• 微信飞机大战js


    体验一下:https://oleolema.github.io/Plane%20Wars/

    Game类

    (function () {
        var Game = window.Game = function () {
            //获取画布
            this.canvas = document.getElementsByClassName('mycanvas')[0];
            this.ctx = this.canvas.getContext('2d');
            //初始化窗口
            this.init();
            //资源对象
            this.R;
            //所有定时器
            this.allTimer = [];
            //加载资源
            var self = this;
            this.loadResources(function () {
                self.start();
            });
        }
        Game.prototype.start = function () {
            //备份game对象
            var self = this;
            //帧数
            self.fno = 0;
            //背景对象
            this.background = new Background();
            //界面对象
            this.interface = new Interface();
            this.interface.printBegin();
            this.interface.beginClick(function () {
                game.background.playAudio();
                //飞机对象
                self.plane = new Plane();
                //敌人对象
                self.enemy = new Enemy();
                //道具对象
                self.prop = new Prop();
                //游戏管理对象
                self.gameManager = new GameManager(self.plane, self.enemy, self.prop);
                self.gameManager.addEnemy();
                self.gameManager.addProp();
                self.begin();
    
            });
    
    
        }
        Game.prototype.begin = function () {
            var self = this;
            //定时器
            this.timer = setInterval(function () {
                //清屏
                self.ctx.clearRect(0, 0, self.canvas.width, self.canvas.height);
                //背景
                self.background.print();
                self.background.move();
                //敌人
                self.enemy.print();
                self.enemy.move();
                //游戏管理
                self.gameManager.enemyIsDie();
                self.gameManager.getProp();
                self.gameManager.upGrade();
                self.gameManager.planeDie();
                self.gameManager.printScore();
                //道具
                self.prop.print();
                self.prop.move();
                //飞机
                self.plane.arms.print();
                self.plane.arms.move();
                self.plane.print();
                self.plane.move();
                //FNO
                self.fno++;
                self.ctx.textAlign = 'left';
                self.ctx.font = '12px 黑体';
                self.ctx.fillText('FNO:' + self.fno, 0, 10);
            }, 20);
            this.allTimer.push(this.timer);
        }
        Game.prototype.init = function () {
            var windowW = document.documentElement.clientWidth;
            var windowH = document.documentElement.clientHeight;
            if (windowW > 414) {
                //大屏居中
                this.canvas.style.marginLeft = windowW / 2 - 207 + 'px';
                windowW = 414;
    
            }
            //812
            if (windowH > 750) {
                windowH = 750;
            }
            this.canvas.width = windowW;
            this.canvas.height = windowH;
            //禁止滑动
            window.ontouchmove = function (e) {
                e.preventDefault && e.preventDefault();
                e.returnValue = false;
                e.stopPropagation && e.stopPropagation();
                return false;
            };
        }
        Game.prototype.loadResources = function (callback) {
            this.R = {};
            var self = this;        //备份R,因为在xhr的监听函数中要用到
            var loadCount = 0;
            var xhr = new XMLHttpRequest();
            xhr.onreadystatechange = function () {
                if (xhr.readyState == 4) {
                    var Robj = JSON.parse(xhr.responseText);
                    //console.info(this);       这个this是xhr对象的
                    for (i in Robj.image) {
                        self.R[Robj.image[i].name] = new Image();
                        self.R[Robj.image[i].name].src = Robj.image[i].url;
                        self.R[Robj.image[i].name].onload = function () {
                            self.ctx.clearRect(0, 0, self.canvas.width, self.canvas.height);
                            self.ctx.font = '20px 楷体';
                            self.ctx.textAlign = 'center';
                            self.ctx.fillText('正在加载资源' + ++loadCount + '/' + Robj.image.length, self.canvas.width / 2, self.canvas.height / 2);
                            if (loadCount == Robj.image.length) {
                                callback();
                            }
                        }
                    }
                    // console.info(self.R);
                }
            }
            xhr.open('get', 'game.json', true);
            xhr.send(null);
        }
        Game.prototype.rand = function (a, b) {
            return parseInt(Math.random() * (b - a) + a);
        }
    }());

    背景类

    (function () {
        var Background = window.Background = function () {
            this.image = game.R.background;
            this.w = 480;
            this.h = 852;
            this.x = 0;
            this.y = -this.h;
        }
    
        Background.prototype.print = function () {
    
            game.ctx.drawImage(this.image, this.x, this.y, this.w, this.h);
            game.ctx.drawImage(this.image, this.x, this.y + this.h, this.w, this.h);
    
        }
        Background.prototype.move = function () {
            this.y++;
            if (this.y > 0) {
                this.y = -this.h;
            }
        }
        Background.prototype.playAudio = function () {
            this.audio = document.createElement("AUDIO");
            this.audio.src = "R/sound/game_music.mp3";
            document.body.appendChild(this.audio);
            this.audio.loop = true;
            this.audio.volume = 0.5;
            this.audio.play();
        }
        Background.prototype.pauseAudio = function () {
            this.audio.pause();
        }
    }());

    飞机类

    (function () {
        var Plane = window.Plane = function () {
            this.image = game.R.hero;
            this.dieImage = [game.R.hero1, game.R.hero2, game.R.hero3, game.R.hero4];
            this.w = 100;
            this.h = 124;
            this.x = game.canvas.width / 2 - this.w / 2;
            this.y = game.canvas.height - this.h;
            this.canvasLeft = game.canvas.offsetLeft;
            this.canvasTop = game.canvas.offsetTop;
            this.arms = new Arms(this);
        }
        Plane.prototype.print = function () {
            game.ctx.drawImage(this.image, this.x, this.y, this.w, this.h);
        }
        Plane.prototype.move = function () {
            var self = this;
            window.onmousemove = function (event) {
                if (event.x > self.canvasLeft && event.x < self.canvasLeft + game.canvas.width) {
                    self.x = event.x - self.w / 2 - self.canvasLeft;
                }
                if (event.y > self.canvasTop && event.y < self.canvasTop + game.canvas.height) {
                    self.y = event.y - self.h / 2;
                }
            }
            window.addEventListener("touchmove", function (event) {
                var ex = event.targetTouches[0].pageX;
                var ey = event.targetTouches[0].pageY;
                if (ex > self.canvasLeft && ex < self.canvasLeft + game.canvas.width) {
                    self.x = ex - self.w / 2 - self.canvasLeft;
                }
                if (ey > self.canvasTop && ey < self.canvasTop + game.canvas.height) {
                    self.y = ey - self.h / 2;
                }
            },false);
        }
    }());

    敌人类

    (function () {
        var Enemy = window.Enemy = function () {
            var self = this;
            this.allEnemy = [];
            this.audio = [];
            for (var i = 1; i < 4; i++) {
                this.audio[i] = document.createElement("AUDIO");
                document.body.appendChild(this.audio[i]);
            }
            this.audio[1].src = "R/sound/enemy0_down.mp3";
            this.audio[1].src = "R/sound/enemy1_down.mp3";
            this.audio[1].src = "R/sound/enemy2_down.mp3";
            this.Enemy0 = function () {
                this.num = 1;
                this.image = [game.R.enemy00, game.R.enemy01, game.R.enemy02, game.R.enemy03, game.R.enemy04];
                this.w = 51;
                this.h = 39;
                this.x = game.rand(0, game.canvas.width - this.w);
                this.y = -this.h;
                this.ms = game.rand(4, 10);
                this.hp = 1;
                self.allEnemy.push(this);
    
    
            }
            this.Enemy1 = function () {
                this.num = 2;
                this.image = [game.R.enemy10, game.R.enemy11, game.R.enemy12, game.R.enemy13, game.R.enemy14];
                this.w = 69;
                this.h = 89;
                this.x = game.rand(0, game.canvas.width - this.w);
                this.y = -this.h;
                this.ms = game.rand(2, 5);
                this.hp = 10;
                self.allEnemy.push(this);
            }
            this.Enemy2 = function () {
                this.num = 3;
                this.image = [game.R.enemy20, game.R.enemy21, game.R.enemy22, game.R.enemy23, game.R.enemy24];
                this.w = 165;
                this.h = 246;
                this.x = game.rand(0, game.canvas.width - this.w);
                this.y = -this.h;
                this.ms = game.rand(0.5, 2);
                this.hp = 30;
                self.allEnemy.push(this);
            }
        }
        Enemy.prototype.print = function () {
            for (i in this.allEnemy) {
                game.ctx.drawImage(this.allEnemy[i].image[0], this.allEnemy[i].x, this.allEnemy[i].y, this.allEnemy[i].w, this.allEnemy[i].h);
            }
        }
    
        Enemy.prototype.move = function () {
            for (i in this.allEnemy) {
                this.allEnemy[i].y += this.allEnemy[i].ms;
                if (this.allEnemy[i].y > game.canvas.height) {
                    this.allEnemy.splice(i, 1);
                }
            }
    
        }
    }());

    武器类

    (function () {
        var Arms = window.Arms = function (plane) {
            var self = this;
            //屏幕上的子弹
            this.box = [];
            this.plane = plane;
    
            //所有的武器
            this.allArms = {
                bullet: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bullet(0, 0));
                        self.audio.play();
                        self.audio.play();
                    }, 200);
                },
                bullet1: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bullet1(0, 0));
                        self.audio.play();
                    }, 130);
                },
                bomb: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bomb(0, 0));
                        self.audio.play();
                    }, 500);
                },
                bulletTwo: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bullet(-30, 30));
                        self.box.push(new self.Bullet(30, 30));
                        self.audio.play();
                    }, 200);
                },
                bullet2: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bullet2(0, 0));
                        self.audio.play();
                    }, 80);
                },
                bulletTwo1: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bullet1(-30, 30));
                        self.box.push(new self.Bullet1(30, 30));
                        self.audio.play();
                    }, 130);
                },
                bulletTwo2: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bullet2(-30, 30));
                        self.box.push(new self.Bullet2(30, 30));
                        self.audio.play();
                    }, 80);
                },
                bulletThree: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bullet(-30, 30));
                        self.box.push(new self.Bullet(0, 0));
                        self.box.push(new self.Bullet(30, 30));
                        self.audio.play();
                    }, 200);
                },
                bulletThree1: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bullet1(-30, 30));
                        self.box.push(new self.Bullet1(0, 0));
                        self.box.push(new self.Bullet1(30, 30));
                        self.audio.play();
                    }, 130);
                },
                bulletThree2: function () {
                    return setInterval(function () {
                        self.audio.load();
                        self.box.push(new self.Bullet2(-30, 30));
                        self.box.push(new self.Bullet2(0, 0));
                        self.box.push(new self.Bullet2(30, 30));
                        self.audio.play();
                    }, 80);
                },
            }
            //初始化武器
            this.grade = [];
            this.gradeTop = 0;
            for (i in this.allArms) {
                if (i != "bomb") {
                    this.grade.push(i);
                }
            }
            this.use = this.allArms[this.grade[this.gradeTop]]();
            game.allTimer.push(this.use);
            //加载音乐
            this.audio = document.createElement("AUDIO");
            this.audio.src = "R/sound/bullet.mp3";
            document.body.appendChild(this.audio);
            this.audio1 = document.createElement("AUDIO");
            this.audio1.src = "R/sound/out_porp.mp3";
            document.body.appendChild(this.audio1);
            this.Bullet = function (x, y) {
                this.image = game.R.bullet;
                this.w = 22;
                this.h = 22;
                this.x = x;
                this.y = y;
                this.ms = 40;
                this.power = 1;
                this.x = this.x + self.plane.w / 2 + self.plane.x - this.w / 2;
                this.y += self.plane.y;
    
            }
            this.Bullet1 = function (x, y) {
                this.image = game.R.bullet1;
                this.w = 9;
                this.h = 21;
                this.x = x;
                this.y = y;
                this.ms = 30;
                this.fm = 150;
                this.power = 1.5;
                this.x = this.x + self.plane.w / 2 + self.plane.x - this.w / 2;
                this.y += self.plane.y;
    
            }
            this.Bullet2 = function (x, y) {
                this.image = game.R.bullet2;
                this.w = 9;
                this.h = 21;
                this.x = x;
                this.y = y;
                this.ms = 30;
                this.fm = 50;
                this.power = 2;
                this.x = this.x + self.plane.w / 2 + self.plane.x - this.w / 2;
                this.y += self.plane.y;
    
            }
            this.Bomb = function (x, y) {
                this.image = game.R.bomb;
                this.w = 63;
                this.h = 53;
                this.x = x;
                this.y = y;
                this.ms = 5;
                this.fm = 500;
                this.power = 20;
                this.x = this.x + self.plane.w / 2 + self.plane.x - this.w / 2;
                this.y += self.plane.y;
    
            }
        }
        Arms.prototype.useNext = function (flag) {
            if (flag != undefined) {
                clearInterval(this.use);
                this.use = this.allArms[this.grade[++this.gradeTop]]();
            }
            else if (this.gradeTop < this.grade.length - 1) {
                var self = this;
                clearInterval(this.use);
                this.use = this.allArms[this.grade[++this.gradeTop]]();
                var timer = setTimeout(function () {
                    self.usePrevious();
                    self.audio1.load();
                    self.audio1.play();
                }, 5000);
            }
        }
        Arms.prototype.usePrevious = function () {
            if (this.gradeTop > 0) {
                clearInterval(this.use);
                this.use = this.allArms[this.grade[--this.gradeTop]]();
            }
        }
        Arms.prototype.useBomb = function () {
            var self = this;
            clearInterval(this.use);
            this.use = this.allArms['bomb']();
            var timer = setTimeout(function () {
                self.audio1.load();
                clearInterval(self.use);
                self.use = self.allArms[self.grade[self.gradeTop]]();
                self.audio1.play();
            }, 8000);
        }
        Arms.prototype.print = function () {
            for (i in this.box) {
                game.ctx.drawImage(this.box[i].image, this.box[i].x, this.box[i].y, this.box[i].w, this.box[i].h);
            }
        }
        Arms.prototype.changeUse = function (bullet) {
            clearInterval(this.use);
            this.use = bullet();
        }
        Arms.prototype.move = function () {
            for (i in this.box) {
                this.box[i].y -= this.box[i].ms;
                //清理屏幕外面的子弹
                if (this.box[i].x < 0 || this.box[i].y < 0 || this.box[i].x > game.canvas.width || this.box[i].y > game.canvas.height) {
                    this.box.splice(i, 1);
                }
            }
        }
    }());

    道具类

    (function () {
        var Prop = window.Prop = function () {
            var self = this;
            this.allProp = [];
            this.Prop1 = function () {
                this.num = 1;
                this.image = game.R.prop1;
                this.w = 58;
                this.h = 88;
                this.x = game.rand(0, game.canvas.width - this.w);
                this.y = -this.h;
                this.ms = 1.5;
                self.allProp.push(this);
            }
            this.Prop2 = function () {
                this.num = 2;
                this.image = game.R.prop2;
                this.w = 60
                this.h = 103;
                this.x = game.rand(0, game.canvas.width - this.w);
                this.y = -this.h;
                this.ms = 1.5;
                self.allProp.push(this);
            }
            this.audio = document.createElement("AUDIO");
            this.audio.src = "R/sound/get_double_laser.mp3";
            document.body.appendChild(this.audio);
        }
        Prop.prototype.print = function () {
            for (i in this.allProp) {
                game.ctx.drawImage(this.allProp[i].image, this.allProp[i].x, this.allProp[i].y, this.allProp[i].w, this.allProp[i].h);
            }
        }
        Prop.prototype.move = function () {
            for (i in this.allProp) {
                this.allProp[i].y += this.allProp[i].ms;
            }
        }
    }());

    游戏管理类

    (function () {
        var GameManager = window.GameManager = function (plane, enemy, prop) {
            this.plane = plane;
            this.enemy = enemy;
            this.prop = prop;
            this.box = this.plane.arms.box;
            this.allEnemy = this.enemy.allEnemy;
            this.allProp = this.prop.allProp;
            this.score = 0;
            this.maxScore = parseInt(localStorage.getItem("maxScore") || 0);
            this.previousScore = this.score;
            this.audio = document.createElement("AUDIO");
            document.body.appendChild(this.audio);
        }
        GameManager.prototype.enemyIsDie = function () {
            //子弹是否射到敌人
            for (i in this.box) {
                for (var j = 0; j < this.allEnemy.length; j++) {
                    if (this.box[i].x + this.box[i].w > this.allEnemy[j].x && this.box[i].x < this.allEnemy[j].x + this.allEnemy[j].w && this.box[i].y < this.allEnemy[j].y + this.allEnemy[j].h && this.box[i].y + this.box[i].h > this.allEnemy[j].y && this.allEnemy[j].hp > 0) {
                        var power = this.box[i].power;
                        this.box[i].power -= this.allEnemy[j].hp;
                        this.allEnemy[j].hp -= power;
                        if (this.allEnemy[j].hp <= 0) {
                            if (this.allEnemy[j].num == 1) {
                                this.enemy.audio[1].load();
                                this.score += 10;
                                this.enemy.audio[1].play();
                            }
                            else if (this.allEnemy[j].num == 2) {
                                this.enemy.audio[1].load();
                                this.score += 50;
                                this.enemy.audio[1].play();
                            }
                            else if (this.allEnemy[j].num == 3) {
                                this.enemy.audio[1].load();
                                this.score += 100;
                                this.enemy.audio[1].play();
                            }
                            //备份对象
                            var self = this;
                            var x = self.allEnemy[j].x;
                            var y = self.allEnemy[j].y;
                            var w = self.allEnemy[j].w;
                            var h = self.allEnemy[j].h;
                            var image = self.allEnemy[j].image.splice(0, 4);
                            this.allEnemy.splice(j, 1);
    
                            //击败动画
                            (function () {
                                var step = 0;
                                var timer = setInterval(function () {
                                    if (game.fno % 10 == 0) {
                                        step++;
                                    }
                                    if (step > 3) {
                                        clearInterval(timer);
                                        return;
                                    }
                                    game.ctx.drawImage(image[step], x, y, w, h);
                                }, 20);
                            }());
                        }
                        if (--this.box[i].power <= 0) {
                            this.box.splice(i, 1);
                            break;
                        }
                    }
                }
            }
        }
        GameManager.prototype.getProp = function () {
            for (i in this.allProp) {
                if (this.allProp[i].x + this.allProp[i].w > this.plane.x && this.allProp[i].x < this.plane.x + this.plane.w && this.allProp[i].y + this.allProp[i].h > this.plane.y && this.allProp[i].y < this.plane.y + this.plane.h) {
                    game.prop.audio.load();
                    if (this.allProp[i].num == 1) {
                        this.allProp.splice(i, 1);
                        this.plane.arms.useNext();
                    }
                    else if (this.allProp[i].num == 2) {
                        this.allProp.splice(i, 1);
                        this.plane.arms.useBomb();
                    }
                    game.prop.audio.play();
                }
            }
        }
        GameManager.prototype.addEnemy = function () {
            var self = this;
            var time = 0;
            var timer = setInterval(function () {
                time++;
                for (var i = 0; i <= (self.score / 1000); i++) {
                    if (time % 100 == 0) {
                        new self.enemy.Enemy0();
                    }
                    if (time % 300 == 0) {
                        new self.enemy.Enemy1();
                    }
                    if (time % 500 == 0) {
                        new self.enemy.Enemy2();
                    }
                }
            }, 20);
            game.allTimer.push(timer);
    
        }
        GameManager.prototype.addProp = function () {
            var self = this;
            var time = 0
            var timer;
            setInterval(function () {
                time++;
                if (time % 600 == 0 || time == 20) {
                    new self.prop.Prop1();
                }
                if (time % 1100 == 0) {
                    new self.prop.Prop2();
                }
            }, 20);
            game.allTimer.push(timer);
    
        }
        GameManager.prototype.printScore = function () {
            game.ctx.font = "20px 楷体"
            game.ctx.fillText("分数 " + this.score, game.canvas.width - 150, 20);
            game.ctx.closePath();
        }
        GameManager.prototype.upGrade = function () {
            if (this.score > this.previousScore * 1.7 && this.score >= 500) {
                this.audio.load();
                this.audio.volume = 1;
                this.audio.src = "R/sound/get_bomb.mp3";
                this.audio.play();
                this.previousScore = this.score;
                this.plane.arms.useNext(1);
            }
        }
        //游戏结束
        GameManager.prototype.planeDie = function () {
            for (i in this.allEnemy) {
                if (this.allEnemy[i].x + this.allEnemy[i].w > this.plane.x + 20 && this.allEnemy[i].x < this.plane.x + this.plane.w - 20 && this.allEnemy[i].y + this.allEnemy[i].h > this.plane.y + 30 && this.allEnemy[i].y < this.plane.y + this.plane.h - 30) {
                    var self = this;
                    this.audio.src = "R/sound/game_over.mp3";
                    this.audio.volume = 0.5;
                    this.audio.play();
    
                    game.background.audio.pause();
                    //击败动画
                    (function () {
                        var step = 0;
                        var timer = setInterval(function () {
                            if (game.fno % 15 == 0) {
                                step++;
                            }
                            if (step > 3) {
                                clearInterval(timer);
                                for (i in game.allTimer) {
                                    clearInterval(game.allTimer[i]);
                                }
                                clearInterval(game.plane.arms.use);
                                setTimeout(function () {
                                    clearInterval(game.plane.arms.use);
                                }, 8000);
                                game.interface.printGameover();
                                return;
                            }
                            game.ctx.drawImage(self.plane.dieImage[step], self.plane.x, self.plane.y, self.plane.w, self.plane.h);
                        }, 10);
                    }());
                    console.info("over");
                }
            }
        }
    }());

    界面类

    (function () {
        var Interface = window.Interface = function () {
            this.canvasLeft = game.canvas.offsetLeft;    
            this.begin = {
                image: game.R.name,
                w: 429 * 0.7,
                h: 84 * 0.7,
                x: game.canvas.width / 2 - 429 * 0.7 / 2,
                y: 20,
            }
            this.beginText = {
                text: "开始游戏",
                x: game.canvas.width / 2 - 60,
                y: game.canvas.height / 2,
                w: 120,
                h: 30
            }
            this.pause = {
                image: [game.R.resume, game.R.restart, game.R.quit],
                w: [54, 110, 112],
                h: [26, 28, 24],
                x: [game.canvas.width / 2 - 25, game.canvas.width / 2 - 50, game.canvas.width / 2 - 50],
                y: [game.canvas.height / 2 * 0.618, game.canvas.height / 2 * 0.618 + 100, game.canvas.height / 2 * 0.618 + 200],
            }
            this.gameover = {
                image: game.R.gameover,
                w: game.canvas.width,
                h: 852 / 480 * game.canvas.width,
                x: 0,
                y: 0
            }
        }
        Interface.prototype.printBegin = function () {
            //清屏
            game.ctx.clearRect(0, 0, game.canvas.width, game.canvas.height);
            game.background.print();
            game.background.move();
            game.ctx.drawImage(this.begin.image, this.begin.x, this.begin.y, this.begin.w, this.begin.h);
            game.ctx.textAlign = 'left';
            game.ctx.font = '30px 楷体';
            game.ctx.fillText("开始游戏", this.beginText.x, this.beginText.y);
        }
        Interface.prototype.beginClick = function (callback) {
            var self = this;
            game.canvas.onmousedown = function (e) {
                var x = e.x - self.canvasLeft;
                var y = e.y;
                if (x > self.beginText.x && x < self.beginText.x + self.beginText.w && y > self.beginText.y - self.beginText.h && y < self.beginText.y) {
                    callback();
                }
            }
        }
        Interface.prototype.printPause = function () {
            for (var i = 0; i < 3; i++) {
                game.ctx.drawImage(this.pause.image[i], this.pause.x[i], this.pause.y[i], this.pause.w[i], this.pause.h[i]);
            }
        }
        Interface.prototype.printGameover = function () {
            if (game.gameManager.maxScore < game.gameManager.score) {
                game.gameManager.maxScore = game.gameManager.score;
            }
            localStorage.setItem("maxScore", game.gameManager.maxScore);
            game.ctx.clearRect(0, 0, game.canvas.width, game.canvas.height);
            game.ctx.drawImage(this.gameover.image, this.gameover.x, this.gameover.y, this.gameover.w, this.gameover.h);
            game.ctx.textAlign = 'center';
            game.ctx.font = '70px 楷体';
            game.ctx.fillText(game.gameManager.maxScore, this.beginText.x, this.beginText.y - 30);
            game.ctx.fillText(game.gameManager.score, this.beginText.x, this.beginText.y + 230);
            var click = window.onclick = function(){
                window.location.reload();            
            }
        }
    }());

    html文件

    <!DOCTYPE html>
    <html lang="en">
    <head>
        <meta charset="UTF-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no"
        />
        <meta http-equiv="X-UA-Compatible" content="ie=edge">
        <title>Game</title>
        <style>
            * {
                margin: 0px;
                padding: 0px;
            }
        </style>
    </head>
    
    <body>
        <canvas class="mycanvas"></canvas>
        <audio class="myaudio"></audio>
    </body>
    <script src="Game.js"></script>
    <script src="Background.js"></script>
    <script src="Plane.js"></script>
    <script src="Arms.js"></script>
    <script src="Enemy.js"></script>
    <script src="GameManager.js"></script>
    <script src="Prop.js"></script>
    <script src="Interface.js"></script>
    <script>
        var game = new Game();
    </script>
    
    </html>

    json文件

    {
        "image": [
            {
                "name": "background",
                "url": "R/image/background.png"
            },
            {
                "name": "bullet",
                "url": "R/image/bullet.png"
            },
            {
                "name": "bullet1",
                "url": "R/image/bullet1.png"
            },
            {
                "name": "bullet2",
                "url": "R/image/bullet2.png"
            },
            {
                "name": "bomb",
                "url": "R/image/bomb.png"
            },
            {
                "name": "enemy00",
                "url": "R/image/enemy0.png"
            },
            {
                "name": "enemy01",
                "url": "R/image/enemy0_down1.png"
            },
            {
                "name": "enemy02",
                "url": "R/image/enemy0_down2.png"
            },
            {
                "name": "enemy03",
                "url": "R/image/enemy0_down3.png"
            },
            {
                "name": "enemy04",
                "url": "R/image/enemy0_down4.png"
            },
            {
                "name": "enemy10",
                "url": "R/image/enemy1.png"
            },
            {
                "name": "enemy11",
                "url": "R/image/enemy1_down1.png"
            },
            {
                "name": "enemy12",
                "url": "R/image/enemy1_down2.png"
            },
            {
                "name": "enemy13",
                "url": "R/image/enemy1_down3.png"
            },
            {
                "name": "enemy14",
                "url": "R/image/enemy1_down4.png"
            },
            {
                "name": "enemy20",
                "url": "R/image/enemy2.png"
            },
            {
                "name": "enemy21",
                "url": "R/image/enemy2_down1.png"
            },
            {
                "name": "enemy22",
                "url": "R/image/enemy2_down2.png"
            },
            {
                "name": "enemy23",
                "url": "R/image/enemy2_down3.png"
            },
            {
                "name": "enemy24",
                "url": "R/image/enemy2_down4.png"
            },
            {
                "name": "hero",
                "url": "R/image/hero1.png"
            },
            {
                "name": "hero1",
                "url": "R/image/hero_blowup_n1.png"
            },
            {
                "name": "hero2",
                "url": "R/image/hero_blowup_n2.png"
            },
            {
                "name": "hero3",
                "url": "R/image/hero_blowup_n3.png"
            },
            {
                "name": "hero4",
                "url": "R/image/hero_blowup_n4.png"
            },
            {
                "name": "prop1",
                "url": "R/image/prop_type_0.png"
            },
            {
                "name": "prop2",
                "url": "R/image/prop_type_1.png"
            },
            {
                "name": "name",
                "url": "R/image/name.png"
            },
            {
                "name": "button1",
                "url": "R/image/button_nor.png"
            },
            {
                "name": "quit",
                "url": "R/image/quit_nor.png"
            },
            {
                "name": "restart",
                "url": "R/image/restart_nor.png"
            },
            {
                "name": "resume",
                "url": "R/image/resume_nor.png"
            },
            {
                "name": "gameover",
                "url": "R/image/gameover.png"
            }
            
        ]
    }
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  • 原文地址:https://www.cnblogs.com/oleolema/p/9494686.html
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