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main.js
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import { Player } from "./player.js";
import { InputHandler } from "./input.js";
import { BackGround } from "./backGround.js";
import { FlyingEnemy, ClimbingEnemy, GroundEnemy } from "./enemies.js";
import { UI } from "./UI.js";
// 添加事件监听
window.addEventListener("load", function () {
const canvas = document.getElementById("canvas1");
const ctx = canvas.getContext("2d");
canvas.width = 900;
canvas.height = 500;
let currentScreen = "startScreen";
let selectedCharacter = "kiki";
let unlockedLevels = [1,2,3,4,5];
//let gameInProgress = false;
let target = 10;
const screens = [
"startScreen",
"characterSelect",
"levelSelect",
"story",
"levelDescriptionPage",
"storyPage1",
"storyPage2",
"storyPage3",
"storyPage4",
"storyPage5",
"level_1_DescriptionPage",
"level_2_DescriptionPage",
"level_3_DescriptionPage",
"level_4_DescriptionPage",
"level_5_DescriptionPage",
"continuestory",
"continuelevelDescriptionPage",
];
// 隐藏所有屏幕的函数
function hideAllScreens() {
screens.forEach((screen) => {
document.getElementById(screen).style.display = "none";
});
}
// 初始化时隐藏所有页面,显示启动页面
hideAllScreens();
document.getElementById("startScreen").style.display = "block";
// 开始按钮事件
document.getElementById("startButton").addEventListener("click", () => {
hideAllScreens();
document.getElementById("characterSelect").style.display = "block";
currentScreen = "characterSelect";
});
// 角色选择按钮事件
document.querySelectorAll(".character").forEach((button) => {
button.addEventListener("click", (e) => {
selectedCharacter = e.currentTarget.getAttribute("data-character");
hideAllScreens();
document.getElementById("levelSelect").style.display = "block";
currentScreen = "levelSelect";
});
});
// 关卡选择按钮事件
let level = 0;
document.querySelectorAll(".levelButton").forEach((button) => {
button.addEventListener("click", (e) => {
level = parseInt(e.currentTarget.getAttribute("data-level"));
if (unlockedLevels.includes(level)) {
hideAllScreens();
switch (level) {
case 1:
showStoryPage(level);
break;
case 2:
showStoryPage(level);
break;
case 3:
showStoryPage(level);
break;
case 4:
showStoryPage(level);
break;
case 5:
// 跳转到 index2.html
window.location.href = "index2.html";
break;
}
}
});
});
// 显示剧情页面
function showStoryPage(level) {
hideAllScreens();
let string = "storyPage" + level;
document.getElementById(string).style.display = "block";
document.getElementById("story").style.display = "block";
document.getElementById("continuestory").style.display = "block";
}
// 剧情页面的继续按钮
document.getElementById("continuestory").addEventListener("click", () => {
hideAllScreens();
showLevelDescriptionPage(level);
});
// 显示关卡说明页面
function showLevelDescriptionPage(level) {
hideAllScreens();
const string = "level_" + level + "_DescriptionPage";
document.getElementById(string).style.display = "block";
document.getElementById("levelDescriptionPage").style.display = "block";
document.getElementById("continuelevelDescriptionPage").style.display =
"block";
}
// 关卡说明页面的继续按钮
document
.getElementById("continuelevelDescriptionPage")
.addEventListener("click", () => {
hideAllScreens();
startGame(level);
});
// 启动游戏函数
function startGame(level) {
const game = new Game(canvas.width, canvas.height, level);
let lastTime = 0;
//gameInProgress = true;
function animate(timeStamp) {
const deltaTime = timeStamp - lastTime;
lastTime = timeStamp;
ctx.clearRect(0, 0, canvas.width, canvas.height);
game.update(deltaTime);
game.draw(ctx);
if (game.score >= target) {
handleGameOver(true);
target = target + 5;
}
else {
if (!game.gameOver) {
requestAnimationFrame(animate);
} else {
handleGameOver(false);
// gameInProgress = false;
}
}
}
animate(0);
}
// 处理游戏结束函数
function handleGameOver(passed) {
//if (gameInProgress) {
if (passed) {
if (!unlockedLevels.includes(level + 1)) {
unlockedLevels.push(level + 1);
}
hideAllScreens();
document.getElementById("levelSelect").style.display = "block";
currentScreen = "levelSelect";
} else {
const retry = confirm("未达到过关条件,是否重新开始?");
if (retry) {
hideAllScreens();
startGame(level);
} else {
hideAllScreens();
document.getElementById("levelSelect").style.display = "block";
currentScreen = "levelSelect";
}
//}
//gameInProgress = false;
}
}
class Game {
constructor(width, height, level) {
this.width = width;
this.height = height;
this.groundMargin = 80;
this.speed = 0;
this.maxSpeed = 3;
this.background = new BackGround(this,level);
this.player = new Player(this, selectedCharacter);
this.input = new InputHandler(this);
this.ui = new UI(this);
this.enemies = [];
this.particles = [];
this.collisions = [];
this.floatingMessages = [];
this.maxParticles = 50;
this.enemyInterval = 1000;
this.enemyTimer = 0;
this.debug = false;
this.score = 0;
this.fontColor = "black";
this.time = 0;
this.maxTime = 60000;
this.gameOver = false;
this.lives = 1;
this.winningScore = 40;
this.player.currentState = this.player.states[0];
this.player.currentState.enter();
}
update(deltaTime) {
this.time += deltaTime;
if (this.time > this.maxTime) this.gameOver = true;
this.background.update();
this.player.update(this.input.keys, deltaTime);
if (this.enemyTimer > this.enemyInterval) {
this.addEnemy();
this.enemyTimer = 0;
} else {
this.enemyTimer += deltaTime;
}
this.enemies.forEach((enemy) => enemy.update(deltaTime));
this.floatingMessages.forEach((message) => message.update());
this.particles.forEach((particle, index) => particle.update());
if (this.particles.length > this.maxParticles) {
this.particles.length = this.maxParticles;
}
this.collisions.forEach((collision, index) =>
collision.update(deltaTime)
);
this.enemies = this.enemies.filter((enemy) => !enemy.markedForDeletion);
this.particles = this.particles.filter(
(particle) => !particle.markedForDeletion
);
this.collisions = this.collisions.filter(
(collision) => !collision.markedForDeletion
);
this.floatingMessages = this.floatingMessages.filter(
(message) => !message.markedForDeletion
);
}
draw(context) {
this.background.draw(context);
this.player.draw(context);
this.enemies.forEach((enemy) => enemy.draw(context));
this.particles.forEach((particle) => particle.draw(context));
this.collisions.forEach((collision) => collision.draw(context));
this.floatingMessages.forEach((message) => message.draw(context));
this.ui.draw(context);
}
addEnemy() {
if (this.speed > 0 && Math.random() < 0.5)
this.enemies.push(new GroundEnemy(this));
else if (this.speed > 0) this.enemies.push(new ClimbingEnemy(this));
this.enemies.push(new FlyingEnemy(this));
}
}
});