比較完善的用HTML5做的坦克大戰程式碼
此HTML5所做坦克的坦克大戰的功能比較齊全 而且都是用HTML5畫出來的坦克和炮彈
一、自己的坦克能上下左右移動 按wsad 這是上下左右鍵
二、自己的坦克可以發射多顆炮彈 連續發射炮彈
三、畫出敵人的三個坦克 而且可以向四個方向隨機移動 發射炮彈
四、自己的坦克可以擊中敵人的坦克 敵人也可以擊中自己的
五、不可以超出邊界,擊中敵人坦克 坦克爆炸 子彈消失
html程式碼:
<!DOCTYPE html>
<html>
<head>
<meta charset='utf-8'/>
<script src='tankGame3.js'></script>
</head>
<body onkeydown="changeDirect()">
<canvas id='tankMap' width='500px' height='300px' style='background-color:black'>
你的瀏覽器不支援canvas標籤</canvas>
<span id='aa'></span>
</body>
<script>
//開始畫出我們的tanke
var canvas = document.getElementById('tankMap');
//相當於獲得畫筆
var ctx = canvas.getContext('2d');
//定義炸彈
var bombs = new Array();
var hero = new Hero(140,90,0,heroColor);
var enemyTanks = new Array();
//敵人的子彈陣列
var enemyBullets = new Array();
for(var i=0;i<3;i++){
var enemyTank = new EnemyTank((i+1)*50,0,2,enemyColor);
enemyTanks[i] = enemyTank;
//drawTank(enemyTanks[i]);
//讓敵人的坦克動起來
var timer = window.setInterval("enemyTanks["+i+"].run()",50);
enemyTanks[i].timer = timer;
//讓敵人發射子彈
var enemyBullet = new Bullet(enemyTanks[i].x+9,enemyTanks[i].y+30,enemyTanks[i].direct,enemyTanks[i],'enemy');
enemyBullets.push(enemyBullet);
enemyBullets[i].timer = window.setInterval("enemyBullets["+i+"].run()",50);
}
//定義子彈陣列
var heroBullets = new Array();
var heroBullet = null;
if(hero.isLive){
drawTank(hero);
}
flashMap();
function flashMap(){
ctx.clearRect(0,0,500,300);
isHitHeroTank(enemyBullets,hero);
if(hero.isLive){
drawTank(hero);
}
isHitEnemyTank(heroBullets,enemyTanks);
//畫出自己坦克的子彈
drawHeroBullet(heroBullets);
//畫出敵人坦克的子彈
drawEnemyBullet(enemyBullets,enemyTanks);
for(var i=0;i<3;i++){
if(enemyTanks[i].isLive){
drawTank(enemyTanks[i]);
}
}
//畫出炸彈
for(var k=0;k<bombs.length;k++){
var img = new Image();
img.src = 'bomb_1.gif';
var x = bombs[k].x;
var y = bombs[k].y;
ctx.drawImage(img,x,y,30,30);
bombs.splice(k,1);
}
}
function changeDirect(){
var keycode = event.keyCode;
switch(keycode){
case 87:
hero.moveUp();
break;
case 68:
hero.moveRight();
break;
case 83:
hero.moveBottom();
break;
case 65:
hero.moveLeft();
break;
case 74:
hero.shotEnemy();
break;
}
flashMap();
}
window.setInterval("flashMap()",100);
</script>
</html>
js程式碼:
//定義敵人和我們自己的坦克的顏色
var enemyColor = new Array('#00FEFE','#00A2B5');
var heroColor = new Array('#FEF26E','#BA9658');
//封裝一個公用的坦克類
function Tank(x,y,direct){
this.x = x;
this.y = y;
this.speed = 3;
this.direct = direct;
this.moveUp = function(){
hero.y -= hero.speed;
hero.direct = 0;
}
this.moveRight = function(){
hero.x += hero.speed;
hero.direct = 1;
}
this.moveBottom = function(){
hero.y += hero.speed;
hero.direct = 2;
}
this.moveLeft = function(){
hero.x -= hero.speed;
hero.direct = 3;
}
}
//英雄坦克類
function Hero(x,y,direct,color){
//將坦克類的構造方法賦給hero
this.hero = Tank;
//呼叫,擁有坦克類的所有的屬性和方法
this.hero(x,y,direct);
this.color = color;
this.direct = direct;
this.isLive = true;
this.shotEnemy = function(){
switch(this.direct){
case 0:
heroBullet = new Bullet(this.x+9,this.y,this.direct);
break;
case 1:
heroBullet = new Bullet(this.x+30,this.y+9,this.direct);
break;
case 2:
heroBullet = new Bullet(this.x+9,this.y+30,this.direct);
break;
case 3:
heroBullet = new Bullet(this.x,this.y+9,this.direct);
break;
}
heroBullets.push(heroBullet);
heroBullets[heroBullets.length-1].timer = window.setInterval("heroBullets["+(heroBullets.length-1)+"].run()",50);
}
}
//敵人的坦克
function EnemyTank(x,y,direct,color){
//將坦克類的構造方法賦給hero
this.enemyTank = Tank;
//呼叫,擁有坦克類的所有的屬性和方法
this.enemyTank(x,y,direct);
this.color = color;
this.isLive = true;
this.timer = null;
this.speed = 1;
this.count = 0;
this.direct = direct;
this.bulletIsLive = true;
this.run = function(){
switch(this.direct){
case 0:
if(this.y>0){
this.y--;
}
break;
case 1:
if(this.x+30<500){
this.x += this.speed;
}
break;
case 2:
if(this.y+30<300){
this.y += this.speed;
}
break;
case 3:
if(this.x>0){
this.x -= this.speed;
}
break;
}
if(this.count>=30){
this.direct = Math.round(Math.random()*3);
this.count=0;
}
this.count++;
//在坦克走的過程中,判斷一下,這個坦克的子彈是否活著
if(this.bulletIsLive == false && this.isLive){
//子彈已死,給他補充一顆
switch(this.direct){
case 0:
enemyBullets.push(new Bullet(this.x+9,this.y,this.direct,this,'enemy'));
break;
case 1:
enemyBullets.push(new Bullet(this.x+30,this.y+9,this.direct,this,'enemy'));
break;
case 2:
enemyBullets.push(new Bullet(this.x+9,this.y+30,this.direct,this,'enemy'));
break;
case 3:
enemyBullets.push(new Bullet(this.x,this.y+9,this.direct,this,'enemy'));
break;
}
enemyBullets[enemyBullets.length-1].timer = window.setInterval("enemyBullets["+(enemyBullets.length-1)+"].run()",50);
this.bulletIsLive = true;
}
}
}
//繪製坦克
function drawTank(hero){
switch(hero.direct){
case 0:
case 2:
//alert(ctx);
ctx.fillStyle = hero.color[0];
ctx.fillRect(hero.x,hero.y,5,30);
ctx.fillRect(hero.x+15,hero.y,5,30);
ctx.fillRect(hero.x+6,hero.y+5,8,20);
//需要注意,畫圓的時候需要重新開啟路徑
ctx.fillStyle = hero.color[1];
ctx.beginPath();
ctx.arc(hero.x+10,hero.y+15,3,0,Math.PI*2,true);
ctx.closePath();
ctx.fill();
//畫出炮筒(直線)
ctx.strokeStyle = hero.color[1];
ctx.lineWidth = 2;
ctx.moveTo(hero.x+10,hero.y+15);
if(hero.direct==0){
ctx.lineTo(hero.x+10,hero.y);
}else if(hero.direct==2){
ctx.lineTo(hero.x+10,hero.y+30);
}
ctx.stroke();
break;
case 1:
case 3:
ctx.fillStyle = hero.color[0];
ctx.fillRect(hero.x,hero.y,30,5);
ctx.fillRect(hero.x,hero.y+15,30,5);
ctx.fillRect(hero.x+5,hero.y+6,20,8);
//需要注意,畫圓的時候需要重新開啟路徑
ctx.fillStyle = hero.color[1];
ctx.beginPath();
ctx.arc(hero.x+15,hero.y+10,3,0,Math.PI*2,true);
ctx.closePath();
ctx.fill();
//畫出炮筒(直線)
ctx.strokeStyle = hero.color[1];
ctx.lineWidth = 2;
ctx.moveTo(hero.x+15,hero.y+10);
if(hero.direct ==1){
ctx.lineTo(hero.x+30,hero.y+10);
}else if(hero.direct ==3){
ctx.lineTo(hero.x,hero.y+10);
}
ctx.stroke();
break;
}
}
//定義一個子彈類
function Bullet(x,y,direct,tank,type){
this.x = x;
this.y = y;
this.speed = 3;
this.direct = direct;
this.timer = null;
this.isLive = true;
this.tank = tank;
this.type = type;
this.run = 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;
}
document.getElementById('aa').innerText = "x軸:"+this.x+"y軸:"+this.y;
if(this.x <0 || this.x>=500 ||this.y<0 || this.y>300 ||this.isLive==false){
this.isLive = false;
//this.tank.bulletIsLive = false;
if(this.type=='enemy'){
this.tank.bulletIsLive = false;
}
window.clearInterval(this.timer);
}
}
}
function drawHeroBullet(bullets){
for(var i=0;i<bullets.length;i++){
var heroBullet = bullets[i];
if(heroBullet.isLive){
ctx.fillStyle = '#FEF26E';
ctx.fillRect(heroBullet.x,heroBullet.y,2,2);
}
}
}
//畫出敵人坦克的子彈
function drawEnemyBullet(enemyBullets){
for(var i=0;i<enemyBullets.length;i++){
var enemyBullet = enemyBullets[i];
if(enemyBullet.isLive){
ctx.fillRect(enemyBullet.x,enemyBullet.y,2,2);
}
}
}
function isHitEnemyTank(heroBullets,enemyTanks){
for(var i=0;i<heroBullets.length;i++){
for(var j=0;j<enemyTanks.length;j++){
//判斷一下自己的子彈和敵人的坦克座標
if(enemyTanks[j].isLive){
switch(enemyTanks[j].direct){
case 0:
case 2:
if(heroBullets[i].x>=enemyTanks[j].x&&heroBullets[i].x<=enemyTanks[j].x+20&&heroBullets[i].y>=enemyTanks[j].y&&heroBullets[i].y<=enemyTanks[j].y+30){
//標記敵人的坦克和我們的子彈已經死掉了
heroBullets[i].isLive = false;
enemyTanks[j].isLive = false;
var bomb = new Bomb(enemyTanks[j].x,enemyTanks[j].y);
bombs.push(bomb);
}
break;
case 1:
case 3:
if(heroBullets[i].x>=enemyTanks[j].x&&heroBullets[i].x<=enemyTanks[j].x+30&&heroBullets[i].y>=enemyTanks[j].y&&heroBullets[i].y<=enemyTanks[j].y+20){
//標記敵人的坦克和我們的子彈已經死掉了
heroBullets[i].isLive = false;
enemyTanks[j].isLive = false;
var bomb = new Bomb(enemyTanks[j].x,enemyTanks[j].y);
bombs.push(bomb);
}
break;
}
}
}
}
}
//定義炸彈類
function Bomb(x,y){
this.x = x;
this.y = y;
}
//判斷敵人的子彈是否擊中自己的坦克
function isHitHeroTank(enemyBullets,heroTank){
for(var i=0;i<enemyBullets.length;i++){
if(enemyBullets[i].isLive && heroTank.isLive){
switch(heroTank.direct){
case 0:
case 2:
if(enemyBullets[i].x >= heroTank.x && enemyBullets[i].x <= heroTank.x+20 && enemyBullets[i].y >= heroTank.y && enemyBullets[i].y <= heroTank.y +30){
heroTank.isLive = false;
enemyBullets[i].isLive = false;
}
break;
case 1:
case 3:
if(enemyBullets[i].x >= heroTank.x && enemyBullets[i].x <= heroTank.x+30 && enemyBullets[i].y >= heroTank.y && enemyBullets[i].y <= heroTank.y +20){
heroTank.isLive = false;
enemyBullets[i].isLive = false;
}
break;
}
}
}
}