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jakciehan
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/**
* EnemyTank.js
* Enemy tank with AI behavior: patrol, chase, and attack states.
*/
const Tank = require('./Tank');
const {
TANK_TYPE,
TANK_CONFIG,
DIRECTION,
DIR_VECTORS,
GRID_COLS,
GRID_ROWS,
TILE_SIZE,
MAP_OFFSET_X,
MAP_OFFSET_Y,
} = require('../base/GameGlobal');
/** AI States */
const AI_STATE = {
PATROL: 'patrol',
CHASE: 'chase',
ATTACK: 'attack',
};
class EnemyTank extends Tank {
/**
* @param {object} params
* @param {string} params.type - TANK_TYPE enum value.
* @param {number} params.col - Spawn grid column.
* @param {number} params.row - Spawn grid row.
* @param {number} [params.levelNum] - Current level number (affects AI).
* @param {boolean} [params.hasPowerUp] - Whether destroying this tank drops a power-up.
*/
constructor(params) {
const cfg = TANK_CONFIG[params.type];
const spawnX = MAP_OFFSET_X + params.col * TILE_SIZE + TILE_SIZE / 2;
const spawnY = MAP_OFFSET_Y + params.row * TILE_SIZE + TILE_SIZE / 2;
const speedMul = params.speedMultiplier || 1;
super({
x: spawnX,
y: spawnY,
speed: cfg.speed * speedMul,
hp: cfg.hp,
color: cfg.color,
size: cfg.size,
direction: DIRECTION.DOWN,
});
this.type = params.type;
this.score = cfg.score || 100;
this.hasPowerUp = params.hasPowerUp || false;
this.levelNum = params.levelNum || 1;
// AI state
this._aiState = AI_STATE.PATROL;
this._moveTimer = 0;
this._dirChangeInterval = 1.5 + Math.random() * 2; // seconds
this._shootTimer = 0;
this._shootInterval = 1 + Math.random() * 1.5; // seconds
this._stuckTimer = 0;
this._lastX = spawnX;
this._lastY = spawnY;
// Frozen state (from clock power-up)
this.frozen = false;
// Active bullets tracking
this.activeBullets = 0;
this._maxBullets = params.type === TANK_TYPE.ENEMY_BOSS ? 2 : 1;
// HP indicator blink for armored tanks
this._hitBlink = 0;
}
/**
* Update enemy tank AI and state.
* @param {number} dt - Delta time in seconds.
* @param {MapManager} mapManager
* @param {{x: number, y: number}} basePos - Base position for targeting.
* @param {Function} onShoot - Callback to fire a bullet.
*/
update(dt, mapManager, basePos, onShoot) {
if (!this.alive || this.frozen) return;
// Hit blink effect
if (this._hitBlink > 0) {
this._hitBlink -= dt;
}
// Movement AI
this._moveTimer += dt;
this._shootTimer += dt;
// Check if stuck
const moved = Math.abs(this.x - this._lastX) + Math.abs(this.y - this._lastY);
if (moved < 0.5) {
this._stuckTimer += dt;
} else {
this._stuckTimer = 0;
}
this._lastX = this.x;
this._lastY = this.y;
// Determine AI behavior based on level
if (this.levelNum >= 10 && this.type !== TANK_TYPE.ENEMY_NORMAL) {
this._aiState = AI_STATE.CHASE;
} else if (Math.random() < 0.3) {
this._aiState = AI_STATE.CHASE;
} else {
this._aiState = AI_STATE.PATROL;
}
// Direction change
if (this._moveTimer >= this._dirChangeInterval || this._stuckTimer > 0.5) {
this._moveTimer = 0;
this._stuckTimer = 0;
this._chooseDirection(mapManager, basePos);
}
// Move
this.move(this.direction, dt, mapManager);
// Shoot
if (this._shootTimer >= this._shootInterval) {
this._shootTimer = 0;
this._shootInterval = 0.8 + Math.random() * 1.5;
if (this.activeBullets < this._maxBullets && onShoot) {
onShoot(this);
}
}
}
/**
* Choose a new direction based on AI state.
* @private
*/
_chooseDirection(mapManager, basePos) {
if (this._aiState === AI_STATE.CHASE && basePos) {
// Move towards base
this._chaseTarget(basePos, mapManager);
} else {
// Random patrol
this._randomDirection(mapManager);
}
}
/**
* Chase a target position (usually the base).
* @private
*/
_chaseTarget(target, mapManager) {
const dx = target.x - this.x;
const dy = target.y - this.y;
// Prefer the axis with greater distance
const dirs = [];
if (Math.abs(dy) > Math.abs(dx)) {
dirs.push(dy > 0 ? DIRECTION.DOWN : DIRECTION.UP);
dirs.push(dx > 0 ? DIRECTION.RIGHT : DIRECTION.LEFT);
} else {
dirs.push(dx > 0 ? DIRECTION.RIGHT : DIRECTION.LEFT);
dirs.push(dy > 0 ? DIRECTION.DOWN : DIRECTION.UP);
}
// Add random alternatives for variety
const allDirs = [DIRECTION.UP, DIRECTION.DOWN, DIRECTION.LEFT, DIRECTION.RIGHT];
for (const d of allDirs) {
if (!dirs.includes(d)) dirs.push(d);
}
// Try each direction, pick the first that isn't immediately blocked
for (const dir of dirs) {
const vec = DIR_VECTORS[dir];
const testX = this.x + vec.dx * TILE_SIZE;
const testY = this.y + vec.dy * TILE_SIZE;
const left = testX - this.halfSize;
const top = testY - this.halfSize;
if (!mapManager.rectCollidesWithTerrain(left, top, this.size, this.size)) {
this.direction = dir;
return;
}
}
// Fallback: random
this.direction = allDirs[Math.floor(Math.random() * allDirs.length)];
}
/**
* Choose a random direction.
* @private
*/
_randomDirection(mapManager) {
const dirs = [DIRECTION.UP, DIRECTION.DOWN, DIRECTION.LEFT, DIRECTION.RIGHT];
// Bias towards down (towards base) 40% of the time
if (Math.random() < 0.4) {
this.direction = DIRECTION.DOWN;
return;
}
this.direction = dirs[Math.floor(Math.random() * dirs.length)];
}
/**
* Override takeDamage to add hit blink.
*/
takeDamage(amount = 1) {
this._hitBlink = 0.15;
return super.takeDamage(amount);
}
/**
* Render with HP indicator for armored tanks.
* @param {CanvasRenderingContext2D} ctx
*/
render(ctx) {
if (!this.alive) return;
// Hit blink effect
if (this._hitBlink > 0) {
ctx.save();
ctx.globalAlpha = 0.5;
super.render(ctx);
ctx.restore();
} else {
super.render(ctx);
}
// Power-up indicator (flashing border)
if (this.hasPowerUp) {
ctx.save();
ctx.strokeStyle = '#FF0000';
ctx.lineWidth = 2;
const blink = Math.sin(Date.now() / 150) > 0;
if (blink) {
ctx.strokeRect(
this.x - this.halfSize - 2,
this.y - this.halfSize - 2,
this.size + 4,
this.size + 4
);
}
ctx.restore();
}
// HP bar for armored/boss tanks
if (this.maxHp > 1) {
const barW = this.size;
const barH = 3;
const barX = this.x - this.halfSize;
const barY = this.y - this.halfSize - 6;
ctx.fillStyle = '#333333';
ctx.fillRect(barX, barY, barW, barH);
ctx.fillStyle = this.hp > this.maxHp * 0.3 ? '#00FF00' : '#FF0000';
ctx.fillRect(barX, barY, barW * (this.hp / this.maxHp), barH);
}
}
/** Whether this enemy can fire. */
canFire() {
return this.alive && !this.frozen && this.activeBullets < this._maxBullets;
}
}
module.exports = EnemyTank;