first commit

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jakciehan
2026-04-10 22:59:39 +08:00
commit cc2e7b9bb0
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/**
* FireButton.js
* Virtual fire button component positioned at the bottom-right of the screen.
* Overlaid as a separate layer above the map when they intersect.
*/
const {
SCREEN_WIDTH,
SCREEN_HEIGHT,
} = require('../base/GameGlobal');
class FireButton {
constructor() {
this.radius = 35;
// Anchored to screen bottom-right, shifted slightly towards upper-left
const padding = this.radius + 40;
this.cx = SCREEN_WIDTH - padding - 15; // right edge + extra leftward offset
this.cy = SCREEN_HEIGHT - padding - 30; // bottom edge + extra upward offset
this._pressed = false;
this._touchId = null;
this._fireCallback = null;
// Visual feedback
this._pressScale = 1;
// Touch area
this._touchAreaRadius = this.radius * 1.5;
}
/**
* Set the callback for when fire is triggered.
* @param {Function} cb
*/
onFire(cb) {
this._fireCallback = cb;
}
/**
* Handle touch events.
* @param {string} eventType
* @param {Touch} touch
* @returns {boolean} Whether this button consumed the touch.
*/
handleTouch(eventType, touch) {
const tx = touch.clientX;
const ty = touch.clientY;
if (eventType === 'touchstart') {
const dist = Math.sqrt((tx - this.cx) ** 2 + (ty - this.cy) ** 2);
if (dist <= this._touchAreaRadius) {
this._pressed = true;
this._touchId = touch.identifier;
this._pressScale = 0.85;
// Fire immediately on press
if (this._fireCallback) {
this._fireCallback();
}
return true;
}
return false;
}
if (eventType === 'touchend') {
if (this._pressed && touch.identifier === this._touchId) {
this._pressed = false;
this._touchId = null;
this._pressScale = 1;
return true;
}
return false;
}
return false;
}
/**
* Render the fire button.
* @param {CanvasRenderingContext2D} ctx
*/
render(ctx) {
ctx.save();
ctx.globalAlpha = 0.5;
const r = this.radius * this._pressScale;
// Outer ring
ctx.strokeStyle = '#FF4444';
ctx.lineWidth = 3;
ctx.beginPath();
ctx.arc(this.cx, this.cy, r, 0, Math.PI * 2);
ctx.stroke();
// Inner fill
ctx.fillStyle = this._pressed ? '#FF6666' : '#CC3333';
ctx.beginPath();
ctx.arc(this.cx, this.cy, r * 0.75, 0, Math.PI * 2);
ctx.fill();
// Fire icon (crosshair)
ctx.globalAlpha = 0.8;
ctx.strokeStyle = '#FFFFFF';
ctx.lineWidth = 2;
const crossSize = r * 0.35;
// Horizontal line
ctx.beginPath();
ctx.moveTo(this.cx - crossSize, this.cy);
ctx.lineTo(this.cx + crossSize, this.cy);
ctx.stroke();
// Vertical line
ctx.beginPath();
ctx.moveTo(this.cx, this.cy - crossSize);
ctx.lineTo(this.cx, this.cy + crossSize);
ctx.stroke();
// Center dot
ctx.fillStyle = '#FFFFFF';
ctx.beginPath();
ctx.arc(this.cx, this.cy, 3, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
/** Whether the button is currently pressed. */
get pressed() {
return this._pressed;
}
}
module.exports = FireButton;
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/**
* Joystick.js
* Virtual joystick component for touch-based directional control.
* Positioned at the bottom-left of the screen; overlaid as a separate layer
* above the map when they intersect.
*/
const {
DIRECTION,
SCREEN_WIDTH,
SCREEN_HEIGHT,
} = require('../base/GameGlobal');
class Joystick {
constructor() {
// Position and size — anchored to screen bottom-left, shifted slightly
// towards the upper-right for comfortable thumb reach
this.radius = 50;
this.innerRadius = 20;
const padding = this.radius + 30;
this.cx = padding + 15; // left edge + rightward offset
this.cy = SCREEN_HEIGHT - padding - 30; // bottom edge + upward offset
// State
this._active = false;
this._touchId = null;
this._touchX = 0;
this._touchY = 0;
this._direction = -1; // -1 = no direction
this._dx = 0;
this._dy = 0;
// Touch area (larger than visual for easier use)
this._touchAreaRadius = this.radius * 2;
}
/**
* Handle touch events.
* @param {string} eventType
* @param {Touch} touch - Single touch object.
* @returns {boolean} Whether this joystick consumed the touch.
*/
handleTouch(eventType, touch) {
const tx = touch.clientX;
const ty = touch.clientY;
if (eventType === 'touchstart') {
// Check if touch is within joystick area
const dist = Math.sqrt((tx - this.cx) ** 2 + (ty - this.cy) ** 2);
if (dist <= this._touchAreaRadius) {
this._active = true;
this._touchId = touch.identifier;
this._updateDirection(tx, ty);
return true;
}
return false;
}
if (eventType === 'touchmove') {
if (this._active && touch.identifier === this._touchId) {
this._updateDirection(tx, ty);
return true;
}
return false;
}
if (eventType === 'touchend') {
if (this._active && touch.identifier === this._touchId) {
this._active = false;
this._touchId = null;
this._direction = -1;
this._dx = 0;
this._dy = 0;
return true;
}
return false;
}
return false;
}
/**
* Calculate direction from touch position.
* @private
*/
_updateDirection(tx, ty) {
this._touchX = tx;
this._touchY = ty;
const dx = tx - this.cx;
const dy = ty - this.cy;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 10) {
this._direction = -1;
this._dx = 0;
this._dy = 0;
return;
}
// Clamp to radius for visual
const clampDist = Math.min(dist, this.radius);
this._dx = (dx / dist) * clampDist;
this._dy = (dy / dist) * clampDist;
// Determine 4-direction based on angle
const angle = Math.atan2(dy, dx);
// Right: -45° to 45°, Down: 45° to 135°, Left: 135° to -135°, Up: -135° to -45°
if (angle >= -Math.PI / 4 && angle < Math.PI / 4) {
this._direction = DIRECTION.RIGHT;
} else if (angle >= Math.PI / 4 && angle < Math.PI * 3 / 4) {
this._direction = DIRECTION.DOWN;
} else if (angle >= -Math.PI * 3 / 4 && angle < -Math.PI / 4) {
this._direction = DIRECTION.UP;
} else {
this._direction = DIRECTION.LEFT;
}
}
/**
* Render the joystick.
* @param {CanvasRenderingContext2D} ctx
*/
render(ctx) {
ctx.save();
ctx.globalAlpha = 0.3;
// Outer circle
ctx.fillStyle = '#333333';
ctx.strokeStyle = '#666666';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(this.cx, this.cy, this.radius, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
// Direction indicators
ctx.globalAlpha = 0.3;
ctx.fillStyle = '#FFFFFF';
const arrowSize = 8;
// Up arrow
this._drawArrow(ctx, this.cx, this.cy - this.radius * 0.6, DIRECTION.UP, arrowSize);
// Down arrow
this._drawArrow(ctx, this.cx, this.cy + this.radius * 0.6, DIRECTION.DOWN, arrowSize);
// Left arrow
this._drawArrow(ctx, this.cx - this.radius * 0.6, this.cy, DIRECTION.LEFT, arrowSize);
// Right arrow
this._drawArrow(ctx, this.cx + this.radius * 0.6, this.cy, DIRECTION.RIGHT, arrowSize);
// Inner knob
ctx.globalAlpha = 0.6;
const knobX = this._active ? this.cx + this._dx : this.cx;
const knobY = this._active ? this.cy + this._dy : this.cy;
ctx.fillStyle = this._active ? '#FFD700' : '#888888';
ctx.beginPath();
ctx.arc(knobX, knobY, this.innerRadius, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
/**
* Draw a small directional arrow.
* @private
*/
_drawArrow(ctx, x, y, dir, size) {
ctx.beginPath();
switch (dir) {
case DIRECTION.UP:
ctx.moveTo(x, y - size);
ctx.lineTo(x - size, y + size);
ctx.lineTo(x + size, y + size);
break;
case DIRECTION.DOWN:
ctx.moveTo(x, y + size);
ctx.lineTo(x - size, y - size);
ctx.lineTo(x + size, y - size);
break;
case DIRECTION.LEFT:
ctx.moveTo(x - size, y);
ctx.lineTo(x + size, y - size);
ctx.lineTo(x + size, y + size);
break;
case DIRECTION.RIGHT:
ctx.moveTo(x + size, y);
ctx.lineTo(x - size, y - size);
ctx.lineTo(x - size, y + size);
break;
}
ctx.closePath();
ctx.fill();
}
/** Current direction (-1 if idle). */
get direction() {
return this._direction;
}
/** Whether the joystick is being touched. */
get active() {
return this._active;
}
}
module.exports = Joystick;
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/**
* TutorialOverlay.js
* New player tutorial overlay shown on first play.
* Displays 2-3 step instructions for controls.
*/
const {
SCREEN_WIDTH,
SCREEN_HEIGHT,
MAP_OFFSET_X,
MAP_WIDTH,
} = require('../base/GameGlobal');
class TutorialOverlay {
constructor() {
this._active = false;
this._step = 0;
this._totalSteps = 3;
this._steps = [
{
title: '移动坦克',
desc: '拖动左下角的摇杆\n控制坦克上下左右移动',
highlight: 'joystick',
},
{
title: '发射子弹',
desc: '点击右下角的按钮\n向前方发射子弹',
highlight: 'fire',
},
{
title: '保护基地',
desc: '消灭所有敌人\n不要让基地被摧毁!',
highlight: 'base',
},
];
}
/**
* Show the tutorial.
*/
show() {
this._active = true;
this._step = 0;
}
/**
* Hide the tutorial.
*/
hide() {
this._active = false;
}
/** Whether the tutorial is active. */
get active() {
return this._active;
}
/**
* Handle touch to advance steps.
* @returns {boolean} Whether the tutorial consumed the touch.
*/
handleTouch() {
if (!this._active) return false;
this._step++;
if (this._step >= this._totalSteps) {
this._active = false;
}
return true;
}
/**
* Render the tutorial overlay.
* @param {CanvasRenderingContext2D} ctx
*/
render(ctx) {
if (!this._active) return;
const step = this._steps[this._step];
// Semi-transparent overlay
ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
ctx.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
const cx = SCREEN_WIDTH / 2;
const cy = SCREEN_HEIGHT / 2;
// Step indicator
ctx.fillStyle = '#AAAAAA';
ctx.font = '12px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(`${this._step + 1} / ${this._totalSteps}`, cx, cy - 80);
// Title
ctx.fillStyle = '#FFD700';
ctx.font = 'bold 24px Arial';
ctx.fillText(step.title, cx, cy - 40);
// Description (multi-line)
ctx.fillStyle = '#FFFFFF';
ctx.font = '16px Arial';
const lines = step.desc.split('\n');
for (let i = 0; i < lines.length; i++) {
ctx.fillText(lines[i], cx, cy + 10 + i * 24);
}
// Highlight area indicator
this._drawHighlight(ctx, step.highlight);
// Tap to continue
ctx.fillStyle = '#888888';
ctx.font = '13px Arial';
ctx.fillText('点击屏幕继续', cx, SCREEN_HEIGHT - 60);
}
/**
* Draw a highlight circle around the relevant UI element.
* @private
*/
_drawHighlight(ctx, type) {
ctx.save();
ctx.strokeStyle = '#FFD700';
ctx.lineWidth = 3;
ctx.setLineDash([8, 4]);
switch (type) {
case 'joystick':
ctx.beginPath();
ctx.arc(Math.floor(MAP_OFFSET_X / 2), SCREEN_HEIGHT - 100, 65, 0, Math.PI * 2);
ctx.stroke();
break;
case 'fire': {
const rightAreaStart = MAP_OFFSET_X + MAP_WIDTH;
ctx.beginPath();
ctx.arc(Math.floor(rightAreaStart + (SCREEN_WIDTH - rightAreaStart) / 2), SCREEN_HEIGHT - 100, 50, 0, Math.PI * 2);
ctx.stroke();
break;
}
case 'base': {
// Arrow pointing to base area
const baseCx = SCREEN_WIDTH / 2;
ctx.beginPath();
ctx.moveTo(baseCx, SCREEN_HEIGHT * 0.7);
ctx.lineTo(baseCx, SCREEN_HEIGHT * 0.8);
ctx.stroke();
ctx.fillStyle = '#FFD700';
ctx.beginPath();
ctx.moveTo(baseCx - 8, SCREEN_HEIGHT * 0.8);
ctx.lineTo(baseCx + 8, SCREEN_HEIGHT * 0.8);
ctx.lineTo(baseCx, SCREEN_HEIGHT * 0.8 + 10);
ctx.closePath();
ctx.fill();
break;
}
}
ctx.setLineDash([]);
ctx.restore();
}
}
module.exports = TutorialOverlay;