1.javascript中的继承,最好父类只提供方法共享,属性写到各自子类中,避免父类和子类的构造函数混杂。
2.prototype模拟继承的代码,应写在所有方法定义之前,否则原型对象被改变,方法就变成了未定义,如:
复制代码 代码如下:
Hero.prototype = new Tank (0, 0, 0);
Hero.prototype.constructor = Hero;
Hero.prototype.addLife = function(){
this.lifetimes++;
document.querySelector("#life").innerHTML = hero.lifetimes;
}
3.canvas画图形时,除了画矩形,其他的都要加上 ctx.beginPath();、ctx.closePath();,否则会出现意想不到的错误。
4.concat函数可以合并数组,或者是元素返回一个新的数组
5.Image的src属性赋值后就会加载图片,但如果没有加载完毕就画图片,会导致失效,所以使用onload事件处理
6.扩展Array功能,删除指定元素
复制代码 代码如下:
//扩展 删除指定元素
Array.prototype.deleteElement = function (obj) {
if (obj) {
for (var i = 0; i < this.length; i++) {
if (this[i] === obj) {
this.splice (i, 1);
}
}
}
}
7.定时器设置,setInterval(“fun”,1000)方法的第一个参数,可以是字符串,如"hero.say()",类似eval会去执行这串代码,所以它可以给函数带上参数,并且也指定了这个函数的运行上下文。但如果传入是函数的句柄,则不能带参数,并且不能指定上下文,除了第一种方式解决外,我用了闭包来解决这个问题
复制代码 代码如下:
//定时器,自行运动
this.timer = setInterval ((function (context) {
return function () {
Bullet.prototype.move.call (context)
}
}) (this), 30);
我保存了当前的执行环境,并调用call方法手动执行。
8.方法的功能设计,除了功能外,应该包括执行此功能的条件检测,如move,就应该包括什么情况下可以移动,移动到什么地方就不能移动了。此检测不应该放在外部。
9.写代码时不应该去想设计或者优化的问题,先实现功能,再谈优化,或者先设计再实现。思路要清晰,别混乱,着重于一点。
10.javascript中没有sleep的功能,可以创建一个变量作为缓冲,来达到间隔执行的目的
二、代码实现
1.本程序分为Bomb.js,Bullet.js,Draw.js,Tank.js,index.html,img,music,
2.最终效果
3.代码
1.index.html
复制代码 代码如下:
<!DOCTYPE html>
<html>
<head>
<title></title>
<meta charset="utf-8">
<style type="text/css">
body {
font: 14px "sans-serif"
}
#Map {
background-color: #000000;
}
.show {
float: left
}
#guide {
float: left;
width: 200px;
height: 390px;
margin-left: 5px;
background: #CCCCCC;
padding: 5px;
}
</style>
<script type="text/javascript" src="/UploadFiles/2021-04-02/Tank.js"><script type="text/javascript" src="/UploadFiles/2021-04-02/Bullet.js"><script type="text/javascript" src="/UploadFiles/2021-04-02/Bomb.js"><script type="text/javascript" src="/UploadFiles/2021-04-02/Draw.js">
<script type="text/javascript">
window.onload = function () {
//画布信息
width = document.getElementById ('Map').width;
height = document.getElementById ('Map').height;
ctx = document.getElementById ('Map').getContext ('2d');
//初始页面
var starImg = new Image ();
starImg.src = "img/star.jpg";
starImg.onload = function () {
ctx.drawImage (starImg, 0, 0, width, height);
}
//键盘监听 回车开始游戏
document.body.onkeydown = function () {
var keycode = event.keyCode;
switch (keycode) {
case 13:
//初始化参数
init ()
//刷新页面
setInterval (draw, 30);
document.body.onkeydown = gameControl;
break;
}
}
}
function init () {
//玩家和电脑
hero = new Hero (100, 300, 0);
enemys = [];
for (var i = 0; i < 3; i++) {
enemys.push (new Enemy (100 + i * 50, 0, 2));
}
//合并数组
allTank = enemys.concat (hero);
//炸弹
Bombs = [];
im = new Image ();
im2 = new Image ();
im3 = new Image ();
im.src = "img/bomb_3.gif";
im2.src = "img/bomb_2.gif";
im3.src = "img/bomb_1.gif";
}
function gameControl () {
var keycode = event.keyCode;
switch (keycode) {
case 65:
hero.moveLeft ();
break;//左
case 83:
hero.moveDown ();
break;//下
case 87:
hero.moveUp ();
break;//上
case 68:
hero.moveRight ();
break;//右
case 74:
hero.shot ();
break;
case 49:
hero.addLife ()
break;
}
}
//扩展 删除指定元素
Array.prototype.deleteElement = function (obj) {
if (obj) {
for (var i = 0; i < this.length; i++) {
if (this[i] === obj) {
this.splice (i, 1);
}
}
}
}
</script>
</head>
<body>
<div class="show">
<canvas id="Map" width="500px" height="400px">
</canvas>
<audio id="music" autoplay="autoplay">
<source src="/UploadFiles/2021-04-02/111.wav"></audio>
</div>
<div id="guide">
<p>按下回车键开始游戏</p>
<p>按下1键增加生命,默认是1</p>
<p>剩余生命数 :<label id="life">1</label></p>
<div id="data">
</div>
</div>
</body>
</html>
2.Draw.js
复制代码 代码如下:
/**
* Created by Alane on 14-3-18.
*/
function draw(){
//检测子弹和坦克生死
checkDead();
//清空画布
ctx.clearRect(0,0,500,400);
//画玩家
if(!hero.isdead){
drawTank(hero);
}else{
hero.cutLife();
}
//画敌人坦克
for (var i = 0; i < enemys.length; i++) {
drawTank(enemys[i]);
}
//画敌人子弹
for(var j=0;j<enemys.length;j++){
var temp = enemys[j].bulletsList;
for (var i = 0; i < temp.length; i++) {
drawBullet(temp[i]);
}
}
//画玩家子弹
var temp = hero.bulletsList;
for (var i = 0; i < temp.length; i++) {
drawBullet(temp[i]);
}
//画炸弹
for(var i=0;i<Bombs.length;i++){
drawBown(Bombs[i]);
}
}
function drawTank(tank){
var x = tank.x;
var y = tank.y;
ctx.fillStyle = tank.color;
if(tank.direct == 0 || tank.direct ==2){
ctx.fillRect(x, y, 5,30);
ctx.fillRect(x+15, y, 5,30);
ctx.fillRect(x+6, y+8, 8,15);
ctx.strokeStyle = tank.color;
ctx.lineWidth = '1.5';
if(tank.direct == 0){
ctx.beginPath();
ctx.moveTo(x+10,y-2);
ctx.lineTo(x+10,y+8);
ctx.closePath();
}else{
ctx.beginPath();
ctx.moveTo(x+10,y+24);
ctx.lineTo(x+10,y+32);
ctx.closePath();
}
ctx.stroke();
}else{
ctx.fillRect(x, y, 30,5);
ctx.fillRect(x, y+15, 30,5);
ctx.fillRect(x+8, y+6, 15,8);
ctx.strokeStyle = '#FF0000';
ctx.lineWidth = '1.5';
if(tank.direct == 3){
ctx.beginPath();
ctx.moveTo(x-2,y+10);
ctx.lineTo(x+8,y+10);
ctx.closePath();
}else{
ctx.beginPath();
ctx.moveTo(x+24,y+10);
ctx.lineTo(x+32,y+10);
ctx.closePath();
}
ctx.stroke();
}
}
function drawBullet(bullet){
ctx.fillStyle = bullet.color;
ctx.beginPath();
ctx.arc(bullet.x,bullet.y,2,360,true);
ctx.closePath();
ctx.fill();
}
function drawBown (obj){
if(obj.life>8){
ctx.drawImage(im,obj.x,obj.y,50,50);
}else if(obj.life>4){
ctx.drawImage(im2,obj.x,obj.y,50,50);
}else{
ctx.drawImage(im3,obj.x,obj.y,50,50);
}
obj.lifeDown();
if(obj.life<=0){
Bombs.deleteElement(obj);
}
}
function checkDead(){
//检测敌人子弹生死
for(var j=0;j<enemys.length;j++){
var temp = enemys[j].bulletsList;
for (var i = 0; i < temp.length; i++) {
var o = temp[i];
if(o.isdead){
temp.deleteElement(o);
}
}
}
//检测玩家子弹生死
var temp = hero.bulletsList;
for (var i = 0; i < temp.length; i++) {
var o = temp[i];
if(o.isdead){
temp.deleteElement(o);
}
}
//检测敌人坦克生死
for (var i = 0; i < enemys.length; i++) {
var o = enemys[i];
if(o.isdead){
enemys.deleteElement(o);
}
}
}
Bomb.js
复制代码 代码如下:
/**
* Created by Alane on 14-3-18.
*/
function Bomb(x,y){
this.life = 12;
this.x = x;
this.y = y;
}
Bomb.prototype.lifeDown = function(){
this.life--;
}
Tank.js
复制代码 代码如下:
/**
* Created by Alane on 14-3-7.
*/
/**
* direct 0 上
* 1 右
* 2 下
* 3 左
* @param x
* @param y
* @param direct
* @constructor
*/
//******************************************************************************************/
//坦克父类
function Tank (x, y, direct) {
this.speed = 2;
}
Tank.prototype.moveUp = function () {
//边界检测
if (this.y < 0) {
//换方向
this.changeDirect ();
return;
}
this.y -= this.speed;
this.direct = 0;
}
Tank.prototype.moveDown = function () {
if (this.y > height - 30) {
this.changeDirect ();
return;
}
this.y += this.speed;
this.direct = 2;
}
Tank.prototype.moveLeft = function () {
if (this.x < 0) {
this.changeDirect ();
return;
}
this.x -= this.speed;
this.direct = 3;
}
Tank.prototype.moveRight = function () {
if (this.x > width - 30) {
this.changeDirect ();
return;
}
this.x += this.speed;
this.direct = 1;
}
//变换方向
Tank.prototype.changeDirect = function () {
while (true) {
var temp = Math.round (Math.random () * 3);
if (this.direct != temp) {
this.direct = temp;
break;
}
}
//alert("x="+this.x+" y="+this.y+" direct="+this.direct)
}
//射击子弹
Tank.prototype.shot = function () {
if(this.isdead){
return;
}
if (this.bulletsList.length < this.maxBulletSize) {
//新建子弹
var bullet = null;
switch (this.direct) {
case 0:
bullet = new Bullet (this.x + 10, this.y - 2, 0, this.color);
break;
case 1:
bullet = new Bullet (this.x + 32, this.y + 10, 1, this.color);
break;
case 2:
bullet = new Bullet (this.x + 10, this.y + 32, 2, this.color);
break;
case 3:
bullet = new Bullet (this.x - 2, this.y + 10, 3, this.color);
break;
}
//放入弹夹
this.bulletsList.push (bullet);
}
}
//******************************************************************************************/
//玩家
function Hero (x, y, direct) {
this.lifetimes = 5;
this.isdead = false;
this.color = '#FF0000';
this.x = x;
this.y = y;
this.direct = direct;
this.bulletsList = [];
this.maxBulletSize = 10;
this.newlife = null;
}
Hero.prototype = new Tank (0, 0, 0);
Hero.prototype.constructor = Hero;
Hero.prototype.addLife = function(){
this.lifetimes++;
document.querySelector("#life").innerHTML = hero.lifetimes;
}
Hero.prototype.cutLife = function(){
if(this.lifetimes>=1 && !this.newlife){
this.lifetimes--;
this.newlife = setTimeout("hero.newLife()",2000);
}
}
Hero.prototype.newLife = function(){
this.isdead = false;
clearTimeout(hero.newlife);
hero.newlife = null;
document.querySelector("#life").innerHTML = hero.lifetimes;
}
//******************************************************************************************/
//敌人坦克
function Enemy (x, y, direct) {
this.isdead = false;
this.color = 'blue';
this.x = x;
this.y = y;
this.direct = direct;
this.bulletsList = [];
this.maxBulletSize = 1;
//定时器,自动移动
this.timer1 = setInterval ((function (context) {
return function () {
//移动
Enemy.prototype.move.call (context);
}
}) (this), 30);
//定时器,射击
this.timer2 = setInterval ((function (context) {
return function () {
//射击
Tank.prototype.shot.call (context);
}
}) (this), 2000);
//定时器,变换方向
this.timer3 = setInterval ((function (context) {
return function () {
//射击
Tank.prototype.changeDirect.call (context);
}
}) (this), 3000);
}
Enemy.prototype = new Tank (0, 0, 0);
Enemy.prototype.constructor = Enemy;
Enemy.prototype.move = function () {
switch (this.direct) {
case 0:
this.moveUp ();
break;
case 1:
this.moveRight ();
break;
case 2:
this.moveDown ();
break;
case 3:
this.moveLeft ();
break;
}
}
Bullet.js
复制代码 代码如下:
/**
* Created by Alane on 14-3-11.
*/
function Bullet (x, y, direct, color) {
this.isdead = false;
this.x = x;
this.y = y;
this.direct = direct;
this.speed = 4;
this.color = color;
//定时器,自行运动
this.timer = setInterval ((function (context) {
return function () {
Bullet.prototype.move.call (context)
}
}) (this), 30);
}
Bullet.prototype.move = function () {
switch (this.direct) {
case 0:
this.y -= this.speed;
break;
case 1:
this.x += this.speed;
break;
case 2:
this.y += this.speed;
break;
case 3:
this.x -= this.speed;
break;
}
//边界检测
if (this.y < 0 || this.x > width || this.y > height || this.x < 0) {
clearInterval (this.timer);
this.isdead = true;
}
//碰撞检测 检测敌人坦克
for(var i=0;i<allTank.length;i++){
var temp = allTank[i];
if(temp.isdead){
continue;
}
switch (temp.direct){
case 0:
case 2:if(this.x>temp.x && this.x<temp.x+20 && this.y>temp.y&& this.y<temp.y+30){
if(this.color == temp.color){
break;
}
Bombs.push(new Bomb(temp.x-10,temp.y-10));
clearInterval (this.timer);
this.isdead = true;
temp.isdead = true;
}break
case 1:
case 3:if(this.x>temp.x && this.x<temp.x+30 && this.y>temp.y&& this.y<temp.y+20){
if(this.color == temp.color){
break;
}
Bombs.push(new Bomb(temp.x-10,temp.y-10));
clearInterval (this.timer);
this.isdead = true;
temp.isdead = true;
}break;
}
}
}
源码下载
坦克大战游戏,html5版
稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!
昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。
这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。
而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?