js实现坦克大战游戏

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" ? 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 "spanhome":

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 == "spanhome";

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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