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JavaScript
document.title = 'タワーディフェンスゲーム';
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
waveNumber: 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
inWave: true, // ウェーブ中かどうか
waveCooldown: 0, // 次のウェーブまでの残り時間
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
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)
waveCooldownMax: 180, // ウェーブ間の待機時間(3秒)
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
};
//800,540
const paths = [
[
{ x: 0, y: 2 },
{ x: 2, y: 2 },
{ x: 2, y: 4 },
{ x: 4, y: 4 },
{ x: 4, y: 6 },
{ x: 6, y: 6 },
{ x: 6, y: 1 },
{ x: 8, y: 1 },
{ x: 8, y: 5 },
{ x: 10, y: 5 },
{ x: 10, y: 2 },
{ x: 12, y: 2 },
{ x: 12, y: 3 },
{ x: 13, y: 3 },
{ x: 13, y: 4 },
{ x: 14, y: 4 },
{ x: 14, y: 5 },
{ x: 15, y: 5 },
{ x: 15, y: 6 },
{ x: 16, y: 6 },
],
[
{ x: 0, y: 2 },
{ x: 6, y: 2 },
{ x: 6, y: 4 },
{ x: 1, y: 4 },
{ x: 1, y: 6 },
{ x: 8, y: 6 },
{ x: 8, y: 2 },
{ x: 10, y: 2 },
{ x: 10, y: 5 },
{ x: 14, y: 5 },
{ x: 14, y: 4 },
{ x: 15, y: 4 },
{ x: 15, y: 5 },
{ x: 16, y: 5 },
],
[
{ x: 0, y: 3 },
{ x: 3, y: 0 },
{ x: 6, y: 3 },
{ x: 3, y: 6 },
{ x: 1, y: 4 },
{ x: 3, y: 2 },
{ x: 8, y: 7 },
{ x: 10, y: 5 },
{ x: 12, y: 3 },
{ x: 10, y: 1 },
{ x: 8, y: 3 },
{ x: 12, y: 7 },
{ x: 14, y: 5 },
{ x: 16, y: 7 },
],
];
const waveHints = {
2: "大砲をもっと増やそう",
3: "大砲を強化して火力をあげよう",
4: "道を無視して進む飛行種もいる",
5: "奇行種の動きは不思議だ",
6: "小型種がぞろぞろぞろぞろ…",
7: "混成部隊に対処せよ",
8: "各敵の特性と対処法を覚えよう",
9: "大型種に備えよ・・・",
10: "大型種進行中!!!!",
11: "初心にもどる",
12: "速い敵には速射+",
13: "硬い敵には火力+",
14: "飛行型には射程+が有利!",
15: "タワー配置を見直そう",
16: "次から大攻勢がくるぞ!",
17: "どんどんタワーを置こう",
18: "Lvをあげると特定の敵に特攻ダメージ",
19: "炸裂弾で火傷の敵は倍ダメージ!",
20: "全力で迎撃せよ!",
21: "敵とウェーブの法則性に気づいた?",
22: "はやすぎる!!",
23: "もっと施設レベルをあげて",
24: "飛行種が結構守りを抜けてくる",
25: "奇行種の自動回復には毒が有効?",
26: "どの系統の敵が苦手?",
27: "飛行型には射程+が有効!",
28: "速い敵には速射+が有効!",
29: "毒だけでは死なない!トドメは砲弾!",
32: "お金をどれだけ貯めれるかとかね?",
33: "違う道のステージも試してみてね",
34: "デバッグよろしく",
35: "ゲームバランスだいじょうぶ?",
40: "ナナメの道のステージが一番むずかしい?",
41: "普通が一番こわい",
42: "逃さない!",
43: "火力は正義",
44: "ハードモードがほしい?",
45: "勝手に縛りプレイしてくれ!",
46: "右半分のマップは救済措置",
46: "防衛費を節約して10万G貯金が裏ゴール!",
50: "10万Gたまった?",
};
const enemyTypes = {
normal: {
label:"兵士",
color: "red",
hp: 2,
hpUp: 1.5,
speed: 1,
speedUp: 0.04,
speedMax: 3.2,
reward: 20,
size: 20,
baseGroupSize: 5,
groupGrowthRate: 0.4,
baseSpawnInterval: 40,
},
fast: {
label:"騎手",
color: "orange",
hp: 4,
hpUp: 0.2,
speed: 2,
speedUp: 0.08,
speedMax: 4.8,
reward: 10,
size: 16,
baseGroupSize: 4,
groupGrowthRate: 0.2,
baseSpawnInterval: 20,
},
tank: {
label:"戦車",
color: "#2F4F4F",
hp: 4,
hpUp: 2,
speed: 0.6,
speedUp: 0.02,
speedMax: 2,
defense: 1,
reward: 30,
size: 32,
baseGroupSize: 3,
groupGrowthRate: 0.2,
baseSpawnInterval: 60,
},
fly: {
label:"飛行",
color: "rgba(255,0,0,0.3)",
hp: 2,
hpUp: 2/3,
speed: 0.8,
speedUp: 0.025,
speedMax: 2.4,
reward: 15,
size: 18,
baseGroupSize: 4,
groupGrowthRate: 0.3,
baseSpawnInterval: 35,
},
abnormal: {
label:"奇行種",
color: "#aa0000",
hp: 4,
hpUp: 1.2,
speed: 1,
speedUp: 0.15,
speedMax: 2.8,
reward: 16,
size: 18,
baseGroupSize: 3,
groupGrowthRate: 0.2,
baseSpawnInterval: 40,
},
ant: {
label: "小型種",
color: "#191919",
hp: 1,
hpUp: 0.1,
speed: 1.8,
speedUp: 0.03,
speedMax: 2,
reward: 2,
size: 10,
baseGroupSize: 12,
groupGrowthRate: 1,
baseSpawnInterval: 10,
},
boss: {
isBoss:true,
label:"大型種",
color: "darkgray",
hp: 100,
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: 9,
costFormula: (lv) => (lv-1) * 100 +100,
lvTable:[
defRange,
defRange2,
tileSize * 2.5 +2,
tileSize * 3.5 +2,
tileSize * 4.5 +2,
tileSize * 4.5 +2,
tileSize * 4.5 +2,
tileSize * 4.5 +2,
tileSize * 4.5 +2,
0
],
shape: "arc",
color: "black",//"green",
},
damage: {
label: "■火力+",
cost: 100,
unlockAt: 6,
maxLevel: 20,
costFormula: (lv) => 100 * lv ** 2,
lvTable:[0,4,4,4,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0],
shape: "rect",
color: "black",//"blue",
},
rapid: {
label: "▲速射+",
cost: 200,
unlockAt: 9,
maxLevel: 9,
costFormula: (lv) => 100 * lv ** 2,
lvTable:[0,30,10,5,5,5,2,2,2,2,1,0],
shape: "tri",
color: "black",//"cyan",
},
area: {
label: "◆範囲+",
cost: 200,
unlockAt: 15,
maxLevel: 5,
costFormula: (lv) => 800 * lv ** 2,
lvTable:[
defRange/2,
defRange,
defRange2,
tileSize * 2.5 +2,
tileSize * 3.5 +2,
tileSize * 4.5 +2,
0
],
shape: "dia",
color: "black",//"darkorange",
},
poison: {
label: "猛毒",
cost: 300,
unlockAt: 20,
maxLevel: 2,
costFormula: (lv) => 3000,
color: "green",
isEffect:true,
},
slow: {
label: "低速",
cost: 200,
unlockAt: 25,
maxLevel: 2,
costFormula: (lv) => 4000,
color: "blue",
isEffect:true,
},
burn: {
label: "火炎",
cost: 300,
unlockAt: 30,
maxLevel: 2,
costFormula: (lv) => 5000,
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);
}
/*
################################################################
################################################################
*/
function generateFixedMazePath({
startX = 0,
endX = 16,
fixedLen = 2,
y = 4,
minY = 1,
maxY = 7,
minTotalLength = 32, // 👈 最低通過数をここで設定
maxAttempts = 9
} = {}) {
let attempt = 0;
let finalPath = [];
while (attempt++ < maxAttempts) {
const path = [];
const visited = new Set();
const add = (p) => {
path.push(p);
visited.add(`${p.x},${p.y}`);
};
// ① 開始直線
for (let i = 0; i < fixedLen; i++) {
add({ x: startX + i, y });
}
const middleStartX = startX + fixedLen;
const middleEndX = endX - fixedLen;
// ② 迷路ゾーン
let current = { x: middleStartX, y };
add(current);
const directions = [
{ dx: 1, dy: 0 },
{ dx: -1, dy: 0 },
{ dx: 0, dy: 1 },
{ dx: 0, dy: -1 },
];
let steps = 0;
const maxSteps = 300;
while (current.x < middleEndX && steps++ < maxSteps) {
const shuffled = directions.sort(() => Math.random() - 0.5);
let moved = false;
for (let dir of shuffled) {
const next = {
x: clamp(current.x + dir.dx, startX, endX),
y: clamp(current.y + dir.dy, minY, maxY)
};
const key = `${next.x},${next.y}`;
const tooFarRight = next.x > middleEndX;
if (!visited.has(key) && !tooFarRight) {
add(next);
current = next;
moved = true;
break;
}
}
if (!moved) {
path.pop();
current = path[path.length - 1];
if (!current) break;
}
}
// 最後の直線
const lastX = path[path.length - 1].x;
const lastY = path[path.length - 1].y;
if (lastY !== y) add({ x: lastX, y }); // y=4に戻る
for (let i = lastX + 1; i <= endX; i++) {
add({ x: i, y });
}
// ✅ 最小長さチェック
if (path.length >= minTotalLength) {
finalPath = path;
break;
}
}
return finalPath;
}
function getScaledPath(path) {
return path.map(p => ({
x: p.x * tileSize,
y: p.y * tileSize
}));
}
paths.push(generateFixedMazePath());
const pathR = Math.floor(Math.random() * paths.length);
let rawPath = paths[pathR];
//rawPath = generateFixedMazePath();
let path = getScaledPath(rawPath);
/*
################################################################
################################################################
*/
// 敵クラス
class Enemy {
constructor(type = "normal") {
const t = enemyTypes[type];
this.x = path[0].x;
this.y = path[0].y;
this.type = type;
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.defenseMax = this.defense;
this.size = t.size;
this.pathIndex = 1;
this.reward = t.reward;
this.reward += Math.floor(waveNumber/2);
this.timer = 0;
this.hp += Math.floor((waveNumber-1) * t.hpUp);
this.maxHp = this.hp;
this.hpRecovery = 0;
this.speed += waveNumber * 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 = 1;
}
//敵の特性強化
this.upper = Math.floor(waveNumber/10)+1;
this.defense = this.defense * this.upper;
this.hpRecovery = this.hpRecovery * this.upper;
}
update() {
this.timer++;
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;
}
if (this.type === 'abnormal') {
if(!this.isPoisoned){
if (this.timer % 90 === 0) {
this.hp += this.hpRecovery;
this.hp = clamp(this.hp, 0, this.maxHp);
}
}
if(Math.random() > 0.2){
this.speed += Math.random()*0.3;
} else {
this.speed = 0.2+Math.random()*0.2;
}
}
if (this.type === 'fly') {
this.x += this.speed;
if (this.x > canvas.width) {
this.goal();
return;
}
} else {
// 通常ルートの移動
if (this.pathIndex >= path.length) {
this.goal();
return;
}
const target = path[this.pathIndex];
const dx = target.x - this.x;
const dy = target.y - this.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < this.speed) {
this.x = target.x;
this.y = target.y;
this.pathIndex++;
} else {
this.x += (dx / dist) * this.speed;
this.y += (dy / dist) * this.speed;
}
}
}
applyEffect(name, duration = 300) {
if (!hasEffect(this, name)) {
this.effects.push(name);
}
this.effectColor = towerUpgradeTypes[name].color;
this.statusTimers[name] = duration;
}
goal() {
if(this.x < canvas.width){
console.warn(" goal()", this.type, this.x, this.y, "index:", this.pathIndex, "/", path.length);
}
this.dead = true;
playerHP--;
console.log(`敵が突破!残りHP: ${playerHP}`);
money += 100;//救済
flashTimer = flashDuration; // 点滅開始
if (playerHP <= 0) {
console.log(`ゲームオーバー`);
gameOver = 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 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);
}
function getSpawnInterval(type) {
const t = enemyTypes[type]
return t.baseSpawnInterval - t.speed*4; // 今はこれでOK
}
function getUnitsPerWave(waveNumber) {
return 2 + Math.floor(waveNumber / 5); // 5waveごとに+1部隊
}
// ✅ 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 + waveNumber * data.groupGrowthRate);
return {
type,
groupSize,
remaining: groupSize
};
}
function setupWave() {
unitList = [];
const allTypes = Object.keys(enemyTypes);
const types = allTypes.filter(t => !enemyTypes[t].isBoss);
const bossTypes = allTypes.filter(t => enemyTypes[t].isBoss);
const withinSequence = waveNumber % 10; // 0〜9 の値になる
console.log(types);
console.log(withinSequence);
// wave 10, 20, 30... → boss専用
if (withinSequence === 0) {
const type = bossTypes[0]; // "boss"
unitList.push(createUnit(type));
// 10wave毎に wave 1〜6:順番に1種類ずつ
} else if (withinSequence <= 6 && withinSequence - 1 < types.length) {
const type = types[withinSequence - 1];
unitList.push(createUnit(type));
// wave 7以降:ランダムな部隊構成
} else {
const units = getUnitsPerWave(waveNumber);
for (let i = 0; i < units; i++) {
const type = types[Math.floor(Math.random() * types.length)];
unitList.push(createUnit(type));
}
}
unitIndex = 0;
currentUnit = unitList[0];
// ✅ 部隊構成ログ
console.log(`--- Wave ${waveNumber} 部隊構成 ---`);
for (let unit of unitList) {
const enemy = enemyTypes[unit.type];
console.log(enemy);
console.log(`- ${enemy.label} x ${unit.groupSize}`);
}
if (waveHints[waveNumber]) {
showMessage(waveHints[waveNumber]);
}
}
// 敵の生成
function popEnemy() {
if (inWave) {
spawnTimer++;
//console.log("⏲ spawnTimer:", spawnTimer);
if (currentUnit && spawnTimer > getSpawnInterval(currentUnit.type)) {
//console.log("⏱️ Pop check:", currentUnit);
if (currentUnit.remaining > 0) {
//console.log("Spawning:", currentUnit.type);
enemies.push(new Enemy(currentUnit.type));
currentUnit.remaining--;
spawnTimer = 0;
} else {
unitIndex++;
if (unitIndex < unitList.length) {
currentUnit = unitList[unitIndex];
} else if (enemies.length === 0) {
// 全部隊出して全部倒した
inWave = false;
waveCooldown = waveCooldownMax;
}
}
}
} else {
waveCooldown--;
if (waveCooldown <= 0) {
if(!gameOver){
waveNumber++;
getHint(waveNumber);
}
setupWave();
spawnTimer = 0;
inWave = true;
}
}
}
/*
################################################################
################################################################
*/
// タワークラスを改良して強化機能を追加
class Tower {
constructor(x, y) {
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.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
}
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.damage += 1;
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(this.lv === 2){
this.damage -= 1
}
if(lvBoost){this.fireRate -= lvBoost}
break;
case "damage":
if(this.lv === 2){
this.fireRate += 20
}
this.fireRate += 5
if(lvBoost){this.damage += lvBoost}
break;
case "range":
this.fireRate -= 5
if(lvBoost){this.range = lvBoost}
break;
case "area":
this.fireRate += 20
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() {
ctx.save();
ctx.translate(this.x, this.y);
const path = getShapePath(this.size, this.shape);
ctx.fillStyle = this.color;
ctx.fill(path);
ctx.restore();
if (isDebug) {
drawNumber(this, this.damage);
}
}
}
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 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));
}
function setTower(mouseX, mouseY){
const { x, y } = getGridPosition(mouseX, mouseY);
if (isOnPath(x, y)) {
console.log("設置不可:道の上");
return;
}
if (isInScoreBox(x, y)) {
console.log("設置不可:スコアボックス");
return;
}
if (isOccupied(x, y)) {
console.log("設置不可:タワー重複");
return;
}
if (money < towerCost) {
console.log("お金が足りません!");
return;
}
towers.push(new Tower(x, y));
money -= towerCost;
towerPlacedCount++;
for (let type in towerUpgradeTypes) {
const info = towerUpgradeTypes[type];
if (
towerPlacedCount === info.unlockAt && // ピッタリ解放タイミング
info._button
) {
showMessage(` ${info.label} が解放された!`);
}
}
}
/*
################################################################
################################################################
*/
// 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;
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 = this.range * 1.5;
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.type === "area") {
this.areaFire();
} else {
this.fire();
}
}
fire(){
let damage = calculateDamage(this, this.target);
damage = damage - this.target.defense;
damage = clamp(damage, 0, 999);
this.target.hp -= damage;
this.applyEffects(this.target);
if (this.target.hp <= 0) {
this.target.dead = true;
money += this.target.reward;
}
}
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;
}
}
}
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();
}
}
class AreaEffects {
constructor(bullet) {
this.x = bullet.x;
this.y = bullet.y;
this.area = bullet.area;
this.color = bullet.color;
this.life = 20;
this.dead = false;
}
update() {
this.life--;
if (this.life <= 0) this.dead = true;
}
draw() {
ctx.save();
const alpha = Math.sin((this.life / 20) * Math.PI) * 0.3;
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();
}
}
function calculateDamage(bullet, enemy) {
let damage = bullet.damage;
// 特攻: タンク敵に高威力弾
if (bullet.lv > 3 && bullet.type === 'damage' && enemy.type === 'tank') {
damage += (bullet.damage) / 2;
}
// 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 isOnPath(x, y) {
const threshold = 20; // 道の太さの許容範囲(=道の太さ)
for (let i = 1; i < path.length; i++) {
const p1 = path[i - 1];
const p2 = path[i];
const dist = pointToSegmentDistance(x, y, p1.x, p1.y, p2.x, p2.y);
if (dist < threshold) {
return true; // 道の上
}
}
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);
}
/*
################################################################
################################################################
*/
// 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(`Wave: ${waveNumber}`, 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(`■ : ${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 drawPlacementPreview(x, y) {
const valid = !isOnPath(x, y) && !isInScoreBox(x, y);
ctx.fillStyle = valid ? "rgba(0, 0, 255, 0.3)" : "rgba(255, 0, 0, 0.3)";
if(isOccupied(x,y)){
ctx.fillStyle = "rgba(0, 0, 255, 0.5)"
}
let c = tileSize / 2;
ctx.fillRect(x-c, y-c, tileSize, tileSize );
}
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();
}
}
function drawPath() {
ctx.strokeStyle = "gray";
ctx.lineWidth = 4;
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
for (let point of path) {
ctx.lineTo(point.x, point.y);
}
ctx.stroke();
}
//数値の上限・下限
function clamp(value, min, max) {
return Math.max(min, Math.min(max, value));
}
/*
################################################################
################################################################
*/
canvas.addEventListener("mousemove", (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;
const { x, y } = getGridPosition(mouseX, mouseY);
mouseGridPos = { x, y };
});
// タワーのクリック時に選択
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;
const { x, y } = getGridPosition(mouseX, mouseY);
//console.log([x,y]);
if(gameOver){
resetGame()
return;
}
// タワーがクリックされた場合
for (let tower of towers) {
if (Math.abs(tower.x - x) < tileSize / 2 && Math.abs(tower.y - y) < tileSize / 2) {
selectedTower = tower;
showTowerUpgradeMenu(tower); // メニュー表示
return;
}
}
// タワーがクリックされていない場合、メニューを非表示
if (selectedTower) {
closeTowerUpgradeMenu();
selectedTower = null;
}
// タワー設置の処理(既存のコードと同じ)
setTower(mouseX, mouseY);
});
/*
################################################################
################################################################
*/
function resetGame(){
//状態変数の初期化
Object.assign(window, structuredClone(initialGameState));
setupWave();
}
// 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();
drawPath();
// 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();
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 (mouseGridPos) drawPlacementPreview(mouseGridPos.x, mouseGridPos.y);
drawRightFlash(); // 右端点滅
drawScore();
if (gameOver) {
drawGameOverOverlay(); // ゲームオーバー時のオーバーレイ
}
requestAnimationFrame(gameLoop);
}
resetGame();
initTowerMenu();
gameLoop();
// 初期タワー設置
setTower(tileSize*0,tileSize*0)
setTower(tileSize*0,tileSize*7)
setTower(tileSize*15,tileSize*7)
setTower(tileSize*15,tileSize*0)
setTower(tileSize*5,tileSize*5)
showMessage("大砲を設置して防衛しよう")
/*
################################################################
################################################################
*/
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 waveInput = document.getElementById("wave");
waveInput.addEventListener("change", (e) => {
waveNumber = 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);
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view-source:https://hi0a.com/demo/-js/js-game-tower-defense/
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画像素材や音素材は半分自作でフリー素材配布サイトも利用しています。LINK参照。
動く便利なものが好きなだけで技術自体に興味はないのでコードは汚いです。
途中放置や実験状態、仕様変更、API廃止等で動かないページもあります。