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// 粒子系统类
class ParticleSystem {
    constructor() {
        this.particles = [];
        this.maxParticles = 150; // 降低最大粒子数
        this.gravity = 0.5;
        this.bounce = 0.6;
        this.friction = 0.98;
        this.lastCleanupTime = 0;
    }
    
    update(deltaTime) {
        const dt = deltaTime * 0.001; // 转换为秒
        
        for (let i = this.particles.length - 1; i >= 0; i--) {
            const particle = this.particles[i];
            this.updateParticle(particle, dt);
            
            // 移除生命周期结束的粒子
            if (particle.life <= 0) {
                this.particles.splice(i, 1);
            }
        }
    }
    
    updateParticle(particle, dt) {
        // 更新位置
        particle.x += particle.vx * dt;
        particle.y += particle.vy * dt;
        
        // 应用重力
        particle.vy += this.gravity * dt * 60; // 60fps基准
        
        // 应用摩擦力
        particle.vx *= this.friction;
        
        // 边界碰撞检测
        this.handleBoundaryCollision(particle);
        
        // 更新生命周期
        particle.life -= dt / particle.maxLife;
        particle.opacity = Math.max(0, particle.life);
        
        // 更新大小(某些粒子会变化)
        if (particle.sizeChange) {
            particle.size += particle.sizeChange * dt;
            particle.size = Math.max(1, particle.size);
        }
        
        // 更新旋转
        if (particle.rotation !== undefined) {
            particle.rotation += particle.rotationSpeed * dt;
        }
    }
    
    handleBoundaryCollision(particle) {
        const canvas = document.getElementById('gameCanvas');
        const canvasWidth = canvas.width;
        const canvasHeight = canvas.height;
        
        // 底部碰撞
        if (particle.y + particle.size > canvasHeight) {
            particle.y = canvasHeight - particle.size;
            particle.vy *= -this.bounce;
            
            // 减少水平速度
            particle.vx *= 0.8;
            
            // 如果速度太小,停止弹跳
            if (Math.abs(particle.vy) < 10) {
                particle.vy = 0;
                particle.isGrounded = true;
            }
        }
        
        // 左右边界碰撞
        if (particle.x - particle.size < 0) {
            particle.x = particle.size;
            particle.vx *= -this.bounce;
        } else if (particle.x + particle.size > canvasWidth) {
            particle.x = canvasWidth - particle.size;
            particle.vx *= -this.bounce;
        }
        
        // 顶部边界(防止粒子飞出屏幕)
        if (particle.y - particle.size < 0) {
            particle.y = particle.size;
            particle.vy *= -this.bounce;
        }
    }
    
    createFoodParticle(x, y, foodType) {
        if (this.particles.length >= this.maxParticles) {
            // 移除最老的粒子
            this.particles.shift();
        }
        
        const particle = {
            x: x + (Math.random() - 0.5) * 20,
            y: y + (Math.random() - 0.5) * 10,
            vx: (Math.random() - 0.5) * 200,
            vy: -Math.random() * 150 - 50,
            size: Math.random() * 15 + 8,
            color: this.getFoodColor(foodType),
            emoji: this.getFoodEmoji(foodType),
            life: 1,
            maxLife: Math.random() * 3 + 2,
            opacity: 1,
            rotation: Math.random() * Math.PI * 2,
            rotationSpeed: (Math.random() - 0.5) * 5,
            type: 'food',
            foodType: foodType,
            isGrounded: false,
            bounceCount: 0,
            maxBounces: Math.floor(Math.random() * 3) + 2
        };
        
        this.particles.push(particle);
        return particle;
    }
    
    createExplosionParticles(x, y, count = 10, color = '#FFD700') {
        for (let i = 0; i < count; i++) {
            const angle = (i / count) * Math.PI * 2;
            const speed = Math.random() * 100 + 50;
            
            const particle = {
                x: x,
                y: y,
                vx: Math.cos(angle) * speed,
                vy: Math.sin(angle) * speed,
                size: Math.random() * 8 + 4,
                color: color,
                life: 1,
                maxLife: Math.random() * 1 + 0.5,
                opacity: 1,
                type: 'explosion',
                sizeChange: -5 // 粒子逐渐变小
            };
            
            this.particles.push(particle);
        }
    }
    
    createSparkleParticles(x, y, count = 5) {
        for (let i = 0; i < count; i++) {
            const particle = {
                x: x + (Math.random() - 0.5) * 50,
                y: y + (Math.random() - 0.5) * 50,
                vx: (Math.random() - 0.5) * 30,
                vy: -Math.random() * 30 - 10,
                size: Math.random() * 4 + 2,
                color: Math.random() < 0.5 ? '#FFD700' : '#FF69B4',
                life: 1,
                maxLife: Math.random() * 1.5 + 0.5,
                opacity: 1,
                type: 'sparkle',
                twinkle: true
            };
            
            this.particles.push(particle);
        }
    }
    
    render(ctx) {
        this.particles.forEach(particle => {
            this.renderParticle(ctx, particle);
        });
    }
    
    renderParticle(ctx, particle) {
        ctx.save();
        ctx.globalAlpha = particle.opacity;
        
        // 移动到粒子位置
        ctx.translate(particle.x, particle.y);
        
        // 应用旋转
        if (particle.rotation !== undefined) {
            ctx.rotate(particle.rotation);
        }
        
        switch (particle.type) {
            case 'food':
                this.renderFoodParticle(ctx, particle);
                break;
            case 'explosion':
                this.renderExplosionParticle(ctx, particle);
                break;
            case 'sparkle':
                this.renderSparkleParticle(ctx, particle);
                break;
            default:
                this.renderDefaultParticle(ctx, particle);
                break;
        }
        
        ctx.restore();
    }
    
    renderFoodParticle(ctx, particle) {
        // 绘制食物表情符号
        if (particle.emoji) {
            ctx.font = `${particle.size}px Arial`;
            ctx.textAlign = 'center';
            ctx.textBaseline = 'middle';
            ctx.fillText(particle.emoji, 0, 0);
        } else {
            // 备用:绘制彩色圆形
            ctx.fillStyle = particle.color;
            ctx.beginPath();
            ctx.arc(0, 0, particle.size / 2, 0, Math.PI * 2);
            ctx.fill();
            
            // 添加高光
            ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
            ctx.beginPath();
            ctx.arc(-particle.size / 6, -particle.size / 6, particle.size / 4, 0, Math.PI * 2);
            ctx.fill();
        }
    }
    
    renderExplosionParticle(ctx, particle) {
        ctx.fillStyle = particle.color;
        ctx.shadowBlur = 10;
        ctx.shadowColor = particle.color;
        
        ctx.beginPath();
        ctx.arc(0, 0, particle.size, 0, Math.PI * 2);
        ctx.fill();
    }
    
    renderSparkleParticle(ctx, particle) {
        ctx.fillStyle = particle.color;
        ctx.shadowBlur = 8;
        ctx.shadowColor = particle.color;
        
        // 绘制星形
        const spikes = 4;
        const outerRadius = particle.size;
        const innerRadius = particle.size * 0.4;
        
        ctx.beginPath();
        for (let i = 0; i < spikes * 2; i++) {
            const angle = (i / (spikes * 2)) * Math.PI * 2;
            const radius = i % 2 === 0 ? outerRadius : innerRadius;
            const x = Math.cos(angle) * radius;
            const y = Math.sin(angle) * radius;
            
            if (i === 0) {
                ctx.moveTo(x, y);
            } else {
                ctx.lineTo(x, y);
            }
        }
        ctx.closePath();
        ctx.fill();
        
        // 闪烁效果
        if (particle.twinkle) {
            const twinkleAlpha = Math.sin(Date.now() * 0.01) * 0.5 + 0.5;
            ctx.globalAlpha *= twinkleAlpha;
        }
    }
    
    renderDefaultParticle(ctx, particle) {
        ctx.fillStyle = particle.color || '#FFD700';
        ctx.beginPath();
        ctx.arc(0, 0, particle.size, 0, Math.PI * 2);
        ctx.fill();
    }
    
    getFoodColor(foodType) {
        const colorMap = {
            'apple': '#FF6B6B',
            'banana': '#FFE66D',
            'orange': '#FF8E53',
            'strawberry': '#FF6B9D',
            'watermelon': '#C44569',
            'grape': '#9B59B6',
            'pizza': '#F39C12',
            'burger': '#D35400',
            'cake': '#F8C471',
            'cookie': '#D2691E',
            'bread': '#DEB887',
            'cheese': '#F1C40F',
            'fish': '#3498DB',
            'chicken': '#E67E22',
            'rice': '#ECF0F1',
            'noodles': '#F4D03F'
        };
        
        return colorMap[foodType] || '#FFD700';
    }
    
    getFoodEmoji(foodType) {
        const emojiMap = {
            'apple': '🍎',
            'banana': '🍌',
            'orange': '🍊',
            'strawberry': '🍓',
            'watermelon': '🍉',
            'grape': '🍇',
            'pizza': '🍕',
            'burger': '🍔',
            'cake': '🍰',
            'cookie': '🍪',
            'bread': '🍞',
            'cheese': '🧀',
            'fish': '🐟',
            'chicken': '🍗',
            'rice': '🍚',
            'noodles': '🍜',
            'carrot': '🥕',
            'tomato': '🍅',
            'corn': '🌽',
            'broccoli': '🥦',
            'potato': '🥔',
            'onion': '🧅'
        };
        
        return emojiMap[foodType] || '🍽️';
    }
    
    // 清理所有粒子
    clear() {
        this.particles = [];
    }
    
    // 获取指定类型的粒子数量
    getParticleCount(type = null) {
        if (type) {
            return this.particles.filter(p => p.type === type).length;
        }
        return this.particles.length;
    }
    
    // 移除指定类型的粒子
    removeParticlesByType(type) {
        this.particles = this.particles.filter(p => p.type !== type);
    }
    
    // 获取地面上的食物粒子数量
    getGroundedFoodCount() {
        return this.particles.filter(p => p.type === 'food' && p.isGrounded).length;
    }
    
    // 在指定区域内创建粒子爆炸效果
    createAreaExplosion(x, y, radius, particleCount = 20) {
        for (let i = 0; i < particleCount; i++) {
            const angle = Math.random() * Math.PI * 2;
            const distance = Math.random() * radius;
            const particleX = x + Math.cos(angle) * distance;
            const particleY = y + Math.sin(angle) * distance;
            
            this.createExplosionParticles(particleX, particleY, 3);
        }
    }
    
    // 清理无效粒子
    cleanupInvalidParticles() {
        const beforeCount = this.particles.length;
        
        // 移除生命周期结束的粒子
        this.particles = this.particles.filter(particle => particle.life > 0);
        
        // 移除超出边界太远的粒子
        const canvas = document.getElementById('gameCanvas');
        if (canvas) {
            const margin = 100; // 边界外100像素
            this.particles = this.particles.filter(particle => {
                return particle.x > -margin && 
                       particle.x < canvas.width + margin &&
                       particle.y > -margin && 
                       particle.y < canvas.height + margin;
            });
        }
        
        const afterCount = this.particles.length;
        return beforeCount - afterCount; // 返回清理的粒子数量
    }
    
    // 优化粒子更新
    updateParticle(particle, dt) {
        // 更新生命周期
        particle.life -= dt / particle.maxLife;
        if (particle.life <= 0) {
            return; // 粒子死亡,将在下次清理时移除
        }
        
        // 更新位置
        particle.x += particle.vx * dt;
        particle.y += particle.vy * dt;
        
        // 应用重力
        particle.vy += this.gravity * dt * 60; // 60fps基准
        
        // 应用摩擦力
        particle.vx *= this.friction;
        
        // 边界碰撞检测
        this.handleBoundaryCollision(particle);
        
        // 更新透明度
        particle.opacity = Math.max(0, particle.life);
        
        // 更新大小(某些粒子会变化)
        if (particle.sizeChange) {
            particle.size += particle.sizeChange * dt;
            particle.size = Math.max(1, particle.size);
        }
        
        // 更新旋转
        if (particle.rotation !== undefined) {
            particle.rotation += particle.rotationSpeed * dt;
        }
        
        // 更新生命时间(用于清理)
        particle.lifeTime = (particle.lifeTime || 0) + dt;
    }
    
    // 获取特定状态的粒子统计
    getParticleStats() {
        const stats = {
            total: this.particles.length,
            food: 0,
            explosion: 0,
            sparkle: 0,
            grounded: 0,
            moving: 0
        };
        
        this.particles.forEach(particle => {
            if (particle.type === 'food') {
                stats.food++;
                if (particle.isGrounded) stats.grounded++;
                else stats.moving++;
            } else if (particle.type === 'explosion') {
                stats.explosion++;
            } else if (particle.type === 'sparkle') {
                stats.sparkle++;
            }
        });
        
        return stats;
    }
    
    // 强制清理最老的粒子
    forceCleanupOldest(count) {
        if (count <= 0) return 0;
        
        // 按生命时间排序,移除最老的
        const sortedParticles = this.particles
            .map((particle, index) => ({ particle, index, lifeTime: particle.lifeTime || 0 }))
            .sort((a, b) => b.lifeTime - a.lifeTime);
        
        const toRemove = Math.min(count, sortedParticles.length);
        const indicesToRemove = sortedParticles
            .slice(0, toRemove)
            .map(item => item.index)
            .sort((a, b) => b - a); // 从后往前删除
        
        indicesToRemove.forEach(index => {
            this.particles.splice(index, 1);
        });
        
        return toRemove;
    }
}

// 食物粒子特殊效果类
class FoodParticleEffects {
    static createBurstEffect(particleSystem, x, y, foodType, count = 15) {
        for (let i = 0; i < count; i++) {
            const angle = (i / count) * Math.PI * 2;
            const speed = Math.random() * 80 + 40;
            
            const particle = {
                x: x,
                y: y,
                vx: Math.cos(angle) * speed,
                vy: Math.sin(angle) * speed - 30,
                size: Math.random() * 12 + 6,
                color: particleSystem.getFoodColor(foodType),
                emoji: particleSystem.getFoodEmoji(foodType),
                life: 1,
                maxLife: Math.random() * 2 + 1,
                opacity: 1,
                rotation: Math.random() * Math.PI * 2,
                rotationSpeed: (Math.random() - 0.5) * 8,
                type: 'food',
                foodType: foodType,
                isGrounded: false
            };
            
            particleSystem.particles.push(particle);
        }
    }
    
    static createFountainEffect(particleSystem, x, y, foodType) {
        const particleCount = 8;
        
        for (let i = 0; i < particleCount; i++) {
            const angle = -Math.PI / 2 + (Math.random() - 0.5) * Math.PI / 3;
            const speed = Math.random() * 120 + 80;
            
            const particle = {
                x: x + (Math.random() - 0.5) * 30,
                y: y,
                vx: Math.cos(angle) * speed,
                vy: Math.sin(angle) * speed,
                size: Math.random() * 18 + 10,
                color: particleSystem.getFoodColor(foodType),
                emoji: particleSystem.getFoodEmoji(foodType),
                life: 1,
                maxLife: Math.random() * 4 + 2,
                opacity: 1,
                rotation: Math.random() * Math.PI * 2,
                rotationSpeed: (Math.random() - 0.5) * 6,
                type: 'food',
                foodType: foodType,
                isGrounded: false
            };
            
            particleSystem.particles.push(particle);
        }
    }
}