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  • 《HTML5经典坦克大战》游戏(代码)

      前几天粗略地学了HTML5,然后就用它写了一个《经典坦克大战》游戏。

      现在想分享一下我写的代码,写得不好请大家多多指教。

      给大家推荐一个网站,这个网站是为大学生而做,为方便学习编程的同学而做的。(淘课学院)http://www.taokeschool.com/

      

    《经典坦克大战》游戏截图

     1 <!DOCTYPE html>
     2 <html xmlns="http://www.w3.org/1999/xhtml">
     3 <head>
     4     <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
     5     <meta charset="utf-8" />
     6     <title>HTML5经典坦克大战</title>
     7     <script src="jquery-1.10.2.min.js"></script>
     8     <style type="text/css">
     9         body {
    10             margin: 0px 0px;
    11             padding: 0px 0px;
    12         }
    13         .con {
    14             margin-left: auto;
    15             margin-right: auto;
    16             width: 650px;
    17         }
    18     </style>
    19 </head>
    20 <body onkeydown="getCommand()">
    21     <div class="con">
    22         <h1>HTML5——经典坦克大战</h1>
    23 
    24         <canvas id="tankmap" width="600" height="500" style="background-color:#000;"></canvas>
    25         <div style="margin-top:20px;font-weight:bolder;font-size:20px;color:red;">
    26             W、S、A、D分别控制:上、下、左、右;J是发子弹。暂时不支持Firefox浏览器。
    27         </div>
    28     </div>
    29 
    30     <script type="text/javascript">
    31         var gameover = false;
    32         var verygood = false;
    33         var canH = document.getElementById("tankmap");
    34         var cxt = canH.getContext("2d");
    35 
    36         var bomb3 = new Image();
    37         bomb3.src = "images/bomb_3.gif";
    38         var bomb2 = new Image();
    39         bomb2.src = "images/bomb_2.gif";
    40         var bomb1 = new Image();
    41         bomb1.src = "images/bomb_1.gif";
    42 
    43         var born1 = new Image();
    44         born1.src = "images/born1.gif";
    45         var born2 = new Image();
    46         born2.src = "images/born2.gif";
    47         var born3 = new Image();
    48         born3.src = "images/born3.gif";
    49         var born4 = new Image();
    50         born4.src = "images/born4.gif";
    51 
    52         var buBoImg = new Image();
    53         buBoImg.src = "images/blast1.gif";
    54 
    55         var base1 = new Image();
    56         base1.src = "images/symbol.gif";
    57         var base2 = new Image();
    58         base2.src = "images/destory.gif";
    59 
    60     </script>
    61     <script src="Draw.js"></script>
    62     <script src="opera_js.js"></script>
    63 </body>
    64 </html>
    65 
    66 HTML页
    HTML页
       1 ///玩家坦克颜色(机身颜色,盖子颜色)
       2 var heroColor1 = new Array("#ba9658", "#fef26e");
       3 var heroColor2 = new Array("#00a2b5", "#00fefe");
       4 
       5 ///敌人坦克颜色(机身颜色,盖子颜色)
       6 var enemyColor1 = new Array("#006f43", "#43b387");
       7 var enemyColor2 = new Array("#f00", "#e34444");
       8 var enemyColor3 = new Array("#fa02e6", "#d45bca");
       9 var enemyColor4 = new Array("#0600fd", "#3531c4");
      10 
      11 
      12 ///敌人子弹数组
      13 var enemyBullets = new Array(null, null, null, null, null, null, null, null, null, null,
      14                              null, null, null, null, null, null, null, null, null, null);
      15 ///敌人子弹爆炸数组
      16 var enemyBulletBombs = new Array(null, null, null, null, null, null, null, null, null, null,
      17                              null, null, null, null, null, null, null, null, null, null);
      18 ///定义玩家子弹数组
      19 var hero1bullet = null;
      20 var hero1bulletBomb = null;
      21 
      22 ////出身效果
      23 function Born(x, y) {
      24     this.x = x;
      25     this.y = y;
      26     this.time = 0;
      27     this.born = true;
      28 
      29 
      30     this.drawBorn = function drawBorn() {
      31         if (this.time <= 1) {
      32             cxt.drawImage(born1, this.x, this.y, 50, 50);
      33         }
      34         if (this.time > 1 && this.time <= 3) {
      35             cxt.drawImage(born2, this.x, this.y, 50, 50);
      36         }
      37         if (this.time >= 4 && this.time <= 5) {
      38             cxt.drawImage(born3, this.x, this.y, 50, 50);
      39         }
      40         if (this.time >= 6 && this.time <= 7) {
      41             cxt.drawImage(born4, this.x, this.y, 50, 50);
      42         }
      43         if (this.time >= 8 && this.time <= 9) {
      44             cxt.drawImage(born2, this.x, this.y, 50, 50);
      45         }
      46         if (this.time >= 10 && this.time <= 11) {
      47             cxt.drawImage(born3, this.x, this.y, 50, 50);
      48         }
      49         if (this.time >= 12 && this.time <= 13) {
      50             cxt.drawImage(born4, this.x, this.y, 50, 50);
      51         }
      52 
      53         this.time++;
      54         if (this.time >= 13) {
      55             this.born = false;
      56             this.time = 0;
      57         }
      58     }
      59 }
      60 
      61 ////坦克类
      62 function Tank(x, y, speed, direct, tankcolor, islive)
      63 {
      64     this.x = x;
      65     this.y = y;
      66     this.speed = speed;
      67     this.direct = direct;
      68     this.tankcolor = tankcolor;
      69     this.islive = islive;
      70 
      71     this.moveUp = function ()
      72     {
      73         this.y = this.y - this.speed;
      74         if (this.y <= 0)
      75         {
      76             this.y = 0;
      77         }
      78         this.direct = 0;
      79     }
      80     this.moveDown = function ()
      81     {
      82         this.y = this.y + this.speed;
      83         if (this.y >= 450)
      84         {
      85             this.y = 450;
      86         }
      87         this.direct = 2;
      88     }
      89     this.moveLeft = function ()
      90     {
      91         this.x = this.x - this.speed;
      92         if (this.x <= 0)
      93         {
      94             this.x = 0;
      95         }
      96         this.direct = 3;
      97     }
      98     this.moveRight = function ()
      99     {
     100         this.x = this.x + this.speed;
     101         if (this.x >= 550)
     102         {
     103             this.x = 550;
     104         }
     105         this.direct = 1;
     106     }
     107 }
     108 
     109 ///玩家坦克类,继承于坦克类(Tank)
     110 function Hero(x, y, speed, direct, tankcolor, islive)
     111 {
     112     this.tank = Tank;
     113     this.tank(x, y, speed, direct, tankcolor, islive);
     114 
     115 
     116 
     117     this.attackEnemy = function ()
     118     {
     119         if (hero1bullet != null)
     120         {
     121             return;
     122         }
     123         switch (this.direct)
     124         {
     125             case 0:
     126                 hero1bullet = new Bullet(this.x + 24, this.y, 4, 0);
     127                 break;
     128             case 1:
     129                 hero1bullet = new Bullet(this.x + 50, this.y + 24, 4, 1);
     130                 break;
     131             case 2:
     132                 hero1bullet = new Bullet(this.x + 24, this.y + 50, 4, 2);
     133                 break;
     134             case 3:
     135                 hero1bullet = new Bullet(this.x, this.y + 24, 4, 3);
     136                 break;
     137         }
     138         hero1bullet.time = window.setInterval("hero1bullet.run('h')", 20);
     139     }
     140 }
     141 ///敌人坦克类,继承坦克类(Tank)
     142 function Enemy(x, y, speed, direct, tankcolor, islive)
     143 {
     144     this.tank = Tank;
     145     this.tank(x, y, speed, direct, tankcolor, islive);
     146     ///敌人移动
     147     this.run = function ()
     148     {
     149         if (this.islive == 0)
     150         {
     151             return;
     152         }
     153         this.changeDir();
     154         switch (this.direct)
     155         {
     156             case 0:
     157                 if (this.y <= 0)
     158                 {
     159                     this.beyondChange();
     160                 }
     161                 if (!this.enemyTankCollision(this)) {
     162                     this.moveUp();
     163                 }
     164                 break;
     165             case 1:
     166                 if (this.x >= 550)
     167                 {
     168                     this.beyondChange();
     169                 }
     170                 if (!this.enemyTankCollision(this))
     171                 {
     172                     this.moveRight();
     173                 }
     174                 break;
     175             case 2:
     176                 if (this.y >= 450)
     177                 {
     178                     this.beyondChange();
     179                 }
     180                 if (!this.enemyTankCollision(this)) {
     181                     this.moveDown();
     182                 }
     183                 break;
     184             case 3:
     185                 if (this.x <= 0)
     186                 {
     187                     this.beyondChange();
     188                 }
     189                 if (!this.enemyTankCollision(this)) {
     190                     this.moveLeft();
     191                 }
     192                 break;
     193         }
     194     }
     195     this.changeDir = function ()
     196     {
     197         var dri_num = Math.round(Math.random() * 99);
     198         if (dri_num < 4) {
     199             this.direct = Math.round(Math.random() * 3);
     200         }
     201     }
     202     this.beyondChange = function () {
     203         this.direct = Math.round(Math.random() * 3);
     204     }
     205 
     206     ///敌人攻击
     207     this.attackEnemy = function (en)
     208     {
     209         if (enemyBullets[en] != null)
     210         {
     211             return;
     212         }
     213         if ((Math.round(Math.random() * 99)) < 4)
     214         {
     215             switch (this.direct) {
     216                 case 0:
     217                     enemyBullets[en] = new Bullet(this.x + 24, this.y, 4, 0);
     218                     break;
     219                 case 1:
     220                     enemyBullets[en] = new Bullet(this.x + 50, this.y + 24, 4, 1);
     221                     break;
     222                 case 2:
     223                     enemyBullets[en] = new Bullet(this.x + 24, this.y + 50, 4, 2);
     224                     break;
     225                 case 3:
     226                     enemyBullets[en] = new Bullet(this.x, this.y + 24, 4, 3);
     227                     break;
     228             }
     229 
     230             enemyBullets[en].time = window.setInterval("enemyBullets[" + en + "].run(" + en + ")", 20);
     231         }
     232     }
     233     ///敌人坦克碰撞
     234     this.enemyTankCollision = function (enemy1)
     235     {
     236 
     237         var enemy2 = null;
     238         {
     239             for (var en2 = 0; en2 < enemys.length; en2++)
     240             {
     241                 enemy2 = enemys[en2];
     242                 if (enemy2 != null && enemy2.islive != 0)
     243                 {
     244                     switch (enemy1.direct) {
     245                         case 0:
     246                             if ((hero1 != null && hero1.islive != 0) && (enemy1.x > hero1.x - 50) && (enemy1.x < hero1.x + 50) &&
     247                                 ((enemy1.y == hero1.y + 47) || (enemy1.y == hero1.y + 50) || (enemy1.y == hero1.y + 49) || (enemy1.y == hero1.y + 48))) {
     248                                 return true;
     249                             }
     250                             if ((enemy1.x > enemy2.x - 50) && (enemy1.x < enemy2.x + 50) &&
     251                                 ((enemy1.y == enemy2.y + 47) || (enemy1.y == enemy2.y + 50) || (enemy1.y == enemy2.y + 49) || (enemy1.y == enemy2.y + 48))) {
     252                                 return true;
     253                             }
     254 
     255                             break;
     256                         case 1:
     257                             if ((hero1 != null && hero1.islive != 0) && (enemy1.y > hero1.y - 50) && (enemy1.y < hero1.y + 50) &&
     258                                 ((enemy1.x + 47 == hero1.x) || (enemy1.x + 50 == hero1.x) || (enemy1.x + 49 == hero1.x) || (enemy1.x + 48 == hero1.x))) {
     259                                 return true;
     260                             }
     261                             if ((enemy1.y > enemy2.y - 50) && (enemy1.y < enemy2.y + 50) &&
     262                                 ((enemy1.x + 47 == enemy2.x) || (enemy1.x + 50 == enemy2.x) || (enemy1.x + 49 == enemy2.x) || (enemy1.x + 48 == enemy2.x))) {
     263                                 return true;
     264                             }
     265                             break;
     266                         case 2:
     267                             if ((hero1 != null && hero1.islive != 0) && (enemy1.x > hero1.x - 50) && (enemy1.x < hero1.x + 50) &&
     268                                 ((enemy1.y == hero1.y - 47) || (enemy1.y == hero1.y - 50) || (enemy1.y == hero1.y - 49) || (enemy1.y == hero1.y - 48))) {
     269                                 return true;
     270                             }
     271                             if ((enemy1.x > enemy2.x - 50) && (enemy1.x < enemy2.x + 50) &&
     272                                 ((enemy1.y == enemy2.y - 47) || (enemy1.y == enemy2.y - 50) || (enemy1.y == enemy2.y - 49) || (enemy1.y == enemy2.y - 48))) {
     273                                 return true;
     274                             }
     275                             break;
     276                         case 3:
     277                             if ((hero1 != null && hero1.islive != 0) && (enemy1.y > hero1.y - 50) && (enemy1.y < hero1.y + 50) &&
     278                                 ((enemy1.x - 47 == hero1.x) || (enemy1.x - 50 == hero1.x) || (enemy1.x - 49 == hero1.x) || (enemy1.x - 48 == hero1.x))) {
     279                                 return true;
     280                             }
     281                             if ((enemy1.y > enemy2.y - 50) && (enemy1.y < enemy2.y + 50) &&
     282                                 ((enemy1.x - 47 == enemy2.x) || (enemy1.x - 50 == enemy2.x) || (enemy1.x - 49 == enemy2.x) || (enemy1.x - 48 == enemy2.x))) {
     283                                 return true;
     284                             }
     285                             break;
     286                     }
     287                 }
     288             }
     289         }
     290 
     291         ///敌人坦克与阻碍物之间碰撞
     292         var hamper = null;
     293         for (var ha = 0; ha < hampers.length; ha++)
     294         {
     295             hamper = hampers[ha];
     296             if (hamper != null)
     297             {
     298                 switch (hampers[ha].style) {
     299                     case 1:
     300                         switch (enemy1.direct) {
     301                             case 0:
     302                                 if ((enemy1.x >= hamper.x - 50) && (enemy1.x <= hamper.x + 17) &&
     303                                     ((enemy1.y == hamper.y + 7) || (enemy1.y == hamper.y + 8) || (enemy1.y == hamper.y + 9) || (enemy1.y == hamper.y + 10))) {
     304                                     return true;
     305                                 }
     306                                 break;
     307                             case 1:
     308                                 if ((enemy1.y > hamper.y - 50) && (enemy1.y < hamper.y + 10) &&
     309                                     ((enemy1.x + 50 == hamper.x) || (enemy1.x + 49 == hamper.x) || (enemy1.x + 48 == hamper.x) || (enemy1.x + 47 == hamper.x))) {
     310                                     return true;
     311                                 }
     312                                 break;
     313                             case 2:
     314                                 if ((enemy1.x > hamper.x - 50) && (enemy1.x < hamper.x + 17) &&
     315                                     ((enemy1.y + 50 == hamper.y) || (enemy1.y + 49 == hamper.y) || (enemy1.y + 48 == hamper.y) || (enemy1.y + 47 == hamper.y))) {
     316                                     return true;
     317                                 }
     318                                 break;
     319                             case 3:
     320                                 if ((enemy1.y > hamper.y - 50) && (enemy1.y < hamper.y + 10) &&
     321                                     ((enemy1.x == hamper.x + 17) || (enemy1.x == hamper.x + 16) || (enemy1.x == hamper.x + 15) || (enemy1.x == hamper.x + 14))) {
     322                                     return true;
     323                                 }
     324                                 break;
     325                         }
     326                         break;
     327                     case 2:
     328                         switch (enemy1.direct) {
     329                             case 0:
     330                                 if ((enemy1.x >= hamper.x - 50) && (enemy1.x <= hamper.x + 17) &&
     331                                     ((enemy1.y == hamper.y + 14) || (enemy1.y == hamper.y + 15) || (enemy1.y == hamper.y + 16) || (enemy1.y == hamper.y + 17))) {
     332                                     return true;
     333                                 }
     334                                 break;
     335                             case 1:
     336                                 if ((enemy1.y > hamper.y - 50) && (enemy1.y < hamper.y + 10) &&
     337                                     ((enemy1.x + 50 == hamper.x) || (enemy1.x + 49 == hamper.x) || (enemy1.x + 48 == hamper.x) || (enemy1.x + 47 == hamper.x))) {
     338                                     return true;
     339                                 }
     340                                 break;
     341                             case 2:
     342                                 if ((enemy1.x > hamper.x - 50) && (enemy1.x < hamper.x + 17) &&
     343                                     ((enemy1.y + 50 == hamper.y) || (enemy1.y + 49 == hamper.y) || (enemy1.y + 48 == hamper.y) || (enemy1.y + 47 == hamper.y))) {
     344                                     return true;
     345                                 }
     346                                 break;
     347                             case 3:
     348                                 if ((enemy1.y > hamper.y - 50) && (enemy1.y < hamper.y + 10) &&
     349                                     ((enemy1.x == hamper.x + 17) || (enemy1.x == hamper.x + 16) || (enemy1.x == hamper.x + 15) || (enemy1.x == hamper.x + 14))) {
     350                                     return true;
     351                                 }
     352                                 break;
     353                         }
     354                         break;
     355                     case 3:
     356                         break;
     357                     case 4:
     358                         break;
     359                 }
     360             }
     361         }
     362 
     363     }
     364 
     365 }
     366 
     367 ///子弹类
     368 function Bullet(x, y, speed, direct)
     369 {
     370     this.x = x;
     371     this.y = y;
     372     this.speed = speed;
     373     this.direct = direct;
     374     this.time = null;
     375     this.islive = true;
     376     this.run = function run(whotank)
     377     {
     378         //$("#tx").html(heroBullets[0].x);
     379         //$("#ty").html(heroBullets[0].y);
     380 
     381         if ((this.x >= 600 || this.x <= 0 || this.y >= 500 || this.y <= 0) && this.islive) {
     382             window.clearInterval(this.time);
     383             this.islive = false;
     384             if (whotank == "h") {
     385                 hero1bullet = null;
     386                 switch (this.direct) {
     387                     case 0:
     388                         hero1bulletBomb = new bulletBomb(this.x - 68, this.y - 50);
     389                         break;
     390                     case 1:
     391                         hero1bulletBomb = new bulletBomb(this.x - 68, this.y - 54);
     392                         break;
     393                     case 2:
     394                         hero1bulletBomb = new bulletBomb(this.x - 68, this.y - 54);
     395                         break;
     396                     case 3:
     397                         hero1bulletBomb = new bulletBomb(this.x - 68, this.y - 52);
     398                         break;
     399                 }
     400                 //alert("00");
     401             }
     402             else {
     403                 enemyBullets[whotank] = null;
     404                 switch (this.direct)
     405                 {
     406                     case 0:
     407                         enemyBulletBombs[whotank] = new bulletBomb(this.x - 68, this.y - 50);
     408                         break;
     409                     case 1:
     410                         enemyBulletBombs[whotank] = new bulletBomb(this.x - 68, this.y - 54);
     411                         break;
     412                     case 2:
     413                         enemyBulletBombs[whotank] = new bulletBomb(this.x - 68, this.y - 54);
     414                         break;
     415                     case 3:
     416                         enemyBulletBombs[whotank] = new bulletBomb(this.x - 68, this.y - 52);
     417                         break;
     418                 }
     419                 
     420             }
     421 
     422         }
     423         else {
     424             switch (this.direct) {
     425                 case 0:
     426                     this.y = this.y - this.speed;
     427                     break;
     428                 case 1:
     429                     this.x = this.x + this.speed;
     430                     break;
     431                 case 2:
     432                     this.y = this.y + this.speed;
     433                     break;
     434                 case 3:
     435                     this.x = this.x - this.speed;
     436                     break;
     437             }
     438         }
     439 
     440     }
     441 }
     442 
     443 ////画坦克函数
     444 function DrawTank(tank)
     445 {
     446     switch (tank.direct)
     447     {
     448         case 0:
     449         case 2:
     450             ///画玩家坦克,坦克尺寸为50*50
     451             cxt.beginPath();
     452             cxt.fillStyle = tank.tankcolor[0];
     453             cxt.fillRect(tank.x, tank.y, 11, 50);                     //画玩家坦克轮子
     454             cxt.fillRect(tank.x + 12, tank.y + 10, 26, 30);           //中间部分
     455             cxt.fillRect(tank.x + 39, tank.y, 11, 50);              //画玩家坦克轮子
     456             ///画坦克盖子
     457             cxt.fillStyle = tank.tankcolor[1];
     458             cxt.arc(tank.x + 25, tank.y + 25, 10, 360, 0, true);
     459             cxt.fill();
     460             cxt.closePath();
     461             ////画炮口(炮口2px)
     462             cxt.beginPath();                                    //开始一条新的路径,或重置当前的路径。
     463             cxt.strokeStyle = tank.tankcolor[1];                        //线条的颜色
     464             cxt.lineWidth = 2;                                  //线条的宽度(炮口2px)
     465             cxt.moveTo(tank.x + 25, tank.y + 25);                 //炮口开始位置
     466             if (tank.direct == 0) {
     467                 cxt.lineTo(tank.x + 25, tank.y + 0);                  //炮口结束位置
     468             }
     469             else if (tank.direct == 2) {
     470                 cxt.lineTo(tank.x + 25, tank.y + 50);                  //炮口结束位置
     471             }
     472 
     473             cxt.closePath();                                    //创建从当前点到开始点的路径。
     474             cxt.stroke();                                       //画线
     475             break;
     476         case 1:
     477         case 3:
     478             ///画玩家坦克,坦克尺寸为50*50
     479             cxt.beginPath();
     480             cxt.fillStyle = tank.tankcolor[0];
     481             cxt.fillRect(tank.x, tank.y, 50, 11);                     //画玩家坦克轮子
     482             cxt.fillRect(tank.x + 10, tank.y + 12, 30, 26);           //中间部分
     483             cxt.fillRect(tank.x, tank.y + 39, 50, 11);              //画玩家坦克轮子
     484             ///画坦克盖子
     485             cxt.fillStyle = tank.tankcolor[1];
     486             cxt.arc(tank.x + 25, tank.y + 25, 10, 360, 0, true);
     487             cxt.fill();
     488             cxt.closePath();
     489             ////画炮口(炮口2px)
     490             cxt.beginPath();                                    //开始一条新的路径,或重置当前的路径。
     491             cxt.strokeStyle = tank.tankcolor[1];                        //线条的颜色
     492             cxt.lineWidth = 2;                                  //线条的宽度(炮口2px)
     493             cxt.moveTo(tank.x + 25, tank.y + 25);                 //炮口开始位置
     494             if (tank.direct == 1) {
     495                 cxt.lineTo(tank.x + 50, tank.y + 25);                  //炮口结束位置
     496             }
     497             else if (tank.direct == 3) {
     498                 cxt.lineTo(tank.x, tank.y + 25);                  //炮口结束位置
     499             }
     500             cxt.closePath();                                    //创建从当前点到开始点的路径。
     501             cxt.stroke();                                       //画线
     502             break;
     503     }
     504 }
     505 ///画出阻碍物(地图)、(style有4个值,1表示砖头、2表示钢铁、3表示草地、4表示河流)
     506 function Hamper(x, y, style)
     507 {
     508     this.x = x;
     509     this.y = y;
     510     this.style = style;
     511     //this.islive = true;
     512     this.Draw = function ()
     513     {
     514         switch (this.style)
     515         {
     516             case 1:
     517                 cxt.fillStyle = "#bc5018";
     518                 cxt.fillRect(this.x, this.y, 17, 10);
     519                 break;
     520             case 2:
     521                 cxt.fillStyle = "#ffffff";
     522                 cxt.fillRect(this.x, this.y, 17, 17);
     523                 break;
     524             case 3:
     525                 break;
     526             case 4:
     527                 break;
     528         }
     529     }
     530 }
     531 
     532 ///画出子弹
     533 function DrawBullet()
     534 {
     535     var enemyBullet = null;
     536     cxt.fillStyle = "#ba9658";
     537     for (var en = 0; en < enemyBullets.length; en++) {
     538         enemyBullet = enemyBullets[en];
     539         if (enemyBullet != null && enemyBullet.islive) {
     540             switch (enemyBullet.direct) {
     541                 case 0:
     542                 case 2:
     543                     cxt.fillRect(enemyBullet.x, enemyBullet.y, 2, 3);
     544                     break;
     545                 case 1:
     546                 case 3:
     547                     cxt.fillRect(enemyBullet.x, enemyBullet.y, 3, 2);
     548                     break;
     549             }
     550         }
     551     }
     552     if (hero1bullet != null && hero1bullet.islive) {
     553         switch (hero1bullet.direct) {
     554             case 0:
     555             case 2:
     556                 cxt.fillRect(hero1bullet.x, hero1bullet.y, 2, 3);
     557                 break;
     558             case 1:
     559             case 3:
     560                 cxt.fillRect(hero1bullet.x, hero1bullet.y, 3, 2);
     561                 break;
     562         }
     563     }
     564 
     565 }
     566 
     567 ////画出基地
     568 function DrawSymbol()
     569 {
     570     cxt.beginPath();
     571     if (gameover) {
     572         cxt.drawImage(base2, 280, 450, 50, 50);
     573     }
     574     else {
     575         cxt.drawImage(base1, 280, 450, 50, 50);
     576     }
     577     cxt.closePath();
     578 }
     579 
     580 ////判断子弹是否打中坦克
     581 function hitTank()
     582 {
     583     ////敌人子弹是否打中玩家坦克
     584     for (var eb = 0; eb < enemyBullets.length; eb++)
     585     {
     586         if (hero1 != null && hero1.islive != 0 && enemyBullets[eb] != null) {
     587             switch (enemyBullets[eb].direct) {
     588                 case 0:
     589                     if ((enemyBullets[eb].x + 2 >= hero1.x) && (enemyBullets[eb].x + 2 <= hero1.x + 50) && (enemyBullets[eb].y + 3 <= hero1.y + 50) && (enemyBullets[eb].y + 3 >= hero1.y)) {
     590                         enemyBullets[eb].islive = false;
     591                         window.clearInterval(enemyBullets[eb].time);
     592                         enemyBullets[eb] = null;
     593                         hero1.islive--;
     594                     }
     595                     break;
     596                 case 1:
     597                     if ((enemyBullets[eb].x + 3 >= hero1.x) && (enemyBullets[eb].x + 3 <= hero1.x + 50) && (enemyBullets[eb].y + 2 >= hero1.y) && (enemyBullets[eb].y + 2 <= hero1.y + 50)) {
     598                         enemyBullets[eb].islive = false;
     599                         window.clearInterval(enemyBullets[eb].time);
     600                         enemyBullets[eb] = null;
     601                         hero1.islive--;
     602                     }
     603                     break;
     604                 case 2:
     605                     if ((enemyBullets[eb].x + 2 >= hero1.x) && (enemyBullets[eb].x + 2 <= hero1.x + 50) && (enemyBullets[eb].y + 3 <= hero1.y + 50) && (enemyBullets[eb].y + 3 >= hero1.y)) {
     606                         enemyBullets[eb].islive = false;
     607                         window.clearInterval(enemyBullets[eb].time);
     608                         enemyBullets[eb] = null;
     609                         hero1.islive--;
     610                     }
     611                     break;
     612                 case 3:
     613                     if ((enemyBullets[eb].x <= hero1.x + 50) && (enemyBullets[eb].x >= hero1.x) && (enemyBullets[eb].y + 2 >= hero1.y) && (enemyBullets[eb].y + 2 <= hero1.y + 50)) {
     614                         enemyBullets[eb].islive = false;
     615                         window.clearInterval(enemyBullets[eb].time);
     616                         enemyBullets[eb] = null;
     617                         hero1.islive--;
     618                     }
     619                     break;
     620             }
     621             if (hero1.islive == 0) {
     622                 var tankbomb = new TankBomb(hero1.x, hero1.y);
     623                 tankbombs.push(tankbomb);
     624                 hero1 = null;
     625                 if (hero1 == null) {
     626                     gameover = true;
     627                 }
     628             }
     629         }
     630     }
     631     ////敌人子弹是否打中阻碍物
     632     var enemybullet = null;
     633     var hamper = null;
     634     for (var eb = 0; eb < enemyBullets.length; eb++)
     635     {
     636         enemybullet = enemyBullets[eb];
     637         if (enemybullet != null)
     638         {
     639             for (var ha = 0; ha < hampers.length; ha++) {
     640                 hamper = hampers[ha];
     641                 if (hamper != null && enemybullet != null) {
     642                     switch (enemybullet.direct) {
     643                         case 0:
     644                             switch (hamper.style) {
     645                                 case 1:
     646                                     if ((enemybullet.x >= hamper.x - 1) && (enemybullet.x <= hamper.x + 17) &&
     647                                         (enemybullet.y <= hamper.y + 10) && (enemybullet.y >= hamper.y)) {
     648                                         enemyBullets[eb].islive = false;
     649                                         window.clearInterval(enemyBullets[eb].time);
     650                                         enemyBulletBombs[eb] = new bulletBomb(enemybullet.x - 68, enemybullet.y - 50);
     651                                         enemyBullets[eb] = null;
     652                                         hampers[ha] = null;
     653                                     }
     654                                     break;
     655                                 case 2:
     656                                     if ((enemybullet.x >= hamper.x - 1) && (enemybullet.x <= hamper.x + 17) &&
     657                                         (enemybullet.y <= hamper.y + 20) && (enemybullet.y >= hamper.y)) {
     658                                         enemyBullets[eb].islive = false;
     659                                         window.clearInterval(enemyBullets[eb].time);
     660                                         enemyBulletBombs[eb] = new bulletBomb(enemybullet.x - 68, enemybullet.y - 50);
     661                                         enemyBullets[eb] = null;
     662                                     }
     663                                     break;
     664 
     665                             }
     666 
     667                             break;
     668                         case 1:
     669                             switch (hamper.style) {
     670                                 case 1:
     671                                     if ((enemybullet.x >= hamper.x) && (enemybullet.x <= hamper.x + 17) &&
     672                                         (enemybullet.y <= hamper.y + 10) && (enemybullet.y >= hamper.y - 1)) {
     673                                         enemyBullets[eb].islive = false;
     674                                         window.clearInterval(enemyBullets[eb].time);
     675                                         enemyBulletBombs[eb] = new bulletBomb(enemybullet.x - 68, enemybullet.y - 50);
     676                                         enemyBullets[eb] = null;
     677                                         hampers[ha] = null;
     678                                     }
     679                                     break;
     680                                 case 2:
     681                                     if ((enemybullet.x >= hamper.x) && (enemybullet.x <= hamper.x + 17) &&
     682                                         (enemybullet.y <= hamper.y + 17) && (enemybullet.y >= hamper.y - 1)) {
     683                                         enemyBullets[eb].islive = false;
     684                                         window.clearInterval(enemyBullets[eb].time);
     685                                         enemyBulletBombs[eb] = new bulletBomb(enemybullet.x - 68, enemybullet.y - 50);
     686                                         enemyBullets[eb] = null;
     687                                     }
     688                                     break;
     689 
     690                             }
     691                             break;
     692                         case 2:
     693                             switch (hamper.style) {
     694                                 case 1:
     695                                     if ((enemybullet.x >= hamper.x - 1) && (enemybullet.x <= hamper.x + 17) &&
     696                                         (enemybullet.y + 2 <= hamper.y + 10) && (enemybullet.y + 2 >= hamper.y)) {
     697                                         enemyBullets[eb].islive = false;
     698                                         window.clearInterval(enemyBullets[eb].time);
     699                                         enemyBulletBombs[eb] = new bulletBomb(enemybullet.x - 68, enemybullet.y - 50);
     700                                         enemyBullets[eb] = null;
     701                                         hampers[ha] = null;
     702                                     }
     703                                     break;
     704                                 case 2:
     705                                     if ((enemybullet.x >= hamper.x - 1) && (enemybullet.x <= hamper.x + 17) &&
     706                                         (enemybullet.y + 2 <= hamper.y + 17) && (enemybullet.y + 2 >= hamper.y)) {
     707                                         enemyBullets[eb].islive = false;
     708                                         window.clearInterval(enemyBullets[eb].time);
     709                                         enemyBulletBombs[eb] = new bulletBomb(enemybullet.x - 68, enemybullet.y - 50);
     710                                         enemyBullets[eb] = null;
     711                                     }
     712                                     break;
     713                             }
     714                             break;
     715                         case 3:
     716                             switch (hamper.style) {
     717                                 case 1:
     718                                     if ((enemybullet.x >= hamper.x) && (enemybullet.x <= hamper.x + 17) &&
     719                                         (enemybullet.y + 1 <= hamper.y + 10) && (enemybullet.y + 1 >= hamper.y)) {
     720                                         enemyBullets[eb].islive = false;
     721                                         window.clearInterval(enemyBullets[eb].time);
     722                                         enemyBulletBombs[eb] = new bulletBomb(enemybullet.x - 68, enemybullet.y - 50);
     723                                         enemyBullets[eb] = null;
     724                                         hampers[ha] = null;
     725                                     }
     726                                     break;
     727                                 case 2:
     728                                     if ((enemybullet.x >= hamper.x) && (enemybullet.x <= hamper.x + 17) &&
     729                                         (enemybullet.y + 1 <= hamper.y + 20) && (enemybullet.y + 1 >= hamper.y)) {
     730                                         enemyBullets[eb].islive = false;
     731                                         window.clearInterval(enemyBullets[eb].time);
     732                                         enemyBulletBombs[eb] = new bulletBomb(enemybullet.x - 68, enemybullet.y - 50);
     733                                         enemyBullets[eb] = null;
     734                                     }
     735                                     break;
     736 
     737                             }
     738                             break;
     739                     }
     740                 }
     741             }
     742 
     743         }
     744     }
     745     ////玩家子弹是否打中敌人坦克
     746     ////是否打中阻碍物
     747     if (hero1bullet != null)
     748     {
     749         for (var en = 0; en < enemys.length; en++) {
     750             if (enemys[en] != null && enemys[en].islive != 0 && hero1bullet != null) {
     751                 switch (hero1bullet.direct) {
     752                     case 0:
     753                         if ((hero1bullet.x + 2 >= enemys[en].x) && (hero1bullet.x + 2 <= enemys[en].x + 50) && (hero1bullet.y + 3 <= enemys[en].y + 50) && (hero1bullet.y + 3 >= enemys[en].y)) {
     754                             hero1bullet.islive = false;
     755                             window.clearInterval(hero1bullet.time);
     756                             hero1bullet = null;
     757                             enemys[en].islive--;
     758                         }
     759                         break;
     760                     case 1:
     761                         if ((hero1bullet.x + 3 >= enemys[en].x) && (hero1bullet.x + 3 <= enemys[en].x + 50) && (hero1bullet.y + 2 >= enemys[en].y) && (hero1bullet.y + 2 <= enemys[en].y + 50)) {
     762                             hero1bullet.islive = false;
     763                             window.clearInterval(hero1bullet.time);
     764                             hero1bullet = null;
     765                             enemys[en].islive--;
     766                         }
     767                         break;
     768                     case 2:
     769                         if ((hero1bullet.x + 2 >= enemys[en].x) && (hero1bullet.x + 2 <= enemys[en].x + 50) && (hero1bullet.y + 3 <= enemys[en].y + 50) && (hero1bullet.y + 3 >= enemys[en].y)) {
     770                             hero1bullet.islive = false;
     771                             window.clearInterval(hero1bullet.time);
     772                             hero1bullet = null;
     773                             enemys[en].islive--;
     774                         }
     775                         break;
     776                     case 3:
     777                         if ((hero1bullet.x <= enemys[en].x + 50) && (hero1bullet.x >= enemys[en].x) && (hero1bullet.y + 2 >= enemys[en].y) && (hero1bullet.y + 2 <= enemys[en].y + 50)) {
     778                             hero1bullet.islive = false;
     779                             window.clearInterval(hero1bullet.time);
     780                             hero1bullet = null;
     781                             enemys[en].islive--;
     782                         }
     783                         break;
     784                 }
     785                 if (enemys[en].islive == 0) {
     786                     var tankbomb = new TankBomb(enemys[en].x, enemys[en].y);
     787                     tankbombs.push(tankbomb);
     788                     enemys[en] = null;
     789                 }
     790             }
     791         }
     792         var hamper = null;
     793         for (var ha = 0; ha < hampers.length; ha++)
     794         {
     795             hamper = hampers[ha];
     796             if (hamper != null && hero1bullet!=null)
     797             {
     798                 switch (hero1bullet.direct) {
     799                     case 0:
     800                         switch (hamper.style)
     801                         {
     802                             case 1:
     803                                 if ((hero1bullet.x >= hamper.x - 1) && (hero1bullet.x <= hamper.x + 17) &&
     804                                     (hero1bullet.y <= hamper.y + 10) && (hero1bullet.y >= hamper.y)) {
     805                                     hero1bullet.islive = false;
     806                                     window.clearInterval(hero1bullet.time);
     807                                     hero1bulletBomb = new bulletBomb(hero1bullet.x - 68, hero1bullet.y - 50);
     808                                     hero1bullet = null;
     809                                     hampers[ha] = null;
     810                                 }
     811                                 break;
     812                             case 2:
     813                                 if ((hero1bullet.x >= hamper.x - 1) && (hero1bullet.x <= hamper.x + 17) &&
     814                                     (hero1bullet.y <= hamper.y + 20) && (hero1bullet.y >= hamper.y)) {
     815                                     hero1bullet.islive = false;
     816                                     window.clearInterval(hero1bullet.time);
     817                                     hero1bulletBomb = new bulletBomb(hero1bullet.x - 68, hero1bullet.y - 50);
     818                                     hero1bullet = null;
     819                                 }
     820                                 break;
     821 
     822                         }
     823                         
     824                         break;
     825                     case 1:
     826                         switch (hamper.style) {
     827                             case 1:
     828                                 if ((hero1bullet.x >= hamper.x) && (hero1bullet.x <= hamper.x + 17) &&
     829                                     (hero1bullet.y <= hamper.y + 10) && (hero1bullet.y >= hamper.y-1)) {
     830                                     hero1bullet.islive = false;
     831                                     window.clearInterval(hero1bullet.time);
     832                                     hero1bulletBomb = new bulletBomb(hero1bullet.x - 68, hero1bullet.y - 50);
     833                                     hero1bullet = null;
     834                                     hampers[ha] = null;
     835                                 }
     836                                 break;
     837                             case 2:
     838                                 if ((hero1bullet.x >= hamper.x) && (hero1bullet.x <= hamper.x + 17) &&
     839                                     (hero1bullet.y <= hamper.y + 17) && (hero1bullet.y >= hamper.y-1)) {
     840                                     hero1bullet.islive = false;
     841                                     window.clearInterval(hero1bullet.time);
     842                                     hero1bulletBomb = new bulletBomb(hero1bullet.x - 68, hero1bullet.y - 50);
     843                                     hero1bullet = null;
     844                                 }
     845                                 break;
     846 
     847                         }
     848                         break;
     849                     case 2:
     850                         switch (hamper.style) {
     851                             case 1:
     852                                 if ((hero1bullet.x >= hamper.x - 1) && (hero1bullet.x <= hamper.x + 17) &&
     853                                     (hero1bullet.y + 2 <= hamper.y + 10) && (hero1bullet.y + 2 >= hamper.y)) {
     854                                     hero1bullet.islive = false;
     855                                     window.clearInterval(hero1bullet.time);
     856                                     hero1bulletBomb = new bulletBomb(hero1bullet.x - 68, hero1bullet.y - 50);
     857                                     hero1bullet = null;
     858                                     hampers[ha] = null;
     859                                 }
     860                                 break;
     861                             case 2:
     862                                 if ((hero1bullet.x >= hamper.x - 1) && (hero1bullet.x <= hamper.x + 17) &&
     863                                     (hero1bullet.y+2 <= hamper.y + 17) && (hero1bullet.y+2 >= hamper.y)) {
     864                                     hero1bullet.islive = false;
     865                                     window.clearInterval(hero1bullet.time);
     866                                     hero1bulletBomb = new bulletBomb(hero1bullet.x - 68, hero1bullet.y - 50);
     867                                     hero1bullet = null;
     868                                 }
     869                                 break;
     870                         }
     871                         break;
     872                     case 3:
     873                         switch (hamper.style) {
     874                             case 1:
     875                                 if ((hero1bullet.x >= hamper.x) && (hero1bullet.x <= hamper.x + 17) &&
     876                                     (hero1bullet.y+1 <= hamper.y + 10) && (hero1bullet.y+1 >= hamper.y)) {
     877                                     hero1bullet.islive = false;
     878                                     window.clearInterval(hero1bullet.time);
     879                                     hero1bulletBomb = new bulletBomb(hero1bullet.x - 68, hero1bullet.y - 50);
     880                                     hero1bullet = null;
     881                                     hampers[ha] = null;
     882                                 }
     883                                 break;
     884                             case 2:
     885                                 if ((hero1bullet.x >= hamper.x) && (hero1bullet.x <= hamper.x + 17) &&
     886                                     (hero1bullet.y+1 <= hamper.y + 20) && (hero1bullet.y+1 >= hamper.y)) {
     887                                     hero1bullet.islive = false;
     888                                     window.clearInterval(hero1bullet.time);
     889                                     hero1bulletBomb = new bulletBomb(hero1bullet.x - 68, hero1bullet.y - 50);
     890                                     hero1bullet = null;
     891                                 }
     892                                 break;
     893 
     894                         }
     895                         break;
     896                 }
     897             }
     898         }
     899 
     900     }
     901 }
     902 
     903 ///坦克爆炸类
     904 function TankBomb(x, y) {
     905     this.x = x;
     906     this.y = y;
     907     this.time = 0;
     908     this.imgsrc = "";
     909     this.isLive = true;
     910     
     911 
     912     this.drawBomb = function drawBomb() {
     913         if (this.time <= 2) {
     914             cxt.drawImage(bomb3, this.x, this.y, 50, 50);
     915         }
     916         if (this.time > 2 && this.time <= 5) {
     917             cxt.drawImage(bomb2, this.x, this.y, 50, 50);
     918         }
     919         if (this.time >= 6 && this.time <= 9) {
     920             cxt.drawImage(bomb1, this.x, this.y, 50, 50);
     921         }
     922         if (this.time >= 10 && this.time <= 12)
     923         {
     924             cxt.drawImage(bomb2, this.x, this.y, 50, 50);
     925         }
     926         if (this.time >= 13 && this.time <= 15)
     927         {
     928             cxt.drawImage(bomb3, this.x, this.y, 50, 50);
     929         }
     930         this.time++;
     931         if (this.time >= 15) {
     932             this.isLive = false;
     933             this.time = 0;
     934         }
     935     };
     936 }
     937 ///子弹爆炸类
     938 function bulletBomb(x, y)
     939 {
     940     this.x = x;
     941     this.y = y;
     942 
     943     this.drawBomb = function ()
     944     {
     945         cxt.drawImage(buBoImg, this.x, this.y);
     946         
     947     }
     948 }
     949 ///判断基地是否被打中
     950 function hitBase() {
     951     if (gameover) {
     952         return;
     953     }
     954     var enemybullet = null;
     955     for (var en = 0; en < enemyBullets.length; en++) {
     956         enemybullet = enemyBullets[en];
     957         if (enemybullet != null) {
     958             switch (enemybullet.direct) {
     959                 case 0:
     960                     break;
     961                 case 1:
     962                     if ((enemybullet.x >= 280) && (enemybullet.x <= 330) &&
     963                         (enemybullet.y + 1 >= 450) && (enemybullet.y <= 500)) {
     964                         gameover = true;
     965                         enemyBullets[en] = null;
     966                     }
     967                     break;
     968                 case 2:
     969                     if ((enemybullet.x + 1 >= 280) && (enemybullet.x <= 330) &&
     970                         (enemybullet.y + 2 >= 450) && (enemybullet.y + 2 <= 500)) {
     971                         gameover = true;
     972                         enemyBullets[en] = null;
     973                     }
     974                     break;
     975                 case 3:
     976                     if ((enemybullet.x >= 280) && (enemybullet.x <= 330) &&
     977                         (enemybullet.y + 1 >= 450) && (enemybullet.y <= 500)) {
     978                         gameover = true;
     979                         enemyBullets[en] = null;
     980                     }
     981                     break;
     982             }
     983         }
     984     }
     985     if (hero1bullet != null) {
     986         switch (hero1bullet.direct) {
     987             case 0:
     988                 break;
     989             case 1:
     990                 if ((hero1bullet.x >= 280) && (hero1bullet.x <= 330) &&
     991                     (hero1bullet.y + 1 >= 450) && (hero1bullet.y <= 500)) {
     992                     gameover = true;
     993                     window.clearInterval(hero1bullet.time);
     994                     hero1bullet = null;
     995                 }
     996                 break;
     997             case 2:
     998                 if ((hero1bullet.x + 1 >= 280) && (hero1bullet.x <= 330) &&
     999                     (hero1bullet.y + 2 >= 450) && (hero1bullet.y + 2 <= 500)) {
    1000                     gameover = true;
    1001                     window.clearInterval(hero1bullet.time);
    1002                     hero1bullet = null;
    1003                 }
    1004                 break;
    1005             case 3:
    1006                 if ((hero1bullet.x >= 280) && (hero1bullet.x <= 330) &&
    1007                     (hero1bullet.y + 1 >= 450) && (hero1bullet.y <= 500)) {
    1008                     gameover = true;
    1009                     window.clearInterval(hero1bullet.time);
    1010                     hero1bullet = null;
    1011                 }
    1012                 break;
    1013         }
    1014     }
    1015 }
    1016 
    1017 ///画出GAMEOVER
    1018 var gameY = 500;
    1019 function GameOver()
    1020 {
    1021     if (gameY > 193) {
    1022         gameY = gameY - 4;
    1023     }
    1024     if (verygood)
    1025     {
    1026         cxt.beginPath();
    1027         cxt.fillStyle = "#CCCCCC";
    1028         cxt.fillRect(190, gameY, 215, 115)
    1029         cxt.closePath();
    1030         cxt.beginPath();
    1031         cxt.fillStyle = "#ff0000";
    1032         cxt.font = "35px Engravers MT";
    1033         cxt.fillText("V E R Y", 212, gameY + 57);
    1034         cxt.fillText("G O O D", 212, gameY + 90);
    1035         cxt.closePath();
    1036         return;
    1037     }
    1038     if (gameover)
    1039     {
    1040         cxt.beginPath();
    1041         cxt.fillStyle = "#CCCCCC";
    1042         cxt.fillRect(190, gameY, 215, 115)
    1043         cxt.closePath();
    1044         cxt.beginPath();
    1045         cxt.fillStyle = "#ff0000";
    1046         cxt.font = "35px Engravers MT";
    1047         cxt.fillText("G A M E", 212, gameY + 57);
    1048         cxt.fillText("O V E  R", 212, gameY + 90);
    1049         cxt.closePath();
    1050     }
    1051     
    1052 }
    Draw.js
      1 ////阻碍物 Hamper类参数:x,y,style
      2 var hampers = new Array();
      3 ///画出保存基地的墙(一个20块砖头)
      4 var basehamX = 260;
      5 var basehamY = 490;
      6 for (var ham = 0; ham < 20; ham++) {
      7     if (ham < 7) {
      8         hampers[ham] = new Hamper(basehamX, basehamY - ham * 11, 1);
      9     }
     10     if (ham >= 7 && ham < 10) {
     11         hampers[ham] = new Hamper(basehamX + (ham - 6) * 18, basehamY - 5 * 11, 1);
     12     }
     13     if (ham >= 10 && ham < 13) {
     14         hampers[ham] = new Hamper(basehamX + (ham - 9) * 18, basehamY - 6 * 11, 1);
     15     }
     16     if (ham >= 13) {
     17         hampers[ham] = new Hamper(basehamX + 4 * 18, basehamY - (ham - 13) * 11, 1)
     18     }
     19 }
     20 $.getScript("script/js/map1.js");
     21 
     22 ///定义玩家1坦克
     23 var hero1born = new Born(180, 450);
     24 var hero1 = null;
     25 
     26 //敌人坦克出生数组
     27 var enemyborns = new Array();
     28 
     29 enemyborns[0] = new Born(0, 0);
     30 enemyborns[1] = new Born(275, 0);
     31 enemyborns[2] = new Born(550, 0);
     32 
     33 ///定义敌人数组
     34 var enemys = new Array();
     35 
     36 ///判断屏幕是否有5个敌人坦克,如果少于5个,则生产一个
     37 var enemy_loca = 1;
     38 function enemyBorn() {
     39     var enemynum = 0;
     40     for (var en = 0; en < enemys.length; en++) {
     41         if (enemys[en] != null) {
     42             enemynum++;
     43         }
     44     }
     45     if (enemynum < 5 && enemys.length < 20) {
     46         var enemyborn = null;
     47         switch (enemy_loca) {
     48             case 1:
     49                 enemyborn = new Born(0, 0);
     50                 enemy_loca = 2;
     51                 break;
     52             case 2:
     53                 enemyborn = new Born(275, 0);
     54                 enemy_loca = 3;
     55                 break;
     56             case 3:
     57                 enemyborn = new Born(550, 0);
     58                 enemy_loca = 1;
     59                 break;
     60             default:
     61                 enemyborn = new Born(0, 0);
     62                 break;
     63         }
     64 
     65         enemyborns.push(enemyborn);
     66     }
     67     if (enemynum <= 0 && enemys.length >= 20) {
     68         verygood = true;
     69     }
     70 
     71 }
     72 window.setInterval("enemyBorn()", 3000);
     73 
     74 ////爆炸
     75 var tankbombs = new Array();
     76 
     77 ///敌人坦克移动
     78 function moveEnemyTank() {
     79     for (var e = 0; e < enemys.length; e++) {
     80         if (enemys[e] != null && enemys[e].islive != 0) {
     81             enemys[e].run();
     82             enemys[e].attackEnemy(e);
     83         }
     84     }
     85 }
     86 window.setInterval("moveEnemyTank()", 100);
     87 
     88 function flashTankMap() {
     89     cxt.clearRect(0, 0, 600, 500);
     90     ///画出阻碍物
     91     for (var ha = 0; ha < hampers.length; ha++) {
     92         if (hampers[ha] != null) {
     93             hampers[ha].Draw();
     94         }
     95     }
     96     ///
     97 
     98     //画出玩家坦克
     99     if (hero1born != null) {
    100         if (hero1born.born) {
    101             hero1born.drawBorn();
    102         }
    103         else {
    104             hero1 = new Hero(hero1born.x, hero1born.y, 2, 0, heroColor1, 4);
    105             hero1born = null;
    106         }
    107     }
    108     if (hero1 != null && hero1.islive != 0) {
    109         DrawTank(hero1);
    110     }
    111     ///画出子弹
    112     DrawBullet();
    113     ///判断子弹是否打中坦克
    114     ///画出敌人坦克
    115     for (var bo = 0; bo < enemyborns.length; bo++) {
    116         if (enemyborns[bo] != null) {
    117             if (enemyborns[bo].born) {
    118                 enemyborns[bo].drawBorn();
    119             }
    120             else {
    121                 var enemy = null;
    122                 switch (Math.round(Math.random() * 3)) {
    123                     case 0:
    124                         enemy = new Enemy(enemyborns[bo].x, enemyborns[bo].y, 3, 2, enemyColor1, 1);
    125                         break;
    126                     case 1:
    127                         enemy = new Enemy(enemyborns[bo].x, enemyborns[bo].y, 3, 2, enemyColor2, 1);
    128                         break;
    129                     case 2:
    130                         enemy = new Enemy(enemyborns[bo].x, enemyborns[bo].y, 3, 2, enemyColor3, 1);
    131                         break;
    132                     case 3:
    133                         enemy = new Enemy(enemyborns[bo].x, enemyborns[bo].y, 3, 2, enemyColor4, 1);
    134                         break;
    135                 }
    136                 if (enemy != null) {
    137                     enemys.push(enemy);
    138                 }
    139                 enemyborns[bo] = null;
    140             }
    141         }
    142     }
    143     for (var e = 0; e < enemys.length; e++) {
    144         if (enemys[e] != null && enemys[e].islive != 0) {
    145             DrawTank(enemys[e]);
    146         }
    147     }
    148     ///画出爆炸效果
    149     for (var bo = 0; bo < tankbombs.length; bo++) {
    150         if (tankbombs[bo].isLive) {
    151             tankbombs[bo].drawBomb();
    152         }
    153     }
    154     ////子弹爆炸
    155     for (var bubo = 0; bubo < enemyBulletBombs.length; bubo++) {
    156         if (enemyBulletBombs[bubo] != null) {
    157             enemyBulletBombs[bubo].drawBomb();
    158         }
    159         enemyBulletBombs[bubo] = null;
    160     }
    161     if (hero1bulletBomb != null) {
    162         hero1bulletBomb.drawBomb();
    163         hero1bulletBomb = null;
    164     }
    165     ///画出基地
    166     DrawSymbol();
    167     ///调用判断基地是否被打中的函数
    168     hitBase();
    169     ///
    170     GameOver();
    171 }
    172 flashTankMap();
    173 
    174 ///判断按键
    175 var lastcode = 87;
    176 function getCommand() {
    177     if (hero1 == null || hero1.islive == 0 || gameover) {
    178         return;
    179     }
    180     var keycode = event.keyCode;
    181     switch (keycode) {
    182         case 87:///上
    183             if (lastcode == 87) {
    184                 if (!heroTankCollision()) {
    185                     hero1.moveUp();
    186                 }
    187             }
    188             else {
    189                 lastcode = 87;
    190                 hero1.direct = 0;
    191             }
    192             break;
    193         case 68:///右
    194             if (lastcode == 68) {
    195                 if (!heroTankCollision()) {
    196                     hero1.moveRight();
    197                 }
    198             }
    199             else {
    200                 lastcode = 68;
    201                 hero1.direct = 1;
    202             }
    203             break;
    204         case 83:////下
    205             if (lastcode == 83) {
    206                 if (!heroTankCollision()) {
    207                     hero1.moveDown();
    208                 }
    209             }
    210             else {
    211                 lastcode = 83;
    212                 hero1.direct = 2;
    213             }
    214             break;
    215         case 65:///左
    216             if (lastcode == 65) {
    217                 if (!heroTankCollision()) {
    218                     hero1.moveLeft();
    219                 }
    220             }
    221             else {
    222                 lastcode = 65;
    223                 hero1.direct = 3;
    224             }
    225             break;
    226         case 74:////开炮
    227             //hero1.tankbullet = "1";
    228             hero1.attackEnemy();
    229             break;
    230         case 66:
    231             break;
    232         default:
    233             break;
    234     }
    235     flashTankMap();
    236 }
    237 window.setInterval("flashTankMap()", 100);
    238 window.setInterval("hitTank()", 20);
    239 //玩家坦克与敌人坦克、阻碍物之间的碰撞
    240 function heroTankCollision() {
    241     //玩家坦克与敌人坦克之间的碰撞
    242     var enemy = null;
    243     for (var en = 0; en < enemys.length; en++) {
    244         enemy = enemys[en];
    245         if (enemy != null && enemy.islive != 0) {
    246             switch (hero1.direct) {
    247                 case 0:
    248                     if ((hero1.x > enemy.x - 50) && (hero1.x < enemy.x + 50) &&
    249                         ((hero1.y == enemy.y + 47) || (hero1.y == enemy.y + 48) || (hero1.y == enemy.y + 49) || (hero1.y == enemy.y + 50))) {
    250                         return true;
    251                     }
    252                     //else {
    253                     //    return false;
    254                     //}
    255                     break;
    256                 case 1:
    257                     if ((hero1.y > enemy.y - 50) && (hero1.y < enemy.y + 50) &&
    258                         ((hero1.x + 47 == enemy.x) || (hero1.x + 50 == enemy.x) || (hero1.x + 49 == enemy.x) || (hero1.x + 48 == enemy.x))) {
    259                         return true;
    260                     }
    261 
    262                     break;
    263                 case 2:
    264                     if ((hero1.x > enemy.x - 50) && (hero1.x < enemy.x + 50) &&
    265                         ((hero1.y + 47 == enemy.y) || (hero1.y + 50 == enemy.y) || (hero1.y + 49 == enemy.y) || (hero1.y + 48 == enemy.y))) {
    266                         return true;
    267                     }
    268 
    269                     break;
    270                 case 3:
    271                     if ((hero1.y > enemy.y - 50) && (hero1.y < enemy.y + 50) &&
    272                         ((hero1.x == enemy.x + 47) || (hero1.x == enemy.x + 50) || (hero1.x == enemy.x + 49) || (hero1.x == enemy.x + 48))) {
    273                         return true;
    274                     }
    275 
    276                     break;
    277             }
    278         }
    279     }
    280     //玩家坦克与阻碍物之间的碰撞
    281     var hamper = null;
    282     for (var ha = 0; ha < hampers.length; ha++) {
    283         hamper = hampers[ha];
    284         if (hamper != null) {
    285             switch (hampers[ha].style) {
    286                 case 1:
    287                     switch (hero1.direct) {
    288                         case 0:
    289                             if ((hero1.x > hamper.x - 50) && (hero1.x < hamper.x + 17) &&
    290                                 ((hero1.y == hamper.y + 7) || (hero1.y == hamper.y + 8) || (hero1.y == hamper.y + 9) || (hero1.y == hamper.y + 10))) {
    291                                 return true;
    292                             }
    293                             break;
    294                         case 1:
    295                             if ((hero1.y > hamper.y - 50) && (hero1.y < hamper.y + 10) &&
    296                                 ((hero1.x + 50 == hamper.x) || (hero1.x + 49 == hamper.x) || (hero1.x + 48 == hamper.x) || (hero1.x + 47 == hamper.x))) {
    297                                 return true;
    298                             }
    299                             break;
    300                         case 2:
    301                             if ((hero1.x > hamper.x - 50) && (hero1.x < hamper.x + 17) &&
    302                                 ((hero1.y + 50 == hamper.y) || (hero1.y + 49 == hamper.y) || (hero1.y + 48 == hamper.y) || (hero1.y + 47 == hamper.y))) {
    303                                 return true;
    304                             }
    305                             break;
    306                         case 3:
    307                             if ((hero1.y > hamper.y - 50) && (hero1.y < hamper.y + 10) &&
    308                                 ((hero1.x == hamper.x + 17) || (hero1.x == hamper.x + 16) || (hero1.x == hamper.x + 15) || (hero1.x == hamper.x + 14))) {
    309                                 return true;
    310                             }
    311                             break;
    312                     }
    313                     break;
    314                 case 2:
    315                     switch (hero1.direct) {
    316                         case 0:
    317                             if ((hero1.x >= hamper.x - 50) && (hero1.x <= hamper.x + 17) &&
    318                                 ((hero1.y == hamper.y + 14) || (hero1.y == hamper.y + 15) || (hero1.y == hamper.y + 16) || (hero1.y == hamper.y + 17))) {
    319                                 return true;
    320                             }
    321                             break;
    322                         case 1:
    323                             if ((hero1.y > hamper.y - 50) && (hero1.y < hamper.y + 10) &&
    324                                 ((hero1.x + 50 == hamper.x) || (hero1.x + 49 == hamper.x) || (hero1.x + 48 == hamper.x) || (hero1.x + 47 == hamper.x))) {
    325                                 return true;
    326                             }
    327                             break;
    328                         case 2:
    329                             if ((hero1.x > hamper.x - 50) && (hero1.x < hamper.x + 17) &&
    330                                 ((hero1.y + 50 == hamper.y) || (hero1.y + 49 == hamper.y) || (hero1.y + 48 == hamper.y) || (hero1.y + 47 == hamper.y))) {
    331                                 return true;
    332                             }
    333                             break;
    334                         case 3:
    335                             if ((hero1.y > hamper.y - 50) && (hero1.y < hamper.y + 10) &&
    336                                 ((hero1.x == hamper.x + 17) || (hero1.x == hamper.x + 16) || (hero1.x == hamper.x + 15) || (hero1.x == hamper.x + 14))) {
    337                                 return true;
    338                             }
    339                             break;
    340                     }
    341                     break;
    342                 case 3:
    343                     break;
    344                 case 4:
    345                     break;
    346             }
    347         }
    348     }
    349 
    350 }
    opera_js.js

      还有地图……
      需要代码的可以联系我,我的邮箱是:YJZhen@live.com

      如需更多教程,请到 淘课学院 http://www.taokeschool.com/ 下载。

     (欢迎关注“角速度”微信:jiaosud)

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  • 原文地址:https://www.cnblogs.com/yjzhen/p/3514639.html
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