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10年前发布

HTML5坦克大战游戏简化版

之前我们有分享过不少经典的HTML5游戏,有些还是很有意思的,比如HTML5版切水果游戏HTML5中国象棋游戏。今天要分享的是一款简化版的HTML5坦克大战游戏,方向键控制坦克的行进方向,空格键发射子弹,命中敌方坦克后也会发出声音,效果还算可以。

HTML5坦克大战游戏简化版

在线演示源码下载

JavaScript代码:

window.addEventListener("load", canvasApp, false);   //是否支持canvas  function canvasSupport () {     return Modernizr.canvas;  }  function canvasApp() {   //是否支持canvas   if (!canvasSupport()) {      return;      }   var theCanvas = document.getElementById("canvasOne");   var context = theCanvas.getContext("2d");   var tank=new Image();   tank.addEventListener('load', start, false);   tank.src="tanks_sheet.png"   //Background   context.fillStyle = "#CCCCCC";   context.fillRect(0, 0, theCanvas.width, theCanvas.height);   //Box   context.lineWidth=16;   context.strokeStyle = "#000000";    context.strokeRect(8,8, theCanvas.width-16, theCanvas.height-16);   //画我方tank和我方炮弹   function drawtank() {    if(gameover){     context.save();     context.fillStyle = "#000000";     context.font = "normal bold 50px normal";      context.fillText("游戏结束", 150, 150);     context.restore();     context.save();     context.fillStyle = "#000000";     context.font = "normal bold 25px normal";      context.fillText("按空格键重新开始游戏", 125, 200);     context.restore();     update();     return;    }       update();       drawScene();    render();    //画场景    function drawScene(){     for(var i=0;i<=10;i++){      for(var j=0;j<=14;j++){       colCtr=j*32+16;       rowCtr=i*32+16;       context.save();       sourceX=Math.floor(scene[i][j]%8)*32;       sourceY=Math.floor(scene[i][j]/8)*32;       context.drawImage(tank, sourceX,sourceY,32,32,colCtr,rowCtr,32,32);       context.restore();      }     }     }          //坦克更新数据    function update(){        tankmove.x=tankmove.nextx;     tankmove.y=tankmove.nexty;     //左     if(keyPressList[37]==true){      //playermove.play();      //playermove.stop();      if(gameover){         return;      }      space();      tankmove.tankAngle=270;      tankmove.nextx-=tankmove.tankspeed;      tankmove.tankshape=tankmove.tanknextshape;      if(scene[Math.floor((tankmove.nexty-12)/32)][Math.floor((tankmove.nextx-12)/32)]!=0||scene[Math.ceil((tankmove.nexty-20)/32)][Math.floor((tankmove.nextx-12)/32)]!=0){       tankmove.nextx=tankmove.x;       tankmove.nexty=tankmove.y;       return;      }      tankmove.tanknextshape+=1;      if(tankmove.tanknextshape>8){       tankmove.tanknextshape=1;      }      return;     }     //右     if(keyPressList[39]==true){      if(gameover){         return;      }      space();      tankmove.tankAngle=90;      tankmove.nextx+=tankmove.tankspeed;      tankmove.tankshape=tankmove.tanknextshape;      if(scene[Math.ceil((tankmove.nexty-20)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0||scene[Math.floor((tankmove.nexty-12)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0){       tankmove.nextx=tankmove.x;       tankmove.nexty=tankmove.y;       return;      }      tankmove.tanknextshape+=1;      if(tankmove.tanknextshape>8){       tankmove.tanknextshape=1;      }      return;     }     //上     if(keyPressList[38]==true){      if(gameover){         return;      }      space();      tankmove.tankAngle=0;      tankmove.nexty-=tankmove.tankspeed;      tankmove.tankshape=tankmove.tanknextshape;      if(scene[Math.floor((tankmove.nexty-12)/32)][Math.floor((tankmove.nextx-12)/32)]!=0||scene[Math.floor((tankmove.nexty-12)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0){       tankmove.nextx=tankmove.x;       tankmove.nexty=tankmove.y;       return;      }      tankmove.tanknextshape+=1;      if(tankmove.tanknextshape>8){       tankmove.tanknextshape=1;      }      return;     }     //下     if(keyPressList[40]==true){      if(gameover){         return;      }      space();      tankmove.tankAngle=180;      tankmove.nexty+=tankmove.tankspeed;      tankmove.tankshape=tankmove.tanknextshape;      if(scene[Math.ceil((tankmove.nexty-20)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0||scene[Math.ceil((tankmove.nexty-20)/32)][Math.floor((tankmove.nextx-12)/32)]!=0){       tankmove.nextx=tankmove.x;       tankmove.nexty=tankmove.y;       return;      }      tankmove.tanknextshape+=1;      if(tankmove.tanknextshape>8){       tankmove.tanknextshape=1;      }      return;     }     space()     //空格,发射炮弹     function space(){      if(keyPressList[32]==true){       if(gameover){        location.reload();       }       if(shell.shellflage){        return;       }       if(tankmove.nextx<0){        return;       }       else{        shootSound.play();        shell.shellflage=true;        shell.nextx=tankmove.nextx;        shell.nexty=tankmove.nexty;        shell.shellAngle=tankmove.tankAngle;        if(shellInterval){         clearInterval(shellInterval);         shellInterval=null;        }        shellInterval=setInterval(drawshell, 33);       }      }     }     }      //坦克实施    function render(){     context.save();     context.setTransform(1,0,0,1,0,0)     var angleInRadians =tankmove.tankAngle * Math.PI / 180;     context.translate(tankmove.x+16, tankmove.y+16)     context.rotate(angleInRadians);     var tankshapeX=Math.floor(tankmove.tankshape%8)*32;     var tankshapeY=Math.floor(tankmove.tankshape/8)*32;     context.drawImage(tank, tankshapeX, tankshapeY,32,32,-16,-16,32,32);     context.restore();       context.clearRect(496,16,138,352);     context.fillStyle = "#3cb371";     context.fillRect(496,16,138,352);     context.save();     context.fillStyle = "#000000";     context.font = "italic bold 23px serif";      context.fillText("关  卡:"+level+"", 500, 80);     context.fillText("敌  人:"+surplus+"", 500, 110);      context.fillText("生  命:"+life+"", 500, 140);      context.fillText("得  分:"+score+"", 500, 170);      context.fillText("最高分:"+record+"", 500, 200);     context.restore();       context.save();     context.fillStyle = "#000000";     context.font = "normal bold 15px normal";      context.fillText("游戏说明: 玩家", 500, 270);     context.fillText("操控坦克进行战", 500, 290);      context.fillText("斗,击毁敌方得", 500, 310);      context.fillText("分,被击毁或相", 500, 330);      context.fillText("相撞减分。", 500, 350);     context.restore();      }    //画炮弹    function drawshell(){     if(gameover){      return;     }     shellupdate()     shellrender()     //炮弹发射数据更新     function shellupdate(){      if(shell.shellAngle==0){       shell.nexty-=shell.shellspeed;       var i=scene[Math.floor((shell.nexty-12)/32)][Math.floor((shell.nextx)/32)];       scene[Math.floor((shell.nexty-12)/32)][Math.floor((shell.nextx)/32)]=hitwall(i);      }      if(shell.shellAngle==90){       shell.nextx+=shell.shellspeed;       var i=scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx+12)/32)];       scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx+12)/32)]=hitwall(i);      }      if(shell.shellAngle==180){       shell.nexty+=shell.shellspeed;       var i=scene[Math.floor((shell.nexty+12)/32)][Math.floor((shell.nextx)/32)];       scene[Math.floor((shell.nexty+12)/32)][Math.floor((shell.nextx)/32)]=hitwall(i);      }      if(shell.shellAngle==270){       shell.nextx-=shell.shellspeed;       var i=scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx-12)/32)];       scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx-12)/32)]=hitwall(i);      }      //检测炮弹是否撞墙      function hitwall(i){       switch(i){        case 26:         if(shellInterval){          clearInterval(shellInterval);          shellInterval=null;         }         setTimeout(function(){shell.shellflage=false},300);         shell.nextx=-500;         shell.nexty=-500;         return 0;         break          case 31:          if(shellInterval){          clearInterval(shellInterval);          shellInterval=null;         }         setTimeout(function(){shell.shellflage=false},300);         shell.nextx=-500;         shell.nexty=-500;         return i;         break        case 30:          if(shellInterval){          clearInterval(shellInterval);          shellInterval=null;         }         setTimeout(function(){shell.shellflage=false},300);         shell.nextx=-500;         shell.nexty=-500;         return i;         break        default:         return 0;       }      }          }     //炮弹发射实施     function shellrender(){      shell.x=shell.nextx;      shell.y=shell.nexty;      context.save();      context.setTransform(1,0,0,1,0,0)      var shellangleInRadians =shell.shellAngle * Math.PI / 180;      context.translate(shell.x+16, shell.y+16)      context.rotate(shellangleInRadians);      var shellshapeX=Math.floor(shell.shellshape%8)*32;      var shellshapeY=Math.floor(shell.shellshape/8)*32;      context.drawImage(tank, shellshapeX, shellshapeY,32,32,-16,-16,32,32);      context.restore();     }    }     }   //画敌军坦克   function drawenemy(){    if(gameover){     return;    }    for(var enemytanknum=0;enemytanknum<=2;enemytanknum++){     var enemytank=enemy[enemytanknum];     //enemyrmove.play();     enemyupdate();     enemyrender();    }    function enemyupdate(){     enemytank.shapenum=(0.1+enemytank.shapenum)%8+9;//减慢滚带的速度     enemytank.enemytankshape=Math.floor(enemytank.shapenum);     //下     if(enemytank.enemytankAngle==180){      swerve()      enemytank.nexty+=enemytank.enemytankspeed;      if(scene[Math.ceil((enemytank.nexty-20)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0||scene[Math.ceil((enemytank.nexty-20)/32)][Math.floor((enemytank.nextx-12)/32)]!=0){       enemyhitwall()      }     }     //左     if(enemytank.enemytankAngle==270){      swerve()      enemytank.nextx-=enemytank.enemytankspeed;      if(scene[Math.floor((enemytank.nexty-12)/32)][Math.floor((enemytank.nextx-12)/32)]!=0||scene[Math.ceil((enemytank.nexty-20)/32)][Math.floor((enemytank.nextx-12)/32)]!=0){       enemyhitwall()      }     }     //右     if(enemytank.enemytankAngle==90){      swerve()      enemytank.nextx+=enemytank.enemytankspeed;      if(scene[Math.ceil((enemytank.nexty-20)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0||scene[Math.floor((enemytank.nexty-12)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0){       enemyhitwall()      }     }     //上     if(enemytank.enemytankAngle==0){      swerve()      enemytank.nexty-=enemytank.enemytankspeed;      if(scene[Math.floor((enemytank.nexty-12)/32)][Math.floor((enemytank.nextx-12)/32)]!=0||scene[Math.floor((enemytank.nexty-12)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0){       enemyhitwall()      }     }     //随机发射炮弹     var enemyfire=Math.floor(Math.random() * 100);     if(enemyfire==0){      if(enemyshell.shellflage){       return;      }      if(enemytank.nextx<0){       return;      }      else{       enemyshell.shellflage=true;       enemyshell.nextx=enemytank.nextx;       enemyshell.nexty=enemytank.nexty;       enemyshell.shellAngle=enemytank.enemytankAngle;       if(enemyshellInterval){        clearInterval(enemyshellInterval);        enemyshellInterval=null;       }       enemyshellInterval=setInterval(enemyrdrawshell, 33);      }     }     //检测是否打击到目标     if(impact(shell,enemytank)){      if(shellInterval){       clearInterval(shellInterval);       shellInterval=null;      }      score++;      if(score>=record){       record=score;       localStorage.record=record;      }      if(score>=level*5){       level++;       if(level>=5){        gameover=true;        return       }       scene=scenenum[(level-1)%4];       for(var enemynum=0;enemynum<=2;enemynum++){       var tempx=48+enemynum*192;       //敌军坦克       tempenemytank={appearx:tempx,appeary:48,x:tempx,y:48,nextx:tempx,nexty:48,enemytankspeed:Speed+level*0.5,enemytankAngle:180,enemytankshape:0,shapenum:0};       enemy[enemynum]=tempenemytank;       }       tankmove={appearx:240,appeary:304,x:240,y:304,nextx:240,nexty:304,tankAngle:Angle,tankspeed:Speed,tankshape:shape,tanknextshape:shape};       enemyshell={x:0,y:0,nextx:0,nexty:0,shellspeed:Speed+level*0.5+2,shellshape:21,shellAngle:Angle,shellflage:false};       surplus=6;      }      surplus--;      setTimeout(function(){shell.shellflage=false},300);      explode(enemytank)      enemytank.nextx=-500;      shell.nextx=-500;      shell.nexty=-500;     }     //检测是否打击到玩家     if(impact2(enemyshell,tankmove)){      if(invincible){       return;      }      if(enemyshellInterval){       clearInterval(enemyshellInterval);       enemyshellInterval=null;      }      life--;      if(life<=0){       gameover=true;       return;      }      invincible=true;      setTimeout(function(){invincible=false},2000)      explode(tankmove)      setTimeout(function(){enemyshell.shellflage=false},300);      tankmove.nextx=-500;      enemyshell.nextx=-500;      enemyshell.nexty=-500;     }     //与敌人相撞     if(impact(enemytank,tankmove)){      if(enemyshellInterval){       clearInterval(enemyshellInterval);       enemyshellInterval=null;      }      if(invincible){       return;      }      invincible=true;      setTimeout(function(){invincible=false},2000)      life--;      if(life<=0){       gameover=true;       return;      }      explode(tankmove)      tankmove.nextx=-500;       }     //自动转向     function swerve(){      var j=Math.floor(Math.random() * 100);      if(j==0){       enemytank.enemytankAngle+=90;      }      if(j==1){       enemytank.enemytankAngle-=90;      }      enemytank.enemytankAngle=(enemytank.enemytankAngle+360)%360;     }     //撞墙转向     function enemyhitwall(){      enemytank.nextx=enemytank.x;      enemytank.nexty=enemytank.y;      var j=Math.floor(Math.random() * 2);      if(j==0){       enemytank.enemytankAngle+=90;      }      else{       enemytank.enemytankAngle-=90;      }      enemytank.enemytankAngle=(enemytank.enemytankAngle+360)%360;     }    }    //敌军tank    function enemyrender(){     enemytank.x=enemytank.nextx;     enemytank.y=enemytank.nexty;     context.save();     context.setTransform(1,0,0,1,0,0)     var enemyangleInRadians =enemytank.enemytankAngle * Math.PI / 180;     context.translate(enemytank.x+16, enemytank.y+16)     context.rotate(enemyangleInRadians);     var enemyshapeX=Math.floor(enemytank.enemytankshape%8)*32;     var enemyshapeY=Math.floor(enemytank.enemytankshape/8)*32;     context.drawImage(tank, enemyshapeX, enemyshapeY,32,32,-16,-16,32,32);     context.restore();     }    //画炮弹    function enemyrdrawshell(){     if(gameover){      return;     }     enemyrshellupdate()     enemyrshellrender()     //炮弹发射数据更新     function enemyrshellupdate(){      if(enemyshell.shellAngle==0){       enemyshell.nexty-=enemyshell.shellspeed;       var i=scene[Math.floor((enemyshell.nexty-0)/32)][Math.floor((enemyshell.nextx)/32)];       scene[Math.floor((enemyshell.nexty-0)/32)][Math.floor((enemyshell.nextx)/32)]=hitwall(i);      }      if(enemyshell.shellAngle==90){       enemyshell.nextx+=enemyshell.shellspeed;       var i=scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx+0)/32)];       scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx+0)/32)]=hitwall(i);      }      if(enemyshell.shellAngle==180){       enemyshell.nexty+=enemyshell.shellspeed;       var i=scene[Math.floor((enemyshell.nexty+0)/32)][Math.floor((enemyshell.nextx)/32)];       scene[Math.floor((enemyshell.nexty+0)/32)][Math.floor((enemyshell.nextx)/32)]=hitwall(i);      }      if(enemyshell.shellAngle==270){       enemyshell.nextx-=enemyshell.shellspeed;       var i=scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx-0)/32)];       scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx-0)/32)]=hitwall(i);      }      //检测炮弹是否撞墙      function hitwall(i){       switch(i){        case 26:         if(enemyshellInterval){          clearInterval(enemyshellInterval);          enemyshellInterval=null;         }         setTimeout(function(){enemyshell.shellflage=false},300);         enemyshell.nextx=-500;         enemyshell.nexty=-500;         return 0;         break          case 31:          if(enemyshellInterval){          clearInterval(enemyshellInterval);          enemyshellInterval=null;         }         setTimeout(function(){enemyshell.shellflage=false},300);         enemyshell.nextx=-500;         enemyshell.nexty=-500;         return i;         break        case 30:          if(enemyshellInterval){          clearInterval(enemyshellInterval);          enemyshellInterval=null;         }         setTimeout(function(){enemyshell.shellflage=false},300);         enemyshell.nextx=-500;         enemyshell.nexty=-500;         return i;         break        default:         return 0;       }      }          }     //炮弹发射实施     function enemyrshellrender(){      enemyshell.x=enemyshell.nextx;      enemyshell.y=enemyshell.nexty;      context.save();      context.setTransform(1,0,0,1,0,0)      var shellangleInRadians =enemyshell.shellAngle * Math.PI / 180;      context.translate(enemyshell.x+16, enemyshell.y+16)      context.rotate(shellangleInRadians);      var shellshapeX=Math.floor(enemyshell.shellshape%8)*32;      var shellshapeY=Math.floor(enemyshell.shellshape/8)*32;      context.drawImage(tank, shellshapeX, shellshapeY,32,32,-16,-16,32,32);      context.restore();     }    }   }   //检测撞击   function impact(one,two){    var dx=one.nextx-two.nextx;    var dy=one.nexty-two.nexty;    var distance=Math.sqrt(dx*dx+dy*dy)    if(distance<=26){     return true;    }    else{     return false;    }   }   //检测撞击   function impact2(one,two){    var dx=one.nextx-two.nextx;    var dy=one.nexty-two.nexty;    var distance=Math.sqrt(dx*dx+dy*dy)    if(distance<=26){     return true;    }    else{     return false;    }   }   //爆炸   function explode(dietank){    explodeSound.play();    var x=dietank.x;    var y=dietank.y;    var times=0;    var dietankInterval=setInterval(function(){     drawdietank(17+Math.floor(times/10));     times++;     if(times>29){      clearInterval(dietankInterval);      setTimeout(function(){dietank.shellflage=false},300);      if(dietank.appeary==48){       if(surplus<=2){        dietank.enemytankspeed=0;        return;       }       }      dietank.nextx=dietank.appearx;      dietank.nexty=dietank.appeary;     }    },15)    function drawdietank(dietankshape){     context.save();     context.setTransform(1,0,0,1,0,0)     context.translate(x+16, y+16)     var dietankshapeX=Math.floor(dietankshape%8)*32;     var dietankshapeY=Math.floor(dietankshape/8)*32;     context.drawImage(tank, dietankshapeX, dietankshapeY,32,32,-16,-16,32,32);     context.restore();     }   }   var score=0;//分数   var level=1;//关卡   var surplus=5;//剩余敌人数量   var life=3;//生命   var invincible=false//无敌   var storage = window.localStorage;//"localStorage"HTML5存储数据   if(storage.length==0){    localStorage.record=0;   }   var record=localStorage.record;//最高分   var gameover=false;   var enemyInterval=null;//敌人timer   var tankInterval=null;//玩家timer   var Speed=3;//运动的速度   var Angle=0;//tank面向方向   var shape=1;//tank当前状态   //坦克数组   tankmove={appearx:240,appeary:304,x:240,y:304,nextx:240,nexty:304,tankAngle:Angle,tankspeed:Speed,tankshape:shape,tanknextshape:shape};   //炮弹数组   shell={x:0,y:0,nextx:0,nexty:0,shellspeed:Speed+4,shellshape:20,shellAngle:Angle,shellflage:false};   //敌军数组   var enemy=new Array();   //敌军炮弹数组   var enemyshell={x:0,y:0,nextx:0,nexty:0,shellspeed:Speed+2,shellshape:21,shellAngle:Angle,shellflage:false};   //场景数组   var scenenum=[[   [30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],   [31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],   [31, 0, 0, 0,26,26, 0, 0, 0,26,26, 0, 0, 0,31],   [31, 0, 0,26, 0, 0,26, 0,26, 0, 0,26, 0, 0,31],   [31, 0, 0,26, 0, 0, 0,26, 0, 0, 0,26, 0, 0,31],   [31,26, 0, 0,26, 0, 0, 0, 0, 0,26, 0, 0,26,31],   [31,26, 0, 0, 0,26, 0, 0, 0,26, 0, 0, 0,26,31],   [31,26, 0, 0, 0, 0,26, 0,26, 0, 0, 0, 0,26,31],   [31,26,26,26,26, 0, 0,26, 0, 0,26,26,26,26,31],   [31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],   [30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]   ],   [   [30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],   [31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],   [31, 0,26,26,26,26,0, 0,0,26,26, 26,26,0,31],   [31, 0, 0, 0, 0,26, 0, 0, 0, 26,0, 0, 0, 0,31],   [31,26,26,26, 26,26,26,26,26,26,26,26, 26,26,31],   [31, 0, 26, 0, 0, 0, 0,26, 0, 0, 0, 0, 26,0,31],   [31,26, 26,0,26,26,26,26,26,26,26, 0,26,26,31],   [31, 0, 0, 0, 0, 26,0, 0, 0,26, 0, 0, 0, 0,31],   [31,26,26,26,26, 0, 0,0,0,0, 26,26,26,26,31],   [31, 0, 0,26, 26, 0, 0, 0, 0, 0, 26,26, 0, 0,31],   [30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]   ],   [   [30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],   [31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],   [31, 0,26,26,26,26,26, 0,26,26,26,26,26, 0,31],   [31, 0,26, 0, 0, 0,26, 0,26, 0, 0, 0,26, 0,31],   [31, 0,26, 0, 0, 0,26, 0,26, 0, 0, 0,26, 0,31],   [31, 0,26, 0, 0, 0,26, 0,26,26,26,26,26, 0,31],   [31, 0,26, 0, 0, 0,26, 0, 0, 0, 0, 0,26, 0,31],   [31, 0,26, 0, 0, 0,26, 0,26, 0, 0, 0,26, 0,31],   [31, 0,26,26,26,26,26, 0,26,26,26,26,26, 0,31],   [31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],   [30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]   ],   [   [30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],   [31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,31],   [31, 0,26,26,26,26,26, 0,26,26,26, 0,26,26,31],   [31, 0, 0, 0, 0,26, 0, 0, 0, 0,26, 0, 0, 0,31],   [31,26,26,26, 0,26,26,26,26,26,26,26, 0,26,31],   [31, 0, 0, 0, 0, 0, 0,26, 0, 0, 0, 0, 0,26,31],   [31,26, 0,26,26,26,26,26,26,26,26, 0,26,26,31],   [31, 0, 0, 0, 0, 0,26, 0, 0,26, 0, 0, 0, 0,31],   [31,26,26,26,26, 0, 0,26,26,26, 0,26,26,26,31],   [31, 0, 0,26, 0, 0, 0, 0, 0, 0, 0,26, 0, 0,31],   [30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]   ]]   var scene=scenenum[(level-1)];   //计时器控制炮弹发出   var shellInterval=null;   var enemyshellInterval=null;   for(var enemynum=0;enemynum<=2;enemynum++){    var tempx=48+enemynum*192;   //敌军坦克   tempenemytank={appearx:tempx,appeary:48,x:tempx,y:48,nextx:tempx,nexty:48,enemytankspeed:Speed-1,enemytankAngle:180,enemytankshape:0,shapenum:0};   enemy[enemynum]=tempenemytank;   }   //键盘事件   var keyPressList=[];   document.onkeydown=function(e){    e=e?e:window.event;    keyPressList[e.keyCode]=true;   }   document.onkeyup=function(e){    e=e?e:window.event;    keyPressList[e.keyCode]=false;   }   //声音   //爆炸   var explodeSound = document.createElement("audio");   document.body.appendChild(explodeSound);   explodeSound.setAttribute("src", "explode1.mp3");   explodeSound.valume=.5;   //发射子弹   var shootSound = document.createElement("audio");   document.body.appendChild(shootSound);   shootSound.setAttribute("src", "shoot1.mp3");   shootSound.volume=.5;   //玩家行走   var playermove = document.createElement("audio");   document.body.appendChild(playermove);   playermove.setAttribute("src", "move1.mp3");   playermove.valume=.001;   //敌人行走   var enemyrmove = document.createElement("audio");   document.body.appendChild(enemyrmove);   enemyrmove.setAttribute("src", "move2.mp3");   enemyrmove.valume=.001;   //游戏开始     //游戏失败     //开始游戏   function start(){    tankInterval=setInterval(drawtank, 33);    enemyInterval=setInterval(drawenemy, 33);   }   //debug函数   var debug = function(log){    try{     console.log(log);//safari可用    }    catch(e){}   }  }  function supportedAudioFormat(audio) {   var returnExtension = "";   if (audio.canPlayType("audio/ogg") =="probably" || audio.canPlayType("audio/ogg") == "maybe") {    returnExtension = "ogg";   } else if(audio.canPlayType("audio/wav") =="probably" || audio.canPlayType("audio/wav") == "maybe") {    returnExtension = "wav";   } else if(audio.canPlayType("audio/mp3") == "probably" || audio.canPlayType("audio/mp3") == "maybe") {    returnExtension = "mp3";   }     return returnExtension;    }

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