整体展示:
一、全局变量
/*===================玩家参数==========================*/
var myPlane; //英雄对象
var leftbtn = false; //左移动标志
var rightbtn = false; //右移动标志
var topbtn = false; //上移动标志
var bottombtn = false; //下移动标志
var shot = false; //射击标志
//var bulletStatus = false; //子弹
var score = 0; //得分
var killNum = 0; //杀敌数
var shotboom = false; //必杀标志
var pass = 1;//关卡
var mainobj = document.getElementById("main"); //获取游戏div元素
/*===================集合==========================*/
var bulletList = new Array(); //英雄子弹集合
var boomList = new Array(); //必杀集合
var boosList = new Array(); //boos集合
var enemyList = new Array(); //敌机集合
var boosBullet = new Array(); //boos子弹集合
var toolList = new Array(); //道具集合
/*====================计时器=========================*/
var ctrlmove; //英雄移动计时器
var ctrlshot; //英雄射击计时器
var bulletfly; //子弹移动计时器
var createenemy; //敌机生成计时器
var enemymove; //敌机移动计时器
var hitplane; //击中判断计时器
var exist; //判断对象存在与否计时器
二、飞机对象
/**
* 飞机对象
* @param {Object} src 飞机图片路径
* @param {Object} x x坐标
* @param {Object} y y坐标
* @param {Object} speed 飞机移动速度
* @param {Object} blood 飞机血量
*/
function createPlane(src, x, y, speed, blood) {
this.planeNode = document.createElement("img"); //飞机图片节点,用于主界面中显示
this.src = src;
this.x = x;
this.y = y;
this.speed = speed;
this.blood = blood;
this.level = 1; //等级
this.boom = 5; //必杀数量
//飞机左移动,需要判断是否飞出主界面左侧,如果移出,则从右边出现
this.leftMove = function() {
if (this.planeNode.style.left == "-60px")
this.planeNode.style.left = "440px";
else {
this.planeNode.style.left=parseInt(this.planeNode.style.left) - this.speed +"px";
}
};
//飞机右移动,需要判断是否飞出界面,飞出则从左边出现
this.rightMove = function() {
if (this.planeNode.style.left == "440px"){
this.planeNode.style.left = "-60px";
}
else {
this.planeNode.style.left=parseInt(this.planeNode.style.left) + this.speed +"px";
}
};
//飞机上移动,当移动到一定值时则不能移动
this.topMove = function() {
if (this.planeNode.style.top == "-10px"){ }
else {
this.planeNode.style.top=parseInt(this.planeNode.style.top) - this.speed +"px";
}
};
//飞机下移动,当移动到一定值时,则不能移动
this.botoomMove = function() {
if (this.planeNode.style.top == "600px"){ }
else {
this.planeNode.style.top=parseInt(this.planeNode.style.top) + this.speed +"px";
}
}; //在页面上创建飞机,设置css属性
this.create = function() {
this.planeNode.src = this.src;
this.planeNode.style.position = "absolute";
this.planeNode.style.left = this.x + "px";
this.planeNode.style.top = this.y + "px";
this.planeNode.style.zIndex = 6;
mainobj.appendChild(this.planeNode);//在游戏界面中添加飞机节点并显示
};
//发射子弹
this.shot = function(){
var bullet1 = new createBullet("img/img_bullet.png",parseInt(this.planeNode.style.left),parseInt(this.planeNode.style.top),this.speed);
bulletList.push(bullet1);
var bullet2 = new createBullet("img/img_bullet.png",parseInt(this.planeNode.style.left)+50,parseInt(this.planeNode.style.top),this.speed);
bulletList.push(bullet2);
}
//释放必杀
this.shotBoom=function(){
if(this.boom>0){
var boom1 = new createBullet("img/daodan1.png",parseInt(this.planeNode.style.left)+20,parseInt(this.planeNode.style.top),this.speed);
boomList.push(boom1);
this.boom--;
}
} this.create();
}
三、敌机对象
/**
* 敌人飞机对象
* @param {Object} src
* @param {Object} x
* @param {Object} y
* @param {Object} speed
* @param {Object} blood
*/
function createEnemyPlane(src,x,y,speed,blood){
this.src = src;
this.x = x;
this.y = y;
this.blood = blood;
this.speed = speed;
this.isdead = false; //是否死亡
this.deadtime = 10; //移除时间(计时器时间*10),用于爆炸效果
this.enemyNode = document.createElement("img"); this.create = function(){
this.enemyNode.src = this.src;
this.enemyNode.style.position = "absolute";
this.enemyNode.style.left = this.x +"px";
this.enemyNode.style.top = this.y+"px";
this.enemyNode.style.zIndex = 6;
mainobj.appendChild(this.enemyNode);
}; this.move = function(){
this.enemyNode.style.top=parseInt(this.enemyNode.style.top) + this.speed +"px";
}; this.rightMove=function(){
this.enemyNode.style.left=parseInt(this.enemyNode.style.left) + this.speed +"px";
}; this.leftMove=function(){
this.enemyNode.style.left=parseInt(this.enemyNode.style.left) - this.speed +"px";
}; this.shot=function(){ };
/**
* boos射击
* 很据英雄的level不同,boos的子弹不同
*/
this.boosShot=function(){
if(myPlane.level==1){
var bullet = new createBullet("img/wp2.png",parseInt(this.enemyNode.style.left)+22,parseInt(this.enemyNode.style.top),this.speed);
boosBullet.push(bullet);
}
if(myPlane.level==3){
var bullet = new createBullet("img/wp3.png",parseInt(this.enemyNode.style.left)+26,parseInt(this.enemyNode.style.top),this.speed);
boosBullet.push(bullet);
}
};
this.create(); }
四、子弹对象
/**
* 子弹对象
* @param {Object} src
* @param {Object} x
* @param {Object} y
* @param {Object} speed
*/
function createBullet(src,x,y,speed){
this.src = src;
this.x = x;
this.y = y;
this.speed = speed;
this.ishit = false; //子弹是否击中
this.boomStop = 50; //必杀移动时间
this.boomTime = 100; //必杀移除时间
this.bulletNode = document.createElement("img"); this.create = function(){
this.bulletNode.src = src;
this.bulletNode.style.position = "absolute";
this.bulletNode.style.left = this.x+"px";
this.bulletNode.style.top = this.y + "px";
this.bulletNode.style.zIndex = 6;
mainobj.appendChild(this.bulletNode);
}; this.move = function(){
this.bulletNode.style.top = parseInt(this.bulletNode.style.top)-this.speed +"px";
}; this.downMove=function(){
this.bulletNode.style.top = parseInt(this.bulletNode.style.top)+this.speed +"px";
}
this.create();
}
五、道具对象
function createTool(src,x,y,speed,tooltype){
this.src = src;
this.x = x;
this.y = y;
this.speed = speed;
this.getme = false;
this.tooltype = tooltype;//道具类型 1为加boom 2为加血,
this.toolNode = document.createElement("img"); this.create=function(){
this.toolNode.src=this.src;
this.toolNode.style.top=this.y+"px";
this.toolNode.style.left=this.x+"px";
this.toolNode.style.position="absolute";
this.toolNode.style.zIndex=6;
mainobj.appendChild(this.toolNode);
} this.move=function(){
this.toolNode.style.top=parseInt(this.toolNode.style.top) + this.speed +"px";
}
this.create();
}
其实在这些对象中,很多代码都是类似的,只要能实现一个对象,在仔细想一想其他对象的特性,结合下代码很快能实现。
下一讲,则会实现各种处理方法了,让游戏活起来。
以上为今天的第一讲,如需了解更加深入的知识,请大家进入知了堂社区:http://www.zhiliaotang.com/portal.php