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