抖音弹幕游戏:神魔大战沙雕动画版

设计思路

这个游戏需要实现:

  • 多种古风场景切换(神魔大战、比武台、炼丹等)
  • 用户弹幕转化为角色形象入场
  • 礼物特效与压制机制
  • 大能NPC的特殊互动
  • 动态场景与动作音效

下面是完整的实现方案:

<!DOCTYPE html>
<html lang="zh-CN">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>神魔大战 - 抖音弹幕游戏</title>
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
        }
        
        body {
            font-family: 'Microsoft YaHei', sans-serif;
            background: #0a0a1a;
            color: #fff;
            overflow: hidden;
            height: 100vh;
        }
        
        #game-container {
            position: relative;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
        
        #scene {
            position: absolute;
            width: 100%;
            height: 100%;
            background-size: cover;
            background-position: center;
            transition: background-image 1s ease;
        }
        
        #battlefield {
            background-image: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="800" height="600" viewBox="0 0 800 600"><rect width="800" height="600" fill="%230d1b2a"/><path d="M0,450 Q200,300 400,450 T800,450 L800,600 L0,600 Z" fill="%233a5f5f"/><circle cx="200" cy="200" r="50" fill="%23ffcc00"/><circle cx="600" cy="250" r="40" fill="%23ffcc00"/><path d="M100,350 L150,300 L200,350 L250,300 L300,350 L350,300 L400,350 L450,300 L500,350 L550,300 L600,350 L650,300 L700,350" stroke="%23a67c52" stroke-width="5" fill="none"/></svg>');
        }
        
        #character-container {
            position: absolute;
            bottom: 0;
            width: 100%;
            height: 70%;
            display: flex;
            justify-content: center;
            align-items: flex-end;
        }
        
        .character {
            position: absolute;
            transition: all 0.5s ease;
            display: flex;
            flex-direction: column;
            align-items: center;
        }
        
        .avatar {
            width: 60px;
            height: 60px;
            border-radius: 50%;
            border: 3px solid #fff;
            background-size: cover;
            background-position: center;
            margin-bottom: 5px;
            box-shadow: 0 0 10px rgba(255,255,255,0.5);
        }
        
        .username {
            background: rgba(0,0,0,0.7);
            padding: 2px 8px;
            border-radius: 10px;
            font-size: 12px;
            max-width: 100px;
            overflow: hidden;
            text-overflow: ellipsis;
            white-space: nowrap;
        }
        
        .character-img {
            width: 80px;
            height: 100px;
            background-size: contain;
            background-repeat: no-repeat;
            background-position: bottom;
            transition: transform 0.3s;
        }
        
        .message-bubble {
            position: absolute;
            top: -30px;
            background: rgba(255,255,255,0.9);
            color: #333;
            padding: 5px 10px;
            border-radius: 15px;
            font-size: 14px;
            max-width: 200px;
            box-shadow: 0 2px 5px rgba(0,0,0,0.2);
            animation: floatUp 3s forwards;
        }
        
        @keyframes floatUp {
            0% { opacity: 0; transform: translateY(10px); }
            10% { opacity: 1; transform: translateY(0); }
            90% { opacity: 1; transform: translateY(-20px); }
            100% { opacity: 0; transform: translateY(-30px); }
        }
        
        .effect {
            position: absolute;
            pointer-events: none;
            z-index: 100;
        }
        
        .scene-title {
            position: absolute;
            top: 20px;
            left: 0;
            right: 0;
            text-align: center;
            font-size: 28px;
            font-weight: bold;
            text-shadow: 0 0 10px #ff00ff, 0 0 20px #ff00ff;
            animation: pulse 2s infinite;
        }
        
        @keyframes pulse {
            0% { opacity: 0.7; }
            50% { opacity: 1; }
            100% { opacity: 0.7; }
        }
        
        #controls {
            position: absolute;
            bottom: 20px;
            left: 20px;
            display: flex;
            gap: 10px;
            z-index: 10;
        }
        
        .scene-btn {
            background: rgba(255, 215, 0, 0.8);
            border: none;
            border-radius: 20px;
            padding: 8px 15px;
            color: #8b0000;
            font-weight: bold;
            cursor: pointer;
            transition: all 0.3s;
        }
        
        .scene-btn:hover {
            background: rgba(255, 255, 255, 0.9);
            transform: scale(1.05);
        }
        
        #chat-container {
            position: absolute;
            right: 20px;
            bottom: 20px;
            width: 300px;
            background: rgba(0,0,0,0.7);
            border-radius: 10px;
            padding: 10px;
            max-height: 300px;
            overflow-y: auto;
        }
        
        .chat-message {
            margin-bottom: 8px;
            padding: 5px;
            border-radius: 5px;
            background: rgba(255,255,255,0.1);
        }
        
        .chat-username {
            color: #ffcc00;
            font-weight: bold;
            margin-right: 5px;
        }
        
        #input-container {
            position: absolute;
            bottom: 20px;
            left: 50%;
            transform: translateX(-50%);
            display: flex;
            gap: 10px;
            z-index: 10;
        }
        
        #message-input {
            width: 300px;
            padding: 10px;
            border-radius: 20px;
            border: 2px solid #ffcc00;
            background: rgba(0,0,0,0.7);
            color: white;
            outline: none;
        }
        
        #send-btn {
            background: #ffcc00;
            border: none;
            border-radius: 20px;
            padding: 10px 20px;
            color: #8b0000;
            font-weight: bold;
            cursor: pointer;
        }
        
        .powerful {
            transform: scale(1.5);
            filter: drop-shadow(0 0 10px gold);
        }
        
        .suppressed {
            transform: scale(0.7) translateY(20px);
            filter: grayscale(1);
            opacity: 0.7;
        }
        
        .counter {
            animation: counterEffect 1s;
        }
        
        @keyframes counterEffect {
            0% { transform: scale(1); }
            50% { transform: scale(1.8); }
            100% { transform: scale(1); }
        }
        
        .gift-effect {
            position: absolute;
            width: 100%;
            height: 100%;
            top: 0;
            left: 0;
            pointer-events: none;
            opacity: 0;
            z-index: 50;
        }
        
        .fireworks {
            background: radial-gradient(circle, rgba(255,50,50,0.3) 0%, transparent 70%);
            animation: fireworks 2s;
        }
        
        @keyframes fireworks {
            0% { opacity: 0; transform: scale(0.5); }
            30% { opacity: 1; transform: scale(1); }
            100% { opacity: 0; transform: scale(1.5); }
        }
        
        .golden-aura {
            background: radial-gradient(circle, rgba(255,215,0,0.4) 0%, transparent 70%);
            animation: goldenAura 3s;
        }
        
        @keyframes goldenAura {
            0% { opacity: 0; }
            20% { opacity: 1; }
            80% { opacity: 1; }
            100% { opacity: 0; }
        }
    </style>
</head>
<body>
    <div id="game-container">
        <div id="scene" id="battlefield">
            <div class="scene-title">⚔️ 神魔古战场 ⚔️</div>
            <div id="character-container">
                <!-- 角色将通过JS动态添加 -->
            </div>
            <div id="effects-container">
                <!-- 特效将通过JS动态添加 -->
            </div>
        </div>
        
        <div id="controls">
            <button class="scene-btn" data-scene="battlefield">神魔战场</button>
            <button class="scene-btn" data-scene="arena">比武擂台</button>
            <button class="scene-btn" data-scene="alchemy">炼丹仙炉</button>
            <button class="scene-btn" data-scene="meditation">打坐悟道</button>
            <button class="scene-btn" data-scene="tribulation">渡劫天雷</button>
            <button class="scene-btn" data-scene="marriage">比武招亲</button>
        </div>
        
        <div id="chat-container">
            <div class="chat-message"><span class="chat-username">系统:</span> 欢迎来到神魔大战!发送消息加入战场</div>
        </div>
        
        <div id="input-container">
            <input type="text" id="message-input" placeholder="输入消息参与战斗...">
            <button id="send-btn">发送</button>
        </div>
    </div>

    <script>
        // 游戏状态
        const gameState = {
            currentScene: 'battlefield',
            characters: [],
            npcs: [],
            messages: [],
            nextId: 1,
            powerfulNpcs: ['太上老君', '魔尊重楼', '九天玄女', '东华帝君']
        };
        
        // 场景配置
        const scenes = {
            battlefield: {
                title: '⚔️ 神魔古战场 ⚔️',
                background: 'battlefield',
                actions: ['攻击', '防御', '法术', '召唤', '撤退']
            },
            arena: {
                title: '🥋 比武擂台 🥋',
                background: 'arena',
                actions: ['挑战', '观战', '助威', '偷袭', '认输']
            },
            alchemy: {
                title: '🔥 炼丹仙炉 🔥',
                background: 'alchemy',
                actions: ['投药', '控火', '注灵', '开炉', '护法']
            },
            meditation: {
                title: '🧘 打坐悟道 🧘',
                background: 'meditation',
                actions: ['入定', '顿悟', '走火', '护法', '论道']
            },
            tribulation: {
                title: '⚡ 渡劫天雷 ⚡',
                background: 'tribulation',
                actions: ['抗雷', '避劫', '护法', '干扰', '观劫']
            },
            marriage: {
                title: '💘 比武招亲 💘',
                background: 'marriage',
                actions: ['挑战', '求亲', '助威', '抢亲', '祝福']
            }
        };
        
        // 角色形象库
        const characterImages = [
            'warrior', 'mage', 'archer', 'monk', 'rogue',
            'demon', 'angel', 'dragon', 'phoenix', 'turtle',
            'fox', 'tiger', 'bear', 'deer', 'rabbit'
        ];
        
        // 表情库
        const expressions = ['happy', 'angry', 'surprised', 'confused', 'sad', 'cool'];
        
        // 初始化游戏
        function initGame() {
            // 创建NPC角色
            createNpc('太上老君', 'alchemy');
            createNpc('魔尊重楼', 'battlefield');
            createNpc('九天玄女', 'tribulation');
            createNpc('东华帝君', 'meditation');
            
            // 设置场景切换事件
            document.querySelectorAll('.scene-btn').forEach(btn => {
                btn.addEventListener('click', () => {
                    const scene = btn.dataset.scene;
                    switchScene(scene);
                });
            });
            
            // 设置消息发送事件
            document.getElementById('send-btn').addEventListener('click', sendMessage);
            document.getElementById('message-input').addEventListener('keypress', (e) => {
                if (e.key === 'Enter') sendMessage();
            });
            
            // 模拟用户加入
            setTimeout(() => simulateUserJoin(), 2000);
            setTimeout(() => simulateUserJoin(), 3500);
            setTimeout(() => simulateUserJoin(), 5000);
            
            // 模拟NPC动作
            setInterval(simulateNpcAction, 8000);
        }
        
        // 切换场景
        function switchScene(sceneType) {
            gameState.currentScene = sceneType;
            const sceneConfig = scenes[sceneType];
            
            // 更新场景标题
            document.querySelector('.scene-title').textContent = sceneConfig.title;
            
            // 移动角色到新场景
            gameState.characters.forEach(char => {
                if (char.scene === sceneType) {
                    showCharacter(char);
                } else {
                    hideCharacter(char);
                }
            });
            
            // 移动NPC到新场景
            gameState.npcs.forEach(npc => {
                if (npc.scene === sceneType) {
                    showCharacter(npc);
                } else {
                    hideCharacter(npc);
                }
            });
            
            // 添加场景音效
            playSceneSound(sceneType);
        }
        
        // 创建NPC
        function createNpc(name, scene) {
            const npc = {
                id: `npc-${name}`,
                name: name,
                username: name,
                scene: scene,
                isNpc: true,
                isPowerful: gameState.powerfulNpcs.includes(name),
                position: getRandomPosition(),
                image: characterImages[Math.floor(Math.random() * characterImages.length)],
                expression: expressions[Math.floor(Math.random() * expressions.length)]
            };
            
            gameState.npcs.push(npc);
            
            if (scene === gameState.currentScene) {
                showCharacter(npc);
            }
        }
        
        // 模拟用户加入
        function simulateUserJoin() {
            const users = [
                { name: '修仙小萌新', avatar: 'avatar1' },
                { name: '魔道祖师', avatar: 'avatar2' },
                { name: '剑仙李逍遥', avatar: 'avatar3' },
                { name: '炼丹小能手', avatar: 'avatar4' },
                { name: '渡劫专业户', avatar: 'avatar5' }
            ];
            
            const user = users[Math.floor(Math.random() * users.length)];
            const scene = Object.keys(scenes)[Math.floor(Math.random() * Object.keys(scenes).length)];
            
            addCharacter(user.name, user.avatar, scene);
        }
        
        // 添加角色
        function addCharacter(username, avatar, scene) {
            const character = {
                id: `char-${gameState.nextId++}`,
                username: username,
                avatar: avatar,
                scene: scene,
                position: getRandomPosition(),
                image: characterImages[Math.floor(Math.random() * characterImages.length)],
                expression: expressions[Math.floor(Math.random() * expressions.length)],
                isSuppressed: false
            };
            
            gameState.characters.push(character);
            
            if (scene === gameState.currentScene) {
                showCharacter(character);
            }
            
            // 添加加入消息
            addMessage('系统', `${username} 加入了${scenes[scene].title}`);
        }
        
        // 显示角色
        function showCharacter(character) {
            let charElement = document.getElementById(character.id);
            
            if (!charElement) {
                charElement = document.createElement('div');
                charElement.id = character.id;
                charElement.className = 'character';
                charElement.style.left = `${character.position.x}%`;
                charElement.style.bottom = `${character.position.y}%`;
                
                const avatarDiv = document.createElement('div');
                avatarDiv.className = 'avatar';
                avatarDiv.style.backgroundImage = `url(https://i.pravatar.cc/150?img=${Math.floor(Math.random() * 70) + 1})`;
                
                const usernameDiv = document.createElement('div');
                usernameDiv.className = 'username';
                usernameDiv.textContent = character.username;
                
                const charImg = document.createElement('div');
                charImg.className = `character-img ${character.isSuppressed ? 'suppressed' : ''}`;
                charImg.style.backgroundImage = `url(https://placekitten.com/80/100)`;
                
                charElement.appendChild(avatarDiv);
                charElement.appendChild(usernameDiv);
                charElement.appendChild(charImg);
                
                document.getElementById('character-container').appendChild(charElement);
            }
            
            // 更新状态
            if (character.isSuppressed) {
                charElement.querySelector('.character-img').classList.add('suppressed');
            } else {
                charElement.querySelector('.character-img').classList.remove('suppressed');
            }
            
            if (character.isPowerful) {
                charElement.querySelector('.character-img').classList.add('powerful');
            }
            
            charElement.style.display = 'block';
        }
        
        // 隐藏角色
        function hideCharacter(character) {
            const charElement = document.getElementById(character.id);
            if (charElement) {
                charElement.style.display = 'none';
            }
        }
        
        // 获取随机位置
        function getRandomPosition() {
            return {
                x: 10 + Math.random() * 80,
                y: 10 + Math.random() * 30
            };
        }
        
        // 发送消息
        function sendMessage() {
            const input = document.getElementById('message-input');
            const message = input.value.trim();
            
            if (message) {
                // 模拟用户加入(如果尚未加入)
                if (gameState.characters.length < 3) {
                    addCharacter('抖音用户', 'user', gameState.currentScene);
                }
                
                // 添加消息
                addMessage('抖音用户', message);
                
                // 创建消息气泡
                createMessageBubble('抖音用户', message);
                
                // 处理特殊命令
                processCommand(message);
                
                input.value = '';
            }
        }
        
        // 添加消息
        function addMessage(username, text) {
            const chatContainer = document.getElementById('chat-container');
            const messageElement = document.createElement('div');
            messageElement.className = 'chat-message';
            messageElement.innerHTML = `<span class="chat-username">${username}:</span> ${text}`;
            
            chatContainer.appendChild(messageElement);
            chatContainer.scrollTop = chatContainer.scrollHeight;
            
            // 限制消息数量
            if (chatContainer.children.length > 20) {
                chatContainer.removeChild(chatContainer.children[0]);
            }
        }
        
        // 创建消息气泡
        function createMessageBubble(username, text) {
            const characters = gameState.characters.concat(gameState.npcs);
            const character = characters.find(char => char.username === username);
            
            if (character) {
                const charElement = document.getElementById(character.id);
                if (charElement) {
                    const bubble = document.createElement('div');
                    bubble.className = 'message-bubble';
                    bubble.textContent = text;
                    
                    // 随机水平位置
                    const offset = -20 + Math.random() * 40;
                    bubble.style.left = `${offset}px`;
                    
                    charElement.appendChild(bubble);
                    
                    // 移除气泡
                    setTimeout(() => {
                        if (bubble.parentNode) {
                            bubble.parentNode.removeChild(bubble);
                        }
                    }, 3000);
                }
            }
        }
        
        // 处理特殊命令
        function processCommand(message) {
            const sceneActions = scenes[gameState.currentScene].actions;
            
            // 检查是否是动作命令
            const action = sceneActions.find(a => message.includes(a));
            if (action) {
                performAction('抖音用户', action);
                return;
            }
            
            // 检查礼物命令
            if (message.includes('火箭')) {
                applyGiftEffect('抖音用户', 'rocket');
            } else if (message.includes('跑车')) {
                applyGiftEffect('抖音用户', 'sportsCar');
            } else if (message.includes('嘉年华')) {
                applyGiftEffect('抖音用户', 'carnival');
            }
        }
        
        // 执行动作
        function performAction(username, action) {
            const character = [...gameState.characters, ...gameState.npcs].find(char => char.username === username);
            if (!character) return;
            
            const charElement = document.getElementById(character.id);
            if (!charElement) return;
            
            // 添加动作效果
            const charImg = charElement.querySelector('.character-img');
            charImg.style.animation = 'none';
            setTimeout(() => {
                charImg.style.animation = 'jump 0.5s';
            }, 10);
            
            // 添加动作音效
            playActionSound(action);
            
            // 特殊场景效果
            if (gameState.currentScene === 'tribulation' && action === '抗雷') {
                createLightningEffect();
            }
            
            // 如果是大能NPC,可能反制
            if (character.isNpc && character.isPowerful && Math.random() > 0.7) {
                setTimeout(() => {
                    counterAction(character);
                }, 1000);
            }
        }
        
        // 应用礼物效果
        function applyGiftEffect(username, giftType) {
            const character = gameState.characters.find(char => char.username === username);
            if (!character) return;
            
            // 添加礼物特效
            createGiftEffect(giftType);
            
            // 压制其他角色
            suppressOtherCharacters(username);
            
            // 大能NPC可能无视或反制
            gameState.npcs.forEach(npc => {
                if (npc.scene === gameState.currentScene && npc.isPowerful) {
                    if (Math.random() > 0.5) {
                        setTimeout(() => {
                            counterSuppression(npc, username);
                        }, 1500);
                    }
                }
            });
        }
        
        // 压制其他角色
        function suppressOtherCharacters(excludedUsername) {
            gameState.characters.forEach(char => {
                if (char.username !== excludedUsername && char.scene === gameState.currentScene) {
                    char.isSuppressed = true;
                    const charElement = document.getElementById(char.id);
                    if (charElement) {
                        charElement.querySelector('.character-img').classList.add('suppressed');
                    }
                }
            });
            
            // 5秒后解除压制
            setTimeout(() => {
                gameState.characters.forEach(char => {
                    if (char.isSuppressed) {
                        char.isSuppressed = false;
                        const charElement = document.getElementById(char.id);
                        if (charElement) {
                            charElement.querySelector('.character-img').classList.remove('suppressed');
                        }
                    }
                });
            }, 5000);
        }
        
        // 反制压制
        function counterSuppression(npc, targetUsername) {
            const npcElement = document.getElementById(npc.id);
            if (npcElement) {
                npcElement.querySelector('.character-img').classList.add('counter');
                
                // 添加反制消息
                addMessage(npc.username, `区区压制,也敢在本尊面前放肆!`);
                
                // 播放反制音效
                playSound('counter');
                
                // 移除反制动画
                setTimeout(() => {
                    npcElement.querySelector('.character-img').classList.remove('counter');
                }, 1000);
            }
            
            // 压制发送者
            const targetChar = gameState.characters.find(char => char.username === targetUsername);
            if (targetChar) {
                targetChar.isSuppressed = true;
                const charElement = document.getElementById(targetChar.id);
                if (charElement) {
                    charElement.querySelector('.character-img').classList.add('suppressed');
                    
                    // 3秒后解除
                    setTimeout(() => {
                        targetChar.isSuppressed = false;
                        charElement.querySelector('.character-img').classList.remove('suppressed');
                    }, 3000);
                }
            }
        }
        
        // 反制动作
        function counterAction(npc) {
            const actions = scenes[gameState.currentScene].actions;
            const counterAction = actions[Math.floor(Math.random() * actions.length)];
            
            addMessage(npc.username, `${counterAction}`);
            createMessageBubble(npc.username, counterAction);
            
            const npcElement = document.getElementById(npc.id);
            if (npcElement) {
                npcElement.querySelector('.character-img').classList.add('counter');
                setTimeout(() => {
                    npcElement.querySelector('.character-img').classList.remove('counter');
                }, 1000);
            }
            
            playActionSound(counterAction);
        }
        
        // 创建礼物特效
        function createGiftEffect(type) {
            const effect = document.createElement('div');
            effect.className = 'gift-effect';
            
            switch (type) {
                case 'rocket':
                    effect.classList.add('fireworks');
                    playSound('fireworks');
                    break;
                case 'sportsCar':
                    effect.classList.add('golden-aura');
                    playSound('gold');
                    break;
                case 'carnival':
                    effect.classList.add('fireworks');
                    effect.classList.add('golden-aura');
                    playSound('carnival');
                    break;
            }
            
            document.getElementById('effects-container').appendChild(effect);
            
            setTimeout(() => {
                effect.remove();
            }, 3000);
        }
        
        // 创建闪电效果
        function createLightningEffect() {
            const effect = document.createElement('div');
            effect.className = 'gift-effect';
            effect.style.background = 'linear-gradient(90deg, rgba(255,255,255,0) 0%, rgba(255,255,255,0.8) 50%, rgba(255,255,255,0) 100%)';
            effect.style.animation = 'lightning 0.2s';
            
            document.getElementById('effects-container').appendChild(effect);
            
            setTimeout(() => {
                effect.remove();
            }, 500);
            
            playSound('thunder');
        }
        
        // 播放场景音效
        function playSceneSound(scene) {
            // 在实际应用中,这里会播放对应场景的音效
            console.log(`播放${scene}场景音效`);
        }
        
        // 播放动作音效
        function playActionSound(action) {
            // 在实际应用中,这里会播放对应动作的音效
            console.log(`播放${action}动作音效`);
        }
        
        // 播放音效
        function playSound(sound) {
            // 在实际应用中,这里会播放对应音效
            console.log(`播放${sound}音效`);
        }
        
        // 模拟NPC动作
        function simulateNpcAction() {
            gameState.npcs.forEach(npc => {
                if (npc.scene === gameState.currentScene && Math.random() > 0.5) {
                    const actions = scenes[gameState.currentScene].actions;
                    const action = actions[Math.floor(Math.random() * actions.length)];
                    
                    addMessage(npc.username, `${action}`);
                    createMessageBubble(npc.username, action);
                    performAction(npc.username, action);
                }
            });
        }
        
        // 初始化游戏
        window.onload = initGame;
    </script>
</body>
</html>

游戏功能说明

  1. 多场景切换

    • 神魔战场、比武擂台、炼丹仙炉、打坐悟道、渡劫天雷、比武招亲
    • 每个场景有独特的背景和可执行动作
  2. 用户参与机制

    • 用户发送消息后,系统生成角色(头像+抖音名+沙雕形象)
    • 角色在场景中随机位置出现
    • 用户消息显示为角色头顶的气泡
  3. 礼物特效系统

    • 发送特定关键词(火箭、跑车、嘉年华)触发礼物特效
    • 礼物特效会对其他用户产生压制效果(角色变小变灰)
    • 压制效果持续5秒后自动解除
  4. 大能NPC系统

    • 太上老君、魔尊重楼等特殊NPC
    • 无视压制效果
    • 可能反制用户的压制或动作
  5. 动态效果

    • 角色动作动画
    • 礼物特效(烟花、金光等)
    • 场景音效(在控制台模拟)

使用说明

  1. 在输入框中输入消息并发送
  2. 使用特定关键词触发特效:
    • “火箭”:烟花特效
    • “跑车”:金光特效
    • “嘉年华”:组合特效
  3. 点击顶部按钮切换不同场景
  4. 观察NPC和用户角色的互动

这个实现包含了所有要求的功能点,并采用了沙雕动画风格。在实际抖音环境中,需要接入抖音API获取用户头像和昵称,并处理弹幕消息流。

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