javascript飞机大战-----0010完整版代码

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Document</title>
<style>
*{margin:0;padding:0;}
.game{
position:relative;
width: 320px;
height: 568px;
margin: 50px auto;
background: url('image/bg.png');
}
.game>img,.score,.life{
position: absolute;
}
.score{
top: 20px;
}
.life{
right: 0;
top: 20px;
}
.life{width:60px;}
.life img{float: left;}
</style>
</head>
<body>
<div class="game">
<div class="score">得分:0</div>
<div class="life">
<img src="data:image/heart.png" alt="">
<img src="data:image/heart.png" alt="">
<img src="data:image/heart.png" alt="">
</div>
</div>
</body>
</html>
<script src="js/engine.js"></script>
<script src="js/bullet.js"></script>
<script src="js/hero.js"></script>
<script src="js/enemy.js"></script>
<script src="js/allEnemy.js"></script>

引擎

/*
游戏引擎
*/
var Engine = {
//刚开始的游戏状态
gameStatus:false,
//所以敌机
enemy:{},
//子弹
bullet:{},
//得分
scroe:0,
//背景图片
game:document.querySelector('.game'),
//页面得分
textScroe:document.querySelector('.score'), //初始化
init:function(){
this.gameStart();
},
//游戏开始
gameStart:function(){
var _this = this;
//点击图片的时候判断游戏状态
this.game.onclick = function(){
if(!_this.gameStatus){
_this.gameStatus = true;
//移动移动
_this.bgMove();
_this.handleMove();
_this.createPlane();
}
}
},
//背景移动
bgMove:function(){
var y=0;
var _this = this;
this.bgTimer = setInterval(function(){
y+=2;
_this.game.style['background-position-y']=y+'px';
},50)
},
createPlane:function(){
//创建敌机和英雄机
Hero.init(); //创建敌机
this.createTimer = setInterval(function(){
var num = parseInt(Math.random()*15)+1;
switch (num) {
case 1:
case 3:
case 5:
case 7:
case 9:
new SmallEnemy().init();
break;
case 2:
case 4:
case 6:
new MiddleEnemy().init();
case 8:
case 12:
new LargeEnemy().init(); }
},500)
},
//所有敌机和子弹都要动
handleMove:function(){
var _this=this;
this.moveTimer = setInterval(function(){
//创建所有子弹
for(var i in _this.bullet){
_this.bullet[i].move()
}
//c创建所有敌机动
for(var i in _this.enemy){
_this.enemy[i].move()
} },30)
},
//碰撞检测
isCompact:function(obj1,obj2){
var l1 = obj1.offsetLeft>obj2.offsetLeft+obj2.offsetWidth;
var l2 = obj2.offsetLeft>obj1.offsetLeft+obj1.offsetWidth;
var t1 = obj1.offsetTop>obj2.offsetTop+obj2.offsetHeight;
var t2 = obj2.offsetTop>obj1.offsetTop+obj1.offsetHeight;
if(l1||l2||t1||t2){
return false;
}else{
return true;
}
},
//更新得分
updateScroe:function(scroe){ this.scroe+=scroe; this.textScroe.innerHTML="分数"+this.scroe;
},
gameOver:function(){
//停止创建敌机
clearInterval(this.createTimer); //子弹停止
clearInterval(this.moveTimer);
}
};
Engine.init();

英雄机

/*
英雄机:因为英雄机只有一辆所以不需要用构造函数
*/
var Hero = {
//初始图片
self:null,
//初始left
left:0,
//初始top
top:0,
//生命值
life:3,
//加载进来的图和爆照的图
imgs:['image/hero.gif','image/hero-bang.gif'],
//获得到自己的红星
allHero:document.querySelectorAll('.life>img'),
//初始化
init:function(){
//创建一个元素
var img = document.createElement('img');
//将图片路径赋值给它
img.src=this.imgs[0];
//插入到game中
Engine.game.appendChild(img);
//赋值给英雄机的初始图片
this.self = img;
//当图片加载完成以后获取图片的高度和宽度
var _this = this;//在函数里面this的指向会改变,所以我们提前报存下来
img.onload = function(){
//因为上面的属性有this.left所以我们应该和图片一样赋值给它
_this.left = (Engine.game.offsetWidth-img.offsetWidth)/2;//英雄机的left中心点等于(game的宽度-英雄机的宽度)除以2
_this.top = Engine.game.offsetHeight-img.offsetHeight;
img.style.left = _this.left+'px';
img.style.top = _this.top+'px';
//初始化的时候调用move
_this.move();
_this.shoot();
}; },
//鼠标移动的时候英雄机也要移动
move:function(){
//类似于放大镜
var _this = this;
document.onmousemove = function(e){
var e = e||event;
var l = e.clientX - Engine.game.offsetLeft - _this.self.offsetWidth/2;
var t = e.clientY - Engine.game.offsetTop - _this.self.offsetHeight/2;
//边界处理
var lmax = Engine.game.offsetWidth-_this.self.offsetWidth;//最大边界 var bmax = Engine.game.offsetHeight-_this.self.offsetHeight;//最大边界
l = l < 0 ? 0 : (l > lmax ? lmax : l);
t = t < 0 ? 0 : (t > bmax ? bmax : t); //赋值
_this.self.style.left = l+'px';
_this.self.style.top = t+'px'; //更新left top
_this.left = l;
_this.top = t;
}
},
//发子弹
shoot:function(){
//每隔100毫秒发一次子弹
var _this = this;
this.shootTimer = setInterval(function(){
var l = _this.left+_this.self.offsetWidth/2
new Bullet(l,_this.top).init();
},100)
},
bang:function(){
var img = document.createElement('img');
img.src = this.imgs[1];
img.style.left = this.left+'px';
img.style.top = this.top+'px';
Engine.game.appendChild(img)
setTimeout(function(){
img.remove();
},1000)
},
die:function(){
this.life--;
this.allHero = document.querySelectorAll('.life img');
this.allHero[0].remove(); console.log(this.allHeart,this.allHero[0])
if(this.life<=0){
this.destroy();
}
},
destroy:function(){
this.self.remove();
this.bang();
clearInterval(this.shootTimer);
//游戏结束
this.gameOver();
}
}
//在游戏没开始的时候不能出现英雄机和子弹所以要放在引擎里面
//Hero.init();

敌机类

/*
创建敌机:
*/
function Enemy(blood,speed,imgs,scroe){
//敌机left
this.left = 0;
//敌机top
this.top = 0;
//敌机血量
this.blood = blood;
//敌机速度
this.speed = speed;
//敌机图片集合
this.imgs = imgs;//爆炸前和爆炸后
//分数
this.scroe = scroe;
}
Enemy.prototype = {
constructor:Enemy,
init:function(){
//创建一个元素
var img = document.createElement('img');
//将图片路径赋值给它
img.src=this.imgs[0];
//插入到game中
Engine.game.appendChild(img);
//赋值给敌机的初始图片
this.self = img; //当图片加载完成以后获取图片的高度和宽度
var _this = this;//在函数里面this的指向会改变,所以我们提前报存下来
img.onload = function(){ _this.left = parseInt(Math.random()*(320-img.offsetWidth));
_this.top = -img.offsetHeight;
img.style.left = _this.left+'px';
img.style.top = _this.top+'px';
}; //生成敌机编号并放入引擎的bullet中
this.id = Math.random();
Engine.enemy[this.id]=this;
},
//子弹移动,定时器都交给引擎去做
move:function(){
this.top+=this.speed;
this.self.style.top = this.top+'px';
//越界判断
if(this.top>568+this.self.offsetWidth){
this.destroy();
}
//判断与英雄机相撞
if(Engine.isCompact(this.self,Hero.self)){
//自己销毁
this.destroy();
//英雄机
Hero.die();
}
},
bang:function(){
var img = document.createElement('img');
img.src = this.imgs[1];
img.style.left = this.left+'px';
img.style.top = this.top+'px';
Engine.game.appendChild(img)
setTimeout(function(){
img.remove();
},1000)
},
destroy:function(){
//销毁
//从页面小时
this.self.remove();
this.bang();
//统计得分
Engine.updateScroe(this.scroe);
//从内存消失
delete Engine.enemy[this.id];
} }

大中小机器

/*
创建所有类型的飞机
*/
function SmallEnemy(){
var s = parseInt(Math.random()*3+3);
Enemy.call(this,1,s,['image/enemy1.png','image/enemy1-bang.gif'],10)
}
SmallEnemy.prototype = {
constructor: SmallEnemy,
__proto__: Enemy.prototype
}; function MiddleEnemy(){
var s = parseInt(Math.random()*3+2);
Enemy.call(this,5,s,['image/enemy2.png','image/enemy2-bang.gif'],20)
}
MiddleEnemy.prototype = {
constructor:MiddleEnemy,
__proto__:Enemy.prototype
} function LargeEnemy(){
var s = parseInt(Math.random()*2+1);
Enemy.call(this,10,s,['image/enemy3.png','image/enemy3-bang.gif'],50)
}
LargeEnemy.prototype = {
constructor:LargeEnemy,
__proto__:Enemy.prototype
}

子弹

/*
创建子弹:因为子弹不是只创建一个所以要用构造函数 注意一点:子弹发射的位置应该是英雄机的正*的位置,所以需要传点东西进来
*/
function Bullet(l,t){
this.l = l;//保留一下传进来的l
this.t = t;//保留一下创进来的t
//初始图片
this.self = null;
//子弹初始left
this.left = 0;
//子弹初始top
this.top = 0;
//子弹的速度
this.speed = 2;
//子弹编号 因为在引擎里面有一个专门存放子弹的对象,所以我们要给每一个子弹生成编号
this.id = '';
}
Bullet.prototype = {
constructor:Bullet,
init:function(){
//创建一个元素
var img = document.createElement('img');
//将图片路径赋值给它
img.src='image/bullet1.png';
//插入到game中
Engine.game.appendChild(img);
//赋值给子弹的初始图片
this.self = img; //当图片加载完成以后获取图片的高度和宽度
var _this = this;//在函数里面this的指向会改变,所以我们提前报存下来
img.onload = function(){
//因为上面的属性有this.left所以我们应该和图片一样赋值给它
_this.left = _this.l-_this.self.offsetWidth/2;
_this.top = _this.t-_this.self.offsetHeight;
img.style.left = _this.left+'px';
img.style.top = _this.top+'px';
}; //生成子弹编号并放入引擎的bullet中
this.id = Math.random();
Engine.bullet[this.id]=this;
},
//子弹移动,定时器都交给引擎去做
move:function(){
this.top-=2;
this.self.style.top = this.top+'px';
//越界判断
if(this.top<=-this.self.offsetHeight){
this.destroy();
}
//是否与敌机碰撞
for(i in Engine.enemy){
if(Engine.isCompact(this.self,Engine.enemy[i].self)){
//子弹销毁
this.destroy();
//敌机销毁
Engine.enemy[i].blood--;
if(Engine.enemy[i].blood<=0){
Engine.enemy[i].destroy();
} }
}
},
destroy:function(){
//销毁
//从页面小时
this.self.remove();
//从内存消失
delete Engine.bullet[this.id];
} }
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