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推荐使用Go语言的ebiten
库来开发一个2D小游戏。下面是一个创新设计——《弹射挑战》的代码示例,包含等级、物理弹射、随机地形和本地排行榜功能。
package mainimport ("encoding/json""image/color""log""math""math/rand""os""sort""github.com/hajimehoshi/ebiten/v2""github.com/hajimehoshi/ebiten/v2/ebitenutil""github.com/hajimehoshi/ebiten/v2/inpututil"
)const (screenWidth = 800screenHeight = 600gravity = 0.5
)type Player struct {X, Y float64Angle float64Power float64Score intLevel intXP intUpgrades map[string]intProjectiles []*Projectile
}type Projectile struct {X, Y float64Vx, Vy float64Active bool
}type Target struct {X, Y float64Value int
}type Game struct {Player *PlayerTargets []*TargetCurrentLevel intLaunched boolRanking []ScoreEntryShowRanking boolUpgradeChoices []string
}type ScoreEntry struct {Name stringScore intLevel int
}func (g *Game) SaveRanking() {file, _ := json.MarshalIndent(g.Ranking, "", " ")_ = os.WriteFile("ranking.json", file, 0644)
}func (g *Game) LoadRanking() {if file, err := os.ReadFile("ranking.json"); err == nil {_ = json.Unmarshal(file, &g.Ranking)}
}func (g *Game) AddScore(name string, score int, level int) {g.Ranking = append(g.Ranking, ScoreEntry{Name: name, Score: score, Level: level})sort.Slice(g.Ranking, func(i, j int) bool {return g.Ranking[i].Score > g.Ranking[j].Score})if len(g.Ranking) > 10 {g.Ranking = g.Ranking[:10]}
}func NewGame() *Game {g := &Game{Player: &Player{X: 100,Y: screenHeight - 100,Upgrades: make(map[string]int),},CurrentLevel: 1,}g.LoadRanking()g.GenerateLevel()return g
}func (g *Game) GenerateLevel() {g.Targets = nil// 生成随机地形和目标for i := 0; i < 3+g.CurrentLevel; i++ {g.Targets = append(g.Targets, &Target{X: float64(400 + rand.Intn(300)),Y: float64(200 + rand.Intn(200)),Value: 100 * g.CurrentLevel,})}
}func (g *Game) fire() {p := g.Playerradians := p.Angle * math.Pi / 180power := p.Power * 5proj := &Projectile{X: p.X,Y: p.Y,Vx: math.Cos(radians) * power,Vy: math.Sin(radians) * power,Active: true,}p.Projectiles = append(p.Projectiles, proj)
}func (g *Game) Update() error {p := g.Player// 升级选择if len(g.UpgradeChoices) > 0 {if inpututil.IsKeyJustPressed(ebiten.Key1) {p.Upgrades[g.UpgradeChoices[0]]++g.UpgradeChoices = nil}if inpututil.IsKeyJustPressed(ebiten.Key2) {p.Upgrades[g.UpgradeChoices[1]]++g.UpgradeChoices = nil}return nil}// 控制逻辑if ebiten.IsKeyPressed(ebiten.KeyLeft) {p.Angle--}if ebiten.IsKeyPressed(ebiten.KeyRight) {p.Angle++}if ebiten.IsKeyPressed(ebiten.KeyUp) {p.Power++}if ebiten.IsKeyPressed(ebiten.KeyDown) {p.Power--}if inpututil.IsKeyJustPressed(ebiten.KeySpace) && !g.Launched {g.fire()g.Launched = true}// 更新弹道for _, proj := range p.Projectiles {if proj.Active {proj.Vy += gravityproj.X += proj.Vxproj.Y += proj.Vy// 碰撞检测for _, t := range g.Targets {dx := proj.X - t.Xdy := proj.Y - t.Yif dx*dx+dy*dy < 400 {p.Score += t.Valuep.XP += t.Value / 10t.Value = 0}}if proj.Y > screenHeight-50 {proj.Active = falseg.Launched = false}}}// 升级检查if p.XP >= 1000 {p.Level++p.XP -= 1000g.UpgradeChoices = []string{"Power+", "MultiShot"}}return nil
}func (g *Game) Draw(screen *ebiten.Image) {// 绘制玩家ebitenutil.DrawCircle(screen, g.Player.X, g.Player.Y, 10, color.RGBA{0, 255, 0, 255})// 绘制弹道线radians := g.Player.Angle * math.Pi / 180endX := g.Player.X + math.Cos(radians)*50endY := g.Player.Y + math.Sin(radians)*50ebitenutil.DrawLine(screen, g.Player.X, g.Player.Y, endX, endY, color.White)// 绘制目标和地形for _, t := range g.Targets {if t.Value > 0 {ebitenutil.DrawCircle(screen, t.X, t.Y, 20, color.RGBA{255, 0, 0, 255})}}// 绘制弹射物for _, proj := range g.Player.Projectiles {if proj.Active {ebitenutil.DrawCircle(screen, proj.X, proj.Y, 5, color.RGBA{255, 255, 0, 255})}}// 显示UI信息ebitenutil.DebugPrint(screen, "Score: "+string(g.Player.Score)+"\nLevel: "+string(g.Player.Level)+"\nXP: "+string(g.Player.XP)+"\nAngle: "+string(g.Player.Angle)+"\nPower: "+string(g.Player.Power))// 显示升级选项if len(g.UpgradeChoices) > 0 {ebitenutil.DebugPrint(screen, "Choose Upgrade:\n1. "+g.UpgradeChoices[0]+"\n2. "+g.UpgradeChoices[1])}
}func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {return screenWidth, screenHeight
}func main() {ebiten.SetWindowSize(screenWidth, screenHeight)ebiten.SetWindowTitle("弹射挑战")if err := ebiten.RunGame(NewGame()); err != nil {log.Fatal(err)}
}
游戏特色说明:
- 物理弹射系统:通过调整角度和力度进行发射
- 随机生成地形:每个关卡目标位置随机
- RPG升级系统:通过得分积累经验升级
- 技能选择系统:升级时可选择不同强化方向
- 本地排行榜:自动保存前10名成绩
- 渐进难度:关卡越高目标越多
操作方法:
- 方向键←→调整角度
- 方向键↑↓调整力度
- 空格键发射
- 数字键选择升级
扩展建议:
- 添加更多升级选项(弹射数量、特殊能力等)
- 增加障碍物和移动目标
- 添加粒子特效
- 实现网络排行榜
- 增加成就系统
- 添加音效和背景音乐
这个游戏结合了物理弹射、RPG升级和策略选择元素,通过简单的操作提供深度游戏体验。玩家需要不断优化发射策略并选择适合的升级路线来挑战更高分数。