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Test/js/npc/enemy.js

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2025-12-10 17:47:15 +08:00
import Animation from '../base/animation';
import { SCREEN_WIDTH, SCREEN_HEIGHT } from '../render';
const ENEMY_IMG_SRC = 'images/enemy.png';
const ENEMY_WIDTH = 60;
const ENEMY_HEIGHT = 60;
const EXPLO_IMG_PREFIX = 'images/explosion';
export default class Enemy extends Animation {
speed = Math.random() * 2 + 1; // 飞行速度
constructor() {
super(ENEMY_IMG_SRC, ENEMY_WIDTH, ENEMY_HEIGHT);
}
init(speed) {
this.x = 0;
this.y = 0;
// 随机选择一个边生成 (0:上, 1:右, 2:下, 3:左)
const side = Math.floor(Math.random() * 4);
switch (side) {
case 0: // Top
this.x = Math.random() * (SCREEN_WIDTH - this.width);
this.y = -this.height;
break;
case 1: // Right
this.x = SCREEN_WIDTH;
this.y = Math.random() * (SCREEN_HEIGHT - this.height);
break;
case 2: // Bottom
this.x = Math.random() * (SCREEN_WIDTH - this.width);
this.y = SCREEN_HEIGHT;
break;
case 3: // Left
this.x = -this.width;
this.y = Math.random() * (SCREEN_HEIGHT - this.height);
break;
}
// 计算朝向中心的速度向量
const targetX = SCREEN_WIDTH / 2 - this.width / 2;
const targetY = SCREEN_HEIGHT / 2 - this.height / 2;
const dx = targetX - this.x;
const dy = targetY - this.y;
const distance = Math.sqrt(dx * dx + dy * dy);
this.speed = speed || (Math.random() * 2 + 2); // 默认速度
this.vx = (dx / distance) * this.speed;
this.vy = (dy / distance) * this.speed;
this.isActive = true;
this.visible = true;
// 设置爆炸动画
this.initExplosionAnimation();
}
// 预定义爆炸的帧动画
initExplosionAnimation() {
const EXPLO_FRAME_COUNT = 19;
const frames = Array.from(
{ length: EXPLO_FRAME_COUNT },
(_, i) => `${EXPLO_IMG_PREFIX}${i + 1}.png`
);
this.initFrames(frames);
}
// 每一帧更新敌人位置
update() {
if (GameGlobal.databus.isGameOver) {
return;
}
this.x += this.vx;
this.y += this.vy;
// 如果到达中心(或者非常接近),可以视为撞击玩家(碰撞检测会处理)
// 这里不需要额外的边界回收逻辑,因为它们最终会撞上玩家或被消灭
}
destroy() {
this.isActive = false;
// 播放销毁动画后移除
this.playAnimation();
GameGlobal.musicManager.playExplosion(); // 播放爆炸音效
wx.vibrateShort({
type: 'light'
}); // 轻微震动
this.on('stopAnimation', () => this.remove.bind(this));
}
remove() {
this.isActive = false;
this.visible = false;
GameGlobal.databus.removeEnemy(this);
}
}