js打飞机小游戏

<!DOCTYPE html>
<html>
    <head>
        <meta name="viewport" content="width=device-width,initial-scale=1,minimum-scale=1,maximum-scale=1,user-scalable=no" />
        <meta charset="utf-8" />
        <title></title>
        <style>
            * {
                margin: 0px;
                padding: 0px;
            }
            canvas {
                background: url(img/bg.png) repeat 0px 700px;
            }
        </style>
    </head>
    <body>
        <canvas id="canvas" ></canvas>
    </body>
    <script>
        var canvas = document.getElementById('canvas');
        canvas.width = document.documentElement.clientWidth;
        canvas.height = document.documentElement.clientHeight;
        var ctx = canvas.getContext('2d');
        //背景图片
        var bg_a = 0;
        //背景图移动速度
        function Bgmove() {
            bg_a += 0.5;
            canvas.style.backgroundPosition = 0 + 'px' + ' ' + bg_a + 'px';
        }

        //进度条:跟图片加载完成进度相同
        function Loading() {
            this.width = canvas.width / 2;
            this.height = 15;
            this.x = canvas.width / 4;
            this.y = (canvas.height - this.height) / 2;
        }
        Loading.prototype.progress1 = function() {
            ctx.beginPath();
            ctx.strokeRect(this.x, this.y, this.width, this.height);
            ctx.stroke();
            ctx.closePath();
        }
        Loading.prototype.progress2 = function() {
            ctx.beginPath();
            ctx.fillRect(this.x, this.y, this.width, this.height);
            ctx.fill();
            ctx.closePath();
        }
        var load1 = new Loading();
        load1.progress1();
        var load2 = new Loading();
        var load2_w = load2.width;
        ctx.lineCap = 'round';
        load2.width = 0;
        load2.progress2();

        //文字
        function Font(font, x, y) {
            this.font = font;
            this.x = x;
            this.y = y;
        }
        Font.prototype.Fontdraw = function() {
            ctx.font = '30px 宋体';
            ctx.strokeText(this.font, this.x, this.y);
            ctx.fillText(this.font, this.x, this.y);
        }

        //开始游戏
        var font1 = new Font('开始游戏', (canvas.width - 4 * 30) / 2, canvas.height - 30);
        font1.Fontdraw();

        //图片数组
        var arr = ['img/bg.png', 'img/bomb.png', 'img/bullet1.png', 'img/bullet2.png', 'img/enemy1.png', 'img/enemy2.png', 'img/enemy3.png', 'img/enemy4.png', 'img/enemy5_fly_1.png', 'img/hero.png', 'img/game_pause.png', 'img/bullet1.png'];

        var bg = ''; //背景图片
        var hero = ''; //战机图片
        var bullet1 = ''; //子弹
        var enemy1 = ''; //敌机1
        var enemy2 = ''; //敌机2
        var enemy3 = ''; //敌机3
        var enemy4 = ''; //敌机4
        var bomb = ''; //道具
        var index = 0;
        var game_pause = ''; //暂停按钮
        var countDown = 4; //游戏倒计时开始
        for(var i = 0; i < arr.length; i++) {
            var img = new Image();
            img.src = arr[i];
            if(/img\/bg.png/.test(arr[i])) {
                bg = img;
            }
            if(/img\/hero.png/.test(arr[i])) {
                hero = img;
            }
            if(/img\/bullet1.png/.test(arr[i])) {
                bullet1 = img;
            }
            if(/img\/game_pause.png/.test(arr[i])) {
                game_pause = img;
            }
            if(/img\/enemy1.png/.test(arr[i])) {
                enemy1 = img;
            }
            if(/img\/enemy2.png/.test(arr[i])) {
                enemy2 = img;
            }
            if(/img\/enemy3.png/.test(arr[i])) {
                enemy3 = img;
            }
            if(/img\/enemy4.png/.test(arr[i])) {
                enemy4 = img;
            }
            if(/img\/bomb.png/.test(arr[i])) {
                bomb = img;
            }

            img.onload = function() {
                index++;
                load2.width = (index / arr.length) * load2_w;
                load2.progress2();
                //画布点击游戏开始
                canvas.onclick = function() {
                    game = true;
                    var timer = setInterval(function() {
                        ctx.clearRect(0, 0, canvas.width, canvas.height)
                        countDown -= 1;
                        ctx.font = '40px 黑体';
                        ctx.strokeText(countDown, (canvas.width - 40 / 2) / 2, (canvas.height - 40 / 2) / 2);
                        ctx.fillText(countDown, (canvas.width - 40 / 2) / 2, (canvas.height - 40 / 2) / 2);

                        if(countDown <= 0) {
                            clearInterval(timer);
                            if(index >= arr.length) {
                                move();
                            }
                            canvas.onclick = '';
                        }
                    }, 1000)
                }
            }
        }

        var num = 0; //用来计算子弹和飞机数量
        var arrBullet = []; //子弹数组
        var arrEnemy1 = []; //敌机1数组
        var arrEnemy2 = []; //敌机2数组
        var arrEnemy3 = []; //敌机3数组
        var arrEnemy4 = []; //敌机4数组
        var arrBomb = [];
        var count = 0; //分数
        var game = false; //控制move函数动画
        var heroHP = 3; //战机生命值

        function move() {
            num++;
            //把num清0防止num过大
            if(num > 1800) {
                num = 0;
            }
            //分数
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            ctx.font = '20px 宋体';
            ctx.strokeText('分数:' + count, 10, 30);
            ctx.fillText('分数:' + count, 10, 30);

            Bgmove(); //背景图片的滑动 
            stop.Stopdraw(); //暂停按钮
            heroPlane.heroDraw(); //画出战机

            //子弹
            if(num % 8 == 0) {
                var Bullet1 = new Bullet({
                    x: heroPlane.x + (hero.width / 6) / 2 - (bullet1.width / 3),
                    y: heroPlane.y + hero.height,
                    speed: 50,
                    src: bullet1,
                });
                arrBullet.push(Bullet1);
            }

            for(var i = 0; i < arrBullet.length; i++) {
                arrBullet[i].y -= arrBullet[i].speed;
                if(arrBullet[i].y < -bullet1.height) {
                    arrBullet.splice(i, 1);
                    i--;
                    continue;
                }
                arrBullet[i].bulletDraw(); //画子弹
            }

            //敌机1数量
            if(num % 100 == 0) {
                var enemy1Plane = new Plane(enemy1, ran(canvas.width-enemy1.width/5, 0), -enemy1.height, 1, 0, 5);
                arrEnemy1.push(enemy1Plane);
            }

            //敌机2数量
            if(num % 1000 == 0) {
                var enemy2Plane = new Plane(enemy2, ran(canvas.width-enemy2.width/10, 0), -enemy2.height, 0.5, 0, 9)
                arrEnemy2.push(enemy2Plane);
            }

           //敌机3数量
            if(num % 200 == 0) {
                var enemy3Plane = new Plane(enemy3, ran(canvas.width-enemy3.width/7, 0), -enemy3.height, 1, 0, 5)
                arrEnemy3.push(enemy3Plane);
            }
             //敌机4数量
            if(num % 800 == 0) {
                var enemy4Plane = new Plane(enemy4, ran(canvas.width-enemy4.width, 0), -enemy4.height, 0.5, 0, 5)
                arrEnemy4.push(enemy4Plane);
            }
            
            //道具数量
            if(num % 3000 == 0) {
                var bomb1 = new Plane(bomb, ran(286, 0), 0, 4, 0, 5);
                arrBomb.push(bomb1);
            }

            //敌机移动
            function EnemyCount(arrEnemy) {
                for(var k = 0; k < arrEnemy.length; k++) {
                    arrEnemy[k].y += arrEnemy[k].speed;
                    if(arrEnemy[k].y > canvas.height) {
                        arrEnemy.splice(k, 1);
                        console.log(11)
                        k--;
                        continue;
                    }
                    //根据分数改变敌机的速度
                    if(count >= 2000) {
                        arrEnemy[k].speed = 1;
                    }
                    if(count >= 5000) {
                        arrEnemy[k].speed = 1.5;
                    }
                    if(count >= 10000) {
                        arrEnemy[k].speed = 2;
                    }
                    if(count >= 20000) {
                        arrEnemy[k].speed = 3;
                    }
                    if(count >= 30000) {
                        arrEnemy[k].speed = 4.5;
                    }
                    if(arrEnemy == arrEnemy1) {
                        arrEnemy[k].enemy1Draw();
                    }
                    if(arrEnemy == arrEnemy2) {
                        arrEnemy[k].enemy2Draw();
                    }
                    if(arrEnemy == arrEnemy3) {
                        arrEnemy[k].enemy3Draw();
                    }
                    if(arrEnemy == arrBomb) {
                        arrEnemy[k].bombDraw();
                    }
                    if(arrEnemy == arrEnemy4) {
                        arrEnemy[k].enemy4Draw();
                    }

                }
            }
            EnemyCount(arrEnemy1);
            EnemyCount(arrEnemy2);
            EnemyCount(arrEnemy3);
            EnemyCount(arrEnemy4);
            EnemyCount(arrBomb);

            //判断是否击中敌机
            function kill(arrEnemy, enemyWidth, enemyHeight, score) {
                for(var i = 0; i < arrEnemy.length; i++) {
                    for(var j = 0; j < arrBullet.length; j++) {
                        if(arrBullet[j].x >= arrEnemy[i].x && arrBullet[j].x <= arrEnemy[i].x + enemyWidth && arrBullet[j].y <= arrEnemy[i].y + enemyHeight && arrBullet[j].y >= arrEnemy[i].y - enemyWidth) {
                            arrEnemy[i].hp -= 1;
                            arrEnemy[i].boom1 += enemyWidth;
                            count += score;
                            arrBullet.splice(j, 1);
                            if(arrEnemy[i].hp == 0) {
                                arrEnemy.splice(i, 1);
                                i--;
                            }
                            j--;
                            break;
                        }
                    }
                }
            }
            kill(arrEnemy1, enemy1.width / 5, enemy1.height, 50);
            kill(arrEnemy2, enemy2.width / 10, enemy2.height, 100);
            kill(arrEnemy3, enemy3.width / 7, enemy3.height, 50);
            kill(arrEnemy4, enemy4.width , enemy4.height, 80);

            //判断是否吃到道具
            for(var j = 0; j < arrBomb.length; j++) {
                if(arrBomb[j].x + bomb.width >= heroPlane.x && arrBomb[j].x <= heroPlane.x + bomb.width && arrBomb[j].y >= heroPlane.y && arrBomb[j].y <= heroPlane.y + hero.height) {
                    bubool = true;
                    arrBomb.splice(j, 1);
                    j--;
                    continue;
                }
            }

            //判断战机是否被敌机碰撞
            function die(Arr, enemyWidth) {
                for(let i = 0; i < Arr.length; i++) {
                    if(Arr[i].x + enemyWidth >= heroPlane.x && Arr[i].x <= heroPlane.x + (hero.width / 6) && Arr[i].y >= heroPlane.y && Arr[i].y <= heroPlane.y + hero.height) {
                        heroPlane.hp -= 1;
                        if(heroPlane.hp == 40) {
                            heroPlane.boom1 += hero.width / 6;
                        }
                        if(heroPlane.hp == 30) {
                            heroPlane.boom1 += hero.width / 6;
                        }
                        if(heroPlane.hp == 20) {
                            heroPlane.boom1 += hero.width / 6;
                        }
                        if(heroPlane.hp == 10) {
                            heroPlane.boom1 = hero.width / 6 * 5;
                        }

                        if(heroPlane.hp <= 0) {
                            game = false;
                            stop = null;
                            canvas.onmousemove = null;
                            ctx.font = '20px 宋体';
                            ctx.strokeText('游戏结束,您的得分为:' + count, (canvas.width - 180) / 2, (canvas.height / 2));
                            ctx.fillStyle = 'red';
                            ctx.fillText('游戏结束,您的得分为:' + count, (canvas.width - 180) / 2, (canvas.height / 2));
                        }
                    }
                }
            }
            die(arrEnemy1, enemy1.width / 6);
            die(arrEnemy2, enemy2.width / 10);
            die(arrEnemy3, enemy3.width / 7);
            die(arrEnemy4, enemy4.width );
            if(game == true) {
                window.requestAnimationFrame(move);
            }
        }
        //随机函数
        function ran(max, min) {
            return Math.round(Math.random() * (max - min) + min);
        }

        //飞机类
        function Plane(src, x, y, speed, boom1, hp) {
            this.src = src;  //图片
            this.x = x;
            this.y = y;
            this.speed = speed;
            this.boom1 = boom1; //雪碧图宽度位移量
            this.hp = hp; //血量
        }
        Plane.prototype = {
            heroDraw: function() {
                ctx.drawImage(this.src, this.boom1, 0, hero.width/6, hero.height, this.x, this.y, (hero.width/6), hero.height);
            },
            enemy1Draw: function() {
                ctx.drawImage(this.src, this.boom1, 0, enemy1.width/5, enemy1.height, this.x, this.y, (enemy1.width/5), enemy1.height)
            },
            enemy2Draw: function() {
                ctx.drawImage(this.src, this.boom1, 0, enemy2.width/10, enemy2.height, this.x, this.y, (enemy2.width/10), enemy2.height)
            },
            enemy3Draw: function() {
                ctx.drawImage(this.src, this.boom1, 0, enemy3.width/7, enemy3.height, this.x, this.y, (enemy3.width/7), enemy3.height)
            },
            enemy4Draw: function() {
                ctx.drawImage(this.src, this.boom1, 0, enemy4.width, enemy4.height, this.x, this.y, enemy4.width, enemy4.height)
            },  
            bombDraw: function() {
                ctx.drawImage(this.src, this.boom1, 0, bomb.width, bomb.height, this.x, this.y, bomb.width, bomb.height)
            },
        }
        var heroPlane = new Plane(hero, canvas.width / 2 - ((hero.width/6) / 2), canvas.height - hero.height, 0, 0, 50); //实例化战机

        var bubool = false; //判断是否吃到道具
        var bombTime = 2000;  //道具持续时间
    
        //子弹
        function Bullet(obj) {
            this.x = obj.x;
            this.y = obj.y;
            this.speed = obj.speed;
            this.src = obj.src;
        }
        Bullet.prototype = {
            bulletDraw: function() {
                bombTime-=1;
                if(bubool == true&&bombTime>=0) {
                    this.src = bomb;
                    ctx.drawImage(this.src, this.x - 15, this.y - hero.height);
                } else {
                    ctx.drawImage(this.src, this.x, this.y);
                     bombTime = 2000;
                     bubool =false;
                }
            }
        }

        //游戏暂停
        function Stop(x, y) {
            this.x = x;
            this.y = y;
        }
        Stop.prototype.Stopdraw = function() {
            ctx.drawImage(game_pause, 0, 0, (game_pause.width/2), game_pause.height, this.x, this.y, game_pause.width/2, game_pause.height)
        }
        var stop = new Stop(canvas.width - 35, canvas.height - 50);

        //战机移动
        canvas.onmousemove = function(e) {
                var e = e || window.event;
                var clickX = e.clientX - canvas.offsetLeft - (hero.width / 6) / 2;
                var clickY = e.clientY - canvas.offsetTop - hero.height / 2;
                heroPlane.x = clickX;
                heroPlane.y = clickY;
                //判断战机是否碰壁
                if(heroPlane.x >= canvas.width - (hero.width / 6) / 2) {
                    heroPlane.x = canvas.width - (hero.width / 6) / 2;
                }
                if(heroPlane.x <= -((hero.width / 6) / 2)) {
                    heroPlane.x = -((hero.width / 6) / 2);
                }
                if(heroPlane.y >= canvas.height - (hero.height / 2)) {
                    heroPlane.y = canvas.height - (hero.height / 2);
                }

                //游戏点击暂停
                if(e.clientX - canvas.offsetLeft >= stop.x && e.clientY - canvas.offsetTop >= stop.y) {
                    canvas.onclick = function() {
                        canvas.onclick = '';
                        if(game == false) {
                            game = true;
                            move();
                        } else {
                            game = false;
                        }
                    }
                }
            }
            //兼容移动端
        canvas.addEventListener('touchmove', function(e) {
            var e = e || window.event;
            var clickX = e.touches[0].clientX - canvas.offsetLeft - (hero.width / 6) / 2;
            var clickY = e.touches[0].clientY - canvas.offsetTop - hero.height / 2;
            heroPlane.x = clickX;
            heroPlane.y = clickY;
            //判断战机是否碰壁
            if(heroPlane.x >= canvas.width - (hero.width / 6) / 2) {
                heroPlane.x = canvas.width - (hero.width / 6) / 2;
            }
            if(heroPlane.x <= -((hero.width / 6) / 2)) {
                heroPlane.x = -((hero.width / 6) / 2);
            }
            if(heroPlane.y >= canvas.height - (hero.height / 2)) {
                heroPlane.y = canvas.height - (hero.height / 2);
            }
        })
    </script>
</html>

//图片

bg.png
hero.png
bullet1.png
![enemy2.png](http://upload-images.jianshu.io/upload_images/3969253-72bc10189983de97.png?imageMogr2/auto-orient/strip%7CimageView2/2/w/1240)
enemy3.png
enemy4.png
game_pause.png
bomb.png
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