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像素塔防游戏:像素守卫者

像素塔防游戏:像素守卫者

下面是一个完整的像素风格塔防游戏HTML实现。玩家需要在地图上建造防御塔来阻止敌人到达终点。

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<head><meta charset="UTF-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><title>像素塔防:像素守卫者</title><style>* {margin: 0;padding: 0;box-sizing: border-box;font-family: 'Press Start 2P', cursive, sans-serif;}body {background: linear-gradient(135deg, #1a1a2e, #16213e);min-height: 100vh;display: flex;flex-direction: column;align-items: center;padding: 20px;color: #fff;overflow-x: hidden;}header {text-align: center;margin-bottom: 20px;width: 100%;padding: 15px;background: rgba(0, 0, 0, 0.6);border-radius: 10px;box-shadow: 0 0 15px rgba(0, 255, 255, 0.5);border: 2px solid #00ffff;}h1 {font-size: 2.5rem;margin-bottom: 10px;color: #ffd700;text-shadow: 0 0 10px rgba(255, 215, 0, 0.7);letter-spacing: 2px;}.subtitle {font-size: 1.2rem;color: #00ffff;margin-bottom: 15px;}.game-container {display: flex;flex-wrap: wrap;justify-content: center;gap: 20px;max-width: 1200px;width: 100%;}.game-info {background: rgba(0, 0, 0, 0.7);border-radius: 10px;padding: 20px;width: 300px;box-shadow: 0 0 15px rgba(0, 255, 255, 0.3);border: 2px solid #00ffaa;}.stats {margin-bottom: 20px;padding-bottom: 15px;border-bottom: 2px solid #444;}.stat {display: flex;justify-content: space-between;margin: 10px 0;font-size: 0.9rem;}.stat-value {color: #ffd700;}.towers {margin-bottom: 20px;}h2 {font-size: 1.3rem;color: #00ffff;margin-bottom: 15px;text-align: center;}.tower-list {display: grid;grid-template-columns: 1fr 1fr;gap: 10px;}.tower {background: rgba(40, 40, 60, 0.8);border-radius: 8px;padding: 12px;text-align: center;cursor: pointer;transition: all 0.3s ease;border: 2px solid #555;}.tower:hover {transform: translateY(-5px);background: rgba(60, 60, 100, 0.8);border-color: #00ffff;box-shadow: 0 0 10px rgba(0, 255, 255, 0.5);}.tower.selected {border-color: #ffd700;background: rgba(80, 60, 20, 0.8);box-shadow: 0 0 15px rgba(255, 215, 0, 0.7);}.tower-icon {width: 50px;height: 50px;margin: 0 auto 10px;background: #333;border-radius: 50%;display: flex;align-items: center;justify-content: center;font-size: 1.8rem;}.tower-name {font-size: 0.85rem;margin-bottom: 5px;color: #ffd700;}.tower-cost {font-size: 0.8rem;color: #00ffaa;}.controls {display: flex;flex-direction: column;gap: 10px;}button {background: linear-gradient(to bottom, #ff6b6b, #c0392b);border: none;border-radius: 5px;color: white;padding: 12px;font-size: 1rem;cursor: pointer;transition: all 0.3s ease;text-transform: uppercase;letter-spacing: 1px;box-shadow: 0 5px 0 #8c1c13;}button:hover {background: linear-gradient(to bottom, #ff8e8e, #e74c3c);transform: translateY(-2px);}button:active {transform: translateY(5px);box-shadow: 0 0 0 #8c1c13;}#start-btn {background: linear-gradient(to bottom, #4cd964, #27ae60);box-shadow: 0 5px 0 #1e8449;}#start-btn:hover {background: linear-gradient(to bottom, #5ef97a, #2ecc71);}.game-board {position: relative;background: rgba(0, 0, 0, 0.8);border-radius: 10px;overflow: hidden;box-shadow: 0 0 20px rgba(0, 255, 255, 0.4);border: 3px solid #00ffff;}#game-canvas {display: block;}.instructions {margin-top: 20px;background: rgba(0, 0, 0, 0.6);border-radius: 10px;padding: 20px;width: 100%;max-width: 900px;border: 2px solid #ff6b6b;}.instructions h2 {color: #ff6b6b;text-align: center;margin-bottom: 15px;}.instructions p {margin-bottom: 10px;line-height: 1.6;}.instructions ul {padding-left: 25px;margin: 15px 0;}.instructions li {margin-bottom: 8px;color: #aaffaa;}.key {display: inline-block;background: rgba(255, 255, 255, 0.2);padding: 2px 8px;border-radius: 4px;font-family: monospace;margin: 0 3px;}footer {margin-top: 20px;text-align: center;color: #aaa;font-size: 0.8rem;padding: 10px;}@media (max-width: 900px) {.game-container {flex-direction: column;align-items: center;}.game-info {width: 100%;max-width: 600px;}}.wave-indicator {display: flex;align-items: center;justify-content: center;margin-top: 15px;gap: 10px;}.wave-dot {width: 12px;height: 12px;border-radius: 50%;background: #444;}.wave-dot.active {background: #ffd700;box-shadow: 0 0 8px #ffd700;}</style><link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap" rel="stylesheet">
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<body><header><h1>像素塔防:像素守卫者</h1><div class="subtitle">建造防御塔,消灭入侵的敌人!</div></header><div class="game-container"><div class="game-info"><div class="stats"><h2>游戏状态</h2><div class="stat"><span>金币:</span><span id="gold" class="stat-value">200</span></div><div class="stat"><span>生命值:</span><span id="lives" class="stat-value">20</span></div><div class="stat"><span>波数:</span><span id="wave" class="stat-value">0/10</span></div><div class="stat"><span>敌人数量:</span><span id="enemies" class="stat-value">0</span></div><div class="stat"><span>分数:</span><span id="score" class="stat-value">0</span></div></div><div class="towers"><h2>选择防御塔</h2><div class="tower-list"><div class="tower" data-type="basic" data-cost="50"><div class="tower-icon">🔫</div><div class="tower-name">基础炮塔</div><div class="tower-cost">$50</div></div><div class="tower" data-type="sniper" data-cost="100"><div class="tower-icon">🎯</div><div class="tower-name">狙击塔</div><div class="tower-cost">$100</div></div><div class="tower" data-type="cannon" data-cost="150"><div class="tower-icon">💣</div><div class="tower-name">加农炮</div><div class="tower-cost">$150</div></div><div class="tower" data-type="ice" data-cost="120"><div class="tower-icon">❄️</div><div class="tower-name">冰冻塔</div><div class="tower-cost">$120</div></div></div></div><div class="controls"><button id="start-btn">开始游戏</button><button id="upgrade-btn">升级防御塔 ($100)</button><button id="sell-btn">出售防御塔</button><button id="pause-btn">暂停游戏</button></div><div class="wave-indicator"><div class="wave-dot"></div><div class="wave-dot"></div><div class="wave-dot"></div><div class="wave-dot"></div><div class="wave-dot"></div><div class="wave-dot"></div><div class="wave-dot"></div><div class="wave-dot"></div><div class="wave-dot"></div><div class="wave-dot"></div></div></div><div class="game-board"><canvas id="game-canvas" width="600" height="600"></canvas></div></div><div class="instructions"><h2>游戏指南</h2><p>欢迎来到像素塔防!你的任务是阻止敌人穿过地图到达终点。</p><ul><li>选择左侧的防御塔类型,然后点击地图上的空地建造</li><li>每种防御塔都有不同的特性:基础炮塔射速快,狙击塔射程远,加农炮伤害高,冰冻塔减速敌人</li><li>消灭敌人获得金币,用于建造或升级防御塔</li><li>如果敌人到达终点,你将失去生命值</li><li>成功抵御10波敌人即可获胜!</li></ul><p><strong>提示:</strong> 合理搭配不同防御塔,在敌人路径的关键位置建造防御塔,及时升级强力防御塔!</p></div><footer>&copy; 2023 像素塔防游戏 | 使用HTML5 Canvas和JavaScript构建</footer><script>// 获取Canvas元素和上下文const canvas = document.getElementById('game-canvas');const ctx = canvas.getContext('2d');// 游戏状态const gameState = {gold: 200,lives: 20,wave: 0,enemies: 0,score: 0,gameStarted: false,gameOver: false,gameWon: false,selectedTower: null,selectedTowerType: null,towers: [],enemiesList: [],bullets: [],particles: [],path: [{x: 0, y: 300}, {x: 200, y: 300}, {x: 200, y: 100}, {x: 400, y: 100}, {x: 400, y: 300}, {x: 600, y: 300}],lastSpawn: 0,spawnInterval: 1000,enemyCount: 0,maxWave: 10};// 防御塔类型const towerTypes = {basic: {name: "基础炮塔",cost: 50,range: 100,damage: 10,fireRate: 800,color: "#3498db",bulletColor: "#2980b9"},sniper: {name: "狙击塔",cost: 100,range: 200,damage: 30,fireRate: 1500,color: "#9b59b6",bulletColor: "#8e44ad"},cannon: {name: "加农炮",cost: 150,range: 80,damage: 50,fireRate: 2000,color: "#e74c3c",bulletColor: "#c0392b"},ice: {name: "冰冻塔",cost: 120,range: 120,damage: 5,fireRate: 1000,color: "#1abc9c",bulletColor: "#16a085",slow: 0.5}};// 敌人类型const enemyTypes = [{name: "普通敌人", health: 50, speed: 1.5, color: "#e74c3c", reward: 10},{name: "快速敌人", health: 30, speed: 3, color: "#3498db", reward: 15},{name: "重型敌人", health: 150, speed: 0.8, color: "#f39c12", reward: 25},{name: "飞行敌人", health: 80, speed: 2, color: "#9b59b6", reward: 20}];// 防御塔类class Tower {constructor(x, y, type) {this.x = x;this.y = y;this.type = type;this.level = 1;this.range = towerTypes[type].range;this.damage = towerTypes[type].damage;this.fireRate = towerTypes[type].fireRate;this.lastShot = 0;this.color = towerTypes[type].color;this.bulletColor = towerTypes[type].bulletColor;this.slow = towerTypes[type].slow || 0;}draw() {// 绘制炮塔底座ctx.fillStyle = "#2c3e50";ctx.beginPath();ctx.arc(this.x, this.y, 20, 0, Math.PI * 2);ctx.fill();// 绘制炮塔主体ctx.fillStyle = this.color;ctx.beginPath();ctx.arc(this.x, this.y, 15, 0, Math.PI * 2);ctx.fill();// 绘制炮管ctx.strokeStyle = "#34495e";ctx.lineWidth = 4;ctx.beginPath();ctx.moveTo(this.x, this.y);ctx.lineTo(this.x + 20, this.y);ctx.stroke();// 绘制等级ctx.fillStyle = "#ffffff";ctx.font = "bold 12px Arial";ctx.textAlign = "center";ctx.fillText("Lv." + this.level, this.x, this.y + 5);// 如果选中则绘制范围if (gameState.selectedTower === this) {ctx.strokeStyle = "rgba(255, 255, 255, 0.3)";ctx.beginPath();ctx.arc(this.x, this.y, this.range, 0, Math.PI * 2);ctx.stroke();}}update() {// 寻找目标let target = null;let minDist = this.range;for (let enemy of gameState.enemiesList) {const dx = enemy.x - this.x;const dy = enemy.y - this.y;const dist = Math.sqrt(dx * dx + dy * dy);if (dist < minDist) {minDist = dist;target = enemy;}}// 射击if (target && Date.now() - this.lastShot > this.fireRate) {gameState.bullets.push(new Bullet(this.x, this.y, target, this.damage, this.bulletColor,this.slow));this.lastShot = Date.now();}}upgrade() {this.level++;this.damage = Math.floor(this.damage * 1.5);this.range = Math.floor(this.range * 1.1);this.fireRate = Math.floor(this.fireRate * 0.9);}}// 敌人类class Enemy {constructor(type) {this.type = type;this.health = enemyTypes[type].health;this.maxHealth = enemyTypes[type].health;this.speed = enemyTypes[type].speed;this.color = enemyTypes[type].color;this.reward = enemyTypes[type].reward;this.pathIndex = 0;this.x = gameState.path[0].x;this.y = gameState.path[0].y;this.slow = 1; // 减速系数 (1=正常)this.slowTimer = 0;}draw() {// 绘制敌人身体ctx.fillStyle = this.color;ctx.beginPath();ctx.arc(this.x, this.y, 15, 0, Math.PI * 2);ctx.fill();// 绘制敌人眼睛ctx.fillStyle = "#ffffff";ctx.beginPath();ctx.arc(this.x - 5, this.y - 5, 4, 0, Math.PI * 2);ctx.arc(this.x + 5, this.y - 5, 4, 0, Math.PI * 2);ctx.fill();// 绘制血条const barWidth = 30;const barHeight = 5;const healthPercent = this.health / this.maxHealth;ctx.fillStyle = "#444";ctx.fillRect(this.x - barWidth/2, this.y - 30, barWidth, barHeight);ctx.fillStyle = healthPercent > 0.5 ? "#2ecc71" : healthPercent > 0.25 ? "#f1c40f" : "#e74c3c";ctx.fillRect(this.x - barWidth/2, this.y - 30, barWidth * healthPercent, barHeight);}update() {// 应用减速效果if (this.slowTimer > 0) {this.slowTimer--;} else {this.slow = 1;}// 沿路径移动if (this.pathIndex < gameState.path.length - 1) {const targetX = gameState.path[this.pathIndex + 1].x;const targetY = gameState.path[this.pathIndex + 1].y;const dx = targetX - this.x;const dy = targetY - this.y;const dist = Math.sqrt(dx * dx + dy * dy);if (dist < 2) {this.pathIndex++;} else {this.x += (dx / dist) * this.speed * this.slow;this.y += (dy / dist) * this.speed * this.slow;}} else {// 到达终点gameState.lives--;updateStats();removeEnemy(this);if (gameState.lives <= 0) {gameState.gameOver = true;}}}takeDamage(damage) {this.health -= damage;if (this.health <= 0) {gameState.gold += this.reward;gameState.score += this.reward * 10;updateStats();createParticles(this.x, this.y, this.color);removeEnemy(this);}}applySlow(slowFactor, duration) {this.slow = slowFactor;this.slowTimer = duration;}}// 子弹类class Bullet {constructor(x, y, target, damage, color, slow) {this.x = x;this.y = y;this.target = target;this.damage = damage;this.color = color;this.speed = 5;this.slow = slow;}draw() {ctx.fillStyle = this.color;ctx.beginPath();ctx.arc(this.x, this.y, 5, 0, Math.PI * 2);ctx.fill();}update() {// 移动子弹const dx = this.target.x - this.x;const dy = this.target.y - this.y;const dist = Math.sqrt(dx * dx + dy * dy);if (dist < this.speed) {// 击中目标this.target.takeDamage(this.damage);// 应用减速效果if (this.slow > 0) {this.target.applySlow(this.slow, 100);}createParticles(this.target.x, this.target.y, this.color);return false; // 标记为待删除} else {// 继续移动this.x += (dx / dist) * this.speed;this.y += (dy / dist) * this.speed;return true; // 子弹继续存在}}}// 粒子效果类class Particle {constructor(x, y, color) {this.x = x;this.y = y;this.color = color;this.size = Math.random() * 5 + 2;this.speedX = Math.random() * 3 - 1.5;this.speedY = Math.random() * 3 - 1.5;this.life = 30;}draw() {ctx.fillStyle = this.color;ctx.globalAlpha = this.life / 30;ctx.beginPath();ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);ctx.fill();ctx.globalAlpha = 1;}update() {this.x += this.speedX;this.y += this.speedY;this.life--;return this.life > 0;}}// 初始化游戏function initGame() {gameState.gold = 200;gameState.lives = 20;gameState.wave = 0;gameState.enemies = 0;gameState.score = 0;gameState.gameStarted = false;gameState.gameOver = false;gameState.gameWon = false;gameState.selectedTower = null;gameState.towers = [];gameState.enemiesList = [];gameState.bullets = [];gameState.particles = [];gameState.enemyCount = 0;updateStats();updateWaveDots();// 重置按钮状态document.getElementById('start-btn').textContent = "开始游戏";}// 更新游戏状态显示function updateStats() {document.getElementById('gold').textContent = gameState.gold;document.getElementById('lives').textContent = gameState.lives;document.getElementById('wave').textContent = `${gameState.wave}/${gameState.maxWave}`;document.getElementById('enemies').textContent = gameState.enemiesList.length;document.getElementById('score').textContent = gameState.score;}// 更新波数指示器function updateWaveDots() {const dots = document.querySelectorAll('.wave-dot');dots.forEach((dot, index) => {if (index < gameState.wave) {dot.classList.add('active');} else {dot.classList.remove('active');}});}// 创建粒子效果function createParticles(x, y, color) {for (let i = 0; i < 10; i++) {gameState.particles.push(new Particle(x, y, color));}}// 移除敌人function removeEnemy(enemy) {const index = gameState.enemiesList.indexOf(enemy);if (index !== -1) {gameState.enemiesList.splice(index, 1);}}// 生成敌人function spawnEnemy() {if (gameState.enemyCount > 0 && Date.now() - gameState.lastSpawn > gameState.spawnInterval) {// 根据波数选择敌人类型let type = 0;if (gameState.wave > 3) type = Math.floor(Math.random() * 2);if (gameState.wave > 6) type = Math.floor(Math.random() * 3);if (gameState.wave > 8) type = Math.floor(Math.random() * 4);gameState.enemiesList.push(new Enemy(type));gameState.enemyCount--;gameState.lastSpawn = Date.now();}// 如果所有敌人都已生成且没有剩余敌人,进入下一波if (gameState.enemyCount === 0 && gameState.enemiesList.length === 0 && gameState.gameStarted) {gameState.wave++;updateStats();updateWaveDots();if (gameState.wave > gameState.maxWave) {gameState.gameWon = true;} else {// 设置下一波敌人数量gameState.enemyCount = 5 + gameState.wave * 3;gameState.spawnInterval = 1000 - Math.min(800, gameState.wave * 70);}}}// 绘制游戏场景function drawGame() {// 绘制背景ctx.fillStyle = "#2c3e50";ctx.fillRect(0, 0, canvas.width, canvas.height);// 绘制路径ctx.strokeStyle = "#7f8c8d";ctx.lineWidth = 40;ctx.lineCap = "round";ctx.beginPath();ctx.moveTo(gameState.path[0].x, gameState.path[0].y);for (let i = 1; i < gameState.path.length; i++) {ctx.lineTo(gameState.path[i].x, gameState.path[i].y);}ctx.stroke();// 绘制起点和终点ctx.fillStyle = "#27ae60";ctx.beginPath();ctx.arc(gameState.path[0].x, gameState.path[0].y, 20, 0, Math.PI * 2);ctx.fill();ctx.fillStyle = "#c0392b";ctx.beginPath();ctx.arc(gameState.path[gameState.path.length - 1].x, gameState.path[gameState.path.length - 1].y, 20, 0, Math.PI * 2);ctx.fill();// 绘制敌人for (let enemy of gameState.enemiesList) {enemy.draw();}// 绘制子弹for (let bullet of gameState.bullets) {bullet.draw();}// 绘制粒子for (let particle of gameState.particles) {particle.draw();}// 绘制防御塔for (let tower of gameState.towers) {tower.draw();}// 绘制游戏状态if (!gameState.gameStarted) {ctx.fillStyle = "rgba(0, 0, 0, 0.7)";ctx.fillRect(0, 0, canvas.width, canvas.height);ctx.fillStyle = "#ffffff";ctx.font = "bold 36px 'Press Start 2P'";ctx.textAlign = "center";ctx.fillText("像素塔防", canvas.width/2, canvas.height/2 - 40);ctx.font = "bold 24px 'Press Start 2P'";ctx.fillText("点击'开始游戏'按钮", canvas.width/2, canvas.height/2 + 20);ctx.fillText("开始你的防御战!", canvas.width/2, canvas.height/2 + 60);}if (gameState.gameOver) {ctx.fillStyle = "rgba(0, 0, 0, 0.8)";ctx.fillRect(0, 0, canvas.width, canvas.height);ctx.fillStyle = "#e74c3c";ctx.font = "bold 36px 'Press Start 2P'";ctx.textAlign = "center";ctx.fillText("游戏结束", canvas.width/2, canvas.height/2 - 40);ctx.fillStyle = "#ffffff";ctx.font = "bold 24px 'Press Start 2P'";ctx.fillText(`最终分数: ${gameState.score}`, canvas.width/2, canvas.height/2 + 20);ctx.fillText("点击'开始游戏'重新开始", canvas.width/2, canvas.height/2 + 60);}if (gameState.gameWon) {ctx.fillStyle = "rgba(0, 0, 0, 0.8)";ctx.fillRect(0, 0, canvas.width, canvas.height);ctx.fillStyle = "#2ecc71";ctx.font = "bold 36px 'Press Start 2P'";ctx.textAlign = "center";ctx.fillText("胜利!", canvas.width/2, canvas.height/2 - 40);ctx.fillStyle = "#ffffff";ctx.font = "bold 24px 'Press Start 2P'";ctx.fillText(`最终分数: ${gameState.score}`, canvas.width/2, canvas.height/2 + 20);ctx.fillText("成功抵御了所有敌人!", canvas.width/2, canvas.height/2 + 60);}}// 更新游戏状态function updateGame() {if (!gameState.gameStarted || gameState.gameOver || gameState.gameWon) return;// 生成敌人spawnEnemy();// 更新敌人for (let enemy of gameState.enemiesList) {enemy.update();}// 更新防御塔for (let tower of gameState.towers) {tower.update();}// 更新子弹for (let i = gameState.bullets.length - 1; i >= 0; i--) {if (!gameState.bullets[i].update()) {gameState.bullets.splice(i, 1);}}// 更新粒子for (let i = gameState.particles.length - 1; i >= 0; i--) {if (!gameState.particles[i].update()) {gameState.particles.splice(i, 1);}}}// 游戏主循环function gameLoop() {drawGame();updateGame();requestAnimationFrame(gameLoop);}// 事件监听器document.querySelectorAll('.tower').forEach(tower => {tower.addEventListener('click', () => {// 移除之前的选择document.querySelectorAll('.tower').forEach(t => {t.classList.remove('selected');});// 设置新选择tower.classList.add('selected');gameState.selectedTowerType = tower.dataset.type;});});canvas.addEventListener('click', (e) => {if (!gameState.gameStarted || gameState.gameOver || gameState.gameWon) return;const rect = canvas.getBoundingClientRect();const x = e.clientX - rect.left;const y = e.clientY - rect.top;// 检查是否点击了防御塔for (let tower of gameState.towers) {const dx = tower.x - x;const dy = tower.y - y;const dist = Math.sqrt(dx * dx + dy * dy);if (dist < 20) {gameState.selectedTower = tower;return;}}// 如果没有选择防御塔类型,返回if (!gameState.selectedTowerType) return;// 检查是否在路径上let onPath = false;ctx.lineWidth = 50;for (let i = 0; i < gameState.path.length - 1; i++) {const p1 = gameState.path[i];const p2 = gameState.path[i + 1];// 简化检查 - 在实际游戏中需要更精确的碰撞检测if (Math.abs(x - p1.x) < 30 && Math.abs(y - p1.y) < 30) onPath = true;if (Math.abs(x - p2.x) < 30 && Math.abs(y - p2.y) < 30) onPath = true;}// 检查是否在防御塔上let onTower = false;for (let tower of gameState.towers) {const dx = tower.x - x;const dy = tower.y - y;const dist = Math.sqrt(dx * dx + dy * dy);if (dist < 30) {onTower = true;break;}}// 如果不在路径上且不在其他防御塔上,并且有足够金币,则建造防御塔if (!onPath && !onTower && gameState.gold >= towerTypes[gameState.selectedTowerType].cost) {gameState.towers.push(new Tower(x, y, gameState.selectedTowerType));gameState.gold -= towerTypes[gameState.selectedTowerType].cost;updateStats();}// 取消选择防御塔gameState.selectedTower = null;});document.getElementById('start-btn').addEventListener('click', () => {if (gameState.gameOver || gameState.gameWon) {initGame();return;}if (!gameState.gameStarted) {gameState.gameStarted = true;gameState.wave = 1;gameState.enemyCount = 8;document.getElementById('start-btn').textContent = "重新开始";updateStats();updateWaveDots();}});document.getElementById('upgrade-btn').addEventListener('click', () => {if (gameState.selectedTower && gameState.gold >= 100) {gameState.selectedTower.upgrade();gameState.gold -= 100;updateStats();}});document.getElementById('sell-btn').addEventListener('click', () => {if (gameState.selectedTower) {const index = gameState.towers.indexOf(gameState.selectedTower);if (index !== -1) {gameState.gold += Math.floor(towerTypes[gameState.selectedTower.type].cost * 0.7);gameState.towers.splice(index, 1);gameState.selectedTower = null;updateStats();}}});document.getElementById('pause-btn').addEventListener('click', () => {gameState.gameStarted = !gameState.gameStarted;document.getElementById('pause-btn').textContent = gameState.gameStarted ? "暂停游戏" : "继续游戏";});// 启动游戏initGame();gameLoop();</script>
</body>
</html>

游戏特点与功能

这个像素塔防游戏具有以下丰富功能:

  1. 多种防御塔类型

    • 基础炮塔:平衡的伤害和射速
    • 狙击塔:远射程、高伤害但射速慢
    • 加农炮:高伤害但射速慢、射程短
    • 冰冻塔:减速敌人
  2. 多样化的敌人

    • 普通敌人:标准属性
    • 快速敌人:移动速度快但生命值低
    • 重型敌人:生命值高但移动速度慢
    • 飞行敌人:平衡型敌人
  3. 游戏系统

    • 资源管理:使用金币建造和升级防御塔
    • 生命系统:敌人到达终点会减少生命值
    • 分数系统:击败敌人获得分数
    • 波数系统:10波逐渐增强的敌人攻击
  4. 视觉效果

    • 像素风格的游戏界面
    • 粒子爆炸效果
    • 动态血条显示
    • 防御塔攻击特效
  5. 用户界面

    • 清晰的游戏状态显示
    • 防御塔选择面板
    • 波数进度指示器
    • 游戏指南和操作说明

游戏玩法指南

  1. 点击"开始游戏"按钮开始游戏
  2. 在左侧面板选择防御塔类型
  3. 点击地图上的空地建造防御塔
  4. 防御塔会自动攻击范围内的敌人
  5. 使用金币建造更多防御塔或升级现有防御塔
  6. 抵御10波敌人攻击即可获胜
  7. 如果敌人到达终点,生命值降为0则游戏结束

游戏采用了响应式设计,可以在各种设备上流畅运行。祝你游戏愉快!

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