本文实例讲述了JS小游戏的宇宙战机源码,分享给大家供大家参考。具体介绍如下:
一、游戏介绍:
这是一款飞行射击游戏,纵向,共六关。
二、游戏需求:
1.战机可发射子弹,子弹可通过获取道具升级。
2.战机可放bomb,可获取道具增加数量。
3.战机可蓄力攻击。
4.道具有三种,分别是升级子弹,增加bomb数量,增加战机数量。
5.每关音乐不同。
6.战机被击落后再进入战场,有保护状态。
7.敌机AI设计。
游戏运行如下图所示:
完整实例代码点击此处本站下载。
三、Javascript源码部分:
/** 宇宙战机* Author: fdipzone* Date: 2013-02-12* Ver: 1.0*/window.onload = function(){ var gameimg = [ 'images/fighter.png', 'images/fighter_p.png', 'images/fighter_s.png', 'images/fighter_sp.png', 'images/shot.png', 'images/destroy.png', 'images/destroy_boss.png', 'images/enemy.png', 'images/bullet.png', 'images/gift.png', 'images/bomb.png', 'images/boss1.png']; var callback = function(){ var gameplane = $('gameplane'); fighter.init(); fighter.bgmove(gameplane); } img_preload(gameimg, callback);};/** fighter class */var fighter = (function(){ var hiscore = 10000; // 最高分 var score = 0; // 当前分 var fighternum = 3; // 战机数量 var bombnum = 3; // 炸弹数量 var ft = null; // 战机对象 var is_start = 0; // 是否已开始游戏 var is_bombing = 0; // 是否爆炸中 var is_lock = 1; // 是否锁定 var is_over = 0; // 是否已结束 var is_clear = 0; // 清屏 var is_pile = 0; // 是否已达成蓄力 var is_protect = 0; // 是否保护状态 var pilenum = 0; // 已蓄力数量 var ackey = {}; // 记录键是否按下 var keypriority = {}; // 冲突键优先级 var gamekey = [37,38,39,40,83,65]; // 游戏的按键 var scoretag = [0,20,30,40,50,60,500]; // 不同敌机的分数 var level = 1; // 关数 var power = 1; // 战机子弹威力 var cheatcode = []; // 记录cheat输入 var failtimes = 0; // 挑战失败次数 // boss 数据 var bossdata = [ {'armor':500, 'left':136, 'top':-169, 'step':30}, {'armor':1000, 'left':136, 'top':-169, 'step':30}, {'armor':1500, 'left':136, 'top':-169, 'step':30}, {'armor':2000, 'left':136, 'top':-169, 'step':30}, {'armor':2500, 'left':136, 'top':-169, 'step':30}, {'armor':3000, 'left':136, 'top':-169, 'step':30}, ]; // 出现的敌机 var enemydata = []; // 当前出现的boss var curboss = null; // 关卡数据 var map = [ // level 1 { 'ms50':[[3, 680, 1, -50, 10, 10],[3, 680, 1, -50, 290, 10]], 'ms2500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms3500':[[1, 10, 12, -23, 190, 10]], 'ms5500':[[3, 800, 2, 100, -50, 10]], 'ms7500':[[3, 800, 2, 200, 450, -10]], 'ms8000':[[1, 10, 11, -23, 100, 10]], 'ms9500':[[3, 800, 2, 100, -50, 10]], 'ms11500':[[3, 800, 2, 200, 450, -10]], 'ms13500':[[3, 800, 2, 100, -50, 10]], 'ms15500':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms20000':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms25000':[[1, 10, 4, 150, -50, 10],[1, 10, 4, 250, 400, -10],[1, 10, 4, 100, 400, -10]], 'ms30000':[[3, 800, 5, 692, 90, -10],[3, 800, 5, 692, 280, -10]], 'ms35000':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms38000':[[1, 10, 11, -23, 10, 10]], 'ms40000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms42500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms45500':[[3, 800, 2, 50, -50, 10]], 'ms47500':[[3, 800, 2, 150, 450, -10]], 'ms49500':[[3, 800, 2, 50, -50, 10]], 'ms51500':[[3, 800, 2, 150, 450, -10]], 'ms55500':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms60000':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms65000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms68000':[[3, 800, 5, 692, 110, -10],[3, 800, 5, 692, 260, -10]], 'ms71000':[[1, 10, 13, -23, 220, 10]], 'ms76000':[] }, // level 2 { 'ms50':[[3, 680, 1, -50, 10, 10],[3, 680, 1, -50, 290, 10]], 'ms2500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms3500':[[1, 10, 12, -23, 190, 10]], 'ms5500':[[3, 800, 2, 100, -50, 10]], 'ms7500':[[3, 800, 2, 200, 450, -10]], 'ms8000':[[1, 10, 11, -23, 100, 10]], 'ms9500':[[3, 800, 2, 100, -50, 10]], 'ms11500':[[3, 800, 2, 200, 450, -10]], 'ms13500':[[3, 800, 2, 100, -50, 10]], 'ms15500':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms20000':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms25000':[[1, 10, 4, 150, -50, 10],[1, 10, 4, 250, 400, -10],[1, 10, 4, 100, 400, -10]], 'ms30000':[[3, 800, 5, 692, 90, -10],[3, 800, 5, 692, 280, -10]], 'ms35000':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms38000':[[1, 10, 11, -23, 10, 10]], 'ms40000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms42500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms45500':[[3, 800, 2, 50, -50, 10]], 'ms47500':[[3, 800, 2, 150, 450, -10]], 'ms49500':[[3, 800, 2, 50, -50, 10]], 'ms51500':[[3, 800, 2, 150, 450, -10]], 'ms55500':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms60000':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms65000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms68000':[[3, 800, 5, 692, 110, -10],[3, 800, 5, 692, 260, -10]], 'ms71000':[[1, 10, 13, -23, 220, 10]], 'ms76000':[] }, // level 3 { 'ms50':[[3, 680, 1, -50, 10, 10],[3, 680, 1, -50, 290, 10]], 'ms2500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms3500':[[1, 10, 12, -23, 190, 10]], 'ms5500':[[3, 800, 2, 100, -50, 10]], 'ms7500':[[3, 800, 2, 200, 450, -10]], 'ms8000':[[1, 10, 11, -23, 100, 10]], 'ms9500':[[3, 800, 2, 100, -50, 10]], 'ms11500':[[3, 800, 2, 200, 450, -10]], 'ms13500':[[3, 800, 2, 100, -50, 10]], 'ms15500':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms20000':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms25000':[[1, 10, 4, 150, -50, 10],[1, 10, 4, 250, 400, -10],[1, 10, 4, 100, 400, -10]], 'ms30000':[[3, 800, 5, 692, 90, -10],[3, 800, 5, 692, 280, -10]], 'ms35000':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms38000':[[1, 10, 11, -23, 10, 10]], 'ms40000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms42500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms45500':[[3, 800, 2, 50, -50, 10]], 'ms47500':[[3, 800, 2, 150, 450, -10]], 'ms49500':[[3, 800, 2, 50, -50, 10]], 'ms51500':[[3, 800, 2, 150, 450, -10]], 'ms55500':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms60000':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms65000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms68000':[[3, 800, 5, 692, 110, -10],[3, 800, 5, 692, 260, -10]], 'ms71000':[[1, 10, 13, -23, 220, 10]], 'ms76000':[] }, // level 4 { 'ms50':[[3, 680, 1, -50, 10, 10],[3, 680, 1, -50, 290, 10]], 'ms2500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms3500':[[1, 10, 12, -23, 190, 10]], 'ms5500':[[3, 800, 2, 100, -50, 10]], 'ms7500':[[3, 800, 2, 200, 450, -10]], 'ms8000':[[1, 10, 11, -23, 100, 10]], 'ms9500':[[3, 800, 2, 100, -50, 10]], 'ms11500':[[3, 800, 2, 200, 450, -10]], 'ms13500':[[3, 800, 2, 100, -50, 10]], 'ms15500':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms20000':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms25000':[[1, 10, 4, 150, -50, 10],[1, 10, 4, 250, 400, -10],[1, 10, 4, 100, 400, -10]], 'ms30000':[[3, 800, 5, 692, 90, -10],[3, 800, 5, 692, 280, -10]], 'ms35000':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms38000':[[1, 10, 11, -23, 10, 10]], 'ms40000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms42500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms45500':[[3, 800, 2, 50, -50, 10]], 'ms47500':[[3, 800, 2, 150, 450, -10]], 'ms49500':[[3, 800, 2, 50, -50, 10]], 'ms51500':[[3, 800, 2, 150, 450, -10]], 'ms55500':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms60000':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms65000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms68000':[[3, 800, 5, 692, 110, -10],[3, 800, 5, 692, 260, -10]], 'ms71000':[[1, 10, 13, -23, 220, 10]], 'ms76000':[] }, // level 5 { 'ms50':[[3, 680, 1, -50, 10, 10],[3, 680, 1, -50, 290, 10]], 'ms2500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms3500':[[1, 10, 12, -23, 190, 10]], 'ms5500':[[3, 800, 2, 100, -50, 10]], 'ms7500':[[3, 800, 2, 200, 450, -10]], 'ms8000':[[1, 10, 11, -23, 100, 10]], 'ms9500':[[3, 800, 2, 100, -50, 10]], 'ms11500':[[3, 800, 2, 200, 450, -10]], 'ms13500':[[3, 800, 2, 100, -50, 10]], 'ms15500':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms20000':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms25000':[[1, 10, 4, 150, -50, 10],[1, 10, 4, 250, 400, -10],[1, 10, 4, 100, 400, -10]], 'ms30000':[[3, 800, 5, 692, 90, -10],[3, 800, 5, 692, 280, -10]], 'ms35000':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms38000':[[1, 10, 11, -23, 10, 10]], 'ms40000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms42500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms45500':[[3, 800, 2, 50, -50, 10]], 'ms47500':[[3, 800, 2, 150, 450, -10]], 'ms49500':[[3, 800, 2, 50, -50, 10]], 'ms51500':[[3, 800, 2, 150, 450, -10]], 'ms55500':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms60000':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms65000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms68000':[[3, 800, 5, 692, 110, -10],[3, 800, 5, 692, 260, -10]], 'ms71000':[[1, 10, 13, -23, 220, 10]], 'ms76000':[] }, // level 6 { 'ms50':[[3, 680, 1, -50, 10, 10],[3, 680, 1, -50, 290, 10]], 'ms2500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms3500':[[1, 10, 12, -23, 190, 10]], 'ms5500':[[3, 800, 2, 100, -50, 10]], 'ms7500':[[3, 800, 2, 200, 450, -10]], 'ms8000':[[1, 10, 11, -23, 100, 10]], 'ms9500':[[3, 800, 2, 100, -50, 10]], 'ms11500':[[3, 800, 2, 200, 450, -10]], 'ms13500':[[3, 800, 2, 100, -50, 10]], 'ms15500':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms20000':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms25000':[[1, 10, 4, 150, -50, 10],[1, 10, 4, 250, 400, -10],[1, 10, 4, 100, 400, -10]], 'ms30000':[[3, 800, 5, 692, 90, -10],[3, 800, 5, 692, 280, -10]], 'ms35000':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms38000':[[1, 10, 11, -23, 10, 10]], 'ms40000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms42500':[[3, 680, 1, -50, 70, 10],[3, 680, 1, -50, 220, 10]], 'ms45500':[[3, 800, 2, 50, -50, 10]], 'ms47500':[[3, 800, 2, 150, 450, -10]], 'ms49500':[[3, 800, 2, 50, -50, 10]], 'ms51500':[[3, 800, 2, 150, 450, -10]], 'ms55500':[[3, 800, 3, -50, 90, 10],[3, 800, 3, -50, 280, 10]], 'ms60000':[[3, 800, 3, -50, 30, 10],[3, 800, 3, -50, 340, 10]], 'ms65000':[[1, 10, 4, 100, 400, -10],[1, 10, 4, 300, -50, 10]], 'ms68000':[[3, 800, 5, 692, 110, -10],[3, 800, 5, 692, 260, -10]], 'ms71000':[[1, 10, 13, -23, 220, 10]], 'ms76000':[] } ]; // 初始化 init = function(){ ft = $('fighter'); reset(); key_event(); } // 开始游戏 start = function(){ is_clear = 0; is_protect = 0; disp(ft.id, 'show'); reset_fighter(); reset_pile(); process(); bgsound(level, true); bgchange(level); fighter_init(); } // 设置事件 key_event = function(){ document.onkeydown = function(e){ var e = e || window.event; var curkey = e.keyCode || e.which || e.charCode; if(is_start==0){ if(cheatcode.length>12){ cheatcode.shift(); } cheatcode.push(curkey); // 记录用户输入的cheatcode } if(is_start==1 && in_array(curkey,gamekey)){ if(ackey[curkey.toString()]==0 || typeof(ackey[curkey.toString()])=='undefined' || !in_array(curkey,[83,65])){ // 射击与炸弹连按屏蔽 ackey[curkey.toString()] = 1; // save key down switch(curkey){ case 37: case 39: keypriority.left = curkey; // left right break; case 38: case 40: keypriority.top = curkey; // up down break; } }else{ return false; } } if(curkey==13 || is_start==1 && is_lock==0){ // game is start or key=13 switch(curkey){ case 13: // enter if(is_start==0){ is_start=1; disp('op', 'hide'); msg_show(); setTimeout(function(){ msg_hide(); cheat(); start(); }, 1500); } break; case 83: // 射击 shot(); break; case 65: // 炸弹 bomb(); break; } } } document.onkeyup = function(e){ var e = e || window.event; var curkey = e.keyCode || e.which || e.charCode; if(is_start==1 && in_array(curkey,gamekey)){ ackey[curkey.toString()] = 0; // release key down if(curkey==83){// 释放蓄力攻击 if(is_pile==1){ pile_shot(); } reset_pile(); } } } } // 循环执行的动作 action = function(){ var movestep = 5; // 移动步长 var et = setInterval(function(){ if(is_start==0 || is_lock==1){ clearInterval(et); } // 移动 if(ackey['37']==1 && (ackey['39']==0 || keypriority.left==37)){ // 冲突时判断优先级 if(getPosition(ft,'left')<movestep){ setPosition(ft, 'left', 0); // left }else{ setPosition(ft, 'left', getPosition(ft,'left') - movestep); } } if(ackey['38']==1 && (ackey['40']==0 || keypriority.top==38)){ if(getPosition(ft, 'top')<movestep){ setPosition(ft, 'top', 0); // top }else{ setPosition(ft, 'top', getPosition(ft,'top') - movestep); } } if(ackey['39']==1 && (ackey['37']==0 || keypriority.left==39)){ if(400-(getPosition(ft,'left')+50)<movestep){ setPosition(ft, 'left', 350); //width-fighter.width }else{ setPosition(ft, 'left', getPosition(ft,'left') + movestep); } } if(ackey['40']==1 && (ackey['38']==0 || keypriority.top==40)){ if(640-(getPosition(ft,'top')+50)<movestep){ setPosition(ft, 'top', 590); // height-fighter.height }else{ setPosition(ft, 'top', getPosition(ft,'top') + movestep); } } // 蓄力攻击 if(ackey['83']==1){ if(pilenum<1000){ pilenum = pilenum + 20; }else if(is_pile==0){ is_pile = 1; if(is_protect==1){ setClass(ft, 'fighter_sp'); }else{ setClass(ft, 'fighter_s'); } } } }, 20); } // 战机射击 shot = function(){ // 创建子弹 var bullet = document.createElement('div'); var offsetx; switch(power){ case 1: offsetx = 20; break; case 2: offsetx = 15; break; case 3: offsetx = 10; break; case 4: offsetx = 4; break; } setClass(bullet, 'shot' + power); // 设置子弹初始位置 setPosition(bullet, 'top', getPosition(ft, 'top')-30); setPosition(bullet, 'left', getPosition(ft, 'left') + offsetx); ft.parentNode.appendChild(bullet); // 设置子弹运动 var et = setInterval(function(){ if(getPosition(bullet,'top')<=-30 || is_lock==1){ clearInterval(et); ft.parentNode.removeChild(bullet); // 释放子弹 } for(var i=0; i<enemydata.length; i++){ if(enemydata[i]!=null){ if(impact(bullet, enemydata[i])){ // 打中敌机 destroy(enemydata[i]); scoreup(enemydata[i].type); enemydata[i] = null; clearInterval(et); ft.parentNode.removeChild(bullet); } } } if(curboss!=null){ // boss 战 if(impact(bullet, curboss['obj'])){ // 打中boss curboss['armor']=parseInt(curboss['armor'])-power*10; clearInterval(et); ft.parentNode.removeChild(bullet); } } setPosition(bullet, 'top', getPosition(bullet, 'top')-15); }, 30) } // 蓄力射击 pile_shot = function(){ var pilebullet = document.createElement('div'); setClass(pilebullet, 'pileshot'); // 设置子弹初始位置 setPosition(pilebullet, 'top', getPosition(ft, 'top')-30); setPosition(pilebullet, 'left', getPosition(ft, 'left')); ft.parentNode.appendChild(pilebullet); var et = setInterval(function(){ if(getPosition(pilebullet,'top')<=-85 || is_lock==1){ clearInterval(et); ft.parentNode.removeChild(pilebullet); // 释放子弹 } for(var i=0; i<enemydata.length; i++){ if(enemydata[i]!=null){ if(impact(pilebullet, enemydata[i])){ // 打中敌机 destroy(enemydata[i]); scoreup(enemydata[i].type); enemydata[i] = null; } } } if(curboss!=null){ // boss 战 if(impact(pilebullet, curboss['obj'])){ // 打中boss curboss['armor']=parseInt(curboss['armor'])-100; clearInterval(et); ft.parentNode.removeChild(pilebullet); // 释放子弹 } } setPosition(pilebullet, 'top', getPosition(pilebullet, 'top')-20); }, 30) } // 放炸弹 bomb = function(){ if(is_bombing==0 && bombnum>0){ // 不是爆炸中且有炸弹数 is_bombing = 1; bombnum --; setHtml('bombnum', bombnum); // 自减1 var opacity = 100; setOpacity($('bomb'), opacity); disp('bomb', 'show'); // 清除所有敌机及敌方子弹 is_clear = 1; // 打击boss if(curboss!=null){ curboss['armor'] = parseInt(curboss['armor'])-300; } var step = 0; var et = setInterval(function(){ // 炸弹效果 if(step<11){ setBgPosition($('bomb'), 0, step*(-280)); }else{ clearInterval(et); disp('bomb', 'hide'); is_bombing = 0; is_clear = 0; } step ++; }, 70); } } // 游戏进程 process = function(){ var leveldata = map[level-1], processed = 0, step = 10; var levelstep = 0; // 每关开始清0 var et = setInterval(function(){ if(is_lock==0){ processed += step; if(attrcount(leveldata)>levelstep){ // 未完成本关 if(leveldata['ms'+processed]){ for(var i=0; i<leveldata['ms'+processed].length; i++){ var msdata = leveldata['ms'+processed][i]; create(msdata); } levelstep ++; // 进度 } }else{ // 已完成本关,进入Boss战 bosswar(); clearInterval(et); } } if(is_over==1){ clearInterval(et); } }, step); } /* 创建关卡元素 /* msdata:{ num:出现的数量 interval:间隔 type:类型 top:原始top坐标 left:原始left坐标 step:移动距离 } */ create = function(msdata){ var num = msdata[0], interval = msdata[1], type = msdata[2], top = msdata[3], left = msdata[4], step = msdata[5]; var et = setInterval(function(){ if(num>0){ var enft = document.createElement('div'); setClass(enft, 'element' + type); enft.type = type; setPosition(enft, 'top', top); setPosition(enft, 'left', left); ft.parentNode.appendChild(enft); if(type<=10){ enemydata.push(enft); } route(enft, type, step); num--; }else{ clearInterval(et); } }, interval); } // 元素运动轨迹 route = function(enft, type, step){ var et = null; switch(type){ case 1: // 曲线 var count = 0; et = setInterval(function(){ if(node_exist(enft)){ setPosition(enft, 'top', getPosition(enft,'top')+Math.abs(step)); setPosition(enft, 'left', getPosition(enft,'left')+step); count<5? count++ : (count=0, step*=-1); if(getPosition(enft, 'top')>640 || is_over==1 || is_clear==1){ clearInterval(et); ft.parentNode.removeChild(enft); } impact_handle(enft, et); }else{ clearInterval(et); } }, 80); break; case 2: // 横向 var count = 0; et = setInterval(function(){ if(node_exist(enft)){ setPosition(enft, 'left', getPosition(enft,'left')+step); count<9? count++ : (count=0, attack(enft,1,17,47)); if(getPosition(enft,'left')>400 && step>0 || getPosition(enft,'left')<-50 && step<0 || is_over==1 || is_clear==1){ clearInterval(et); ft.parentNode.removeChild(enft); } impact_handle(enft, et); }else{ clearInterval(et); } }, 80); break; case 3: // 竖向 var count = 0; et = setInterval(function(){ if(node_exist(enft)){ setPosition(enft, 'top', getPosition(enft,'top')+step); count<9? count++ : (count=0, attack(enft,1,17,47)); if(getPosition(enft,'top')>640 || is_over==1 || is_clear==1){ clearInterval(et); ft.parentNode.removeChild(enft); } impact_handle(enft, et); }else{ clearInterval(et); } }, 75); break; case 4: // 左右循环移动攻击 var count = 0; et = setInterval(function(){ if(node_exist(enft)){ setPosition(enft, 'left', getPosition(enft,'left')+step); count<10? count++ : (count=0, attack(enft,4,17,31)); if(getPosition(enft,'left')>=350 && step>0 || getPosition(enft,'left')<=0 && step<0){ step*=-1; } if(is_over==1 || is_clear==1){ clearInterval(et); ft.parentNode.removeChild(enft); } impact_handle(enft, et); }else{ clearInterval(et); } }, 80); break; case 5: // 从后面攻击 var count = 0; et = setInterval(function(){ if(node_exist(enft)){ setPosition(enft, 'top', getPosition(enft,'top')+step); count<9? count++ : (count=0, attack(enft,1,17,-17)); if(getPosition(enft,'top')<-32 || is_over==1 || is_clear==1){ clearInterval(et); ft.parentNode.removeChild(enft); } impact_handle(enft, et); }else{ clearInterval(et); } }, 75); break; case 11: // power gift var count = 0; et = setInterval(function(){ if(node_exist(enft)){ setPosition(enft, 'top', getPosition(enft,'top')+Math.abs(step)); setPosition(enft, 'left', getPosition(enft,'left')+step); count<5? count++ : (count=0, step*=-1); if(getPosition(enft, 'top')>640 || is_over==1){ clearInterval(et); ft.parentNode.removeChild(enft); } if(impact(enft, ft) && is_lock==0){ // 奖励与战机相撞 powerup(); ft.parentNode.removeChild(enft); clearInterval(et); } }else{ clearInterval(et); } }, 80); break; case 12: // bomb gift var count = 0; et = setInterval(function(){ if(node_exist(enft)){ setPosition(enft, 'top', getPosition(enft,'top')+Math.abs(step)); setPosition(enft, 'left', getPosition(enft,'left')+step); count<5? count++ : (count=0, step*=-1); if(getPosition(enft, 'top')>640 || is_over==1){ clearInterval(et); ft.parentNode.removeChild(enft); } if(impact(enft, ft) && is_lock==0){ // 奖励与战机相撞 bombup(); ft.parentNode.removeChild(enft); clearInterval(et); } }else{ clearInterval(et); } }, 80); break; case 13: // fighter gift var count = 0; et = setInterval(function(){ if(node_exist(enft)){ setPosition(enft, 'top', getPosition(enft,'top')+Math.abs(step)); setPosition(enft, 'left', getPosition(enft,'left')+step); count<5? count++ : (count=0, step*=-1); if(getPosition(enft, 'top')>640 || is_over==1){ clearInterval(et); ft.parentNode.removeChild(enft); } if(impact(enft, ft) && is_lock==0){ // 奖励与战机相撞 fighterup(); ft.parentNode.removeChild(enft); clearInterval(et); } }else{ clearInterval(et); } }, 80); break; } } // 销毁 destroy = function(dobj){ // dobj:被销毁的对象 var dest = document.createElement('div'); setClass(dest, 'destroy'); setPosition(dest, 'top', getPosition(dobj, 'top')); setPosition(dest, 'left', getPosition(dobj, 'left')); ft.parentNode.appendChild(dest); if(dobj.id=='fighter'){ // 战机被击中 disp(dobj.id, 'hide'); power = 1; bombnum = 3; fighternum--; setHtml('fighternum', fighternum); setHtml('bombnum', bombnum); is_lock = 1; }else{ dobj.parentNode.removeChild(dobj); } var step = 0; var et = setInterval(function(){ if(step<11){ setBgPosition(dest, step*(-48), 0); step++; }else{ if(dobj.id=='fighter'){ setTimeout(function(){ if(fighternum>0){ levelcontinue(); }else{ if(curboss!=null){ obj = curboss['obj']; obj.parentNode.removeChild(obj); } gameover(); //战机全部被击中,游戏结束 } },1000); } dest.parentNode.removeChild(dest); clearInterval(et); } }, 50); } // boss war bosswar = function(){ var boss = bossdata[level-1]; var bossft = document.createElement('div'); setClass(bossft, 'boss' + level); setPosition(bossft, 'left', boss['left']); setPosition(bossft, 'top', boss['top']); ft.parentNode.appendChild(bossft); curboss = {"armor":boss['armor'],"obj":bossft}; switch(level){ case 1: // boss 1 case 2: // boss 2 case 3: // boss 3 case 4: // boss 4 case 5: // boss 5 case 6: // boss 6 var step = -3; var count = 0; var et = setInterval(function(){ if(getPosition(bossft,'top')<50){ // boss 进场 setPosition(bossft, 'top', getPosition(bossft, 'top')+5); }else{ if(curboss['armor']<=0){ // boss over clearInterval(et); bossover(); }else{ if(step<0){ // 左移动 if(getPosition(bossft,'left')>10){ setPosition(bossft, 'left', getPosition(bossft, 'left')+step); }else{ step*=-1; } } if(step>0){ // 右移动 if(getPosition(bossft,'left')<260){ setPosition(bossft, 'left', getPosition(bossft, 'left')+step); }else{ step*=-1; } } if(count>=35 && count%35==0){ attack(bossft, 1, 30, 30); attack(bossft, 1, 80, 30); } if(count>=60 && count%60==0){ attack(bossft, 2, 15, 75); attack(bossft, 2, 105, 75); } if(count>=100 && count%100==0){ attack(bossft, 3, 60, 92); } count<8400? count++ : count=0; } } }, boss['step']); break; } } /* attack * obj 敌机 * type 攻击类型 * left 子弹初始left * top 子弹初始top */ attack = function(obj, type, left, top){ if(is_lock==1){ return false; // 如已锁定不射击 } var oleft = getPosition(obj, 'left')+left; var otop = getPosition(obj, 'top')+top; switch(type){ case 1: //向战机攻击 // 子弹初始位置与战机位置 var opoint = {x:oleft+7, y:otop+7}; var dpoint = {x:getPosition(ft,'left')+25, y:getPosition(ft,'top')+25}; var p = vector(opoint, dpoint, 8); enftbullet('bullet', oleft, otop, p[0], p[1], 35); break; case 2: //直线攻击 var num = 3; var st = setInterval(function(){ if(num>0){ enftbullet('bullet', oleft, otop, 0, 8, 35); num --; }else{ clearInterval(st); } }, 150); break; case 3: // 散开攻击 var num = 3; var st = setInterval(function(){ if(num>0){ switch(num){ case 1: enftbullet('sbullet', oleft, otop, 0, 8, 35); break; case 2: enftbullet('sbullet', oleft, otop, 3, 8, 35); break; case 3: enftbullet('sbullet', oleft, otop, -3, 8, 35); break; } num --; }else{ clearInterval(st); } }, 0); break; case 4: // 小散开攻击 var num = 3; var st = setInterval(function(){ if(num>0){ switch(num){ case 1: enftbullet('bullet', oleft, otop, 0, 8, 35); break; case 2: enftbullet('bullet', oleft, otop, 3, 8, 35); break; case 3: enftbullet('bullet', oleft, otop, -3, 8, 35); break; } num --; }else{ clearInterval(st); } }, 0); break; } } /* enft bullet * type 子弹类型 * oleft,otop 子弹初始位置 * left,top 子弹 移 * speed 速度 */ enftbullet = function(type, oleft, otop, left, top, speed){ var bullet = document.createElement('div'); setClass(bullet, type); setPosition(bullet, 'left', oleft); setPosition(bullet, 'top', otop); ft.parentNode.appendChild(bullet); var et = setInterval(function(){ setPosition(bullet, 'top', getPosition(bullet,'top')+top); setPosition(bullet, 'left', getPosition(bullet,'left')+left); if(getPosition(bullet,'left')>400 || getPosition(bullet,'left')<-30 || getPosition(bullet,'top')<-30 || getPosition(bullet,'top')>640 || is_lock==1 || is_clear==1){ clearInterval(et); ft.parentNode.removeChild(bullet); } impact_handle(bullet, et); }, speed); } // boss over bossover = function(){ obj = curboss['obj']; obj.parentNode.removeChild(obj); scoreup(6); // boss score var dest = document.createElement('div'); setClass(dest, 'destroyboss'); setPosition(dest, 'top', getPosition(obj, 'top')); setPosition(dest, 'left', getPosition(obj, 'left')); ft.parentNode.appendChild(dest); var step = 0; var et = setInterval(function(){ if(step<21){ setBgPosition(dest, step*(-150), 0); }else if(step==21){ dest.parentNode.removeChild(dest); }else if(step==50){ clearInterval(et); levelup(); } step++; }, 50); } // continue levelcontinue = function(){ reset_fighter(); disp(ft.id, 'show'); setProtect(); fighter_init(); } // 过关 levelup = function(){ keypriority = {}; enemydata = []; curboss = null; level ++; bgsound('pass', false); var processed = 0; var et = setInterval(function(){ is_lock = 1; processed = processed + 15; if(getPosition(ft, 'top')>-50){ setPosition(ft, 'top', getPosition(ft, 'top')-15); } if(processed>=2500){ clearInterval(et); disp(ft.id, 'hide'); if(level<=map.length){ bgchange(0); msg_show(); setTimeout(function(){ msg_hide(); start(); }, 1500); }else{ gameclear(); // 通关 } } }, 25); } // 更新分数 scoreup = function(type){ if(typeof(scoretag[type])!='undefined'){ score = score + scoretag[type] * level; setHtml('score', score); if(score > hiscore){ hiscore = score; setHtml('hiscore', hiscore); } } } // 子弹升级 powerup = function(){ power = power+1>4? 4 : power+1; } // 炸弹增加 bombup = function(){ bombnum ++; setHtml('bombnum', bombnum); } // 战机增加 fighterup = function(){ fighternum ++; setHtml('fighternum', fighternum); } // 保护状态 setProtect = function(){ is_protect = 1; if(is_pile==1){ setClass(ft, 'fighter_sp'); }else{ setClass(ft, 'fighter_p'); } setTimeout(function(){ is_protect = 0; if(is_pile==1){ setClass(ft, 'fighter_s'); }else{ setClass(ft, 'fighter'); } }, 3000) } // 碰撞处理 impact_handle = function(obj, et){ // et 定时器 if(impact(obj, ft) && is_lock==0){ // 产生碰撞 if(is_protect==0){ destroy(ft); clearInterval(et); ft.parentNode.removeChild(obj); } } } // 全部通关 gameclear = function(){ is_over = 1; disp('gameclear', 'show'); setHtml('clearcon', 'Game Clear' + '<br>' + 'SCORE : ' + score); bgsound('clear', false); bgchange('clear'); setTimeout(function(){ bgsound(); init(); }, 16000); } // 游戏结束 gameover = function(){ is_over = 1; disp('gameover', 'show'); setHtml('overcon', 'LEVEL : ' + level + '<br>' + 'SCORE : ' + score); bgsound('over', false); bgchange('over'); failtimes++; setTimeout(function(){ if(failtimes==3){ alert('在游戏开始画面依次输入 ↑ ↑ ↓ ↓ ← → ← → a s a s,再开始游戏,会有惊喜^_^'); } bgsound(); init(); }, 8000); } // 显示讯息 msg_show = function(){ setHtml('level', 'LEVEL - ' + level); disp('level', 'show'); is_lock = 1; } // 隐藏讯息 msg_hide = function(){ disp('level', 'hide'); } // 重置 reset = function(){ is_start = 0; is_bombing = 0; is_lock = 1; is_over = 0; is_clear = 0; is_protect = 0; level = 1; power = 1; ackey = {}; keypriority = {}; enemydata = []; score = 0; fighternum = 3; bombnum = 3; setHtml('hiscore', hiscore); setHtml('score', score); setHtml('fighternum', fighternum); setHtml('bombnum', bombnum); reset_fighter(); reset_pile(); disp('op', 'show'); disp('gameover', 'hide'); disp('gameclear', 'hide'); bgchange(0); } // 重置战机位置 reset_fighter = function(){ setPosition(ft, 'top', 640); setPosition(ft, 'left', 175); setClass(ft, 'fighter'); } // 重置蓄力 reset_pile = function(){ is_pile = 0; pilenum = 0; if(is_protect==1){ setClass(ft, 'fighter_p'); }else{ setClass(ft, 'fighter'); } } // 战机初始化 fighter_init = function(){ var et = setInterval(function(){ if(getPosition(ft, 'top')>400){ setPosition(ft, 'top', getPosition(ft, 'top')-12); }else{ clearInterval(et); is_lock = 0; action(); } }, 30); } // 密技30命 cheat = function(){ if(cheatcode.join(',')=='38,38,40,40,37,39,37,39,65,83,65,83,13'){ fighternum = 30; setHtml('fighternum', fighternum); } cheatcode = []; } // 背景控制 bgmove = function(obj){ var step = 1; var et = setInterval(function(){ var bgpos = getBgPosition(obj); if(bgpos['top']==640){ setBgPosition(obj, 0, 0); // reset }else{ setBgPosition(obj, bgpos['left'], bgpos['top']+step); } }, 50); } // 背景切换 bgchange = function(file){ var obj = $('gameplane'); setClass(obj, 'gameplane bg'+file); } // 音乐控制 bgsound = function(file, loop){ var id = 'audioplayer'; if(typeof(file)!='undefined'){ if(typeof(loop)=='undefined'){ loop = false; } var audiofile = []; audiofile['mp3'] = 'music/' + file + '.mp3'; audiofile['ogg'] = 'music/' + file + '.ogg'; audioplayer(id, audiofile , loop); }else{ audioplayer(id); } } return this;})();
相信本文所述对大家javascript游戏设计有一定的借鉴价值。
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