DDR爱好者之家 Design By 杰米

本文实例为大家分享了js实现坦克大战游戏的具体代码,供大家参考,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">
  <h1 id="ifo_title"></h1>
  <h3>按键说明:</h3>
  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" "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 "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) "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" "born" "born" "born" "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>

更多关于Js游戏的精彩文章,请查看专题: 《JavaScript经典游戏 玩不停》

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

DDR爱好者之家 Design By 杰米
广告合作:本站广告合作请联系QQ:858582 申请时备注:广告合作(否则不回)
免责声明:本站资源来自互联网收集,仅供用于学习和交流,请遵循相关法律法规,本站一切资源不代表本站立场,如有侵权、后门、不妥请联系本站删除!
DDR爱好者之家 Design By 杰米

《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线

暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。

艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。

《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。