标签:接收 timer padding 移动 ack 距离 floor ott cli
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title></title> <style type="text/css"> body { margin: 0; padding: 0; } #game { width: 800px; height: 600px; border: 1px solid #000; background: url(images/sky.png); overflow: hidden; position: relative; } #game .pipeD { background: url(images/pipe1.png) top center; position: absolute; } #game .pipeU { background: url(images/pipe2.png) bottom center; position: absolute; } #bird { width: 34px; height: 25px; /* border-radius: 10px; background-color: red;*/ position: absolute; top: 100px; left: 100px; background: url(images/birds.png) -8px -10px no-repeat; } </style> </head> <body> <div id="game"> <div id="bird"></div> </div> </body>
<script type="text/javascript"> var birdElement = document.getElementById("bird"); var game = document.getElementById("game"); var gameover = false; var g = 1; // var i = 0; var timer=null; var bird = { x: birdElement.offsetLeft, y: birdElement.offsetTop, speedX: 5, speedY: 0, start: birdElement }; var sky = { x: 0 }; game.onclick=function(){ setInterval(function () { //游戏没有结束的时候运行代码 if (!gameover) { //整个游戏背景x轴移动的距离 sky.x = sky.x - bird.speedX; game.style.backgroundPositionX = sky.x + "px"; //小鸟下落时y轴的坐标 bird.speedY = bird.speedY + g; //设置一个变量用来接收小鸟下落时y轴的坐标,用来设置小鸟下降时的速度 var step = bird.speedY; bird.y = bird.y + step; //用一个变量来设定小鸟下落的最低高度,用来 判断游戏是否结束 var overY = game.offsetHeight - birdElement.offsetHeight; //小鸟的y轴坐标大于最低高度,所以游戏停止 if (bird.y > overY) { bird.y = overY; stop(sky.x); } //小鸟的y轴坐标小于0,说明碰到顶部边框,所以游戏结束 if (bird.y < 0) { bird.y = 0; stop(sky.x); } //设置游戏开始时小鸟出现的位置 bird.start.style.top = bird.y + "px"; // console.log(bird.x) } }, 30); //添加键盘事件,实现键盘上下键控制小鸟 document.onkeyup = function (e) { if (e.keyCode === 38) { bird.speedY = -10; } } function Pipe(positonX) { //管子的坐标 this.x = positonX; this.upPipeY = 0; this.width = 52; this.upPipeH = random(100,275); this.downPipeY = this.upPipeH + 200; this.downPipeH = game.offsetHeight - this.downPipeY; // 动态添加管子 var divUp = document.createElement("div"); divUp.className = "pipeU"; divUp.style.width = this.width + "px"; divUp.style.height = this.upPipeH + "px"; divUp.style.left = this.x + "px"; divUp.style.top = this.upPipeY + "px"; game.appendChild(divUp); var divDown = document.createElement("div"); divDown.className = "pipeD"; divDown.style.width = this.width + "px"; divDown.style.height = this.downPipeH + "px"; divDown.style.left = this.x + "px"; divDown.style.top = this.downPipeY + "px"; game.appendChild(divDown); //因为定时器会混乱this的指向问题,所以提前保存this的指向,这里的this指向调用该方法的实例 var that = this; // 设置定时器让管子向后移动 this.timer=setInterval(function () { //这里1控制的是管子移动的速度 数字越大 难度越高 that.x = that.x - 5; //简单实现管子无缝滚动,视觉差 if (that.x < -52) { that.x = 800; } if (!gameover) { divUp.style.left = that.x + "px"; divDown.style.left = that.x + "px"; } // 设置变量,进行游戏碰撞检测,并停止游戏 var downBoom = (bird.x + 34 > that.x) && (bird.x < that.x + 52) && (bird.y + 25 > that.downPipeY); var upBoom = (bird.x + 34 > that.x) && (bird.x < that.x + 52) && (bird.y < that.upPipeH); if (downBoom || upBoom) { //gameover = true; stop(sky.x); } }, 30); } //执行上面的函数方法 var arr=[]; for (var i = 0; i < 4; i++) { arr[i]=new Pipe(i * 200 + 400); } //封装一个用来停止游戏的方法, function stop(Sky){ var a; gameover=true; clearInterval(timer); for(var i=0;i<arr.length;i++){ clearInterval(arr[i].timer); } if(Math.abs(Sky)<=352){ a=0; alert("成绩:"+a) }else{ a=Math.floor((Math.abs(Sky)-300)/200+1); // a=Math.ceil(((Math.abs(Sky)-300))/200); alert("成绩:"+a) } // console.log(Sky) } } function random(a,b){ return Math.round(Math.random()*(a-b)+b) } </script>
效果如下
标签:接收 timer padding 移动 ack 距离 floor ott cli
原文地址:https://www.cnblogs.com/zhouqingfeng/p/12047306.html