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1244 lines (1118 loc) · 50.4 KB
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import {build_game,
update_loop,
enable_debug,
set_fps,
set_dimensions,
debug_log,
create_sprite,
get_loop_count,
input_key_down,
query_position,
update_to_top,
update_scale,
update_position,
update_rotation,
query_pointer_position,
update_color,
update_text,
create_rectangle,
create_text,
input_left_mouse_down,
gameobjects_overlap
} from "arcade_2d";
//world properties
//世界大小
const height=720;
const width=720;
set_dimensions([width,height]); //设置大小
//对象管理
let objects=[];
let enermys=[];
let players=[];
// 地图移动相关
let tile_sprites = []; // 所有 tile sprite
let player_map_px = 0; // 玩家在地图像素空间中的 X 坐标
let player_map_py = 0; // 玩家在地图像素空间中的 Y 坐标
const tile_pixel = 40; // 16 * 2.5
//basic settings
//enable_debug();
//帧数
let fps=120;
set_fps(fps);
//player
let player_speed=2.5;
let player_hp=5;
const player_max_hp = 5;
const player_scale=2.5; //玩家贴图缩放
let player_hurt_cd = 0;
const player_hurt_interval = 120;
let player_hit_timer = 0;
const hpBarWidth = 200;
const hpBarHeight = 14;
let hpBarBackground = undefined;
let hpBarFill = undefined;
let xpBarBackground = undefined;
let xpBarFill = undefined;
let player_level = 1; // 等级
let player_kills = 0; // 当前等级杀敌数
//level up
let levelup_active = false;
let levelup_click_lock = false;
let levelup_options = [];
const upgrade_names = ['Multishot -10%dmg','Spread','Range','Fire Rate','Size +20%dmg','Damage +30%','Move Speed'];
let lv_title_card = undefined;
let lv_title_text = undefined;
let lv_cards = []; // 卡牌矩形
let lv_texts = []; // 卡牌文字
//gun
const gun_scale=1; //gun贴图缩放
//bullet
let bullet_radius = 4; // 子弹半径
let bullet_speed = 8; // 子弹初始速度(像素/帧)
let bullet_range = 120; // 子弹射程 = 3瓦片距离(像素)
let bullets_per_shot = 1; // 单次发射子弹数
let bullet_total_spread = 0.3; // 总散射角(弧度),约 17°
let bullet_fire_rate = 55; // 射速(帧间隔)
let bullet_damage = 1; // 子弹伤害倍率
const bullet_pool_size = 150; // 预创建子弹池大小
let bullet_life = math_round(bullet_range / bullet_speed); // 存活帧数 = 射程/速度
let b_sprites = []; // 子弹精灵(预创建,复用)
let b_active = []; // 是否活跃
let b_vx = []; // X速度
let b_vy = []; // Y速度
let b_life = []; // 已存活帧数
let fire_cooldown = 0; // 射击冷却帧数
// ==========================================
// 【新增】:敌方子弹池变量
// ==========================================
const eb_pool_size = 50;
let eb_sprites = [];
let eb_active = [];
let eb_vx = [];
let eb_vy = [];
let eb_life = [];
const eb_speed = 3.5;
const eb_max_life = 120; // 敌方子弹存活时间
//particle
const particle_pool_size = 200; // 粒子池大小
const particle_count = 8; // 每次爆炸粒子数
const particle_speed = 3; // 粒子速度
const particle_life = 20; // 粒子存活帧数
let p_sprites = []; // 粒子精灵
let p_active = []; // 是否活跃
let p_vx = []; // X速度
let p_vy = []; // Y速度
let p_life = []; // 剩余帧数
function player() { //玩家类
return message => {
if (message === "create_player") {
//不接受参数 创建玩家(贴图对象)(贴图放大了2.5倍)
const player_ins= create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/main/npc_elf.png');
return update_scale(player_ins,[player_scale,player_scale]);
}
if (message === "update_position") {
//接受一个object 即玩家 将其位置更新在屏幕中心
return player=>update_position(player,[width/2,height/2]);
}
if (message === "damage") {
//接受一个number 受伤函数 使玩家hp减少 开启闪红
return amount => {
player_hp = player_hp - amount;
player_hit_timer = 10;
};
}
if (message === "update_color") {
//根据闪红计时器更新玩家颜色
return player_obj => {
if (player_hit_timer > 0) {
player_hit_timer = player_hit_timer - 1;
update_color(player_obj, [255, 0, 0, 255]);
} else {
update_color(player_obj, [255, 255, 255, 255]);
}
};
}
if (message === "determine_direction") {
//接受一个对象,和number 即玩家和x轴速度 结果是根据速度改变玩家朝向
return (object,speed_x) => {
if(speed_x>0){
update_scale(object,[player_scale,player_scale]);
} else {
update_scale(object,[-player_scale,player_scale]);
}
};
}
};
}
//enemy
function enemy(initial_hp, initial_speed, texture_url, behavior) { //敌人类
let max_hp = initial_hp;
let hp = 0;
const speed = initial_speed;
let sprite = undefined;
const enemy_scale = 2.5;
let hit_timer = 0;
let move_timer = 0;
// 【新增】:怪物专属的射击冷却计时器
let fire_timer = 0;
return message => {
if (message === "init") {
//只在初始化时调用 创建隐藏的敌人贴图
return () => {
sprite = create_sprite(texture_url);
update_scale(sprite, [0, 0]);
update_position(sprite, [-9999, -9999]);
return sprite;
};
}
if (message === "spawn") {
//激活沉睡的敌人 传送到出生点 hp随玩家等级动态变化
return (start_x, start_y) => {
hp = math_round(max_hp * (player_level + 1) / 5);
if (hp < 1) { hp = 1; }
hit_timer = 0;
move_timer = math_floor(math_random() * 100);
fire_timer = 60; // 刚出生稍微等一下再开火
update_rotation(sprite, 0);
update_color(sprite, [255, 255, 255, 255]);
update_scale(sprite, [-enemy_scale, enemy_scale]);
update_position(sprite, [start_x, start_y]);
};
}
if (message === "is_alive") {
//查询敌人是否存活
return () => hp > 0;
}
if (message === "damage") {
//接受一个number 使敌人hp减少 hp归零时隐藏 受伤闪红
return amount => {
if (hp > 0) {
hp = hp - amount;
hit_timer = 10;
update_color(sprite, [255, 0, 0, 255]);
if (hp <= 0) {
let die_x = query_position(sprite)[0];
let die_y = query_position(sprite)[1];
particles()('emit')(die_x, die_y);
player_kills = player_kills + 1;
let need = 3 + 2 * player_level;
if (player_kills >= need) {
player_level = player_level + 1;
player_kills = 0;
show_levelup();
debug_log('LEVEL UP! Lv.' + stringify(player_level));
} else {
debug_log('kill ' + stringify(player_kills) + '/' + stringify(need) + ' Lv.' + stringify(player_level));
}
update_scale(sprite, [0, 0]);
update_position(sprite, [-9999, -9999]);
}
}
};
}
if (message === "chase_player") {
//行为模式+行走动画 遇墙分轴滑动 闪红
return () => {
if (sprite !== undefined && hp > 0) {
if (hit_timer > 0) {
hit_timer = hit_timer - 1;
if (hit_timer <= 0) {
update_color(sprite, [255, 255, 255, 255]);
}
}
move_timer = move_timer + 1;
let pos = query_position(sprite);
let ex = pos[0];
let ey = pos[1];
let dx = (width / 2) - ex;
let dy = (height / 2) - ey;
let dist = math_sqrt(dx * dx + dy * dy);
if (dist > 0) {
let dir_x = dx / dist;
let dir_y = dy / dist;
let mx = 0;
let my = 0;
let cur_sp = speed;
let cycle = 0;
if (behavior === 1) {
mx = dir_x * speed;
my = dir_y * speed;
} else if (behavior === 2) {
let wave = math_sin(move_timer * 0.08) * 1.5;
mx = dir_x * speed + (-dir_y * wave);
my = dir_y * speed + (dir_x * wave);
} else if (behavior === 3) {
cycle = move_timer % 150;
if (cycle < 20) { cur_sp = speed * 8; }
else if (cycle < 60) { cur_sp = speed; }
else { cur_sp = 0; }
mx = dir_x * cur_sp;
my = dir_y * cur_sp;
} else if (behavior === 4) {
// 【新增】:远程法师/射手 (视野有限)
let vision_range = 400; // 视野范围 (大于这个距离就看不见你)
let attack_range = 250; // 射击范围
if (dist > vision_range) {
// 视野外:发呆不动
cur_sp = 0;
mx = 0; my = 0;
} else if (dist > attack_range) {
// 视野内,但不够近:缓慢追击
cur_sp = speed;
mx = dir_x * cur_sp;
my = dir_y * cur_sp;
} else {
// 进入攻击范围:停下脚步开火
cur_sp = 0;
mx = 0; my = 0;
fire_timer = fire_timer - 1;
if (fire_timer <= 0) {
// 射向屏幕中心(玩家)
enemy_bullets()('fire')(ex, ey, width / 2, height / 2);
fire_timer = 120; // 射击冷却 120帧 (1秒)
}
}
}
let wobble = 0;
let sy_anim = enemy_scale;
if (cur_sp > 0) {
let freq = (behavior === 3 && cycle < 20) ? 0.4 : 0.2;
wobble = math_sin(move_timer * freq) * 0.10;
sy_anim = enemy_scale + math_abs(math_sin(move_timer * freq)) * 0.3;
}
update_rotation(sprite, wobble);
let empx = player_map_px + (ex - width / 2);
let empy = player_map_py + (ey - height / 2);
let nx = ex;
let ny = ey;
let tx = math_floor(empx / tile_pixel);
let ty = math_floor(empy / tile_pixel);
if (!is_wall(tile_map, math_floor((empx + mx) / tile_pixel), ty)) {
nx = ex + mx;
}
if (!is_wall(tile_map, tx, math_floor((empy + my) / tile_pixel))) {
ny = ey + my;
}
update_position(sprite, [nx, ny]);
if (dx > 0) {
update_scale(sprite, [-enemy_scale, sy_anim]);
} else {
update_scale(sprite, [enemy_scale, sy_anim]);
}
}
}
};
}
if (message === "update_map_offset") {
//接受两个number 地图移动时敌人同步偏移
return (dx, dy) => {
if (sprite !== undefined && hp > 0) {
let pos = query_position(sprite);
update_position(sprite, [pos[0] - dx, pos[1] - dy]);
}
};
}
if (message === "get_sprite") {
//返回敌人sprite 用于碰撞检测
return () => sprite;
}
if (message === "push") {
//接受两个number 推开敌人(敌人间碰撞用) 遇墙则取消
return (dx, dy) => {
if (sprite !== undefined && hp > 0) {
let pos = query_position(sprite);
let nx = pos[0] + dx;
let ny = pos[1] + dy;
let mpx = player_map_px + (nx - width / 2);
let mpy = player_map_py + (ny - height / 2);
let tl = math_floor((mpx - 20) / tile_pixel);
let tr = math_floor((mpx + 19) / tile_pixel);
let tt = math_floor((mpy - 20) / tile_pixel);
let tb = math_floor((mpy + 19) / tile_pixel);
if (!is_wall(tile_map, tl, tt) && !is_wall(tile_map, tr, tt) &&
!is_wall(tile_map, tl, tb) && !is_wall(tile_map, tr, tb)) {
update_position(sprite, [nx, ny]);
}
}
};
}
};
}
//spawner
function enemy_spawner(spawn_amount, spawn_rate) { //刷怪器
let spawn_cooldown = spawn_rate;
return message => {
if (message === "update") {
//每帧调用 冷却完毕时从池中激活沉睡敌人 数量随等级动态
return () => {
spawn_cooldown = spawn_cooldown - 1;
if (spawn_cooldown <= 0) {
let mult = 1;
for (let k = 1; k < player_level; k = k + 1) { mult = mult * 1.3; }
let amount = math_round(spawn_amount * mult);
let spawned = 0;
for (let i = 0; i < array_length(enermys); i = i + 1) {
if (spawned < amount) {
if (!enermys[i]('is_alive')()) {
let tries = 0;
let ok = false;
let sx = 0;
let sy = 0;
while (!ok && tries < 10) {
let a = math_random() * 2 * math_PI;
let r = 600;
sx = width / 2 + r * math_cos(a);
sy = height / 2 + r * math_sin(a);
let mpx = player_map_px + (sx - width / 2);
let mpy = player_map_py + (sy - height / 2);
let tx = math_floor(mpx / tile_pixel);
let ty = math_floor(mpy / tile_pixel);
if (!is_wall(tile_map, tx, ty)) { ok = true; }
tries = tries + 1;
}
if (ok) {
enermys[i]('spawn')(sx, sy);
spawned = spawned + 1;
}
}
}
}
spawn_cooldown = spawn_rate;
}
};
}
};
}
//map
const floor_texture_density = 0.3; // 纹理地板密度(0~1),0=纯地板,1=全纹理
function generateTileMap(width, height) {
//接受两个number 生成2D数组 这个数组被用于生成瓦片地图
const border = 8;
let map = [];
for (let y = 0; y < height; y = y + 1) {
map[y] = [];
for (let x = 0; x < width; x = x + 1) {
if (y < border || y >= height - border ||
x < border || x >= width - border) {
map[y][x] = 'wallTop';
} else if (y === border) {
if (x === border) {
map[y][x] = 'wallLeftBottom';
} else if (x === width - border - 1) {
map[y][x] = 'bottomRightWall';
} else {
map[y][x] = 'bottomWall';
}
} else if (y === height - border - 1) {
if (x === border) {
map[y][x] = 'topLeftWall';
} else if (x === width - border - 1) {
map[y][x] = 'topRightWall';
} else {
map[y][x] = 'topWall';
}
} else if (x === border) {
map[y][x] = 'rightWall';
} else if (x === width - border - 1) {
map[y][x] = 'LeftWall';
} else if (y === border + 1 || y === border + 2) {
map[y][x] = 'wallCenter';
} else {
let r = math_random();
if (r < floor_texture_density / 2) {
map[y][x] = 'texture1Floor';
} else if (r < floor_texture_density) {
map[y][x] = 'texture2Floor';
} else {
map[y][x] = 'floor';
}
}
}
}
return map;
}
function map(){ //地图类
function choose_tile_according_to_tilemap(tile_name){
//接受一个string 根据tile_name的名字 返回 地图图片
if (tile_name === 'LeftWall') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/LeftWall.png');
}
if (tile_name === 'bottomRightWall') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/bottomRightWall.png');
}
if (tile_name === 'bottomWall') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/bottomWall.png');
}
if (tile_name === 'floor') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/floor.png');
}
if (tile_name === 'rightWall') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/rightWall.png');
}
if (tile_name === 'texture1Floor') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/texture1Floor.png');
}
if (tile_name === 'texture2Floor') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/texture2Floor.png');
}
if (tile_name === 'topLeftWall') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/topLeftWall.png');
}
if (tile_name === 'topRightWall') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/topRightWall.png');
}
if (tile_name === 'topWall') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/topWall.png');
}
if (tile_name === 'wallCenter') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/wallCenter.png');
}
if (tile_name === 'wallLeftBottom') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/wallLeftBottom.png');
}
if (tile_name === 'wallRoot') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/wallRoot.png');
}
if (tile_name === 'wallTop') {
return create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/%E5%88%87%E5%A5%BD%E7%9A%84%E5%A2%99%E5%92%8C%E5%9C%B0%E6%9D%BFpng/wallTop.png');
}
}
return message => {
if (message==='generate_map') {
//接受一个2D数组 根据数组生成瓦片地图
return tile_map=>{
tile_sprites = [];
for (let y=0;y< array_length(tile_map) ; y=y+1){
for (let x=0 ; x < array_length(tile_map[y]) ; x=x+1){
let tile=choose_tile_according_to_tilemap(tile_map[y][x]);
update_position(tile,[
width/2 + 16*2.5*(x - (array_length(tile_map[0]) - 1) / 2),
height/2 + 16*2.5*(y - (array_length(tile_map) - 1) / 2)]);
tile_sprites[array_length(tile_sprites)] = tile;
}
}
player_map_px = ((array_length(tile_map[0]) - 1) / 2) * tile_pixel;
player_map_py = ((array_length(tile_map) - 1) / 2) * tile_pixel;
};
}
};
}
//particle
//levelup
function show_levelup() { //升级UI:随机选3个选项 显示卡牌
let picked = [];
let pool_size = array_length(upgrade_names);
for (let i = 0; i < 3; i = i + 1) {
let found = false;
let r = 0;
while (!found) {
r = math_floor(math_random() * pool_size);
found = true;
for (let j = 0; j < array_length(picked); j = j + 1) {
if (picked[j] === r) { found = false; }
}
}
picked[array_length(picked)] = r;
}
update_position(lv_title_card, [width / 2, height / 2 - 80]);
update_scale(lv_title_card, [3, 0.8]);
update_color(lv_title_card, [80, 80, 80, 255]);
update_to_top(lv_title_card);
update_text(lv_title_text, 'LEVEL UP!');
update_position(lv_title_text, [width / 2, height / 2 - 80]);
update_scale(lv_title_text, [1, 1]);
update_to_top(lv_title_text);
for (let i = 0; i < 3; i = i + 1) {
let cx = width / 2 + (i - 1) * 180;
let cy = height / 2;
update_position(lv_cards[i], [cx, cy]);
update_scale(lv_cards[i], [3.2, 1.2]);
update_color(lv_cards[i], [50, 50, 50, 255]);
update_to_top(lv_cards[i]);
update_text(lv_texts[i], upgrade_names[picked[i]]);
update_position(lv_texts[i], [cx, cy]);
update_scale(lv_texts[i], [1, 1]);
update_to_top(lv_texts[i]);
levelup_options[i] = picked[i];
}
levelup_active = true;
levelup_click_lock = true;
}
function hide_levelup() { //隐藏升级卡牌
update_position(lv_title_card, [-9999, -9999]);
update_scale(lv_title_card, [0, 0]);
update_position(lv_title_text, [-9999, -9999]);
update_scale(lv_title_text, [0, 0]);
for (let i = 0; i < 3; i = i + 1) {
update_position(lv_cards[i], [-9999, -9999]);
update_scale(lv_cards[i], [0, 0]);
update_position(lv_texts[i], [-9999, -9999]);
update_scale(lv_texts[i], [0, 0]);
}
levelup_active = false;
}
function apply_upgrade(index) { //应用升级选项
let opt = upgrade_names[index];
if (opt === 'Multishot -10%dmg'){ bullets_per_shot = bullets_per_shot + 1; bullet_damage = bullet_damage * 0.9; }
if (opt === 'Spread') { bullet_total_spread = bullet_total_spread + 0.3; }
if (opt === 'Range') { bullet_range = bullet_range + 120; bullet_life = math_round(bullet_range / bullet_speed); }
if (opt === 'Fire Rate') { bullet_fire_rate = bullet_fire_rate - 6; }
if (opt === 'Size +20%dmg') { bullet_radius = bullet_radius + 2; bullet_damage = bullet_damage * 1.2; }
if (opt === 'Damage +30%') { bullet_damage = bullet_damage * 1.3; }
if (opt === 'Move Speed') { player_speed = player_speed + 3.5; }
}
function particles(){ //粒子类
return message => {
if (message === "emit") {
//接受两个number x,y 在该位置生成爆炸粒子
return (x, y) => {
let emitted = 0;
for (let i = 0; i < particle_pool_size && emitted < particle_count; i = i + 1) {
if (!p_active[i]) {
let a = math_random() * 2 * math_PI;
let sp = particle_speed * math_random();
update_position(p_sprites[i], [x, y]);
update_color(p_sprites[i], [255, 255, 255, 255]);
update_scale(p_sprites[i], [1, 1]);
p_active[i] = true;
p_vx[i] = sp * math_cos(a);
p_vy[i] = sp * math_sin(a);
p_life[i] = particle_life;
emitted = emitted + 1;
}
}
};
}
if (message === "update_all") {
//遍历活跃粒子 移动、衰减、归零后停用
return () => {
for (let i = 0; i < particle_pool_size; i = i + 1) {
if (p_active[i]) {
let pos = query_position(p_sprites[i]);
let nx = pos[0] + p_vx[i];
let ny = pos[1] + p_vy[i];
update_position(p_sprites[i], [nx, ny]);
p_life[i] = p_life[i] - 1;
let a = math_round(255 * p_life[i] / particle_life);
update_color(p_sprites[i], [255, 255, 255, a]);
if (p_life[i] <= 0) {
p_active[i] = false;
update_position(p_sprites[i], [-9999, -9999]);
update_scale(p_sprites[i], [0, 0]);
}
}
}
};
}
};
}
function gun(){ //枪类
const gun_offset = 20; // 枪离屏幕中心的距离(像素)
return message => {
if (message === "create_gun") {
//不接受参数 创建枪对象
const gun_ins= create_sprite('https://raw.githubusercontent.com/StoreManager-Riddle/SourceAcademyProject/refs/heads/TEST/Desert%20Eagle.png');
return update_scale(gun_ins,[gun_scale,gun_scale]);
}
if (message === "update_gun") {
//接受gun对象 将其放在屏幕中心到鼠标的连线上 并旋转指向鼠标
return gun => {
let mouse_pos = query_pointer_position();
let dx = mouse_pos[0] - width / 2;
let dy = mouse_pos[1] - height / 2;
let angle = math_atan2(dy, dx);
let gun_x = width / 2 + gun_offset * math_cos(angle);
let gun_y = height / 2 + gun_offset * math_sin(angle);
update_position(gun, [gun_x, gun_y]);
return update_rotation(gun, angle);
};
}
};
}
function bullets(){ //子弹类
const spawn_dist = 30; // 子弹生成点离屏幕中心的距离
return message => {
if (message === "fire") {
//接受鼠标位置 按bullets_per_shot散射发射多颗子弹
return mouse_pos => {
let dx = mouse_pos[0] - width / 2;
let dy = mouse_pos[1] - height / 2;
let base = math_atan2(dy, dx);
let step = bullets_per_shot > 1
? bullet_total_spread / (bullets_per_shot - 1)
: 0;
let half = bullet_total_spread / 2;
let fired = 0;
for (let i = 0; i < bullet_pool_size && fired < bullets_per_shot; i = i + 1) {
if (!b_active[i]) {
let a = base - half + fired * step;
let sx = width / 2 + spawn_dist * math_cos(a);
let sy = height / 2 + spawn_dist * math_sin(a);
let bs = bullet_radius / 4;
update_scale(b_sprites[i], [bs, bs]);
update_position(b_sprites[i], [sx, sy]);
b_active[i] = true;
b_vx[i] = bullet_speed * math_cos(a);
b_vy[i] = bullet_speed * math_sin(a);
b_life[i] = 0;
fired = fired + 1;
}
}
};
}
if (message === "update_all") {
//遍历池中活跃子弹 移动、衰减、碰撞、越界则停用
return () => {
for (let i = 0; i < bullet_pool_size; i = i + 1) {
if (b_active[i]) {
b_life[i] = b_life[i] + 1;
let sf = 1 - b_life[i] / bullet_life;
let cvx = b_vx[i] * sf;
let cvy = b_vy[i] * sf;
let pos = query_position(b_sprites[i]);
let nx = pos[0] + cvx;
let ny = pos[1] + cvy;
update_position(b_sprites[i], [nx, ny]);
let mpx = player_map_px + (nx - width / 2);
let mpy = player_map_py + (ny - height / 2);
let tx = math_floor(mpx / tile_pixel);
let ty = math_floor(mpy / tile_pixel);
let hit = false;
for (let j = 0; j < array_length(enermys) && !hit; j = j + 1) {
if (enermys[j]('is_alive')()) {
let ep = query_position(enermys[j]('get_sprite')());
let edx = nx - ep[0];
let edy = ny - ep[1];
if (math_sqrt(edx * edx + edy * edy) < 24) {
enermys[j]('damage')(1);
hit = true;
}
}
}
if (sf <= 0 || is_wall(tile_map, tx, ty) || hit) {
b_active[i] = false;
update_scale(b_sprites[i], [0, 0]);
update_position(b_sprites[i], [-9999, -9999]);
}
}
}
};
}
};
}
// ==========================================
// 【新增】:敌方子弹类
// ==========================================
function enemy_bullets() {
return message => {
if (message === "fire") {
// 从怪物位置 (sx, sy) 射向目标位置 (tx, ty)
return (sx, sy, tx, ty) => {
let dx = tx - sx;
let dy = ty - sy;
let angle = math_atan2(dy, dx);
for (let i = 0; i < eb_pool_size; i = i + 1) {
if (!eb_active[i]) {
update_position(eb_sprites[i], [sx, sy]);
update_scale(eb_sprites[i], [1, 1]);
eb_active[i] = true;
eb_vx[i] = eb_speed * math_cos(angle);
eb_vy[i] = eb_speed * math_sin(angle);
eb_life[i] = 0;
break; // 每次只射出一颗子弹
}
}
};
}
if (message === "update_all") {
return () => {
for (let i = 0; i < eb_pool_size; i = i + 1) {
if (eb_active[i]) {
eb_life[i] = eb_life[i] + 1;
let pos = query_position(eb_sprites[i]);
let nx = pos[0] + eb_vx[i];
let ny = pos[1] + eb_vy[i];
update_position(eb_sprites[i], [nx, ny]);
// 敌方子弹与玩家碰撞检测
let dx = nx - width / 2;
let dy = ny - height / 2;
let hit_player = false;
// 预检玩家 hit box,避免过多数学计算
if (math_abs(dx) < 15 && math_abs(dy) < 15) {
if (dx * dx + dy * dy < 225) { // 15*15
hit_player = true;
if (player_hurt_cd <= 0) {
player()('damage')(1);
player_hurt_cd = player_hurt_interval;
}
}
}
let mpx = player_map_px + (nx - width / 2);
let mpy = player_map_py + (ny - height / 2);
let tx = math_floor(mpx / tile_pixel);
let ty = math_floor(mpy / tile_pixel);
// 撞墙、寿命耗尽或击中玩家,子弹销毁
if (eb_life[i] >= eb_max_life || is_wall(tile_map, tx, ty) || hit_player) {
eb_active[i] = false;
update_scale(eb_sprites[i], [0, 0]);
update_position(eb_sprites[i], [-9999, -9999]);
}
}
}
};
}
};
}
//移动
//以下三个函数为阻止玩家离开边界的函数
function is_wall(tile_map, x, y) { //无需在意
if (x < 0 || x >= array_length(tile_map[0]) ||
y < 0 || y >= array_length(tile_map)) {
return true;
}
let t = tile_map[y][x];
return t === 'wallTop' ||
t === 'wallCenter' ||
t === 'wallLeftBottom' || t === 'bottomWall' ||
t === 'bottomRightWall' || t === 'rightWall' ||
t === 'LeftWall' ||
t === 'topLeftWall' || t === 'topWall' ||
t === 'topRightWall';
}
function can_move_x(tile_map, px, py, dx) { //无需在意
if (dx > 0) {
let check_x = math_floor((px + dx + tile_pixel - 1) / tile_pixel);
let top_y = math_floor(py / tile_pixel);
let bot_y = math_floor((py + tile_pixel - 1) / tile_pixel);
return !(is_wall(tile_map, check_x, top_y) ||
is_wall(tile_map, check_x, bot_y));
} else if (dx < 0) {
let check_x = math_floor((px + dx) / tile_pixel);
let top_y = math_floor(py / tile_pixel);
let bot_y = math_floor((py + tile_pixel - 1) / tile_pixel);
return !(is_wall(tile_map, check_x, top_y) ||
is_wall(tile_map, check_x, bot_y));
}
return true;
}
function can_move_y(tile_map, px, py, dy) { //无需在意
if (dy > 0) {
let left_x = math_floor(px / tile_pixel);
let right_x = math_floor((px + tile_pixel - 1) / tile_pixel);
let check_y = math_floor((py + dy + tile_pixel - 1) / tile_pixel);
return !(is_wall(tile_map, left_x, check_y) ||
is_wall(tile_map, right_x, check_y));
} else if (dy < 0) {
let left_x = math_floor(px / tile_pixel);
let right_x = math_floor((px + tile_pixel - 1) / tile_pixel);
let check_y = math_floor((py + dy) / tile_pixel);
return !(is_wall(tile_map, left_x, check_y) ||
is_wall(tile_map, right_x, check_y));
}
return true;
}
//输入
function input_listener(){
let dx = 0;
let dy = 0;
if (input_key_down('w')) { dy = dy - player_speed; }
if (input_key_down('s')) { dy = dy + player_speed; }
if (input_key_down('a')) {
dx = dx - player_speed;
player()('determine_direction')(player_instance,dx);
}
if (input_key_down('d')) {
dx = dx + player_speed;
player()('determine_direction')(player_instance,dx);
}
if (dx !== 0 && dy !== 0) {
let diag = player_speed / math_sqrt(2);
dx = dx > 0 ? diag : -diag;
dy = dy > 0 ? diag : -diag;
}
let ec = array_length(enermys);
let tc = array_length(tile_sprites);
let ebc = eb_pool_size; // 敌方子弹数量
if (dx !== 0 && can_move_x(tile_map, player_map_px, player_map_py, dx)) {
let was_hit = false;
for (let i = 0; i < ec; i = i + 1) {
if (enermys[i]('is_alive')() &&
gameobjects_overlap(player_instance, enermys[i]('get_sprite')())) {
was_hit = true;
}
}
player_map_px = player_map_px + dx;
for (let i = 0; i < tc; i = i + 1) {
let pos = query_position(tile_sprites[i]);
update_position(tile_sprites[i], [pos[0] - dx, pos[1]]);
}
for (let i = 0; i < ec; i = i + 1) {
enermys[i]('update_map_offset')(dx, 0);
}
// 【新增】:地图移动时,更新敌方子弹位置,防止子弹乱飞
for (let i = 0; i < ebc; i = i + 1) {
if (eb_active[i]) {
let pos = query_position(eb_sprites[i]);
update_position(eb_sprites[i], [pos[0] - dx, pos[1]]);
}
}
let now_hit = false;
for (let i = 0; i < ec && !now_hit; i = i + 1) {
if (enermys[i]('is_alive')() &&
gameobjects_overlap(player_instance, enermys[i]('get_sprite')())) {
now_hit = true;
}
}
if (!was_hit && now_hit) {
player_map_px = player_map_px - dx;
for (let i = 0; i < tc; i = i + 1) {
let pos = query_position(tile_sprites[i]);
update_position(tile_sprites[i], [pos[0] + dx, pos[1]]);
}
for (let i = 0; i < ec; i = i + 1) {
enermys[i]('update_map_offset')(-dx, 0);
}
// 【新增】:如果撞墙回退,子弹位置也要回退
for (let i = 0; i < ebc; i = i + 1) {
if (eb_active[i]) {
let pos = query_position(eb_sprites[i]);
update_position(eb_sprites[i], [pos[0] + dx, pos[1]]);
}
}
}
}
if (dy !== 0 && can_move_y(tile_map, player_map_px, player_map_py, dy)) {
let was_hit = false;
for (let i = 0; i < ec; i = i + 1) {
if (enermys[i]('is_alive')() &&
gameobjects_overlap(player_instance, enermys[i]('get_sprite')())) {
was_hit = true;
}
}
player_map_py = player_map_py + dy;
for (let i = 0; i < tc; i = i + 1) {
let pos = query_position(tile_sprites[i]);
update_position(tile_sprites[i], [pos[0], pos[1] - dy]);
}
for (let i = 0; i < ec; i = i + 1) {
enermys[i]('update_map_offset')(0, dy);
}
// 【新增】:地图移动时,更新敌方子弹位置,防止子弹乱飞
for (let i = 0; i < ebc; i = i + 1) {
if (eb_active[i]) {
let pos = query_position(eb_sprites[i]);
update_position(eb_sprites[i], [pos[0], pos[1] - dy]);