本文实例为大家分享了javascript实现飞机大战小游戏的具体代码,供大家参考,具体内容如下
效果图
html文件
mm
飞机大战 Lv1
简答模式
一般模式
困难模式
地狱模式
0
css文件
.wrap{
position:relative;
width: 400px;
height: 600px;
margin:10px auto;
overflow:hidden;
}
/* 游戏等级 */
#level{
position:absolute;
top:0;
left:0;
z-index:1;
width:100%;
height:100%;
font-family:"楷体";
background:url(../img/bg_1.jpg)repeat 0/cover;
}
#level h1{
width:100%;
color:#fff;
text-align:center;
padding:100px 0;
}
#level p{
text-align:center;
padding:10px 20px;
letter-spacing:5px;
font-weight:bold;
background-color:#fff;
margin:30px 120px;
border-radius:5px;
box-shadow:1px 1px 10px 1px #aaa;
}
#level p:hover{
cursor:pointer;
background-color:#4D6BA2;
color:#fff;
}
/* 游戏界面 */
#map{
position:absolute;
top:0;
left:0;
width:100%;
height:100%;
background:url(../img/bg_2.jpg)repeat 0/cover;
}
#map .plane,/*我军飞机*/
.enemy,/*敌军飞机*/
.boom,/*敌军飞机爆炸*/
.boom2,/*我军飞机爆炸*/
.fire{/*我军飞机子弹*/
position:absolute;
}
#map .plane,.enemy{
z-index:5;
}
#map .boom{
z-index:6;
animation : enemyDisappear 0.8s 1;
animation-fill-mode : forwards;/*显示最后一个关键帧*/
}
#map .boom2{
z-index:6;
animation : planeDisappear 2s 1;
animation-fill-mode : forwards;
}
#map .fire{
z-index:7;
}
/* 敌军消失的动画 */
@keyframes enemyDisappear {
from { opacity : 1; }
to{ opacity : 0; }
}
/* 我军消失的动画 */
@keyframes planeDisappear {
0% { opacity : 1; }
20%{ opacity : 0; }
40%{ opacity : 1; }
60%{ opacity : 0; }
80%{ opacity : 1; }
100%{ opacity : 0; }
}
/* 游戏得分 */
#score{
display:none;
position:absolute;
top:0;
left:0;
z-index:10;
padding:10px 20px;
color:#fff;
}
/* 结束游戏的界面 */
#settlement{
display:none;
position:absolute;
top:30%;
left:0;
z-index:100;
width:100%;
height:35%;
font-family:"楷体";
}
#settlement div{
margin:20px 0;
text-align:center;
font-size:20px;
color:#fff;
}
#settlement div span{
font-size:24px;
}
#settlement div .totalscore{
color:red;
}
#settlement div .appraise{
color:green;
}
#settlement button{
margin:30px 34% 0;
padding:10px 20px;
background-color:rgba(255,255,255,.8);
letter-spacing : 2px;
border:none;
font-family:"楷体";
font-size:20px;
font-weight:bold;
border-radius:5px;
}
#settlement button:hover{
cursor:pointer;
background-color:rgba(255,255,255,1);
}
js文件
let oWrap = document.querySelector(".wrap"),
oLevel = document.getElementById("level"),//游戏等级盒子
oLevelList = document.querySelectorAll("#level p"),//游戏等级
oMap = document.getElementById("map"),//游戏界面
oAllFire = document.querySelector(".allFire"),//子弹盒子
oScore = document.getElementById("score"),//游戏得分
oSettlement = document.getElementById("settlement"),//结算界面
oButton = oSettlement.querySelector("button");//重新开始
for(let i=0; i `;
oAllFire = document.getElementById("allFire");
}
//开始游戏
function startGame(level,pos){
hiddenShow();
bgImgMove(level);
let myPlane = createPlane(level,pos);
createEnemy(level,myPlane);
oWrap.score = 0;
}
//点击游戏等级的消失与隐藏
function hiddenShow(){
oLevel.style.display = "none";
oMap.style.display = "block";
oScore.style.display = "block";
}
//背景图移动
function bgImgMove(level){
oMap.style.backgroundImage = `url(./img/bg_${level+1}.jpg)`;
let bgMove = 0;
(function bgMoveTimer(){
bgMove++;
oMap.style.backgroundPositionY = bgMove + "px";
oWrap.timer = requestAnimationFrame(bgMoveTimer);
})();
}
//我军飞机飞机
function createPlane(level,pos){
//创建我军飞机
let oImgPlane = new Image();
oImgPlane.src = "./img/plane_0.png";
oImgPlane.width = 70;
oImgPlane.height = 70;
oImgPlane.className = "plane";
oImgPlane.style.left = pos.x - oImgPlane.width / 2 + "px";
oImgPlane.style.top = pos.y - oImgPlane.height / 2 + "px";
oMap.appendChild(oImgPlane);
//鼠标移动是飞机不断获取鼠标位置
let minLeft = -oImgPlane.width/2,
minTop = 0,
maxLeft = oMap.clientWidth - oImgPlane.width/2,
maxTop = oMap.clientHeight - oImgPlane.height/2;
document.onmousemove = function(e){
let left = e.clientX - oWrap.offsetLeft - oImgPlane.width / 2,
top = e.clientY - oWrap.offsetTop - oImgPlane.height / 2;
left = Math.min(left,maxLeft);
left = Math.max(left,minLeft);
top = Math.min(top,maxTop);
top = Math.max(top,minTop);
oImgPlane.style.left = left + "px";
oImgPlane.style.top = top + "px";
}
fire(level,oImgPlane)
return oImgPlane;
}
//子弹
function fire(level,oImgPlane){
//创建子弹
function createFires(isDouble,n){
let createFire = new Image();
createFire.src = "./img/fire.png";
createFire.width = 30;
createFire.height = 30;
createFire.className = "fire"
let left = oImgPlane.offsetLeft + oImgPlane.width/2 - createFire.width/2 ,
top = oImgPlane.offsetTop - oImgPlane.height/2;
if(isDouble){
left = left + oImgPlane.width/3*n;
}
createFire.style.left = left + "px";
createFire.style.top = top + "px";
oAllFire.appendChild(createFire);
// 子弹运动
function fireMove(){
if(createFire.parentNode){
top -= 10;
if(top< -createFire.height){
oAllFire.removeChild(createFire);
}else{
createFire.style.top = top + "px";
requestAnimationFrame(fireMove);
}
}
}
setTimeout(()=>{
requestAnimationFrame(fireMove);
},20);
}
//定时生成子弹的频率
oWrap.fireTimer = setInterval(()=>{
if(oWrap.score>=100){
createFires(true,-1);
createFires(true,+1);
}else{
createFires();
}
},[200,150,100,50][level])
}
//创建敌军
let enemyNum = 1;
function createEnemy(level,myPlane){
let speed = [4,6,8,10][level];//游戏模式相对应的的等级飞机下落的速度
MapW = oMap.clientWidth,
MapH = oMap.clientHeight;
oWrap.enemyTimer = setInterval(()=>{
let createEnemy = new Image();
createEnemy.index = enemyNum%20 ? 1:0;
createEnemy.src = `./img/enemy_${["big","small"][createEnemy.index]}.png`;
createEnemy.width = [100,50][createEnemy.index];
createEnemy.height = [100,50][createEnemy.index];
//敌军的血量
createEnemy.hp = [4,1][createEnemy.index];
createEnemy.className = "enemy";
//敌军首次出现的位置
let enemyTop = -createEnemy.height;
createEnemy.style.top = enemyTop + "px";
createEnemy.style.left = Math.random()*MapW - createEnemy.width/2 + "px";
oMap.appendChild(createEnemy);
enemyNum++;
console.log(createEnemy.offsetLeft,createEnemy.offsetTop)
//判断敌军的下落运动
function enemyMove(){
if(createEnemy.parentNode){
enemyTop += speed;
if(enemyTop>=MapH){
oMap.removeChild(createEnemy);
}else{
createEnemy.style.top = enemyTop + "px";
//子弹与敌军发生碰撞
let arrAllFire = oAllFire.children;
for(let i=arrAllFire.length-1; i>=0; i--){
let newFire = arrAllFire[i];
if(isCollide(newFire,createEnemy)){
//撞上的 移出子弹
oAllFire.removeChild(newFire)
//血量减一
createEnemy.hp--;
if(createEnemy.hp === 0){
oWrap.score += [5,1][createEnemy.index];
oScore.innerText = oWrap.score;
//敌军发生爆炸
boom({
x : createEnemy.offsetLeft,
y : createEnemy.offsetTop,
w : createEnemy.width,
h : createEnemy.height,
i : createEnemy.index
});
oMap.removeChild(createEnemy);
return;
}
}
}
//我军与敌军发生碰撞
if(myPlane.parentNode&&isCollide(createEnemy,myPlane)){
//敌军产生爆炸
boom({
x:createEnemy.offsetLeft,
y:createEnemy.offsetTop,
w:createEnemy.width,
h:createEnemy.height,
i:createEnemy.index
});
//我军发生爆炸
boom({
x:myPlane.offsetLeft,
y:myPlane.offsetTop,
w:myPlane.width,
h:myPlane.height,
i:2
});
oMap.removeChild(createEnemy);
oMap.removeChild(myPlane)
//游戏结束
gameOver();
return;
}
requestAnimationFrame(enemyMove);
}
}
}
requestAnimationFrame(enemyMove);
},[400,350,300,200][level])
}
//是否发生碰撞
function isCollide(newFirePlane,createEnemy){
//子弹/我军飞机的位置
let fireTop = newFirePlane.offsetTop,
fireLeft = newFirePlane.offsetLeft,
fireBottom = fireTop + newFirePlane.clientHeight,
fireRight = fireLeft + newFirePlane.clientWidth;
//飞机的位置
let createEnemyTop = createEnemy.offsetTop,
createEnemyLeft = createEnemy.offsetLeft,
createEnemyRight = createEnemyLeft+createEnemy.clientWidth,
createEnemyBotoom = createEnemyTop+createEnemy.clientHeight;
//没碰上的四种结果
return !(fireTop>createEnemyBotoom || fireBottom
createEnemyRight || fireRight{
createBoom.parentNode&&oMap.removeChild(createBoom);
},[1200,1200,2500][data.i])
}
//游戏结束
function gameOver(){
clearInterval(oWrap.enemyTimer);
clearInterval(oWrap.fireTimer);
document.onmousemove = null;
gameSettlement();
}
//结算游戏
function gameSettlement(){
let oTotalscore = oSettlement.querySelector(".totalscore"),
oAppraise = oSettlement.querySelector(".appraise");
if(oWrap.score < 50){
oAppraise.innerHTML = "青铜";
}else if(oWrap.score <100){
oAppraise.innerHTML = "黄金";
}else if(oWrap.score <200){
oAppraise.innerHTML = "钻石";
}else{
oAppraise.innerHTML = "王者";
}
oTotalscore.innerHTML = oWrap.score;
oScore.style.display = "none";
oSettlement.style.display = "block";
};