• [Canvas]Bombman v1.04


    Bombman是我仿造红白机上经典游戏爆破小人,用Canvas制作的一款网页版单机游戏, 自我感觉还是有一定的可玩性。

    本游戏的胜利条件是用雷消灭所有怪物,但被怪物即使是擦边碰到或是炸弹火焰炸到就算失败。

    操作方法是用方向键或是aswd健来控制人物移动,用空格键放雷炸怪物,吃红五星则雷的爆炸范围增加。

    点此下载程序1.04版,用浏览器打开,并点“开始”按钮开始游戏,游戏结束后可以点“再来一次”按钮重新玩。

    程序的1.06版本由此下载,此版本增加了怪物跟随主角的功能。

    本作Github url:https://github.com/horn19782016/Bombman

    有空可以玩玩,注意不要操之过急哦。

    图例:

     

    近千行源码:

    <!DOCTYPE html>
    <html lang="utf-8">
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
    <head>
         <title>炸弹人v1.06 19.3.14 6:34 by:逆火狂飙 horn19782016@163.com</title>
         <!--1.06版本启用了怪物跟随英雄的功能 -->
         
         <style>
         #canvas{
            background:#ffffff;
            cursor:pointer;
            margin-left:10px;
            margin-top:10px;
            -webkit-box-shadow:3px 3px 6px rgba(0,0,0,0.5);
            -moz-box-shadow:3px 3px 6px rgba(0,0,0,0.5);
            box-shadow:3px 3px 6px rgba(0,0,0,0.5);
         }
         
         #controls{
            margin-top:10px;
            margin-left:15px;
         }
         </style>
         
        </head>
    
         <body onload="init()">
            <div id="controls">
                <input id='animateBtn' type='button' value='开始'/>
                <input id='playAgainBtn' type='button' value='再来一盘' style='visibility:hidden'/>
            </div>
         
            <canvas id="canvas" width="160px" height="160px" >
                出现文字表示你的浏览器不支持HTML5
            </canvas>
         </body>
    </html>
    <script type="text/javascript">
    <!--
    
    // 暂停/开始游戏
    animateBtn.onclick=function(e){
        paused=! paused;
        
        if(paused){
            animateBtn.value="开始";    
            screenMsg="Paused!";
        }else{    
            animateBtn.value="停止";
            window.requestAnimationFrame(animate); 
        }
    }
    
    // 重来游戏
    playAgainBtn.onclick=function(e){
        init();
        playAgainBtn.style.visibility="hidden";
        animateBtn.value="停止";
        paused=false;
        window.requestAnimationFrame(animate); 
    }
    
    var paused=true;// 是否暂停
    var BL=32;        // Block length,边长
    var ctx;        // 绘图环境
    var terrain;    // 地形
    var hero;        // 英雄/主角
    var monsterMng;    // 怪物管理类
    var bombs;        // 炸弹数组
    var fires;        // 火焰数组
    var screenMsg;    // 显示在屏幕中央的话语
    var bonusMng;     // 奖励管理类
    
    function init(){
        // init Canvas
        var canvas=document.getElementById('canvas');
        canvas.width =40*BL;
        canvas.height=18*BL;
        ctx=canvas.getContext('2d');
        
        terrain=new Terrain();
        hero=new Hero();
        monsterMng=new MonsterMng();
        bombs=new Array();
        fires=new Array();
        
        bonusMng=new BonusMng();
            
        // 响应键盘事件
        canvas.addEventListener('keydown', doKeyDown, true);
        canvas.focus();  
        window.addEventListener('keydown', doKeyDown, true);
    };
    
    //------------------------------------
    // 响应键盘事件
    //------------------------------------
    function doKeyDown(e) {
        var keyID = e.keyCode ? e.keyCode :e.which;
        if(keyID === 38 || keyID === 87)  { // up arrow and W
            hero.move('up');
            e.preventDefault();
        }
        if(keyID === 39 || keyID === 68)  { // right arrow and D
            hero.move('right');
            e.preventDefault();
        }
        if(keyID === 40 || keyID === 83)  { // down arrow and S
            hero.move('down');
            e.preventDefault();
        }
        if(keyID === 37 || keyID === 65)  { // left arrow and A
            hero.move('left');
            e.preventDefault();
        }
    
        if(keyID === 32 )  { // SpaceBar
            var b=new Bomb(hero.x,hero.y,hero.explosionRange);
            bombs.push(b);
            //console.log('arrows.length='+arrows.length);
            e.preventDefault();
        }
    }
    
    //------------------------------------
    // 更新各实例状态
    //------------------------------------
    function update(){
        monsterMng.move();
        
        var heroX=parseInt(hero.x/BL,10);
        var heroY=parseInt(hero.y/BL,10);
            
        // 看英雄碰到怪物没
        if(monsterMng.isTouched(heroX,heroY)){
            hero.setDead();
        }
        
        // 计算爆炸范围
        var explosions=[];
        for(var i=0;i<fires.length;i++){
            var f=fires[i];
            
            if(f.lifeTime>0){
                explosions.push(new Point(f.x,f.y));
            }
        }
        
        // 爆炸对怪物的伤害
        monsterMng.makeDeadInRange(explosions);
        
        // 爆炸对英雄的伤害
        hero.makeDeadInRange(explosions);
        
        // 奖励
        bonusMng.enlargeExplosionRange(hero);
    
        // 让怪物吃奖励提升速度
        var aliveMonsters=monsterMng.getAliveMonsters();
        bonusMng.raiseSpeed(aliveMonsters);
        
        // 游戏结束条件
        if(hero.alive==false){ // 英雄死亡
            paused=true;
            screenMsg="You lost!";
            animateBtn.value="开始";
            playAgainBtn.style.visibility="visible";
        }
        
        // 游戏胜利条件
        if(monsterMng.noMonster() && hero.alive==true){ // 怪物全清除 及 英雄存活
            paused=true;
            screenMsg="You win!";
            animateBtn.value="开始";
            playAgainBtn.style.visibility="visible";
        }
    }
    
    //------------------------------------
    // 在ctx里画出各实例
    //------------------------------------
    function draw(){
        // Clear Canvas
        ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
        ctx.fillStyle="#ffffff";
        ctx.fillRect(0,0,ctx.canvas.width,ctx.canvas.height);
        
        terrain.paint(ctx);    // 画地形
        bonusMng.paint(ctx);// 画奖励
        
        monsterMng.paint(ctx);
        hero.paint(ctx);    // 画英雄
        
        // 画炸弹
        for(var i=0;i<bombs.length;i++){
            var b=bombs[i];
            b.paint(ctx);
        }
        
        // 画火焰
        for(var i=0;i<fires.length;i++){
            var b=fires[i];
            b.paint(ctx);
        }
    }
    
    //------------------------------------
    // 运行动画
    //------------------------------------
    function animate(){
        if(!paused){
            update();
            draw();
            window.requestAnimationFrame(animate); /// 让浏览器自行决定帧速率
        }else{
            ctx.textAlign = 'center';
            ctx.textBaseline = 'middle';
            ctx.font="bold 48px 宋体";
            ctx.fillStyle='Red';
            ctx.fillText(screenMsg,ctx.canvas.width/2,ctx.canvas.height/2);
        }
    }
    
    //------------------------------------
    //  常规函数:角度得到弧度
    //------------------------------------
    function getRad(degree){
        return degree/180*Math.PI;
    }
    
    //------------------------------------------------------------
    // 常规函数:得到0到N(包括N)的随机整数
    // 如果要得到数组里面的一个要把数组长度减一
    //------------------------------------------------------------
    function getRndFromZeroToN(n){
        return Math.floor(Math.random()*(n+1));
    }
    
    //------------------------------------------------------------
    // 常规函数:得到lowerLimit到upperlimit(包括端点值)的随机整数
    //------------------------------------------------------------
    function getRndBetween(lowerLimit,upperlimit){
        return Math.floor(Math.random()*(upperlimit-lowerLimit+1))+lowerLimit;
    }
    
    //---------------------------------------------------地形类定义开始------------------------------------------------------------------->>
    Terrain=function(){
        this.files=["road.png",           //  0
                    "tree.png",            //  1
                    "farmerHouse.png",    //  2
                    "twoBuilding.png",    //  3
                    "threeBuilding.png",//  4
                    "bank.png",            //  5
                    "villa.png",        //  6
                    "blackWhiteRoad.png",];        //  7
        
        /*this.maps=new Array(
            [0,0,0,0,0],
            [0,0,1,0,0],
            [0,0,0,0,0],
            [0,2,0,0,0],
            [0,0,0,3,0],
        );*/
        this.maps=new Array(
            [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],
            [0,1,2,1,2,1,0,1,2,1,0,0,1,1,1,1,1,0,],
            [0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,1,0,],
            [0,1,2,1,2,1,0,1,2,1,0,0,5,0,0,3,1,0,],
            [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,1,0,],
            [0,1,2,1,2,1,0,1,2,1,0,0,3,3,3,3,1,0,],
            [0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,],
            [0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,],
            [0,1,2,1,2,1,0,1,2,1,0,1,4,4,4,4,1,0,],
            [0,0,0,0,0,0,0,0,0,0,0,1,4,0,0,0,1,0,],
            [0,1,2,1,2,1,0,1,2,1,0,1,5,0,0,0,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,1,4,0,0,0,1,0,],
            [0,1,2,1,2,1,0,1,2,1,0,1,4,4,4,4,1,0,],
            [0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,],
            [0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,1,6,1,6,1,6,0,],
            [0,1,2,1,2,1,0,1,2,1,0,6,0,0,0,0,1,0,],
            [0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,6,0,],
            [0,1,2,1,2,1,0,1,2,1,0,0,0,5,0,0,1,0,],
            [0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,6,0,],
            [0,1,2,1,2,1,0,1,2,1,0,6,0,0,0,0,1,0,],
            [0,0,0,0,0,0,0,0,0,0,0,1,6,1,6,1,6,0,],
            [0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,1,6,1,6,1,0,0,],
            [0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],
            [0,1,2,1,2,1,0,1,2,1,6,1,0,0,0,0,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,],
            [0,1,2,1,2,1,0,1,2,1,6,1,0,4,0,0,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,3,0,0,],
            [0,1,2,1,2,1,0,1,2,1,6,1,0,0,0,4,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,0,],
            [0,1,2,1,2,1,0,1,2,1,6,1,0,0,0,0,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],
            [0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
            [0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,0,],
            [0,1,2,1,2,1,0,1,2,1,0,2,2,2,0,2,2,2,],
            [0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,2,],
            [0,1,2,1,2,1,0,1,2,1,0,2,0,0,0,0,0,2,],
        );
    }
    Terrain.prototype={
        files:[],
        maps:[],
        
        // method
        paint:function(ctx){
            for(var i=0;i<this.maps.length;i++){
                var arr=this.maps[i];
                
                for(var j=0;j<arr.length;j++){
                    var value=arr[j];
                    
                    var img=new Image();
                    img.src=this.files[value];
                    
                    ctx.drawImage(img,i*BL,j*BL);
                }
            }
        },
        
        // 是否有障碍
        hasObstacle:function(i,j){
            if(i<0 || i>=this.maps.length){
                return true;
            }
            var arr=this.maps[i];
            if(j<0 || j>=arr.length){
                return true;
            }
            var value=arr[j];
            if(value==0){
                return false;
            }else{
                return true;
            }
        },
    
        getValue:function(i,j){
            if(i<0 || i>=this.maps.length){
                return undefined;
            }
            var arr=this.maps[i];
            if(j<0 || j>=arr.length){
                return undefined;
            }
            var value=arr[j];
            return value;
        },
        
        setValue:function(i,j,value){
            if(i<0 || i>=this.maps.length){
                return undefined;
            }
            var arr=this.maps[i];
            if(j<0 || j>=arr.length){
                return undefined;
            }
            arr[j]=value;
        },
        
        // 取得空点数组
        getEmptyPoints:function(count){
            var allEmptyPoints=[];
        
            for(var i=0;i<this.maps.length;i++){
                var arr=this.maps[i];
                
                for(var j=0;j<arr.length;j++){
                    var value=arr[j];
                    
                    if(value==0){
                        allEmptyPoints.push(new Point(i*BL,j*BL));
                    }
                }
            }
            
            var retval=[];
            //var n=allEmptyPoints.length;
            //console.log("allEmptyPoints.length="+allEmptyPoints.length);
            for(var i=0;i<count;i++){
                var seed=this.getRndFromZeroToN(allEmptyPoints.length-1);
                var p=allEmptyPoints[seed];
                retval.push(p);
            }
            
            return retval;
        },
    
        //------------------------------------------------------------
        // 得到0到N(包括N)的随机整数
        // 如果要得到数组里面的一个要把数组长度减一
        //------------------------------------------------------------
        getRndFromZeroToN:function(n){
            return Math.floor(Math.random()*(n+1));
        },
    }
    //---------------------------------------------------地形类定义结束-------------------------------------------------------------------<<
    
    //---------------------------------------------------英雄类定义开始------------------------------------------------------------------->>
    Hero=function(){
        this.pngs=[
            {left:0,top:10,40,height:40},
            {left:0,top:68,40,height:40},
            {left:0,top:123,40,height:40},
            {left:0,top:180,40,height:40},
        ];
    }
    Hero.prototype={
        pngs:[],
        x:19*BL,
        y:10*BL,
        xTo:19*BL,
        yTo:10*BL,
        step:BL,
        direction:'up',        // 面向
        alive:true,            // 是否活着
        explosionRange:4,    // 爆炸范围
        
        setDead:function(){
            //console.log('Hero dead');
            this.alive=false;
        },
        
        paint:function(ctx){
            var img=new Image();
            img.src='bowman.png';
            
            var index=0;
            if(this.direction=='up'){
                index=3;
            }
            if(this.direction=='down'){
                index=0;
            }
            if(this.direction=='left'){
                index=1;
            }
            if(this.direction=='right'){
                index=2;
            }
            var pos=this.pngs[index];
            ctx.drawImage(img,pos.left,pos.top,pos.width,pos.height,this.x,this.y,32,32);
        },
        
        move:function(direction){
            this.direction=direction;
            
            if(this.direction=='up'){
                this.yTo-=this.step;
            }
            if(this.direction=='down'){
                this.yTo+=this.step;
            }
            if(this.direction=='left'){
                this.xTo-=this.step;
            }
            if(this.direction=='right'){
                this.xTo+=this.step;
            }
            
            if(terrain.getValue(this.xTo/this.step,this.yTo/this.step)==0){
                this.x=this.xTo;
                this.y=this.yTo;
            }else{
                this.xTo=this.x;
                this.yTo=this.y;
            }
        },
        
        // 爆炸火焰一样对英雄造成伤害
        makeDeadInRange:function(explosions){
           for(var j=0;j<explosions.length;j++){
                var point=explosions[j];
    
                //  爆炸范围判断符合实际情况
                var xx=Math.pow((this.x-point.x),2);
                var yy=Math.pow((this.y-point.y),2);
                var distance=Math.sqrt(xx+ yy);
                if(distance<BL/2){
                    this.setDead();
                }
           }
        },
    }
    //---------------------------------------------------英雄类定义结束-------------------------------------------------------------------<<
    
    
    //---------------------------------------------------点类定义开始------------------------------------------------------------------->>
    Point=function(x,y){
        this.x=x;
        this.y=y;
    }
    Point.prototype={
        x:0,            // 横坐标
        y:0,            // 纵坐标
    }
    //---------------------------------------------------点类定义结束-------------------------------------------------------------------<<
    
    
    //---------------------------------------------------怪物类定义开始------------------------------------------------------------------->>
    Monster=function(x,y){
        this.x=x;
        this.y=y;
        steps=[1,2,4,8];
        
        var rndSeed=this.getRndFromZeroToN(steps.length-1);
        
        this.step=steps[rndSeed];
        
        this.files=["monster1.png",               //  0
                    "monster1Dead.png",            //  1
                    "monster2.png",               //  2
                    "monster2Dead.png",            //  3
                    "monster3.png",               //  4
                    "monster3Dead.png",            //  5
                    "monster4.png",               //  6
                    "monster4Dead.png",            //  7
                    ];    
    }
    Monster.prototype={
        x:0,            // 横坐标,乘以32等于真正的横坐标
        y:0,            // 纵坐标,乘以32等于真正的纵坐标
        step:1,            // 行走速度
        steps:[],        // 行走速度数组
        direction:'',    // 方向
        files:[],        // 显示图片
        alive:true,        // 是否活着
        thinking:true,    // 是否在找路
        targetPoint:[],
        
        // 设置死亡
        setDead:function(){
            this.alive=false;
        },
        
        // 成倍提升速度
        doubleStep:function(){
            this.step*=2;
            
            if(this.step>=512){
                this.step=512;
            }
        },
        
        // 移动
        move:function(){
            if(this.alive){
                if(this.thinking==true){
                    // 思考下一步往哪里走
                    targetPoint=null;
                    
                    // 选择偏向英雄的方向
                    var xDiff=this.x-hero.x;
                    var yDiff=this.y-hero.y;
                                                    
                    var emptyPlaces=[];
                    var monsterX=parseInt(this.x/BL,10);
                    var monsterY=parseInt(this.y/BL,10);
                    var pointsTmp=[];
                    
                    if(xDiff>=0){
                        // 左边方格
                        for(var i=1;i<=this.step;i++){
                            var hasObstacle=terrain.hasObstacle(monsterX-i,monsterY);
                            if(hasObstacle==false){
                                pointsTmp.push(new Point(monsterX-i,monsterY));
                            }else{
                                break;
                            }
                        }
                        if(pointsTmp.length>0){
                            emptyPlaces.push(pointsTmp[pointsTmp.length-1]);
                            pointsTmp=[];
                        }
                    }
    
                    if(xDiff<0){
                        // 右边方格
                        for(var i=1;i<=this.step;i++){
                            var hasObstacle=terrain.hasObstacle(monsterX+i,monsterY);
                            if(hasObstacle==false){
                                pointsTmp.push(new Point(monsterX+i,monsterY));
                            }else{
                                break;
                            }
                        }
                        if(pointsTmp.length>0){
                            emptyPlaces.push(pointsTmp[pointsTmp.length-1]);
                            pointsTmp=[];
                        }
                    }
                    
                    if(yDiff>=0){
                        // 上边方格
                        for(var i=1;i<=this.step;i++){
                            var hasObstacle=terrain.hasObstacle(monsterX,monsterY-i);
                            if(hasObstacle==false){
                                pointsTmp.push(new Point(monsterX,monsterY-1));
                            }else{
                                break;
                            }
                        }
                        if(pointsTmp.length>0){
                            emptyPlaces.push(pointsTmp[pointsTmp.length-1]);
                            pointsTmp=[];
                        }
                    }
                    
                    if(yDiff<0){
                        // 下边方格
                        for(var i=1;i<=this.step;i++){
                            var hasObstacle=terrain.hasObstacle(monsterX,monsterY+i);
                            if(hasObstacle==false){
                                pointsTmp.push(new Point(monsterX,monsterY+1));
                            }else{
                                break;
                            }
                        }
                        if(pointsTmp.length>0){
                            emptyPlaces.push(pointsTmp[pointsTmp.length-1]);
                            pointsTmp=[];
                        }
                    }
                    
                    //  下面是随机选择方向
                    var rndSeed=this.getRndFromZeroToN(emptyPlaces.length-1);
                    this.targetPoint=emptyPlaces[rndSeed];
                    
                    
                    
                    //console.log(targetPoint);
                    
                    if(this.targetPoint!=null){
                        //console.log(this.targetPoint);
                        this.thinking=false;
                    }                
                }else{
                    // 思考好了就走
                    var targetX=this.targetPoint.x*BL;
                    var targetY=this.targetPoint.y*BL;
                    
                    //console.log(this.targetPoint,this.x,this.y);
                    
                    if(targetX==this.x && targetY<this.y){
                        this.y-=this.step;
                    }
                    if(targetX==this.x && targetY>this.y){
                        this.y+=this.step;
                    }
                    if(targetX<this.x && targetY==this.y){
                        this.x-=this.step;
                    }
                    if(targetX>this.x && targetY==this.y){
                        this.x+=this.step;
                    }
                    if(targetX==this.x && targetY==this.y){
                        this.thinking=true;
                    }
                }
                
            }
        },
        
        //------------------------------------------------------------
        // 得到0到N(包括N)的随机整数
        // 如果要得到数组里面的一个要把数组长度减一
        //------------------------------------------------------------
        getRndFromZeroToN:function(n){
            return Math.floor(Math.random()*(n+1));
        },
    
        // 画怪物
        paint:function(ctx){
            var img=new Image();
            
            if(this.alive==true && this.step==1){
                img.src=this.files[0];
            }
            if(this.alive==false && this.step==1){
                img.src=this.files[1];
            }
            if(this.alive==true && this.step==2){
                img.src=this.files[2];
            }
            if(this.alive==false && this.step==2){
                img.src=this.files[3];
            }
            if(this.alive==true && this.step==4){
                img.src=this.files[4];
            }
            if(this.alive==false && this.step==4){
                img.src=this.files[5];
            }
            if(this.alive==true && this.step>=8){
                img.src=this.files[6];
            }
            if(this.alive==false && this.step>=8){
                img.src=this.files[7];
            }
            
            ctx.drawImage(img,this.x,this.y);
        },
        
    }
    //---------------------------------------------------怪物类定义结束-------------------------------------------------------------------<<
    
    //---------------------------------------------------怪物管理类定义开始------------------------------------------------------------------->>
    MonsterMng=function(){
        this.addMonster(9);
    }
    MonsterMng.prototype={
        monsters:[],
        
        // 生成怪物,测试用
        generateMonsters:function(){
            this.monsters=new Array();
            this.monsters.push(new Monster(1*BL,1*BL,3));
            this.monsters.push(new Monster(1*BL,10*BL,3));
            this.monsters.push(new Monster(16*BL,16*BL,2));
            this.monsters.push(new Monster(10*BL,13*BL,5));
            this.monsters.push(new Monster(10*BL,10*BL,6));
            this.monsters.push(new Monster(24*BL,1*BL,1));
        },
        
        // 画怪物
        paint:function(ctx){
            
            for(var i=0;i<this.monsters.length;i++){
                var m=this.monsters[i];
                m.paint(ctx);
            }
            
            // 写怪物数目
            ctx.textAlign = 'left';
            ctx.textBaseline = 'middle';
            ctx.font="bold 24px 宋体";
            ctx.fillStyle='maroon';
            ctx.fillText("Monsters:"+this.getAliveMonsterNum(),ctx.canvas.width-5*BL,BL/2);
        },
        
        // 让怪物移动
        move:function(ctx){
            for(var i=0;i<this.monsters.length;i++){
                var m=this.monsters[i];
                m.move();
            }
        },
        
        // 得到活着的怪兽数量
        getAliveMonsterNum:function(){
            var count=0;
            
            for(var i=0;i<this.monsters.length;i++){
                var m=this.monsters[i];
                if(m.alive){
                    count++;
                }
            }
            
            return count;
        },
        
        // 得到活着的怪兽数组
        getAliveMonsters:function(ctx){
            var arr=[];
            
            for(var i=0;i<this.monsters.length;i++){
                var m=this.monsters[i];
                if(m.alive==true){
                    arr.push(m);
                }
            }
            
            return arr;
        },
        
        // 判断怪物还是否存在
        hasMonster:function(){
            var count=this.getAliveMonsterNum();
            
            return count==0;
        },
        
        // 看英雄是否碰到怪物
        isTouched:function(heroX,heroY){
            for(var i=0;i<this.monsters.length;i++){
                var monster=this.monsters[i];
    
                var monsterX=parseInt(monster.x/BL,10);
                var monsterY=parseInt(monster.y/BL,10);
    
                //console.log('isTouched',heroX,heroY,monsterX,monsterY);
                if(heroX==monsterX && heroY==monsterY && monster.alive==true){
                    //console.log('touched',heroX,heroY,monsterX,monsterY);
                    return true;
                }
            }
            
            return false;
        },
        
        // 看有没有怪物了
        noMonster:function(heroX,heroY){
            var count=0;
        
            for(var i=0;i<this.monsters.length;i++){
                var monster=this.monsters[i];
    
                if(monster.alive){
                    count++;
                }
            }
            
            return count==0;
        },
        
        // 将爆炸范围内的怪物致死
        makeDeadInRange:function(explosions){
            //console.log(explosions);
            for(var i=0;i<this.monsters.length;i++){
                var monster=this.monsters[i];
    
                if(monster.alive){
                   for(var j=0;j<explosions.length;j++){
                        var point=explosions[j];
                        //console.log(monster.x,monster.y,point.x,point.y);
                        /*if(monster.x==point.x && monster.y==point.y){  // 精确判断不符合实际情况
                            monster.setDead();
                        }*/
                        
                        // 范围判断符合实际情况
                        var xx=Math.pow((monster.x-point.x),2);
                        var yy=Math.pow((monster.y-point.y),2);
                        var distance=Math.sqrt(xx+ yy);
                        if(distance<BL/2){
                            monster.setDead();
                        }
                   }
                }
            }
        },
        
        // 添加怪物
        addMonster:function(n){
            this.monsters=new Array();
            var points=terrain.getEmptyPoints(n);
            
            for(var i=0;i<points.length;i++){
                var p=points[i];
                
                this.monsters.push(new Monster(p.x,p.y));
                //this.bonusArr.push(new Bonus(p.x,p.y));
            }
            
            console.log(this.monsters);
        },
    }
    //---------------------------------------------------怪物管理类定义结束-------------------------------------------------------------------<<
    
    //---------------------------------------------------炸弹类定义开始------------------------------------------------------------------->>
    Bomb=function(x,y,explosionRange){
        this.x=x;
        this.y=y;
        
        // 放下炸弹,让其起障碍作用
        var bombX=parseInt(this.x/BL,10);
        var bombY=parseInt(this.y/BL,10);
        terrain.setValue(bombX,bombY,7);
        
        this.explosionRange=explosionRange;
        this.files=['bomb1.png','bomb2.png','bomb3.png','bomb4.png'];
    }
    Bomb.prototype={
        x:0,            // 横坐标
        y:0,            // 纵坐标
        files:[],        // 表现炸弹的图片
        level:0,        // 等级,越高越解决爆炸
        exploded:false, // 是否爆炸
        explosionRange:1,// 爆炸范围
        
        // 画炸弹
        paint:function(ctx){
            if(this.exploded==false){
                var img=new Image();
                this.level+=0.75;
                
                if(this.level<20){
                    img.src=this.files[0];
                }else if(this.level>=20 && this.level<40){
                    img.src=this.files[1];
                }else if(this.level>=40 && this.level<60){
                    img.src=this.files[2];
                }else if(this.level>=60 && this.level<80){
                    img.src=this.files[3];
                }else if(this.level>=80 && this.level<100){
                    img.src=this.files[4];
                }else if(this.level>=100){
                    // 起爆
                    this.exploded=true;
                    
                    // 爆炸完毕,让其恢复通行
                    var bombX=parseInt(this.x/BL,10);
                    var bombY=parseInt(this.y/BL,10);
                    terrain.setValue(bombX,bombY,0);
                    
                    // 创建火焰对象
                    this.makeFire();
                }
    
                ctx.drawImage(img,this.x,this.y);
            }
        },
        
        // 制造火焰
        makeFire:function(){
            var emptyPlaces=[];
            var bombX=parseInt(this.x/BL,10);
            var bombY=parseInt(this.y/BL,10);
            //console.log(bombX,bombY);
    
            // Left
            for(var i=1;i<=this.explosionRange;i++){
                var hasObstacle=terrain.hasObstacle(bombX-i,bombY);
                if(hasObstacle==false){
                    emptyPlaces.push(new Point(bombX-i,bombY));
                }else{
                    break;
                }
            }
            
            // Right
            for(var i=1;i<=this.explosionRange;i++){
                var hasObstacle=terrain.hasObstacle(bombX+i,bombY);
                if(hasObstacle==false){
                    emptyPlaces.push(new Point(bombX+i,bombY));
                }else{
                    break;
                }
            }
            
            // Up
            for(var i=1;i<=this.explosionRange;i++){
                var hasObstacle=terrain.hasObstacle(bombX,bombY-i);
                if(hasObstacle==false){
                    emptyPlaces.push(new Point(bombX,bombY-i));
                }else{
                    break;
                }
            }
            
            // down
            for(var i=1;i<=this.explosionRange;i++){
                var hasObstacle=terrain.hasObstacle(bombX,bombY+i);
                if(hasObstacle==false){
                    emptyPlaces.push(new Point(bombX,bombY+i));
                }else{
                    break;
                }
            }
            
            // Center
            var hasObstacle=terrain.hasObstacle(bombX,bombY);
            if(hasObstacle==false){
                emptyPlaces.push(new Point(bombX,bombY));
            }
            
            //console.log(emptyPlaces);
            // 添加火焰对象
            for(var i=0;i<emptyPlaces.length;i++){
                var p=emptyPlaces[i];
                
                var f=new Fire(p.x*BL,p.y*BL);
                fires.push(f);
            }
        },
    }
    //---------------------------------------------------炸弹类定义结束-------------------------------------------------------------------<<
    
    //---------------------------------------------------火焰类定义开始------------------------------------------------------------------->>
    Fire=function(x,y){
        this.x=x;
        this.y=y;
        this.files=['fire1.png','fire2.png'];
    }
    Fire.prototype={
        x:0,            // 横坐标
        y:0,            // 纵坐标
        files:[],        // 火焰图片
        lifeTime:50,    // 显示时间
        
        paint:function(ctx){
            if(this.lifeTime>0){
                this.lifeTime--;
                
                var img=new Image();
                
                if(this.lifeTime>25){
                    img.src=this.files[0];
                }else{
                    img.src=this.files[1];
                }
            
                ctx.drawImage(img,this.x,this.y);
            }
        },
    }
    //---------------------------------------------------火焰类定义结束-------------------------------------------------------------------<<
    
    //---------------------------------------------------奖励类定义开始------------------------------------------------------------------->>
    Bonus=function(x,y){
        this.x=x;
        this.y=y;
        this.files=['bonus.png'];
    }
    Bonus.prototype={
        x:0,            // 横坐标
        y:0,            // 纵坐标
        files:[],        // 图片
        used:false,        // 是否使用过
        
        paint:function(ctx){
            if(this.used==false){
            
                var img=new Image();
                img.src=this.files[0];
            
                ctx.drawImage(img,this.x,this.y);
            }
        },
    }
    //---------------------------------------------------奖励类定义结束-------------------------------------------------------------------<<
    
    //---------------------------------------------------奖励管理类定义开始------------------------------------------------------------------->>
    BonusMng=function(x,y){
        this.bonusArr=new Array();
        
        this.addBonus(2);
    }
    BonusMng.prototype={
        bonusArr:[],        // 奖励数组
    
        paint:function(ctx){
            for(var i=0;i<this.bonusArr.length;i++){
                var b=this.bonusArr[i];
                b.paint(ctx);
            }
        },
        
        // 提升英雄的爆炸范围
        enlargeExplosionRange:function(hero){
            for(var i=0;i<this.bonusArr.length;i++){
                var b=this.bonusArr[i];
                
                if(b.used==false && b.x==hero.x && b.y==hero.y){
                    hero.explosionRange+=1;
                    b.used=true;
                    break;
                    
                    
                }
            }
            
            this.refresh();
        },
        
        // 提升怪物速度
        raiseSpeed:function(monsters){
            for(var i=0;i<monsters.length;i++){
                var monster=monsters[i];
                
                if(monster.alive==true){
                    for(var j=0;j<this.bonusArr.length;j++){
                        var b=this.bonusArr[j];
                        
                        if(b.used==false && b.x==monster.x && b.y==monster.y){
                            monster.doubleStep();
                            b.used=true;
                            
                            console.log(this.bonusArr);
                            
                        }
                    }
                }
            }
            
            this.refresh();
        },
        
        // 更新bonus
        refresh:function(){
            var count=0;
            for(var i=0;i<this.bonusArr.length;i++){
                var b=this.bonusArr[i];
                
                if(b.used==false){
                    count++;// 统计未被使用的bonus个数
                }
            }
            
            if(count==0){
                this.addBonus(1);// 如果没有bonus了再动态加几个
            }
        },
        
        addBonus:function(n){
            var points=terrain.getEmptyPoints(n);
            
            for(var i=0;i<points.length;i++){
                var p=points[i];
                this.bonusArr.push(new Bonus(p.x,p.y));
            }
        },
    }
    //---------------------------------------------------奖励管理类定义结束-------------------------------------------------------------------<<
    //-->
    </script>

    2019年3月9日21点28分 (PS:今天在博客园的排名从六百多上升到四百多,不知怎么回事)

    1.04版 让怪物吃奖励,改进了怪物寻路算法。2019年3月11日11点23分

  • 相关阅读:
    获取Unity和UGUUI内置组件的属性名
    Sqlite管理工具
    C#对象属性浅拷贝和深拷贝
    fbx查看软件
    如何区分Unity国内版和国际版
    Unity2019及Unity2020打包android的环境配置
    提高Unity编译dll的速度
    SpringBoot使用swagger
    SpringBoot 使用 Interceptor 拦截器
    SpringBoot 使用 Filter 过滤器
  • 原文地址:https://www.cnblogs.com/heyang78/p/10503128.html
Copyright © 2020-2023  润新知