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JavaScript
document.title = 'リアルタイムストラテジーゲーム';
//タワーディフェンスでなく、兵を出撃して施設を壊すゲーム
const canvas = document.getElementById("gameCanvas");
const ctx = canvas.getContext("2d");
const tileSize = 80;
function resizeCanvasToVmin() {
canvas.width = tileSize * 16;
canvas.height = tileSize * 9;
}
window.addEventListener("resize", resizeCanvasToVmin);
resizeCanvasToVmin();
//1280x720
// 初期状態をまとめた定数(再代入しないため const)
const initialGameState = {
// 🔄 状態変化する変数(元: let)
enemies: [], // 出現中の敵リスト
towers: [], // 設置されたタワー
bullets: [], // 飛んでる弾
areaEffects: [], // 爆発・範囲エフェクト
spawnTimer: 0, // 敵出現タイマー
playerHP: 10, // プレイヤー体力
money: 1000, // 所持金
towerPlacedCount: 0, // 設置したタワーの数
stageNumber: 1, // 現在のウェーブ番号
enemiesSpawned: 0, // 既に出現済みの敵数
selectedTower: null, // 選択中のタワー
lastEnemyType: null, // 直前に出した敵のタイプ
sameTypeCount: 0, // 同じ敵タイプの連続カウント
selectedType: null, // 選択中ユニット
isInTowerRange:false, //射程圏
unitMax: 200, // 部隊上限
unitList: [], // 今ウェーブで出す部隊構成
unitIndex: 0, // unitList の現在インデックス
currentUnit: null, // 今出してる部隊の情報
mouseGridPos: null, // マウス座標(設置用プレビュー)
recentMessage: "", // 表示中メッセージ
messageTimer: 0, // メッセージ残り表示時間
isDebug: false, // デバッグモードON/OFF
isDebugUnlock: false, // 強制アンロック状態
gameOver: false, // ゲームオーバーフラグ
flashTimer: 0, // 画面右端点滅タイマー
// (元: const)
towerCost: 100, // タワー1基のコスト
defRange: tileSize / 1.414 + 2, // 基本射程(1マスナナメ)
defRange2: tileSize * 1.5 + 2, // 長距離射程(2マス直線)
flashDuration: 20, // ダメージ時の点滅時間
messageDuration: 1200, // メッセージの表示時間(20秒)
};
Object.assign(window, structuredClone(initialGameState));
const menu = document.createElement("div");
menu.id = 'towerMenu';
// スコア表示の位置とサイズを定義
const scoreBox = {
x: 0,
y: canvas.height - tileSize-2,
width: canvas.width,
height: tileSize+4
};
const stageHints = {
2: "兵士は自動で施設を攻撃するぞ",
3: "予算不足だと兵士は出せないぞ",
4: "出撃する兵種は左メニューで選べるぞ",
5: "兵士は射程外のどこからでも出撃可能!",
6: "施設を破壊すると予算が増えるよ",
7: "戦いの中で兵種と施設の相性を学ぼう",
8: "細い円は施設の攻撃範囲かも",
9: "タワーディフェンスもよろしくね!",
10: "リトルノア復活しないかなぁ…",
11: "範囲攻撃に気をつけて!",
20: "速射砲がめちゃくちゃ強いぞ!",
21: "タワーディフェンスと攻守逆転",
22: "コードはタワーディフェンスの流用",
23: "今のところ演出遊びでゲーム性無視",
24: "飽きたら制作とまるかも",
25: "バタくさいデザインより四角のほうが好き",
};
const enemyTypes = {
normal: {
label:"歩兵",
color: "red",
hp: 10,
hpUp: 1.5,
damage: 3,
attackInterval: 80, // ← 近接の攻撃間隔
range: defRange,
speed: 1,
speedUp: 0.04,
speedMax: 3.2,
reward: 20,
size: 20,
baseGroupSize: 5,
groupGrowthRate: 0.4,
baseSpawnInterval: 40,
},
archer: {
label:"弓兵",
color: "limegreen",
hp: 6,
hpUp: 0.3,
damage: 5, // 射程攻撃力
attackInterval: 90, // ← 近接の攻撃間隔
range: defRange*1.5,
speed: 0.8,
speedUp: 0.03,
speedMax: 2,
reward: 30,
size: 16,
baseGroupSize: 4,
groupGrowthRate: 0.3,
baseSpawnInterval: 30,
},
fast: {
label:"騎兵",
color: "orange",
hp: 8,
hpUp: 0.2,
damage: 1,
attackInterval: 40, // 攻撃間隔
range: defRange,
speed: 6,
speedUp: 0.1,
speedMax: 4.8,
reward: 40,
size: 16,
baseGroupSize: 4,
groupGrowthRate: 0.2,
baseSpawnInterval: 20,
},
tank: {
label:"重装",
color: "#2F4F4F",
hp: 40,
hpUp: 2,
damage: 19,
attackInterval: 240, // 攻撃間隔
range: defRange,
speed: 0.6,
speedUp: 0.02,
speedMax: 2,
defense: 2,
reward: 100,
size: 32,
baseGroupSize: 3,
groupGrowthRate: 0.2,
baseSpawnInterval: 60,
},
abnormal: {
label:"工兵",
color: "#aa0000",
hp: 40,
hpUp: 1.2,
damage: 12,
attackInterval: 120, // 攻撃間隔
range: defRange/2,
speed: 1,
speedUp: 0.15,
speedMax: 2.8,
reward: 50,
size: 18,
baseGroupSize: 3,
groupGrowthRate: 0.2,
baseSpawnInterval: 40,
},
ant: {
label: "偵察",
color: "#191919",
hp: 10,
hpUp: 0.1,
damage: 2,
attackInterval: 3, // 攻撃間隔
range: defRange/2,
speed: 4,
speedUp: 0.03,
speedMax: 2,
reward: 20,
size: 10,
baseGroupSize: 12,
groupGrowthRate: 1,
baseSpawnInterval: 12,
},
boss: {
isBoss:true,
label:"大型種",
color: "darkgray",
hp: 1000,
hpUp: 10,
speed: 0.4,
speedUp: 0.01,
speedMax: 1.6,
reward: 1000,
size: 50,
baseGroupSize: 1,
groupGrowthRate: 0,
baseSpawnInterval: 120,
},
};
const towerUpgradeTypes = {
range: {
label: "●射程+",
cost: 100,
unlockAt: 1,
maxLevel: 5,
costFormula: (lv) => lv^2 * 200,
lvTable:[
defRange,
defRange2*1,
tileSize * 2.5 +2,
tileSize * 3.5 +2,
tileSize * 4.5 +2,
0
],
fireRate:20,
area: defRange/2,
shape: "arc",
color: "black",//"green",
},
damage: {
label: "■火力+",
cost: 100,
unlockAt: 6,
maxLevel: 20,
costFormula: (lv) => lv^2 * 200 ,
lvTable:[0,4,8,10,12,4,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0],
range: defRange*2+2,
area: defRange/2,
shape: "rect",
color: "black",//"blue",
},
rapid: {
label: "▲速射+",
cost: 100,
unlockAt: 9,
maxLevel: 9,
costFormula: (lv) => lv^2 * 200,
lvTable:[0,20,10,10,5,5,5,5,5,2,2,0],
shape: "tri",
color: "black",//"cyan",
},
area: {
label: "◆範囲+",
cost: 100,
unlockAt: 15,
maxLevel: 5,
costFormula: (lv) => lv^2 * 200,
lvTable:[
defRange/2,
defRange,
defRange2,
tileSize * 1.5 +2,
tileSize * 2 +2,
tileSize * 3 +2,
0
],
range: defRange*2+2,
shape: "dia",
color: "black",//"darkorange",
},
slow: {
label: "低速",
cost: 100,
unlockAt: 20,
maxLevel: 5,
costFormula: (lv) => lv * 300,
color: "blue",
isEffect:true,
},
poison: {
label: "猛毒",
cost: 200,
unlockAt: 25,
maxLevel: 3,
costFormula: (lv) => lv * 400,
color: "green",
isEffect:true,
},
burn: {
label: "火炎",
cost: 300,
unlockAt: 30,
maxLevel: 5,
costFormula: (lv) => lv * 500,
color: "red",
isEffect:true,
}
};
const effectTypes = {
poison: {
label: "毒",
onHit(bullet, target) {
target.applyEffect("poison");
}
},
burn: {
label: "火傷",
onHit(bullet, target) {
target.applyEffect("burn");
}
},
slow: {
label: "低速",
onHit(bullet, target) {
target.speed *= 0.8;
target.speed = clamp(target.speed, 0.5, 7);
}
}
};
function createButton(type) {
const info = towerUpgradeTypes[type];
info.type = type;
const btn = createButtonElement(info);
btn.onclick = () => {
const tower = selectedTower;
handleUpgradeClick(tower, info, type);
};
btn._update = () => {
updateUpgradeButton(btn, info, type);
};
menu.appendChild(btn);
info._button = btn;
return btn;
}
function createButtonElement(info) {
const btn = document.createElement("button");
btn.classList.add("buy", info.type);
btn.style.display = "none";
const typeSpan = document.createElement("span");
typeSpan.classList.add("type");
typeSpan.textContent = `${info.label} `;
btn.appendChild(typeSpan);
const costSpan = document.createElement("span");
costSpan.classList.add("cost");
btn.appendChild(costSpan);
btn._costSpan = costSpan;
btn._typeSpan = typeSpan;
return btn;
}
function handleUpgradeClick(tower, info, type) {
if (!tower) return;
const cost = info.costFormula(tower.lv);
if (money < cost) return;
if (info.isEffect) {
tower.upgradeEffect(type);
} else {
tower.upgrade(type);
}
closeTowerUpgradeMenu();
selectedTower = null;
}
function updateUpgradeButton(btn, info, type) {
const tower = selectedTower;
if (!tower) return;
const lv = tower.lv;
const cost = info.costFormula(lv);
const isEffect = info.isEffect;
const reachedMax = lv >= info.maxLevel;
const isUnlocked = towerPlacedCount >= info.unlockAt;
btn.style.display = "none";
btn.disabled = false;
if (isDebugUnlock) {
btn.style.display = "block";
btn.disabled = false;
}
if (!isUnlocked && !isDebugUnlock) return;
const costSpan = btn._costSpan;
if (isEffect) {
if (lv < 2) return;
if (tower.effects.length > 0 && !tower.effects.includes(type)) return;
if (tower.effects.includes(type)) {
costSpan.textContent = `+`;
btn.disabled = true;
} else {
costSpan.textContent = `Lv.${lv} (${cost}G)`;
}
btn.style.display = "block";
return;
}
const towerType = tower.type;
const isSameType = towerType === type;
const isUntyped = !towerType;
if (isUntyped || isSameType) {
if (reachedMax) {
costSpan.textContent = ` [Lv.${lv} / MAX]`;
btn.disabled = true;
} else {
costSpan.textContent = `Lv.${lv} (${cost}G)`;
btn.disabled = money < cost;
btn.style.color = money < cost ? "#aa0000" : "black";
}
btn.style.display = "block";
}
}
function initTowerMenu() {
document.body.appendChild(menu);
menu.style.display = "none";
for (let type in towerUpgradeTypes) {
createButton(type);
}
// 売却ボタン(特別扱い)
const sellBtn = document.createElement("button");
sellBtn.classList.add("sell");
sellBtn.textContent = "売却";
sellBtn.onclick = () => {
if (selectedTower) {
selectedTower.sell();
closeTowerUpgradeMenu();
selectedTower = null;
}
};
menu.appendChild(sellBtn);
}
/*
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*/
/*
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*/
// 敵クラス(流用しているだけで実際は味方ユニット)
class Enemy {
constructor(type = "normal") {
const t = enemyTypes[type];
this.x = 0;
this.y = 0;
this.type = type;
this.lv = 2;
this.color = t.color;
this.effectColor = null;
this.hp = t.hp;
this.speed = t.speed;
this.defense = t.defense || 0; // 敵の防御力
this.range = t.range || defRange;
this.defenseMax = this.defense;
this.damage = t.damage || 1;
this.attackCooldown = 0;
this.attackInterval = t.attackInterval || 30; // ← 初期攻撃間隔
this.size = t.size;
this.reward = t.reward;
this.reward += Math.floor(stageNumber/2);
this.timer = 0;
this.hp += Math.floor((stageNumber-1) * t.hpUp);
this.maxHp = this.hp;
this.hpRecovery = 0;
this.speed += stageNumber * t.speedUp;
this.speed = clamp(this.speed, 0.4, t.speedMax);
this.effects = []; // 状態異常管理
this.statusTimers = {}; // 状態名: 残り時間(例: burn: 300)
if (this.type === 'fly') {
let r = Math.floor(Math.random() * (canvas.height / tileSize -2))
this.x = 0;
this.y = tileSize * (r + 1); //
}
if(this.type === 'abnormal'){
this.hpRecovery = 2;
}
//敵の特性強化
this.upper = Math.floor(stageNumber/10)+1;
this.defense = this.defense * this.upper;
this.hpRecovery = this.hpRecovery * this.upper;
}
findTarget() {
// タワー or 施設に向かわせるロジック
this.target = findNearestTower(this.x, this.y);
}
moveTarget() {
if (!this.target) return;
const aimX = this.target.x;
const aimY = this.target.y;
const dx = aimX - this.x;
const dy = aimY - this.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist <= this.range) {
if (this.attackCooldown <= 0) {
this.attackTarget(this.target);
this.attackCooldown = this.attackInterval;
} else {
this.attackCooldown--;
}
return;
}
const angle = this.getSafeMoveAngle(aimX, aimY);
this.x += Math.cos(angle) * this.speed;
this.y += Math.sin(angle) * this.speed;
}
getSafeMoveAngle(targetX, targetY) {
const dx = targetX - this.x;
const dy = targetY - this.y;
const baseAngle = Math.atan2(dy, dx);
const angleOffset = 0.3;
const maxTries = 5;
for (let i = 0; i <= maxTries; i++) {
const tryAngles = [baseAngle - angleOffset * i, baseAngle + angleOffset * i];
for (let angle of tryAngles) {
const nx = this.x + Math.cos(angle) * this.speed;
const ny = this.y + Math.sin(angle) * this.speed;
let blocked = false;
if (!blocked) {
return angle; // 安全な角度を返す
}
}
}
return baseAngle; // 全部ダメなら元の方向で突撃(壁にぶつかる)
}
avoidOverlap(enemies) {
for (let other of enemies) {
if (other === this || other.dead) continue;
const dx = this.x - other.x;
const dy = this.y - other.y;
const dist = Math.sqrt(dx * dx + dy * dy);
const minDist = (this.size + other.size) / 2 + 4;
if (dist < minDist && dist > 0.01) {
const pushX = dx / dist * 0.3; // ← 少しだけ押し返す
const pushY = dy / dist * 0.3;
this.x += pushX;
this.y += pushY;
}
}
}
attackIfInRange() {
// 攻撃範囲内ならダメージを与える
}
shot(target) {
const bullet = new Bullet({ tower: this, target });
//bullet.color = "blue"; // 固定色でテスト
//bullet.size = 6; // 大きめでテスト
bullets.push(bullet);
//console.log("🔫 Bullet fired", bullet);
}
attackTarget(target) {
this.shot(target); // ← 弾で攻撃
if (target.hp <= 0) {
target.dead = true;
console.log("敵施設が破壊された!");
}
if (this.type !== "archer") {
// this.dead = true; // 近接系は1発攻撃で消えなくていい
//あとで自爆型に流用?
}
}
update() {
this.timer++;
if(this.type === 'abnormal'){
if (this.statusTimers["poison"] % 30 === 0) {
this.hp += this.hpRecovery;
this.hp = clamp(this.hp, 1, this.maxHp);
}
}
if (hasEffect(this, "poison")) {
this.statusTimers["poison"]--;
if (this.statusTimers["poison"] % 60 === 0) {
this.hp -= 1;
this.hp = clamp(this.hp, 1, this.maxHp);
}
if (this.statusTimers["poison"] <= 0 || this.hp < 2) {
this.effects = this.effects.filter(e => e !== "poison");
delete this.statusTimers["poison"];
}
}
if (hasEffect(this, "burn")) {
this.statusTimers["burn"]--;
if (this.statusTimers["burn"] <= 0 || this.hp < 2) {
this.effects = this.effects.filter(e => e !== "burn");
delete this.statusTimers["burn"];
}
}
if (this.hp <= 0) {
this.dead = true;
return;
}
// ターゲット探索・移動・攻撃までここでまとめる!
if (!this.target || this.target.dead) {
this.findTarget();
}
if (this.target) {
this.moveTarget(); // ← ここで壁回避も含めて全部行動
}
this.avoidOverlap(enemies); // ← 最後に他の敵との密集回避
}
takeDamage(damage) {
this.hp -= damage;
if (this.hp <= 0) {
this.dead = true;
areaEffects.push(new AreaEffects({
x: this.x,
y: this.y,
color: "blue",
type: "explosion",
life: 30
}));
console.log("味方が破壊されました!");
}
}
applyEffect(name, duration = 300) {
if (!hasEffect(this, name)) {
this.effects.push(name);
}
this.effectColor = towerUpgradeTypes[name].color;
this.statusTimers[name] = duration;
}
goal() {
// 保険として target 攻撃を一回試みてから消える
//継続戦闘させるので一時無効化
/*
if (this.target && !this.target.dead) {
this.attackTarget(this.target);
} else {
this.dead = true;
}
*/
}
draw() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x - this.size / 2, this.y - this.size / 2, this.size, this.size);
if (hasEffect(this, "burn")) {
ctx.strokeStyle = this.effectColor;
ctx.lineWidth = 4;
ctx.strokeRect(this.x - this.size / 2, this.y - this.size / 2, this.size, this.size);
}
if (hasEffect(this, "poison")) {
ctx.strokeStyle = this.effectColor;
ctx.lineWidth = 2;
ctx.strokeRect(this.x - this.size / 2, this.y - this.size / 2, this.size, this.size);
}
drawHpGauge(this);
if (isDebug) {
drawNumber(this, this.hp);
}
}
}
function lineIntersects(x1, y1, x2, y2, x3, y3, x4, y4) {
function ccw(ax, ay, bx, by, cx, cy) {
return (cy - ay) * (bx - ax) > (by - ay) * (cx - ax);
}
return (
ccw(x1, y1, x3, y3, x4, y4) !== ccw(x2, y2, x3, y3, x4, y4) &&
ccw(x1, y1, x2, y2, x3, y3) !== ccw(x1, y1, x2, y2, x4, y4)
);
}
function findNearestTower(x, y) {
const candidates = towers.filter(t => !t.dead);
// ★ ランダムで選ぶ確率(10〜30%)で実行
if (Math.random() < 0.3) {
return candidates[Math.floor(Math.random() * candidates.length)];
}
let minDist = Infinity;
let nearest = null;
for (let tower of candidates) {
const dx = tower.x - x;
const dy = tower.y - y;
const dist = dx * dx + dy * dy;
if (dist < minDist) {
minDist = dist;
nearest = tower;
}
}
return nearest;
}
function allTowersDestroyed() {
return towers.length === 0 || towers.every(t => t.dead);
}
function drawNumber(target, n) {
ctx.fillStyle = "white";
ctx.font = "12px 'Roboto Mono', monospace";
ctx.textAlign = "center";
ctx.fillText(n, target.x, target.y + 4); // 中心に表示(+4でちょい下げ)
}
function drawHpGauge(target) {
// HPゲージ(上部)
const barWidth = target.size;
const barHeight = 4;
const hpRatio = target.hp / target.maxHp;
ctx.fillStyle = "black";
ctx.fillRect(target.x - barWidth / 2, target.y - target.size / 2 - 6, barWidth, barHeight);
ctx.fillStyle = "green";
ctx.fillRect(target.x - barWidth / 2, target.y - target.size / 2 - 6, barWidth * hpRatio, barHeight);
}
// ✅ ユニット作成用の共通関数
function createUnit(type) {
let data = enemyTypes[type];
if(!data){
console.warn("❗ createUnit: 無効な敵タイプ:", type);
data = enemyTypes["normal"];
console.log(data);
}
const groupSize = Math.floor(data.baseGroupSize + stageNumber * data.groupGrowthRate);
return {
type,
groupSize,
remaining: groupSize
};
}
/*
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*/
// タワークラスを改良して強化機能を追加
class Tower {
constructor({ x, y, type = null, range } = {}) {
this.lv = 1;
this.x = x;
this.y = y;
this.type = null; // 初期は汎用型(未選択)
this.size = tileSize/4;
this.fireRate = 60;
this.cooldown = 0;
this.range = defRange; // 初期射程
this.damage = 2; // 初期威力
this.area = null; // 初期威力
this.effects = []; // 初期は何もなし
this.color = 'rgba(0,0,0,1)';
this.blue = 255;
this.green = 0;
this.cost = towerCost;//初期コスト
this.label = '大砲';
this.hp = 20;
this.maxHp = this.hp;
this.dead = false;
// ランダムで指定された type に合わせて初期化
if (type && towerUpgradeTypes[type]) {
this.shape = towerUpgradeTypes[type].shape;
this.color = towerUpgradeTypes[type].color;
this.upgrade(type); // ← 初期タイプとして1段階上げておくと良い
}
}
takeDamage(damage) {
if (this.dead) return;
this.hp -= damage;
if (this.hp <= 0) {
this.dead = true;
console.log('money+:' + this.cost)
money += this.cost;
areaEffects.push(new AreaEffects({
x: this.x,
y: this.y,
type: "explosion",
life: 30
}));
}
}
upgrade(type) {
const info = towerUpgradeTypes[type];
console.log(type);
if (!info) return;
const cost = info.costFormula(this.lv);
if (!buy(cost)) return;
if (!this.type) this.type = type;
// 同一タイプ以外のアップグレードは禁止
if (this.type !== type) return;
this.cost = cost;
this.lv++;
this.hp += this.lv * 20;
this.maxHp = this.hp;
this.damage += 1;
this.label = info.label;
if (info.shape){this.shape = info.shape;}
console.log(this);
if(this.lv === 2){
this.size += tileSize/12;
} else if(this.lv < 4){
this.size += tileSize/16;
} else {
this.size += tileSize/32;
}
this.size = clamp(this.size, tileSize/16, tileSize-tileSize/8)
const lvBoost = info.lvTable?.[this.lv - 1];
// 個別処理(カスタムな変化)
switch (type) {
case "rapid":
if(lvBoost){this.fireRate -= lvBoost}
break;
case "damage":
this.area = info.area;
if(lvBoost){this.damage += lvBoost}
break;
case "range":
this.fireRate = info.fireRate;
this.area = info.area;
if(lvBoost){this.range = lvBoost}
break;
case "area":
this.range = info.range;
this.fireRate += 20
this.damage += 1;
if(lvBoost){this.area = lvBoost}
break;
}
}
upgradeEffect(effectName) {
const info = towerUpgradeTypes[effectName];
if (!info || !info.isEffect) return;
const alreadyHas = this.effects.includes(effectName);
if (alreadyHas) return;
const cost = info.costFormula(this.lv);
if (!buy(cost)) return;
this.effects.push(effectName);
this.cost += cost;
if (info.color){this.color = info.color;}
console.log(` ${effectName} を付与しました`);
}
sell() {
//money += this.cost * 0.8;
const index = towers.indexOf(this);
if (index > -1) {
towers.splice(index, 1);
}
selectedTower = null;
}
shot(BulletClass, target) {
bullets.push(new BulletClass({ tower: this, target }));
}
update() {
if (this.cooldown > 0) this.cooldown--;
for (let enemy of enemies) {
let dx = enemy.x - this.x;
let dy = enemy.y - this.y;
let dist = Math.sqrt(dx * dx + dy * dy);
if (dist < this.range && this.cooldown <= 0) {
this.shot(Bullet, enemy);
this.cooldown = this.fireRate;
break;
}
}
}
drawRange() {
ctx.strokeStyle = "rgba(0,0,0, 0.1)";
ctx.lineWidth = 0.5;
ctx.beginPath();
ctx.arc(this.x, this.y, this.range, 0, Math.PI * 2);
ctx.stroke();
}
draw() {
if (this.dead) return; // 描画スキップ
ctx.save();
ctx.translate(this.x, this.y);
const path = getShapePath(this.size, this.shape);
ctx.fillStyle = this.color;
ctx.fill(path);
ctx.restore();
drawHpGauge(this);
if (isDebug) {
drawNumber(this, this.damage);
}
}
}
function nextStage() {
stageNumber++;
unitMax = stageNumber * 20;
const message = stageHints[stageNumber];
if(message){
showMessage(`${message} `);
}
spawnEnemyTowers();
}
function getShapePath(size, shape="rect") {
const path = new Path2D();
switch (shape) {
case "tri": {
const s = size;
const h = (Math.sqrt(3) / 2) * s;
path.moveTo(0, -2/3 * h);
path.lineTo(s / 2, 1/3 * h);
path.lineTo(-s / 2, 1/3 * h);
path.closePath();
break;
}
case "arc": {
path.arc(0, 0, size / 2, 0, Math.PI * 2);
break;
}
case "dia": {
const s = size / 2;
path.moveTo(0, -s);
path.lineTo(s, 0);
path.lineTo(0, s);
path.lineTo(-s, 0);
path.closePath();
break;
}
default: {
const s = size / 2;
path.rect(-s, -s, size, size);
}
}
return path;
}
function getRandomTowerType() {
const types = Object.keys(towerUpgradeTypes).filter(t => !towerUpgradeTypes[t].isEffect);
return types[Math.floor(Math.random() * types.length)];
}
function spawnEnemyTowers(count = 3) {
towers = [];
for (let i = 0; i < count; i++) {
// ランダム座標を生成
const gridX = getRandomInt(4, 15); // 横(タイル単位)
const gridY = getRandomInt(1, 7); // 縦(タイル単位)
const x = gridX * tileSize + tileSize / 2;
const y = gridY * tileSize + tileSize / 2;
// 道の上やスコアエリアを避ける(任意)
if (isInScoreBox(x, y) || isOccupied(x, y)) {
i--; // 再試行
continue;
}
const type = getRandomTowerType();
const tower = new Tower({x:x, y:y, type:type});
tower.hp += stageNumber * 5; // ステージごとに強化
tower.maxHp = tower.hp;
tower.dead = false;
towers.push(tower);
const lvUpCount = Math.floor(stageNumber / 3);
for(let i=0;i<lvUpCount;i++){
tower.upgrade(type);
}
}
}
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function hasEffect(entity, effectName) {
return entity.effects?.includes(effectName);
}
//OR検索
function hasAnyEffect(entity, effectNames = []) {
return effectNames.some(e => entity.effects?.includes(e));
}
//AND検索
function hasAllEffects(entity, effectNames = []) {
return effectNames.every(e => entity.effects?.includes(e));
}
/*
################################################################
################################################################
*/
// 弾クラス
class Bullet {
constructor({ tower, target}) {
this.x = tower.x;
this.y = tower.y;
this.target = target;
this.tower = tower;
this.lv = tower.lv;
this.type = tower.type;
this.damage = tower.damage;
this.range = tower.range || 20;
this.area = tower.area;
this.effects = tower.effects?.slice() || [];
this.color = tower.color || "black";
this.size = this.lv / 4 + 2;
this.speed = hasEffect(this, "slow") ? 15 : 5.5;
this.life = 100;
this.dead = false;
}
update() {
this.life--;
if (this.life < 0) {
this.dead = true;
return;
}
const dx = this.target.x - this.x;
const dy = this.target.y - this.y;
const dist = Math.sqrt(dx * dx + dy * dy);
let targetDist = this.target.speed*4 || 5;
targetDist = clamp(targetDist, 2, 20);
if (dist < targetDist) {
this.onHit();
this.dead = true;
} else {
this.x += (dx / dist) * this.speed;
this.y += (dy / dist) * this.speed;
}
}
onHit() {
if (this.area) {
this.areaFire();
} else {
this.fire();
}
}
fire(){
let damage = calculateDamage(this, this.target);
damage -= this.target.defense || 0;
damage = clamp(damage, 1, 999);
this.target.hp -= damage;
if (this.target.hp <= 0) {
this.target.takeDamage(damage);
}
this.applyEffects(this.target);
}
areaFire(){
for (let enemy of enemies) {
const dx = enemy.x - this.x;
const dy = enemy.y - this.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < this.area/2) {
const factor = Math.max(0.2, 1 - dist / this.area/2);
let damage = calculateDamage(this, this.target);
damage = Math.floor(damage * factor);
enemy.hp -= damage;
this.applyEffects(enemy);
if (enemy.hp <= 0) {
enemy.dead = true;
//money += enemy.reward;
}
}
}
this.life = 10;
areaEffects.push(new AreaEffects(this));
}
applyEffects(target) {
for (const effectName of this.effects) {
const effect = effectTypes[effectName];
if (effect?.onHit) {
effect.onHit(this, target);
}
}
}
draw() {
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fill();
}
}
function parseColorString(colorStr) {
const ctxTest = document.createElement("canvas").getContext("2d");
ctxTest.fillStyle = colorStr;
document.body.appendChild(ctxTest.canvas); // 強制適用
const computed = ctxTest.fillStyle; // ← ブラウザが解釈した色
document.body.removeChild(ctxTest.canvas);
// rgba(255, 100, 50, 1) → [255, 100, 50]
const match = computed.match(/rgba?\((\d+),\s*(\d+),\s*(\d+)/);
if (match) {
return {
r: parseInt(match[1]),
g: parseInt(match[2]),
b: parseInt(match[3])
};
}
return { r: 200, g: 100, b: 0 }; // fallback
}
class AreaEffects {
constructor(bulletOrData) {
this.x = bulletOrData.x;
this.y = bulletOrData.y;
this.area = bulletOrData.area || 80;
this.color = bulletOrData.color || "orange";
this.life = bulletOrData.life || 20;
this.maxLife = this.life;
this.type = bulletOrData.type || "area"; // ← 通常 or 爆破
this.dead = false;
console.log(this);
// 爆煙用パーティクル(type: "explosion" 用)
if (this.type === "explosion") {
const base = parseColorString(this.color);
this.particles = [];
for (let i = 0; i < 20; i++) {
const r = clamp(base.r + Math.floor(Math.random() * 50 - 25), 0, 255);
const g = clamp(base.g + Math.floor(Math.random() * 50 - 25), 0, 255);
const b = clamp(base.b + Math.floor(Math.random() * 50 - 25), 0, 255);
this.particles.push({
x: this.x,
y: this.y,
radius: Math.random() * 10 + 5,
dx: Math.random() * 6 - 3,
dy: Math.random() * 6 - 3,
life: Math.random() * 30 + 10,
color: `rgba(${r},${g},${b},0.5)`
});
}
}
}
update() {
this.life--;
if (this.type === "explosion") {
for (let p of this.particles) {
p.x += p.dx;
p.y += p.dy;
p.radius *= 0.95;
p.life--;
}
this.particles = this.particles.filter(p => p.life > 0);
}
if (this.life <= 0 && (this.type !== "explosion" || this.particles.length === 0)) {
this.dead = true;
}
}
draw() {
ctx.save();
if (this.type === "explosion") {
for (let p of this.particles) {
ctx.beginPath();
ctx.fillStyle = p.color;
ctx.arc(p.x, p.y, p.radius, 0, Math.PI * 2);
ctx.fill();
}
} else {
const t = 1 - this.life / this.maxLife; // 時間の進行 [0 → 1]
let alpha;
if (t < 0.5) {
// 前半:ゆっくりフェードイン
alpha = 0.4 * (t / 0.5); // 0 → 0.4
} else {
// 後半:急激にフェードアウト
alpha = 0.4 * (1 - (t - 0.5) / 0.2); // 0.4 → 0(速く)
alpha = Math.max(0, alpha); // 下限補正
}
ctx.save();
ctx.globalAlpha = alpha;
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.area / 2, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
ctx.restore();
}
}
function calculateDamage(bullet, enemy) {
let damage = bullet.damage;
// 耐性: タンクvs速射
if (bullet.lv > 2 && bullet.type === 'rapid' && enemy.type === 'tank') {
damage = 1;
if(enemy.hp < 2){
damage = 0;
}
}
// 耐性: 騎兵vs速射
if (bullet.lv > 2 && bullet.type === 'rapid' && enemy.type === 'fast') {
damage = 2;
}
// 耐性: 騎兵vs速射
if (bullet.lv > 2 && bullet.type === 'rapid' && enemy.type === 'fast') {
damage = 0;
}
// 耐性: 歩兵vs範囲
if (bullet.lv > 2 && bullet.type === 'area' && enemy.type === 'normal') {
damage = 1;
}
// 耐性: 小型vs火力
if (bullet.lv > 2 && bullet.type === 'damage' && enemy.type === 'ant') {
damage = 1;
}
// 耐性: 騎兵vs射程
if (bullet.lv > 2 && bullet.type === 'range' && enemy.type === 'fast') {
damage = 1;
}
// 耐性: 工兵vs射程
if (bullet.lv > 2 && bullet.type === 'rapid' && enemy.type === 'fast') {
damage = 2;
}
// 特攻: 工兵vs速射
if (bullet.lv > 3 && bullet.type === 'abnormal' && enemy.type === 'rapid') {
damage += bullet.damage * bullet.lv;
}
// 特攻: 騎兵vs射程
if (bullet.lv > 3 && bullet.type === 'fast' && enemy.type === 'range') {
damage += bullet.damage * bullet.lv;
}
// 特攻: 工兵vs火力
if (bullet.lv > 3 && bullet.type === 'archer' && enemy.type === 'tank') {
damage += bullet.damage * bullet.lv;
}
// 特攻: タンク敵に高威力弾
if (bullet.lv > 3 && bullet.type === 'damage' && enemy.type === 'tank') {
damage += (bullet.damage * bullet.lv) / 2;
}
// 特攻: 速射
if (bullet.lv > 2 && bullet.type === 'fast' && enemy.type === 'rapid') {
damage += damage * enemy.lv;
}
// 特攻: 飛行敵に射程強化弾
if (bullet.lv > 3 && bullet.type === 'range' && enemy.type === 'fly') {
damage += bullet.damage * bullet.lv;
}
// 特攻: 高速敵にスロー弾
if (hasEffect(bullet, "slow") && enemy.type === 'fast') {
damage += bullet.damage * bullet.lv; // 特攻ボーナス
enemy.speed *= 0.4;
}
// スロー効果(一般)
if (hasEffect(bullet, "slow")) {
enemy.speed *= 0.8;
enemy.speed = clamp(enemy.speed, 0.5, 7);
}
// 火傷 (ダメージ上昇)
if (bullet.isBurned) {
damage = damage * 2;
}
damage = Math.floor(damage);
return damage;
}
/*
################################################################
################################################################
*/
/*
################################################################
################################################################
*/
function buy(cost) {
if(money<cost)return false;
//money -= cost;
return true;
}
function getMenuPosition(tower) {
menu.style.display = "block"; // メニューが非表示だとサイズ取得できないため表示
const menuRect = menu.getBoundingClientRect();
const menuWidth = menuRect.width || 120;
const menuHeight = menuRect.height || 320;
const padding = 10;
const bodyWidth = window.innerWidth;
const bodyHeight = window.innerHeight;
const canvasRect = canvas.getBoundingClientRect();
const scaleX = canvasRect.width / canvas.width;
const scaleY = canvasRect.height / canvas.height;
// canvas上のクリック位置をブラウザ上の座標に変換
const screenX = canvasRect.left + tower.x * scaleX;
const screenY = canvasRect.top + tower.y * scaleY;
// 初期は右横に出す
let x = screenX + padding;
let y = screenY;
// 右にはみ出す場合は左側に出す
if (x + menuWidth > bodyWidth) {
x = screenX - menuWidth - padding;
}
// 下にはみ出す場合は上にずらす
if (y + menuHeight > bodyHeight) {
y = bodyHeight - menuHeight - padding;
}
return { x, y };
}
// タワー強化メニューを表示する関数
function showTowerUpgradeMenu(tower) {
// メニューの外枠作成
menu.style.display = "block";
const pos = getMenuPosition(tower);
menu.style.left = `${pos.x}px`;
menu.style.top = `${pos.y}px`;
for (let type in towerUpgradeTypes) {
const btn = towerUpgradeTypes[type]._button;
if (btn && btn._update) btn._update();
}
}
// タワー強化メニューを閉じる関数
function closeTowerUpgradeMenu() {
menu.style.display = "none";
}
function isOccupied(x, y) {
for (let tower of towers) {
if (
Math.abs(tower.x - x) < tileSize / 2 &&
Math.abs(tower.y - y) < tileSize / 2
) {
return true; // すでに誰かいる
}
}
return false;
}
function isInScoreBox(x, y) {
return x > scoreBox.x && x < scoreBox.x + scoreBox.width && y > scoreBox.y && y < scoreBox.y + scoreBox.height || y > scoreBox.y;
}
// 点と線分の距離計算(ちょっと数学)
function pointToSegmentDistance(px, py, x1, y1, x2, y2) {
const A = px - x1;
const B = py - y1;
const C = x2 - x1;
const D = y2 - y1;
const dot = A * C + B * D;
const len_sq = C * C + D * D;
let param = -1;
if (len_sq !== 0) param = dot / len_sq;
let xx, yy;
if (param < 0) {
xx = x1;
yy = y1;
} else if (param > 1) {
xx = x2;
yy = y2;
} else {
xx = x1 + param * C;
yy = y1 + param * D;
}
const dx = px - xx;
const dy = py - yy;
return Math.sqrt(dx * dx + dy * dy);
}
/*
################################################################
################################################################
*/
function drawTypeMenu() {
// 背景の黒枠
ctx.fillStyle = "black";
ctx.fillRect(0, 0, tileSize, canvas.height);
const allTypes = Object.entries(enemyTypes)
.filter(([key, val]) => !val.isBoss); // boss除外
const types = [{ key: null, label: "ランダム", color: "gray" },
...allTypes.map(([key, val]) => ({
key,
label: val.label,
color: val.color
}))];
const itemHeight = tileSize;
types.forEach((entry, i) => {
const y = i * itemHeight;
const isSelected = selectedType === entry.key;
// ハイライト
if (isSelected) {
ctx.fillStyle = "white";
ctx.fillRect(0, y, tileSize, itemHeight);
}
// 色付き丸 or グレー
ctx.fillStyle = entry.color;
ctx.beginPath();
ctx.arc(tileSize / 2, y + itemHeight / 2, 14, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = isSelected ? "black" : "white";
ctx.font = "10px sans-serif";
ctx.textAlign = "center";
ctx.fillText(entry.label, tileSize / 2, y + itemHeight - 4);
});
}
/*
################################################################
################################################################
*/
// ゲームオーバー時のオーバーレイを描画
function drawGameOverOverlay() {
ctx.fillStyle = "rgba(0, 0, 0, 0.7)"; // 半透明の黒
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "white";
ctx.font = "64px 'Roboto Mono', monospace";
ctx.textAlign = "center";
ctx.fillText("GAME OVER", canvas.width/2, canvas.height / 2, canvas.width);
}
// 右端を赤く点滅させる
function drawRightFlash() {
if (flashTimer > 0) {
ctx.fillStyle = "red";
ctx.globalAlpha = 0.5;
ctx.fillRect(canvas.width - tileSize/4, 0, tileSize/4, canvas.height);
ctx.globalAlpha = 1.0;
flashTimer--;
}
}
function drawScore() {
ctx.fillStyle = "black";
ctx.fillRect(scoreBox.x, scoreBox.y, scoreBox.width, scoreBox.height+2);
ctx.fillStyle = "white";
ctx.textAlign = "center";
ctx.font = "20px sans-serif";
ctx.fillText(`Stage: ${stageNumber}`, scoreBox.x+60, scoreBox.y+25);
ctx.font = "20px sans-serif";
ctx.fillStyle = "white";
ctx.textAlign = "right";
ctx.fillText(`G : ${money}`, scoreBox.x+scoreBox.width-240, scoreBox.y+25);
ctx.fillText(`■ : ${enemies.length} / ${unitMax}`, scoreBox.x+scoreBox.width-80, scoreBox.y+25);
/*
ctx.fillText(`■ : ${towerPlacedCount}`, scoreBox.x+scoreBox.width-160+60, scoreBox.y+25);
ctx.fillText(`❤: ${playerHP}`, scoreBox.x+scoreBox.width-80+60, scoreBox.y+25);
*/
// 🔔 メッセージ表示
if (messageTimer > 0) {
ctx.fillStyle = "lightyellow";
ctx.font = "16px sans-serif";
ctx.textAlign = "left";
ctx.fillText(recentMessage, scoreBox.x +160, scoreBox.y + 25);
messageTimer--;
}
}
function showMessage(text) {
recentMessage = text;
messageTimer = messageDuration;
}
/*
################################################################
################################################################
*/
function getGridPosition(x, y) {
const gridX = Math.floor(x / tileSize) * tileSize + tileSize / 2;
const gridY = Math.floor(y / tileSize) * tileSize + tileSize / 2;
return { x: gridX, y: gridY };
}
function drawGrid() {
ctx.strokeStyle = "rgba(0,0,0,0.05)";
ctx.lineWidth = 1;
for (let x = 0; x < canvas.width; x += tileSize) {
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, canvas.height);
ctx.stroke();
}
for (let y = 0; y < canvas.height; y += tileSize) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(canvas.width, y);
ctx.stroke();
}
}
//数値の上限・下限
function clamp(value, min, max) {
return Math.max(min, Math.min(max, value));
}
/*
################################################################
################################################################
*/
/*
################################################################
################################################################
*/
function getCanvasPos(e) {
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
if (e.touches && e.touches.length > 0) {
return {
x: (e.touches[0].clientX - rect.left) * scaleX,
y: (e.touches[0].clientY - rect.top) * scaleY
};
} else {
return {
x: (e.clientX - rect.left) * scaleX,
y: (e.clientY - rect.top) * scaleY
};
}
}
function getRandomEnemyType() {
const keys = Object.keys(enemyTypes);
// bossとか除きたければここでフィルタ
const filtered = keys.filter(key => !enemyTypes[key].isBoss);
const r = Math.floor(Math.random() * filtered.length);
return filtered[r];
}
function spawnUnitAt(x, y) {
if(enemies.length >= unitMax){return;}
// タワーの射程内なら出撃できない
const blockingTowers = getTowersInRange(x, y);
if (blockingTowers.length > 0) {
//showMessage("射程内では出撃できません!");
return;
}
const type = selectedType || getRandomEnemyType();
const enemy = new Enemy(type);
if(enemy.reward > money){return;}
money -= enemy.reward;
const rX = (Math.random() - 0.5) * 1;
const rY = (Math.random() - 0.5) * 1;
enemy.x += x+rX;
enemy.y += y+rY;
enemies.push(enemy);
}
function getTowersInRange(x, y) {
return towers.filter(tower => {
const dx = tower.x - x;
const dy = tower.y - y;
const dist = Math.sqrt(dx * dx + dy * dy);
return dist < tower.range;
});
}
function drawBlockedRangeCircle(tower) {
ctx.beginPath();
ctx.arc(tower.x, tower.y, tower.range, 0, Math.PI * 2);
ctx.fillStyle = "rgba(255, 0, 0, 0.1)";
ctx.fill();
ctx.strokeStyle = "rgba(255, 0, 0, 0.5)";
ctx.lineWidth = 1;
ctx.stroke();
// タワーのタイプ名とレベル表示
ctx.fillStyle = "rgba(255, 0, 0, 0.8)";
ctx.font = "12px 'Arial', sans-serif";
ctx.textAlign = "center";
ctx.fillText(`${tower.label} Lv.${tower.lv}`, tower.x, tower.y - tower.range - 6);
}
let isPointerDown;
// 座標追跡
function updatePointer(e) {
pointerPos = getCanvasPos(e);
}
function startSpawning() {
isPointerDown = true;
spawnUnitAt(pointerPos.x, pointerPos.y);
spawnInterval = setInterval(() => {
if (isPointerDown) {
spawnUnitAt(pointerPos.x, pointerPos.y);
}
}, 90);
}
function stopSpawning() {
isPointerDown = false;
clearInterval(spawnInterval);
}
canvas.addEventListener("click", (e) => {
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
const mouseX = (e.clientX - rect.left) * scaleX;
const mouseY = (e.clientY - rect.top) * scaleY;
// 左メニュー内クリック時
if (mouseX < tileSize) {
const index = Math.floor(mouseY / tileSize);
const availableTypes = Object.keys(enemyTypes).filter(
t => !enemyTypes[t].isBoss
);
if (index === 0) {
selectedType = null; // ランダム
} else if (index - 1 < availableTypes.length) {
selectedType = availableTypes[index - 1];
}
return;
}
// それ以外はユニット召喚
spawnUnitAt(mouseX, mouseY);
});
let mousePos = { x: 0, y: 0 };
// マウス位置を常に追跡
canvas.addEventListener("mousemove", (e) => {
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
mousePos.x = (e.clientX - rect.left) * scaleX;
mousePos.y = (e.clientY - rect.top) * scaleY;
});
// PC用イベント
canvas.addEventListener("mousedown", (e) => {
updatePointer(e);
startSpawning();
});
canvas.addEventListener("mousemove", (e) => {
if (isPointerDown) updatePointer(e);
});
canvas.addEventListener("mouseup", stopSpawning);
canvas.addEventListener("mouseleave", stopSpawning);
// タッチ用イベント
canvas.addEventListener("touchstart", (e) => {
updatePointer(e);
startSpawning();
});
canvas.addEventListener("touchmove", (e) => {
if (isPointerDown) updatePointer(e);
});
canvas.addEventListener("touchend", stopSpawning);
canvas.addEventListener("touchcancel", stopSpawning);
/*
################################################################
################################################################
*/
function resetGame(){
//状態変数の初期化
Object.assign(window, structuredClone(initialGameState));
spawnEnemyTowers(1);
spawnUnitAt(tileSize*2, tileSize*2);
showMessage(`タップして兵士を出撃させよう!`);
}
// ゲームループ内で強化メニューを閉じる
function gameLoop() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "#eeeeee";
ctx.fillRect(0, 0, canvas.width, canvas.height);
drawGrid();
//射程圏警告
const blockingTowers = getTowersInRange(mousePos.x, mousePos.y);
for (const tower of blockingTowers) {
drawBlockedRangeCircle(tower);
}
// タワー選択が解除された場合はメニューを閉じる
if (!selectedTower) {
closeTowerUpgradeMenu();
}
//popEnemy();
for (let tower of towers) {
tower.update();
tower.draw();
tower.drawRange();
}
for (let bullet of bullets) bullet.update();
for (let enemy of enemies) enemy.update();
for (let effect of areaEffects) effect.update();
towers = towers.filter(t => !t.dead);
bullets = bullets.filter(b => !b.dead);
enemies = enemies.filter(e => !e.dead);
areaEffects = areaEffects.filter(e => !e.dead);
for (let bullet of bullets) bullet.draw();
for (let enemy of enemies) enemy.draw();
for (let effect of areaEffects) effect.draw();
if (!gameOver && allTowersDestroyed()) {
console.log("ステージクリア!");
nextStage();
}
drawRightFlash(); // 右端点滅
drawTypeMenu();
drawScore();
if (gameOver) {
drawGameOverOverlay(); // ゲームオーバー時のオーバーレイ
}
requestAnimationFrame(gameLoop);
}
resetGame();
initTowerMenu();
gameLoop();
/*
################################################################
################################################################
*/
function isMobile() {
const ua = navigator.userAgent || navigator.vendor || window.opera;
return /android|iphone|ipad|ipod|blackberry|iemobile|opera mini/i.test(ua);
}
const form = document.getElementById("form");
form.style.display = "none";
const debugInput = document.getElementById("debug");
debugInput.addEventListener("change", (e) => {
if(!isMobile()){
isDebug = e.target.checked;
form.style.display = isDebug ? "block" : "none";
}
});
const unlockInput = document.getElementById("unlock");
unlockInput.addEventListener("change", (e) => {
isDebugUnlock = e.target.checked;
form.style.display = isDebug ? "block" : "none";
if(isDebugUnlock){money=99999;}
});
const hpInput = document.getElementById("hp");
hpInput.addEventListener("change", (e) => {
playerHP = Number(e.target.value)
});
const moneyInput = document.getElementById("money");
moneyInput.addEventListener("change", (e) => {
money = Number(e.target.value)
});
const stageInput = document.getElementById("stage");
stageInput.addEventListener("change", (e) => {
stageNumber = Number(e.target.value)
});
document.oncontextmenu = function(){
if(!isDebug){return false;}
}
document.addEventListener("click", (e) => {
if(isMobile()){
document.documentElement.requestFullscreen();
}
});
setTimeout(() => {
window.scrollTo(0, 1);
}, 100);
CSS
HTML
ページのソースを表示 : Ctrl+U , DevTools : F12
view-source:https://hi0a.com/demo/-js/js-game-tower-strategy/
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