const dy = this.y - target.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n const targetRadius = Math.max(target.width, target.height) / 2;\\n return distance < this.size + targetRadius;\\n }\\n \\n hitTarget(target) {\\n // 记录已击中的目标\\n this.hitTargets.push(target);\\n \\n // 造成伤害\\n let damage = this.damage;\\n \\n // 暴击效果\\n if (this.isCritical) {\\n damage *= 1.5; // 额外暴击伤害\\n this.game.particleSystem.createCriticalHitEffect(this.x, this.y);\\n }\\n \\n target.takeDamage(damage);\\n \\n // 击退效果\\n if (this.knockback > 0) {\\n const dx = target.x - this.x;\\n const dy = target.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance > 0) {\\n target.velocityX += (dx / distance) * this.knockback;\\n target.velocityY += (dy / distance) * this.knockback * 0.5;\\n }\\n }\\n \\n // 创建击中效果\\n this.createHitEffect(target);\\n \\n // 减少穿透次数\\n this.penetration--;\\n \\n if (this.penetration <= 0) {\\n this.active = false;\\n }\\n }\\n \\n hitObstacle(obstacle) {\\n if (this.bounce > 0 && this.bounceCount < this.bounce) {\\n // 弹跳逻辑\\n const centerX = obstacle.x + obstacle.width / 2;\\n const centerY = obstacle.y + obstacle.height / 2;\\n \\n // 计算碰撞法线(简化版本)\\n const dx = this.x - centerX;\\n const dy = this.y - centerY;\\n \\n if (Math.abs(dx) > Math.abs(dy)) {\\n // 水平碰撞\\n this.velocityX = -this.velocityX * 0.8; // 能量损失\\n } else {\\n // 垂直碰撞\\n this.velocityY = -this.velocityY * 0.8;\\n }\\n \\n this.bounceCount++;\\n \\n // 创建弹跳效果\\n this.game.particleSystem.createBounceEffect(this.x, this.y);\\n } else {\\n // 击中障碍物,子弹消失\\n this.createHitEffect(obstacle);\\n this.active = false;\\n }\\n }\\n \\n checkWorldBounds() {\\n // 检查是否超出世界边界\\n if (this.x < -100 || this.x > this.game.worldWidth + 100 ||\\n this.y < -100 || this.y > this.game.height + 100) {\\n this.active = false;\\n }\\n }\\n \\n createHitEffect(target) {\\n // 创建击中粒子效果\\n const hitColor = this.isCritical ? '#ffd700' : this.color;\\n \\n for (let i = 0; i < 5; i++) {\\n const angle = (Math.PI * 2 / 5) * i;\\n const speed = 3 + Math.random() * 2;\\n \\n this.game.particleSystem.createParticle(\\n this.x, this.y,\\n Math.cos(angle) * speed,\\n Math.sin(angle) * speed,\\n hitColor,\\n 200 + Math.random() * 100\\n );\\n }\\n \\n // 显示伤害数字\\n this.game.showFloatingText(this.x, this.y - 20, Math.floor(this.damage), \\n this.isCritical ? 'crit' : 'damage');\\n }\\n \\n render(ctx) {\\n if (!this.active) return;\\n \\n ctx.save();\\n \\n // 渲染轨迹\\n if (this.trail && this.trailPoints.length > 1) {\\n this.renderTrail(ctx);\\n }\\n \\n // 渲染发光效果\\n if (this.glow) {\\n this.renderGlow(ctx);\\n }\\n \\n // 渲染子弹主体\\n this.renderBullet(ctx);\\n \\n ctx.restore();\\n }\\n \\n renderTrail(ctx) {\\n if (this.trailPoints.length < 2) return;\\n \\n ctx.strokeStyle = this.color;\\n ctx.lineWidth = 2;\\n ctx.globalAlpha = 0.6;\\n \\n ctx.beginPath();\\n ctx.moveTo(this.trailPoints[0].x, this.trailPoints[0].y);\\n \\n for (let i = 1; i < this.trailPoints.length; i++) {\\n const alpha = i / this.trailPoints.length;\\n ctx.globalAlpha = alpha * 0.6;\\n ctx.lineTo(this.trailPoints[i].x, this.trailPoints[i].y);\\n }\\n \\n ctx.stroke();\\n ctx.globalAlpha = 1;\\n }\\n \\n renderGlow(ctx) {\\n const glowSize = this.size * 3;\\n const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, glowSize);\\n gradient.addColorStop(0, this.color + '80');\\n gradient.addColorStop(1, this.color + '00');\\n \\n ctx.fillStyle = gradient;\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, glowSize, 0, Math.PI * 2);\\n ctx.fill();\\n }\\n \\n renderBullet(ctx) {\\n // 基础子弹渲染\\n ctx.fillStyle = this.color;\\n \\n if (this.isCritical) {\\n // 暴击子弹有特殊效果\\n ctx.shadowColor = '#ffd700';\\n ctx.shadowBlur = 10;\\n ctx.strokeStyle = '#ffd700';\\n ctx.lineWidth = 2;\\n }\\n \\n ctx.beginPath();\\n ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);\\n ctx.fill();\\n \\n if (this.isCritical) {\\n ctx.stroke();\\n ctx.shadowBlur = 0;\\n }\\n \\n // 脉冲效果\\n if (this.glow) {\\n const pulseSize = this.size * (1 + this.glowIntensity * 0.5);\\n ctx.globalAlpha = this.glowIntensity * 0.3;\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, pulseSize, 0, Math.PI * 2);\\n ctx.fill();\\n ctx.globalAlpha = 1;\\n }\\n }\\n}\\n\\n// 火箭类\\nclass Rocket extends Bullet {\\n constructor(game, x, y, directionX, directionY, properties = {}) {\\n super(game, x, y, directionX, directionY, properties);\\n \\n this.explosionRadius = properties.explosionRadius || 80;\\n this.explosionDamage = properties.explosionDamage || 50;\\n this.smokeTrail = true;\\n this.smokePoints = [];\\n this.rocketSize = this.size * 2;\\n }\\n \\n update() {\\n super.update();\\n \\n if (!this.active) return;\\n \\n this.updateSmokeTrail();\\n this.updateRocketPhysics();\\n }\\n \\n updateSmokeTrail() {\\n if (!this.smokeTrail) return;\\n \\n // 添加烟雾点\\n this.smokePoints.push({\\n x: this.x - this.velocityX * 0.1,\\n y: this.y - this.velocityY * 0.1,\\n time: Date.now(),\\n size: 8 + Math.random() * 4\\n });\\n \\n // 移除过期的烟雾点\\n const currentTime = Date.now();\\n this.smokePoints = this.smokePoints.filter(point => \\n currentTime - point.time < 1000\\n );\\n }\\n \\n updateRocketPhysics() {\\n // 火箭有轻微的加速度\\n this.velocityX += this.directionX * 0.2;\\n this.velocityY += this.directionY * 0.2;\\n \\n // 限制最大速度\\n const speed = Math.sqrt(this.velocityX * this.velocityX + this.velocityY * this.velocityY);\\n if (speed > this.speed * 1.5) {\\n this.velocityX = (this.velocityX / speed) * this.speed * 1.5;\\n this.velocityY = (this.velocityY / speed) * this.speed * 1.5;\\n }\\n }\\n \\n hitTarget(target) {\\n // 火箭击中目标时爆炸\\n this.explode();\\n super.hitTarget(target);\\n }\\n \\n hitObstacle(obstacle) {\\n // 火箭击中障碍物时爆炸\\n this.explode();\\n this.active = false;\\n }\\n \\n explode() {\\n // 创建爆炸效果\\n this.game.particleSystem.createExplosionEffect(this.x, this.y, this.explosionRadius);\\n \\n // 对范围内的所有目标造成伤害\\n this.game.zombies.forEach(zombie => {\\n if (!zombie.alive) return;\\n \\n const dx = zombie.x - this.x;\\n const dy = zombie.y - this.y;\\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 // 爆炸击退效果\\n zombie.velocityX += (dx / distance) * 8;\\n zombie.velocityY += (dy / distance) * 4;\\n }\\n });\\n \\n // 对玩家造成伤害(如果太近)\\n if (this.game.player && this.game.player.alive) {\\n const dx = this.game.player.x - this.x;\\n const dy = this.game.player.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance <= this.explosionRadius) {\\n const damage = this.explosionDamage * (1 - distance / this.explosionRadius) * 0.5; // 对玩家伤害减半\\n this.game.player.takeDamage(damage);\\n }\\n }\\n \\n // 创建屏幕震动效果\\n this.game.camera.shake = 15;\\n }\\n \\n render(ctx) {\\n if (!this.active) return;\\n \\"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"role": "assistant",
|
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"content": "<|tool_call_argument_begin|><|tool_call_begin|>functions.create_file:12<|tool_call_argument_begin|>{\"path\": \"zombie_shooter_game/js/bullet.js\", \"file_type\": \"js\", \"annotation\": \"子弹和投射物类\", \"content\": \"class Bullet {\\n constructor(game, x, y, directionX, directionY, properties = {}) {\\n this.game = game;\\n this.x = x;\\n this.y = y;\\n this.startX = x;\\n this.startY = y;\\n this.directionX = directionX;\\n this.directionY = directionY;\\n \\n // 基础属性\\n this.damage = properties.damage || 10;\\n this.speed = properties.speed || 15;\\n this.size = properties.size || 3;\\n this.color = properties.color || '#ffff00';\\n this.knockback = properties.knockback || 2;\\n this.range = properties.range || 500;\\n this.penetration = properties.penetration || 1;\\n this.owner = properties.owner || null;\\n this.isCritical = properties.isCritical || false;\\n \\n // 状态\\n this.active = true;\\n this.distanceTraveled = 0;\\n this.penetrationsLeft = this.penetration;\\n this.hitTargets = [];\\n \\n // 视觉效果\\n this.trail = [];\\n this.maxTrailLength = 5;\\n this.glowIntensity = 1;\\n this.pulsePhase = 0;\\n \\n // 特殊效果\\n this.hasExplosion = properties.explosion || false;\\n this.explosionRadius = properties.explosionRadius || 0;\\n this.explosionDamage = properties.explosionDamage || 0;\\n \\n this.hasChainLightning = properties.chainLightning || false;\\n this.chainTargets = properties.chainTargets || 3;\\n this.chainRange = properties.chainRange || 100;\\n this.chainDamage = properties.chainDamage || this.damage * 0.5;\\n \\n this.hasBurn = properties.burn || false;\\n this.burnDamage = properties.burnDamage || 2;\\n this.burnDuration = properties.burnDuration || 2000;\\n \\n this.hasFreeze = properties.freeze || false;\\n this.freezeDuration = properties.freezeDuration || 1000;\\n \\n this.hasPoison = properties.poison || false;\\n this.poisonDamage = properties.poisonDamage || 1;\\n this.poisonDuration = properties.poisonDuration || 3000;\\n \\n // 弹跳效果\\n this.canBounce = properties.bounce || false;\\n this.bounceCount = properties.bounceCount || 0;\\n this.bouncesLeft = this.bounceCount;\\n this.bounceRange = properties.bounceRange || 200;\\n \\n // 分裂效果\\n this.canSplit = properties.split || false;\\n this.splitCount = properties.splitCount || 0;\\n this.hasSplit = false;\\n }\\n \\n update() {\\n if (!this.active) return;\\n \\n // 更新轨迹\\n this.updateTrail();\\n \\n // 更新位置\\n this.x += this.directionX * this.speed;\\n this.y += this.directionY * this.speed;\\n \\n // 更新距离\\n this.distanceTraveled += this.speed;\\n \\n // 更新视觉效果\\n this.updateVisuals();\\n \\n // 检查边界\\n this.checkBounds();\\n \\n // 检查射程\\n if (this.distanceTraveled >= this.range) {\\n this.explode();\\n return;\\n }\\n \\n // 检查碰撞\\n this.checkCollisions();\\n }\\n \\n updateTrail() {\\n // 添加当前位置到轨迹\\n this.trail.push({ x: this.x, y: this.y });\\n \\n // 限制轨迹长度\\n if (this.trail.length > this.maxTrailLength) {\\n this.trail.shift();\\n }\\n }\\n \\n updateVisuals() {\\n // 脉冲效果\\n this.pulsePhase += 0.2;\\n this.glowIntensity = 0.7 + Math.sin(this.pulsePhase) * 0.3;\\n }\\n \\n checkBounds() {\\n // 检查是否超出游戏边界\\n if (this.x < -50 || this.x > this.game.worldWidth + 50 ||\\n this.y < -50 || this.y > this.game.height + 50) {\\n this.active = false;\\n }\\n }\\n \\n checkCollisions() {\\n // 检查与僵尸的碰撞\\n for (let i = this.game.zombies.length - 1; i >= 0; i--) {\\n const zombie = this.game.zombies[i];\\n if (!zombie.alive || this.hitTargets.includes(zombie)) continue;\\n \\n if (this.isCollidingWith(zombie)) {\\n this.hitZombie(zombie);\\n \\n // 如果没有穿透次数了,销毁子弹\\n if (this.penetrationsLeft <= 0) {\\n this.explode();\\n return;\\n }\\n }\\n }\\n \\n // 检查与障碍物的碰撞\\n if (this.canBounce && this.bouncesLeft > 0) {\\n this.checkObstacleBounce();\\n }\\n }\\n \\n isCollidingWith(target) {\\n const dx = this.x - target.x;\\n const dy = this.y - target.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n return distance < (this.size + Math.min(target.width, target.height) / 2);\\n }\\n \\n hitZombie(zombie) {\\n // 造成伤害\\n let damage = this.damage;\\n \\n // 暴击效果\\n if (this.isCritical) {\\n damage *= 1.5;\\n this.game.showFloatingText(zombie.x, zombie.y - zombie.height, `CRIT!`, 'crit');\\n }\\n \\n zombie.takeDamage(damage);\\n \\n // 应用状态效果\\n this.applyStatusEffects(zombie);\\n \\n // 应用击退效果\\n this.applyKnockback(zombie);\\n \\n // 连锁闪电效果\\n if (this.hasChainLightning) {\\n this.applyChainLightning(zombie);\\n }\\n \\n // 记录已击中的目标\\n this.hitTargets.push(zombie);\\n this.penetrationsLeft--;\\n \\n // 创建击中效果\\n this.createHitEffect(zombie.x, zombie.y);\\n \\n // 吸血效果\\n if (this.owner && this.owner.lifeSteal) {\\n const healAmount = damage * this.owner.lifeSteal;\\n this.owner.heal(healAmount);\\n }\\n }\\n \\n applyStatusEffects(target) {\\n if (this.hasBurn) {\\n target.applyStatusEffect('burn', this.burnDuration, this.burnDamage);\\n }\\n \\n if (this.hasFreeze) {\\n target.applyStatusEffect('freeze', this.freezeDuration);\\n }\\n \\n if (this.hasPoison) {\\n target.applyStatusEffect('poison', this.poisonDuration, this.poisonDamage);\\n }\\n }\\n \\n applyKnockback(target) {\\n const dx = target.x - this.x;\\n const dy = target.y - this.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance > 0) {\\n target.velocityX += (dx / distance) * this.knockback;\\n target.velocityY += (dy / distance) * this.knockback * 0.5;\\n }\\n }\\n \\n applyChainLightning(firstTarget) {\\n let currentTarget = firstTarget;\\n let chainCount = 0;\\n const usedTargets = [firstTarget];\\n \\n while (chainCount < this.chainTargets) {\\n const nextTarget = this.findChainTarget(currentTarget, usedTargets);\\n if (!nextTarget) break;\\n \\n // 创建连锁闪电效果\\n this.game.particleSystem.createChainLightning(\\n currentTarget.x, currentTarget.y,\\n nextTarget.x, nextTarget.y\\n );\\n \\n // 造成伤害\\n nextTarget.takeDamage(this.chainDamage);\\n \\n usedTargets.push(nextTarget);\\n currentTarget = nextTarget;\\n chainCount++;\\n }\\n }\\n \\n findChainTarget(fromTarget, excludeTargets) {\\n let bestTarget = null;\\n let bestDistance = this.chainRange;\\n \\n for (const zombie of this.game.zombies) {\\n if (!zombie.alive || excludeTargets.includes(zombie)) continue;\\n \\n const dx = zombie.x - fromTarget.x;\\n const dy = zombie.y - fromTarget.y;\\n const distance = Math.sqrt(dx * dx + dy * dy);\\n \\n if (distance <= bestDistance) {\\n bestDistance = distance;\\n bestTarget = zombie;\\n }\\n }\\n \\n return bestTarget;\\n }\\n \\n checkObstacleBounce() {\\n for (const obstacle of this.game.obstacles) {\\n if (this.isCollidingWith(obstacle)) {\\n // 计算反弹方向\\n const centerX = obstacle.x + obstacle.width / 2;\\n const centerY = obstacle.y + obstacle.height / 2;\\n \\n const dx = this.x - centerX;\\n const dy = this.y - centerY;\\n \\n if (Math.abs(dx) > Math.abs(dy)) {\\n // 水平碰撞\\n this.directionX *= -1;\\n } else {\\n // 垂直碰撞\\n this.directionY *= -1;\\n }\\n \\n this.bouncesLeft--;\\n \\n // 创建反弹效果\\n this.game.particleSystem.createBounceEffect(this.x, this.y);\\n \\n // 如果弹跳次数用完,销毁子弹\\n if (this.bouncesLeft <= 0) {\\n this.explode();\\n return;\\n }\\n \\n break;\\n }\\n }\\n }\\n \\n explode() {\\n if (this.hasExplosion && this.explosionRadius > 0) {\\n // 创建爆炸效果\\n this.game.particleSystem.createExplosionEffect(this.x, this.y, this.explosionRadius);\\n \\n // 对范围内的目标造成伤害\\n for (const zombie of this.game.zombies) {\\n if (!zombie.alive) continue;\\n \\n const dx = zombie.x - this.x;\\n const dy = zombie.y - this.y;\\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 \\n this.active = false;\\n }\\n \\n split() {\\n if (!this.canSplit || this.hasSplit) return;\\n \\n this.hasSplit = true;\\n \\n // 创建分裂子弹\\n for (let i = 0; i < this.splitCount; i++) {\\n const angle = (Math.PI * 2 / this.splitCount) * i;\\n const newDirectionX = Math.cos(angle);\\n const newDirectionY = Math.sin(angle);\\n \\n const splitBullet = new Bullet(this.game, this.x, this.y, newDirectionX, newDirectionY, {\\n damage: this.damage * 0.7,\\n speed: this.speed * 0.8,\\n size: this.size * 0.8,\\n color: this.color,\\n range: this.range * 0.5,\\n penetration: 1,\\n owner: this.owner\\n });\\n \\n this.game.bullets.push(splitBullet);\\n }\\n \\n // 创建分裂效果\\n this.game.particleSystem.createSplitEffect(this.x, this.y);\\n \\n // 销毁原子弹\\n this.active = false;\\n }\\n \\n createHitEffect(x, y) {\\n // 创建击中效果\\n const hitColor = this.isCritical ? '#ffd700' : this.color;\\n \\n // 创建粒子效果\\n for (let i = 0; i < 8; i++) {\\n const angle = (Math.PI * 2 / 8) * i;\\n const speed = Math.random() * 3 + 2;\\n \\n this.game.particleSystem.createParticle(\\n x, y,\\n Math.cos(angle) * speed,\\n Math.sin(angle) * speed,\\n hitColor,\\n 300 + Math.random() * 200\\n );\\n }\\n \\n // 创建冲击波效果\\n this.game.particleSystem.createShockwave(x, y, this.size * 2, hitColor);\\n }\\n \\n render(ctx) {\\n if (!this.active) return;\\n \\n ctx.save();\\n \\n // 渲染轨迹\\n this.renderTrail(ctx);\\n \\n // 渲染发光效果\\n this.renderGlow(ctx);\\n \\n // 渲染子弹主体\\n this.renderBullet(ctx);\\n \\n // 渲染特殊效果\\n this.renderSpecialEffects(ctx);\\n \\n ctx.restore();\\n }\\n \\n renderTrail(ctx) {\\n if (this.trail.length < 2) return;\\n \\n ctx.strokeStyle = this.color;\\n ctx.lineWidth = this.size * 0.5;\\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 const alpha = i / this.trail.length;\\n ctx.globalAlpha = alpha * 0.5;\\n ctx.lineTo(this.trail[i].x, this.trail[i].y);\\n }\\n \\n ctx.stroke();\\n ctx.globalAlpha = 1;\\n }\\n \\n renderGlow(ctx) {\\n const glowSize = this.size * 2 * this.glowIntensity;\\n \\n const gradient = ctx.createRadialGradient(\\n this.x, this.y, 0,\\n this.x, this.y, glowSize\\n );\\n \\n gradient.addColorStop(0, this.color);\\n gradient.addColorStop(0.5, this.color + '80');\\n gradient.addColorStop(1, 'transparent');\\n \\n ctx.fillStyle = gradient;\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, glowSize, 0, Math.PI * 2);\\n ctx.fill();\\n }\\n \\n renderBullet(ctx) {\\n // 基础子弹形状\\n ctx.fillStyle = this.color;\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);\\n ctx.fill();\\n \\n // 核心\\n ctx.fillStyle = '#ffffff';\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, this.size * 0.3, 0, Math.PI * 2);\\n ctx.fill();\\n \\n // 如果是暴击,添加特殊效果\\n if (this.isCritical) {\\n ctx.strokeStyle = '#ffd700';\\n ctx.lineWidth = 2;\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, this.size + 3, 0, Math.PI * 2);\\n ctx.stroke();\\n }\\n }\\n \\n renderSpecialEffects(ctx) {\\n // 根据特殊效果渲染额外的视觉效果\\n if (this.hasExplosion) {\\n // 爆炸子弹的脉冲效果\\n const pulseSize = this.size * (1 + Math.sin(this.pulsePhase * 2) * 0.3);\\n ctx.strokeStyle = '#ff6b6b';\\n ctx.lineWidth = 1;\\n ctx.beginPath();\\n ctx.arc(this.x, this.y, pulseSize + 2, 0, Math.PI * 2);\\n ctx.stroke();\\n }\\n \\n if (this.hasChainLightning) {\\n // 闪电子弹的电弧效果\\n ctx.strokeStyle = '#00ffff';\\n ctx.lineWidth = 1;\\n for (let i = 0; i < 3; i++) {\\n const angle = (Math.PI * 2 / 3) * i + this.pulsePhase;\\n const length = this.size + 5;\\n ctx.beginPath();\\n ctx.moveTo(this.x, this.y);\\n ctx.lineTo(this.x + Math.cos(angle) * length, this.y + Math.sin(angle) * length);\\n ctx.stroke();\\n }\\n }\\n \\n if (this.hasBurn) {\\n // 燃烧子弹的火焰效果\\n ctx.fillStyle = '#ff4500';\\n for (let i = 0; i < 2; i++) {\\n const angle = Math.PI + (Math.random() - 0.5) * 0.5;\\n const distance = this.size + 3 + Math.random() * 2;\\n ctx.beginPath();\\n ctx.arc(this.x + Math.cos(angle) * distance, this.y + Math",
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"timestamp": "2025-09-29T23:39:26.822307"
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"project_path": "/Users/jojo/Desktop/agent_kimi_源码备份/project",
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