• 原生js打飞机小游戏


    最近为了巩固一下原生的知识,然后拿了一个js小游戏来入手。主要也是为了学习和练手。

    js代码如下:

      1 window.onload = function(){
      2     var oBtn = document.getElementById('gameBtn');
      3     oBtn.onclick = function(){
      4         this.style.display = 'none';
      5         Game.init('div1');//把父级传进去
      6     };
      7 };
      8 //创建Game单体
      9 
     10 var Game  = {
     11     life:1,//生命值
     12     score:0,//获得分数
     13     direction:[1,1,1,1],//方向控制 -> 对应顺序是: 上 右 下 左 -> 1:表示开关打开
     14     autoShoot:1,//是否自动发射 -> 1:表示自动发射 0:表示空格键发射    
     15     oEnemy:{ //敌人的信息
     16         1:{style:'enemy1', blood:1, score:1},
     17         2:{style:'enemy2', blood:2, score:2},
     18         3:{style:'enemy3', blood:3, score:3}
     19     },
     20     air:{    //创建飞机
     21         style:'air1',//飞机
     22         bulletStyle:'bullet'//子弹
     23     },
     24     gk:{    //敌机矩阵 和 移动速度 时间
     25         colNum:20,
     26         iSpeedY:10,
     27         time:2000
     28     },
     29     init:function(id){    //启动函数
     30         this.oParent = document.getElementById(id);
     31         this.createScore();
     32         this.createAir();//创建飞机
     33         this.createField();//创建阵地
     34     },
     35     createScore : function(){  //创建积分
     36         var oS = document.createElement('div');
     37         oS.id = 'score';
     38         oS.innerHTML = '分数:<span>0</span>分';
     39         this.oParent.appendChild(oS);
     40         this.oSNum = oS.getElementsByTagName('span')[0];
     41     },    
     42     createAir:function(){
     43         var oAir = document.createElement('div');
     44         oAir.className = this.air.style;
     45         this.oAir = oAir;//全局
     46         this.oParent.appendChild( oAir );
     47         oAir.style.left = (this.oParent.offsetWidth - oAir.offsetWidth) / 2 + 'px';
     48         oAir.style.top = this.oParent.offsetHeight - oAir.offsetHeight + 'px';
     49         this.bindEventAir();//给飞机绑定操作事件,增加一个开关控制是否可以上下 
     50     },
     51     bindEventAir:function(){
     52         var This    = this,
     53             timer    = null,
     54             iNum    = 0;
     55         function show(dir,flag){ //方向 , 标志
     56             var leftPos     = flag[3],
     57                 upPos        = flag[0],
     58                 rightPos    = flag[1],
     59                 downPos        = flag[2]; 
     60             if(dir == 1 && leftPos){
     61                 This.oAir.style.left = (This.oAir.offsetLeft - 10) <= 0 ? '0' + 'px' :  (This.oAir.offsetLeft - 10) + 'px';
     62             } else if( dir == 3 && rightPos){
     63                 This.oAir.style.left = ( (This.oAir.offsetLeft + 10) >= (This.oParent.offsetWidth - This.oAir.offsetWidth)) ? (This.oParent.offsetWidth - This.oAir.offsetWidth) + 'px' : (This.oAir.offsetLeft + 10) + 'px';
     64             } else if( dir == 2 && upPos){
     65                 This.oAir.style.top = (This.oAir.offsetTop -10) <= 0 ? '0' + 'px': (This.oAir.offsetTop - 10) + 'px';
     66             } else if( dir == 4 && downPos){
     67                 This.oAir.style.top = ( (This.oAir.offsetTop + 10) >= (This.oParent.offsetHeight - This.oAir.offsetHeight) ) ? (This.oParent.offsetHeight - This.oAir.offsetHeight) + 'px': (This.oAir.offsetTop + 10) + 'px';
     68             }
     69             if(Game.autoShoot && iNum != 0){//假如是自动发射的话 就边移动边发射 而且排除其他键的干扰
     70                 This.createBullet();
     71             }
     72         }
     73         function getDirection(keycode){
     74             switch (keycode){
     75                 case 37://
     76                     iNum = 1;
     77                     break;
     78                 case 38://
     79                     iNum = 2;
     80                     break;
     81                 case 39://
     82                     iNum = 3;
     83                     break;
     84                 case 40://
     85                     iNum = 4;
     86                     break
     87                 default:
     88                     iNum = 0;
     89             }
     90             return iNum;
     91         }
     92         document.onkeydown = function(ev){
     93             var ev = ev || window.event;
     94             var code = ev.keyCode;
     95             if(!timer){
     96                 clearInterval(timer);
     97                 timer = setInterval(function(){
     98                     show(getDirection(code),Game.direction)
     99                 },30);
    100             }
    101         };
    102         document.onkeyup = function(ev){
    103             var ev = ev || window.event;
    104             clearInterval(timer);
    105             timer = null;
    106             iNum = 0;
    107             if(ev.keyCode == 32 && Game.life){//空格键 手动发射子弹
    108                 if(Game.autoShoot) return false; //假如自动发射 就return 掉
    109                 This.createBullet();//创建子弹
    110             }
    111         };
    112     },
    113     createBullet:function(){
    114         var oB = document.createElement('div');
    115         oB.className = this.air.bulletStyle;
    116         this.oParent.appendChild( oB );
    117         oB.style.left = this.oAir.offsetLeft + this.oAir.offsetWidth/2 + 'px';
    118         oB.style.top = this.oAir.offsetTop - 10 + 'px';
    119         this.runBullet( oB );//发射子弹
    120     },
    121     runBullet:function( oB ){
    122         var This = this;
    123         oB.timer = setInterval(function(){
    124             var T = oB.offsetTop - 10;
    125             if( T < -10 ){
    126                 clearInterval( oB.timer );
    127                 This.oParent.removeChild( oB );
    128             } else {
    129                 oB.style.top = T + 'px';
    130             }
    131             for(var i=0;i<This.aLi.length;i++){
    132                 if( This.pz(oB,This.aLi[i]) ){
    133                     if(This.aLi[i].blood == 1){                
    134                         This.oSNum.innerHTML = parseInt(This.oSNum.innerHTML) + This.aLi[i].score;
    135                         This.oUl.removeChild( This.aLi[i] );
    136                     }
    137                     else{
    138                         This.aLi[i].blood--;
    139                     }
    140                     This.oParent.removeChild(oB);
    141                     clearInterval(oB.timer);
    142                 }
    143             }
    144             if( This.aLi.length <= 3 ){
    145                 This.randomEnemy(document.getElementById('bee'));
    146             }            
    147         },30);
    148     },
    149     createField:function(){
    150         if( this.oUl ){//创建ul节点,然后方便插入敌机
    151             this.oParent.removeChild( this.oUl );
    152             clearInterval(this.oUl.timer);
    153         }
    154         var oUl = document.createElement('ul');
    155         this.oUl = oUl;
    156         oUl.id = 'bee';
    157         this.oParent.appendChild(oUl);
    158         oUl.style.width = this.gk.colNum * 40 + 'px';        
    159         oUl.style.left = (this.oParent.offsetWidth - oUl.offsetWidth)/2 + 'px';
    160         this.randomEnemy(oUl);//创建敌机
    161         this.timeToCreateEnemy = setInterval(function(){
    162             Game.randomEnemy(oUl);
    163         }, 50000);
    164     },
    165     randomEnemy:function(oUl){
    166         var This = this;
    167         this.aLi = null;
    168         var random = 35;
    169         var nowLi = [];        
    170         function _randomEnemy(i){//随机生成敌机
    171             i = (i % 3) + 1;
    172             return This.oEnemy[i];
    173         }
    174         nowLi.length = Math.floor(Math.random()* random) + 1;//随机产生这么多敌机
    175         var op = this.oParent.getElementsByTagName("li");
    176         if(op){
    177             This.oUl.innerHTML = '';
    178         }
    179         for( var i =0; i< nowLi.length; i++){
    180             var oLi = document.createElement('li');
    181             var enemy = _randomEnemy(i);
    182             oLi.className = enemy.style;
    183             oLi.blood = enemy.blood;
    184             oLi.speed = enemy.speed;
    185             oLi.score = enemy.score;
    186             oUl.appendChild(oLi);
    187         }
    188         items = oUl.getElementsByTagName('li');
    189         this.aLi = items;
    190         for(var i=0; i<items.length;i++){
    191             items[i].style.left = 40*(Math.floor(20*Math.random())) + 'px';
    192             items[i].style.top = 28*(Math.floor(10*Math.random())) + 'px';
    193         }
    194         this.runEnemy();//向前移动
    195     },
    196     runEnemy:function(){
    197         var This = this;
    198         if(This.timeRunEnemy){//每次都是先停止定时器再启动
    199             clearInterval(This.timeRunEnemy);
    200         }
    201         var maxTop = This.oParent.offsetHeight - 28;
    202         This.timeRunEnemy = setInterval(function(){
    203             for(var i=0; i<This.aLi.length;i++){
    204                 if(This.aLi[i].offsetTop < maxTop){
    205                     This.aLi[i].style.top = This.aLi[i].offsetTop + Game.gk.iSpeedY + 'px';
    206                     if( This.pz( This.oAir , This.aLi[i])){
    207                         alert('游戏结束');
    208                         This.life --;//生命值减一
    209                         clearInterval(This.timeRunEnemy);//清楚敌机跑的定时器
    210                         clearInterval(This.timeToCreateEnemy);//清楚随机产生敌机的定时器
    211                         This.direction = [0,0,0,0];//锁定方向键
    212                         This.autoShoot = 0;//禁止发射
    213                     }
    214                 } else {
    215                     This.oUl.removeChild( This.aLi[i] );//超出边界的就移除节点
    216                     if( This.aLi.length <= 10){
    217                         Game.randomEnemy(This.oUl);
    218                     }
    219                 }
    220             }            
    221         }, 500)
    222     },
    223     pz : function(obj1,obj2){  //碰撞检测
    224         var L1 = obj1.offsetLeft;
    225         var R1 = obj1.offsetLeft + obj1.offsetWidth;
    226         var T1 = obj1.offsetTop;
    227         var B1 = obj1.offsetTop + obj1.offsetHeight;
    228         var L2 = obj2.offsetLeft+obj2.parentNode.offsetLeft;
    229         var R2 = obj2.offsetLeft + obj2.offsetWidth + obj2.parentNode.offsetLeft;
    230         var T2 = obj2.offsetTop + obj2.parentNode.offsetTop;;
    231         var B2 = obj2.offsetTop + obj2.offsetHeight + obj2.parentNode.offsetTop;
    232         if( R1<L2 || L1>R2 || T1>B2 || B1<T2 ){
    233             return false;
    234         }
    235         else{
    236             return true;
    237         }
    238     }    
    239 };

    源码下载

  • 相关阅读:
    linux 下java jar包的方法
    (转)浅谈Java的输入输出流
    把java文件打包成jar文件
    C#ListView控件中列添加控件ComboBox,控件TextBox,添加时间选择列DateTimePicker
    <LabelId>k__BackingField反编译错误修改
    oracleI基础入门(6)sql语句And or Crazy
    oracleI基础入门(6)sql语句distinct Crazy
    oracleI基础入门(6)sql语句Order By Crazy
    oracleI基础入门(6)sql语句Like Crazy
    oracleI基础入门(6)sql语句count Crazy
  • 原文地址:https://www.cnblogs.com/violinxliu/p/3830488.html
Copyright © 2020-2023  润新知