之前我们有分享过不少经典的HTML5游戏,有些还是很有意思的,比如HTML5版切水果游戏和HTML5中国象棋游戏。今天要分享的是一款简化版的HTML5坦克大战游戏,方向键控制坦克的行进方向,空格键发射子弹,命中敌方坦克后也会发出声音,效果还算可以。效果图如下:
实现的代码。
javascript代码:
window.addEventListener("load", canvasApp, false);
//是否支持canvas
function canvasSupport () {
return Modernizr.canvas;
}
function canvasApp() {
//是否支持canvas
if (!canvasSupport()) {
return;
}
var theCanvas = document.getElementById("canvasOne");
var context = theCanvas.getContext("2d");
var tank=new Image();
tank.addEventListener('load', start, false);
tank.src="tanks_sheet.png"
//Background
context.fillStyle = "#CCCCCC";
context.fillRect(0, 0, theCanvas.width, theCanvas.height);
//Box
context.lineWidth=16;
context.strokeStyle = "#000000";
context.strokeRect(8,8, theCanvas.width-16, theCanvas.height-16);
//画我方tank和我方炮弹
function drawtank() {
if(gameover){
context.save();
context.fillStyle = "#000000";
context.font = "normal bold 50px normal";
context.fillText("游戏结束", 150, 150);
context.restore();
context.save();
context.fillStyle = "#000000";
context.font = "normal bold 25px normal";
context.fillText("按空格键重新开始游戏", 125, 200);
context.restore();
update();
return;
}
update();
drawScene();
render();
//画场景
function drawScene(){
for(var i=0;i<=10;i++){
for(var j=0;j<=14;j++){
colCtr=j*32+16;
rowCtr=i*32+16;
context.save();
sourceX=Math.floor(scene[i][j]%8)*32;
sourceY=Math.floor(scene[i][j]/8)*32;
context.drawImage(tank, sourceX,sourceY,32,32,colCtr,rowCtr,32,32);
context.restore();
}
}
}
//坦克更新数据
function update(){
tankmove.x=tankmove.nextx;
tankmove.y=tankmove.nexty;
//左
if(keyPressList[37]==true){
//playermove.play();
//playermove.stop();
if(gameover){ return;
}
space();
tankmove.tankAngle=270;
tankmove.nextx-=tankmove.tankspeed;
tankmove.tankshape=tankmove.tanknextshape;
if(scene[Math.floor((tankmove.nexty-12)/32)][Math.floor((tankmove.nextx-12)/32)]!=0||scene[Math.ceil((tankmove.nexty-20)/32)][Math.floor((tankmove.nextx-12)/32)]!=0){
tankmove.nextx=tankmove.x;
tankmove.nexty=tankmove.y;
return;
}
tankmove.tanknextshape+=1;
if(tankmove.tanknextshape>8){
tankmove.tanknextshape=1;
}
return;
}
//右
if(keyPressList[39]==true){
if(gameover){ return;
}
space();
tankmove.tankAngle=90;
tankmove.nextx+=tankmove.tankspeed;
tankmove.tankshape=tankmove.tanknextshape;
if(scene[Math.ceil((tankmove.nexty-20)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0||scene[Math.floor((tankmove.nexty-12)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0){
tankmove.nextx=tankmove.x;
tankmove.nexty=tankmove.y;
return;
}
tankmove.tanknextshape+=1;
if(tankmove.tanknextshape>8){
tankmove.tanknextshape=1;
}
return;
}
//上
if(keyPressList[38]==true){
if(gameover){ return;
}
space();
tankmove.tankAngle=0;
tankmove.nexty-=tankmove.tankspeed;
tankmove.tankshape=tankmove.tanknextshape;
if(scene[Math.floor((tankmove.nexty-12)/32)][Math.floor((tankmove.nextx-12)/32)]!=0||scene[Math.floor((tankmove.nexty-12)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0){
tankmove.nextx=tankmove.x;
tankmove.nexty=tankmove.y;
return;
}
tankmove.tanknextshape+=1;
if(tankmove.tanknextshape>8){
tankmove.tanknextshape=1;
}
return;
}
//下
if(keyPressList[40]==true){
if(gameover){ return;
}
space();
tankmove.tankAngle=180;
tankmove.nexty+=tankmove.tankspeed;
tankmove.tankshape=tankmove.tanknextshape;
if(scene[Math.ceil((tankmove.nexty-20)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0||scene[Math.ceil((tankmove.nexty-20)/32)][Math.floor((tankmove.nextx-12)/32)]!=0){
tankmove.nextx=tankmove.x;
tankmove.nexty=tankmove.y;
return;
}
tankmove.tanknextshape+=1;
if(tankmove.tanknextshape>8){
tankmove.tanknextshape=1;
}
return;
}
space()
//空格,发射炮弹
function space(){
if(keyPressList[32]==true){
if(gameover){
location.reload();
}
if(shell.shellflage){
return;
}
if(tankmove.nextx<0){
return;
}
else{
shootSound.play();
shell.shellflage=true;
shell.nextx=tankmove.nextx;
shell.nexty=tankmove.nexty;
shell.shellAngle=tankmove.tankAngle;
if(shellInterval){
clearInterval(shellInterval);
shellInterval=null;
}
shellInterval=setInterval(drawshell, 33);
}
}
}
} //坦克实施
function render(){
context.save();
context.setTransform(1,0,0,1,0,0)
var angleInRadians =tankmove.tankAngle * Math.PI / 180;
context.translate(tankmove.x+16, tankmove.y+16)
context.rotate(angleInRadians);
var tankshapeX=Math.floor(tankmove.tankshape%8)*32;
var tankshapeY=Math.floor(tankmove.tankshape/8)*32;
context.drawImage(tank, tankshapeX, tankshapeY,32,32,-16,-16,32,32);
context.restore(); context.clearRect(496,16,138,352);
context.fillStyle = "#3cb371";
context.fillRect(496,16,138,352);
context.save();
context.fillStyle = "#000000";
context.font = "italic bold 23px serif";
context.fillText("关 卡:"+level+"", 500, 80);
context.fillText("敌 人:"+surplus+"", 500, 110);
context.fillText("生 命:"+life+"", 500, 140);
context.fillText("得 分:"+score+"", 500, 170);
context.fillText("最高分:"+record+"", 500, 200);
context.restore(); context.save();
context.fillStyle = "#000000";
context.font = "normal bold 15px normal";
context.fillText("游戏说明: 玩家", 500, 270);
context.fillText("操控坦克进行战", 500, 290);
context.fillText("斗,击毁敌方得", 500, 310);
context.fillText("分,被击毁或相", 500, 330);
context.fillText("相撞减分。", 500, 350);
context.restore(); }
//画炮弹
function drawshell(){
if(gameover){
return;
}
shellupdate()
shellrender()
//炮弹发射数据更新
function shellupdate(){
if(shell.shellAngle==0){
shell.nexty-=shell.shellspeed;
var i=scene[Math.floor((shell.nexty-12)/32)][Math.floor((shell.nextx)/32)];
scene[Math.floor((shell.nexty-12)/32)][Math.floor((shell.nextx)/32)]=hitwall(i);
}
if(shell.shellAngle==90){
shell.nextx+=shell.shellspeed;
var i=scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx+12)/32)];
scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx+12)/32)]=hitwall(i);
}
if(shell.shellAngle==180){
shell.nexty+=shell.shellspeed;
var i=scene[Math.floor((shell.nexty+12)/32)][Math.floor((shell.nextx)/32)];
scene[Math.floor((shell.nexty+12)/32)][Math.floor((shell.nextx)/32)]=hitwall(i);
}
if(shell.shellAngle==270){
shell.nextx-=shell.shellspeed;
var i=scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx-12)/32)];
scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx-12)/32)]=hitwall(i);
}
//检测炮弹是否撞墙
function hitwall(i){
switch(i){
case 26:
if(shellInterval){
clearInterval(shellInterval);
shellInterval=null;
}
setTimeout(function(){shell.shellflage=false},300);
shell.nextx=-500;
shell.nexty=-500;
return 0;
break case 31:
if(shellInterval){
clearInterval(shellInterval);
shellInterval=null;
}
setTimeout(function(){shell.shellflage=false},300);
shell.nextx=-500;
shell.nexty=-500;
return i;
break
case 30:
if(shellInterval){
clearInterval(shellInterval);
shellInterval=null;
}
setTimeout(function(){shell.shellflage=false},300);
shell.nextx=-500;
shell.nexty=-500;
return i;
break
default:
return 0;
}
}
}
//炮弹发射实施
function shellrender(){
shell.x=shell.nextx;
shell.y=shell.nexty;
context.save();
context.setTransform(1,0,0,1,0,0)
var shellangleInRadians =shell.shellAngle * Math.PI / 180;
context.translate(shell.x+16, shell.y+16)
context.rotate(shellangleInRadians);
var shellshapeX=Math.floor(shell.shellshape%8)*32;
var shellshapeY=Math.floor(shell.shellshape/8)*32;
context.drawImage(tank, shellshapeX, shellshapeY,32,32,-16,-16,32,32);
context.restore();
}
}
}
//画敌军坦克
function drawenemy(){
if(gameover){
return;
}
for(var enemytanknum=0;enemytanknum<=2;enemytanknum++){
var enemytank=enemy[enemytanknum];
//enemyrmove.play();
enemyupdate();
enemyrender();
}
function enemyupdate(){
enemytank.shapenum=(0.1+enemytank.shapenum)%8+9;//减慢滚带的速度
enemytank.enemytankshape=Math.floor(enemytank.shapenum);
//下
if(enemytank.enemytankAngle==180){
swerve()
enemytank.nexty+=enemytank.enemytankspeed;
if(scene[Math.ceil((enemytank.nexty-20)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0||scene[Math.ceil((enemytank.nexty-20)/32)][Math.floor((enemytank.nextx-12)/32)]!=0){
enemyhitwall()
}
}
//左
if(enemytank.enemytankAngle==270){
swerve()
enemytank.nextx-=enemytank.enemytankspeed;
if(scene[Math.floor((enemytank.nexty-12)/32)][Math.floor((enemytank.nextx-12)/32)]!=0||scene[Math.ceil((enemytank.nexty-20)/32)][Math.floor((enemytank.nextx-12)/32)]!=0){
enemyhitwall()
}
}
//右
if(enemytank.enemytankAngle==90){
swerve()
enemytank.nextx+=enemytank.enemytankspeed;
if(scene[Math.ceil((enemytank.nexty-20)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0||scene[Math.floor((enemytank.nexty-12)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0){
enemyhitwall()
}
}
//上
if(enemytank.enemytankAngle==0){
swerve()
enemytank.nexty-=enemytank.enemytankspeed;
if(scene[Math.floor((enemytank.nexty-12)/32)][Math.floor((enemytank.nextx-12)/32)]!=0||scene[Math.floor((enemytank.nexty-12)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0){
enemyhitwall()
}
}
//随机发射炮弹
var enemyfire=Math.floor(Math.random() * 100);
if(enemyfire==0){
if(enemyshell.shellflage){
return;
}
if(enemytank.nextx<0){
return;
}
else{
enemyshell.shellflage=true;
enemyshell.nextx=enemytank.nextx;
enemyshell.nexty=enemytank.nexty;
enemyshell.shellAngle=enemytank.enemytankAngle;
if(enemyshellInterval){
clearInterval(enemyshellInterval);
enemyshellInterval=null;
}
enemyshellInterval=setInterval(enemyrdrawshell, 33);
}
}
//检测是否打击到目标
if(impact(shell,enemytank)){
if(shellInterval){
clearInterval(shellInterval);
shellInterval=null;
}
score++;
if(score>=record){
record=score;
localStorage.record=record;
}
if(score>=level*5){
level++;
if(level>=5){
gameover=true;
return
}
scene=scenenum[(level-1)%4];
for(var enemynum=0;enemynum<=2;enemynum++){
var tempx=48+enemynum*192;
//敌军坦克
tempenemytank={appearx:tempx,appeary:48,x:tempx,y:48,nextx:tempx,nexty:48,enemytankspeed:Speed+level*0.5,enemytankAngle:180,enemytankshape:0,shapenum:0};
enemy[enemynum]=tempenemytank;
}
tankmove={appearx:240,appeary:304,x:240,y:304,nextx:240,nexty:304,tankAngle:Angle,tankspeed:Speed,tankshape:shape,tanknextshape:shape};
enemyshell={x:0,y:0,nextx:0,nexty:0,shellspeed:Speed+level*0.5+2,shellshape:21,shellAngle:Angle,shellflage:false};
surplus=6;
}
surplus--;
setTimeout(function(){shell.shellflage=false},300);
explode(enemytank)
enemytank.nextx=-500;
shell.nextx=-500;
shell.nexty=-500;
}
//检测是否打击到玩家
if(impact2(enemyshell,tankmove)){
if(invincible){
return;
}
if(enemyshellInterval){
clearInterval(enemyshellInterval);
enemyshellInterval=null;
}
life--;
if(life<=0){
gameover=true;
return;
}
invincible=true;
setTimeout(function(){invincible=false},2000)
explode(tankmove)
setTimeout(function(){enemyshell.shellflage=false},300);
tankmove.nextx=-500;
enemyshell.nextx=-500;
enemyshell.nexty=-500;
}
//与敌人相撞
if(impact(enemytank,tankmove)){
if(enemyshellInterval){
clearInterval(enemyshellInterval);
enemyshellInterval=null;
}
if(invincible){
return;
}
invincible=true;
setTimeout(function(){invincible=false},2000)
life--;
if(life<=0){
gameover=true;
return;
}
explode(tankmove)
tankmove.nextx=-500; }
//自动转向
function swerve(){
var j=Math.floor(Math.random() * 100);
if(j==0){
enemytank.enemytankAngle+=90;
}
if(j==1){
enemytank.enemytankAngle-=90;
}
enemytank.enemytankAngle=(enemytank.enemytankAngle+360)%360;
}
//撞墙转向
function enemyhitwall(){
enemytank.nextx=enemytank.x;
enemytank.nexty=enemytank.y;
var j=Math.floor(Math.random() * 2);
if(j==0){
enemytank.enemytankAngle+=90;
}
else{
enemytank.enemytankAngle-=90;
}
enemytank.enemytankAngle=(enemytank.enemytankAngle+360)%360;
}
}
//敌军tank
function enemyrender(){
enemytank.x=enemytank.nextx;
enemytank.y=enemytank.nexty;
context.save();
context.setTransform(1,0,0,1,0,0)
var enemyangleInRadians =enemytank.enemytankAngle * Math.PI / 180;
context.translate(enemytank.x+16, enemytank.y+16)
context.rotate(enemyangleInRadians);
var enemyshapeX=Math.floor(enemytank.enemytankshape%8)*32;
var enemyshapeY=Math.floor(enemytank.enemytankshape/8)*32;
context.drawImage(tank, enemyshapeX, enemyshapeY,32,32,-16,-16,32,32);
context.restore();
}
//画炮弹
function enemyrdrawshell(){
if(gameover){
return;
}
enemyrshellupdate()
enemyrshellrender()
//炮弹发射数据更新
function enemyrshellupdate(){
if(enemyshell.shellAngle==0){
enemyshell.nexty-=enemyshell.shellspeed;
var i=scene[Math.floor((enemyshell.nexty-0)/32)][Math.floor((enemyshell.nextx)/32)];
scene[Math.floor((enemyshell.nexty-0)/32)][Math.floor((enemyshell.nextx)/32)]=hitwall(i);
}
if(enemyshell.shellAngle==90){
enemyshell.nextx+=enemyshell.shellspeed;
var i=scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx+0)/32)];
scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx+0)/32)]=hitwall(i);
}
if(enemyshell.shellAngle==180){
enemyshell.nexty+=enemyshell.shellspeed;
var i=scene[Math.floor((enemyshell.nexty+0)/32)][Math.floor((enemyshell.nextx)/32)];
scene[Math.floor((enemyshell.nexty+0)/32)][Math.floor((enemyshell.nextx)/32)]=hitwall(i);
}
if(enemyshell.shellAngle==270){
enemyshell.nextx-=enemyshell.shellspeed;
var i=scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx-0)/32)];
scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx-0)/32)]=hitwall(i);
}
//检测炮弹是否撞墙
function hitwall(i){
switch(i){
case 26:
if(enemyshellInterval){
clearInterval(enemyshellInterval);
enemyshellInterval=null;
}
setTimeout(function(){enemyshell.shellflage=false},300);
enemyshell.nextx=-500;
enemyshell.nexty=-500;
return 0;
break case 31:
if(enemyshellInterval){
clearInterval(enemyshellInterval);
enemyshellInterval=null;
}
setTimeout(function(){enemyshell.shellflage=false},300);
enemyshell.nextx=-500;
enemyshell.nexty=-500;
return i;
break
case 30:
if(enemyshellInterval){
clearInterval(enemyshellInterval);
enemyshellInterval=null;
}
setTimeout(function(){enemyshell.shellflage=false},300);
enemyshell.nextx=-500;
enemyshell.nexty=-500;
return i;
break
default:
return 0;
}
}
}
//炮弹发射实施
function enemyrshellrender(){
enemyshell.x=enemyshell.nextx;
enemyshell.y=enemyshell.nexty;
context.save();
context.setTransform(1,0,0,1,0,0)
var shellangleInRadians =enemyshell.shellAngle * Math.PI / 180;
context.translate(enemyshell.x+16, enemyshell.y+16)
context.rotate(shellangleInRadians);
var shellshapeX=Math.floor(enemyshell.shellshape%8)*32;
var shellshapeY=Math.floor(enemyshell.shellshape/8)*32;
context.drawImage(tank, shellshapeX, shellshapeY,32,32,-16,-16,32,32);
context.restore();
}
}
}
//检测撞击
function impact(one,two){
var dx=one.nextx-two.nextx;
var dy=one.nexty-two.nexty;
var distance=Math.sqrt(dx*dx+dy*dy)
if(distance<=26){
return true;
}
else{
return false;
}
}
//检测撞击
function impact2(one,two){
var dx=one.nextx-two.nextx;
var dy=one.nexty-two.nexty;
var distance=Math.sqrt(dx*dx+dy*dy)
if(distance<=26){
return true;
}
else{
return false;
}
}
//爆炸
function explode(dietank){
explodeSound.play();
var x=dietank.x;
var y=dietank.y;
var times=0;
var dietankInterval=setInterval(function(){
drawdietank(17+Math.floor(times/10));
times++;
if(times>29){
clearInterval(dietankInterval);
setTimeout(function(){dietank.shellflage=false},300);
if(dietank.appeary==48){
if(surplus<=2){
dietank.enemytankspeed=0;
return;
}
}
dietank.nextx=dietank.appearx;
dietank.nexty=dietank.appeary;
}
},15)
function drawdietank(dietankshape){
context.save();
context.setTransform(1,0,0,1,0,0)
context.translate(x+16, y+16)
var dietankshapeX=Math.floor(dietankshape%8)*32;
var dietankshapeY=Math.floor(dietankshape/8)*32;
context.drawImage(tank, dietankshapeX, dietankshapeY,32,32,-16,-16,32,32);
context.restore();
}
}
var score=0;//分数
var level=1;//关卡
var surplus=5;//剩余敌人数量
var life=3;//生命
var invincible=false//无敌
var storage = window.localStorage;//"localStorage"HTML5存储数据
if(storage.length==0){
localStorage.record=0;
}
var record=localStorage.record;//最高分
var gameover=false;
var enemyInterval=null;//敌人timer
var tankInterval=null;//玩家timer
var Speed=3;//运动的速度
var Angle=0;//tank面向方向
var shape=1;//tank当前状态
//坦克数组
tankmove={appearx:240,appeary:304,x:240,y:304,nextx:240,nexty:304,tankAngle:Angle,tankspeed:Speed,tankshape:shape,tanknextshape:shape};
//炮弹数组
shell={x:0,y:0,nextx:0,nexty:0,shellspeed:Speed+4,shellshape:20,shellAngle:Angle,shellflage:false};
//敌军数组
var enemy=new Array();
//敌军炮弹数组
var enemyshell={x:0,y:0,nextx:0,nexty:0,shellspeed:Speed+2,shellshape:21,shellAngle:Angle,shellflage:false};
//场景数组
var scenenum=[[
[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],
[31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],
[31, 0, 0, 0,26,26, 0, 0, 0,26,26, 0, 0, 0,31],
[31, 0, 0,26, 0, 0,26, 0,26, 0, 0,26, 0, 0,31],
[31, 0, 0,26, 0, 0, 0,26, 0, 0, 0,26, 0, 0,31],
[31,26, 0, 0,26, 0, 0, 0, 0, 0,26, 0, 0,26,31],
[31,26, 0, 0, 0,26, 0, 0, 0,26, 0, 0, 0,26,31],
[31,26, 0, 0, 0, 0,26, 0,26, 0, 0, 0, 0,26,31],
[31,26,26,26,26, 0, 0,26, 0, 0,26,26,26,26,31],
[31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],
[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]
],
[
[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],
[31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],
[31, 0,26,26,26,26,0, 0,0,26,26, 26,26,0,31],
[31, 0, 0, 0, 0,26, 0, 0, 0, 26,0, 0, 0, 0,31],
[31,26,26,26, 26,26,26,26,26,26,26,26, 26,26,31],
[31, 0, 26, 0, 0, 0, 0,26, 0, 0, 0, 0, 26,0,31],
[31,26, 26,0,26,26,26,26,26,26,26, 0,26,26,31],
[31, 0, 0, 0, 0, 26,0, 0, 0,26, 0, 0, 0, 0,31],
[31,26,26,26,26, 0, 0,0,0,0, 26,26,26,26,31],
[31, 0, 0,26, 26, 0, 0, 0, 0, 0, 26,26, 0, 0,31],
[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]
],
[
[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],
[31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],
[31, 0,26,26,26,26,26, 0,26,26,26,26,26, 0,31],
[31, 0,26, 0, 0, 0,26, 0,26, 0, 0, 0,26, 0,31],
[31, 0,26, 0, 0, 0,26, 0,26, 0, 0, 0,26, 0,31],
[31, 0,26, 0, 0, 0,26, 0,26,26,26,26,26, 0,31],
[31, 0,26, 0, 0, 0,26, 0, 0, 0, 0, 0,26, 0,31],
[31, 0,26, 0, 0, 0,26, 0,26, 0, 0, 0,26, 0,31],
[31, 0,26,26,26,26,26, 0,26,26,26,26,26, 0,31],
[31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],
[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]
],
[
[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],
[31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],
[31, 0,26,26,26,26,26, 0,26,26,26, 0,26,26,31],
[31, 0, 0, 0, 0,26, 0, 0, 0, 0,26, 0, 0, 0,31],
[31,26,26,26, 0,26,26,26,26,26,26,26, 0,26,31],
[31, 0, 0, 0, 0, 0, 0,26, 0, 0, 0, 0, 0,26,31],
[31,26, 0,26,26,26,26,26,26,26,26, 0,26,26,31],
[31, 0, 0, 0, 0, 0,26, 0, 0,26, 0, 0, 0, 0,31],
[31,26,26,26,26, 0, 0,26,26,26, 0,26,26,26,31],
[31, 0, 0,26, 0, 0, 0, 0, 0, 0, 0,26, 0, 0,31],
[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]
]]
var scene=scenenum[(level-1)];
//计时器控制炮弹发出
var shellInterval=null;
var enemyshellInterval=null;
for(var enemynum=0;enemynum<=2;enemynum++){
var tempx=48+enemynum*192;
//敌军坦克
tempenemytank={appearx:tempx,appeary:48,x:tempx,y:48,nextx:tempx,nexty:48,enemytankspeed:Speed-1,enemytankAngle:180,enemytankshape:0,shapenum:0};
enemy[enemynum]=tempenemytank;
}
//键盘事件
var keyPressList=[];
document.onkeydown=function(e){
e=e?e:window.event;
keyPressList[e.keyCode]=true;
}
document.onkeyup=function(e){
e=e?e:window.event;
keyPressList[e.keyCode]=false;
}
//声音
//爆炸
var explodeSound = document.createElement("audio");
document.body.appendChild(explodeSound);
explodeSound.setAttribute("src", "explode1.mp3");
explodeSound.valume=.5;
//发射子弹
var shootSound = document.createElement("audio");
document.body.appendChild(shootSound);
shootSound.setAttribute("src", "shoot1.mp3");
shootSound.volume=.5;
//玩家行走
var playermove = document.createElement("audio");
document.body.appendChild(playermove);
playermove.setAttribute("src", "move1.mp3");
playermove.valume=.001;
//敌人行走
var enemyrmove = document.createElement("audio");
document.body.appendChild(enemyrmove);
enemyrmove.setAttribute("src", "move2.mp3");
enemyrmove.valume=.001;
//游戏开始 //游戏失败 //开始游戏
function start(){
tankInterval=setInterval(drawtank, 33);
enemyInterval=setInterval(drawenemy, 33);
}
//debug函数
var debug = function(log){
try{
console.log(log);//safari可用
}
catch(e){}
}
}
function supportedAudioFormat(audio) {
var returnExtension = "";
if (audio.canPlayType("audio/ogg") =="probably" || audio.canPlayType("audio/ogg") == "maybe") {
returnExtension = "ogg";
} else if(audio.canPlayType("audio/wav") =="probably" || audio.canPlayType("audio/wav") == "maybe") {
returnExtension = "wav";
} else if(audio.canPlayType("audio/mp3") == "probably" || audio.canPlayType("audio/mp3") == "maybe") {
returnExtension = "mp3";
} return returnExtension; }