js实现飞机大战游戏
编程学习 2021-07-04 14:06www.dzhlxh.cn编程入门
这篇文章主要为大家详细介绍了js实现飞机大战游戏,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
本文实例为大家分享了js实现飞机大战游戏的具体代码,供大家参考,具体内容如下
CSS部分的代码:
<style> * { margin: 0px; padding: 0px; } canvas{ border: 1px solid #000; display: block; margin: auto; } </style>
JavaScript代码:
<!-- 先创建一个画布 --> <canvas id="canvas" width="480" height="640"></canvas> <script> var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d"); // 0游戏初始化 // 0.1定义游戏开始的五个阶段 var START = 0; var STARTING = 1; var RUNNING = 2; var PAUSE = 3; var GAMEOVER = 4; // 0.2 定义一个自己的状态,时刻去和上面的五个状态作比较 // 0.3 页面加载时 var state = START; // 0.4 背景图片的宽和高 var WIDTH = 480; var HEIGHT = 640; // 0.5 定义分数 var score = 0; // 0.6 定义生命条数 var life = 3; // 1 游戏开始前 // 1.1 加载背景图片 // 1.1.1 背景图片的对象 var bg = new Image();// 创建一个背景图片 bg.src = "images/background.png"; // 1.1.2 背景图片的数据 var BG = { imgs: bg, width: 480, height: 852 } // 1.1.3 背景图片的构造函数 function Bg(config) { this.imgs = config.imgs; this.width = config.width; this.height = config.height; // 绘制图片的坐标(两张背景图片进行轮流滑动) this.x1 = 0; this.y1 = 0; this.x2 = 0; this.y2 = -this.height; // 背景图片绘制 this.paint = function () { context.drawImage(this.imgs, this.x1, this.y1); context.drawImage(this.imgs, this.x2, this.y2); } // 图片的运动 this.step = function () { this.y1++; this.y2++; // 判断图片的临界点 if (this.y1 == this.height) { this.y1 = -this.height; } if (this.y2 == this.height) { this.y2 = -this.height; } } } // 1.1.4创建对象 var sky = new Bg(BG); // console.log(sky); // 1.2 创建页面加载时的飞机大战图片 var logo = new Image(); logo.src = "images/start.png"; // 2.游戏开始前 // 2.1 开始前动画的对象 var loadings = []; loadings[0] = new Image(); loadings[0].src = "images/game_loading1.png"; loadings[1] = new Image(); loadings[1].src = "images/game_loading2.png"; loadings[2] = new Image(); loadings[2].src = "images/game_loading3.png"; loadings[3] = new Image(); loadings[3].src = "images/game_loading4.png"; // 2.2 开始前加载的动画图片的数据 var LOADINGS = { imgs: loadings, length: loadings.length, width: 186, height: 38 } // 2.3 开始前动画的构造函数 function Loading(config) { this.imgs = config.imgs; this.length = config.length; this.width = config.width; this.height = config.height; // 定义一个索引 this.startIndex = 0; // 绘制 this.paint = function () { context.drawImage(this.imgs[this.startIndex], 0, HEIGHT - this.height); } // 定义一个速度 this.time = 0; this.step = function () { this.time++; if (this.time % 3 == 0) { // 页面加载时狼蚁网站SEO优化小飞机运行的速度 this.startIndex++; } // 当动画运行完成进入下一个阶段 if (this.startIndex == this.length) { state = RUNNING; } } } // 2.4创建对象 var loading = new Loading(LOADINGS); // 2.5绑定时间 canvas.onclick = function () { if (state == START) { state = STARTING; } } // 3.1.1游戏开始时的图片 var heros = []; heros[0] = new Image(); heros[0].src = "images/hero1.png"; heros[1] = new Image(); heros[1].src = "images/hero2.png"; heros[2] = new Image(); heros[2].src = "images/hero_blowup_n1.png"; heros[3] = new Image(); heros[3].src = "images/hero_blowup_n2.png"; heros[4] = new Image(); heros[4].src = "images/hero_blowup_n3.png"; heros[5] = new Image(); heros[5].src = "images/hero_blowup_n4.png"; // 3.1.2游戏开始时加载数据 var HEROS = { imgs: heros, length: heros.length, width: 99, height: 124, // 我方飞机有两种状态,增加标识 frame: 2 } // 3.1.3我方飞机的构造器 function Hero(config) { this.imgs = config.imgs; this.length = config.length; this.width = config.width; this.height = config.height; this.frame = config.frame; // 定义索引 this.startIndex = 0; // 绘制坐标 this.x = WIDTH / 2 - this.width / 2; this.y = HEIGHT - 150; // 增加标识符 this.down = false; //表示一直没有撞击 // 增加标识符 this.candel = false; //表示撞击以后的动画是否运行完成,完成以后的恢复运行的状态 // 定义绘制方法 this.paint = function () { context.drawImage(this.imgs[this.startIndex], this.x, this.y) } // 定义运动的方法 this.step = function () { // 两个状态 // 1.正常运动状态 // 2.碰撞以后的状态 if (!this.down) {//正常运动状态 // 没有发生撞击的时候 一直在0和1之间切换 this.startIndex++; this.startIndex = this.startIndex % 2; } else {//撞击以后的状态 // 脚标就要不停的加1,模拟出从碰撞到爆炸完成的动画 this.startIndex++; // 判断是否完成撞击 if (this.startIndex == this.length) { life--//爆炸一次生命值减1; if (life == 0) { state = GAMEOVER; // 如果死了,动画保存最后一张爆破的照片 this.startIndex = this.length - 1; } else { hero = new Hero(HEROS); } } } } // 我方飞机增加射击方法 this.time = 0; this.shoot = function () { this.time++; if (this.time % 2 == 0) { bullets.push(new Bullet(BULLET)); } } // 撞击以后触发 this.bang = function () { this.down = true; } } // 3.1.4我方飞机的对象 var hero = new Hero(HEROS); // 3.1.5绑定鼠标移动事件 canvas.onmousemove = function (e) { if (state == RUNNING) { var x = e.offsetX; var y = e.offsetY; hero.x = x - hero.width / 2; hero.y = y - hero.height / 2; } } // 3.2 绘制子弹 // 3.2.1 图片 var bullet = new Image(); bullet.src = "images/bullet1.png"; // 3.2.2数据 var BULLET = { imgs: bullet, width: 9, height: 21 } // 3.2.3 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 this.paint = function () { context.drawImage(this.imgs, this.x, this.y); } // 运动 往上运动 this.step = function () { this.y -= 10; } this.candel = false;//表示撞击以后的动画是否运行完成,完成以后的恢复运行的状态 this.bang = function () { this.candel = true; } } // 3.2.4 存放所有子弹 var bullets = []; // 3.2.5 绘制所有子弹 function bulletsPaint() { for (var i = 0; i < bullets.length; i++) { bullets[i].paint(); } } // 3.2.6 绘制所有子弹的运动 function bulletsStep() { for (var i = 0; i < bullets.length; i++) { bullets[i].step(); } } // 3.2.7 删除子弹 function bulletsDel(){ for(var i = 0; i < bullets.length;i++){ if(bullets[i].y < -bullets[i].height || bullets[i].candel){ bullets.splice(i,1) } } // console.log(bullets) } // 3.3 敌方飞机 // 3.3.1 敌方飞机的图片(3种) // 小号 var enemy1 = []; enemy1[0] = new Image(); enemy1[0].src = "images/enemy1.png"; enemy1[1] = new Image(); enemy1[1].src = "images/enemy1_down1.png"; enemy1[2] = new Image(); enemy1[2].src = "images/enemy1_down2.png"; enemy1[3] = new Image(); enemy1[3].src = "images/enemy1_down3.png"; enemy1[4] = new Image(); enemy1[4].src = "images/enemy1_down4.png"; // 中号 var enemy2 = []; enemy2[0] = new Image(); enemy2[0].src = "images/enemy2.png"; enemy2[1] = new Image(); enemy2[1].src = "images/enemy2_down1.png"; enemy2[2] = new Image(); enemy2[2].src = "images/enemy2_down2.png"; enemy2[3] = new Image(); enemy2[3].src = "images/enemy2_down3.png"; enemy2[4] = new Image(); enemy2[4].src = "images/enemy2_down4.png"; // 大号 var enemy3 = []; enemy3[0] = new Image(); enemy3[0].src = "images/enemy3_n1.png"; enemy3[1] = new Image(); enemy3[1].src = "images/enemy3_n2.png"; enemy3[2] = new Image(); enemy3[2].src = "images/enemy3_down1.png"; enemy3[3] = new Image(); enemy3[3].src = "images/enemy3_down2.png"; enemy3[4] = new Image(); enemy3[4].src = "images/enemy3_down3.png"; enemy3[5] = new Image(); enemy3[5].src = "images/enemy3_down4.png"; enemy3[6] = new Image(); enemy3[6].src = "images/enemy3_down5.png"; enemy3[7] = new Image(); enemy3[7].src = "images/enemy3_down6.png"; // 3.2.2 数据 var ENEMY1 = { imgs: enemy1, length: enemy1.length, width: 57, height: 51, type: 1, //增加标识符,区分飞机的种类。小号的设置成1 frame: 1, //增加标识符,1种状态就为1,2种状态就为2 life: 1, //增加标识符,被子弹打击的次数 score: 1 //打倒一只的得分 } var ENEMY2 = { imgs: enemy2, length: enemy2.length, width: 69, height: 95, type: 2, //增加标识符,区分飞机的种类。中号的设置成2 frame: 1, //增加标识符,1种状态就为1,2种状态就为2 life: 3, //增加标识符,被子弹打击的次数 score: 5 //打倒一只的得分 } var ENEMY3 = { imgs: enemy3, length: enemy3.length, width: 169, height: 258, type: 3, //增加标识符,区分飞机的种类。大号的设置成3 frame: 2, //增加标识符,,1种状态就为1,2种状态就为2 life: 10, //增加标识符,被子弹打击的次数 score: 15 //打倒一只的得分 } // 3.3.3 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; // 图片的索引 this.startIndex = 0 this.down = false; //表示一直没有撞击 this.candel = false; //表示撞击以后的动画是否运行完成,完成以后的恢复运行的状态 // 绘制坐标 this.x = Math.random() * (WIDTH - this.width); this.y = -this.height; // 绘制的方法 this.paint = function () { context.drawImage(this.imgs[this.startIndex], this.x, this.y); } // 运动方法 this.step = function(){ if(!this.down){ //正常 // 小号的,中号 角标始终是0 // 大号的是在0和1之间切换 this.startIndex ++; this.startIndex = this.startIndex % this.frame; this.y += 2; }else { //爆炸 this.startIndex ++; if(this.startIndex == this.length){ this.candel = true; this.startIndex = this.length - 1; } } } // 爆炸的方法 this.bang = function(){ this.life -- ; if(this.life == 0){ this.down = true; score += this.score; } } // 检测是否撞击 this.checkHit = function(wo){ // 1.撞击到子弹 // 2.撞击到我方飞机 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; } } // 3.3.4 创建数组 存储敌方飞机 var enemies = []; // 3.3.5 创建飞机 function enterEnemies() { var num = Math.random(); if (num < 0.1) { enemies.push(new Enemy(ENEMY1)) } else if (num < 0.15) { enemies.push(new Enemy(ENEMY2)) } else if (num < 0.16) { enemies.push(new Enemy(ENEMY3)) } } // 3.3.6 绘制 function paintEnemies() { for (var i = 0; i < enemies.length; i++) { enemies[i].paint(); } } // 3.3.7 运动 function stepEnemies() { for (var i = 0; i < enemies.length; i++) { enemies[i].step(); } } // 3.3.8 删除 function delEnemies(){ for(var i = 0;i < enemies.length;i++){ if(enemies[i].y > HEIGHT || enemies[i].candel){ enemies.splice(i,1) } } } // 3.4 检测撞击 function hitEnemies() { for (var i = 0; i < enemies.length; i++) { if (enemies[i].checkHit(hero)) { enemies[i].bang(); hero.bang(); } for (var j = 0; j < bullets.length; j++) { if (enemies[i].checkHit(bullets[j])) { enemies[i].bang(); bullets[j].bang(); } } } } // 3.5 我方飞机的生命和得分 function paintText(){ context.font = "bold 30px 微软雅黑"; context.fillText("SCORE:" + score,10,30); context.fillText("LIFE:" + life,380,30) } // 4.暂停阶段 canvas.onmouseover=function(){ if(state==PAUSE){ state=RUNNING; } } canvas.onmouseout=function(){ if(state==RUNNING){ state=PAUSE; } } var pause=new Image(); pause.src="images/game_pause_nor.png" function paintdown(){ context.drawImage(pause,220,300) } // 5.gameover阶段 function paintOver(){ context.font="bold 50px 微软雅黑"; context.fillText("GAME OVER",110,300); } // 定时器加载,使图片缓慢往狼蚁网站SEO优化移动 setInterval(function () { sky.paint(); sky.step(); if (state == START) { context.drawImage(logo, 40, 0);//绘制在正中间 } else if (state == STARTING) { loading.paint(); loading.step(); } else if (state == RUNNING) { hero.paint(); hero.step(); hero.shoot(); bulletsPaint(); bulletsStep(); bulletsDel(); enterEnemies(); paintEnemies(); stepEnemies(); delEnemies(); hitEnemies(); paintText(); }else if(state==PAUSE){ hero.paint(); bulletsPaint(); paintEnemies(); paintText(); paintdown(); }else if(state==GAMEOVER){ hero.paint(); bulletsPaint(); paintEnemies(); paintText(); paintdown(); paintOver(); } }, 100) </script>
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