小编给大家分享一下js如何实现坦克大战游戏,相信大部分人都还不怎么了解,因此分享这篇文章给大家参考一下,希望大家阅读完这篇文章后大有收获,下面让我们一起去了解一下吧!
具体内容如下
<!DOCTYPE html>
<html>
<head>
<title>tank</title>
<style type="text/css">
body {
margin: 0px;
padding: 0px;
border: 0px;
}
.map {
position: absolute;
top: 30px;
width: 390px;
height: 390px;
left: 50%;
margin-left: -200px;
border: 9px solid orange;
background-color: #8B8989;
}
.mapchild {
position: absolute;
background-size: cover;
}
#ifo {
position: absolute;
top: 30px;
width: 418px;
height: 418px;
left: 50%;
margin-left: -200px;
color: green;
text-align: center;
background-color: #FAEBD7;
z-index: 10;
}
</style>
</head>
<body>
<div id="ifo">
<h2 id="ifo_title"></h2>
<h4>按键说明:</h4>
T:开始游戏(游戏开始后无效)<br/>
P:暂停游戏<br/>
W、S、A、D:上、下、左、右<br/>
ENTER:发射子弹<br/>
</div>
</body>
<script type="text/javascript">
//常量及全局变量的定义--------------------------------------------
const TANK_W = 30;
const TANK_H = 30;
const MAP_W = TANK_W * 13;
const MAP_H = TANK_H * 13;
const BULLENT_W = 7.5;
const BULLENT_H = 7.5;
const WALL_W = 15;
const WALL_H = 15;
const BULLENT_FREQ = 30;
const TANK_FREQ = 200;
const TANK_STEP = 7.5;
//当前文件同目录
const IMG_PATH = "tankImage/";
const MUSIC_PATH = "tankMusic/";
// 87=W;83=S;65=A;68=D
const KEYCODE_U = 87;
const KEYCODE_D = 83;
const KEYCODE_L = 65;
const KEYCODE_R = 68;
//坦克移动不响应时间
const NORESPONSEFIRETIME = 200;
const NORESPONSETANKMOVETIME = TANK_FREQ + 100;
//我方坦克开火、移动状态
noresponseFire = false;
noresponseTankMove = false;
//游戏状态
state = "READY";
//frequency频率
//对象id
var tank_id = 0;
var bullent_id = 0;
var wall_id = 0;
//敌方坦克总数
var emTankNum = 20;
var meTankNum = 3;
//我方坦克对象
var mytank = null;
var tankArray = new Array();
var bullentArray = new Array();
//因为功能性砖块会与普通静态砖块重叠所以必须另外存储
var functionWallArray = new Array();
//地图width=390,地图中最小的静物wall宽度高度=15,所以数组的一维二维均为390/15=26
//先声明一维
var noMoveArray = new Array(4);
for (var i = 0; i < MAP_W / WALL_W; i++) {
//一维长度
noMoveArray[i] = new Array();
//再声明二维
for (var j = 0; j < MAP_H / WALL_H; j++) {
//二维长度
noMoveArray[i][j] = null;
}
}
//常量及全局变量完--------------------------------------------------------------------------------
//对象的定义-------------------------------------------------------------------------------------
//坦克对象
tank = function(selfType, x, y, belongs, dir) {
//共有属性
this.id = "tank_" + tank_id++;
this.type = "tank";
//selfType可取1、2、3表示一类坦克,二类坦克,三类坦克
this.selfType = selfType;
this.x = x;
this.y = y;
this.belongs = belongs;
this.dir = dir;
this.width = TANK_W;
this.height = TANK_H;
this.life = this.selfType;
//因为坦克的img与方向有关,每一次改变dir都会影响img,所以设置一个对象函数用于获取
this.getImg = function() {
return img = this.belongs + "Tank" + this.selfType + this.dir;
}
//敌方坦克的自移动函数的setInterval的值t
this.t;
createDOM(this.id, this.width, this.height, this.x, this.y, this.getImg(), 2);
//把生成的坦克对象存入移动对象数组
tankArray.push(this);
if (belongs == "me") {
mytank = this;
meTankNum--;
}
//敌方坦克调用自移动函数
if (this.belongs == "em") {
emTankNum--;
//检测是否需要生成功能砖块
createFunctionWall();
autoMove(this);
}
}
//子弹对象
bullent = function(selfType, x, y, belongs, dir) {
//播放发射子弹音乐
playMusic("fire");
//共有属性
this.id = "bullent_" + bullent_id++;
this.type = "bullent";
this.selfType = selfType;
this.x = x;
this.y = y;
this.belongs = belongs;
this.dir = dir;
this.width = BULLENT_W;
this.height = BULLENT_H;
//为了与坦克的img保持一致,同样设置一个对象函数用于获取
this.getImg = function() {
return img = this.type;
}
//子弹与敌方坦克特有属性,自移动的定时器
this.t;
createDOM(this.id, this.width, this.height, this.x, this.y, this.getImg(), 1);
//把生成的子弹对象存入移动对象数组
bullentArray.push(this);
autoMove(this);
}
//墙对象
wall = function(selfType, x, y, belongs) {
//共有属性
this.id = "wall_" + wall_id++;
this.type = "wall";
//wall、steel、star、timer分别表示普通砖块、子弹不可打破砖块、我方老巢、定时器
this.selfType = selfType;
this.x = x;
this.y = y;
//belongs取值home、ordinary、function分别表示老巢的砖块、一般砖块、功能性砖块
this.belongs = belongs;
this.width;
this.height;
if (this.selfType == "star") {
//设置全局变量star
star = this;
this.width = TANK_W;
this.height = TANK_H;
} else if (this.selfType != "star") {
this.width = WALL_W;
this.height = WALL_H;
}
//为了与坦克的img保持一致,同样设置一个对象函数用于获取
this.getImg = function() {
return img = this.selfType;
}
var zIndex = belongs == "function" ? 3 : 2;
createDOM(this.id, this.width, this.height, this.x, this.y, this.getImg(), zIndex);
// if(n==13)console.log(this)
//地图中所有的静物都是wall类型的,分为长宽15的wall、steel和长宽30的star;我们只需要存储15规格的,star只有一个不需要存储
if (this.belongs != "function") {
noMoveArray[x / 15][y / 15] = this;
} else {
functionWallArray.push(this);
}
}
//对象的定义完------------------------------------------------------------------------------------
//DOM对象创建与显示-------------------------------------------------------------------------------
//总体说明:1、为了便于计算所有对象的width、height、x、y均不带px单位
// 创建DOM对象函数
function createDOM(id, width, height, x, y, img, zIndex) {
var map = document.getElementById("map");
var it = document.createElement("div");
it.id = id;
it.style.zIndex = zIndex;
map.appendChild(it);
showDOM(id, width, height, x, y, img);
}
//删除DOM对象函数
function delDOM(id) {
var it = document.getElementById(id);
map.removeChild(it);
}
//展示函数,根据obj的属性刷新对应的DOM
function showDOM(id, width, height, x, y, img) {
var it = document.getElementById(id);
it.className = "mapchild";
it.style.cssText = "width:" + width + "px;height:" + height + "px;left:" + x + "px;top:" + y + "px;background-image:url('" + IMG_PATH + img + ".gif');";
}
//DOM对象创建与显示完-------------------------------------------------------------------------------
//对象的创建与销毁函数群-----------------------------------------------------------------------------
//创建坦克函数
//因为坦克出现有一个动画,不能直接new tank生成
//new tank(3,15 * 8,15 * 24,"me","U")
function createTank(selfType, belongs, x, y) {
//先让创建动画显示
var emTank_x1 = 0
, emTank_x2 = 180;
emTank_x3 = 360;
var emTank_y = 0;
var meTank_x = 15 * 8;
var meTank_y = 15 * 24;
//因为创建动画显示3s+销毁1s,所以需要在4s后创建坦克
//这里需要对出生的位置进行检测,防止坦克重叠
if (belongs == "me" && meTankNum != 0) {
animation("born", 15 * 8, 15 * 24);
//我方坦克显示位置固定
setTimeout(function() {
var mytank = new tank(3,15 * 8,15 * 24,"me","U");
flickerObj(mytank.id);
}, 4500);
}
if (belongs == "em" && emTankNum != 0) {
animation("born", x, y);
//我方坦克显示位置固定
setTimeout(function() {
var emtank = new tank(1,x,y,"em","U");
flickerObj(emtank.id);
}, 4500);
}
//判断指定位置是否有坦克
function isThereHaveTank(x, y) {
if (tankArray.length == 0) {
return false;
}
for (var i = 0; i < tankArray.length; i++) {
return tankArray[i].x == x && tankArray[i].y == y;
}
}
}
//发射子弹函数
//根据发射子弹坦克位置和方向,生成一个子弹
function createBullent(obj) {
var x, y;
switch (obj.dir) {
case "U":
x = obj.x + 0.5 * obj.width - 0.5 * BULLENT_W;
y = obj.y;
break;
case "D":
x = obj.x + 0.5 * obj.width - 0.5 * BULLENT_W;
y = obj.y + obj.height - BULLENT_H;
break;
case "L":
x = obj.x;
y = obj.y + 0.5 * obj.height - 0.5 * BULLENT_H;
break;
case "R":
x = obj.x + obj.width - BULLENT_W;
y = obj.y + 0.5 * obj.height - 0.5 * BULLENT_H;
break;
}
new bullent("speed",x,y,obj.belongs,obj.dir);
}
//删除对象函数
//在html中删除元素,并将数组中的值赋值为null
function delObj(obj) {
if (obj.t != undefined) {
clearInterval(obj.t);
}
switch (obj.type) {
case "bullent":
delDOM(obj.id);
bullentArray.splice(bullentArray.indexOf(obj), 1);
break;
case "tank":
if (--obj.life == 0) {
switch (obj.belongs) {
case "me":
meTankNum == 0 ? gameOver() : createTank(3, null, null, "me", null);
;break;
case "em":
console.log("敌方坦克=" + emTankNum)
if (emTankNum == 0) {
console.log("victory");
}
;break;
}
//调用销毁坦克动画
animation("blast", obj.x, obj.y);
delDOM(obj.id);
delete tankArray[tankArray.indexOf(obj)];
if (obj.belongs == "me") {
mytank = null;
gameOver();
}
//obj.life!=0
} else {
obj.selfType = obj.life;
showDOM(obj.id, obj.width, obj.height, obj.x, obj.y, obj.getImg());
}
;break;
case "wall":
if (obj.selfType == "star") {
img = "destory";
showDOM(obj.id, obj.width, obj.height, obj.x, obj.y, img);
gameOver();
} else if (obj.belongs == "function") {
delDOM(obj.id);
functionWallArray.splice(bullentArray.indexOf(obj), 1);
} else {
delDOM(obj.id);
noMoveArray[obj.x / 15][obj.y / 15] = null;
}
;break;
}
}
//对象的创建与销毁函数群完---------------------------------------------------------------------------
//碰撞检测与处理------------------------------------------------------------------------------------
//获取可能碰撞的静态物体函数
//在存储静物的时候使用二维数组相当于将地图画成间距15的小格子,所有的静物均在小格子中,所以给定一个物体就可以得到包围它一圈的小格子;
//这比遍历整个noMoveArray来的快的多
function getPossibleCollisionObj(obj) {
var PossibleCollisionObjArray = new Array();
var largeWidth = WALL_W;
var largeHeight = WALL_H;
var x_l = obj.x - largeWidth;
var x_r = obj.x + largeWidth + obj.width;
var y_u = obj.y - largeHeight;
var y_d = obj.y + largeHeight + obj.height;
//计算出的左侧、右侧、上下侧均不能出地图
if (x_l < 0)
x_l = 0;
if (x_r > MAP_W)
x_r = MAP_W;
if (y_u < 0)
y_u = 0;
if (y_d > MAP_H)
y_d = MAP_H;
for (var i = Math.floor(x_l / largeWidth); i < Math.floor(x_r / largeWidth); i++) {
for (var j = Math.floor(y_u / largeHeight); j < Math.floor(y_d / largeHeight); j++) {
if (noMoveArray[i][j] != null) {
PossibleCollisionObjArray.push(noMoveArray[i][j]);
}
}
}
//console.log(PossibleCollisionObjArray);
return PossibleCollisionObjArray;
}
//碰撞检测及处理函数
function collision(obj) {
//collresult有三个值,MOVE、DELETE、NOMOVE;move表示检测后的处理结果是继续移动(即使碰上了,有些也不需要处理),DELETE表示删除自身
//因为碰撞检测只存在与移动物体,而移动函数需要碰撞检测给出是否移动的结果,所以不能在碰撞处理中直接删除被检测物体
var collresult = "MOVE";
//单独检测是否碰撞老巢
//collresult = isCollision(obj, star) ? gameOver():"MOVE";
//检测功能性砖块
for (var i = 0; i < functionWallArray.length; i++) {
if (functionWallArray[i] != null && isCollision(obj, functionWallArray[i])) {
collresult = delColl(obj, functionWallArray[i]);
}
}
//检测所有的静物;采用的是遍历所有静物
// for (var i = 0; i < noMoveArray.length; i++) {
// for (var j = 0; j < noMoveArray[i].length; j++) {
// if (noMoveArray[i][j] != null && isCollision(obj, noMoveArray[i][j])) {
// collresult = delColl(obj, noMoveArray[i][j]);
// }
// }
// }
//检测所有的静物;采用的是遍历可能相撞的静物
var PossibleCollisionObjArray = getPossibleCollisionObj(obj);
for (var i = 0; i < PossibleCollisionObjArray.length; i++) {
if (isCollision(obj, PossibleCollisionObjArray[i])) {
collresult = delColl(obj, PossibleCollisionObjArray[i]);
}
}
//检测坦克
for (var i = 0; i < tankArray.length; i++) {
//tankArray[i].id != obj.id 因为检测的时候的对象是通过拷贝得到的,它与真正的坦克的id一样
if (tankArray[i] != null && tankArray[i].id != obj.id && isCollision(obj, tankArray[i])) {
collresult = delColl(obj, tankArray[i]);
}
}
//检测子弹
for (var i = 0; i < bullentArray.length; i++) {
if (bullentArray[i].id != obj.id && isCollision(obj, bullentArray[i])) {
collresult = delColl(obj, bullentArray[i]);
}
}
return collresult;
}
//碰撞检测
function isCollision(obj, obji) {
var iscoll;
//用x_l、x_r、y_u、y_d分别表示左右上下的值
var x_l = obj.x;
var x_r = x_l + obj.width;
var y_u = obj.y;
var y_d = y_u + obj.height;
var x_li = obji.x;
var x_ri = x_li + obji.width;
var y_ui = obji.y;
var y_di = y_ui + obji.height;
//分别不在被检测物体的左右上下说明发生碰撞,开始处理(第一种检测碰撞算法,考虑反面情况)
if (!(x_r <= x_li | x_l >= x_ri | y_d <= y_ui | y_u >= y_di)) {
//console.log(obj.id+"与"+obji.id+"相撞了")
iscoll = true;
} else {
iscoll = false;
}
return iscoll;
}
//碰撞处理函数
function delColl(obj, obji) {
var collresult;
switch (obj.type) {
case "bullent":
switch (obji.type) {
case "tank":
switch (obj.belongs) {
case "me":
switch (obji.belongs) {
case "me":
collresult = "MOVE";
break;
case "em":
collresult = "DELETE";
playMusic("hit");
animation("blast", obji.x, obji.y);
delObj(obji);
break;
}
;break;
case "em":
switch (obji.belongs) {
case "me":
collresult = "DELETE";
playMusic("hit");
delObj(obji);
break;
case "em":
collresult = "MOVE";
break;
}
;break;
}
break;
case "wall":
switch (obji.selfType) {
case "steel":
collresult = "DELETE";
playMusic("hit");
break;
case "wall":
collresult = "DELETE";
playMusic("hit");
delObj(obji);
break;
case "star":
collresult = "DELETE";
playMusic("hit");
delObj(obji);
break;
}
;break;
case "bullent":
switch (obji.belongs) {
default:
collresult = "MOVE";
break;
}
;break;
}
;break;
case "tank":
switch (obji.type) {
case "tank":
collresult = "NOMOVE";
break;
case "wall":
switch (obji.selfType) {
case "wall":
case "steel":
collresult = "NOMOVE";
break;
case "timer":
collresult = "MOVE";
timer();
delObj(obji);
break;
case "bomb":
collresult = "MOVE";
bomb();
delObj(obji);
break;
case "stronghome":
collresult = "MOVE";
delObj(obji);
StrongHome();
break;
}
;break;
case "bullent":
switch (obj.belongs) {
case "me":
switch (obji.belongs) {
case "me":
collresult = "MOVE";
break;
case "em":
collresult = "DELETE";
break;
}
;break;
case "em":
switch (obji.belongs) {
case "me":
collresult = "DELETE";
delObj(obji);
break;
case "em":
collresult = "MOVE";
break;
}
;break;
}
;break;
}
;break;
}
//console.log(obj.id+"与"+obji.id+"相撞了 "+"结果="+collresult);
return collresult;
}
//碰撞检测与处理完------------------------------------------------------------------------------------
//坦克与子弹移动函数-----------------------------------------------------------------------------------
//移动函数
function move(obj, newDir) {
var oldDir = obj.dir;
obj.dir = newDir;
if (state != "RUN") {
// if(obj.type!="bullent"){
// return;
// }
return;
}
//新的方向与坦克原来方向相同就前进,否则改变坦克方向
if (obj.dir != oldDir && obj.type == "tank") {
showDOM(obj.id, obj.width, obj.height, obj.x, obj.y, obj.getImg());
return;
}
var x = 0
, y = 0;
var step = TANK_STEP;
switch (obj.dir) {
case "L":
x = -step;
break;
case "R":
x = step;
break;
case "U":
y = -step;
break;
case "D":
y = step;
break;
}
//粗糙的深拷贝
var objString = JSON.stringify(obj);
var checkObj = JSON.parse(objString);
checkObj.x += x;
checkObj.y += y;
var collresult = collision(checkObj);
//出界检测;
if (checkObj.x < 0 || (checkObj.x + checkObj.width) > MAP_W || checkObj.y < 0 || (checkObj.y + checkObj.height) > MAP_H) {
if (checkObj.type == "tank") {
showDOM(obj.id, obj.width, obj.height, obj.x, obj.y, obj.getImg());
return;
}
if (checkObj.type == "bullent") {
delObj(obj);
return;
}
//调用碰撞检测及处理函数给出移动结果
} else if (collresult == "MOVE") {
// if(obj.type=="tank"){
// movingFrame(obj,checkObj.x,checkObj.y)
movingFrame(obj, checkObj.x, checkObj.y);
// }
// console.log("目标y="+checkTank.y)
obj.x = checkObj.x;
obj.y = checkObj.y;
// if(obj.type=="bullent"){
// showDOM(obj.id, obj.width, obj.height, obj.x, obj.y, obj.getImg());
// }
// showDOM(obj.id, obj.width, obj.height, obj.x, obj.y, obj.getImg());
} else if (collresult == "DELETE") {
delObj(obj);
} else if (collresult == "NOMOVE") {
showDOM(obj.id, obj.width, obj.height, obj.x, obj.y, obj.getImg());
//如果是敌方坦克就给他一个相反的方向,防止它撞墙不回头
if (obj.belongs == "em" && obj.type == "tank") {}
return;
}
}
//反方向函数
//返回一个与输入方向相反的方向
function negativeDir(dir) {
switch (dir) {
case "L":
return "R";
break;
case "R":
return "L";
break;
case "U":
return "D";
break;
case "D":
return "U";
break;
}
}
//自动移动函数
//子弹坦克所特有
function autoMove(obj) {
// console.log("游戏状态="+state)
var itFreq = BULLENT_FREQ;
var itType = obj.type;
var itId = obj.id;
var itDir = obj.dir;
if (obj.type == "tank") {
itFreq = TANK_FREQ;
}
obj.t = setInterval(function() {
if (itType == "tank") {
var itObj = obj;
var turn = randState();
if (turn == "Fire") {
//console.log(obj.id+" "+obj.t)
createBullent(itObj);
return;
} else if (turn == "none") {
itDir = itObj.dir;
} else {
itDir = turn;
}
}
move(obj, itDir);
}, itFreq);
}
//简化版移动框架
//为了使坦克的移动更平滑;使用移动框架的前提:必须在t时间内屏蔽坦克的任何方向改变
//因为js浮点数的处理很复杂,这里仅仅满足x,y为7.5的倍数,step为7.5
function movingFrame(obj, x, y) {
var objDom = document.getElementById(obj.id);
var t = TANK_FREQ;
var x1 = obj.x;
var y1 = obj.y;
var step_x = div(sub(x, x1), t / 10);
var step_y = div(sub(y, y1), t / 10);
var aaa = 1;
var times = 1;
var tank_t = setInterval(function() {
if (times == t / 10) {
clearInterval(tank_t);
}
times++;
x1 = add(x1, step_x);
y1 = add(y1, step_y);
objDom.style.left = x1 + "px";
objDom.style.top = y1 + "px";
}, 10);
//浮点数的加减乘除
function add(a, b) {
var c, d, e;
try {
c = a.toString().split(".")[1].length;
} catch (f) {
c = 0;
}
try {
d = b.toString().split(".")[1].length;
} catch (f) {
d = 0;
}
return e = Math.pow(10, Math.max(c, d)),
(mul(a, e) + mul(b, e)) / e;
}
function sub(a, b) {
var c, d, e;
try {
c = a.toString().split(".")[1].length;
} catch (f) {
c = 0;
}
try {
d = b.toString().split(".")[1].length;
} catch (f) {
d = 0;
}
return e = Math.pow(10, Math.max(c, d)),
(mul(a, e) - mul(b, e)) / e;
}
function mul(a, b) {
var c = 0
, d = a.toString()
, e = b.toString();
try {
c += d.split(".")[1].length;
} catch (f) {}
try {
c += e.split(".")[1].length;
} catch (f) {}
return Number(d.replace(".", "")) * Number(e.replace(".", "")) / Math.pow(10, c);
}
function div(a, b) {
var c, d, e = 0, f = 0;
try {
e = a.toString().split(".")[1].length;
} catch (g) {}
try {
f = b.toString().split(".")[1].length;
} catch (g) {}
return c = Number(a.toString().replace(".", "")),
d = Number(b.toString().replace(".", "")),
mul(c / d, Math.pow(10, f - e));
}
}
//tank自动移动定时器的清除与重建函数
//itState表示清除、建立定时器
function objTimer(itState) {
for (var i = 0; i < tankArray.length; i++) {
if (tankArray[i] != null && tankArray[i].type == "tank") {
if (itState == "stop" && tankArray[i].t != undefined) {
clearInterval(tankArray[i].t);
}
if (itState == "run" && tankArray[i].belongs == "em") {
autoMove(tankArray[i]);
}
}
}
}
//坦克随机状态函数
//为自动移动的敌方坦克,返回一个方向LRUD或者Fire或者none,分别表示转向、开火和什么也不做(继续前行)
function randState() {
var z;
//敌方坦克随机发射子弹的概率是1/7
z = randomNum(10);
switch (z) {
case 1:
return "L";
break;
case 2:
return "R";
break;
case 3:
return "D";
break;
case 4:
return "L";
break;
//5表示发射子弹
case 5:
return "Fire";
break;
default:
//none表示按照原来方向前进
return "none";
break;
}
function randomNum(scope) {
return parseInt(Math.random() * scope);
}
}
//坦克与子弹移动函数完--------------------------------------------------------------------------
//游戏状态及提示函数群--------------------------------------------------------------------------
//开始游戏
function runGame(mapName) {
//生成地图
var map = document.createElement("div");
map.id = "map";
map.className = "map";
document.body.appendChild(map);
state = "RUN";
ifo(state);
mapName();
playMusic("start");
createTank(3, "me");
createTank(1, "em", 0, 0);
createTank(1, "em", 180, 0);
createTank(1, "em", 330, 0);
}
//游戏暂停函数
function stopGame() {
if (state == "RUN") {
state = "STOP";
ifo("STOP");
objTimer("stop");
} else if (state == "STOP") {
state = "RUN";
ifo(state);
objTimer("run");
}
}
//游戏结束函数
function gameOver() {
state = "OVER";
//暂停子弹的所有定时器
objTimer("stop");
//alert("GAME OVER");
createDOM("over", 120, 67.5, (MAP_W - 120) / 2, (MAP_H - 67.5) / 2, "over");
flickerObj("over");
}
//更改地图
//保留的第二关、第三关
function changeMap() {
//清除所有定时器及地图
objTimer("stop");
var mapChildrenNodes = map.childNodes;
document.body.removeChild(map);
//执行runGame
//runGame(map2);
}
//提示信息函数
//根据游戏状态提示信息
function ifo(state) {
var ifo = document.getElementById("ifo");
var ifo_title = document.getElementById("ifo_title");
switch (state) {
case "READY":
ifo_title.innerHTML = "坦克大战";
break;
case "RUN":
ifo.style.display = "none";
break;
case "STOP":
ifo.style.display = "block";
ifo_title.innerHTML = "暂停";
ifo.style.backgroundColor = "transparent";
break;
}
}
//游戏状态及提示函数群完---------------------------------------------------------------------------------
//功能砖块函数-----------------------------------------------------------------------------------------
//生成功能性砖块
function createFunctionWall() {
if (emTankNum != 9 || emTankNum != 13 || emTankNum != 17) {
return;
}
var selfType, x, y;
switch (emTankNum) {
case 9:
selfType == "timer";
x = 15 * 18;
y = 15 * 6;
break;
case 13:
selfType == "stronghome";
x = 15 * 2;
y = 15 * 18;
break;
case 17:
selfType == "bomb";
x = 15 * 22;
y = 15 * 17;
break;
}
var it = new wall(selfType,x,y,"function");
flickerObj(it.id);
//11秒后删除它
setTimeout(function() {
//10秒后删除前闪烁功能砖,如果已经被吃了就取消闪烁
if (functionWallArray.indexOf(it) != -1) {
flickerObj(it.id);
}
}, 10000);
setTimeout(function() {
//如果11秒删除时发现功能砖已经被吃了就取消删除
if (functionWallArray.indexOf(it) != -1) {
delObj(it);
}
}, 11000);
}
//老巢steel砖块函数
function StrongHome() {
function changeHome(selfType) {
for (var i = 0; i < noMoveArray.length; i++) {
for (var j = 0; j < noMoveArray[i].length; j++) {
if (noMoveArray[i][j] != null && noMoveArray[i][j].belongs == "home" && noMoveArray[i][j].selfType != "star") {
noMoveArray[i][j].selfType = selfType;
noMoveArray[i][j].img = noMoveArray[i][j].selfType;
var obj = noMoveArray[i][j];
showDOM(obj.id, obj.width, obj.height, obj.x, obj.y, obj.getImg());
}
}
}
}
changeHome("steel");
setTimeout(function() {
changeHome("wall");
}, 5000);
}
//爆炸砖块函数
function bomb() {
for (var i = 0; i < tankArray.length; i++) {
objTimer("stop");
if (tankArray[i] != null && tankArray[i].belongs == "em") {
//console.log(moveArray[i])
delObj(tankArray[i]);
}
}
}
//定时器砖块函数
function timer() {
//暂停坦克的所有定时器
objTimer("stop");
setTimeout(function() {
objTimer("run");
}, 2000);
}
//功能砖块函数完---------------------------------------------------------------------------------------
//特效函数群------------------------------------------------------------------------------------------
//音乐函数
function playMusic(src) {
var audio = document.createElement("audio");
//var audio=document.createElement("<video controls muted autoplay >");
audio.src = MUSIC_PATH + src + ".wav";
//路径
audio.play();
}
//闪烁函数
function flickerObj(id, interval) {
var it = document.getElementById(id);
for (let i = 1; i <= 3; i++) {
setTimeout(function() {
var display = i % 2 == 0 ? "none" : "block";
it.style.display = display;
//it.style.display="none";
}, (interval / 3) * i);
}
}
//创建坦克/坦克爆炸动画函数
//animationType可取born、blast分别表示坦克出生以及子弹爆炸
function animation(animationType, x, y) {
//这里给动画所用原子设置一个随机数id,防止两幅动画使用id一样造成只有一幅动画的情况
//这样仍可能使用一副动画,不过可能为4/1000
animationTypeid = Math.random() * 1000;
var id = animationType + animationTypeid;
//显示次数
var times = animationType == "born" ? 3 : 1;
//显示频率
var fre = animationType == "born" ? 1000 : 300;
// var width = animationType == "born" ? TANK_W : BULLENT_W;
// var height = animationType == "born" ? TANK_H : BULLENT_H;
var width = TANK_W;
var height = TANK_H;
//创建动画原子并闪烁
for (let i = 1; i <= times; i++) {
setTimeout(function() {
createDOM(id + i, width, height, x, y, animationType + i);
flickerObj(id + i, fre / times);
}, fre * i);
}
//闪烁完毕删除闪烁原子
setTimeout(function() {
for (let i = 1; i <= times; i++) {
delDOM(id + i);
}
}, fre * (times + 1));
}
//特效函数群完--------------------------------------------------------------------------------------
//坦克大战主逻辑-----------------------------------------------------------------------------------
ifo("READY");
//坦克大战主逻辑完---------------------------------------------------------------------------------
//键盘监听及触发处理开始------------------------------------------------------------------------------
noresponseFire = false;
noresponseTankMove = false;
document.onkeydown = function(event) {
//如果游戏状态为结束就屏蔽所有按键
if (state == "OVER") {
return;
}
var myTank = tankArray[0];
var newDir;
// 87=W;83=S;65=A;68=D
code = event.keyCode;
//可以通过在此输出code检测键盘的键值码
// console.log(code)
if (code == 65 && state == "RUN" && mytank != null && noresponseTankMove == false) {
setNOresponse("TankMove", NORESPONSEFIRETIME);
newDir = "L";
} else if (code == 87 && state == "RUN" && mytank != null && noresponseTankMove == false) {
console.log(noresponseTankMove)
setNOresponse("TankMove", NORESPONSEFIRETIME);
newDir = "U";
} else if (code == 68 && state == "RUN" && mytank != null && noresponseTankMove == false) {
setNOresponse("TankMove", NORESPONSEFIRETIME);
newDir = "R";
} else if (code == 83 && state == "RUN" && mytank != null && noresponseTankMove == false) {
setNOresponse("TankMove", NORESPONSEFIRETIME);
newDir = "D";
//T 84 开始游戏
} else if (code == 84 && state == "READY") {
runGame(map1);
return;
//发射子弹 Enter 13
} else if (code == 13 && state == "RUN" && mytank != null && noresponseFire == false) {
//按键屏蔽,一定时间内发射子弹无效
createBullent(myTank);
noresponseFire = true;
//屏蔽P键300ms
setTimeout(function() {
noresponseFire = false;
}, NORESPONSEFIRETIME);
return;
//屏蔽其他无关按键
//P 80表示暂停
} else if (code == 80 && (state == "RUN" || state == "STOP")) {
stopGame();
return;
//屏蔽其他无关按键
} else {
return;
}
move(myTank, newDir);
}
function setNOresponse(noresponseState, t) {
if (noresponseState == "TankMove") {
noresponseTankMove = true;
//屏蔽P键300ms
setTimeout(function() {
noresponseTankMove = false;
}, t);
}
}
//键盘监听及触发处理完------------------------------------------------------------------------------
//地图1------------------------------------------------------------------------------------------
var map1 = function() {
//老巢
new wall("star",15 * 12,15 * 24,"home");
new wall("wall",15 * 11,15 * 25,"home");
new wall("wall",15 * 11,15 * 24,"home");
new wall("wall",15 * 11,15 * 23,"home");
new wall("wall",15 * 12,15 * 23,"home");
new wall("wall",15 * 13,15 * 23,"home");
new wall("wall",15 * 14,15 * 25,"home");
new wall("wall",15 * 14,15 * 24,"home");
new wall("wall",15 * 14,15 * 23,"home");
// 老巢完毕
//所有普通wall
for (var i = 1; i <= 11; i += 2) {
for (var j = 2; j < 24; j++) {
if (j >= 10 && j < 14) {
continue;
}
if (i == 5 || i == 7) {
if (j > 8 && j <= 11)
continue;
if (j > 20)
continue;
} else {
if (j >= 14 && j < 16) {
continue;
}
}
new wall("wall",15 * 2 * i,15 * j,"ordinary");
new wall("wall",15 * 2 * i + 15,15 * j,"ordinary");
}
}
for (var i = 0; i < 6; i++) {
for (var j = 0; j < 2; j++) {
new wall("wall",15 * i + 15 * 10,15 * 11 + 15 * j,"ordinary");
if (i > 3)
continue;
new wall("wall",15 * i + 15 * 4,15 * 12 + 15 * j,"ordinary");
new wall("wall",15 * i + 15 * 18,15 * 12 + 15 * j,"ordinary");
}
}
new wall("wall",15 * 12,15 * 15,"ordinary");
new wall("wall",15 * 12,15 * 16,"ordinary");
new wall("wall",15 * 13,15 * 15,"ordinary");
new wall("wall",15 * 13,15 * 16,"ordinary");
//steel
new wall("steel",15 * 0,15 * 13,"ordinary");
new wall("steel",15 * 1,15 * 13,"ordinary");
new wall("steel",15 * 24,15 * 13,"ordinary");
new wall("steel",15 * 25,15 * 13,"ordinary");
new wall("steel",15 * 12,15 * 6,"ordinary");
new wall("steel",15 * 12,15 * 7,"ordinary");
new wall("steel",15 * 13,15 * 6,"ordinary");
new wall("steel",15 * 13,15 * 7,"ordinary");
}
//地图1完---------------------------------------------------------
</script>
</html>
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