extrasneo111 / turn-based-battle.html
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<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>对战系统</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Ma+Shan+Zheng&family=ZCOOL+XiaoWei&display=swap" rel="stylesheet">
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
user-select: none;
}
body {
font-family: 'ZCOOL XiaoWei', 'Microsoft YaHei', sans-serif;
background-color: #000;
color: #fff;
overflow: hidden;
/* 移除min-height,改为通过JS动态设置 */
display: flex;
justify-content: center;
align-items: center;
width: 100vw;
height: 75vw;
}
.game-container {
/* 通过JS动态设置宽高,保持4:3比例 */
position: relative;
display: flex;
flex-direction: column;
background-size: cover;
background-position: center;
background-repeat: no-repeat;
}
.battle-scene {
flex: 1;
position: relative;
display: flex;
justify-content: space-between;
align-items: flex-end;
padding-bottom: clamp(60px, 12vw, 120px);
}
/* 状态区样式 - 进一步缩小手机端显示 */
.player-status-area {
position: absolute;
top: clamp(6px, 1.5vw, 15px);
left: clamp(6px, 1.5vw, 15px);
background-color: rgba(0, 0, 0, 0.85);
border-radius: clamp(3px, 0.8vw, 6px);
padding: clamp(4px, 1vw, 10px);
z-index: 5;
border: 1px solid rgba(255, 255, 255, 0.3);
box-shadow: 0 0 8px rgba(0, 0, 0, 0.6);
min-width: clamp(120px, 20vw, 200px);
max-width: clamp(160px, 25vw, 250px);
}
.character-name {
font-size: clamp(11px, 2.2vw, 16px);
font-weight: bold;
color: #ffcc00;
margin-bottom: clamp(3px, 0.8vw, 6px);
text-align: center;
font-family: 'Ma Shan Zheng', cursive;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.7);
border-bottom: 1px solid rgba(255, 204, 0, 0.3);
padding-bottom: clamp(2px, 0.5vw, 4px);
}
.enemy-status-area {
position: absolute;
top: clamp(6px, 1.5vw, 15px);
right: clamp(6px, 1.5vw, 15px);
background-color: rgba(0, 0, 0, 0.85);
border-radius: clamp(3px, 0.8vw, 6px);
padding: clamp(4px, 1vw, 10px);
z-index: 5;
border: 1px solid rgba(255, 255, 255, 0.3);
box-shadow: 0 0 8px rgba(0, 0, 0, 0.6);
min-width: clamp(120px, 20vw, 200px);
max-width: clamp(160px, 25vw, 250px);
}
.health-container {
display: flex;
align-items: center;
min-width: clamp(110px, 18vw, 180px);
margin-bottom: clamp(2px, 0.5vw, 5px);
position: relative;
}
.health-bar {
flex: 1;
height: clamp(12px, 2.5vw, 20px);
background-color: #333;
border-radius: clamp(2px, 0.4vw, 3px);
overflow: hidden;
margin-right: clamp(30px, 6vw, 60px);
border: 1px solid rgba(255, 255, 255, 0.2);
}
.health-fill {
height: 100%;
background: linear-gradient(to right, #ff0043, #ff6a00);
width: 100%;
transition: width 0.5s cubic-bezier(.4,2,.6,1);
}
.health-text {
position: absolute;
right: 0;
font-size: clamp(10px, 2vw, 14px);
color: #fff;
min-width: clamp(30px, 6vw, 60px);
text-align: right;
font-weight: bold;
}
.energy-display {
display: flex;
justify-content: flex-end;
align-items: center;
}
.energy-value {
font-size: clamp(10px, 2vw, 14px);
color: #ffcc00;
margin-right: clamp(2px, 0.5vw, 5px);
font-weight: bold;
}
.energy-icon {
color: #ffcc00;
font-size: clamp(12px, 2.5vw, 16px);
}
/* 回合指示器 - 优化位置避免被遮挡 */
.turn-indicator {
position: absolute;
top: clamp(45px, 8vw, 80px);
left: 50%;
transform: translateX(-50%);
background-color: rgba(0, 0, 0, 0.85);
padding: clamp(4px, 1vw, 8px) clamp(10px, 2.5vw, 20px);
border-radius: clamp(12px, 3vw, 20px);
z-index: 6; /* 提高层级,确保不被状态区遮挡 */
font-size: clamp(12px, 2.8vw, 18px);
font-weight: bold;
border: 1px solid rgba(255, 255, 255, 0.3);
box-shadow: 0 0 8px rgba(0, 0, 0, 0.6);
font-family: 'Ma Shan Zheng', cursive;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.7);
white-space: nowrap;
}
/* 命令区域 - 水墨风格 */
.command-area {
position: absolute;
bottom: 30px;
left: 50%;
transform: translateX(-50%);
width: 90%;
max-width: 800px;
background-color: rgba(0, 0, 0, 0.7);
border-radius: 10px;
padding: 15px;
z-index: 10;
border: 1px solid rgba(255, 255, 255, 0.3);
box-shadow: 0 0 20px rgba(0, 0, 0, 0.6);
}
.command-label {
margin-bottom: 10px;
font-size: 24px;
color: #eee;
text-align: center;
font-family: 'Ma Shan Zheng', cursive;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.5);
}
.command-buttons {
display: flex;
justify-content: space-around;
gap: 10px;
}
/* 指令按钮浮动样式 - 优化版本:始终紧贴左边缘 */
.command-buttons-floating {
position: absolute;
left: 0;
bottom: 0;
display: flex;
flex-direction: row;
gap: clamp(2px, 1vw, 12px);
padding: clamp(2px, 0.5vw, 8px) 0 0 clamp(2px, 0.5vw, 8px);
z-index: 10;
width: 50vw;
min-width: 280px;
max-width: 50vw;
justify-content: space-between;
}
.command-btn {
flex: 1 1 0;
margin: 0;
padding: clamp(0.5vw, 1.2vw, 1.5vw) clamp(0.3vw, 0.8vw, 1vw);
height: clamp(60px, 8vw, 120px);
border-radius: clamp(4px, 0.8vw, 8px);
background: #111 !important;
color: #fff !important;
border: 1px solid #333;
box-shadow: 1px 1px 4px rgba(0,0,0,0.15);
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-width: 0;
cursor: pointer;
transition: all 0.2s;
position: relative;
overflow: hidden;
}
.command-btn::before {
content: '';
position: absolute;
top: -2px;
left: -2px;
right: -2px;
bottom: -2px;
background: linear-gradient(45deg, transparent, rgba(255, 255, 255, 0.1), transparent);
z-index: -1;
border-radius: clamp(4px, 0.8vw, 8px);
}
.command-btn:hover:not(.disabled) {
background: #222 !important;
transform: translateY(-2px);
box-shadow: 0 6px 12px rgba(0, 0, 0, 0.4);
border-color: #666;
}
.command-btn:active:not(.disabled) {
background: #333 !important;
transform: translateY(0);
}
.command-btn.selected {
background: linear-gradient(135deg, #1a3a75, #0c1f3e) !important;
border-color: #3a6cbf;
box-shadow: 0 0 15px rgba(58, 108, 191, 0.6);
}
.command-btn.disabled {
opacity: 0.5;
cursor: not-allowed;
}
/* 键位提示自适应 */
.command-btn .key-hint {
position: absolute;
top: clamp(2px, 0.5vw, 6px);
left: clamp(2px, 0.5vw, 6px);
background-color: rgba(0, 0, 0, 0.7);
color: #fff;
font-size: clamp(0.7rem, 1.5vw, 1rem);
padding: clamp(1px, 0.3vw, 4px) clamp(3px, 0.6vw, 8px);
border-radius: clamp(2px, 0.4vw, 4px);
line-height: 1;
}
/* 按钮名称自适应 */
.command-btn .btn-name {
font-size: clamp(0.9rem, 2.2vw, 1.8rem);
font-weight: bold;
font-family: 'Ma Shan Zheng', cursive;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.5);
text-align: center;
line-height: 1.1;
margin-top: clamp(2px, 0.5vw, 8px);
}
/* 战斗日志 - 自适应优化 */
.battle-log {
height: clamp(50px, 10vw, 80px);
background-color: rgba(0, 0, 0, 0.85);
border-top: 1px solid #444;
padding: clamp(6px, 1.5vw, 10px) clamp(12px, 2.5vw, 20px);
overflow-y: auto;
font-size: clamp(12px, 2.5vw, 16px);
line-height: 1.4;
border-bottom: 1px solid rgba(255, 255, 255, 0.2);
position: relative;
z-index: 10;
}
.battle-log p {
margin-bottom: clamp(1px, 0.3vw, 4px);
word-wrap: break-word;
}
/* 确认弹窗 - 手机优化 */
.modal {
display: none;
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
z-index: 100;
align-items: center;
justify-content: center;
padding: 15px;
}
.modal-content {
width: clamp(240px, 60vw, 320px);
max-width: 85vw;
border-radius: clamp(4px, 1vw, 8px);
box-shadow: 0 0 20px rgba(0, 0, 0, 0.8);
color: #fff;
position: relative;
border: 2px solid #553c28;
overflow: hidden;
}
.modal-header {
padding: clamp(6px, 2vw, 12px);
background-color: rgba(0, 0, 0, 0.6);
font-size: clamp(14px, 3.2vw, 20px);
font-weight: bold;
text-align: center;
border-bottom: 1px solid rgba(255, 255, 255, 0.2);
font-family: 'Ma Shan Zheng', cursive;
}
.modal-body {
padding: clamp(8px, 2.5vw, 15px);
font-size: clamp(12px, 2.8vw, 16px);
text-align: center;
line-height: 1.4;
}
.modal-footer {
padding: clamp(6px, 2vw, 12px);
display: flex;
justify-content: space-around;
border-top: 1px solid rgba(255, 255, 255, 0.2);
gap: clamp(6px, 1.5vw, 12px);
}
.modal-footer button {
padding: clamp(4px, 1.5vw, 8px) clamp(10px, 3vw, 16px);
border: none;
border-radius: clamp(3px, 0.8vw, 6px);
cursor: pointer;
font-size: clamp(11px, 2.5vw, 14px);
font-family: 'ZCOOL XiaoWei', sans-serif;
transition: all 0.3s;
flex: 1;
min-height: clamp(24px, 5vw, 36px);
}
#confirm-action {
background: linear-gradient(to bottom, #5c3b1c, #34210f);
color: white;
border: 1px solid #7c5a3d;
}
#confirm-action:hover {
background: linear-gradient(to bottom, #6c4a2b, #3e2914);
transform: translateY(-2px);
box-shadow: 0 2px 5px rgba(0, 0, 0, 0.3);
}
#cancel-action {
background: linear-gradient(to bottom, #444, #222);
color: #ddd;
border: 1px solid #666;
}
#cancel-action:hover {
background: linear-gradient(to bottom, #555, #333);
transform: translateY(-2px);
box-shadow: 0 2px 5px rgba(0, 0, 0, 0.3);
}
/* 动画效果 */
@keyframes attack {
0% { transform: translateX(0); }
25% { transform: translateX(40px); }
50% { transform: translateX(0); }
100% { transform: translateX(0); }
}
@keyframes enemy-attack {
0% { transform: translateX(0); }
25% { transform: translateX(-40px); }
50% { transform: translateX(0); }
100% { transform: translateX(0); }
}
@keyframes hit {
0% { filter: brightness(1); }
25% { filter: brightness(3) saturate(2); }
50% { filter: brightness(1); }
100% { filter: brightness(1); }
}
@keyframes defend {
0% { filter: brightness(1); }
50% { filter: brightness(1.5) hue-rotate(120deg); }
100% { filter: brightness(1); }
}
@keyframes special {
0% { filter: brightness(1); }
25% { filter: brightness(2) saturate(2) hue-rotate(270deg); }
50% { filter: brightness(1.5) saturate(1.5) hue-rotate(180deg); }
75% { filter: brightness(2) saturate(2) hue-rotate(90deg); }
100% { filter: brightness(1); }
}
.player-attack {
animation: attack 0.6s ease;
}
.enemy-attack {
animation: enemy-attack 0.6s ease;
}
.player-hit {
animation: hit 0.6s ease;
}
.enemy-hit {
animation: hit 0.6s ease;
}
.player-defend {
animation: defend 1s ease;
}
.enemy-defend {
animation: defend 1s ease;
}
.player-special {
animation: special 1s ease;
}
.enemy-special {
animation: special 1s ease;
}
/* 画面晃动动画 */
@keyframes shake {
0% { transform: translate(0, 0); }
20% { transform: translate(-10px, 0); }
40% { transform: translate(10px, 0); }
60% { transform: translate(-10px, 0); }
80% { transform: translate(10px, 0); }
100% { transform: translate(0, 0); }
}
.shake {
animation: shake 0.4s cubic-bezier(.36,.07,.19,.97) both;
}
/* 受击红色边缘高亮动画 */
@keyframes damage-flash {
0% { box-shadow: 0 0 0 0 rgba(255,0,0,0.7); }
30% { box-shadow: 0 0 0 20px rgba(255,0,0,0.5); }
60% { box-shadow: 0 0 0 40px rgba(255,0,0,0.2); }
100% { box-shadow: 0 0 0 0 rgba(255,0,0,0); }
}
.damage-flash {
animation: damage-flash 0.5s;
}
.npc-portrait-layer {
position: absolute;
left: 0; top: 0; right: 0; bottom: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 3;
background: none;
background-position: center center;
background-repeat: no-repeat;
background-size: cover;
transition: background-image 0.3s;
}
.npc-portrait-layer.shake {
animation: shake 0.4s cubic-bezier(.36,.07,.19,.97) both;
}
.screen-flash {
position: fixed;
left: 0; top: 0; right: 0; bottom: 0;
width: 100vw;
height: 100vh;
pointer-events: none;
z-index: 1000;
opacity: 0;
background: rgba(255,0,0,0.3);
box-shadow: 0 0 0 20px rgba(255,0,0,0.5), 0 0 60px 40px rgba(255,0,0,0.2) inset;
transition: opacity 0.2s;
}
.screen-flash.active {
opacity: 1;
transition: opacity 0.1s;
}
#restart-game {
background: linear-gradient(to bottom, #5c3b1c, #34210f);
color: white;
border: 1px solid #7c5a3d;
padding: clamp(6px, 2vw, 12px) clamp(20px, 4vw, 32px);
border-radius: clamp(3px, 0.8vw, 6px);
cursor: pointer;
font-size: clamp(12px, 2.8vw, 16px);
font-family: 'Ma Shan Zheng', cursive;
transition: all 0.3s;
width: 100%;
min-height: clamp(28px, 6vw, 40px);
}
#restart-game:hover {
background: linear-gradient(to bottom, #6c4a2b, #3e2914);
transform: translateY(-2px);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.4);
}
/* 移动端优化 */
@media (max-width: 900px) {
.command-buttons-floating {
width: 70vw;
min-width: 260px;
gap: clamp(2px, 0.8vw, 6px);
padding: clamp(2px, 0.4vw, 6px) 0 0 clamp(2px, 0.4vw, 6px);
}
.command-btn {
height: clamp(45px, 9vw, 70px);
}
.command-btn .btn-name {
font-size: clamp(0.8rem, 2.8vw, 1.1rem);
}
.command-btn .key-hint {
font-size: clamp(0.6rem, 1.8vw, 0.9rem);
}
}
@media (max-width: 600px) {
.command-buttons-floating {
width: 85vw;
min-width: 240px;
gap: clamp(1px, 0.5vw, 4px);
padding: clamp(1px, 0.3vw, 4px) 0 0 clamp(1px, 0.3vw, 4px);
flex-direction: row;
}
.command-btn {
height: clamp(35px, 10vw, 55px);
}
.command-btn .btn-name {
font-size: clamp(0.7rem, 3vw, 1rem);
}
.command-btn .key-hint {
font-size: clamp(0.5rem, 2vw, 0.8rem);
}
}
/* 超大屏幕优化 */
@media (min-width: 1400px) {
.command-buttons-floating {
width: 45vw;
max-width: 700px;
}
.command-btn {
height: clamp(80px, 6vw, 100px);
}
.command-btn .btn-name {
font-size: clamp(1.2rem, 1.8vw, 1.6rem);
}
}
/* 超小屏幕优化 */
@media (max-width: 480px) {
.command-buttons-floating {
width: 95vw;
min-width: 200px;
gap: clamp(1px, 0.2vw, 2px);
padding: 2px 0 0 2px;
flex-direction: row;
}
.command-btn {
height: clamp(30px, 11vw, 45px);
padding: clamp(0.2vw, 0.8vw, 1vw) clamp(0.1vw, 0.4vw, 0.6vw);
}
.command-btn .btn-name {
font-size: clamp(0.6rem, 3.5vw, 0.9rem);
}
.command-btn .key-hint {
font-size: clamp(0.4rem, 2.8vw, 0.7rem);
padding: clamp(0.5px, 0.1vw, 2px) clamp(2px, 0.3vw, 4px);
}
}
/* 横屏手机优化 */
@media (max-width: 900px) and (orientation: landscape) {
.battle-scene {
padding-bottom: clamp(60px, 10vw, 100px);
}
.command-btn {
height: clamp(30px, 6vw, 50px);
}
.turn-indicator {
top: clamp(25px, 5vw, 40px);
}
}
</style>
</head>
<body>
<div class="game-container">
<div class="npc-portrait-layer"></div>
<div class="screen-flash"></div>
<!-- 战斗场景 -->
<div class="battle-scene">
<!-- 玩家状态区 -->
<div class="player-status-area">
<div class="character-name" id="player-name">user</div>
<div class="health-container">
<div class="health-bar">
<div class="health-fill" id="player-health"></div>
</div>
<div class="health-text">
<span id="player-health-value">50</span>/<span id="player-max-health">50</span>
</div>
</div>
<div class="energy-display">
<div class="energy-value"><span id="player-energy">0</span>/10</div>
<div class="energy-icon"></div>
</div>
</div>
<!-- 敌人状态区 -->
<div class="enemy-status-area">
<div class="character-name" id="enemy-name">北条</div>
<div class="health-container">
<div class="health-bar">
<div class="health-fill" id="enemy-health"></div>
</div>
<div class="health-text">
<span id="enemy-health-value">50</span>/<span id="enemy-max-health">50</span>
</div>
</div>
<div class="energy-display">
<div class="energy-value"><span id="enemy-energy">0</span>/10</div>
<div class="energy-icon"></div>
</div>
</div>
<!-- 回合指示器 -->
<div class="turn-indicator">
<div id="turn-text">第1回合</div>
</div>
<!-- 左侧玩家角色 -->
<div class="character player-character"></div>
<!-- 右侧敌方角色 -->
<div class="character enemy-character"></div>
<!-- 战斗命令区域 -->
<div class="command-buttons-floating">
<div class="command-btn" id="gather" data-key="Q">
<div class="key-hint">Q</div>
<div class="btn-name">集气</div>
</div>
<div class="command-btn" id="defend" data-key="W">
<div class="key-hint">W</div>
<div class="btn-name">防御</div>
</div>
<div class="command-btn" id="light-attack" data-key="E">
<div class="key-hint">E</div>
<div class="btn-name">轻攻击</div>
</div>
<div class="command-btn" id="heavy-attack" data-key="R">
<div class="key-hint">R</div>
<div class="btn-name">重攻击</div>
</div>
<div class="command-btn" id="special" data-key="F">
<div class="key-hint">T</div>
<div class="btn-name">绝招</div>
</div>
<div class="command-btn" id="taunt" data-key="C">
<div class="key-hint">Y</div>
<div class="btn-name">嘴炮</div>
</div>
</div>
</div>
<!-- 战斗日志 -->
<div class="battle-log" id="battle-log">
<p>战斗开始,请选择行动...</p>
</div>
<!-- 确认弹窗 -->
<div id="confirm-modal" class="modal">
<div class="modal-content">
<div class="modal-header">确认行动</div>
<div class="modal-body">
已选择: <span id="selected-action"></span>
</div>
<div class="modal-footer">
<button id="confirm-action">确认</button>
<button id="cancel-action">取消</button>
</div>
</div>
</div>
<!-- 游戏结束弹窗 -->
<div id="game-over-modal" class="modal">
<div class="modal-content">
<div class="modal-header" id="game-over-title">游戏结束</div>
<div class="modal-body" id="game-over-message">
游戏结束信息
</div>
<div class="modal-footer">
<button id="restart-game">重新开始</button>
</div>
</div>
</div>
</div>
<script>
// 敌方信息原始文本
const enemyInfoText = `
$1
`;
// 游戏主背景和弹窗背景图片链接
const GAME_BG_URL = 'https://files.catbox.moe/4qg2k3.png';
const MODAL_BG_URL = 'https://files.catbox.moe/jabi3y.jpg';
// 玩家信息
const PLAYER_INFO = {
name: '小虾米',
maxHealth: 50, // 最大生命值
currentHealth: 50, // 当前生命值
energy: 0, // 能量值
maxEnergy: 10, // 最大能量值
selectedAction: null, // 当前选中的行动
basicDamage: 20 // 轻攻击基础伤害
};
// 生命值和伤害等级映射
const healthMap = { '极低': 25,'低': 50, '中': 80, '高': 100, '极高': 150 };
const damageMap = { '极低': 10,'低': 20, '中': 30, '高': 40, '极高': 50 };
const styles = ['风', '火', '林', '山'];
// 常见NPC信息
const commonNPCs = {
'姬姒': {
name: '姬姒', // 名称
maxHealth: 100, // 最大生命值
basicDamage: 30, // 轻攻击基础伤害
style: '风', // 风格
portrait: 'https://files.catbox.moe/3sfu4i.png' // 立绘链接
},
'北条': {
name: '北条',
maxHealth: 80,
basicDamage: 50,
style: '火',
portrait: 'https://files.catbox.moe/07djrh.png'
},
'神宫寺': {
name: '神宫寺',
maxHealth: 120,
basicDamage: 20,
style: '山',
portrait: 'https://files.catbox.moe/3sfu4i.png'
},
// 可继续添加更多NPC
};
// 解析敌方信息的函数
function parseEnemyInfo(text) {
// 提取
const nameMatch = text.match(/name:\s*([^\n]+)/);
const npcName = nameMatch ? nameMatch[1].trim() : '';
clearEnemyPortrait();
// 优先查找常见NPC
if (npcName && commonNPCs[npcName]) {
const npc = commonNPCs[npcName];
// 更新敌人立绘
updateEnemyPortrait(npc.portrait);
return {
name: npc.name,
maxHealth: npc.maxHealth,
currentHealth: npc.maxHealth,
energy: 0,
maxEnergy: 10,
selectedAction: null,
basicDamage: npc.basicDamage,
style: npc.style
};
}
// 没有匹配到常见NPC,走原有解析逻辑,风格随机
const maxHealthMatch = text.match(/maxHealth:\s*([^\n]+)/);
const basicDamageMatch = text.match(/basicDamage:\s*([^\n]+)/);
// 清除敌人立绘
clearEnemyPortrait();
return {
name: npcName,
maxHealth: maxHealthMatch ? healthMap[maxHealthMatch[1].trim()] || 80 : 80,
currentHealth: maxHealthMatch ? healthMap[maxHealthMatch[1].trim()] || 80 : 80,
energy: 0,
maxEnergy: 10,
selectedAction: null,
basicDamage: basicDamageMatch ? damageMap[basicDamageMatch[1].trim()] || 30 : 30,
style: styles[Math.floor(Math.random() * styles.length)]
};
}
// 更新敌人立绘
function updateEnemyPortrait(portraitUrl) {
const npcPortraitLayer = document.querySelector('.npc-portrait-layer');
npcPortraitLayer.style.backgroundImage = `url('${portraitUrl}')`;
}
// 清除敌人立绘
function clearEnemyPortrait() {
const npcPortraitLayer = document.querySelector('.npc-portrait-layer');
npcPortraitLayer.style.backgroundImage = '';
}
const playerNameDisplay = document.getElementById('player-name');
const enemyNameDisplay = document.getElementById('enemy-name');
// 游戏状态对象
const gameState = {
currentTurn: 'player',
turnNumber: 1, // 添加回合计数器
waitingForConfirmation: false,
player: { ...PLAYER_INFO },
enemy: parseEnemyInfo(enemyInfoText)
};
// 获取DOM元素
const playerHealthBar = document.getElementById('player-health');
const enemyHealthBar = document.getElementById('enemy-health');
const playerHealthValue = document.getElementById('player-health-value');
const enemyHealthValue = document.getElementById('enemy-health-value');
const playerMaxHealth = document.getElementById('player-max-health'); // 新增
const enemyMaxHealth = document.getElementById('enemy-max-health'); // 新增
const playerEnergyDisplay = document.getElementById('player-energy');
const enemyEnergyDisplay = document.getElementById('enemy-energy');
const battleLog = document.getElementById('battle-log');
const turnText = document.getElementById('turn-text');
const selectedActionText = document.getElementById('selected-action');
const confirmActionButton = document.getElementById('confirm-action');
const cancelActionButton = document.getElementById('cancel-action');
const commandButtons = document.querySelectorAll('.command-btn');
const confirmModal = document.getElementById('confirm-modal');
const gameOverModal = document.getElementById('game-over-modal');
const gameOverTitle = document.getElementById('game-over-title');
const gameOverMessage = document.getElementById('game-over-message');
const restartGameButton = document.getElementById('restart-game');
// 角色元素
const playerCharacter = document.querySelector('.player-character');
const enemyCharacter = document.querySelector('.enemy-character');
// 初始化游戏
function initGame() {
updateDisplay();
addLog('战斗开始,请选择行动...');
// 添加按钮点击事件 - 支持触屏和鼠标
setupButtonEvents();
// 键盘控制
document.addEventListener('keydown', handleKeyPress);
}
// 设置按钮事件
function setupButtonEvents() {
document.getElementById('gather').addEventListener('click', () => selectAction('gather'));
document.getElementById('defend').addEventListener('click', () => selectAction('defend'));
document.getElementById('light-attack').addEventListener('click', () => selectAction('light-attack'));
document.getElementById('heavy-attack').addEventListener('click', () => selectAction('heavy-attack'));
document.getElementById('special').addEventListener('click', () => selectAction('special'));
document.getElementById('taunt').addEventListener('click', () => selectAction('taunt'));
// 确认按钮事件
confirmActionButton.addEventListener('click', () => {
confirmModal.style.display = 'none';
confirmAction();
});
// 取消按钮事件
cancelActionButton.addEventListener('click', () => {
confirmModal.style.display = 'none';
gameState.player.selectedAction = null;
updateDisplay();
});
restartGameButton.addEventListener('click', () => {
window.location.reload();
});
}
// 更新显示
function updateDisplay() {
// 更新生命值显示
playerHealthBar.style.width = `${(gameState.player.currentHealth / gameState.player.maxHealth) * 100}%`;
enemyHealthBar.style.width = `${(gameState.enemy.currentHealth / gameState.enemy.maxHealth) * 100}%`;
// 更新生命值文本
playerHealthValue.textContent = gameState.player.currentHealth;
enemyHealthValue.textContent = gameState.enemy.currentHealth;
// 更新最大生命值文本
playerMaxHealth.textContent = gameState.player.maxHealth;
enemyMaxHealth.textContent = gameState.enemy.maxHealth;
// 更新能量值
playerEnergyDisplay.textContent = gameState.player.energy;
enemyEnergyDisplay.textContent = gameState.enemy.energy;
// 更新角色名字显示
playerNameDisplay.textContent = gameState.player.name;
enemyNameDisplay.textContent = gameState.enemy.name;
// 更新回合数显示
turnText.textContent = `第${gameState.turnNumber}回合`;
// 根据能量值启用/禁用按钮
checkButtonAvailability();
}
// 检查按钮可用性
function checkButtonAvailability() {
// 如果不是玩家回合或正在等待确认,禁用所有按钮
if (gameState.currentTurn !== 'player' || gameState.waitingForConfirmation) {
commandButtons.forEach(btn => {
btn.classList.add('disabled');
});
return;
}
// 重置按钮状态
commandButtons.forEach(btn => {
btn.classList.remove('disabled');
btn.classList.remove('selected');
});
// 根据能量值启用/禁用按钮
if (gameState.player.energy < 1) {
document.getElementById('light-attack').classList.add('disabled');
}
if (gameState.player.energy < 2) {
document.getElementById('heavy-attack').classList.add('disabled');
}
if (gameState.player.energy < 5) {
document.getElementById('special').classList.add('disabled');
}
// 如果有选中的动作,高亮显示
if (gameState.player.selectedAction) {
document.getElementById(gameState.player.selectedAction).classList.add('selected');
}
}
// 添加战斗日志
function addLog(message) {
const logEntry = document.createElement('p');
logEntry.textContent = message;
battleLog.appendChild(logEntry);
battleLog.scrollTop = battleLog.scrollHeight;
}
// 选择动作
function selectAction(action) {
// 如果不是玩家回合或正在等待确认,返回
if (gameState.currentTurn !== 'player' || gameState.waitingForConfirmation) return;
// 检查按钮是否被禁用
if (document.getElementById(action).classList.contains('disabled')) {
return;
}
// 清除之前的选择
commandButtons.forEach(btn => btn.classList.remove('selected'));
// 检查是否有足够的能量
if ((action === 'light-attack' && gameState.player.energy < 1) ||
(action === 'heavy-attack' && gameState.player.energy < 2) ||
(action === 'special' && gameState.player.energy < 5)) {
addLog('能量不足,无法执行此动作!');
return;
}
// 设置选中状态
document.getElementById(action).classList.add('selected');
gameState.player.selectedAction = action;
// 更新选择显示
const actionNames = {
'gather': '集气',
'defend': '防御',
'light-attack': '轻攻击',
'heavy-attack': '重攻击',
'special': '绝招',
'taunt': '嘴炮'
};
selectedActionText.textContent = actionNames[action];
// 显示确认弹窗
confirmModal.style.display = 'flex';
}
// 确认动作
function confirmAction() {
if (!gameState.player.selectedAction) return;
// 设置为等待确认状态
gameState.waitingForConfirmation = true;
// 禁用按钮
commandButtons.forEach(btn => {
btn.classList.add('disabled');
});
addLog(`${gameState.player.name}准备行动...`);
// 敌人AI选择动作
selectEnemyAction();
// 执行回合结算
setTimeout(executeTurn, 1000);
}
// 敌人AI选择动作
function selectEnemyAction() {
const enemy = gameState.enemy;
const player = gameState.player;
const style = enemy.style || '风'; // 默认风格
// 玩家气的威胁等级
const playerEnergy = player.energy;
// 嘴炮判定:玩家气满5时,敌人有较高概率嘴炮
if (playerEnergy >= 5) {
if (style === '山' && Math.random() < 0.5) {
enemy.selectedAction = 'taunt';
return;
}
if (style === '林' && Math.random() < 0.4) {
enemy.selectedAction = 'taunt';
return;
}
if (style === '火' && Math.random() < 0.25) {
enemy.selectedAction = 'taunt';
return;
}
if (style === '风' && Math.random() < 0.2) {
enemy.selectedAction = 'taunt';
return;
}
}
// 防御判定:玩家气较高时,敌人有概率防御
if (playerEnergy >= 1) {
if (style === '山' && Math.random() < 0.5) {
enemy.selectedAction = 'defend';
return;
}
if (style === '林' && Math.random() < 0.3) {
enemy.selectedAction = 'defend';
return;
}
if (style === '火' && Math.random() < 0.2) {
enemy.selectedAction = 'defend';
return;
}
if (style === '风' && Math.random() < 0.15) {
enemy.selectedAction = 'defend';
return;
}
}
// 风格主策略
if (style === '风') {
// 风:更倾向于轻攻击
if (enemy.energy >= 1 && Math.random() < 0.7) {
enemy.selectedAction = 'light-attack';
return;
}
if (enemy.energy < 10 && Math.random() < 0.6) {
enemy.selectedAction = 'gather';
return;
}
if (enemy.energy >= 2 && Math.random() < 0.3) {
enemy.selectedAction = 'heavy-attack';
return;
}
if (enemy.energy >= 5 && Math.random() < 0.2) {
enemy.selectedAction = 'special';
return;
}
enemy.selectedAction = 'gather';
return;
}
if (style === '火') {
// 火:更倾向于重攻击
if (enemy.energy >= 2 && Math.random() < 0.7) {
enemy.selectedAction = 'heavy-attack';
return;
}
if (enemy.energy >= 1 && Math.random() < 0.4) {
enemy.selectedAction = 'light-attack';
return;
}
if (enemy.energy < 10 && Math.random() < 0.5) {
enemy.selectedAction = 'gather';
return;
}
if (enemy.energy >= 5 && Math.random() < 0.2) {
enemy.selectedAction = 'special';
return;
}
enemy.selectedAction = 'gather';
return;
}
if (style === '林') {
// 林:更倾向于攒气用绝招
if (enemy.energy >= 5 && Math.random() < 0.7) {
enemy.selectedAction = 'special';
return;
}
if (enemy.energy < 10 && Math.random() < 0.7) {
enemy.selectedAction = 'gather';
return;
}
if (enemy.energy >= 2 && Math.random() < 0.2) {
enemy.selectedAction = 'heavy-attack';
return;
}
if (enemy.energy >= 1 && Math.random() < 0.2) {
enemy.selectedAction = 'light-attack';
return;
}
enemy.selectedAction = 'gather';
return;
}
if (style === '山') {
// 山:注重防守
if (enemy.currentHealth < enemy.maxHealth * 0.5 && playerEnergy >= 1 && Math.random() < 0.5) {
enemy.selectedAction = 'defend';
return;
}
if (enemy.energy < 10 && Math.random() < 0.6) {
enemy.selectedAction = 'gather';
return;
}
if (enemy.energy >= 1 && Math.random() < 0.4) {
enemy.selectedAction = 'light-attack';
return;
}
if (enemy.energy >= 2 && Math.random() < 0.3) {
enemy.selectedAction = 'heavy-attack';
return;
}
if (enemy.energy >= 5 && Math.random() < 0.1) {
enemy.selectedAction = 'special';
return;
}
enemy.selectedAction = 'gather';
return;
}
// 默认行为
enemy.selectedAction = 'gather';
}
// 执行回合
function executeTurn() {
const player = gameState.player;
const enemy = gameState.enemy;
// 获取双方行动
const playerAction = player.selectedAction;
const enemyAction = enemy.selectedAction;
addLog(`${enemy.name}选择了行动...`);
// 根据行动类型执行特效和结算
setTimeout(() => {
// 显示双方选择的动作
const actionNames = {
'gather': '集气',
'defend': '防御',
'light-attack': '轻攻击',
'heavy-attack': '重攻击',
'special': '绝招',
'taunt': '嘴炮'
};
addLog(`${player.name}使用了${actionNames[playerAction]}${enemy.name}使用了${actionNames[enemyAction]}!`);
// 处理行动结果
processActions(playerAction, enemyAction);
// 检查游戏是否结束
if (checkGameOver()) {
return;
}
// 继续下一回合
continueGame();
}, 1000);
}
// 处理双方行动的结果
function processActions(playerAction, enemyAction) {
const player = gameState.player;
const enemy = gameState.enemy;
const gameContainer = document.querySelector('.game-container');
const npcPortraitLayer = document.querySelector('.npc-portrait-layer');
const screenFlash = document.querySelector('.screen-flash');
let playerWasHit = false;
let enemyWasHit = false;
// 处理集气
if (playerAction === 'gather') {
if (player.energy < player.maxEnergy) {
player.energy += 1;
addLog(`${player.name}集气成功,能量+1!`);
} else {
addLog(`${player.name}的能量已满!`);
}
}
if (enemyAction === 'gather') {
if (enemy.energy < enemy.maxEnergy) {
enemy.energy += 1;
addLog(`${enemy.name}集气成功,能量+1!`);
} else {
addLog(`${enemy.name}的能量已满!`);
}
}
// 处理防御状态
const playerDefending = playerAction === 'defend';
const enemyDefending = enemyAction === 'defend';
if (playerDefending) {
playerCharacter.classList.add('player-defend');
setTimeout(() => {
playerCharacter.classList.remove('player-defend');
}, 1000);
addLog(`${player.name}进入防御状态!`);
}
if (enemyDefending) {
enemyCharacter.classList.add('enemy-defend');
setTimeout(() => {
enemyCharacter.classList.remove('enemy-defend');
}, 1000);
addLog(`${enemy.name}进入防御状态!`);
}
// 嘴炮只能无效化绝招的伤害
let playerTauntSuccess = false;
let enemyTauntSuccess = false;
if (playerAction === 'taunt' && enemyAction === 'special') {
playerTauntSuccess = true;
addLog(`${player.name}的嘴炮成功无效化了${enemy.name}的绝招伤害!`);
// 注意:不在这里扣除敌人的能量,而是统一在特殊技能处理部分扣除
}
if (enemyAction === 'taunt' && playerAction === 'special') {
enemyTauntSuccess = true;
addLog(`${enemy.name}的嘴炮成功无效化了${player.name}的绝招伤害!`);
// 注意:不在这里扣除玩家的能量,而是统一在特殊技能处理部分扣除
}
// 处理绝招(无视防御)
if (playerAction === 'special') {
// 无论绝招是否被嘴炮无效化,都消耗能量
player.energy -= 5;
playerCharacter.classList.add('player-special');
if (!enemyTauntSuccess) {
enemyCharacter.classList.add('enemy-hit');
setTimeout(() => {
enemyCharacter.classList.remove('enemy-hit');
}, 1000);
const damage = player.basicDamage * 3;
enemy.currentHealth -= damage;
addLog(`${player.name}使用绝招,对${enemy.name}造成${damage}点伤害!`);
enemyWasHit = true;
} else {
addLog(`${player.name}使用绝招,但伤害被${enemy.name}的嘴炮无效化了!`);
}
setTimeout(() => {
playerCharacter.classList.remove('player-special');
}, 1000);
// 无效化敌人的普通攻击
if (enemyAction === 'light-attack' || enemyAction === 'heavy-attack') {
addLog(`${enemy.name}的攻击被${player.name}的绝招无效化了!`);
// 敌人消耗的能量不返还
if (enemyAction === 'light-attack') enemy.energy -= 1;
if (enemyAction === 'heavy-attack') enemy.energy -= 2;
}
}
if (enemyAction === 'special') {
// 无论绝招是否被嘴炮无效化,都消耗能量
enemy.energy -= 5;
enemyCharacter.classList.add('enemy-special');
if (!playerTauntSuccess) {
playerCharacter.classList.add('player-hit');
setTimeout(() => {
playerCharacter.classList.remove('player-hit');
}, 1000);
const damage = enemy.basicDamage * 3;
player.currentHealth -= damage;
addLog(`${enemy.name}使用绝招,对${player.name}造成${damage}点伤害!`);
playerWasHit = true;
} else {
addLog(`${enemy.name}使用绝招,但伤害被${player.name}的嘴炮无效化了!`);
}
setTimeout(() => {
enemyCharacter.classList.remove('enemy-special');
}, 1000);
// 无效化玩家的普通攻击
if (playerAction === 'light-attack' || playerAction === 'heavy-attack') {
addLog(`${player.name}的攻击被${enemy.name}的绝招无效化了!`);
// 玩家消耗的能量不返还
if (playerAction === 'light-attack') player.energy -= 1;
if (playerAction === 'heavy-attack') player.energy -= 2;
}
}
// 如果没有被绝招无效,处理重攻击
if (playerAction === 'heavy-attack' &&
enemyAction !== 'special' &&
playerAction !== 'special') {
player.energy -= 2;
// 检查是否被防御或是否无效对方轻攻击
if (enemyDefending) {
playerCharacter.classList.add('player-attack');
setTimeout(() => {
playerCharacter.classList.remove('player-attack');
}, 600);
addLog(`${player.name}的重攻击被${enemy.name}防御了!`);
} else if (enemyAction === 'light-attack') {
// 重攻击克制轻攻击
playerCharacter.classList.add('player-attack');
enemyCharacter.classList.add('enemy-hit');
setTimeout(() => {
playerCharacter.classList.remove('player-attack');
enemyCharacter.classList.remove('enemy-hit');
}, 600);
const damage = player.basicDamage * 1.5;
enemy.currentHealth -= damage;
enemy.energy -= 1; // 消耗敌人的能量
addLog(`${player.name}的重攻击无效化了${enemy.name}的轻攻击,并造成${damage}点伤害!`);
enemyWasHit = true;
} else {
playerCharacter.classList.add('player-attack');
enemyCharacter.classList.add('enemy-hit');
setTimeout(() => {
playerCharacter.classList.remove('player-attack');
enemyCharacter.classList.remove('enemy-hit');
}, 600);
const damage = player.basicDamage * 1.5;
enemy.currentHealth -= damage;
addLog(`${player.name}的重攻击对${enemy.name}造成${damage}点伤害!`);
enemyWasHit = true;
}
}
if (enemyAction === 'heavy-attack' &&
playerAction !== 'special' &&
enemyAction !== 'special') {
enemy.energy -= 2;
// 检查是否被防御或是否无效对方轻攻击
if (playerDefending) {
enemyCharacter.classList.add('enemy-attack');
setTimeout(() => {
enemyCharacter.classList.remove('enemy-attack');
}, 600);
addLog(`${enemy.name}的重攻击被${player.name}防御了!`);
} else if (playerAction === 'light-attack') {
// 重攻击克制轻攻击
enemyCharacter.classList.add('enemy-attack');
playerCharacter.classList.add('player-hit');
setTimeout(() => {
enemyCharacter.classList.remove('enemy-attack');
playerCharacter.classList.remove('player-hit');
}, 600);
const damage = enemy.basicDamage * 1.5;
player.currentHealth -= damage;
player.energy -= 1; // 消耗玩家的能量
addLog(`${enemy.name}的重攻击无效化了${player.name}的轻攻击,并造成${damage}点伤害!`);
playerWasHit = true;
} else {
enemyCharacter.classList.add('enemy-attack');
playerCharacter.classList.add('player-hit');
setTimeout(() => {
enemyCharacter.classList.remove('enemy-attack');
playerCharacter.classList.remove('player-hit');
}, 600);
const damage = enemy.basicDamage * 1.5;
player.currentHealth -= damage;
addLog(`${enemy.name}的重攻击对${player.name}造成${damage}点伤害!`);
playerWasHit = true;
}
}
// 如果没有被重攻击或绝招无效,处理轻攻击
if (playerAction === 'light-attack' &&
enemyAction !== 'heavy-attack' &&
enemyAction !== 'special') {
player.energy -= 1;
// 检查是否被防御
if (enemyDefending) {
playerCharacter.classList.add('player-attack');
setTimeout(() => {
playerCharacter.classList.remove('player-attack');
}, 600);
addLog(`${player.name}的轻攻击被${enemy.name}防御了!`);
} else {
playerCharacter.classList.add('player-attack');
enemyCharacter.classList.add('enemy-hit');
setTimeout(() => {
playerCharacter.classList.remove('player-attack');
enemyCharacter.classList.remove('enemy-hit');
}, 600);
const damage = player.basicDamage;
enemy.currentHealth -= damage;
addLog(`${player.name}的轻攻击对${enemy.name}造成${damage}点伤害!`);
enemyWasHit = true;
}
}
if (enemyAction === 'light-attack' &&
playerAction !== 'heavy-attack' &&
playerAction !== 'special') {
enemy.energy -= 1;
// 检查是否被防御
if (playerDefending) {
enemyCharacter.classList.add('enemy-attack');
setTimeout(() => {
enemyCharacter.classList.remove('enemy-attack');
}, 600);
addLog(`${enemy.name}的轻攻击被${player.name}防御了!`);
} else {
enemyCharacter.classList.add('enemy-attack');
playerCharacter.classList.add('player-hit');
setTimeout(() => {
enemyCharacter.classList.remove('enemy-attack');
playerCharacter.classList.remove('player-hit');
}, 600);
const damage = enemy.basicDamage;
player.currentHealth -= damage;
addLog(`${enemy.name}的轻攻击对${player.name}造成${damage}点伤害!`);
playerWasHit = true;
}
}
// 确保生命值不为负数
if (player.currentHealth < 0) player.currentHealth = 0;
if (enemy.currentHealth < 0) enemy.currentHealth = 0;
// 受击反馈动画
if (playerWasHit) {
gameContainer.classList.add('shake');
screenFlash.classList.add('active');
setTimeout(() => {
gameContainer.classList.remove('shake');
screenFlash.classList.remove('active');
}, 400);
}
if (enemyWasHit) {
npcPortraitLayer.classList.add('shake');
setTimeout(() => {
npcPortraitLayer.classList.remove('shake');
}, 400);
}
// 更新显示
updateDisplay();
}
// 继续游戏
function continueGame() {
// 重置选择状态
gameState.player.selectedAction = null;
gameState.enemy.selectedAction = null;
gameState.waitingForConfirmation = false;
selectedActionText.textContent = '无';
// 增加回合数
gameState.turnNumber++;
// 更新显示
updateDisplay();
// 继续游戏
addLog('准备下一回合...');
// 更新回合指示
setTimeout(() => {
addLog('请选择你的行动...');
}, 1000);
}
// 检查游戏是否结束
function checkGameOver() {
if (gameState.player.currentHealth <= 0) {
addLog(`${gameState.player.name}被击败了!游戏结束。`);
gameEnd(false);
return true;
} else if (gameState.enemy.currentHealth <= 0) {
addLog(`${gameState.enemy.name}被击败了!胜利!`);
gameEnd(true);
return true;
}
return false;
}
// 游戏结束
function gameEnd(isVictory) {
// 禁用所有按钮
commandButtons.forEach(btn => {
btn.classList.add('disabled');
});
// 获取角色名字
const playerName = gameState.player.name;
const enemyName = gameState.enemy.name;
// 设置弹窗内容
if (isVictory) {
gameOverTitle.textContent = '战斗胜利';
gameOverMessage.textContent = `${playerName}战胜了${enemyName}!`;
addLog('恭喜你取得胜利!');
} else {
gameOverTitle.textContent = '战斗失败';
gameOverMessage.textContent = `${playerName}败给了${enemyName}!`;
addLog('游戏结束,再接再厉!');
}
// 显示游戏结束弹窗
gameOverModal.style.display = 'flex';
}
// 键盘事件处理
function handleKeyPress(event) {
// 如果弹窗显示中,按ESC关闭
if (confirmModal.style.display === 'flex' && event.key === 'Escape') {
confirmModal.style.display = 'none';
gameState.player.selectedAction = null;
updateDisplay();
return;
}
// 如果弹窗显示中,按Enter确认
if (confirmModal.style.display === 'flex' && event.key === 'Enter') {
confirmModal.style.display = 'none';
confirmAction();
return;
}
// 如果不是玩家回合或正在等待确认,返回
if (gameState.currentTurn !== 'player' || gameState.waitingForConfirmation) return;
const key = event.key.toUpperCase();
switch (key) {
case 'Q':
selectAction('gather');
break;
case 'W':
selectAction('defend');
break;
case 'E':
selectAction('light-attack');
break;
case 'R':
selectAction('heavy-attack');
break;
case 'T':
selectAction('special');
break;
case 'Y':
selectAction('taunt');
break;
}
}
// 初始化游戏
// 动态设置4:3比例的函数
function setAspectRatio() {
const gameContainer = document.querySelector('.game-container');
if (!gameContainer) return;
const viewportWidth = window.innerWidth;
const viewportHeight = window.innerHeight;
// 计算4:3比例的尺寸
const aspectRatio = 4/3;
let gameWidth, gameHeight;
// 根据视口宽度计算高度(宽度的75%)
gameHeight = viewportWidth * 1.0;
gameWidth = viewportWidth;
// 如果计算出的高度超过视口高度,则根据高度反推宽度
if (gameHeight > viewportHeight) {
gameHeight = viewportHeight;
gameWidth = viewportHeight * aspectRatio;
}
// 确保不会超出边界
gameWidth = Math.min(gameWidth, viewportWidth);
gameHeight = Math.min(gameHeight, viewportHeight);
// 应用尺寸
gameContainer.style.width = `${gameWidth}px`;
gameContainer.style.height = `${gameHeight}px`;
console.log(`游戏容器尺寸: ${gameWidth}x${gameHeight}, 比例: ${(gameWidth/gameHeight).toFixed(2)}`);
}
// 窗口大小变化时重新设置比例
function handleResize() {
setAspectRatio();
}
// 初始化尺寸设置
function initAspectRatio() {
setAspectRatio();
// 监听窗口大小变化
window.addEventListener('resize', handleResize);
window.addEventListener('orientationchange', () => {
// 延迟执行,等待方向变化完成
setTimeout(setAspectRatio, 100);
});
}
// 修改原有的DOMContentLoaded事件监听
document.addEventListener('DOMContentLoaded', () => {
// 首先设置4:3比例
initAspectRatio();
// 设置主背景
const gameContainer = document.querySelector('.game-container');
if (gameContainer) {
gameContainer.style.backgroundImage = `url('${GAME_BG_URL}')`;
}
// 设置弹窗背景
const modalContents = document.querySelectorAll('.modal-content');
modalContents.forEach(modal => {
modal.style.background = `url('${MODAL_BG_URL}') center center / cover`;
});
// 初始化游戏
initGame();
});
</script>
</body>
</html>