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JS實(shí)現(xiàn)飛機(jī)大戰(zhàn)小游戲的示例代碼

發(fā)布時(shí)間:2021-06-09 14:22:16 來源:億速云 閱讀:173 作者:小新 欄目:開發(fā)技術(shù)

小編給大家分享一下JS實(shí)現(xiàn)飛機(jī)大戰(zhàn)小游戲的示例代碼,希望大家閱讀完這篇文章之后都有所收獲,下面讓我們一起去探討吧!

先制作好要做好的幾步以及背景樣式

var canvas = document.getElementById("canvas");
            var ctx = canvas.getContext("2d");
            var start = 0; // 開始階段
            var starting = 1; // 開始的加載階段
            var running = 2; // 游戲階段
            var pause = 3; // 暫停階段
            var gameover = 4; // 結(jié)束階段
            var state = start; // 目前狀態(tài)
            var width = canvas.width; // 獲取畫布的寬度
            var height = canvas.height; // 獲取畫布的高度
            var score = 0; // 分?jǐn)?shù)
            var life = 3; // 我放飛機(jī)生命值
            var bg = new Image(); // 創(chuàng)建背景圖片
            bg.src = "img/background.png";
            var BG = {
                imgs: bg,
                width: 480,
                height: 852,
            };
            // 創(chuàng)建生成背景圖片的構(gòu)造函數(shù)
            function Bg(config) { // 參數(shù)為BG對(duì)象
                this.imgs = config.imgs;
                this.width = config.width;
                this.height = config.height;
                // 定義兩張背景圖片,用于動(dòng)畫
                this.x1 = 0;
                this.y1 = 0;
                this.x2 = 0;
                //第二張背景圖的初始高度放在背景高度(固定)的上面
                this.y2 = -this.height;
                // 背景圖片繪制方法
                this.paint = function() {
                    //分別繪制了兩張背景圖
                    ctx.drawImage(this.imgs, this.x1, this.y1);
                    ctx.drawImage(this.imgs, this.x2, this.y2);
                };
                // 背景圖片運(yùn)動(dòng)的方法
                this.step = function() {
                    //背景圖片位置向下移動(dòng)一個(gè),然后利用定時(shí)器讓背景圖動(dòng)起來
                    this.y1++;
                    this.y2++;
                    //判斷圖片高度的臨界點(diǎn),
                    if (this.y1 == this.height) {
                        this.y1 = -this.height;
                    }
                    if (this.y2 == this.height) {
                        this.y2 = -this.height;
                    }
                }
            };
            // 創(chuàng)建背景圖片對(duì)象
            var sky = new Bg(BG);
            // 生成游戲名文字
            var logo = new Image();
            logo.src = "img/start.png";
            // 游戲加載過程的4張圖片存入一個(gè)數(shù)組中
            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,
            };
            // 構(gòu)造函數(shù)
            function Loading(config) {
                this.imges = config.imges;
                this.length = config.length;
                this.width = config.width;
                this.height = config.height;
                this.startIndex = 0; // 用于判斷需要顯示的圖片是哪個(gè)
                // 繪制方法
                this.paint = function() {
                    ctx.drawImage(this.imges[this.startIndex], 0, height - this.height)
                };
                this.time = 0; // 加載時(shí)圖片切換速度
                // 圖片切換方法
                this.step = function() {
                    this.time++;
                    if (this.time % 4 === 0) {
                        this.startIndex++;
                    }
                    if (this.startIndex === this.length) {
                        // 加載階段結(jié)束,進(jìn)入游戲階段
                        state = running;
                    }
                }
            };
  // 創(chuàng)建加載階段的對(duì)象
var loading = new Loading(LOADING);

在制作我方飛機(jī)

 // 我方飛機(jī)
            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
            };
            // 我方飛機(jī)的構(gòu)造函數(shù)
            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; // 用于判斷我方飛機(jī)當(dāng)前狀態(tài)
                // 定義我方飛機(jī)的位置
                this.x = width / 2 - this.width / 2;
                this.y = height - this.height;
                // 定義飛機(jī)撞擊的標(biāo)志,表示飛機(jī)沒有被撞擊
                this.down = false;
                // 定義飛機(jī)是否爆破完成,表示飛機(jī)還沒有完全爆炸
                this.candel = false;
                // 繪制方法
                this.paint = function() {
                    ctx.drawImage(this.imgs[this.startIndex], this.x, this.y)
                };
                // 我方飛機(jī)運(yùn)動(dòng)方法
                this.step = function() {
                    if (!this.down) { // 飛機(jī)正常狀態(tài)
                        if (this.startIndex === 0) {
                            this.startIndex = 1;
                        } else {
                            this.startIndex = 0
                        }
                    } else { // 爆炸狀態(tài)
                        this.startIndex++;
                        if (this.startIndex === this.length) { // 判斷是否炸完了
                            // 炸完了,命-1
                            life--;
                            if (life === 0) { // 判斷是否掛了
                                state = gameover;
                                this.startIndex = this.length - 1;
                            } else { // 重新開始新生命
                                hero = new Hero(HEROS)
                            }
                        }
                    }
                };
                // 我方飛機(jī)碰撞
                this.bang = function() {
                    this.down = true;
                };

繪制子彈狀態(tài)

var bullet = new Image();
            bullet.src = "img/bullet1.png";
            // 初始化
            var BULLETS = {
                imgs: bullet,
                width: 9,
                height: 21,
            };
            // 創(chuàng)建子彈的構(gòu)造函數(shù)
            function Bullet(config) {
                this.imgs = config.imgs;
                this.width = config.width;
                this.height = config.height;
                // 子彈坐標(biāo)
                this.x = hero.x + hero.width / 2 - this.width / 2;
                this.y = hero.y - this.height;
                // 繪制方法
                this.paint = function() {
                    ctx.drawImage(this.imgs, this.x, this.y)
                };
                // 運(yùn)動(dòng)方法
                this.step = function() {
                    this.y -= 10;
                };
                this.candel = false; // 用于判斷子彈是否碰撞
                // 子彈碰撞方法
                this.bang = function() {
                    this.candel = true;
                }
            };
            // 所有new的子彈對(duì)象放到一個(gè)數(shù)組
            var bullets = [];
            // 遍歷繪制子彈
            function bulletdPaint() {
                for (var i = 0; i < bullets.length; i++) {
                    bullets[i].paint();
                }
            };
            // 遍歷調(diào)用子彈的運(yùn)動(dòng);
            function bulletdStep() {
                for (var i = 0; i < bullets.length; i++) {
                    bullets[i].step();
                }
            };
            // 子彈的刪除函數(shù)
            function bulletDel() {
                // 碰撞的時(shí)候刪除子彈
                // 超出畫布的高度,即負(fù)的子彈的高度
                for (var i = 0; i < bullets.length; i++) {
                    if (bullets[i].candel || bullets[i].y < -bullets[i].height) {
                        bullets.splice(i, 1)
                    }
                }
            };

子彈跟隨飛機(jī)的移動(dòng)而移動(dòng)

 // 子彈發(fā)射
                this.time = 0; // 設(shè)計(jì)速度初始為0
                this.shoot = function() {
                    this.time++;
                    if (this.time % 2 === 0) { // 每2步移動(dòng)射擊一次
                        bullets.push(new Bullet(BULLETS))
                    }
                };
            };
            // 創(chuàng)建我方飛機(jī)的對(duì)象實(shí)例
            var hero = new Hero(HEROS);
            // 鼠標(biāo)移動(dòng)事件
            canvas.onmousemove = function(event) {
                // console.log("onmousemove");
                var event = event || window.event;
                if (state == running) { //判斷當(dāng)前游戲狀態(tài)
                    //把獲取到的頁面中的鼠標(biāo)橫坐標(biāo)的值賦給飛機(jī)的橫坐標(biāo)(位置)
                    hero.x = event.offsetX - hero.width / 2;
                    //把獲取到的頁面中的鼠標(biāo)縱坐標(biāo)的值賦給飛機(jī)的縱坐標(biāo)(位置)
                    hero.y = event.offsetY - hero.height / 2;
                }
            };

繪制敵方飛機(jī)

// 敵方飛機(jī)的繪制
            var enemy1 = []; //小飛機(jī)
            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 = []; //中飛機(jī)
            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 = []; //大飛機(jī)
            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";
            // 初始化數(shù)據(jù)
            var ENEMY1 = {
                imgs: enemy1,
                length: enemy1.length,
                width: 57,
                height: 51,
                type: 1,
                frame: 2,
                life: 1,
                score: 1,
            };
            var ENEMY2 = {
                imgs: enemy2,
                length: enemy2.length,
                width: 69,
                height: 95,
                type: 2,
                frame: 2,
                life: 5,
                score: 5,
            };
            var ENEMY3 = {
                imgs: enemy3,
                length: enemy3.length,
                width: 165,
                height: 261,
                type: 3,
                frame: 2,
                life: 15,
                score: 20,
            };
            // 敵方飛機(jī)的構(gòu)造函數(shù)
            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;
                // 敵方飛機(jī)的坐標(biāo)
                this.x = Math.random() * (width - this.width);
                this.y = -this.height;
                this.startIndex = 0; // 用于判斷的下標(biāo)
                this.down = false; // 用于判斷是否碰撞
                this.candel = false; // 用于判斷是否爆炸完成
                //繪制方法
                this.paint = function() {
                    ctx.drawImage(this.imgs[this.startIndex], this.x, this.y);
                };
                //運(yùn)動(dòng)方法
                this.step = function() {
                    if (!this.down) { // 敵方飛機(jī)處于正常狀態(tài)
                        // 小飛機(jī),中飛機(jī)的下標(biāo)始終都是0
                        // 大飛機(jī)的下標(biāo)是在0和1之間進(jìn)行切換
                        this.startIndex++;
                        this.startIndex = this.startIndex % this.frame;
                        // 飛機(jī)向下的動(dòng)畫
                        this.y += 2;
                    } else { //飛機(jī)發(fā)生碰撞以后
                        this.startIndex++;
                        if (this.startIndex == this.length) {
                            this.candel = true;
                            this.startIndex = this.length - 1;
                        }
                    }
                };
                // 判斷是否被碰撞
                this.checkHit = function(wo) { //判斷四個(gè)邊
                    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;
                };
                //敵方飛機(jī)碰撞后
                this.bang = function() {
                    this.life--;
                    if (this.life === 0) {
                        this.down = true;
                        score += this.score;
                    }
                }
            };
            // 數(shù)組存放敵方飛機(jī)
            var enemise = [];
            // 往敵方飛機(jī)數(shù)組中添加數(shù)據(jù)
            function enterEnemise() {
                var rand = Math.floor(Math.random() * 100)
                if (rand < 10) {
                    // 添加小飛機(jī)
                    enemise.push(new Enemy(ENEMY1));
                } else if (rand < 55 && rand > 50) {
                    // 添加中飛機(jī)
                    enemise.push(new Enemy(ENEMY2));
                } else if (rand === 88) {
                    // 添加大飛機(jī)
                    if (enemise[0].type !== 3 && enemise.length > 0) {
                        enemise.splice(0, 0, new Enemy(ENEMY3));
                    }
                }
            };
            // 繪制敵方飛機(jī)函數(shù)
            function enemyPaint() {
                for (var i = 0; i < enemise.length; i++) {
                    enemise[i].paint();
                }
            };
            // 敵方飛機(jī)的運(yùn)動(dòng)函數(shù)
            function enemyStep() {
                for (var i = 0; i < enemise.length; i++) {
                    enemise[i].step();
                }
            };
            // 刪除敵方飛機(jī)函數(shù)
            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)
                    }
                }
            };
            // 碰撞以后的函數(shù)
            function hitEnemise() {
                for (var i = 0; i < enemise.length; i++) {
                    // 如果我放飛機(jī)撞到了敵方飛機(jī)以后
                    if (enemise[i].checkHit(hero)) {
                        // 敵方飛機(jī)碰撞后,碰撞狀態(tài)改變
                        enemise[i].bang();
                        // 我方飛機(jī)碰撞后,碰撞狀態(tài)改變
                        hero.bang();
                    };
                    // 子彈碰到敵方飛機(jī)
                    for (var j = 0; j < bullets.length; j++) {
                        if (enemise[i].checkHit(bullets[j])) {
                            enemise[i].bang();
                            // 子彈的碰撞后,碰撞狀態(tài)改變
                            bullets[j].bang();
                        }
                    }
                }
            };

最后的收尾階段

 // 繪制分?jǐn)?shù)和生命值
            function scoreText() {
                ctx.font = "30px bold"
                ctx.fillText("score:" + score, 10, 30);
                ctx.fillText("life:" + life, 300, 30);
            };
            // 游戲暫停的階段
            canvas.onmouseout = function() {
                if (state === running) {
                    state = pause;
                }
            };
            // 調(diào)用畫布的鼠標(biāo)移入事件
            canvas.onmouseover = function() {
                if (state === pause) {
                    state = running;
                }
            };
            // 暫停圖片
            var pause = new Image()
            pause.src = "img/game_pause_nor.png";
            // 游戲結(jié)束
            function gameoverfn() {
                ctx.font = "50px bold"
                ctx.fillText("GAME OVER !!!", 80, 300);
                ctx.fillText("ONCE MORE !!!", 80, 400);
            };
            // 畫布點(diǎn)擊事件
            canvas.addEventListener("click", function(e) {
                p = getEventPosition(e);
                // 點(diǎn)擊畫布時(shí),判斷游戲是否開始
                if (state === start) {
                    state = starting;
                }
                console.log(123);
                // 重新開始游戲有問題???
                if (state === gameover) {
                    if (p.y >= 350 && p.y < 450) {
                        console.log('你點(diǎn)擊了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
                };
            };

后面就是基本的每個(gè)階段的調(diào)用問題叻

setInterval(function() {
                //背景圖片無論在哪個(gè)狀態(tài)都有背景圖片以及它的動(dòng)態(tài)效果
                sky.paint(); // 繪制背景
                sky.step(); // 背景動(dòng)畫
                if (state === start) { // 第一階段
                    ctx.drawImage(logo, 35, 0)
                } else if (state === starting) { // 第二階段
                    loading.paint(); // 繪制背景
                    loading.step(); // 背景動(dòng)畫
                } else if (state === running) { // 第三狀態(tài)
                    // 繪制我放飛機(jī)
                    hero.paint();
                    // 我方飛機(jī)的運(yùn)動(dòng)
                    hero.step();
                    // 我方飛機(jī)的射擊方法
                    hero.shoot();
                    // 子彈的繪制
                    bulletdPaint();
                    // 子彈的運(yùn)動(dòng)
                    bulletdStep();
                    // 子彈的刪除
                    bulletDel();
                    // 創(chuàng)建敵方飛機(jī)
                    enterEnemise();
                    // 繪制敵方飛機(jī)
                    enemyPaint();
                    // 繪制敵方飛機(jī)的運(yùn)動(dòng)
                    enemyStep();
                    // 刪除敵方飛機(jī)
                    delenemy();
                    // 判斷是否撞擊
                    hitEnemise();
                    // 繪制分?jǐn)?shù)和生命值
                    scoreText()
                } else if (state === pause) { // 第四狀態(tài)
                    sky.paint(); // 繪制背景
                    sky.step(); // 背景動(dòng)畫
                    // 繪制我放飛機(jī)
                    hero.paint();
                    // 子彈的繪制
                    bulletdPaint();
                    // 繪制敵方飛機(jī)
                    enemyPaint();
                    // 繪制分?jǐn)?shù)和生命值
                    scoreText();
                    ctx.drawImage(pause, 220, 300)
                } else if (state === gameover) { // 第五狀態(tài)
                    sky.paint(); // 繪制背景
                    sky.step(); // 背景動(dòng)畫
                    hero.paint();
                    // 子彈的繪制
                    bulletdPaint();
                    // 繪制敵方飛機(jī)
                    enemyPaint();
                    // 繪制分?jǐn)?shù)和生命值
                    scoreText();
                    // 游戲結(jié)束
                    gameoverfn();
                }
            }, 10)
        })()

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