11.8 脚本网页 打砖块max

<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<title>超级打砖块 - Ultimate Breakout</title>
<style>
/* 1. 全局样式和变量定义 */
:root {
--primary-color: #00ffcc;
--secondary-color: #ff00ff;
--bg-gradient-start: #0a0e27;
--bg-gradient-end: #1a1f3a;
--text-color: #ffffff;
--panel-bg: rgba(20, 25, 45, 0.9);
}
/* 2. 页面布局样式 */
body {
margin: 0;
padding: 0;
font-family: 'Arial', sans-serif;
background: linear-gradient(135deg, var(--bg-gradient-start), var(--bg-gradient-end));
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
overflow-x: hidden;
touch-action: none;
}
/* 3. 游戏头部信息栏 */
.game-header {
width: 100%;
max-width: 600px;
padding: 20px;
display: flex;
justify-content: space-between;
align-items: center;
background: var(--panel-bg);
backdrop-filter: blur(10px);
border-radius: 0 0 20px 20px;
box-shadow: 0 4px 20px rgba(0, 255, 204, 0.2);
margin-bottom: 20px;
}
.info-item {
display: flex;
flex-direction: column;
align-items: center;
color: var(--text-color);
}
.info-label {
font-size: 12px;
opacity: 0.7;
margin-bottom: 5px;
}
.info-value {
font-size: 24px;
font-weight: bold;
color: var(--primary-color);
text-shadow: 0 0 10px currentColor;
}
/* 4. 游戏容器样式 */
.game-container {
position: relative;
border-radius: 20px;
overflow: hidden;
box-shadow: 0 10px 40px rgba(0, 0, 0, 0.5),
0 0 60px rgba(0, 255, 204, 0.3);
animation: float 3s ease-in-out infinite;
}
@keyframes float {
0%, 100% { transform: translateY(0); }
50% { transform: translateY(-10px); }
}
/* 5. Canvas画布样式 */
#gameCanvas {
display: block;
background: linear-gradient(180deg, #0a0e27 0%, #1a1f3a 100%);
border: 3px solid var(--primary-color);
border-radius: 20px;
max-width: 100%;
height: auto;
}
/* 6. 游戏控制面板 */
.controls {
margin-top: 20px;
display: flex;
gap: 15px;
flex-wrap: wrap;
justify-content: center;
}
.btn {
padding: 12px 24px;
background: linear-gradient(135deg, var(--primary-color), var(--secondary-color));
border: none;
border-radius: 25px;
color: white;
font-size: 16px;
font-weight: bold;
cursor: pointer;
transition: all 0.3s ease;
box-shadow: 0 4px 15px rgba(0, 255, 204, 0.3);
}
.btn:hover {
transform: translateY(-2px);
box-shadow: 0 6px 20px rgba(0, 255, 204, 0.5);
}
.btn:active {
transform: translateY(0);
}
/* 7. 游戏结束和关卡完成弹窗 */
.modal {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.8);
display: none;
justify-content: center;
align-items: center;
z-index: 1000;
backdrop-filter: blur(5px);
}
.modal-content {
background: linear-gradient(135deg, #1a1f3a, #2a3050);
padding: 40px;
border-radius: 20px;
text-align: center;
color: white;
box-shadow: 0 10px 40px rgba(0, 255, 204, 0.4);
border: 2px solid var(--primary-color);
animation: slideIn 0.3s ease;
}
@keyframes slideIn {
from {
transform: translateY(-50px);
opacity: 0;
}
to {
transform: translateY(0);
opacity: 1;
}
}
.modal h2 {
font-size: 32px;
margin-bottom: 20px;
background: linear-gradient(135deg, var(--primary-color), var(--secondary-color));
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
}
.modal p {
font-size: 18px;
margin: 10px 0;
}
/* 8. 道具显示区域 */
.power-ups {
position: absolute;
top: 10px;
right: 10px;
display: flex;
gap: 10px;
}
.power-up-indicator {
width: 40px;
height: 40px;
border-radius: 50%;
background: rgba(255, 255, 255, 0.2);
border: 2px solid var(--primary-color);
display: flex;
align-items: center;
justify-content: center;
font-size: 20px;
opacity: 0;
transition: opacity 0.3s;
}
.power-up-indicator.active {
opacity: 1;
animation: pulse 1s infinite;
}
@keyframes pulse {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.1); }
}
/* 9. 连击显示 */
.combo-display {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 48px;
font-weight: bold;
color: #ffff00;
text-shadow: 0 0 20px currentColor;
opacity: 0;
pointer-events: none;
}
.combo-display.show {
animation: comboAnimation 1s ease;
}
@keyframes comboAnimation {
0% {
opacity: 0;
transform: translate(-50%, -50%) scale(0.5);
}
50% {
opacity: 1;
transform: translate(-50%, -50%) scale(1.5);
}
100% {
opacity: 0;
transform: translate(-50%, -50%) scale(1);
}
}
/* 10. 响应式设计 */
@media (max-width: 600px) {
.game-header {
padding: 15px;
border-radius: 0 0 15px 15px;
}
.info-value {
font-size: 20px;
}
.btn {
padding: 10px 20px;
font-size: 14px;
}
}
</style>
</head>
<body>
<!-- 游戏头部信息 -->
<div class="game-header">
<div class="info-item">
<span class="info-label">得分</span>
<span class="info-value" id="score">0</span>
</div>
<div class="info-item">
<span class="info-label">关卡</span>
<span class="info-value" id="level">1</span>
</div>
<div class="info-item">
<span class="info-label">生命</span>
<span class="info-value" id="lives">3</span>
</div>
<div class="info-item">
<span class="info-label">连击</span>
<span class="info-value" id="combo">0</span>
</div>
</div>
<!-- 游戏主容器 -->
<div class="game-container">
<canvas id="gameCanvas"></canvas>
<!-- 道具指示器 -->
<div class="power-ups">
<div class="power-up-indicator" id="powerUp1" title="加速球">⚡</div>
<div class="power-up-indicator" id="powerUp2" title="加长挡板">🔷</div>
<div class="power-up-indicator" id="powerUp3" title="多重球">🎱</div>
</div>
<!-- 连击显示 -->
<div class="combo-display" id="comboDisplay"></div>
</div>
<!-- 游戏控制按钮 -->
<div class="controls">
<button class="btn" onclick="togglePause()">暂停/继续</button>
<button class="btn" onclick="resetGame()">重新开始</button>
<button class="btn" onclick="toggleSound()">音效: 开</button>
</div>
<!-- 游戏结束弹窗 -->
<div class="modal" id="gameOverModal">
<div class="modal-content">
<h2>游戏结束</h2>
<p>最终得分: <span id="finalScore">0</span></p>
<p>最高关卡: <span id="finalLevel">1</span></p>
<p>最大连击: <span id="maxCombo">0</span></p>
<button class="btn" onclick="resetGame()">再来一局</button>
</div>
</div>
<!-- 关卡完成弹窗 -->
<div class="modal" id="levelCompleteModal">
<div class="modal-content">
<h2>关卡完成!</h2>
<p>当前得分: <span id="currentScore">0</span></p>
<p>准备进入第 <span id="nextLevel">2</span> 关</p>
<button class="btn" onclick="nextLevel()">下一关</button>
</div>
</div>
<script>
// ========== 游戏配置变量 ==========
const CONFIG = {
// 画布配置
CANVAS_WIDTH: 600,
CANVAS_HEIGHT: 700,
// 球配置
BALL_RADIUS: 8,
BALL_SPEED: 5,
BALL_MAX_SPEED: 12,
// 挡板配置
PADDLE_WIDTH: 100,
PADDLE_HEIGHT: 15,
PADDLE_SPEED: 8,
PADDLE_EXTENDED_WIDTH: 150,
// 砖块配置
BRICK_ROWS: 6,
BRICK_COLS: 10,
BRICK_WIDTH: 50,
BRICK_HEIGHT: 25,
BRICK_PADDING: 5,
BRICK_OFFSET_TOP: 80,
BRICK_OFFSET_LEFT: 25,
// 游戏配置
INITIAL_LIVES: 3,
POINTS_PER_BRICK: 10,
COMBO_MULTIPLIER: 1.5,
POWER_UP_DURATION: 5000,
// 颜色配置
BACKGROUND_COLORS: [
['#0a0e27', '#1a1f3a'],
['#1a0e2a', '#2a1f3a'],
['#0e1a27', '#1f2a3a'],
['#1a0e0e', '#3a1f1f'],
['#0e1a0e', '#1f3a1f']
],
// 粒子配置
PARTICLE_COUNT: 10,
PARTICLE_LIFETIME: 30
};
// ========== 游戏状态变量 ==========
let canvas, ctx;
let gameState = {
score: 0,
level: 1,
lives: CONFIG.INITIAL_LIVES,
combo: 0,
maxCombo: 0,
isPaused: false,
isGameOver: false,
soundEnabled: true,
bricksDestroyed: 0,
backgroundIndex: 0
};
// ========== 游戏对象 ==========
let ball = {
x: CONFIG.CANVAS_WIDTH / 2,
y: CONFIG.CANVAS_HEIGHT - 100,
dx: CONFIG.BALL_SPEED,
dy: -CONFIG.BALL_SPEED,
radius: CONFIG.BALL_RADIUS,
trail: []
};
let paddle = {
x: CONFIG.CANVAS_WIDTH / 2 - CONFIG.PADDLE_WIDTH / 2,
y: CONFIG.CANVAS_HEIGHT - 40,
width: CONFIG.PADDLE_WIDTH,
height: CONFIG.PADDLE_HEIGHT,
isExtended: false
};
let bricks = [];
let particles = [];
let powerUps = [];
let activePowerUps = {
speed: false,
extended: false,
multi: false
};
// ========== 初始化游戏 ==========
function initGame() {
canvas = document.getElementById('gameCanvas');
ctx = canvas.getContext('2d');
// 设置画布大小
canvas.width = CONFIG.CANVAS_WIDTH;
canvas.height = CONFIG.CANVAS_HEIGHT;
// 初始化砖块
createBricks();
// 绑定事件
bindEvents();
// 开始游戏循环
gameLoop();
}
// ========== 创建砖块 ==========
function createBricks() {
bricks = [];
const specialBrickChance = 0.1 + (gameState.level * 0.02);
for (let c = 0; c < CONFIG.BRICK_COLS; c++) {
bricks[c] = [];
for (let r = 0; r < CONFIG.BRICK_ROWS; r++) {
const isSpecial = Math.random() < specialBrickChance;
const hue = (r * 60 + c * 20) % 360;
bricks[c][r] = {
x: 0,
y: 0,
status: isSpecial ? 2 : 1,
color: `hsl(${hue}, 70%, 50%)`,
isSpecial: isSpecial,
powerUp: isSpecial ? getRandomPowerUp() : null
};
}
}
}
// ========== 获取随机道具 ==========
function getRandomPowerUp() {
const powerUpTypes = ['speed', 'extended', 'multi'];
return powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
}
// ========== 绑定事件 ==========
function bindEvents() {
// 触摸事件
let touchX = null;
canvas.addEventListener('touchstart', (e) => {
e.preventDefault();
const rect = canvas.getBoundingClientRect();
touchX = e.touches[0].clientX - rect.left;
});
canvas.addEventListener('touchmove', (e) => {
e.preventDefault();
if (touchX !== null && !gameState.isPaused) {
const rect = canvas.getBoundingClientRect();
const currentX = e.touches[0].clientX - rect.left;
const deltaX = currentX - touchX;
paddle.x = Math.max(0, Math.min(canvas.width - paddle.width, paddle.x + deltaX));
touchX = currentX;
}
});
canvas.addEventListener('touchend', (e) => {
e.preventDefault();
touchX = null;
});
// 鼠标事件
canvas.addEventListener('mousemove', (e) => {
if (!gameState.isPaused) {
const rect = canvas.getBoundingClientRect();
const mouseX = e.clientX - rect.left;
paddle.x = Math.max(0, Math.min(canvas.width - paddle.width, mouseX - paddle.width / 2));
}
});
// 键盘事件
document.addEventListener('keydown', (e) => {
if (e.key === 'ArrowLeft' && !gameState.isPaused) {
paddle.x = Math.max(0, paddle.x - CONFIG.PADDLE_SPEED);
} else if (e.key === 'ArrowRight' && !gameState.isPaused) {
paddle.x = Math.min(canvas.width - paddle.width, paddle.x + CONFIG.PADDLE_SPEED);
} else if (e.key === ' ') {
togglePause();
}
});
}
// ========== 游戏主循环 ==========
function gameLoop() {
if (!gameState.isPaused && !gameState.isGameOver) {
update();
render();
}
requestAnimationFrame(gameLoop);
}
// ========== 更新游戏状态 ==========
function update() {
// 更新球的位置
updateBall();
// 更新粒子效果
updateParticles();
// 更新道具
updatePowerUps();
// 检测碰撞
checkCollisions();
// 检查游戏状态
checkGameStatus();
}
// ========== 更新球 ==========
function updateBall() {
// 添加轨迹
ball.trail.push({ x: ball.x, y: ball.y, alpha: 1 });
if (ball.trail.length > 10) {
ball.trail.shift();
}
// 更新轨迹透明度
ball.trail.forEach(point => {
point.alpha *= 0.9;
});
// 移动球
ball.x += ball.dx;
ball.y += ball.dy;
// 墙壁碰撞
if (ball.x + ball.radius > canvas.width || ball.x - ball.radius < 0) {
ball.dx = -ball.dx;
createImpactParticles(ball.x, ball.y);
}
if (ball.y - ball.radius < 0) {
ball.dy = -ball.dy;
createImpactParticles(ball.x, ball.y);
}
// 底部检测
if (ball.y - ball.radius > canvas.height) {
loseLife();
}
}
// ========== 更新粒子 ==========
function updateParticles() {
particles = particles.filter(particle => {
particle.x += particle.dx;
particle.y += particle.dy;
particle.dy += 0.2; // 重力
particle.life--;
particle.alpha = particle.life / CONFIG.PARTICLE_LIFETIME;
return particle.life > 0;
});
}
// ========== 更新道具 ==========
function updatePowerUps() {
powerUps = powerUps.filter(powerUp => {
powerUp.y += 2;
// 检测与挡板碰撞
if (powerUp.y + 10 > paddle.y &&
powerUp.x > paddle.x &&
powerUp.x < paddle.x + paddle.width) {
activatePowerUp(powerUp.type);
return false;
}
return powerUp.y < canvas.height;
});
}
// ========== 激活道具 ==========
function activatePowerUp(type) {
activePowerUps[type] = true;
// 显示道具指示器
const indicator = document.getElementById(`powerUp${type === 'speed' ? '1' : type === 'extended' ? '2' : '3'}`);
indicator.classList.add('active');
// 应用道具效果
switch(type) {
case 'speed':
const speedMultiplier = 1.5;
ball.dx *= speedMultiplier;
ball.dy *= speedMultiplier;
break;
case 'extended':
paddle.width = CONFIG.PADDLE_EXTENDED_WIDTH;
paddle.isExtended = true;
break;
case 'multi':
// 多重球效果(简化版)
createImpactParticles(ball.x, ball.y, 20);
break;
}
// 设置道具持续时间
setTimeout(() => {
deactivatePowerUp(type);
}, CONFIG.POWER_UP_DURATION);
}
// ========== 取消道具 ==========
function deactivatePowerUp(type) {
activePowerUps[type] = false;
// 隐藏道具指示器
const indicator = document.getElementById(`powerUp${type === 'speed' ? '1' : type === 'extended' ? '2' : '3'}`);
indicator.classList.remove('active');
// 恢复原始状态
switch(type) {
case 'speed':
const speedMultiplier = 1 / 1.5;
ball.dx *= speedMultiplier;
ball.dy *= speedMultiplier;
break;
case 'extended':
paddle.width = CONFIG.PADDLE_WIDTH;
paddle.isExtended = false;
break;
}
}
// ========== 碰撞检测 ==========
function checkCollisions() {
// 挡板碰撞
if (ball.y + ball.radius > paddle.y &&
ball.y - ball.radius < paddle.y + paddle.height &&
ball.x > paddle.x &&
ball.x < paddle.x + paddle.width) {
ball.dy = -Math.abs(ball.dy);
// 根据碰撞位置调整角度
const hitPos = (ball.x - paddle.x) / paddle.width;
ball.dx = 8 * (hitPos - 0.5);
createImpactParticles(ball.x, paddle.y);
}
// 砖块碰撞
for (let c = 0; c < CONFIG.BRICK_COLS; c++) {
for (let r = 0; r < CONFIG.BRICK_ROWS; r++) {
const brick = bricks[c][r];
if (brick.status > 0) {
const brickX = c * (CONFIG.BRICK_WIDTH + CONFIG.BRICK_PADDING) + CONFIG.BRICK_OFFSET_LEFT;
const brickY = r * (CONFIG.BRICK_HEIGHT + CONFIG.BRICK_PADDING) + CONFIG.BRICK_OFFSET_TOP;
if (ball.x > brickX &&
ball.x < brickX + CONFIG.BRICK_WIDTH &&
ball.y > brickY &&
ball.y < brickY + CONFIG.BRICK_HEIGHT) {
ball.dy = -ball.dy;
brick.status--;
if (brick.status === 0) {
// 砖块被摧毁
onBrickDestroyed(brickX, brickY, brick);
} else {
// 特殊砖块受损
createImpactParticles(brickX + CONFIG.BRICK_WIDTH/2, brickY + CONFIG.BRICK_HEIGHT/2);
}
}
}
}
}
}
// ========== 砖块被摧毁 ==========
function onBrickDestroyed(x, y, brick) {
// 增加分数
const points = CONFIG.POINTS_PER_BRICK * (1 + gameState.combo * 0.1);
gameState.score += Math.floor(points);
gameState.combo++;
gameState.bricksDestroyed++;
// 更新UI
updateUI();
// 创建粒子效果
createBrickParticles(x + CONFIG.BRICK_WIDTH/2, y + CONFIG.BRICK_HEIGHT/2, brick.color);
// 掉落道具
if (brick.powerUp) {
powerUps.push({
x: x + CONFIG.BRICK_WIDTH/2,
y: y + CONFIG.BRICK_HEIGHT/2,
type: brick.powerUp,
color: brick.color
});
}
// 显示连击
if (gameState.combo > 2) {
showCombo();
}
// 每5个砖块改变背景
if (gameState.bricksDestroyed % 5 === 0) {
changeBackgroundColor();
}
// 检查关卡完成
if (checkLevelComplete()) {
onLevelComplete();
}
}
// ========== 创建粒子效果 ==========
function createBrickParticles(x, y, color) {
for (let i = 0; i < CONFIG.PARTICLE_COUNT; i++) {
particles.push({
x: x,
y: y,
dx: (Math.random() - 0.5) * 8,
dy: (Math.random() - 0.5) * 8,
color: color,
size: Math.random() * 4 + 2,
life: CONFIG.PARTICLE_LIFETIME,
alpha: 1
});
}
}
// ========== 创建撞击粒子 ==========
function createImpactParticles(x, y, count = 5) {
for (let i = 0; i < count; i++) {
particles.push({
x: x,
y: y,
dx: (Math.random() - 0.5) * 4,
dy: (Math.random() - 0.5) * 4,
color: '#ffffff',
size: Math.random() * 3 + 1,
life: 15,
alpha: 1
});
}
}
// ========== 改变背景颜色 ==========
function changeBackgroundColor() {
gameState.backgroundIndex = (gameState.backgroundIndex + 1) % CONFIG.BACKGROUND_COLORS.length;
const colors = CONFIG.BACKGROUND_COLORS[gameState.backgroundIndex];
document.body.style.background = `linear-gradient(135deg, ${colors[0]}, ${colors[1]})`;
}
// ========== 显示连击 ==========
function showCombo() {
const comboDisplay = document.getElementById('comboDisplay');
comboDisplay.textContent = `${gameState.combo}x 连击!`;
comboDisplay.classList.remove('show');
void comboDisplay.offsetWidth; // 触发重排
comboDisplay.classList.add('show');
}
// ========== 更新UI ==========
function updateUI() {
document.getElementById('score').textContent = gameState.score;
document.getElementById('level').textContent = gameState.level;
document.getElementById('lives').textContent = gameState.lives;
document.getElementById('combo').textContent = gameState.combo;
}
// ========== 检查关卡完成 ==========
function checkLevelComplete() {
for (let c = 0; c < CONFIG.BRICK_COLS; c++) {
for (let r = 0; r < CONFIG.BRICK_ROWS; r++) {
if (bricks[c][r].status > 0) {
return false;
}
}
}
return true;
}
// ========== 关卡完成 ==========
function onLevelComplete() {
gameState.isPaused = true;
document.getElementById('currentScore').textContent = gameState.score;
document.getElementById('nextLevel').textContent = gameState.level + 1;
document.getElementById('levelCompleteModal').style.display = 'flex';
}
// ========== 下一关 ==========
function nextLevel() {
gameState.level++;
gameState.isPaused = false;
gameState.bricksDestroyed = 0;
// 重置球和挡板
resetBallAndPaddle();
// 创建新砖块
createBricks();
// 增加球速
const speedIncrease = 1.1;
ball.dx *= speedIncrease;
ball.dy *= speedIncrease;
// 改变背景
changeBackgroundColor();
// 隐藏弹窗
document.getElementById('levelCompleteModal').style.display = 'none';
updateUI();
}
// ========== 失去生命 ==========
function loseLife() {
gameState.lives--;
gameState.combo = 0;
if (gameState.lives <= 0) {
gameOver();
} else {
resetBallAndPaddle();
updateUI();
}
}
// ========== 重置球和挡板 ==========
function resetBallAndPaddle() {
ball.x = canvas.width / 2;
ball.y = canvas.height - 100;
ball.dx = CONFIG.BALL_SPEED * (Math.random() > 0.5 ? 1 : -1);
ball.dy = -CONFIG.BALL_SPEED;
ball.trail = [];
paddle.x = canvas.width / 2 - paddle.width / 2;
}
// ========== 游戏结束 ==========
function gameOver() {
gameState.isGameOver = true;
gameState.maxCombo = Math.max(gameState.maxCombo, gameState.combo);
document.getElementById('finalScore').textContent = gameState.score;
document.getElementById('finalLevel').textContent = gameState.level;
document.getElementById('maxCombo').textContent = gameState.maxCombo;
document.getElementById('gameOverModal').style.display = 'flex';
}
// ========== 检查游戏状态 ==========
function checkGameStatus() {
// 这里可以添加额外的游戏状态检查
}
// ========== 渲染游戏 ==========
function render() {
// 清空画布
ctx.fillStyle = 'rgba(10, 14, 39, 0.1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// 绘制网格背景
drawGrid();
// 绘制砖块
drawBricks();
// 绘制粒子
drawParticles();
// 绘制道具
drawPowerUps();
// 绘制球轨迹
drawBallTrail();
// 绘制球
drawBall();
// 绘制挡板
drawPaddle();
}
// ========== 绘制网格背景 ==========
function drawGrid() {
ctx.strokeStyle = 'rgba(0, 255, 204, 0.05)';
ctx.lineWidth = 1;
for (let i = 0; i < canvas.width; i += 50) {
ctx.beginPath();
ctx.moveTo(i, 0);
ctx.lineTo(i, canvas.height);
ctx.stroke();
}
for (let i = 0; i < canvas.height; i += 50) {
ctx.beginPath();
ctx.moveTo(0, i);
ctx.lineTo(canvas.width, i);
ctx.stroke();
}
}
// ========== 绘制砖块 ==========
function drawBricks() {
for (let c = 0; c < CONFIG.BRICK_COLS; c++) {
for (let r = 0; r < CONFIG.BRICK_ROWS; r++) {
const brick = bricks[c][r];
if (brick.status > 0) {
const brickX = c * (CONFIG.BRICK_WIDTH + CONFIG.BRICK_PADDING) + CONFIG.BRICK_OFFSET_LEFT;
const brickY = r * (CONFIG.BRICK_HEIGHT + CONFIG.BRICK_PADDING) + CONFIG.BRICK_OFFSET_TOP;
// 绘制砖块阴影
ctx.shadowColor = brick.color;
ctx.shadowBlur = 10;
// 绘制砖块
ctx.fillStyle = brick.status === 2 ? brick.color : `${brick.color}88`;
ctx.fillRect(brickX, brickY, CONFIG.BRICK_WIDTH, CONFIG.BRICK_HEIGHT);
// 绘制砖块边框
ctx.strokeStyle = brick.color;
ctx.lineWidth = 2;
ctx.strokeRect(brickX, brickY, CONFIG.BRICK_WIDTH, CONFIG.BRICK_HEIGHT);
// 特殊砖块标记
if (brick.isSpecial) {
ctx.fillStyle = '#ffffff';
ctx.font = '16px Arial';
ctx.textAlign = 'center';
ctx.fillText('★', brickX + CONFIG.BRICK_WIDTH/2, brickY + CONFIG.BRICK_HEIGHT/2 + 5);
}
ctx.shadowBlur = 0;
}
}
}
}
// ========== 绘制粒子 ==========
function drawParticles() {
particles.forEach(particle => {
ctx.globalAlpha = particle.alpha;
ctx.fillStyle = particle.color;
ctx.fillRect(particle.x - particle.size/2, particle.y - particle.size/2, particle.size, particle.size);
});
ctx.globalAlpha = 1;
}
// ========== 绘制道具 ==========
function drawPowerUps() {
powerUps.forEach(powerUp => {
// 绘制道具光晕
const gradient = ctx.createRadialGradient(powerUp.x, powerUp.y, 0, powerUp.x, powerUp.y, 20);
gradient.addColorStop(0, powerUp.color);
gradient.addColorStop(1, 'transparent');
ctx.fillStyle = gradient;
ctx.fillRect(powerUp.x - 20, powerUp.y - 20, 40, 40);
// 绘制道具图标
ctx.fillStyle = '#ffffff';
ctx.font = '20px Arial';
ctx.textAlign = 'center';
const icon = powerUp.type === 'speed' ? '⚡' : powerUp.type === 'extended' ? '🔷' : '🎱';
ctx.fillText(icon, powerUp.x, powerUp.y + 5);
});
}
// ========== 绘制球轨迹 ==========
function drawBallTrail() {
ball.trail.forEach((point, index) => {
ctx.globalAlpha = point.alpha * 0.5;
ctx.fillStyle = '#00ffcc';
ctx.beginPath();
ctx.arc(point.x, point.y, ball.radius * (index / ball.trail.length), 0, Math.PI * 2);
ctx.fill();
});
ctx.globalAlpha = 1;
}
// ========== 绘制球 ==========
function drawBall() {
// 绘制球光晕
const gradient = ctx.createRadialGradient(ball.x, ball.y, 0, ball.x, ball.y, ball.radius * 2);
gradient.addColorStop(0, '#ffffff');
gradient.addColorStop(0.5, '#00ffcc');
gradient.addColorStop(1, 'transparent');
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius * 2, 0, Math.PI * 2);
ctx.fill();
// 绘制球体
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);
ctx.fill();
}
// ========== 绘制挡板 ==========
function drawPaddle() {
// 绘制挡板光晕
ctx.shadowColor = '#0095DD';
ctx.shadowBlur = 20;
// 绘制挡板主体
const gradient = ctx.createLinearGradient(paddle.x, paddle.y, paddle.x, paddle.y + paddle.height);
gradient.addColorStop(0, '#00ffcc');
gradient.addColorStop(1, '#0095DD');
ctx.fillStyle = gradient;
ctx.fillRect(paddle.x, paddle.y, paddle.width, paddle.height);
// 绘制挡板边框
ctx.strokeStyle = '#ffffff';
ctx.lineWidth = 2;
ctx.strokeRect(paddle.x, paddle.y, paddle.width, paddle.height);
ctx.shadowBlur = 0;
}
// ========== 游戏控制函数 ==========
function togglePause() {
gameState.isPaused = !gameState.isPaused;
}
function resetGame() {
// 重置游戏状态
gameState = {
score: 0,
level: 1,
lives: CONFIG.INITIAL_LIVES,
combo: 0,
maxCombo: 0,
isPaused: false,
isGameOver: false,
soundEnabled: gameState.soundEnabled,
bricksDestroyed: 0,
backgroundIndex: 0
};
// 重置游戏对象
resetBallAndPaddle();
createBricks();
particles = [];
powerUps = [];
// 重置背景
document.body.style.background = `linear-gradient(135deg, ${CONFIG.BACKGROUND_COLORS[0][0]}, ${CONFIG.BACKGROUND_COLORS[0][1]})`;
// 隐藏弹窗
document.getElementById('gameOverModal').style.display = 'none';
document.getElementById('levelCompleteModal').style.display = 'none';
// 更新UI
updateUI();
}
function toggleSound() {
gameState.soundEnabled = !gameState.soundEnabled;
event.target.textContent = `音效: ${gameState.soundEnabled ? '开' : '关'}`;
}
// ========== 启动游戏 ==========
window.onload = initGame;
</script>
</body>
</html>
