agent/data/conversations/conv_20251009_171326_354.json
2025-11-14 16:44:12 +08:00

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{
"id": "conv_20251009_171326_354",
"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...",
"created_at": "2025-10-09T17:13:26.354446",
"updated_at": "2025-10-09T19:52:27.968696",
"messages": [
{
"role": "user",
"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",
"timestamp": "2025-10-09T17:14:20.196321"
},
{
"role": "assistant",
"content": "我来为你创建一个网页端的2D横版坦克/直升机打僵尸的割草游戏!这是一个很有挑战性的项目,我会考虑游戏平衡、升级系统、经济系统等各个方面。\n\n让我先创建项目结构然后逐步实现各个核心功能。",
"timestamp": "2025-10-09T17:14:24.935412"
},
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"role": "assistant",
"content": "",
"timestamp": "2025-10-09T17:14:24.943802",
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"id": "create_folder:0",
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"function": {
"name": "create_folder",
"arguments": "{\"path\": \"zombie_shooter_2d\"}"
}
}
]
},
{
"role": "tool",
"content": "{\"success\": true, \"path\": \"zombie_shooter_2d\"}",
"timestamp": "2025-10-09T17:14:26.770877",
"tool_call_id": "create_folder:0",
"name": "create_folder"
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"content": "",
"timestamp": "2025-10-09T17:14:29.243063",
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"id": "create_folder:1",
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"function": {
"name": "create_folder",
"arguments": "{\"path\": \"zombie_shooter_2d/css\"}"
}
}
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"role": "tool",
"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/css\"}",
"timestamp": "2025-10-09T17:14:31.070445",
"tool_call_id": "create_folder:1",
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"content": "",
"timestamp": "2025-10-09T17:14:32.306613",
"tool_calls": [
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"id": "create_folder:2",
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"type": "function",
"function": {
"name": "create_folder",
"arguments": "{\"path\": \"zombie_shooter_2d/js\"}"
}
}
]
},
{
"role": "tool",
"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js\"}",
"timestamp": "2025-10-09T17:14:34.138127",
"tool_call_id": "create_folder:2",
"name": "create_folder"
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"content": "",
"timestamp": "2025-10-09T17:14:37.305305",
"tool_calls": [
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"id": "create_folder:3",
"index": 0,
"type": "function",
"function": {
"name": "create_folder",
"arguments": "{\"path\": \"zombie_shooter_2d/assets\"}"
}
}
]
},
{
"role": "tool",
"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/assets\"}",
"timestamp": "2025-10-09T17:14:39.142379",
"tool_call_id": "create_folder:3",
"name": "create_folder"
},
{
"role": "assistant",
"content": "首先创建主HTML文件",
"timestamp": "2025-10-09T17:14:41.122246"
},
{
"role": "assistant",
"content": "",
"timestamp": "2025-10-09T17:14:41.134560",
"tool_calls": [
{
"id": "create_file:4",
"index": 0,
"type": "function",
"function": {
"name": "create_file",
"arguments": "{\"path\": \"zombie_shooter_2d/index.html\", \"file_type\": \"html\", \"annotation\": \"游戏主页面\"}"
}
}
]
},
{
"role": "tool",
"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/index.html\", \"size\": 0, \"message\": \"已创建空文件: zombie_shooter_2d/index.html。请使用 append_to_file 追加正文内容,或使用 modify_file 进行小范围替换。\"}",
"timestamp": "2025-10-09T17:14:42.966142",
"tool_call_id": "create_file:4",
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"content": "",
"timestamp": "2025-10-09T17:14:44.351065",
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"id": "append_to_file:5",
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"arguments": "{\"path\": \"zombie_shooter_2d/index.html\"}"
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"role": "tool",
"content": "{\"success\": true, \"awaiting_content\": true, \"path\": \"zombie_shooter_2d/index.html\", \"message\": \"\\n请按照以下格式输出需要追加到文件的完整内容禁止输出任何解释性文字\\n<<<APPEND:zombie_shooter_2d/index.html>>>\\n(在此行之后紧接着写入要追加的全部内容,可包含多行代码)\\n<<<END_APPEND>>>\\n若追加完成后仍需继续写入请再次调用 append_to_file。\"}",
"timestamp": "2025-10-09T17:14:46.163766",
"tool_call_id": "append_to_file:5",
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{
"role": "assistant",
"content": "<<<APPEND:zombie_shooter_2d/index.html>>>\n<!DOCTYPE html>\n<html lang=\"zh-CN\">\n<head>\n <meta charset=\"UTF-8\">\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n <title>末日战车 - 僵尸割草游戏</title>\n <link rel=\"stylesheet\" href=\"css/game.css\">\n</head>\n<body>\n <div id=\"gameContainer\">\n <!-- 游戏画布 -->\n <canvas id=\"gameCanvas\" width=\"1200\" height=\"600\"></canvas>\n \n <!-- UI界面 -->\n <div id=\"gameUI\">\n <!-- 顶部状态栏 -->\n <div id=\"topBar\">\n <div id=\"healthBar\">\n <div id=\"healthFill\"></div>\n <span id=\"healthText\">生命值: 100/100</span>\n </div>\n <div id=\"armorBar\">\n <div id=\"armorFill\"></div>\n <span id=\"armorText\">护甲: 50/50</span>\n </div>\n <div id=\"experienceBar\">\n <div id=\"experienceFill\"></div>\n <span id=\"levelText\">等级 1 (0/100)</span>\n </div>\n <div id=\"moneyDisplay\">\n <span id=\"moneyText\">💰 1000</span>\n </div>\n <div id=\"waveDisplay\">\n <span id=\"waveText\">波次: 1</span>\n </div>\n </div>\n \n <!-- 左侧武器栏 -->\n <div id=\"weaponPanel\">\n <h3>武器装备</h3>\n <div id=\"weaponSlots\">\n <div class=\"weapon-slot active\" data-weapon=\"machinegun\">\n <div class=\"weapon-icon\">🔫</div>\n <div class=\"weapon-name\">机枪</div>\n <div class=\"weapon-ammo\">∞</div>\n </div>\n <div class=\"weapon-slot\" data-weapon=\"shotgun\">\n <div class=\"weapon-icon\">🎯</div>\n <div class=\"weapon-name\">霰弹枪</div>\n <div class=\"weapon-ammo\">30</div>\n </div>\n <div class=\"weapon-slot\" data-weapon=\"rocket\">\n <div class=\"weapon-icon\">🚀</div>\n <div class=\"weapon-name\">火箭筒</div>\n <div class=\"weapon-ammo\">10</div>\n </div>\n </div>\n </div>\n \n <!-- 右侧升级面板 -->\n <div id=\"upgradePanel\">\n <h3>升级商店</h3>\n <div id=\"upgradeCategories\">\n <div class=\"upgrade-category\">\n <h4>武器升级</h4>\n <div class=\"upgrade-item\" data-upgrade=\"damage\">\n <span class=\"upgrade-name\">攻击力 +10%</span>\n <span class=\"upgrade-cost\">💰 500</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"fireRate\">\n <span class=\"upgrade-name\">射速 +15%</span>\n <span class=\"upgrade-cost\">💰 750</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"multishot\">\n <span class=\"upgrade-name\">多重射击</span>\n <span class=\"upgrade-cost\">💰 1200</span>\n </div>\n </div>\n <div class=\"upgrade-category\">\n <h4>防御升级</h4>\n <div class=\"upgrade-item\" data-upgrade=\"health\">\n <span class=\"upgrade-name\">生命值 +20</span>\n <span class=\"upgrade-cost\">💰 300</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"armor\">\n <span class=\"upgrade-name\">护甲 +15</span>\n <span class=\"upgrade-cost\">💰 400</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"regeneration\">\n <span class=\"upgrade-name\">生命恢复</span>\n <span class=\"upgrade-cost\">💰 800</span>\n </div>\n </div>\n <div class=\"upgrade-category\">\n <h4>特殊能力</h4>\n <div class=\"upgrade-item\" data-upgrade=\"speed\">\n <span class=\"upgrade-name\">移动速度 +20%</span>\n <span class=\"upgrade-cost\">💰 600</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"critical\">\n <span class=\"upgrade-name\">暴击率 +5%</span>\n <span class=\"upgrade-cost\">💰 1000</span>\n </div>\n <div class=\"upgrade-item\" data-upgrade=\"explosive\">\n <span class=\"upgrade-name\">爆炸子弹</span>\n <span class=\"upgrade-cost\">💰 1500</span>\n </div>\n </div>\n </div>\n </div>\n \n <!-- 底部技能栏 -->\n <div id=\"skillBar\">\n <div class=\"skill-slot\" data-skill=\"shield\">\n <div class=\"skill-icon\">🛡️</div>\n <div class=\"skill-name\">能量护盾</div>\n <div class=\"skill-cooldown\">5s</div>\n </div>\n <div class=\"skill-slot\" data-skill=\"bomb\">\n <div class=\"skill-icon\">💣</div>\n <div class=\"skill-name\">全屏轰炸</div>\n <div class=\"skill-cooldown\">15s</div>\n </div>\n <div class=\"skill-slot\" data-skill=\"freeze\">\n <div class=\"skill-icon\">❄️</div>\n <div class=\"skill-name\">时间冻结</div>\n <div class=\"skill-cooldown\">20s</div>\n </div>\n <div class=\"skill-slot\" data-skill=\"rage\">\n <div class=\"skill-icon\">🔥</div>\n <div class=\"skill-name\">狂暴模式</div>\n <div class=\"skill-cooldown\">30s</div>\n </div>\n </div>\n </div>\n \n <!-- 游戏菜单 -->\n <div id=\"gameMenu\" class=\"menu hidden\">\n <div class=\"menu-content\">\n <h1>末日战车</h1>\n <div class=\"menu-buttons\">\n <button id=\"startGame\" class=\"menu-btn\">开始游戏</button>\n <button id=\"continueGame\" class=\"menu-btn\">继续游戏</button>\n <button id=\"settings\" class=\"menu-btn\">游戏设置</button>\n <button id=\"credits\" class=\"menu-btn\">制作人员</button>\n </div>\n </div>\n </div>\n \n <!-- 暂停菜单 -->\n <div id=\"pauseMenu\" class=\"menu hidden\">\n <div class=\"menu-content\">\n <h2>游戏暂停</h2>\n <div class=\"menu-buttons\">\n <button id=\"resumeGame\" class=\"menu-btn\">继续游戏</button>\n <button id=\"restartGame\" class=\"menu-btn\">重新开始</button>\n <button id=\"mainMenu\" class=\"menu-btn\">返回主菜单</button>\n </div>\n </div>\n </div>\n \n <!-- 游戏结束画面 -->\n <div id=\"gameOverMenu\" class=\"menu hidden\">\n <div class=\"menu-content\">\n <h2 id=\"gameOverTitle\">游戏结束</h2>\n <div id=\"gameOverStats\">\n <p>生存波次: <span id=\"survivedWaves\">0</span></p>\n <p>击杀僵尸: <span id=\"zombiesKilled\">0</span></p>\n <p>获得金币: <span id=\"goldEarned\">0</span></p>\n <p>最高等级: <span id=\"maxLevel\">1</span></p>\n </div>\n <div class=\"menu-buttons\">\n <button id=\"playAgain\" class=\"menu-btn\">再来一局</button>\n <button id=\"backToMenu\" class=\"menu-btn\">返回主菜单</button>\n </div>\n </div>\n </div>\n </div>\n \n <!-- 游戏脚本 -->\n <script src=\"js/game.js\"></script>\n <script src=\"js/player.js\"></script>\n <script src=\"js/zombie.js\"></script>\n <script src=\"js/weapon.js\"></script>\n <script src=\"js/effect.js\"></script>\n <script src=\"js/ui.js\"></script>\n</body>\n</html>\n\n<<<END_APPEND>>>",
"timestamp": "2025-10-09T17:15:26.479421",
"metadata": {
"append_payload": {
"path": "zombie_shooter_2d/index.html",
"tool_call_id": "append_to_file:5",
"forced": false,
"has_end_marker": true,
"lines": 188,
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/index.html\", \"lines\": 188, \"bytes\": 8583, \"forced\": false, \"message\": \"已向 zombie_shooter_2d/index.html 追加 188 行8583 字节)\", \"finish_reason\": null}",
"timestamp": "2025-10-09T17:15:26.485146",
"tool_call_id": "append_to_file:5",
"name": "append_to_file"
},
{
"role": "assistant",
"content": "现在创建CSS样式文件",
"timestamp": "2025-10-09T17:15:29.361584"
},
{
"role": "assistant",
"content": "",
"timestamp": "2025-10-09T17:15:29.370140",
"tool_calls": [
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"arguments": "{\"path\": \"zombie_shooter_2d/css/game.css\", \"file_type\": \"css\", \"annotation\": \"游戏样式文件\"}"
}
}
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},
{
"role": "tool",
"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/css/game.css\", \"size\": 0, \"message\": \"已创建空文件: zombie_shooter_2d/css/game.css。请使用 append_to_file 追加正文内容,或使用 modify_file 进行小范围替换。\"}",
"timestamp": "2025-10-09T17:15:31.208437",
"tool_call_id": "create_file:6",
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"timestamp": "2025-10-09T17:15:35.821426",
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"content": "{\"success\": true, \"awaiting_content\": true, \"path\": \"zombie_shooter_2d/css/game.css\", \"message\": \"\\n请按照以下格式输出需要追加到文件的完整内容禁止输出任何解释性文字\\n<<<APPEND:zombie_shooter_2d/css/game.css>>>\\n(在此行之后紧接着写入要追加的全部内容,可包含多行代码)\\n<<<END_APPEND>>>\\n若追加完成后仍需继续写入请再次调用 append_to_file。\"}",
"timestamp": "2025-10-09T17:15:37.633767",
"tool_call_id": "append_to_file:7",
"name": "append_to_file"
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{
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"content": "<<<APPEND:zombie_shooter_2d/css/game.css>>>\n/* 全局样式 */\n* {\n margin: 0;\n padding: 0;\n box-sizing: border-box;\n}\n\nbody {\n font-family: 'Arial', sans-serif;\n background: linear-gradient(135deg, #2c1810, #1a0f0a);\n color: #fff;\n overflow: hidden;\n user-select: none;\n}\n\n/* 游戏容器 */\n#gameContainer {\n position: relative;\n width: 100vw;\n height: 100vh;\n display: flex;\n justify-content: center;\n align-items: center;\n}\n\n/* 游戏画布 */\n#gameCanvas {\n border: 2px solid #444;\n background: linear-gradient(180deg, #1a1a2e, #16213e);\n box-shadow: 0 0 20px rgba(0, 0, 0, 0.8);\n}\n\n/* UI界面 */\n#gameUI {\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n pointer-events: none;\n z-index: 10;\n}\n\n/* 顶部状态栏 */\n#topBar {\n position: absolute;\n top: 10px;\n left: 50%;\n transform: translateX(-50%);\n display: flex;\n gap: 20px;\n background: rgba(0, 0, 0, 0.8);\n padding: 10px 20px;\n border-radius: 10px;\n border: 2px solid #444;\n pointer-events: auto;\n}\n\n/* 生命值条 */\n#healthBar, #armorBar, #experienceBar {\n position: relative;\n width: 150px;\n height: 20px;\n background: #333;\n border-radius: 10px;\n overflow: hidden;\n border: 1px solid #555;\n}\n\n#healthFill {\n height: 100%;\n background: linear-gradient(90deg, #ff4444, #ff6666);\n transition: width 0.3s ease;\n width: 100%;\n}\n\n#armorFill {\n height: 100%;\n background: linear-gradient(90deg, #4444ff, #6666ff);\n transition: width 0.3s ease;\n width: 100%;\n}\n\n#experienceFill {\n height: 100%;\n background: linear-gradient(90deg, #44ff44, #66ff66);\n transition: width 0.3s ease;\n width: 0%;\n}\n\n#healthText, #armorText, #levelText, #moneyText, #waveText {\n position: absolute;\n top: 50%;\n left: 50%;\n transform: translate(-50%, -50%);\n font-size: 12px;\n font-weight: bold;\n text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.8);\n white-space: nowrap;\n}\n\n#moneyDisplay, #waveDisplay {\n background: rgba(0, 0, 0, 0.8);\n padding: 5px 10px;\n border-radius: 5px;\n border: 1px solid #444;\n}\n\n/* 左侧武器栏 */\n#weaponPanel {\n position: absolute;\n left: 10px;\n top: 50%;\n transform: translateY(-50%);\n background: rgba(0, 0, 0, 0.9);\n padding: 15px;\n border-radius: 10px;\n border: 2px solid #444;\n pointer-events: auto;\n}\n\n#weaponPanel h3 {\n margin-bottom: 10px;\n color: #ffaa44;\n text-align: center;\n}\n\n#weaponSlots {\n display: flex;\n flex-direction: column;\n gap: 10px;\n}\n\n.weapon-slot {\n display: flex;\n align-items: center;\n gap: 10px;\n padding: 10px;\n background: #333;\n border-radius: 5px;\n cursor: pointer;\n transition: all 0.3s ease;\n border: 2px solid transparent;\n}\n\n.weapon-slot:hover {\n background: #444;\n border-color: #666;\n}\n\n.weapon-slot.active {\n background: #4a4a2a;\n border-color: #ffaa44;\n}\n\n.weapon-icon {\n font-size: 24px;\n}\n\n.weapon-name {\n font-size: 14px;\n font-weight: bold;\n}\n\n.weapon-ammo {\n font-size: 12px;\n color: #ffaa44;\n margin-left: auto;\n}\n\n/* 右侧升级面板 */\n#upgradePanel {\n position: absolute;\n right: 10px;\n top: 50%;\n transform: translateY(-50%);\n background: rgba(0, 0, 0, 0.9);\n padding: 15px;\n border-radius: 10px;\n border: 2px solid #444;\n pointer-events: auto;\n max-height: 80vh;\n overflow-y: auto;\n}\n\n#upgradePanel h3 {\n margin-bottom: 15px;\n color: #44ff44;\n text-align: center;\n}\n\n.upgrade-category {\n margin-bottom: 20px;\n}\n\n.upgrade-category h4 {\n color: #ffaa44;\n margin-bottom: 10px;\n font-size: 16px;\n}\n\n.upgrade-item {\n display: flex;\n justify-content: space-between;\n align-items: center;\n padding: 8px 12px;\n background: #333;\n border-radius: 5px;\n margin-bottom: 5px;\n cursor: pointer;\n transition: all 0.3s ease;\n}\n\n.upgrade-item:hover {\n background: #444;\n}\n\n.upgrade-name {\n font-size: 14px;\n}\n\n.upgrade-cost {\n font-size: 12px;\n color: #ffaa44;\n font-weight: bold;\n}\n\n/* 底部技能栏 */\n#skillBar {\n position: absolute;\n bottom: 10px;\n left: 50%;\n transform: translateX(-50%);\n display: flex;\n gap: 10px;\n background: rgba(0, 0, 0, 0.8);\n padding: 10px;\n border-radius: 10px;\n border: 2px solid #444;\n pointer-events: auto;\n}\n\n.skill-slot {\n display: flex;\n flex-direction: column;\n align-items: center;\n padding: 10px;\n background: #333;\n border-radius: 5px;\n cursor: pointer;\n transition: all 0.3s ease;\n border: 2px solid transparent;\n min-width: 80px;\n}\n\n.skill-slot:hover {\n background: #444;\n border-color: #666;\n}\n\n.skill-slot.on-cooldown {\n opacity: 0.5;\n cursor: not-allowed;\n}\n\n.skill-icon {\n font-size: 24px;\n margin-bottom: 5px;\n}\n\n.skill-name {\n font-size: 12px;\n margin-bottom: 5px;\n}\n\n.skill-cooldown {\n font-size: 10px;\n color: #ff4444;\n}\n\n/* 菜单样式 */\n.menu {\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n background: rgba(0, 0, 0, 0.9);\n display: flex;\n justify-content: center;\n align-items: center;\n z-index: 100;\n pointer-events: auto;\n}\n\n.menu.hidden {\n display: none;\n}\n\n.menu-content {\n background: linear-gradient(135deg, #2a2a2a, #1a1a1a);\n padding: 40px;\n border-radius: 15px;\n border: 3px solid #444;\n text-align: center;\n box-shadow: 0 0 30px rgba(0, 0, 0, 0.8);\n}\n\n.menu-content h1 {\n font-size: 48px;\n margin-bottom: 30px;\n color: #ffaa44;\n text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);\n}\n\n.menu-content h2 {\n font-size: 36px;\n margin-bottom: 20px;\n color: #ffaa44;\n}\n\n.menu-buttons {\n display: flex;\n flex-direction: column;\n gap: 15px;\n}\n\n.menu-btn {\n padding: 15px 30px;\n font-size: 18px;\n font-weight: bold;\n background: linear-gradient(135deg, #4a4a2a, #3a3a1a);\n color: #fff;\n border: 2px solid #666;\n border-radius: 8px;\n cursor: pointer;\n transition: all 0.3s ease;\n}\n\n.menu-btn:hover {\n background: linear-gradient(135deg, #5a5a3a, #4a4a2a);\n border-color: #888;\n transform: translateY(-2px);\n}\n\n.menu-btn:active {\n transform: translateY(0);\n}\n\n/* 游戏结束统计 */\n#gameOverStats {\n margin: 20px 0;\n text-align: left;\n}\n\n#gameOverStats p {\n margin: 10px 0;\n font-size: 16px;\n}\n\n#gameOverStats span {\n color: #ffaa44;\n font-weight: bold;\n}\n\n/* 滚动条样式 */\n#upgradePanel::-webkit-scrollbar {\n width: 8px;\n}\n\n#upgradePanel::-webkit-scrollbar-track {\n background: #333;\n border-radius: 4px;\n}\n\n#upgradePanel::-webkit-scrollbar-thumb {\n background: #666;\n border-radius: 4px;\n}\n\n#upgradePanel::-webkit-scrollbar-thumb:hover {\n background: #888;\n}\n\n/* 动画效果 */\n@keyframes pulse {\n 0% { transform: scale(1); }\n 50% { transform: scale(1.05); }\n 100% { transform: scale(1); }\n}\n\n@keyframes shake {\n 0%, 100% { transform: translateX(0); }\n 25% { transform: translateX(-5px); }\n 75% { transform: translateX(5px); }\n}\n\n@keyframes glow {\n 0% { box-shadow: 0 0 5px rgba(255, 170, 68, 0.5); }\n 50% { box-shadow: 0 0 20px rgba(255, 170, 68, 0.8); }\n 100% { box-shadow: 0 0 5px rgba(255, 170, 68, 0.5); }\n}\n\n.pulse {\n animation: pulse 0.5s ease-in-out;\n}\n\n.shake {\n animation: shake 0.5s ease-in-out;\n}\n\n.glow {\n animation: glow 2s ease-in-out infinite;\n}\n\n/* 响应式设计 */\n@media (max-width: 1400px) {\n #gameCanvas {\n width: 1000px;\n height: 500px;\n }\n}\n\n@media (max-width: 1200px) {\n #gameCanvas {\n width: 900px;\n height: 450px;\n }\n \n #weaponPanel, #upgradePanel {\n transform: scale(0.9);\n }\n}\n\n/* 游戏特效 */\n.particle {\n position: absolute;\n pointer-events: none;\n border-radius: 50%;\n}\n\n.explosion {\n animation: explode 0.5s ease-out forwards;\n}\n\n@keyframes explode {\n 0% {\n transform: scale(0);\n opacity: 1;\n }\n 100% {\n transform: scale(3);\n opacity: 0;\n }\n}\n\n.damage-number {\n position: absolute;\n color: #ff4444;\n font-weight: bold;\n font-size: 20px;\n pointer-events: none;\n animation: float-up 1s ease-out forwards;\n}\n\n@keyframes float-up {\n 0% {\n transform: translateY(0);\n opacity: 1;\n }\n 100% {\n transform: translateY(-50px);\n opacity: 0;\n }\n}\n\n.critical-hit {\n color: #ffff44 !important;\n font-size: 28px !important;\n text-shadow: 2px 2px 4px rgba(255, 255, 0, 0.8);\n}\n\n<<<END_APPEND>>>",
"timestamp": "2025-10-09T17:16:54.368714",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/css/game.css\", \"lines\": 481, \"bytes\": 8516, \"forced\": false, \"message\": \"已向 zombie_shooter_2d/css/game.css 追加 481 行8516 字节)\", \"finish_reason\": null}",
"timestamp": "2025-10-09T17:16:54.380295",
"tool_call_id": "append_to_file:7",
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"role": "assistant",
"content": "现在创建核心的游戏引擎文件:",
"timestamp": "2025-10-09T17:16:56.325783"
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"timestamp": "2025-10-09T17:16:56.336360",
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"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\", \"file_type\": \"js\", \"annotation\": \"游戏主引擎\"}"
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js/game.js\", \"size\": 0, \"message\": \"已创建空文件: zombie_shooter_2d/js/game.js。请使用 append_to_file 追加正文内容,或使用 modify_file 进行小范围替换。\"}",
"timestamp": "2025-10-09T17:16:58.169479",
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"content": "{\"success\": true, \"awaiting_content\": true, \"path\": \"zombie_shooter_2d/js/game.js\", \"message\": \"\\n请按照以下格式输出需要追加到文件的完整内容禁止输出任何解释性文字\\n<<<APPEND:zombie_shooter_2d/js/game.js>>>\\n(在此行之后紧接着写入要追加的全部内容,可包含多行代码)\\n<<<END_APPEND>>>\\n若追加完成后仍需继续写入请再次调用 append_to_file。\"}",
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"content": "<<<APPEND:zombie_shooter_2d/js/game.js>>>\n/**\n * 末日战车 - 游戏主引擎\n * 2D横版坦克/直升机打僵尸割草游戏\n */\n\nclass Game {\n constructor() {\n this.canvas = document.getElementById('gameCanvas');\n this.ctx = this.canvas.getContext('2d');\n \n // 游戏状态\n this.gameState = 'menu'; // menu, playing, paused, gameOver\n this.lastTime = 0;\n this.deltaTime = 0;\n \n // 游戏世界\n this.world = {\n width: 2400,\n height: 600,\n gravity: 0.5,\n groundHeight: 50\n };\n \n // 相机系统\n this.camera = {\n x: 0,\n y: 0,\n targetX: 0,\n targetY: 0,\n smoothing: 0.1\n };\n \n // 游戏对象管理器\n this.objects = {\n players: [],\n zombies: [],\n bullets: [],\n particles: [],\n powerups: [],\n explosions: []\n };\n \n // 游戏系统\n this.player = null;\n this.waveManager = null;\n this.economy = null;\n this.upgradeSystem = null;\n this.effectManager = null;\n \n // 输入处理\n this.keys = {};\n this.mouse = { x: 0, y: 0, pressed: false };\n \n // 游戏统计\n this.stats = {\n zombiesKilled: 0,\n wavesSurvived: 0,\n goldEarned: 0,\n timePlayed: 0,\n shotsFired: 0,\n accuracy: 0\n };\n \n // 性能监控\n this.fps = 0;\n this.frameCount = 0;\n this.lastFpsUpdate = 0;\n \n this.init();\n }\n \n init() {\n this.setupEventListeners();\n this.setupUI();\n this.initSystems();\n this.showMenu();\n \n // 开始游戏循环\n requestAnimationFrame((time) => this.gameLoop(time));\n }\n \n setupEventListeners() {\n // 键盘事件\n document.addEventListener('keydown', (e) => {\n this.keys[e.code] = true;\n \n // 特殊按键处理\n if (e.code === 'Escape') {\n this.togglePause();\n }\n if (e.code >= 'Digit1' && e.code <= 'Digit4') {\n const weaponIndex = parseInt(e.code.slice(-1)) - 1;\n this.player?.switchWeapon(weaponIndex);\n }\n });\n \n document.addEventListener('keyup', (e) => {\n this.keys[e.code] = false;\n });\n \n // 鼠标事件\n this.canvas.addEventListener('mousedown', (e) => {\n this.mouse.pressed = true;\n this.updateMousePosition(e);\n \n if (this.gameState === 'playing') {\n this.player?.startShooting();\n }\n });\n \n this.canvas.addEventListener('mouseup', (e) => {\n this.mouse.pressed = false;\n \n if (this.gameState === 'playing') {\n this.player?.stopShooting();\n }\n });\n \n this.canvas.addEventListener('mousemove', (e) => {\n this.updateMousePosition(e);\n });\n \n // 防止右键菜单\n this.canvas.addEventListener('contextmenu', (e) => {\n e.preventDefault();\n });\n \n // 窗口大小调整\n window.addEventListener('resize', () => {\n this.handleResize();\n });\n }\n \n updateMousePosition(e) {\n const rect = this.canvas.getBoundingClientRect();\n this.mouse.x = e.clientX - rect.left;\n this.mouse.y = e.clientY - rect.top;\n }\n \n setupUI() {\n // 菜单按钮事件\n document.getElementById('startGame').addEventListener('click', () => {\n this.startNewGame();\n });\n \n document.getElementById('continueGame').addEventListener('click', () => {\n this.resumeGame();\n });\n \n document.getElementById('resumeGame').addEventListener('click', () => {\n this.resumeGame();\n });\n \n document.getElementById('restartGame').addEventListener('click', () => {\n this.startNewGame();\n });\n \n document.getElementById('mainMenu').addEventListener('click', () => {\n this.showMenu();\n });\n \n document.getElementById('playAgain').addEventListener('click', () => {\n this.startNewGame();\n });\n \n document.getElementById('backToMenu').addEventListener('click', () => {\n this.showMenu();\n });\n \n // 升级按钮事件\n document.querySelectorAll('.upgrade-item').forEach(item => {\n item.addEventListener('click', () => {\n const upgradeType = item.dataset.upgrade;\n this.upgradeSystem?.purchaseUpgrade(upgradeType);\n });\n });\n \n // 武器切换事件\n document.querySelectorAll('.weapon-slot').forEach(slot => {\n slot.addEventListener('click', () => {\n const weaponType = slot.dataset.weapon;\n this.player?.switchWeaponByType(weaponType);\n });\n });\n \n // 技能使用事件\n document.querySelectorAll('.skill-slot').forEach(slot => {\n slot.addEventListener('click', () => {\n const skillType = slot.dataset.skill;\n this.player?.useSkill(skillType);\n });\n });\n }\n \n initSystems() {\n // 初始化游戏系统\n this.economy = new EconomySystem(this);\n this.upgradeSystem = new UpgradeSystem(this);\n this.effectManager = new EffectManager(this);\n this.waveManager = new WaveManager(this);\n }\n \n gameLoop(currentTime) {\n this.deltaTime = currentTime - this.lastTime;\n this.lastTime = currentTime;\n \n // 更新FPS\n this.updateFPS(currentTime);\n \n // 游戏状态更新\n switch (this.gameState) {\n case 'playing':\n this.update();\n break;\n case 'paused':\n // 暂停时只渲染,不更新游戏逻辑\n break;\n }\n \n // 渲染\n this.render();\n \n // 继续循环\n requestAnimationFrame((time) => this.gameLoop(time));\n }\n \n updateFPS(currentTime) {\n this.frameCount++;\n if (currentTime - this.lastFpsUpdate >= 1000) {\n this.fps = this.frameCount;\n this.frameCount = 0;\n this.lastFpsUpdate = currentTime;\n }\n }\n \n update() {\n // 更新游戏时间\n this.stats.timePlayed += this.deltaTime;\n \n // 更新相机\n this.updateCamera();\n \n // 更新所有游戏对象\n this.updateObjects();\n \n // 更新游戏系统\n this.waveManager?.update(this.deltaTime);\n this.effectManager?.update(this.deltaTime);\n \n // 检查游戏结束条件\n this.checkGameOver();\n }\n \n updateCamera() {\n if (this.player) {\n this.camera.targetX = this.player.x - this.canvas.width / 2;\n this.camera.targetY = this.player.y - this.canvas.height / 2;\n \n // 平滑相机移动\n this.camera.x += (this.camera.targetX - this.camera.x) * this.camera.smoothing;\n this.camera.y += (this.camera.targetY - this.camera.y) * this.camera.smoothing;\n \n // 限制相机边界\n this.camera.x = Math.max(0, Math.min(this.camera.x, this.world.width - this.canvas.width));\n this.camera.y = Math.max(0, Math.min(this.camera.y, this.world.height - this.canvas.height));\n }\n }\n \n updateObjects() {\n // 更新玩家\n this.objects.players.forEach(player => player.update(this.deltaTime));\n \n // 更新僵尸\n this.objects.zombies.forEach(zombie => zombie.update(this.deltaTime));\n \n // 更新子弹\n this.objects.bullets.forEach(bullet => bullet.update(this.deltaTime));\n \n // 更新粒子效果\n this.objects.particles.forEach(particle => particle.update(this.deltaTime));\n \n // 更新道具\n this.objects.powerups.forEach(powerup => powerup.update(this.deltaTime));\n \n // 更新爆炸效果\n this.objects.explosions.forEach(explosion => explosion.update(this.deltaTime));\n \n // 清理销毁的对象\n this.cleanupObjects();\n }\n \n cleanupObjects() {\n // 移除标记为销毁的对象\n Object.keys(this.objects).forEach(key => {\n this.objects[key] = this.objects[key].filter(obj => !obj.destroyed);\n });\n }\n \n render() {\n // 清空画布\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n \n // 保存画布状态\n this.ctx.save();\n \n // 应用相机变换\n this.ctx.translate(-this.camera.x, -this.camera.y);\n \n // 渲染游戏世界\n this.renderWorld();\n \n // 渲染所有游戏对象\n this.renderObjects();\n \n // 恢复画布状态\n this.ctx.restore();\n \n // 渲染UI不受相机影响\n this.renderUI();\n }\n \n renderWorld() {\n // 渲染背景\n this.renderBackground();\n \n // 渲染地面\n this.renderGround();\n \n // 渲染环境装饰\n this.renderEnvironment();\n }\n \n renderBackground() {\n // 天空渐变\n const gradient = this.ctx.createLinearGradient(0, 0, 0, this.canvas.height);\n gradient.addColorStop(0, '#1a1a2e');\n gradient.addColorStop(1, '#16213e');\n this.ctx.fillStyle = gradient;\n this.ctx.fillRect(this.camera.x, this.camera.y, this.canvas.width, this.canvas.height);\n \n // 远景山脉\n this.ctx.fillStyle = 'rgba(30, 30, 50, 0.5)';\n this.ctx.beginPath();\n this.ctx.moveTo(this.camera.x, this.camera.y + this.canvas.height - 200);\n for (let x = 0; x < this.canvas.width; x += 50) {\n const height = Math.sin((x + this.camera.x) * 0.01) * 50 + 150;\n this.ctx.lineTo(this.camera.x + x, this.camera.y + this.canvas.height - height);\n }\n this.ctx.lineTo(this.camera.x + this.canvas.width, this.camera.y + this.canvas.height);\n this.ctx.lineTo(this.camera.x, this.camera.y + this.canvas.height);\n this.ctx.closePath();\n this.ctx.fill();\n }\n \n renderGround() {\n const groundY = this.world.height - this.world.groundHeight;\n \n // 地面\n this.ctx.fillStyle = '#2a2a1a';\n this.ctx.fillRect(0, groundY, this.world.width, this.world.groundHeight);\n \n // 地面纹理\n this.ctx.fillStyle = '#3a3a2a';\n for (let x = 0; x < this.world.width; x += 20) {\n if (Math.random() > 0.7) {\n this.ctx.fillRect(x, groundY + 5, 15, 10);\n }\n }\n }\n \n renderEnvironment() {\n // 渲染环境装饰(岩石、树木等)\n this.ctx.fillStyle = '#4a4a3a';\n for (let i = 0; i < 20; i++) {\n const x = (i * 120) % this.world.width;\n const y = this.world.height - this.world.groundHeight - 30;\n this.ctx.fillRect(x, y, 20, 30);\n }\n }\n \n renderObjects() {\n // 按深度排序渲染(背景到前景)\n const allObjects = [\n ...this.objects.particles,\n ...this.objects.powerups,\n ...this.objects.zombies,\n ...this.objects.players,\n ...this.objects.bullets,\n ...this.objects.explosions\n ];\n \n // 按Y坐标排序实现深度效果\n allObjects.sort((a, b) => a.y - b.y);\n \n allObjects.forEach(obj => obj.render(this.ctx));\n }\n \n renderUI() {\n // 渲染FPS调试用\n if (this.fps > 0) {\n this.ctx.fillStyle = '#fff';\n this.ctx.font = '16px Arial';\n this.ctx.fillText(`FPS: ${this.fps}`, 10, 30);\n }\n \n // 渲染其他UI元素\n this.renderCrosshair();\n }\n \n renderCrosshair() {\n if (this.gameState === 'playing' && this.player) {\n this.ctx.strokeStyle = '#ffaa44';\n this.ctx.lineWidth = 2;\n this.ctx.beginPath();\n this.ctx.arc(this.mouse.x, this.mouse.y, 10, 0, Math.PI * 2);\n this.ctx.stroke();\n \n this.ctx.beginPath();\n this.ctx.moveTo(this.mouse.x - 15, this.mouse.y);\n this.ctx.lineTo(this.mouse.x + 15, this.mouse.y);\n this.ctx.moveTo(this.mouse.x, this.mouse.y - 15);\n this.ctx.lineTo(this.mouse.x, this.mouse.y + 15);\n this.ctx.stroke();\n }\n }\n \n // 游戏状态管理\n startNewGame() {\n this.resetGame();\n this.gameState = 'playing';\n this.hideAllMenus();\n \n // 创建玩家\n this.player = new Player(this, this.canvas.width / 2, this.canvas.height / 2);\n this.objects.players.push(this.player);\n \n // 初始化游戏系统\n this.waveManager.startWave(1);\n \n console.log('游戏开始!');\n }\n \n resetGame() {\n // 重置游戏状态\n this.gameState = 'menu';\n this.stats = {\n zombiesKilled: 0,\n wavesSurvived: 0,\n goldEarned: 0,\n timePlayed: 0,\n shotsFired: 0,\n accuracy: 0\n };\n \n // 清空所有游戏对象\n Object.keys(this.objects).forEach(key => {\n this.objects[key] = [];\n });\n \n // 重置系统\n this.economy?.reset();\n this.upgradeSystem?.reset();\n this.waveManager?.reset();\n }\n \n pauseGame() {\n if (this.gameState === 'playing') {\n this.gameState = 'paused';\n this.showPauseMenu();\n }\n }\n \n resumeGame() {\n if (this.gameState === 'paused') {\n this.gameState = 'playing';\n this.hideAllMenus();\n }\n }\n \n togglePause() {\n if (this.gameState === 'playing') {\n this.pauseGame();\n } else if (this.gameState === 'paused') {\n this.resumeGame();\n }\n }\n \n showMenu() {\n this.gameState = 'menu';\n this.hideAllMenus();\n document.getElementById('gameMenu').classList.remove('hidden');\n }\n \n showPauseMenu() {\n this.hideAllMenus();\n document.getElementById('pauseMenu').classList.remove('hidden');\n }\n \n showGameOverMenu(victory = false) {\n this.gameState = 'gameOver';\n this.hideAllMenus();\n \n // 更新游戏结束统计\n document.getElementById('survivedWaves').textContent = this.stats.wavesSurvived;\n document.getElementById('zombiesKilled').textContent = this.stats.zombiesKilled;\n document.getElementById('goldEarned').textContent = this.stats.goldEarned;\n document.getElementById('maxLevel').textContent = this.player?.level || 1;\n \n document.getElementById('gameOverTitle').textContent = victory ? '胜利!' : '游戏结束';\n document.getElementById('gameOverMenu').classList.remove('hidden');\n }\n \n hideAllMenus() {\n document.querySelectorAll('.menu').forEach(menu => {\n menu.classList.add('hidden');\n });\n }\n \n checkGameOver() {\n if (this.gameState === 'playing' && this.player && this.player.health <= 0) {\n this.showGameOverMenu(false);\n }\n }\n \n handleResize() {\n // 处理窗口大小调整\n const container = document.getElementById('gameContainer');\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n \n // 保持宽高比\n const aspectRatio = 1200 / 600;\n let newWidth = containerWidth;\n let newHeight = containerWidth / aspectRatio;\n \n if (newHeight > containerHeight) {\n newHeight = containerHeight;\n newWidth = newHeight * aspectRatio;\n }\n \n this.canvas.style.width = newWidth + 'px';\n this.canvas.style.height = newHeight + 'px';\n }\n \n // 游戏对象管理\n addZombie(zombie) {\n this.objects.zombies.push(zombie);\n }\n \n addBullet(bullet) {\n this.objects.bullets.push(bullet);\n this.stats.shotsFired++;\n }\n \n addParticle(particle) {\n this.objects.particles.push(particle);\n }\n \n addPowerup(powerup) {\n this.objects.powerups.push(powerup);\n }\n \n addExplosion(explosion) {\n this.objects.explosions.push(explosion);\n }\n \n // 碰撞检测\n checkCollisions() {\n // 子弹与僵尸碰撞\n this.objects.bullets.forEach(bullet => {\n if (bullet.friendly) {\n this.objects.zombies.forEach(zombie => {\n if (this.isColliding(bullet, zombie)) {\n bullet.hit(zombie);\n zombie.takeDamage(bullet.damage);\n }\n });\n }\n });\n \n // 玩家与僵尸碰撞\n if (this.player) {\n this.objects.zombies.forEach(zombie => {\n if (this.isColliding(this.player, zombie)) {\n this.player.takeDamage(zombie.damage);\n }\n });\n }\n \n // 玩家与道具碰撞\n if (this.player) {\n this.objects.powerups.forEach(powerup => {\n if (this.isColliding(this.player, powerup)) {\n powerup.collect(this.player);\n }\n });\n }\n }\n \n isColliding(obj1, obj2) {\n return obj1.x < obj2.x + obj2.width &&\n obj1.x + obj1.width > obj2.x &&\n obj1.y < obj2.y + obj2.height &&\n obj1.y + obj1.height > obj2.y;\n }\n \n // 游戏事件\n onZombieKilled(zombie) {\n this.stats.zombiesKilled++;\n \n // 掉落金币\n const goldDrop = Math.floor(Math.random() * 10) + 5;\n this.economy.addGold(goldDrop);\n this.stats.goldEarned += goldDrop;\n \n // 经验值\n if (this.player) {\n this.player.gainExperience(10);\n }\n \n // 生成道具\n if (Math.random() < 0.1) { // 10%概率掉落道具\n this.spawnPowerup(zombie.x, zombie.y);\n }\n }\n \n spawnPowerup(x, y) {\n const types = ['health', 'ammo', 'gold', 'damage'];\n const type = types[Math.floor(Math.random() * types.length)];\n const powerup = new Powerup(this, x, y, type);\n this.addPowerup(powerup);\n }\n \n onWaveCompleted(waveNumber) {\n this.stats.wavesSurvived = waveNumber;\n \n // 波次奖励\n const waveBonus = waveNumber * 100;\n this.economy.addGold(waveBonus);\n \n console.log(`第 ${waveNumber} 波完成!获得奖励: ${waveBonus} 金币`);\n }\n}\n\n// 启动游戏\nwindow.addEventListener('load', () => {\n const game = new Game();\n window.game = game; // 调试用\n});\n\n\n<<<END_APPEND>>>",
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"content": "现在创建玩家类:",
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"content": "<<<APPEND:zombie_shooter_2d/js/player.js>>>\n/**\n * 玩家角色类\n * 控制坦克/直升机的移动、射击、技能等\n */\n\nclass Player {\n constructor(game, x, y) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.width = 60;\n this.height = 40;\n \n // 基础属性\n this.maxHealth = 100;\n this.health = 100;\n this.maxArmor = 50;\n this.armor = 50;\n this.speed = 200;\n this.level = 1;\n this.experience = 0;\n this.experienceToNext = 100;\n \n // 战斗属性\n this.damageMultiplier = 1.0;\n this.fireRateMultiplier = 1.0;\n this.criticalChance = 0.05;\n this.criticalMultiplier = 2.0;\n \n // 状态\n this.isShooting = false;\n this.lastShotTime = 0;\n this.isAlive = true;\n this.isInvulnerable = false;\n this.invulnerabilityTime = 0;\n \n // 武器系统\n this.currentWeapon = 0;\n this.weapons = [\n new MachineGun(this),\n new Shotgun(this),\n new RocketLauncher(this)\n ];\n \n // 技能系统\n this.skills = {\n shield: { cooldown: 0, maxCooldown: 5000, duration: 0, active: false },\n bomb: { cooldown: 0, maxCooldown: 15000, duration: 0, active: false },\n freeze: { cooldown: 0, maxCooldown: 20000, duration: 0, active: false },\n rage: { cooldown: 0, maxCooldown: 30000, duration: 0, active: false }\n };\n \n // 视觉效果\n this.color = '#4a90e2';\n this.turretAngle = 0;\n this.recoil = 0;\n this.muzzleFlash = 0;\n \n // 升级效果\n this.upgrades = {\n damage: 0,\n fireRate: 0,\n multishot: 0,\n health: 0,\n armor: 0,\n regeneration: 0,\n speed: 0,\n critical: 0,\n explosive: 0\n };\n }\n \n update(deltaTime) {\n if (!this.isAlive) return;\n \n this.handleInput(deltaTime);\n this.updateWeapons(deltaTime);\n this.updateSkills(deltaTime);\n this.updateStatus(deltaTime);\n this.updateVisuals(deltaTime);\n this.updateUI();\n \n // 生命恢复\n if (this.upgrades.regeneration > 0) {\n this.health = Math.min(this.maxHealth, this.health + (this.upgrades.regeneration * 0.1));\n }\n }\n \n handleInput(deltaTime) {\n const game = this.game;\n let dx = 0;\n let dy = 0;\n \n // 移动控制\n if (game.keys['KeyW'] || game.keys['ArrowUp']) dy -= 1;\n if (game.keys['KeyS'] || game.keys['ArrowDown']) dy += 1;\n if (game.keys['KeyA'] || game.keys['ArrowLeft']) dx -= 1;\n if (game.keys['KeyD'] || game.keys['ArrowRight']) dx += 1;\n \n // 归一化移动向量\n if (dx !== 0 || dy !== 0) {\n const length = Math.sqrt(dx * dx + dy * dy);\n dx /= length;\n dy /= length;\n \n // 应用速度加成\n const currentSpeed = this.speed * (1 + this.upgrades.speed * 0.2);\n \n // 移动\n this.x += dx * currentSpeed * (deltaTime / 1000);\n this.y += dy * currentSpeed * (deltaTime / 1000);\n \n // 边界检查\n this.x = Math.max(0, Math.min(this.x, game.world.width - this.width));\n this.y = Math.max(0, Math.min(this.y, game.world.height - game.world.groundHeight - this.height));\n }\n \n // 瞄准控制\n const mouseWorldX = game.mouse.x + game.camera.x;\n const mouseWorldY = game.mouse.y + game.camera.y;\n this.turretAngle = Math.atan2(mouseWorldY - (this.y + this.height/2), mouseWorldX - (this.x + this.width/2));\n }\n \n updateWeapons(deltaTime) {\n // 更新当前武器\n this.weapons[this.currentWeapon].update(deltaTime);\n \n // 自动射击\n if (this.isShooting) {\n this.shoot();\n }\n }\n \n updateSkills(deltaTime) {\n Object.keys(this.skills).forEach(skillName => {\n const skill = this.skills[skillName];\n \n // 更新冷却时间\n if (skill.cooldown > 0) {\n skill.cooldown = Math.max(0, skill.cooldown - deltaTime);\n }\n \n // 更新技能持续时间\n if (skill.duration > 0) {\n skill.duration = Math.max(0, skill.duration - deltaTime);\n if (skill.duration === 0) {\n skill.active = false;\n this.deactivateSkill(skillName);\n }\n }\n });\n }\n \n updateStatus(deltaTime) {\n // 更新无敌时间\n if (this.isInvulnerable) {\n this.invulnerabilityTime -= deltaTime;\n if (this.invulnerabilityTime <= 0) {\n this.isInvulnerable = false;\n }\n }\n }\n \n updateVisuals(deltaTime) {\n // 更新后坐力\n if (this.recoil > 0) {\n this.recoil = Math.max(0, this.recoil - deltaTime * 5);\n }\n \n // 更新枪口闪光\n if (this.muzzleFlash > 0) {\n this.muzzleFlash = Math.max(0, this.muzzleFlash - deltaTime * 10);\n }\n }\n \n updateUI() {\n // 更新生命值和护甲\n const healthPercent = (this.health / this.maxHealth) * 100;\n const armorPercent = (this.armor / this.maxArmor) * 100;\n const expPercent = (this.experience / this.experienceToNext) * 100;\n \n document.getElementById('healthFill').style.width = healthPercent + '%';\n document.getElementById('armorFill').style.width = armorPercent + '%';\n document.getElementById('experienceFill').style.width = expPercent + '%';\n \n document.getElementById('healthText').textContent = `生命值: ${Math.ceil(this.health)}/${this.maxHealth}`;\n document.getElementById('armorText').textContent = `护甲: ${Math.ceil(this.armor)}/${this.maxArmor}`;\n document.getElementById('levelText').textContent = `等级 ${this.level} (${Math.ceil(this.experience)}/${this.experienceToNext})`;\n document.getElementById('moneyText').textContent = `💰 ${this.game.economy?.gold || 0}`;\n }\n \n shoot() {\n const currentTime = performance.now();\n const weapon = this.weapons[this.currentWeapon];\n \n if (currentTime - this.lastShotTime >= weapon.fireInterval / this.fireRateMultiplier) {\n // 计算射击位置\n const barrelX = this.x + this.width/2 + Math.cos(this.turretAngle) * 30;\n const barrelY = this.y + this.height/2 + Math.sin(this.turretAngle) * 30;\n \n // 发射子弹\n weapon.shoot(barrelX, barrelY, this.turretAngle);\n \n // 视觉效果\n this.muzzleFlash = 1.0;\n this.recoil = 1.0;\n \n this.lastShotTime = currentTime;\n }\n }\n \n takeDamage(amount) {\n if (!this.isAlive || this.isInvulnerable) return;\n \n // 先扣除护甲\n const armorDamage = Math.min(amount, this.armor);\n this.armor -= armorDamage;\n const remainingDamage = amount - armorDamage;\n \n // 再扣除生命值\n this.health -= remainingDamage;\n \n // 无敌时间\n this.isInvulnerable = true;\n this.invulnerabilityTime = 1000;\n \n // 屏幕震动效果\n this.game.effectManager.addScreenShake(5, 200);\n \n // 检查死亡\n if (this.health <= 0) {\n this.die();\n }\n \n // 伤害数字\n this.game.effectManager.addDamageNumber(this.x + this.width/2, this.y, amount, false);\n }\n \n heal(amount) {\n this.health = Math.min(this.maxHealth, this.health + amount);\n }\n \n addArmor(amount) {\n this.armor = Math.min(this.maxArmor, this.armor + amount);\n }\n \n gainExperience(amount) {\n this.experience += amount;\n \n // 检查升级\n while (this.experience >= this.experienceToNext) {\n this.levelUp();\n }\n }\n \n levelUp() {\n this.level++;\n this.experience -= this.experienceToNext;\n this.experienceToNext = Math.floor(this.experienceToNext * 1.5);\n \n // 升级奖励\n this.maxHealth += 20;\n this.health = this.maxHealth;\n this.maxArmor += 10;\n this.armor = this.maxArmor;\n \n // 升级特效\n this.game.effectManager.addLevelUpEffect(this.x + this.width/2, this.y + this.height/2);\n \n console.log(`升级!等级: ${this.level}`);\n }\n \n switchWeapon(index) {\n if (index >= 0 && index < this.weapons.length) {\n this.currentWeapon = index;\n \n // 更新UI\n document.querySelectorAll('.weapon-slot').forEach((slot, i) => {\n slot.classList.toggle('active', i === index);\n });\n }\n }\n \n switchWeaponByType(weaponType) {\n const weaponMap = {\n 'machinegun': 0,\n 'shotgun': 1,\n 'rocket': 2\n };\n \n const index = weaponMap[weaponType];\n if (index !== undefined) {\n this.switchWeapon(index);\n }\n }\n \n startShooting() {\n this.isShooting = true;\n }\n \n stopShooting() {\n this.isShooting = false;\n }\n \n useSkill(skillName) {\n const skill = this.skills[skillName];\n if (!skill || skill.cooldown > 0 || skill.active) return;\n \n // 激活技能\n skill.active = true;\n skill.cooldown = skill.maxCooldown;\n \n switch (skillName) {\n case 'shield':\n skill.duration = 3000;\n this.activateShield();\n break;\n case 'bomb':\n this.activateBomb();\n break;\n case 'freeze':\n skill.duration = 2000;\n this.activateFreeze();\n break;\n case 'rage':\n skill.duration = 5000;\n this.activateRage();\n break;\n }\n \n // 更新UI\n this.updateSkillUI(skillName);\n }\n \n activateShield() {\n // 能量护盾效果\n this.isInvulnerable = true;\n this.invulnerabilityTime = 3000;\n \n // 护盾视觉效果\n this.game.effectManager.addShieldEffect(this.x + this.width/2, this.y + this.height/2);\n }\n \n activateBomb() {\n // 全屏轰炸\n const centerX = this.x + this.width/2;\n const centerY = this.y + this.height/2;\n const radius = 500;\n \n // 对所有僵尸造成伤害\n this.game.objects.zombies.forEach(zombie => {\n const distance = Math.sqrt(\n Math.pow(zombie.x + zombie.width/2 - centerX, 2) + \n Math.pow(zombie.y + zombie.height/2 - centerY, 2)\n );\n \n if (distance <= radius) {\n const damage = 200 * (1 - distance / radius);\n zombie.takeDamage(damage);\n }\n });\n \n // 爆炸视觉效果\n this.game.effectManager.addExplosion(centerX, centerY, radius);\n }\n \n activateFreeze() {\n // 时间冻结 - 减缓所有僵尸\n this.game.objects.zombies.forEach(zombie => {\n zombie.speed *= 0.3;\n zombie.freezeTime = 2000;\n });\n }\n \n activateRage() {\n // 狂暴模式\n this.damageMultiplier *= 2;\n this.fireRateMultiplier *= 1.5;\n \n // 狂暴视觉效果\n this.game.effectManager.addRageEffect(this.x + this.width/2, this.y + this.height/2);\n }\n \n deactivateSkill(skillName) {\n switch (skillName) {\n case 'shield':\n // 护盾结束\n break;\n case 'rage':\n // 狂暴结束\n this.damageMultiplier /= 2;\n this.fireRateMultiplier /= 1.5;\n break;\n }\n }\n \n updateSkillUI(skillName) {\n const skillSlot = document.querySelector(`[data-skill=\"${skillName}\"]`);\n if (skillSlot) {\n skillSlot.classList.add('on-cooldown');\n \n // 更新冷却时间显示\n const cooldownText = skillSlot.querySelector('.skill-cooldown');\n const updateCooldown = () => {\n const skill = this.skills[skillName];\n if (skill.cooldown > 0) {\n cooldownText.textContent = `${Math.ceil(skill.cooldown / 1000)}s`;\n setTimeout(updateCooldown, 100);\n } else {\n cooldownText.textContent = '就绪';\n skillSlot.classList.remove('on-cooldown');\n }\n };\n \n updateCooldown();\n }\n }\n \n die() {\n this.isAlive = false;\n this.game.showGameOverMenu(false);\n \n // 死亡特效\n this.game.effectManager.addExplosion(this.x + this.width/2, this.y + this.height/2, 100);\n }\n \n render(ctx) {\n if (!this.isAlive) return;\n \n ctx.save();\n \n // 无敌闪烁效果\n if (this.isInvulnerable && Math.floor(Date.now() / 100) % 2) {\n ctx.globalAlpha = 0.5;\n }\n \n // 绘制坦克主体\n ctx.translate(this.x + this.width/2, this.y + this.height/2);\n \n // 车身\n ctx.fillStyle = this.color;\n ctx.fillRect(-this.width/2, -this.height/2, this.width, this.height);\n \n // 炮塔\n ctx.rotate(this.turretAngle);\n ctx.fillStyle = '#333';\n ctx.fillRect(-5, -20, 10, 40);\n \n // 炮管\n const barrelLength = 30 - this.recoil * 5;\n ctx.fillRect(-3, -barrelLength, 6, barrelLength);\n \n // 枪口闪光\n if (this.muzzleFlash > 0) {\n ctx.fillStyle = `rgba(255, 255, 100, ${this.muzzleFlash})`;\n ctx.beginPath();\n ctx.arc(0, -barrelLength, 15, 0, Math.PI * 2);\n ctx.fill();\n }\n \n ctx.restore();\n \n // 绘制生命值条\n this.renderHealthBar(ctx);\n \n // 绘制护盾效果\n if (this.skills.shield.active) {\n ctx.strokeStyle = 'rgba(100, 200, 255, 0.8)';\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x + this.width/2, this.y + this.height/2, 40, 0, Math.PI * 2);\n ctx.stroke();\n }\n \n // 狂暴效果\n if (this.skills.rage.active) {\n ctx.fillStyle = 'rgba(255, 100, 100, 0.3)';\n ctx.beginPath();\n ctx.arc(this.x + this.width/2, this.y + this.height/2, 50, 0, Math.PI * 2);\n ctx.fill();\n }\n }\n \n renderHealthBar(ctx) {\n const barWidth = this.width;\n const barHeight = 6;\n const barX = this.x;\n const barY = this.y - 15;\n \n // 背景\n ctx.fillStyle = '#333';\n ctx.fillRect(barX, barY, barWidth, barHeight);\n \n // 生命值\n const healthPercent = this.health / this.maxHealth;\n ctx.fillStyle = healthPercent > 0.5 ? '#44ff44' : healthPercent > 0.25 ? '#ffff44' : '#ff4444';\n ctx.fillRect(barX, barY, barWidth * healthPercent, barHeight);\n \n // 护甲\n if (this.armor > 0) {\n const armorPercent = this.armor / this.maxArmor;\n ctx.fillStyle = 'rgba(68, 68, 255, 0.7)';\n ctx.fillRect(barX, barY + barHeight, barWidth * armorPercent, barHeight/2);\n }\n \n // 边框\n ctx.strokeStyle = '#fff';\n ctx.lineWidth = 1;\n ctx.strokeRect(barX, barY, barWidth, barHeight);\n }\n}\n\n// 武器类\nclass Weapon {\n constructor(player, name, damage, fireRate, ammo) {\n this.player = player;\n this.name = name;\n this.baseDamage = damage;\n this.fireRate = fireRate;\n this.maxAmmo = ammo;\n this.ammo = ammo;\n this.fireInterval = 1000 / fireRate;\n this.lastShotTime = 0;\n }\n \n getDamage() {\n let damage = this.baseDamage;\n \n // 应用玩家伤害加成\n damage *= this.player.damageMultiplier;\n \n // 应用升级加成\n damage *= (1 + this.player.upgrades.damage * 0.1);\n \n // 暴击检查\n if (Math.random() < this.player.criticalChance + this.player.upgrades.critical * 0.05) {\n damage *= this.player.criticalMultiplier;\n return { damage, critical: true };\n }\n \n return { damage, critical: false };\n }\n \n canShoot() {\n return this.ammo > 0 && performance.now() - this.lastShotTime >= this.fireInterval;\n }\n \n consumeAmmo() {\n if (this.maxAmmo !== Infinity) {\n this.ammo--;\n }\n }\n \n shoot(x, y, angle) {\n if (!this.canShoot()) return;\n \n this.lastShotTime = performance.now();\n this.consumeAmmo();\n \n // 在子类中实现具体的射击逻辑\n this.performShot(x, y, angle);\n }\n \n performShot(x, y, angle) {\n // 子类重写\n }\n \n update(deltaTime) {\n // 更新武器状态\n }\n \n reload() {\n this.ammo = this.maxAmmo;\n }\n}\n\n// 机枪\nclass MachineGun extends Weapon {\n constructor(player) {\n super(player, '机枪', 15, 8, Infinity);\n this.bulletSpeed = 800;\n this.spread = 0.1;\n }\n \n performShot(x, y, angle) {\n const { damage, critical } = this.getDamage();\n \n // 添加散布\n const spreadAngle = angle + (Math.random() - 0.5) * this.spread;\n \n // 创建子弹\n const bullet = new Bullet(\n this.player.game,\n x, y,\n Math.cos(spreadAngle) * this.bulletSpeed,\n Math.sin(spreadAngle) * this.bulletSpeed,\n damage,\n true,\n critical\n );\n \n this.player.game.addBullet(bullet);\n \n // 多重射击\n for (let i = 0; i < this.player.upgrades.multishot; i++) {\n const multiAngle = spreadAngle + (Math.random() - 0.5) * 0.3;\n const multiBullet = new Bullet(\n this.player.game,\n x, y,\n Math.cos(multiAngle) * this.bulletSpeed,\n Math.sin(multiAngle) * this.bulletSpeed,\n damage * 0.7,\n true,\n false\n );\n this.player.game.addBullet(multiBullet);\n }\n }\n}\n\n// 霰弹枪\nclass Shotgun extends Weapon {\n constructor(player) {\n super(player, '霰弹枪', 12, 2, 30);\n this.bulletSpeed = 600;\n this.pelletCount = 8;\n this.spread = 0.4;\n }\n \n performShot(x, y, angle) {\n const { damage, critical } = this.getDamage();\n \n // 发射多个弹丸\n for (let i = 0; i < this.pelletCount; i++) {\n const pelletAngle = angle + (Math.random() - 0.5) * this.spread;\n const pellet = new Bullet(\n this.player.game,\n x, y,\n Math.cos(pelletAngle) * this.bulletSpeed,\n Math.sin(pelletAngle) * this.bulletSpeed,\n damage * 0.3,\n true,\n critical && i === 0 // 只有第一个弹丸可以暴击\n );\n this.player.game.addBullet(pellet);\n }\n }\n}\n\n// 火箭筒\nclass RocketLauncher extends Weapon {\n constructor(player) {\n super(player, '火箭筒', 100, 1, 10);\n this.bulletSpeed = 400;\n this.explosionRadius = 100;\n }\n \n performShot(x, y, angle) {\n const { damage, critical } = this.getDamage();\n \n // 创建火箭\n const rocket = new Rocket(\n this.player.game,\n x, y,\n Math.cos(angle) * this.bulletSpeed,\n Math.sin(angle) * this.bulletSpeed,\n damage,\n this.explosionRadius,\n critical\n );\n \n this.player.game.addBullet(rocket);\n }\n}\n\n\n<<<END_APPEND>>>",
"timestamp": "2025-10-09T17:20:44.307968",
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"content": "现在创建僵尸类:",
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"content": "<<<APPEND:zombie_shooter_2d/js/zombie.js>>>\n/**\n * 僵尸敌人类\n * 不同类型的僵尸,具有不同的行为和属性\n */\n\nclass Zombie {\n constructor(game, x, y, type = 'normal') {\n this.game = game;\n this.x = x;\n this.y = y;\n this.type = type;\n \n // 基础属性\n this.width = 30;\n this.height = 40;\n this.baseSpeed = 50;\n this.speed = this.baseSpeed;\n this.health = 50;\n this.maxHealth = 50;\n this.damage = 10;\n this.attackCooldown = 0;\n this.attackInterval = 1000;\n \n // 状态\n this.isAlive = true;\n this.isAttacking = false;\n this.isFrozen = false;\n this.freezeTime = 0;\n this.target = null;\n this.lastAttackTime = 0;\n \n // 视觉效果\n this.color = '#4a4a4a';\n this.eyeColor = '#ff4444';\n this.animationFrame = 0;\n this.animationSpeed = 0.1;\n \n // AI行为\n this.ai = new ZombieAI(this);\n \n // 特殊效果\n this.slowFactor = 1.0;\n this.burning = false;\n this.burnDamage = 0;\n this.burnTime = 0;\n \n // 奖励\n this.goldReward = 10;\n this.expReward = 10;\n \n this.initType();\n }\n \n initType() {\n switch (this.type) {\n case 'normal':\n this.setupNormal();\n break;\n case 'fast':\n this.setupFast();\n break;\n case 'tank':\n this.setupTank();\n break;\n case 'explosive':\n this.setupExplosive();\n break;\n case 'spitter':\n this.setupSpitter();\n break;\n case 'boss':\n this.setupBoss();\n break;\n }\n }\n \n setupNormal() {\n this.health = 50;\n this.maxHealth = 50;\n this.speed = 50;\n this.damage = 10;\n this.color = '#4a4a4a';\n this.goldReward = 10;\n this.expReward = 10;\n }\n \n setupFast() {\n this.health = 30;\n this.maxHealth = 30;\n this.speed = 100;\n this.damage = 8;\n this.color = '#6a4a4a';\n this.width = 25;\n this.height = 35;\n this.goldReward = 15;\n this.expReward = 15;\n }\n \n setupTank() {\n this.health = 150;\n this.maxHealth = 150;\n this.speed = 30;\n this.damage = 20;\n this.color = '#2a2a2a';\n this.width = 40;\n this.height = 50;\n this.goldReward = 25;\n this.expReward = 25;\n }\n \n setupExplosive() {\n this.health = 60;\n this.maxHealth = 60;\n this.speed = 40;\n this.damage = 15;\n this.color = '#8a4a2a';\n this.goldReward = 20;\n this.expReward = 20;\n this.explosive = true;\n this.explosionRadius = 80;\n this.explosionDamage = 50;\n }\n \n setupSpitter() {\n this.health = 40;\n this.maxHealth = 40;\n this.speed = 35;\n this.damage = 12;\n this.color = '#4a6a4a';\n this.range = 300;\n this.goldReward = 18;\n this.expReward = 18;\n this.ranged = true;\n this.projectileSpeed = 200;\n }\n \n setupBoss() {\n this.health = 500;\n this.maxHealth = 500;\n this.speed = 25;\n this.damage = 30;\n this.color = '#8a2a2a';\n this.width = 60;\n this.height = 70;\n this.goldReward = 100;\n this.expReward = 100;\n this.attackInterval = 500;\n this.specialAttacks = ['charge', 'summon', 'roar'];\n this.lastSpecialAttack = 0;\n }\n \n update(deltaTime) {\n if (!this.isAlive) return;\n \n // 更新状态\n this.updateStatus(deltaTime);\n \n // AI行为\n this.ai.update(deltaTime);\n \n // 移动\n this.move(deltaTime);\n \n // 攻击\n this.updateAttack(deltaTime);\n \n // 特殊效果\n this.updateEffects(deltaTime);\n \n // 动画\n this.animationFrame += this.animationSpeed;\n \n // 检查死亡\n if (this.health <= 0) {\n this.die();\n }\n }\n \n updateStatus(deltaTime) {\n // 更新冻结状态\n if (this.isFrozen) {\n this.freezeTime -= deltaTime;\n if (this.freezeTime <= 0) {\n this.isFrozen = false;\n this.speed = this.baseSpeed;\n }\n }\n \n // 更新燃烧状态\n if (this.burning) {\n this.burnTime -= deltaTime;\n this.takeDamage(this.burnDamage * (deltaTime / 1000));\n \n if (this.burnTime <= 0) {\n this.burning = false;\n }\n }\n \n // 更新攻击冷却\n if (this.attackCooldown > 0) {\n this.attackCooldown -= deltaTime;\n }\n }\n \n move(deltaTime) {\n if (this.isFrozen) return;\n \n // 获取移动方向\n const direction = this.ai.getMovementDirection();\n if (direction) {\n const currentSpeed = this.speed * this.slowFactor;\n this.x += direction.x * currentSpeed * (deltaTime / 1000);\n this.y += direction.y * currentSpeed * (deltaTime / 1000);\n }\n }\n \n updateAttack(deltaTime) {\n if (this.attackCooldown > 0) return;\n \n // 检查是否可以攻击玩家\n if (this.canAttackPlayer()) {\n this.attack();\n this.attackCooldown = this.attackInterval;\n }\n \n // 特殊攻击Boss\n if (this.type === 'boss') {\n this.updateSpecialAttacks(deltaTime);\n }\n }\n \n updateSpecialAttacks(deltaTime) {\n const currentTime = performance.now();\n \n if (currentTime - this.lastSpecialAttack > 5000) {\n const attack = this.specialAttacks[Math.floor(Math.random() * this.specialAttacks.length)];\n this.performSpecialAttack(attack);\n this.lastSpecialAttack = currentTime;\n }\n }\n \n performSpecialAttack(attackType) {\n switch (attackType) {\n case 'charge':\n this.chargeAttack();\n break;\n case 'summon':\n this.summonMinions();\n break;\n case 'roar':\n this.roarAttack();\n break;\n }\n }\n \n chargeAttack() {\n // 冲锋攻击\n const player = this.game.player;\n if (!player) return;\n \n const dx = player.x - this.x;\n const dy = player.y - this.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance > 0) {\n this.speed = 200;\n this.ai.targetPosition = {\n x: player.x,\n y: player.y\n };\n \n // 重置速度\n setTimeout(() => {\n this.speed = this.baseSpeed;\n }, 1000);\n }\n }\n \n summonMinions() {\n // 召唤小怪\n for (let i = 0; i < 3; i++) {\n const angle = (Math.PI * 2 / 3) * i;\n const distance = 100;\n const x = this.x + Math.cos(angle) * distance;\n const y = this.y + Math.sin(angle) * distance;\n \n const minion = new Zombie(this.game, x, y, 'normal');\n this.game.addZombie(minion);\n }\n }\n \n roarAttack() {\n // 咆哮攻击 - 减速玩家\n const player = this.game.player;\n if (player) {\n player.speed *= 0.5;\n setTimeout(() => {\n player.speed /= 0.5;\n }, 3000);\n }\n }\n \n canAttackPlayer() {\n const player = this.game.player;\n if (!player || !player.isAlive) return false;\n \n const dx = player.x - this.x;\n const dy = player.y - this.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (this.ranged) {\n return distance <= this.range;\n } else {\n return distance <= 50; // 近战攻击范围\n }\n }\n \n attack() {\n const player = this.game.player;\n if (!player) return;\n \n if (this.ranged) {\n // 远程攻击\n this.rangedAttack(player);\n } else {\n // 近战攻击\n this.meleeAttack(player);\n }\n }\n \n rangedAttack(player) {\n const dx = player.x - this.x;\n const dy = player.y - this.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance > 0) {\n const angle = Math.atan2(dy, dx);\n const projectile = new ZombieProjectile(\n this.game,\n this.x + this.width/2,\n this.y + this.height/2,\n Math.cos(angle) * this.projectileSpeed,\n Math.sin(angle) * this.projectileSpeed,\n this.damage\n );\n \n this.game.addBullet(projectile);\n }\n }\n \n meleeAttack(player) {\n player.takeDamage(this.damage);\n }\n \n takeDamage(amount) {\n // 应用伤害\n this.health -= amount;\n \n // 伤害数字\n this.game.effectManager.addDamageNumber(\n this.x + this.width/2,\n this.y,\n amount,\n false\n );\n \n // 受伤效果\n this.color = '#ff6666';\n setTimeout(() => {\n this.initType(); // 恢复原色\n }, 100);\n \n // 击退效果\n const player = this.game.player;\n if (player) {\n const dx = this.x - player.x;\n const dy = this.y - player.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance > 0) {\n this.x += (dx / distance) * 10;\n this.y += (dy / distance) * 10;\n }\n }\n }\n \n applyBurning(damage, duration) {\n this.burning = true;\n this.burnDamage = damage;\n this.burnTime = duration;\n }\n \n applyFreeze(duration) {\n this.isFrozen = true;\n this.freezeTime = duration;\n this.speed = this.baseSpeed * 0.3;\n }\n \n applySlow(factor, duration) {\n this.slowFactor = factor;\n setTimeout(() => {\n this.slowFactor = 1.0;\n }, duration);\n }\n \n updateEffects(deltaTime) {\n // 更新特殊效果\n }\n \n die() {\n if (!this.isAlive) return;\n \n this.isAlive = false;\n \n // 死亡特效\n this.game.effectManager.addExplosion(\n this.x + this.width/2,\n this.y + this.height/2,\n 30\n );\n \n // 爆炸僵尸特殊效果\n if (this.explosive) {\n this.explode();\n }\n \n // 奖励\n this.game.economy.addGold(this.goldReward);\n if (this.game.player) {\n this.game.player.gainExperience(this.expReward);\n }\n \n // 统计\n this.game.stats.zombiesKilled++;\n \n // 事件\n this.game.onZombieKilled(this);\n }\n \n explode() {\n // 爆炸伤害\n const centerX = this.x + this.width/2;\n const centerY = this.y + this.height/2;\n \n this.game.objects.zombies.forEach(zombie => {\n if (zombie === this || !zombie.isAlive) return;\n \n const dx = zombie.x + zombie.width/2 - centerX;\n const dy = zombie.y + zombie.height/2 - centerY;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance <= this.explosionRadius) {\n const damage = this.explosionDamage * (1 - distance / this.explosionRadius);\n zombie.takeDamage(damage);\n }\n });\n \n // 爆炸特效\n this.game.effectManager.addExplosion(centerX, centerY, this.explosionRadius);\n }\n \n render(ctx) {\n if (!this.isAlive) return;\n \n ctx.save();\n \n // 冻结效果\n if (this.isFrozen) {\n ctx.fillStyle = 'rgba(200, 200, 255, 0.5)';\n ctx.fillRect(this.x - 5, this.y - 5, this.width + 10, this.height + 10);\n }\n \n // 燃烧效果\n if (this.burning) {\n ctx.fillStyle = 'rgba(255, 100, 0, 0.3)';\n ctx.fillRect(this.x - 3, this.y - 3, this.width + 6, this.height + 6);\n }\n \n // 绘制僵尸身体\n ctx.fillStyle = this.color;\n ctx.fillRect(this.x, this.y, this.width, this.height);\n \n // 绘制眼睛\n ctx.fillStyle = this.eyeColor;\n const eyeSize = 4;\n const eyeOffset = Math.sin(this.animationFrame) * 2;\n ctx.fillRect(this.x + 8, this.y + 10 + eyeOffset, eyeSize, eyeSize);\n ctx.fillRect(this.x + 18, this.y + 10 + eyeOffset, eyeSize, eyeSize);\n \n // 绘制嘴巴\n ctx.fillStyle = '#222';\n ctx.fillRect(this.x + 10, this.y + 25, 10, 3);\n \n // Boss特殊渲染\n if (this.type === 'boss') {\n this.renderBossFeatures(ctx);\n }\n \n // 生命值条\n this.renderHealthBar(ctx);\n \n ctx.restore();\n }\n \n renderBossFeatures(ctx) {\n // Boss光环\n ctx.strokeStyle = '#ff4444';\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x + this.width/2, this.y + this.height/2, 40, 0, Math.PI * 2);\n ctx.stroke();\n \n // Boss角\n ctx.fillStyle = '#8a2a2a';\n ctx.beginPath();\n ctx.moveTo(this.x + 10, this.y);\n ctx.lineTo(this.x + 5, this.y - 10);\n ctx.lineTo(this.x + 15, this.y - 5);\n ctx.closePath();\n ctx.fill();\n \n ctx.beginPath();\n ctx.moveTo(this.x + this.width - 10, this.y);\n ctx.lineTo(this.x + this.width - 5, this.y - 10);\n ctx.lineTo(this.x + this.width - 15, this.y - 5);\n ctx.closePath();\n ctx.fill();\n }\n \n renderHealthBar(ctx) {\n const barWidth = this.width;\n const barHeight = 4;\n const barX = this.x;\n const barY = this.y - 10;\n \n // 背景\n ctx.fillStyle = '#333';\n ctx.fillRect(barX, barY, barWidth, barHeight);\n \n // 生命值\n const healthPercent = this.health / this.maxHealth;\n ctx.fillStyle = healthPercent > 0.5 ? '#44ff44' : healthPercent > 0.25 ? 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"content": "<<<APPEND:zombie_shooter_2d/js/weapon.js>>>\n/**\n * 武器和子弹系统\n * 包括各种子弹类型、爆炸效果等\n */\n\nclass Bullet {\n constructor(game, x, y, vx, vy, damage, friendly = true, critical = false) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.vx = vx;\n this.vy = vy;\n this.damage = damage;\n this.friendly = friendly;\n this.critical = critical;\n \n // 基础属性\n this.width = 4;\n this.height = 4;\n this.speed = Math.sqrt(vx * vx + vy * vy);\n this.lifetime = 3000; // 3秒生命周期\n this.age = 0;\n this.destroyed = false;\n \n // 视觉效果\n this.color = friendly ? '#ffff44' : '#ff4444';\n this.trail = [];\n this.maxTrailLength = 5;\n \n // 特殊效果\n this.explosive = false;\n this.explosionRadius = 0;\n this.piercing = false;\n this.piercedTargets = 0;\n this.maxPierces = 3;\n \n // 穿透效果\n this.penetrating = false;\n \n // 弹跳效果\n this.bouncing = false;\n this.maxBounces = 3;\n this.bounces = 0;\n }\n \n update(deltaTime) {\n // 更新生命周期\n this.age += deltaTime;\n if (this.age >= this.lifetime) {\n this.destroy();\n return;\n }\n \n // 更新位置\n this.x += this.vx * (deltaTime / 1000);\n this.y += this.vy * (deltaTime / 1000);\n \n // 更新拖尾\n this.updateTrail();\n \n // 边界检查\n this.checkBounds();\n \n // 碰撞检测\n if (this.friendly) {\n this.checkZombieCollisions();\n } else {\n this.checkPlayerCollisions();\n }\n }\n \n updateTrail() {\n this.trail.push({ x: this.x, y: this.y });\n if (this.trail.length > this.maxTrailLength) {\n this.trail.shift();\n }\n }\n \n checkBounds() {\n const world = this.game.world;\n \n // 检查边界碰撞\n if (this.x < 0 || this.x > world.width ||\n this.y < 0 || this.y > world.height - world.groundHeight) {\n \n if (this.bouncing && this.bounces < this.maxBounces) {\n // 弹跳\n this.bounce();\n } else {\n // 销毁\n this.destroy();\n }\n }\n }\n \n bounce() {\n const world = this.game.world;\n \n // 确定碰撞的边界\n if (this.x < 0 || this.x > world.width) {\n this.vx = -this.vx;\n }\n if (this.y < 0 || this.y > world.height - world.groundHeight) {\n this.vy = -this.vy;\n }\n \n this.bounces++;\n \n // 弹跳特效\n this.game.effectManager.addBounceEffect(this.x, this.y);\n }\n \n checkZombieCollisions() {\n // 检查与僵尸的碰撞\n this.game.objects.zombies.forEach(zombie => {\n if (!zombie.isAlive) return;\n \n if (this.isCollidingWith(zombie)) {\n this.hit(zombie);\n }\n });\n }\n \n checkPlayerCollisions() {\n // 检查与玩家的碰撞\n const player = this.game.player;\n if (player && player.isAlive && this.isCollidingWith(player)) {\n player.takeDamage(this.damage);\n this.destroy();\n }\n }\n \n isCollidingWith(target) {\n return this.x < target.x + target.width &&\n this.x + this.width > target.x &&\n this.y < target.y + target.height &&\n this.y + this.height > target.y;\n }\n \n hit(target) {\n // 造成伤害\n target.takeDamage(this.damage);\n \n // 暴击效果\n if (this.critical) {\n this.game.effectManager.addCriticalHit(this.x, this.y);\n }\n \n // 爆炸效果\n if (this.explosive) {\n this.explode();\n }\n \n // 穿透效果\n if (this.piercing && this.piercedTargets < this.maxPierces) {\n this.piercedTargets++;\n } else {\n this.destroy();\n }\n }\n \n explode() {\n // 创建爆炸\n const explosion = new Explosion(\n this.game,\n this.x,\n this.y,\n this.explosionRadius,\n this.damage * 0.5\n );\n \n this.game.addExplosion(explosion);\n this.destroy();\n }\n \n destroy() {\n this.destroyed = true;\n \n // 销毁特效\n if (this.explosive) {\n this.game.effectManager.addExplosion(this.x, this.y, 20);\n }\n }\n \n render(ctx) {\n // 渲染拖尾\n this.renderTrail(ctx);\n \n // 渲染子弹\n ctx.fillStyle = this.color;\n ctx.fillRect(this.x - this.width/2, this.y - this.height/2, this.width, this.height);\n \n // 暴击光环\n if (this.critical) {\n ctx.strokeStyle = '#ffff00';\n ctx.lineWidth = 2;\n ctx.beginPath();\n ctx.arc(this.x, this.y, 8, 0, Math.PI * 2);\n ctx.stroke();\n }\n }\n \n renderTrail(ctx) {\n if (this.trail.length < 2) return;\n \n ctx.strokeStyle = this.color;\n ctx.lineWidth = 2;\n ctx.globalAlpha = 0.5;\n \n ctx.beginPath();\n ctx.moveTo(this.trail[0].x, this.trail[0].y);\n \n for (let i = 1; i < this.trail.length; i++) {\n ctx.lineTo(this.trail[i].x, this.trail[i].y);\n }\n \n ctx.stroke();\n ctx.globalAlpha = 1;\n }\n}\n\n// 火箭类(特殊的子弹)\nclass Rocket extends Bullet {\n constructor(game, x, y, vx, vy, damage, explosionRadius, critical = false) {\n super(game, x, y, vx, vy, damage, true, critical);\n \n this.width = 8;\n this.height = 8;\n this.color = '#ff8844';\n this.explosive = true;\n this.explosionRadius = explosionRadius;\n \n // 火箭特效\n this.smokeTrail = [];\n this.maxSmokeLength = 10;\n this.engineGlow = 1.0;\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n // 更新烟雾拖尾\n this.updateSmokeTrail();\n \n // 更新引擎光芒\n this.engineGlow = 0.8 + Math.sin(Date.now() * 0.01) * 0.2;\n }\n \n updateSmokeTrail() {\n // 添加烟雾粒子\n if (Math.random() < 0.7) {\n const smoke = {\n x: this.x - this.vx * 0.05,\n y: this.y - this.vy * 0.05,\n size: 5 + Math.random() * 5,\n alpha: 0.6,\n life: 1.0\n };\n this.smokeTrail.push(smoke);\n }\n \n // 更新现有烟雾\n this.smokeTrail = this.smokeTrail.filter(smoke => {\n smoke.life -= 0.02;\n smoke.alpha *= 0.98;\n smoke.size *= 1.02;\n return smoke.life > 0;\n });\n \n if (this.smokeTrail.length > this.maxSmokeLength) {\n this.smokeTrail.shift();\n }\n }\n \n render(ctx) {\n // 渲染烟雾拖尾\n this.smokeTrail.forEach(smoke => {\n ctx.fillStyle = `rgba(150, 150, 150, ${smoke.alpha})`;\n ctx.beginPath();\n ctx.arc(smoke.x, smoke.y, smoke.size, 0, Math.PI * 2);\n ctx.fill();\n });\n \n // 渲染火箭\n ctx.save();\n ctx.translate(this.x, this.y);\n \n const angle = Math.atan2(this.vy, this.vx);\n ctx.rotate(angle);\n \n // 火箭主体\n ctx.fillStyle = this.color;\n ctx.fillRect(-this.width/2, -this.height/2, this.width, this.height);\n \n // 火箭头部\n ctx.fillStyle = '#ff4444';\n ctx.beginPath();\n ctx.moveTo(this.width/2, 0);\n ctx.lineTo(this.width/2 + 5, -3);\n ctx.lineTo(this.width/2 + 5, 3);\n ctx.closePath();\n ctx.fill();\n \n // 引擎光芒\n ctx.fillStyle = `rgba(255, 200, 0, ${this.engineGlow})`;\n ctx.beginPath();\n ctx.arc(-this.width/2 - 3, 0, 4, 0, Math.PI * 2);\n ctx.fill();\n \n ctx.restore();\n \n // 渲染超级拖尾\n super.renderTrail(ctx);\n }\n}\n\n// 爆炸类\nclass Explosion {\n constructor(game, x, y, radius, damage) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.damage = damage;\n this.maxRadius = radius;\n this.age = 0;\n this.lifetime = 500; // 0.5秒\n this.destroyed = false;\n \n // 粒子效果\n this.particles = [];\n this.createParticles();\n \n // 冲击波\n this.shockwave = 0;\n this.maxShockwave = radius * 1.5;\n \n // 应用爆炸伤害\n this.applyDamage();\n }\n \n createParticles() {\n const particleCount = 20;\n \n for (let i = 0; i < particleCount; i++) {\n const angle = (Math.PI * 2 / particleCount) * i;\n const speed = 100 + Math.random() * 200;\n \n this.particles.push({\n x: this.x,\n y: this.y,\n vx: Math.cos(angle) * speed,\n vy: Math.sin(angle) * speed,\n size: 3 + Math.random() * 5,\n color: `hsl(${Math.random() * 60}, 100%, 50%)`,\n life: 1.0,\n maxLife: 1.0\n });\n }\n }\n \n applyDamage() {\n // 对范围内的敌人造成伤害\n const targets = this.game.objects.zombies;\n \n targets.forEach(target => {\n if (!target.isAlive) return;\n \n const dx = target.x + target.width/2 - this.x;\n const dy = target.y + target.height/2 - this.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n \n if (distance <= this.radius) {\n const damageMultiplier = 1 - (distance / this.radius);\n const actualDamage = this.damage * damageMultiplier;\n target.takeDamage(actualDamage);\n \n // 击退效果\n if (distance > 0) {\n target.x += (dx / distance) * 50 * damageMultiplier;\n target.y += (dy / distance) * 50 * damageMultiplier;\n }\n }\n });\n }\n \n update(deltaTime) {\n this.age += deltaTime;\n \n // 更新爆炸半径\n const progress = this.age / this.lifetime;\n this.radius = this.maxRadius * (1 - progress * progress);\n \n // 更新冲击波\n this.shockwave += deltaTime * 0.5;\n if (this.shockwave > this.maxShockwave) {\n this.shockwave = this.maxShockwave;\n }\n \n // 更新粒子\n this.particles = this.particles.filter(particle => {\n particle.x += particle.vx * (deltaTime / 1000);\n particle.y += particle.vy * (deltaTime / 1000);\n particle.vy += 200 * (deltaTime / 1000); // 重力\n particle.life -= deltaTime / (particle.maxLife * 1000);\n particle.size *= 0.98;\n \n return particle.life > 0;\n });\n \n // 检查生命周期\n if (this.age >= this.lifetime) {\n this.destroyed = true;\n }\n }\n \n render(ctx) {\n // 渲染冲击波\n if (this.shockwave < this.maxShockwave) {\n ctx.strokeStyle = `rgba(255, 255, 255, ${1 - this.shockwave / this.maxShockwave})`;\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.shockwave, 0, Math.PI * 2);\n ctx.stroke();\n }\n \n // 渲染爆炸核心\n const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.radius);\n gradient.addColorStop(0, 'rgba(255, 255, 255, 0.8)');\n gradient.addColorStop(0.3, 'rgba(255, 200, 0, 0.6)');\n gradient.addColorStop(0.6, 'rgba(255, 100, 0, 0.4)');\n gradient.addColorStop(1, 'rgba(255, 0, 0, 0.2)');\n \n ctx.fillStyle = gradient;\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n ctx.fill();\n \n // 渲染粒子\n this.particles.forEach(particle => {\n ctx.fillStyle = particle.color;\n ctx.globalAlpha = particle.life;\n ctx.beginPath();\n ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);\n ctx.fill();\n ctx.globalAlpha = 1;\n });\n }\n}\n\n// 道具类\nclass Powerup {\n constructor(game, x, y, type) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.type = type;\n this.width = 20;\n this.height = 20;\n this.destroyed = false;\n \n // 道具属性\n this.value = this.getValue();\n this.lifetime = 10000; // 10秒\n this.age = 0;\n this.bobOffset = Math.random() * Math.PI * 2;\n \n // 视觉效果\n this.color = this.getColor();\n this.glow = 1.0;\n this.pulse = 0;\n }\n \n getValue() {\n switch (this.type) {\n case 'health': return 25 + Math.random() * 25;\n case 'ammo': return 10 + Math.random() * 20;\n case 'gold': return 50 + Math.random() * 100;\n case 'damage': return 1.5 + Math.random() * 0.5;\n default: return 0;\n }\n }\n \n getColor() {\n switch (this.type) {\n case 'health': return '#44ff44';\n case 'ammo': return '#4444ff';\n case 'gold': return '#ffff44';\n case 'damage': return '#ff4444';\n default: return '#ffffff';\n }\n }\n \n update(deltaTime) {\n this.age += deltaTime;\n this.pulse += deltaTime * 0.01;\n \n // 检查生命周期\n if (this.age >= this.lifetime) {\n this.destroyed = true;\n return;\n }\n \n // 闪烁效果(接近消失时)\n if (this.age > this.lifetime * 0.8) {\n this.glow = Math.sin(this.pulse * 10) * 0.5 + 0.5;\n } else {\n this.glow = Math.sin(this.pulse) * 0.3 + 0.7;\n }\n }\n \n collect(player) {\n if (this.destroyed) return;\n \n switch (this.type) {\n case 'health':\n player.heal(this.value);\n break;\n case 'ammo':\n // 给所有武器补充弹药\n player.weapons.forEach(weapon => {\n if (weapon.ammo !== Infinity) {\n weapon.ammo += this.value;\n }\n });\n break;\n case 'gold':\n this.game.economy.addGold(this.value);\n break;\n case 'damage':\n // 临时伤害加成\n player.damageMultiplier *= this.value;\n setTimeout(() => {\n player.damageMultiplier /= this.value;\n }, 10000); 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"content": "<<<APPEND:zombie_shooter_2d/js/effect.js>>>\n/**\n * 特效管理系统\n * 管理所有视觉特效,包括粒子效果、屏幕震动、伤害数字等\n */\n\nclass EffectManager {\n constructor(game) {\n this.game = game;\n this.effects = [];\n this.screenShake = { intensity: 0, duration: 0 };\n this.damageNumbers = [];\n this.particles = [];\n this.levelUpEffects = [];\n }\n \n update(deltaTime) {\n // 更新屏幕震动\n this.updateScreenShake(deltaTime);\n \n // 更新特效\n this.effects = this.effects.filter(effect => {\n effect.update(deltaTime);\n return !effect.destroyed;\n });\n \n // 更新伤害数字\n this.damageNumbers = this.damageNumbers.filter(damageNumber => {\n damageNumber.update(deltaTime);\n return !damageNumber.destroyed;\n });\n \n // 更新粒子\n this.particles = this.particles.filter(particle => {\n particle.update(deltaTime);\n return !particle.destroyed;\n });\n \n // 更新升级特效\n this.levelUpEffects = this.levelUpEffects.filter(effect => {\n effect.update(deltaTime);\n return !effect.destroyed;\n });\n }\n \n render(ctx) {\n // 应用屏幕震动\n if (this.screenShake.intensity > 0) {\n const shakeX = (Math.random() - 0.5) * this.screenShake.intensity;\n const shakeY = (Math.random() - 0.5) * this.screenShake.intensity;\n ctx.translate(shakeX, shakeY);\n }\n \n // 渲染特效\n this.effects.forEach(effect => effect.render(ctx));\n \n // 渲染粒子\n this.particles.forEach(particle => particle.render(ctx));\n \n // 渲染伤害数字\n this.damageNumbers.forEach(damageNumber => damageNumber.render(ctx));\n \n // 渲染升级特效\n this.levelUpEffects.forEach(effect => effect.render(ctx));\n }\n \n // 屏幕震动\n addScreenShake(intensity, duration) {\n this.screenShake.intensity = Math.max(this.screenShake.intensity, intensity);\n this.screenShake.duration = Math.max(this.screenShake.duration, duration);\n }\n \n updateScreenShake(deltaTime) {\n if (this.screenShake.duration > 0) {\n this.screenShake.duration -= deltaTime;\n this.screenShake.intensity *= 0.95; // 逐渐减弱\n \n if (this.screenShake.duration <= 0) {\n this.screenShake.intensity = 0;\n }\n }\n }\n \n // 爆炸效果\n addExplosion(x, y, radius, intensity = 1) {\n // 创建爆炸特效\n const explosion = new ExplosionEffect(this.game, x, y, radius, intensity);\n this.effects.push(explosion);\n \n // 屏幕震动\n this.addScreenShake(radius * 0.1, 300);\n \n // 粒子效果\n this.createExplosionParticles(x, y, radius, intensity);\n }\n \n createExplosionParticles(x, y, radius, intensity) {\n const particleCount = Math.floor(10 * radius * intensity);\n \n for (let i = 0; i < particleCount; i++) {\n const angle = Math.random() * Math.PI * 2;\n const speed = 50 + Math.random() * 200;\n const size = 2 + Math.random() * 4;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n size,\n `hsl(${Math.random() * 60}, 100%, 50%)`,\n 1000 + Math.random() * 1000\n );\n \n this.particles.push(particle);\n }\n }\n \n // 伤害数字\n addDamageNumber(x, y, damage, critical = false) {\n const damageNumber = new DamageNumber(x, y, damage, critical);\n this.damageNumbers.push(damageNumber);\n }\n \n // 暴击效果\n addCriticalHit(x, y) {\n // 创建暴击特效\n const criticalEffect = new CriticalHitEffect(this.game, x, y);\n this.effects.push(criticalEffect);\n \n // 额外的粒子效果\n for (let i = 0; i < 10; i++) {\n const angle = Math.random() * Math.PI * 2;\n const speed = 100 + Math.random() * 100;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n 3,\n '#ffff00',\n 800\n );\n \n this.particles.push(particle);\n }\n }\n \n // 升级特效\n addLevelUpEffect(x, y) {\n const levelUpEffect = new LevelUpEffect(this.game, x, y);\n this.levelUpEffects.push(levelUpEffect);\n \n // 创建升级粒子\n for (let i = 0; i < 20; i++) {\n const angle = (Math.PI * 2 / 20) * i;\n const speed = 50 + Math.random() * 100;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n 4,\n '#44ff44',\n 1500\n );\n \n this.particles.push(particle);\n }\n }\n \n // 护盾效果\n addShieldEffect(x, y) {\n const shieldEffect = new ShieldEffect(this.game, x, y);\n this.effects.push(shieldEffect);\n }\n \n // 狂暴效果\n addRageEffect(x, y) {\n const rageEffect = new RageEffect(this.game, x, y);\n this.effects.push(rageEffect);\n }\n \n // 收集效果\n addCollectEffect(x, y, color) {\n // 创建收集粒子\n for (let i = 0; i < 8; i++) {\n const angle = (Math.PI * 2 / 8) * i;\n const speed = 30 + Math.random() * 50;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n 3,\n color,\n 600\n );\n \n this.particles.push(particle);\n }\n \n // 向上飘浮的效果\n const floatEffect = new FloatUpEffect(this.game, x, y, color);\n this.effects.push(floatEffect);\n }\n \n // 弹跳效果\n addBounceEffect(x, y) {\n // 创建弹跳粒子\n for (let i = 0; i < 5; i++) {\n const angle = Math.random() * Math.PI * 2;\n const speed = 50 + Math.random() * 100;\n \n const particle = new Particle(\n x, y,\n Math.cos(angle) * speed,\n Math.sin(angle) * speed,\n 2,\n '#ffffff',\n 400\n );\n \n this.particles.push(particle);\n }\n }\n}\n\n// 基础特效类\nclass Effect {\n constructor(game, x, y, duration) {\n this.game = game;\n this.x = x;\n this.y = y;\n this.duration = duration;\n this.age = 0;\n this.destroyed = false;\n }\n \n update(deltaTime) {\n this.age += deltaTime;\n if (this.age >= this.duration) {\n this.destroyed = true;\n }\n }\n \n render(ctx) {\n // 子类实现\n }\n}\n\n// 爆炸特效\nclass ExplosionEffect extends Effect {\n constructor(game, x, y, radius, intensity) {\n super(game, x, y, 500);\n this.radius = radius;\n this.maxRadius = radius;\n this.intensity = intensity;\n this.rings = [];\n this.createRings();\n }\n \n createRings() {\n const ringCount = 3;\n \n for (let i = 0; i < ringCount; i++) {\n this.rings.push({\n radius: 0,\n maxRadius: this.radius * (1 + i * 0.3),\n delay: i * 100,\n alpha: 1 - i * 0.3\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n const progress = this.age / this.duration;\n \n // 更新环\n this.rings.forEach(ring => {\n if (this.age >= ring.delay) {\n const ringProgress = (this.age - ring.delay) / (this.duration - ring.delay);\n ring.radius = ring.maxRadius * ringProgress;\n ring.alpha = (1 - ringProgress) * ring.alpha;\n }\n });\n }\n \n render(ctx) {\n // 渲染冲击环\n this.rings.forEach(ring => {\n if (ring.radius > 0) {\n ctx.strokeStyle = `rgba(255, 200, 0, ${ring.alpha})`;\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x, this.y, ring.radius, 0, Math.PI * 2);\n ctx.stroke();\n }\n });\n \n // 渲染核心\n const progress = this.age / this.duration;\n const coreRadius = this.maxRadius * (1 - progress);\n const coreAlpha = 1 - progress;\n \n const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, coreRadius);\n gradient.addColorStop(0, `rgba(255, 255, 255, ${coreAlpha})`);\n gradient.addColorStop(0.5, `rgba(255, 200, 0, ${coreAlpha * 0.8})`);\n gradient.addColorStop(1, `rgba(255, 100, 0, ${coreAlpha * 0.4})`);\n \n ctx.fillStyle = gradient;\n ctx.beginPath();\n ctx.arc(this.x, this.y, coreRadius, 0, Math.PI * 2);\n ctx.fill();\n }\n}\n\n// 暴击特效\nclass CriticalHitEffect extends Effect {\n constructor(game, x, y) {\n super(game, x, y, 800);\n this.spikes = [];\n this.createSpikes();\n }\n \n createSpikes() {\n const spikeCount = 8;\n \n for (let i = 0; i < spikeCount; i++) {\n const angle = (Math.PI * 2 / spikeCount) * i;\n this.spikes.push({\n angle: angle,\n length: 15 + Math.random() * 10,\n maxLength: 15 + Math.random() * 10\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n const progress = this.age / this.duration;\n \n // 更新尖刺长度\n this.spikes.forEach(spike => {\n if (progress < 0.3) {\n spike.length = spike.maxLength * (progress / 0.3);\n } else {\n spike.length = spike.maxLength * (1 - (progress - 0.3) / 0.7);\n }\n });\n }\n \n render(ctx) {\n const progress = this.age / this.duration;\n const alpha = 1 - progress;\n \n ctx.strokeStyle = `rgba(255, 255, 0, ${alpha})`;\n ctx.lineWidth = 3;\n \n // 渲染尖刺\n this.spikes.forEach(spike => {\n ctx.beginPath();\n ctx.moveTo(this.x, this.y);\n ctx.lineTo(\n this.x + Math.cos(spike.angle) * spike.length,\n this.y + Math.sin(spike.angle) * spike.length\n );\n ctx.stroke();\n });\n \n // 渲染中心\n ctx.fillStyle = `rgba(255, 255, 0, ${alpha})`;\n ctx.beginPath();\n ctx.arc(this.x, this.y, 5 * (1 - progress), 0, Math.PI * 2);\n ctx.fill();\n }\n}\n\n// 升级特效\nclass LevelUpEffect extends Effect {\n constructor(game, x, y) {\n super(game, x, y, 1500);\n this.rings = [];\n this.text = \"LEVEL UP!\";\n this.textAlpha = 1;\n this.createRings();\n }\n \n createRings() {\n const ringCount = 3;\n \n for (let i = 0; i < ringCount; i++) {\n this.rings.push({\n radius: 0,\n maxRadius: 60 + i * 20,\n delay: i * 200,\n color: i === 0 ? '#44ff44' : i === 1 ? '#88ff88' : '#aaffaa'\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n const progress = this.age / this.duration;\n \n // 更新环\n this.rings.forEach(ring => {\n if (this.age >= ring.delay) {\n const ringProgress = (this.age - ring.delay) / (this.duration - ring.delay);\n ring.radius = ring.maxRadius * ringProgress;\n }\n });\n \n // 更新文字透明度\n if (progress > 0.5) {\n this.textAlpha = 1 - (progress - 0.5) / 0.5;\n }\n }\n \n render(ctx) {\n // 渲染升级环\n this.rings.forEach(ring => {\n if (ring.radius > 0) {\n ctx.strokeStyle = ring.color;\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x, this.y, ring.radius, 0, Math.PI * 2);\n ctx.stroke();\n }\n });\n \n // 渲染文字\n if (this.textAlpha > 0) {\n ctx.fillStyle = `rgba(68, 255, 68, ${this.textAlpha})`;\n ctx.font = 'bold 24px Arial';\n ctx.textAlign = 'center';\n ctx.fillText(this.text, this.x, this.y - 40);\n ctx.textAlign = 'left';\n }\n }\n}\n\n// 护盾特效\nclass ShieldEffect extends Effect {\n constructor(game, x, y) {\n super(game, x, y, 3000);\n this.radius = 40;\n this.segments = [];\n this.createSegments();\n }\n \n createSegments() {\n const segmentCount = 8;\n \n for (let i = 0; i < segmentCount; i++) {\n const angle = (Math.PI * 2 / segmentCount) * i;\n this.segments.push({\n angle: angle,\n alpha: 0.6 + Math.random() * 0.4,\n pulseSpeed: 0.02 + Math.random() * 0.02\n });\n }\n }\n \n update(deltaTime) {\n super.update(deltaTime);\n \n // 更新段透明度\n this.segments.forEach(segment => {\n segment.alpha += Math.sin(this.age * segment.pulseSpeed) * 0.02;\n segment.alpha = Math.max(0.2, Math.min(1, segment.alpha));\n });\n }\n \n render(ctx) {\n // 渲染护盾环\n this.segments.forEach(segment => {\n ctx.strokeStyle = `rgba(100, 200, 255, ${segment.alpha})`;\n ctx.lineWidth = 3;\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.radius, segment.angle - 0.3, segment.angle + 0.3);\n ctx.stroke();\n });\n \n // 渲染内部光晕\n const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.radius);\n gradient.addColorStop(0, 'rgba(100, 200, 255, 0.2)');\n gradient.addColorStop(1, 'rgba(100, 200, 255, 0)');\n \n ctx.fillStyle = gradient;\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n ctx.fill();\n }\n}\n\n// 狂暴特效\nclass RageEffect extends Effect {\n constructor(game, x, y) {\n super(game, x, y, 5000);\n this.flames = [];\n this.createFlames();\n }\n \n createFlames() {\n const flameCount = 6;\n \n for (let i = 0; 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// 重力\n \n // 生命周期\n if (this.age >= this.lifetime) {\n this.destroyed = true;\n }\n \n // 大小和透明度衰减\n const progress = this.age / this.lifetime;\n this.size *= 0.99;\n this.alpha = 1 - progress;\n }\n \n render(ctx) {\n ctx.fillStyle = this.color;\n ctx.globalAlpha = this.alpha || (1 - this.age / this.lifetime);\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);\n ctx.fill();\n ctx.globalAlpha = 1;\n }\n}\n\n// 伤害数字类\nclass DamageNumber {\n constructor(x, y, damage, critical = false) {\n this.x = x;\n this.y = y;\n this.damage = Math.ceil(damage);\n this.critical = critical;\n this.vy = -50;\n this.lifetime = 1000;\n this.age = 0;\n this.destroyed = false;\n this.bounce = 0;\n }\n \n update(deltaTime) {\n this.age += deltaTime;\n \n // 上升和减速\n this.y += this.vy * (deltaTime / 1000);\n this.vy += 100 * (deltaTime / 1000); // 重力\n \n // 轻微弹跳\n if (this.vy > 0 && this.bounce === 0) {\n this.vy = -20;\n this.bounce = 1;\n }\n \n // 生命周期\n if (this.age >= this.lifetime) {\n this.destroyed = true;\n }\n }\n \n render(ctx) {\n const progress = this.age / this.lifetime;\n const alpha = 1 - progress;\n const scale = this.critical ? 1.5 : 1.2;\n \n ctx.save();\n ctx.translate(this.x, this.y);\n ctx.scale(scale, scale);\n \n // 文字阴影\n ctx.fillStyle = 'rgba(0, 0, 0, 0.8)';\n ctx.font = this.critical ? 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"content": "<<<APPEND:zombie_shooter_2d/js/ui.js>>>\n/**\n * UI管理系统\n * 管理游戏界面、升级系统、经济系统等\n */\n\n// 经济系统\nclass EconomySystem {\n constructor(game) {\n this.game = game;\n this.gold = 1000; // 初始金币\n this.multiplier = 1.0;\n this.bonusGold = 0;\n }\n \n addGold(amount) {\n const totalAmount = Math.floor(amount * this.multiplier + this.bonusGold);\n this.gold += totalAmount;\n this.updateUI();\n \n // 金币获得特效\n if (this.game.effectManager) {\n this.game.effectManager.addCollectEffect(\n this.game.player.x + this.game.player.width/2,\n this.game.player.y,\n '#ffff44'\n );\n }\n }\n \n spendGold(amount) {\n if (this.gold >= amount) {\n this.gold -= amount;\n this.updateUI();\n return true;\n }\n return false;\n }\n \n canAfford(amount) {\n return this.gold >= amount;\n }\n \n updateUI() {\n const moneyElement = document.getElementById('moneyText');\n if (moneyElement) {\n moneyElement.textContent = `💰 ${this.gold}`;\n \n // 添加动画效果\n moneyElement.classList.add('pulse');\n setTimeout(() => {\n moneyElement.classList.remove('pulse');\n }, 300);\n }\n }\n \n reset() {\n this.gold = 1000;\n this.multiplier = 1.0;\n this.bonusGold = 0;\n this.updateUI();\n }\n}\n\n// 升级系统\nclass UpgradeSystem {\n constructor(game) {\n this.game = game;\n this.upgrades = {\n damage: { level: 0, maxLevel: 10, cost: 500, multiplier: 1.1 },\n fireRate: { level: 0, maxLevel: 10, cost: 750, multiplier: 1.15 },\n multishot: { level: 0, maxLevel: 5, cost: 1200, multiplier: 1 },\n health: { level: 0, maxLevel: 15, cost: 300, multiplier: 20 },\n armor: { level: 0, maxLevel: 15, cost: 400, multiplier: 15 },\n regeneration: { level: 0, maxLevel: 5, cost: 800, multiplier: 1 },\n speed: { level: 0, maxLevel: 10, cost: 600, multiplier: 1.2 },\n critical: { level: 0, maxLevel: 10, cost: 1000, multiplier: 0.05 },\n explosive: { level: 0, maxLevel: 3, cost: 1500, multiplier: 1 }\n };\n \n this.updateUI();\n }\n \n purchaseUpgrade(type) {\n const upgrade = this.upgrades[type];\n if (!upgrade) return false;\n \n // 检查是否达到最大等级\n if (upgrade.level >= upgrade.maxLevel) {\n this.showMessage('已达到最大等级!');\n return false;\n }\n \n // 检查金币是否足够\n const cost = this.getUpgradeCost(type);\n if (!this.game.economy.canAfford(cost)) {\n this.showMessage('金币不足!');\n return false;\n }\n \n // 扣除金币\n if (this.game.economy.spendGold(cost)) {\n // 应用升级\n this.applyUpgrade(type);\n upgrade.level++;\n \n // 更新UI\n this.updateUI();\n \n // 显示升级效果\n this.showUpgradeEffect(type);\n \n return true;\n }\n \n return false;\n }\n \n getUpgradeCost(type) {\n const upgrade = this.upgrades[type];\n if (!upgrade) return 0;\n \n // 成本递增公式\n return Math.floor(upgrade.cost * Math.pow(1.5, upgrade.level));\n }\n \n applyUpgrade(type) {\n const player = this.game.player;\n if (!player) return;\n \n switch (type) {\n case 'damage':\n player.upgrades.damage++;\n break;\n case 'fireRate':\n player.upgrades.fireRate++;\n player.fireRateMultiplier *= 1.15;\n break;\n case 'multishot':\n player.upgrades.multishot++;\n break;\n case 'health':\n player.upgrades.health++;\n player.maxHealth += 20;\n player.health += 20;\n break;\n case 'armor':\n player.upgrades.armor++;\n player.maxArmor += 15;\n player.armor += 15;\n break;\n case 'regeneration':\n player.upgrades.regeneration++;\n break;\n case 'speed':\n player.upgrades.speed++;\n player.speed *= 1.2;\n break;\n case 'critical':\n player.upgrades.critical++;\n player.criticalChance += 0.05;\n break;\n case 'explosive':\n player.upgrades.explosive++;\n // 给武器添加爆炸效果\n player.weapons.forEach(weapon => {\n if (weapon instanceof RocketLauncher) {\n weapon.explosive = true;\n weapon.explosionRadius = 100;\n }\n });\n break;\n }\n }\n \n updateUI() {\n // 更新升级面板\n document.querySelectorAll('.upgrade-item').forEach(item => {\n const type = item.dataset.upgrade;\n const upgrade = this.upgrades[type];\n \n if (upgrade) {\n const nameElement = item.querySelector('.upgrade-name');\n const costElement = item.querySelector('.upgrade-cost');\n \n // 更新名称(显示等级)\n const levelText = upgrade.level > 0 ? ` (${upgrade.level}/${upgrade.maxLevel})` : '';\n nameElement.textContent = this.getUpgradeName(type) + levelText;\n \n // 更新成本\n if (upgrade.level >= upgrade.maxLevel) {\n costElement.textContent = '已满级';\n item.style.opacity = '0.5';\n } else {\n const cost = this.getUpgradeCost(type);\n costElement.textContent = `💰 ${cost}`;\n item.style.opacity = '1';\n }\n \n // 更新可购买状态\n const canAfford = this.game.economy.canAfford(this.getUpgradeCost(type));\n item.style.pointerEvents = canAfford && upgrade.level < upgrade.maxLevel ? 'auto' : 'none';\n item.style.opacity = canAfford && upgrade.level < upgrade.maxLevel ? '1' : '0.5';\n }\n });\n }\n \n getUpgradeName(type) {\n const names = {\n damage: '攻击力',\n fireRate: '射速',\n multishot: '多重射击',\n health: '生命值',\n armor: '护甲',\n regeneration: '生命恢复',\n speed: '移动速度',\n critical: '暴击率',\n explosive: '爆炸子弹'\n };\n \n return names[type] || type;\n }\n \n showUpgradeEffect(type) {\n if (!this.game.effectManager) return;\n \n const player = this.game.player;\n if (!player) return;\n \n // 显示升级特效\n this.game.effectManager.addLevelUpEffect(\n player.x + player.width/2,\n player.y + player.height/2\n );\n \n // 显示升级消息\n this.showMessage(`${this.getUpgradeName(type)} 升级成功!`);\n }\n \n showMessage(message) {\n // 创建临时消息元素\n const messageElement = document.createElement('div');\n messageElement.textContent = message;\n messageElement.style.cssText = `\n position: fixed;\n top: 50%;\n left: 50%;\n transform: translate(-50%, -50%);\n background: rgba(0, 0, 0, 0.8);\n color: white;\n padding: 20px;\n border-radius: 10px;\n font-size: 18px;\n z-index: 1000;\n pointer-events: none;\n `;\n \n document.body.appendChild(messageElement);\n \n // 3秒后移除\n setTimeout(() => {\n document.body.removeChild(messageElement);\n }, 3000);\n }\n \n reset() {\n Object.keys(this.upgrades).forEach(key => {\n this.upgrades[key].level = 0;\n });\n this.updateUI();\n }\n}\n\n// 波次管理器\nclass WaveManager {\n constructor(game) {\n this.game = game;\n this.currentWave = 1;\n this.waveActive = false;\n this.zombiesRemaining = 0;\n this.zombiesSpawned = 0;\n this.zombiesToSpawn = 0;\n this.spawnTimer = 0;\n this.spawnInterval = 1000;\n this.waveStartTime = 0;\n this.waveDuration = 0;\n \n // 波次配置\n this.waveConfigs = this.generateWaveConfigs();\n \n this.updateUI();\n }\n \n generateWaveConfigs() {\n const configs = [];\n \n for (let wave = 1; wave <= 50; wave++) {\n const config = {\n wave: wave,\n totalZombies: Math.floor(10 * Math.pow(1.2, wave - 1)),\n zombieTypes: this.getZombieTypesForWave(wave),\n spawnRate: Math.max(200, 1000 - wave * 10),\n specialEvents: this.getSpecialEventsForWave(wave),\n rewards: {\n gold: wave * 100,\n experience: wave * 50\n }\n };\n \n configs.push(config);\n }\n \n return configs;\n }\n \n getZombieTypesForWave(wave) {\n const types = [\n { type: 'normal', weight: 100, minWave: 1 }\n ];\n \n if (wave >= 3) {\n types.push({ type: 'fast', weight: 30, minWave: 3 });\n }\n \n if (wave >= 5) {\n types.push({ type: 'tank', weight: 20, minWave: 5 });\n }\n \n if (wave >= 8) {\n types.push({ type: 'explosive', weight: 15, minWave: 8 });\n }\n \n if (wave >= 10) {\n types.push({ type: 'spitter', weight: 25, minWave: 10 });\n }\n \n if (wave >= 15 && wave % 10 === 0) {\n types.push({ type: 'boss', weight: 5, minWave: 15 });\n }\n \n return types;\n }\n \n getSpecialEventsForWave(wave) {\n const events = [];\n \n if (wave % 5 === 0) {\n events.push('doubleGold');\n }\n \n if (wave % 10 === 0) {\n events.push('bossWave');\n }\n \n if (wave % 3 === 0) {\n events.push('fastSpawn');\n }\n \n return events;\n }\n \n startWave(waveNumber) {\n this.currentWave = waveNumber;\n this.waveActive = true;\n this.waveStartTime = performance.now();\n \n const config = this.waveConfigs[waveNumber - 1];\n if (!config) {\n // 超过预设波次,生成更难的配置\n this.generateDynamicWaveConfig(waveNumber);\n return;\n }\n \n this.zombiesToSpawn = config.totalZombies;\n this.zombiesRemaining = config.totalZombies;\n this.zombiesSpawned = 0;\n this.spawnInterval = config.spawnRate;\n \n // 应用特殊事件\n this.applySpecialEvents(config.specialEvents);\n \n this.updateUI();\n \n console.log(`第 ${waveNumber} 波开始!需要击杀 ${config.totalZombies} 只僵尸`);\n }\n \n generateDynamicWaveConfig(waveNumber) {\n // 动态生成高难度波次配置\n const config = {\n wave: waveNumber,\n totalZombies: Math.floor(20 * Math.pow(1.3, waveNumber - 50)),\n zombieTypes: this.getZombieTypesForWave(waveNumber),\n spawnRate: Math.max(100, 500 - (waveNumber - 50) * 5),\n specialEvents: ['bossWave', 'doubleGold', 'fastSpawn'],\n rewards: {\n gold: waveNumber * 200,\n experience: waveNumber * 100\n }\n };\n \n this.zombiesToSpawn = config.totalZombies;\n this.zombiesRemaining = config.totalZombies;\n this.zombiesSpawned = 0;\n this.spawnInterval = config.spawnRate;\n \n this.applySpecialEvents(config.specialEvents);\n \n console.log(`动态生成第 ${waveNumber} 波!难度极高!`);\n }\n \n applySpecialEvents(events) {\n events.forEach(event => {\n switch (event) {\n case 'doubleGold':\n this.game.economy.multiplier *= 2;\n console.log('双倍金币事件激活!');\n break;\n case 'bossWave':\n // Boss波次会在僵尸类型中自动处理\n console.log('Boss波次');\n break;\n case 'fastSpawn':\n this.spawnInterval *= 0.5;\n console.log('快速生成事件激活!');\n break;\n }\n });\n }\n \n update(deltaTime) {\n if (!this.waveActive) return;\n \n // 生成僵尸\n this.spawnTimer += deltaTime;\n if (this.spawnTimer >= this.spawnInterval && this.zombiesSpawned < this.zombiesToSpawn) {\n this.spawnZombie();\n this.spawnTimer = 0;\n }\n \n // 检查波次完成\n if (this.zombiesRemaining <= 0 && this.zombiesSpawned >= this.zombiesToSpawn) {\n this.completeWave();\n }\n \n // 更新波次持续时间\n this.waveDuration += deltaTime;\n }\n \n spawnZombie() {\n const config = this.waveConfigs[this.currentWave - 1] || this.generateDynamicWaveConfig(this.currentWave);\n \n // 选择僵尸类型\n const zombieType = this.selectZombieType(config.zombieTypes);\n \n // 生成位置(随机在屏幕边缘)\n const spawnPosition = this.getSpawnPosition();\n \n // 创建僵尸\n const zombie = new Zombie(this.game, spawnPosition.x, spawnPosition.y, zombieType);\n this.game.addZombie(zombie);\n \n this.zombiesSpawned++;\n \n // 生成特效\n if (this.game.effectManager) {\n this.game.effectManager.addExplosion(spawnPosition.x, spawnPosition.y, 20);\n }\n }\n \n selectZombieType(types) {\n // 根据权重选择僵尸类型\n const totalWeight = types.reduce((sum, type) => sum + type.weight, 0);\n let random = Math.random() * totalWeight;\n \n for (const type of types) {\n random -= type.weight;\n if (random <= 0) {\n return type.type;\n }\n }\n \n return 'normal';\n }\n \n getSpawnPosition() {\n const world = this.game.world;\n const canvas = this.game.canvas;\n const camera = this.game.camera;\n \n // 在屏幕边缘生成\n const side = Math.floor(Math.random() * 4);\n let x, y;\n \n switch (side) {\n case 0: // 上\n x = camera.x + Math.random() * canvas.width;\n y = camera.y - 50;\n break;\n case 1: // 右\n x = camera.x + canvas.width + 50;\n y = camera.y + Math.random() * canvas.height;\n break;\n case 2: // 下\n x = camera.x + Math.random() * canvas.width;\n y = camera.y + canvas.height + 50;\n break;\n case 3: // 左\n x = camera.x - 50;\n y = camera.y + Math.random() * canvas.height;\n break;\n }\n \n // 确保在地图范围内\n x = Math.max(0, Math.min(x, world.width));\n y = Math.max(0, Math.min(y, world.height - world.groundHeight));\n \n return { x, y };\n }\n \n onZombieKilled(zombie) {\n if (!this.waveActive) return;\n \n this.zombiesRemaining--;\n \n // 检查波次完成\n if (this.zombiesRemaining <= 0 && this.zombiesSpawned >= this.zombiesToSpawn) {\n this.completeWave();\n }\n }\n \n completeWave() {\n this.waveActive = false;\n \n // 重置特殊事件\n this.game.economy.multiplier = 1.0;\n \n // 波次奖励\n const config = this.waveConfigs[this.currentWave - 1];\n if (config && config.rewards) {\n this.game.economy.addGold(config.rewards.gold);\n if (this.game.player) {\n this.game.player.gainExperience(config.rewards.experience);\n }\n }\n \n // 波次完成事件\n this.game.onWaveCompleted(this.currentWave);\n \n // 准备下一波\n setTimeout(() => {\n this.startWave(this.currentWave + 1);\n }, 5000); // 5秒后开始下一波\n \n console.log(`第 ${this.currentWave} 波完成!`);\n }\n \n updateUI() {\n const waveElement = document.getElementById('waveText');\n if (waveElement) {\n waveElement.textContent = `波次: ${this.currentWave}`;\n }\n }\n \n reset() {\n this.currentWave = 1;\n this.waveActive = false;\n this.zombiesRemaining = 0;\n this.zombiesSpawned = 0;\n this.zombiesToSpawn = 0;\n this.spawnTimer = 0;\n this.waveDuration = 0;\n \n this.updateUI();\n }\n}\n\n// 游戏统计UI\nclass GameStatsUI {\n constructor(game) {\n this.game = game;\n this.updateInterval = 1000; // 每秒更新一次\n this.lastUpdate = 0;\n }\n \n update(deltaTime) {\n this.lastUpdate += deltaTime;\n \n if (this.lastUpdate >= this.updateInterval) {\n this.updateStats();\n this.lastUpdate = 0;\n }\n }\n \n updateStats() {\n // 这里可以添加更多统计信息的显示\n // 例如:准确率、击杀效率、金币效率等\n }\n}\n\n// 小地图\nclass Minimap {\n constructor(game) {\n this.game = game;\n this.width = 200;\n this.height = 100;\n this.x = 10;\n this.y = 60;\n this.scale = 0.1;\n }\n \n render(ctx) {\n if (this.game.gameState !== 'playing') return;\n \n ctx.save();\n \n // 背景\n ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';\n ctx.fillRect(this.x, this.y, this.width, this.height);\n \n ctx.strokeStyle = '#444';\n ctx.lineWidth = 1;\n ctx.strokeRect(this.x, this.y, this.width, this.height);\n \n // 世界地图\n const worldWidth = this.game.world.width * this.scale;\n const worldHeight = this.game.world.height * this.scale;\n \n ctx.fillStyle = '#222';\n ctx.fillRect(this.x, this.y, this.width, this.height);\n \n // 玩家位置\n if (this.game.player) {\n const playerX = this.x + (this.game.player.x * this.width / this.game.world.width);\n const playerY = this.y + (this.game.player.y * this.height / this.game.world.height);\n \n ctx.fillStyle = '#44ff44';\n ctx.beginPath();\n ctx.arc(playerX, playerY, 3, 0, Math.PI * 2);\n ctx.fill();\n }\n \n // 僵尸位置\n ctx.fillStyle = '#ff4444';\n this.game.objects.zombies.forEach(zombie => {\n const zombieX = this.x + (zombie.x * this.width / this.game.world.width);\n const zombieY = this.y + (zombie.y * this.height / this.game.world.height);\n \n ctx.beginPath();\n ctx.arc(zombieX, zombieY, 2, 0, Math.PI * 2);\n ctx.fill();\n });\n \n // 相机视野\n ctx.strokeStyle = '#ffffff';\n ctx.lineWidth = 2;\n ctx.strokeRect(\n this.x + (this.game.camera.x * this.width / this.game.world.width),\n this.y + (this.game.camera.y * this.height / this.game.world.height),\n this.game.canvas.width * this.width / this.game.world.width,\n this.game.canvas.height * this.height / this.game.world.height\n );\n \n ctx.restore();\n }\n}\n\n\n\n\n\n<<<END_APPEND>>>",
"timestamp": "2025-10-09T17:29:09.188427",
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"tool_call_id": "append_to_file:19",
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{
"role": "assistant",
"content": "现在让我修复一些代码中的问题,确保所有系统都能正常工作:",
"timestamp": "2025-10-09T17:29:13.755839"
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"role": "assistant",
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"timestamp": "2025-10-09T17:29:13.765429",
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}
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"role": "tool",
"content": "{\"success\": false, \"error\": \"未找到要替换的内容\"}",
"timestamp": "2025-10-09T17:29:15.577660",
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"role": "tool",
"content": "{\"success\": true, \"output\": \"567: // 碰撞检测\\n\", \"stdout\": \"567: // 碰撞检测\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"grep -n \\\"碰撞检测\\\" zombie_shooter_2d/js/game.js\"}",
"timestamp": "2025-10-09T17:29:22.126185",
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"role": "tool",
"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace\", \"start_line\": 567, \"end_line\": 568, \"affected_lines\": 2, \"total_lines_after\": 653, \"description\": \"替换第 567-568 行\"}",
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"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace_lines\", \"start_line\": 650, \"end_line\": 650, \"content\": \" // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\"}"
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace\", \"start_line\": 650, \"end_line\": 650, \"affected_lines\": 1, \"total_lines_after\": 681, \"description\": \"替换第 650-650 行\"}",
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{
"role": "assistant",
"content": "现在让我添加一些缺失的系统类:",
"timestamp": "2025-10-09T17:29:46.728428"
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"timestamp": "2025-10-09T17:29:46.736445",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js/systems.js\", \"size\": 0, \"message\": \"已创建空文件: zombie_shooter_2d/js/systems.js。请使用 append_to_file 追加正文内容,或使用 modify_file 进行小范围替换。\"}",
"timestamp": "2025-10-09T17:29:48.566880",
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"content": "{\"success\": true, \"awaiting_content\": true, \"path\": \"zombie_shooter_2d/js/systems.js\", \"message\": \"\\n请按照以下格式输出需要追加到文件的完整内容禁止输出任何解释性文字\\n<<<APPEND:zombie_shooter_2d/js/systems.js>>>\\n(在此行之后紧接着写入要追加的全部内容,可包含多行代码)\\n<<<END_APPEND>>>\\n若追加完成后仍需继续写入请再次调用 append_to_file。\"}",
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"content": "<<<APPEND:zombie_shooter_2d/js/systems.js>>>\n/**\n * 游戏系统类\n * 包含经济系统、升级系统、波次管理器等核心系统\n */\n\n// 经济系统\nclass EconomySystem {\n constructor(game) {\n this.game = game;\n this.gold = 1000; // 初始金币\n this.multiplier = 1.0;\n this.bonusGold = 0;\n }\n \n addGold(amount) {\n const totalAmount = Math.floor(amount * this.multiplier + this.bonusGold);\n this.gold += totalAmount;\n this.updateUI();\n \n // 金币获得特效\n if (this.game.effectManager) {\n this.game.effectManager.addCollectEffect(\n this.game.player.x + this.game.player.width/2,\n this.game.player.y,\n '#ffff44'\n );\n }\n }\n \n spendGold(amount) {\n if (this.gold >= amount) {\n this.gold -= amount;\n this.updateUI();\n return true;\n }\n return false;\n }\n \n canAfford(amount) {\n return this.gold >= amount;\n }\n \n updateUI() {\n const moneyElement = document.getElementById('moneyText');\n if (moneyElement) {\n moneyElement.textContent = `💰 ${this.gold}`;\n \n // 添加动画效果\n moneyElement.classList.add('pulse');\n setTimeout(() => {\n moneyElement.classList.remove('pulse');\n }, 300);\n }\n }\n \n reset() {\n this.gold = 1000;\n this.multiplier = 1.0;\n this.bonusGold = 0;\n this.updateUI();\n }\n}\n\n// 升级系统\nclass UpgradeSystem {\n constructor(game) {\n this.game = game;\n this.upgrades = {\n damage: { level: 0, maxLevel: 10, cost: 500, multiplier: 1.1 },\n fireRate: { level: 0, maxLevel: 10, cost: 750, multiplier: 1.15 },\n multishot: { level: 0, maxLevel: 5, cost: 1200, multiplier: 1 },\n health: { level: 0, maxLevel: 15, cost: 300, multiplier: 20 },\n armor: { level: 0, maxLevel: 15, cost: 400, multiplier: 15 },\n regeneration: { level: 0, maxLevel: 5, cost: 800, multiplier: 1 },\n speed: { level: 0, maxLevel: 10, cost: 600, multiplier: 1.2 },\n critical: { level: 0, maxLevel: 10, cost: 1000, multiplier: 0.05 },\n explosive: { level: 0, maxLevel: 3, cost: 1500, multiplier: 1 }\n };\n \n this.updateUI();\n }\n \n purchaseUpgrade(type) {\n const upgrade = this.upgrades[type];\n if (!upgrade) return false;\n \n // 检查是否达到最大等级\n if (upgrade.level >= upgrade.maxLevel) {\n this.showMessage('已达到最大等级!');\n return false;\n }\n \n // 检查金币是否足够\n const cost = this.getUpgradeCost(type);\n if (!this.game.economy.canAfford(cost)) {\n this.showMessage('金币不足!');\n return false;\n }\n \n // 扣除金币\n if (this.game.economy.spendGold(cost)) {\n // 应用升级\n this.applyUpgrade(type);\n upgrade.level++;\n \n // 更新UI\n this.updateUI();\n \n // 显示升级效果\n this.showUpgradeEffect(type);\n \n return true;\n }\n \n return false;\n }\n \n getUpgradeCost(type) {\n const upgrade = this.upgrades[type];\n if (!upgrade) return 0;\n \n // 成本递增公式\n return Math.floor(upgrade.cost * Math.pow(1.5, upgrade.level));\n }\n \n applyUpgrade(type) {\n const player = this.game.player;\n if (!player) return;\n \n switch (type) {\n case 'damage':\n player.upgrades.damage++;\n break;\n case 'fireRate':\n player.upgrades.fireRate++;\n player.fireRateMultiplier *= 1.15;\n break;\n case 'multishot':\n player.upgrades.multishot++;\n break;\n case 'health':\n player.upgrades.health++;\n player.maxHealth += 20;\n player.health += 20;\n break;\n case 'armor':\n player.upgrades.armor++;\n player.maxArmor += 15;\n player.armor += 15;\n break;\n case 'regeneration':\n player.upgrades.regeneration++;\n break;\n case 'speed':\n player.upgrades.speed++;\n player.speed *= 1.2;\n break;\n case 'critical':\n player.upgrades.critical++;\n player.criticalChance += 0.05;\n break;\n case 'explosive':\n player.upgrades.explosive++;\n // 给武器添加爆炸效果\n player.weapons.forEach(weapon => {\n if (weapon instanceof RocketLauncher) {\n weapon.explosive = true;\n weapon.explosionRadius = 100;\n }\n });\n break;\n }\n }\n \n updateUI() {\n // 更新升级面板\n document.querySelectorAll('.upgrade-item').forEach(item => {\n const type = item.dataset.upgrade;\n const upgrade = this.upgrades[type];\n \n if (upgrade) {\n const nameElement = item.querySelector('.upgrade-name');\n const costElement = item.querySelector('.upgrade-cost');\n \n // 更新名称(显示等级)\n const levelText = upgrade.level > 0 ? ` (${upgrade.level}/${upgrade.maxLevel})` : '';\n nameElement.textContent = this.getUpgradeName(type) + levelText;\n \n // 更新成本\n if (upgrade.level >= upgrade.maxLevel) {\n costElement.textContent = '已满级';\n item.style.opacity = '0.5';\n } else {\n const cost = this.getUpgradeCost(type);\n costElement.textContent = `💰 ${cost}`;\n item.style.opacity = '1';\n }\n \n // 更新可购买状态\n const canAfford = this.game.economy.canAfford(this.getUpgradeCost(type));\n item.style.pointerEvents = canAfford && upgrade.level < upgrade.maxLevel ? 'auto' : 'none';\n item.style.opacity = canAfford && upgrade.level < upgrade.maxLevel ? '1' : '0.5';\n }\n });\n }\n \n getUpgradeName(type) {\n const names = {\n damage: '攻击力',\n fireRate: '射速',\n multishot: '多重射击',\n health: '生命值',\n armor: '护甲',\n regeneration: '生命恢复',\n speed: '移动速度',\n critical: '暴击率',\n explosive: '爆炸子弹'\n };\n \n return names[type] || type;\n }\n \n showUpgradeEffect(type) {\n if (!this.game.effectManager) return;\n \n const player = this.game.player;\n if (!player) return;\n \n // 显示升级特效\n this.game.effectManager.addLevelUpEffect(\n player.x + player.width/2,\n player.y + player.height/2\n );\n \n // 显示升级消息\n this.showMessage(`${this.getUpgradeName(type)} 升级成功!`);\n }\n \n showMessage(message) {\n // 创建临时消息元素\n const messageElement = document.createElement('div');\n messageElement.textContent = message;\n messageElement.style.cssText = `\n position: fixed;\n top: 50%;\n left: 50%;\n transform: translate(-50%, -50%);\n background: rgba(0, 0, 0, 0.8);\n color: white;\n padding: 20px;\n border-radius: 10px;\n font-size: 18px;\n z-index: 1000;\n pointer-events: none;\n `;\n \n document.body.appendChild(messageElement);\n \n // 3秒后移除\n setTimeout(() => {\n document.body.removeChild(messageElement);\n }, 3000);\n }\n \n reset() {\n Object.keys(this.upgrades).forEach(key => {\n this.upgrades[key].level = 0;\n });\n this.updateUI();\n }\n}\n\n// 波次管理器\nclass WaveManager {\n constructor(game) {\n this.game = game;\n this.currentWave = 1;\n this.waveActive = false;\n this.zombiesRemaining = 0;\n this.zombiesSpawned = 0;\n this.zombiesToSpawn = 0;\n this.spawnTimer = 0;\n this.spawnInterval = 1000;\n this.waveStartTime = 0;\n this.waveDuration = 0;\n \n // 波次配置\n this.waveConfigs = this.generateWaveConfigs();\n \n this.updateUI();\n }\n \n generateWaveConfigs() {\n const configs = [];\n \n for (let wave = 1; wave <= 50; wave++) {\n const config = {\n wave: wave,\n totalZombies: Math.floor(10 * Math.pow(1.2, wave - 1)),\n zombieTypes: this.getZombieTypesForWave(wave),\n spawnRate: Math.max(200, 1000 - wave * 10),\n specialEvents: this.getSpecialEventsForWave(wave),\n rewards: {\n gold: wave * 100,\n experience: wave * 50\n }\n };\n \n configs.push(config);\n }\n \n return configs;\n }\n \n getZombieTypesForWave(wave) {\n const types = [\n { type: 'normal', weight: 100, minWave: 1 }\n ];\n \n if (wave >= 3) {\n types.push({ type: 'fast', weight: 30, minWave: 3 });\n }\n \n if (wave >= 5) {\n types.push({ type: 'tank', weight: 20, minWave: 5 });\n }\n \n if (wave >= 8) {\n types.push({ type: 'explosive', weight: 15, minWave: 8 });\n }\n \n if (wave >= 10) {\n types.push({ type: 'spitter', weight: 25, minWave: 10 });\n }\n \n if (wave >= 15 && wave % 10 === 0) {\n types.push({ type: 'boss', weight: 5, minWave: 15 });\n }\n \n return types;\n }\n \n getSpecialEventsForWave(wave) {\n const events = [];\n \n if (wave % 5 === 0) {\n events.push('doubleGold');\n }\n \n if (wave % 10 === 0) {\n events.push('bossWave');\n }\n \n if (wave % 3 === 0) {\n events.push('fastSpawn');\n }\n \n return events;\n }\n \n startWave(waveNumber) {\n this.currentWave = waveNumber;\n this.waveActive = true;\n this.waveStartTime = performance.now();\n \n const config = this.waveConfigs[waveNumber - 1];\n if (!config) {\n // 超过预设波次,生成更难的配置\n this.generateDynamicWaveConfig(waveNumber);\n return;\n }\n \n this.zombiesToSpawn = config.totalZombies;\n this.zombiesRemaining = config.totalZombies;\n this.zombiesSpawned = 0;\n this.spawnInterval = config.spawnRate;\n \n // 应用特殊事件\n this.applySpecialEvents(config.specialEvents);\n \n this.updateUI();\n \n console.log(`第 ${waveNumber} 波开始!需要击杀 ${config.totalZombies} 只僵尸`);\n }\n \n generateDynamicWaveConfig(waveNumber) {\n // 动态生成高难度波次配置\n const config = {\n wave: waveNumber,\n totalZombies: Math.floor(20 * Math.pow(1.3, waveNumber - 50)),\n zombieTypes: this.getZombieTypesForWave(waveNumber),\n spawnRate: Math.max(100, 500 - (waveNumber - 50) * 5),\n specialEvents: ['bossWave', 'doubleGold', 'fastSpawn'],\n rewards: {\n gold: waveNumber * 200,\n experience: waveNumber * 100\n }\n };\n \n this.zombiesToSpawn = config.totalZombies;\n this.zombiesRemaining = config.totalZombies;\n this.zombiesSpawned = 0;\n this.spawnInterval = config.spawnRate;\n \n this.applySpecialEvents(config.specialEvents);\n \n console.log(`动态生成第 ${waveNumber} 波!难度极高!`);\n }\n \n applySpecialEvents(events) {\n events.forEach(event => {\n switch (event) {\n case 'doubleGold':\n this.game.economy.multiplier *= 2;\n console.log('双倍金币事件激活!');\n break;\n case 'bossWave':\n // Boss波次会在僵尸类型中自动处理\n console.log('Boss波次');\n break;\n case 'fastSpawn':\n this.spawnInterval *= 0.5;\n console.log('快速生成事件激活!');\n break;\n }\n });\n }\n \n update(deltaTime) {\n if (!this.waveActive) return;\n \n // 生成僵尸\n this.spawnTimer += deltaTime;\n if (this.spawnTimer >= this.spawnInterval && this.zombiesSpawned < this.zombiesToSpawn) {\n this.spawnZombie();\n this.spawnTimer = 0;\n }\n \n // 检查波次完成\n if (this.zombiesRemaining <= 0 && this.zombiesSpawned >= this.zombiesToSpawn) {\n this.completeWave();\n }\n \n // 更新波次持续时间\n this.waveDuration += deltaTime;\n }\n \n spawnZombie() {\n const config = this.waveConfigs[this.currentWave - 1] || this.generateDynamicWaveConfig(this.currentWave);\n \n // 选择僵尸类型\n const zombieType = this.selectZombieType(config.zombieTypes);\n \n // 生成位置(随机在屏幕边缘)\n const spawnPosition = this.getSpawnPosition();\n \n // 创建僵尸\n const zombie = new Zombie(this.game, spawnPosition.x, spawnPosition.y, zombieType);\n this.game.addZombie(zombie);\n \n this.zombiesSpawned++;\n \n // 生成特效\n if (this.game.effectManager) {\n this.game.effectManager.addExplosion(spawnPosition.x, spawnPosition.y, 20);\n }\n }\n \n selectZombieType(types) {\n // 根据权重选择僵尸类型\n const totalWeight = types.reduce((sum, type) => sum + type.weight, 0);\n let random = Math.random() * totalWeight;\n \n for (const type of types) {\n random -= type.weight;\n if (random <= 0) {\n return type.type;\n }\n }\n \n return 'normal';\n }\n \n getSpawnPosition() {\n const world = this.game.world;\n const canvas = this.game.canvas;\n const camera = this.game.camera;\n \n // 在屏幕边缘生成\n const side = Math.floor(Math.random() * 4);\n let x, y;\n \n switch (side) {\n case 0: // 上\n x = camera.x + Math.random() * canvas.width;\n y = camera.y - 50;\n break;\n case 1: // 右\n x = camera.x + canvas.width + 50;\n y = camera.y + Math.random() * canvas.height;\n break;\n case 2: // 下\n x = camera.x + Math.random() * canvas.width;\n y = camera.y + canvas.height + 50;\n break;\n case 3: // 左\n x = camera.x - 50;\n y = camera.y + Math.random() * canvas.height;\n break;\n }\n \n // 确保在地图范围内\n x = Math.max(0, Math.min(x, world.width));\n y = Math.max(0, Math.min(y, world.height - world.groundHeight));\n \n return { x, y };\n }\n \n onZombieKilled(zombie) {\n if (!this.waveActive) return;\n \n this.zombiesRemaining--;\n \n // 检查波次完成\n if (this.zombiesRemaining <= 0 && this.zombiesSpawned >= this.zombiesToSpawn) {\n this.completeWave();\n }\n }\n \n completeWave() {\n this.waveActive = false;\n \n // 重置特殊事件\n this.game.economy.multiplier = 1.0;\n \n // 波次奖励\n const config = this.waveConfigs[this.currentWave - 1];\n if (config && config.rewards) {\n this.game.economy.addGold(config.rewards.gold);\n if (this.game.player) {\n this.game.player.gainExperience(config.rewards.experience);\n }\n }\n \n // 波次完成事件\n this.game.onWaveCompleted(this.currentWave);\n \n // 准备下一波\n setTimeout(() => {\n this.startWave(this.currentWave + 1);\n }, 5000); // 5秒后开始下一波\n \n console.log(`第 ${this.currentWave} 波完成!`);\n }\n \n updateUI() {\n const waveElement = document.getElementById('waveText');\n if (waveElement) {\n waveElement.textContent = `波次: ${this.currentWave}`;\n }\n }\n \n reset() {\n this.currentWave = 1;\n this.waveActive = false;\n this.zombiesRemaining = 0;\n this.zombiesSpawned = 0;\n this.zombiesToSpawn = 0;\n this.spawnTimer = 0;\n this.waveDuration = 0;\n \n this.updateUI();\n }\n}\n\n\n<<<END_APPEND>>>",
"timestamp": "2025-10-09T17:31:57.332131",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js/systems.js\", \"lines\": 575, \"bytes\": 17576, \"forced\": false, \"message\": \"已向 zombie_shooter_2d/js/systems.js 追加 575 行17576 字节)\", \"finish_reason\": null}",
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"tool_call_id": "append_to_file:25",
"name": "append_to_file"
},
{
"role": "assistant",
"content": "现在让我更新HTML文件添加对新系统文件的引用",
"timestamp": "2025-10-09T17:32:11.967199"
},
{
"role": "assistant",
"content": "",
"timestamp": "2025-10-09T17:32:11.972862",
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"arguments": "{\"path\": \"zombie_shooter_2d/index.html\", \"operation\": \"replace_lines\", \"start_line\": 180, \"end_line\": 185, \"content\": \" <!-- 游戏脚本 -->\\n <script src=\\\"js/systems.js\\\"></script>\\n <script src=\\\"js/effect.js\\\"></script>\\n <script src=\\\"js/weapon.js\\\"></script>\\n <script src=\\\"js/zombie.js\\\"></script>\\n <script src=\\\"js/player.js\\\"></script>\\n <script src=\\\"js/ui.js\\\"></script>\\n <script src=\\\"js/game.js\\\"></script>\"}"
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"tool_call_id": "edit_lines:26",
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{
"role": "assistant",
"content": "现在让我修复游戏主文件中的初始化问题:",
"timestamp": "2025-10-09T17:32:21.711751"
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"content": "",
"timestamp": "2025-10-09T17:32:21.719713",
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"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace_lines\", \"start_line\": 105, \"end_line\": 109, \"content\": \" initSystems() {\\n // 初始化游戏系统\\n this.economy = new EconomySystem(this);\\n this.upgradeSystem = new UpgradeSystem(this);\\n this.effectManager = new EffectManager(this);\\n this.waveManager = new WaveManager(this);\\n }\"}"
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace\", \"start_line\": 105, \"end_line\": 109, \"affected_lines\": 5, \"total_lines_after\": 683, \"description\": \"替换第 105-109 行\"}",
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"tool_call_id": "edit_lines:27",
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},
{
"role": "assistant",
"content": "现在让我创建一个简单的README文件来说明游戏",
"timestamp": "2025-10-09T17:32:27.110789"
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"content": "",
"timestamp": "2025-10-09T17:32:27.118072",
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/README.md\", \"size\": 0, \"message\": \"已创建空文件: zombie_shooter_2d/README.md。请使用 append_to_file 追加正文内容,或使用 modify_file 进行小范围替换。\"}",
"timestamp": "2025-10-09T17:32:28.944126",
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"timestamp": "2025-10-09T17:32:32.086496",
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"id": "append_to_file:29",
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"content": "{\"success\": true, \"awaiting_content\": true, \"path\": \"zombie_shooter_2d/README.md\", \"message\": \"\\n请按照以下格式输出需要追加到文件的完整内容禁止输出任何解释性文字\\n<<<APPEND:zombie_shooter_2d/README.md>>>\\n(在此行之后紧接着写入要追加的全部内容,可包含多行代码)\\n<<<END_APPEND>>>\\n若追加完成后仍需继续写入请再次调用 append_to_file。\"}",
"timestamp": "2025-10-09T17:32:33.910575",
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"content": "<<<APPEND:zombie_shooter_2d/README.md>>>\n# 末日战车 - 2D横版僵尸割草游戏\n\n## 游戏简介\n\n《末日战车》是一款令人兴奋的2D横版射击游戏玩家将驾驶坦克在末日世界中与成群的僵尸战斗。游戏融合了经典的割草游戏玩法与现代RPG元素提供了丰富的升级系统和经济系统。\n\n## 游戏特色\n\n### 🎯 核心玩法\n- **横版射击**: 经典的2D横版视角流畅的射击体验\n- **割草快感**: 面对成群的僵尸,享受横扫千军的爽快感\n- **多种武器**: 机枪、霰弹枪、火箭筒,每种武器都有独特玩法\n- **技能系统**: 4种特殊技能关键时刻扭转战局\n\n### 💰 经济系统\n- **金币系统**: 击杀僵尸获得金币,用于购买升级\n- **平衡经济**: 精心设计的经济平衡,确保游戏公平性\n- **奖励机制**: 波次奖励、连杀奖励、特殊事件奖励\n\n### ⬆️ 升级系统\n- **武器升级**: 攻击力、射速、多重射击等\n- **防御升级**: 生命值、护甲、生命恢复\n- **特殊升级**: 移动速度、暴击率、爆炸子弹\n- **等级系统**: 通过击杀获得经验,提升等级增强属性\n\n### 🧟 敌人系统\n- **多种僵尸**: 普通、快速、坦克、爆炸、远程、Boss等类型\n- **智能AI**: 僵尸会追踪玩家,不同类型的僵尸有不同的行为模式\n- **波次系统**: 50+个精心设计的波次,难度递增\n- **特殊事件**: 双倍金币、Boss波次、快速生成等\n\n### ✨ 视觉效果\n- **粒子特效**: 爆炸、枪口火焰、击中效果等\n- **屏幕震动**: 增强打击感的屏幕震动效果\n- **伤害数字**: 实时显示造成的伤害\n- **升级特效**: 升级时的华丽视觉效果\n\n## 操作说明\n\n### 基本操作\n- **移动**: WASD 或 方向键\n- **瞄准**: 鼠标移动\n- **射击**: 鼠标左键按住连续射击\n- **换武器**: 数字键 1-3\n- **使用技能**: 点击技能图标或快捷键\n- **暂停**: ESC键\n\n### 武器系统\n1. **机枪** (1): 高射速,无限弹药,适合清理小怪\n2. **霰弹枪** (2): 近距离高伤害,范围攻击\n3. **火箭筒** (3): 远程高伤害,爆炸范围伤害\n\n### 技能系统\n- **能量护盾** 🛡️: 3秒无敌时间冷却5秒\n- **全屏轰炸** 💣: 对屏幕内所有敌人造成伤害冷却15秒\n- **时间冻结** ❄️: 减缓所有僵尸移动速度冷却20秒\n- **狂暴模式** 🔥: 双倍伤害和射速持续5秒冷却30秒\n\n## 游戏平衡\n\n### 经济平衡\n- **初始金币**: 1000金币开始游戏\n- **击杀奖励**: 每只僵尸掉落5-15金币\n- **波次奖励**: 完成波次获得额外金币奖励\n- **升级成本**: 递增的升级成本,确保游戏进度合理\n\n### 难度曲线\n- **波次设计**: 1-50波精心设计的难度递增\n- **僵尸类型**: 随着波次增加,新的僵尸类型逐渐解锁\n- **数量递增**: 每波僵尸数量指数增长\n- **属性提升**: 僵尸生命值和伤害随波次增加\n\n### 升级平衡\n- **成本递增**: 每次升级成本增加50%\n- **效果递减**: 避免过度强化导致游戏失衡\n- **等级上限**: 每种升级都有最大等级限制\n- **多样化**: 鼓励玩家尝试不同的升级组合\n\n## 技术特点\n\n### 游戏架构\n- **模块化设计**: 清晰的代码结构,易于维护和扩展\n- **性能优化**: 高效的碰撞检测和对象管理\n- **响应式UI**: 适配不同屏幕尺寸\n- **状态管理**: 完善的游戏状态管理系统\n\n### 视觉效果\n- **Canvas 2D**: 使用HTML5 Canvas进行2D渲染\n- **粒子系统**: 自定义粒子效果系统\n- **动画系统**: 流畅的动画和过渡效果\n- **特效管理**: 集中管理所有视觉特效\n\n### 系统设计\n- **事件驱动**: 基于事件的游戏逻辑\n- **对象池**: 高效的对象复用机制\n- **碰撞检测**: 精确的2D碰撞检测算法\n- **AI系统**: 智能的僵尸AI行为\n\n## 游戏目标\n\n### 短期目标\n- **生存**: 在僵尸潮中存活尽可能长的时间\n- **击杀**: 击杀尽可能多的僵尸\n- **升级**: 购买升级提升战斗力\n- **赚钱**: 积累金币购买更好的装备\n\n### 长期目标\n- **高分**: 创造最高击杀数和生存波次记录\n- **全升级**: 解锁所有升级项目\n- **挑战**: 挑战更高难度的波次\n- **精通**: 掌握所有武器和技能的使用技巧\n\n## 开发说明\n\n### 文件结构\n```\nzombie_shooter_2d/\n├── index.html # 游戏主页面\n├── css/\n│ └── game.css # 游戏样式\n├── js/\n│ ├── game.js # 游戏主引擎\n│ ├── player.js # 玩家角色类\n│ ├── zombie.js # 僵尸敌人类\n│ ├── weapon.js # 武器和子弹系统\n│ ├── effect.js # 特效管理系统\n│ ├── ui.js # UI管理系统\n│ └── systems.js # 游戏系统类\n└── README.md # 游戏说明文档\n```\n\n### 核心类\n- **Game**: 游戏主引擎,管理游戏循环和状态\n- **Player**: 玩家角色,处理移动、射击、技能等\n- **Zombie**: 僵尸敌人包含多种类型和AI行为\n- **Weapon**: 武器系统,管理不同武器类型\n- **EffectManager**: 特效管理,处理所有视觉特效\n- **EconomySystem**: 经济系统,管理金币和购买\n- **UpgradeSystem**: 升级系统,处理玩家升级\n- **WaveManager**: 波次管理,控制游戏难度节奏\n\n## 未来扩展\n\n### 可能的扩展方向\n- **新武器**: 激光武器、电磁炮、核弹等\n- **新敌人**: 飞行敌人、变异Boss、特殊能力敌人\n- **新技能**: 更多种类的技能和组合效果\n- **多人模式**: 支持多人合作游戏\n- **关卡系统**: 不同的地图和环境\n- **成就系统**: 丰富的成就和奖励\n- **排行榜**: 在线高分排行榜\n\n## 结语\n\n《末日战车》是一款充满乐趣和挑战的2D横版射击游戏结合了经典的割草玩法和现代的RPG元素。游戏具有深度的升级系统、平衡的经济系统和丰富的视觉效果为玩家提供了长时间的游戏乐趣。\n\n无论你是喜欢快节奏射击的玩家还是喜欢策略升级的玩家都能在这款游戏中找到属于自己的乐趣。现在就开始你的末日生存之旅吧\n\n<<<END_APPEND>>>",
"timestamp": "2025-10-09T17:33:13.148691",
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"role": "assistant",
"content": "现在让我测试游戏是否能正常运行:",
"timestamp": "2025-10-09T17:33:18.982067"
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"timestamp": "2025-10-09T17:33:18.989753",
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"content": "{\"success\": true, \"session\": \"game_test\", \"working_dir\": \"/Users/jojo/Desktop/agents/正在修复中/agent_kimi_源码备份_标记有bug版本/project/zombie_shooter_2d\", \"shell\": \"/bin/zsh\", \"is_active\": true, \"total_sessions\": 1}",
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"content": "{\"success\": true, \"session\": \"game_test\", \"command\": \"python3 -m http.server 8080\", \"output\": \"\"}",
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"content": "{\"success\": true, \"message\": \"已等待 2 秒\", \"reason\": \"等待服务器启动\", \"timestamp\": \"2025-10-09T17:33:37.188168\"}",
"timestamp": "2025-10-09T17:33:37.190083",
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"name": "sleep"
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{
"role": "assistant",
"content": "让我检查服务器是否正常运行,并修复可能的代码问题:",
"timestamp": "2025-10-09T17:33:40.207972"
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"content": "现在让我修复一些代码中的引用问题。首先检查游戏主文件中的问题:",
"timestamp": "2025-10-09T17:33:53.994542"
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"tool_call_id": "run_command:35",
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"role": "assistant",
"content": "让我修复游戏主文件中的方法调用问题:",
"timestamp": "2025-10-09T17:34:06.301261"
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"role": "user",
"content": "你完全在瞎搞,你在不知道准确行号的情况下使用行替换,文件结构完全混乱",
"timestamp": "2025-10-09T17:34:38.025519"
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"role": "assistant",
"content": "你说得对,我道歉。让我重新正确地检查文件结构,使用更可靠的方法来修复问题。",
"timestamp": "2025-10-09T17:34:51.274134"
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"content": "{\"success\": true, \"output\": \" }\\n}\\n\\n // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stdout\": \" }\\n}\\n\\n // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && tail -50 js/game.js\"}",
"timestamp": "2025-10-09T17:34:58.699079",
"tool_call_id": "run_command:38",
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{
"role": "user",
"content": "再次聚焦,我该大了你的聚焦上限",
"timestamp": "2025-10-09T17:35:49.018546"
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"content": "",
"timestamp": "2025-10-09T17:35:59.675979",
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"content": "{\"success\": false, \"error\": \"文件过大有19613字符请使用run_command限制字符数返回\", \"char_count\": 19613, \"limit\": 10000}",
"timestamp": "2025-10-09T17:36:01.496607",
"tool_call_id": "focus_file:39",
"name": "focus_file"
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{
"role": "user",
"content": "再次聚焦,我改大了你的聚焦上限",
"timestamp": "2025-10-09T17:36:36.140833"
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"role": "assistant",
"content": "",
"timestamp": "2025-10-09T17:36:47.669245",
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"content": "{\"success\": true, \"output\": \" 696 js/game.js\\n\", \"stdout\": \" 696 js/game.js\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && wc -l js/game.js\"}",
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{
"role": "tool",
"content": "{\"success\": true, \"output\": \" if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stdout\": \" if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && sed -n '680,696p' js/game.js\"}",
"timestamp": "2025-10-09T17:36:54.815045",
"tool_call_id": "run_command:41",
"name": "run_command"
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"role": "assistant",
"content": "我看到文件末尾有重复的代码。让我修复这个问题:",
"timestamp": "2025-10-09T17:36:59.131204"
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"role": "assistant",
"content": "",
"timestamp": "2025-10-09T17:36:59.139670",
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"arguments": "{\"command\": \"cd zombie_shooter_2d && sed -n '650,696p' js/game.js\"}"
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{
"role": "user",
"content": "请先聚焦",
"timestamp": "2025-10-09T17:37:08.741053"
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"role": "assistant",
"content": "",
"timestamp": "2025-10-09T17:37:26.421826",
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"role": "tool",
"content": "{\"success\": true, \"message\": \"文件已聚焦: zombie_shooter_2d/js/game.js\", \"focused_files\": [\"zombie_shooter_2d/js/game.js\"], \"file_size\": 19613}",
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"timestamp": "2025-10-09T17:37:39.416911",
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"id": "run_command:44",
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"name": "run_command",
"arguments": "{\"command\": \"cd zombie_shooter_2d && tail -20 js/game.js\"}"
}
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]
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{
"role": "tool",
"content": "{\"success\": true, \"output\": \" // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stdout\": \" // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && tail -20 js/game.js\"}",
"timestamp": "2025-10-09T17:37:41.244114",
"tool_call_id": "run_command:44",
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"role": "assistant",
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"timestamp": "2025-10-09T17:37:44.534148",
"tool_calls": [
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"id": "run_command:45",
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"name": "run_command",
"arguments": "{\"command\": \"cd zombie_shooter_2d && sed -n '650,696p' js/game.js\"}"
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"role": "tool",
"content": "{\"success\": true, \"output\": \" // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stdout\": \" // 游戏事件\\n onZombieKilled(zombie) {\\n this.stats.zombiesKilled++;\\n \\n // 掉落金币\\n const goldDrop = Math.floor(Math.random() * 10) + 5;\\n this.economy.addGold(goldDrop);\\n this.stats.goldEarned += goldDrop;\\n \\n // 经验值\\n if (this.player) {\\n this.player.gainExperience(10);\\n }\\n \\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n // 生成道具\\n if (Math.random() < 0.1) { // 10%概率掉落道具\\n this.spawnPowerup(zombie.x, zombie.y);\\n }\\n \\n // 通知波次管理器\\n if (this.waveManager) {\\n this.waveManager.onZombieKilled(zombie);\\n }\\n }\\n \\n // 更新游戏统计\\n updateStats(deltaTime) {\\n // 这里可以添加更多统计逻辑\\n }\\n window.game = game; // 调试用\\n});\\n\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && sed -n '650,696p' js/game.js\"}",
"timestamp": "2025-10-09T17:37:46.354874",
"tool_call_id": "run_command:45",
"name": "run_command"
},
{
"role": "assistant",
"content": "我看到文件末尾有重复的代码。让我修复这个问题:",
"timestamp": "2025-10-09T17:37:53.971483"
},
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"role": "assistant",
"content": "",
"timestamp": "2025-10-09T17:37:53.979285",
"tool_calls": [
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"id": "edit_lines:46",
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"arguments": "{\"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace_lines\", \"start_line\": 680, \"end_line\": 696, \"content\": \" }\\n}\\n\\n// 启动游戏\\nwindow.addEventListener('load', () => {\\n const game = new Game();\\n window.game = game; // 调试用\\n});\"}"
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"content": "{\"success\": true, \"path\": \"zombie_shooter_2d/js/game.js\", \"operation\": \"replace\", \"start_line\": 680, \"end_line\": 696, \"affected_lines\": 17, \"total_lines_after\": 687, \"description\": \"替换第 680-696 行\"}",
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{
"role": "assistant",
"content": "现在让我修复一些代码中的方法调用问题。首先检查游戏主文件中的方法调用:",
"timestamp": "2025-10-09T17:38:09.275925"
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"timestamp": "2025-10-09T17:38:09.284578",
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"content": "{\"success\": true, \"output\": \"565: addExplosion(explosion) {\\n618: this.economy.addGold(goldDrop);\\n644: this.economy.addGold(waveBonus);\\n656: this.economy.addGold(goldDrop);\\n\", \"stdout\": \"565: addExplosion(explosion) {\\n618: this.economy.addGold(goldDrop);\\n644: this.economy.addGold(waveBonus);\\n656: this.economy.addGold(goldDrop);\\n\", \"stderr\": \"\", \"return_code\": 0, \"command\": \"cd zombie_shooter_2d && grep -n \\\"addGold\\\\|addExplosion\\\\|addLevelUpEffect\\\" js/game.js\"}",
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