标签:top position 飞机 -- 内存 htm return 积分 art
/* 创建敌机: */ function Enemy(blood,speed,imgs,scroe){ //敌机left this.left = 0; //敌机top this.top = 0; //敌机血量 this.blood = blood; //敌机速度 this.speed = speed; //敌机图片集合 this.imgs = imgs;//爆炸前和爆炸后 //分数 this.scroe = scroe; } Enemy.prototype = { constructor:Enemy, init:function(){ //创建一个元素 var img = document.createElement(‘img‘); //将图片路径赋值给它 img.src=this.imgs[0]; //插入到game中 Engine.game.appendChild(img); //赋值给敌机的初始图片 this.self = img; //当图片加载完成以后获取图片的高度和宽度 var _this = this;//在函数里面this的指向会改变,所以我们提前报存下来 img.onload = function(){ _this.left = parseInt(Math.random()*(320-img.offsetWidth)); _this.top = -img.offsetHeight; img.style.left = _this.left+‘px‘; img.style.top = _this.top+‘px‘; }; //生成敌机编号并放入引擎的bullet中 this.id = Math.random(); Engine.enemy[this.id]=this; }, //子弹移动,定时器都交给引擎去做 move:function(){ this.top+=this.speed; this.self.style.top = this.top+‘px‘; //越界判断 if(this.top>568+this.self.offsetWidth){ this.destroy(); } //判断与英雄机相撞 if(Engine.isCompact(this.self,Hero.self)){ //自己销毁 this.destroy(); //英雄机 Hero.die(); } }, bang:function(){ var img = document.createElement(‘img‘); img.src = this.imgs[1]; img.style.left = this.left+‘px‘; img.style.top = this.top+‘px‘; Engine.game.appendChild(img) setTimeout(function(){ img.remove(); },1000) }, destroy:function(){ //销毁 //从页面小时 this.self.remove(); this.bang(); //统计得分 Engine.updateScroe(this.scroe); //从内存消失 delete Engine.enemy[this.id]; } }
每架飞机的分数
/* 创建所有类型的飞机 */ function SmallEnemy(){ var s = parseInt(Math.random()*3+3); Enemy.call(this,1,s,[‘image/enemy1.png‘,‘image/enemy1-bang.gif‘],10) } SmallEnemy.prototype = { constructor: SmallEnemy, __proto__: Enemy.prototype }; function MiddleEnemy(){ var s = parseInt(Math.random()*3+2); Enemy.call(this,5,s,[‘image/enemy2.png‘,‘image/enemy2-bang.gif‘],20) } MiddleEnemy.prototype = { constructor:MiddleEnemy, __proto__:Enemy.prototype } function LargeEnemy(){ var s = parseInt(Math.random()*2+1); Enemy.call(this,10,s,[‘image/enemy3.png‘,‘image/enemy3-bang.gif‘],50) } LargeEnemy.prototype = { constructor:LargeEnemy, __proto__:Enemy.prototype }
更新得分
/* 游戏引擎 */ var Engine = { //刚开始的游戏状态 gameStatus:false, //所以敌机 enemy:{}, //子弹 bullet:{}, //得分 scroe:0, //背景图片 game:document.querySelector(‘.game‘), //页面得分 textScroe:document.querySelector(‘.score‘), //初始化 init:function(){ this.gameStart(); }, //游戏开始 gameStart:function(){ var _this = this; //点击图片的时候判断游戏状态 this.game.onclick = function(){ if(!_this.gameStatus){ _this.gameStatus = true; //移动移动 _this.bgMove(); _this.handleMove(); _this.createPlane(); } } }, //背景移动 bgMove:function(){ var y=0; var _this = this; this.bgTimer = setInterval(function(){ y+=2; _this.game.style[‘background-position-y‘]=y+‘px‘; },50) }, createPlane:function(){ //创建敌机和英雄机 Hero.init(); //创建敌机 var timer = setInterval(function(){ var num = parseInt(Math.random()*15)+1; switch (num) { case 1: case 3: case 5: case 7: case 9: new SmallEnemy().init(); break; case 2: case 4: case 6: new MiddleEnemy().init(); case 8: case 12: new LargeEnemy().init(); } },500) }, //所有敌机和子弹都要动 handleMove:function(){ var _this=this; var timer = setInterval(function(){ //创建所有子弹 for(var i in _this.bullet){ _this.bullet[i].move() } //c创建所有敌机动 for(var i in _this.enemy){ _this.enemy[i].move() } },30) }, //碰撞检测 isCompact:function(obj1,obj2){ var l1 = obj1.offsetLeft>obj2.offsetLeft+obj2.offsetWidth; var l2 = obj2.offsetLeft>obj1.offsetLeft+obj1.offsetWidth; var t1 = obj1.offsetTop>obj2.offsetTop+obj2.offsetHeight; var t2 = obj2.offsetTop>obj1.offsetTop+obj1.offsetHeight; if(l1||l2||t1||t2){ return false; }else{ return true; } }, //更新得分 updateScroe:function(scroe){ this.scroe+=scroe; this.textScroe.innerHTML="分数"+this.scroe; } }; Engine.init();
标签:top position 飞机 -- 内存 htm return 积分 art
原文地址:http://www.cnblogs.com/nanianqiming/p/7501029.html