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html5-tower-defense's Issues

有时候建筑拆除后格子仍然不可通过

有时候,拆除建筑后,虽然建筑已经不可见了,但貌似建筑原来占用的格子仍然不能通过,建造别的建筑时,在检查是否 block 时那个格子仍然会造成影响。

不是每次都会发生,较难重现。

怪物可以被围起来

怪物可以被围起来,围起来后,怪物会因为找不着路而呆掉,直到被打死或出现新的路。

两种可行的解决方案:

  • 怪物发现被围后会进入“暴走”状态,此状态下具有一定的破坏力,可破坏路障或建筑;
  • 造建筑时做检查,如发现有怪物被围起来则拒绝造建筑。

不干嘛,就是来贴个成绩哈哈哈

image

春节无事,玩了半天这个小游戏,终于能在不作弊的情况下玩到了 50 波(打的认真点的话还能很多提升空间,但是打到后面实在打不动了,可能打了快一小时了,就有意无意放水了)。发个 issue 让作者知道一下 2024 了还有人在玩这游戏哈哈哈,也顺便贴一下我的思路讨论一下(主要作者博客评论区里貌似不能贴图片)。

思路其实就是把地图划分成两半,每一半都是一条通往终点的路(于是一共有两条路)。两半各自都尽量绕一点。然后每波在终点前堵上一条路,于是敌人只能走另一条路。当有敌人马上要从另一条路到达终点时,挖掉第一条路上的路障、并堵上第二条路,让所有敌人反向再走一圈。

应该还有不少地方可以探讨,比如

  • 两条路是一样长比较好呢、还是一条尽可能短、另一条尽可能长更好(这样是否可以更好地复用炮塔)
  • 斜着挖路线高效呢还是正着挖路线高效(哪种方式路线更长、或使得慢速子弹更容易击中)
  • 后期哪种炮塔更好使(可能需要基于慢速敌人和快速敌人的比例来控制激光个数)

我目前是两半路线一样+斜着挖的,主要是起点终点在斜对角,斜着挖路线+轴对称比较满足强迫症。

作者考虑得还是相当完善的啊,路堵上敌人之后不会立即折返,而是有概率继续往前挪一段路,然后再折返。这样一方面是不是为了避免瞬时计算量太高;另一方面增加随机性,敌人有可能同时从两路走向终点,让游戏更难一点、对挖路障修路障的操作要求更高。

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