js飞机大战
土豆才不土 人气:0话不多说,直接上代码
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>飞机大战</title> <style> body { text-align: center; } canvas { display: block; border: 1px solid; margin: auto; } </style> </head> <body> <canvas id="canvas" width="480" height="650"></canvas> <script> (function() { var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var start = 0; // 开始阶段 var starting = 1; // 开始的加载阶段 var running = 2; // 游戏阶段 var pause = 3; // 暂停阶段 var gameover = 4; // 结束阶段 var state = start; // 目前状态 var width = canvas.width; // 获取画布的宽度 var height = canvas.height; // 获取画布的高度 var score = 0; // 分数 var life = 3; // 我放飞机生命值 var bg = new Image(); // 创建背景图片 bg.src = "img/background.png"; var BG = { imgs: bg, width: 480, height: 852, }; // 创建生成背景图片的构造函数 function Bg(config) { // 参数为BG对象 this.imgs = config.imgs; this.width = config.width; this.height = config.height; // 定义两张背景图片,用于动画 this.x1 = 0; this.y1 = 0; this.x2 = 0; //第二张背景图的初始高度放在背景高度(固定)的上面 this.y2 = -this.height; // 背景图片绘制方法 this.paint = function() { //分别绘制了两张背景图 ctx.drawImage(this.imgs, this.x1, this.y1); ctx.drawImage(this.imgs, this.x2, this.y2); }; // 背景图片运动的方法 this.step = function() { //背景图片位置向下移动一个,然后利用定时器让背景图动起来 this.y1++; this.y2++; //判断图片高度的临界点, if (this.y1 == this.height) { this.y1 = -this.height; } if (this.y2 == this.height) { this.y2 = -this.height; } } }; // 创建背景图片对象 var sky = new Bg(BG); // 生成游戏名文字 var logo = new Image(); logo.src = "img/start.png"; // 游戏加载过程的4张图片存入一个数组中 var loadings = []; loadings[0] = new Image(); loadings[0].src = "img/game_loading1.png"; loadings[1] = new Image(); loadings[1].src = "img/game_loading2.png"; loadings[2] = new Image(); loadings[2].src = "img/game_loading3.png"; loadings[3] = new Image(); loadings[3].src = "img/game_loading4.png"; var LOADING = { imges: loadings, length: loadings.length, width: 186, height: 38, }; // 构造函数 function Loading(config) { this.imges = config.imges; this.length = config.length; this.width = config.width; this.height = config.height; this.startIndex = 0; // 用于判断需要显示的图片是哪个 // 绘制方法 this.paint = function() { ctx.drawImage(this.imges[this.startIndex], 0, height - this.height) }; this.time = 0; // 加载时图片切换速度 // 图片切换方法 this.step = function() { this.time++; if (this.time % 4 === 0) { this.startIndex++; } if (this.startIndex === this.length) { // 加载阶段结束,进入游戏阶段 state = running; } } }; // 创建加载阶段的对象 var loading = new Loading(LOADING); // 我放飞机 var heros = []; heros[0] = new Image(); heros[0].src = "img/hero1.png"; heros[1] = new Image(); heros[1].src = "img/hero2.png"; heros[2] = new Image(); heros[2].src = "img/hero_blowup_n1.png"; heros[3] = new Image(); heros[3].src = "img/hero_blowup_n2.png"; heros[4] = new Image(); heros[4].src = "img/hero_blowup_n3.png"; heros[5] = new Image(); heros[5].src = "img/hero_blowup_n4.png"; var HEROS = { imgs: heros, length: heros.length, width: 99, height: 124, frame: 2 }; // 我放飞机的构造函数 function Hero(config) { this.imgs = config.imgs; this.length = config.length; this.width = config.width; this.height = config.height; this.frame = config.frame; this.startIndex = 0; // 用于判断我放飞机当前状态 // 定义我放飞机的位置 this.x = width / 2 - this.width / 2; this.y = height - this.height; // 定义飞机撞击的标志,表示飞机没有被撞击 this.down = false; // 定义飞机是否爆破完成,表示飞机还没有完全爆炸 this.candel = false; // 绘制方法 this.paint = function() { ctx.drawImage(this.imgs[this.startIndex], this.x, this.y) }; // 我放飞机运动方法 this.step = function() { if (!this.down) { // 飞机正常状态 if (this.startIndex === 0) { this.startIndex = 1; } else { this.startIndex = 0 } } else { // 爆炸状态 this.startIndex++; if (this.startIndex === this.length) { // 判断是否炸完了 // 炸完了,命-1 life--; if (life === 0) { // 判断是否挂了 state = gameover; this.startIndex = this.length - 1; } else { // 重新开始新生命 hero = new Hero(HEROS) } } } }; // 我放飞机碰撞 this.bang = function() { this.down = true; }; // 子弹发射 this.time = 0; // 设计速度初始为0 this.shoot = function() { this.time++; if (this.time % 2 === 0) { // 每2步移动射击一次 bullets.push(new Bullet(BULLETS)) } }; }; // 创建我方飞机的对象实例 var hero = new Hero(HEROS); // 鼠标移动事件 canvas.onmousemove = function(event) { // console.log("onmousemove"); var event = event || window.event; if (state == running) { //判断当前游戏状态 //把获取到的页面中的鼠标横坐标的值赋给飞机的横坐标(位置) hero.x = event.offsetX - hero.width / 2; //把获取到的页面中的鼠标纵坐标的值赋给飞机的纵坐标(位置) hero.y = event.offsetY - hero.height / 2; } }; // 绘制子弹 var bullet = new Image(); bullet.src = "img/bullet1.png"; // 初始化 var BULLETS = { imgs: bullet, width: 9, height: 21, }; // 创建子弹的构造函数 function Bullet(config) { this.imgs = config.imgs; this.width = config.width; this.height = config.height; // 子弹坐标 this.x = hero.x + hero.width / 2 - this.width / 2; this.y = hero.y - this.height; // 绘制方法 this.paint = function() { ctx.drawImage(this.imgs, this.x, this.y) }; // 运动方法 this.step = function() { this.y -= 10; }; this.candel = false; // 用于判断子弹是否碰撞 // 子弹碰撞方法 this.bang = function() { this.candel = true; } }; // 所有new的子弹对象放到一个数组 var bullets = []; // 遍历绘制子弹 function bulletdPaint() { for (var i = 0; i < bullets.length; i++) { bullets[i].paint(); } }; // 遍历调用子弹的运动; function bulletdStep() { for (var i = 0; i < bullets.length; i++) { bullets[i].step(); } }; // 子弹的删除函数 function bulletDel() { // 碰撞的时候删除子弹 // 超出画布的高度,即负的子弹的高度 for (var i = 0; i < bullets.length; i++) { if (bullets[i].candel || bullets[i].y < -bullets[i].height) { bullets.splice(i, 1) } } }; // 敌方飞机的绘制 var enemy1 = []; //小飞机 enemy1[0] = new Image(); enemy1[0].src = "img/enemy1.png"; enemy1[1] = new Image(); enemy1[1].src = 'img/enemy1_down1.png'; enemy1[2] = new Image(); enemy1[2].src = 'img/enemy1_down2.png'; enemy1[3] = new Image(); enemy1[3].src = 'img/enemy1_down3.png'; enemy1[4] = new Image(); enemy1[4].src = 'img/enemy1_down4.png'; var enemy2 = []; //中飞机 enemy2[0] = new Image(); enemy2[0].src = "img/enemy2.png"; enemy2[1] = new Image(); enemy2[1].src = "img/enemy2_down1.png"; enemy2[2] = new Image(); enemy2[2].src = "img/enemy2_down2.png"; enemy2[3] = new Image(); enemy2[3].src = "img/enemy2_down3.png"; enemy2[4] = new Image(); enemy2[4].src = "img/enemy2_down4.png"; var enemy3 = []; //大飞机 enemy3[0] = new Image(); enemy3[0].src = "img/enemy3_n1.png"; enemy3[1] = new Image(); enemy3[1].src = "img/enemy3_n2.png"; enemy3[2] = new Image(); enemy3[2].src = "img/enemy3_down1.png"; enemy3[3] = new Image(); enemy3[3].src = "img/enemy3_down2.png"; enemy3[4] = new Image(); enemy3[4].src = "img/enemy3_down3.png"; enemy3[5] = new Image(); enemy3[5].src = "img/enemy3_down4.png"; enemy3[6] = new Image(); enemy3[6].src = "img/enemy3_down5.png"; enemy3[7] = new Image(); enemy3[7].src = "img/enemy3_down6.png"; // 初始化数据 var ENEMY1 = { imgs: enemy1, length: enemy1.length, width: 57, height: 51, type: 1, frame: 1, life: 1, score: 1, }; var ENEMY2 = { imgs: enemy2, length: enemy2.length, width: 69, height: 95, type: 2, frame: 1, life: 5, score: 5, }; var ENEMY3 = { imgs: enemy3, length: enemy3.length, width: 165, height: 261, type: 3, frame: 2, life: 15, score: 20, }; // 敌方飞机的构造函数 function Enemy(config) { this.imgs = config.imgs; this.length = config.length; this.width = config.width; this.height = config.height; this.type = config.type; this.frame = config.frame; this.life = config.life; this.score = config.score; // 敌方飞机的坐标 this.x = Math.random() * (width - this.width); this.y = -this.height; this.startIndex = 0; // 用于判断的下标 this.down = false; // 用于判断是否碰撞 this.candel = false; // 用于判断是否爆炸完成 //绘制方法 this.paint = function() { ctx.drawImage(this.imgs[this.startIndex], this.x, this.y); }; //运动方法 this.step = function() { if (!this.down) { // 敌方飞机处于正常状态 // 小飞机,中飞机的下标始终都是0 // 大飞机的下标是在0和1之间进行切换 this.startIndex++; this.startIndex = this.startIndex % this.frame; // 飞机向下的动画 this.y += 2; } else { //飞机发生碰撞以后 this.startIndex++; if (this.startIndex == this.length) { this.candel = true; this.startIndex = this.length - 1; } } }; // 判断是否被碰撞 this.checkHit = function(wo) { //判断四个边 return wo.y + wo.height > this.y && wo.x + wo.width > this.x && wo.y < this.y + this.height && wo.x < this.x + this.width; }; //敌方飞机碰撞后 this.bang = function() { this.life--; if (this.life === 0) { this.down = true; score += this.score; } } }; // 数组存放敌方飞机 var enemise = []; // 往敌方飞机数组中添加数据 function enterEnemise() { var rand = Math.floor(Math.random() * 100) if (rand < 10) { // 添加小飞机 enemise.push(new Enemy(ENEMY1)); } else if (rand < 55 && rand > 50) { // 添加中飞机 enemise.push(new Enemy(ENEMY2)); } else if (rand === 88) { // 添加大飞机 if (enemise[0].type !== 3 && enemise.length > 0) { enemise.splice(0, 0, new Enemy(ENEMY3)); } } }; // 绘制敌方飞机函数 function enemyPaint() { for (var i = 0; i < enemise.length; i++) { enemise[i].paint(); } }; // 敌方飞机的运动函数 function enemyStep() { for (var i = 0; i < enemise.length; i++) { enemise[i].step(); } }; // 删除敌方飞机函数 function delenemy() { for (var i = 0; i < enemise.length; i++) { // console.log(enemise[i].candel) if (enemise[i].y > height || enemise[i].candel) { enemise.splice(i, 1) } } }; // 碰撞以后的函数 function hitEnemise() { for (var i = 0; i < enemise.length; i++) { // 如果我放飞机撞到了敌方飞机以后 if (enemise[i].checkHit(hero)) { // 敌方飞机碰撞后,碰撞状态改变 enemise[i].bang(); // 我方飞机碰撞后,碰撞状态改变 hero.bang(); }; // 子弹碰到敌方飞机 for (var j = 0; j < bullets.length; j++) { if (enemise[i].checkHit(bullets[j])) { enemise[i].bang(); // 子弹的碰撞后,碰撞状态改变 bullets[j].bang(); } } } }; // 绘制分数和生命值 function scoreText() { ctx.font = "30px bold" ctx.fillText("score:" + score, 10, 30); ctx.fillText("life:" + life, 300, 30); }; // 游戏暂停的阶段 canvas.onmouseout = function() { if (state === running) { state = pause; } }; // 调用画布的鼠标移入事件 canvas.onmouseover = function() { if (state === pause) { state = running; } }; // 暂停图片 var pause = new Image() pause.src = "img/game_pause_nor.png"; // 游戏结束 function gameoverfn() { ctx.font = "50px bold" ctx.fillText("GAME OVER !!!", 80, 300); ctx.fillText("ONCE MORE !!!", 80, 400); }; // 画布点击事件 canvas.addEventListener("click", function(e) { p = getEventPosition(e); // 点击画布时,判断游戏是否开始 if (state === start) { state = starting; } // 重新开始游戏有问题??? if (state === gameover) { if (p.y >= 350 && p.y < 450) { console.log('你点击了ONCE MORE !!!'); state = running; } } }); function getEventPosition(e) { var x, y; if (e.layerX || ev.layerX === 0) { x = e.layerX; y = e.layerY; } else if (e.offsetX || ev.offsetX === 0) { x = e.offsetX; y = e.offsetY; } return { x: x, y: y }; }; setInterval(function() { //背景图片无论在哪个状态都有背景图片以及它的动态效果 sky.paint(); // 绘制背景 sky.step(); // 背景动画 if (state === start) { // 第一阶段 ctx.drawImage(logo, 35, 0) } else if (state === starting) { // 第二阶段 loading.paint(); // 绘制背景 loading.step(); // 背景动画 } else if (state === running) { // 第三状态 // 绘制我放飞机 hero.paint(); // 我方飞机的运动 hero.step(); // 我方飞机的射击方法 hero.shoot(); // 子弹的绘制 bulletdPaint(); // 子弹的运动 bulletdStep(); // 子弹的删除 bulletDel(); // 创建敌方飞机 enterEnemise(); // 绘制敌方飞机 enemyPaint(); // 绘制敌方飞机的运动 enemyStep(); // 删除敌方飞机 delenemy(); // 判断是否撞击 hitEnemise(); // 绘制分数和生命值 scoreText() } else if (state === pause) { // 第四状态 sky.paint(); // 绘制背景 sky.step(); // 背景动画 // 绘制我放飞机 hero.paint(); // 子弹的绘制 bulletdPaint(); // 绘制敌方飞机 enemyPaint(); // 绘制分数和生命值 scoreText(); ctx.drawImage(pause, 220, 300) } else if (state === gameover) { // 第五状态 sky.paint(); // 绘制背景 sky.step(); // 背景动画 hero.paint(); // 子弹的绘制 bulletdPaint(); // 绘制敌方飞机 enemyPaint(); // 绘制分数和生命值 scoreText(); // 游戏结束 gameoverfn(); } }, 10) })() </script> </body> </html>
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