经典坦克大战

经典坦克大战

首页休闲益智坦克经典大战更新时间:2024-04-26

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经典坦克大战

玩法: 键盘(A W S D)键来控制方向,空格键发射子弹,N:下一关,P:上一关,Enter:开始,赶紧去闯关吧^^

开始游戏

html

<canvas id="wallCanvas" ></canvas> <canvas id="tankCanvas" ></canvas> <canvas id="grassCanvas" ></canvas> <canvas id="overCanvas" ></canvas> <canvas id="stageCanvas" ></canvas> css

#canvasDiv canvas{ position:absolute; } #canvasDiv{ margin:0 auto; } .demo-scroll{ overflow-y: scroll; width: 100%; height: 100%; } .column { float: left; width: 50%; padding: 0 2em; min-height: 300px; position: relative; } .column:nth-child(2) { box-shadow: -1px 0 0 rgba(0,0,0,0.1); } .column p { font-weight: 300; font-size: 2em; padding: 0; margin: 0; text-align: right; line-height: 1.5; } js

/** * 绘制地图 */ this.draw = function(){ this.wallCtx.fillStyle = "#4a4a4a"; this.wallCtx.fillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT); this.wallCtx.fillStyle = "#000"; this.wallCtx.fillRect(this.offsetX,this.offsetY,this.mapWidth,this.mapHeight);//主游戏区 this.grassCtx.clearRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT); for(var i=0;i<this.HTileCount;i ){ for(var j=0;j<this.wTileCount;j ){ if(this.mapLevel[i][j] == WALL || this.mapLevel[i][j] == GRID || this.mapLevel[i][j] == WATER || this.mapLevel[i][j] == ICE){ this.wallCtx.drawImage(RESOURCE_IMAGE,this.tileSize*(this.mapLevel[i][j]-1) POS["map"][0], POS["map"][1],this.tileSize,this.tileSize,j*this.tileSize this.offsetX, i*this.tileSize this.offsetY,this.tileSize,this.tileSize) ; }else if(this.mapLevel[i][j] == GRASS){ this.grassCtx.drawImage(RESOURCE_IMAGE,this.tileSize*(this.mapLevel[i][j]-1) POS["map"][0], POS["map"][1],this.tileSize,this.tileSize,j*this.tileSize this.offsetX, i*this.tileSize this.offsetY,this.tileSize,this.tileSize); }else if(this.mapLevel[i][j] == HOME){ this.wallCtx.drawImage(RESOURCE_IMAGE,POS["home"][0], POS["home"][1], this.homeSize, this.homeSize, j*this.tileSize this.offsetX, i*this.tileSize this.offsetY, this.homeSize, this.homeSize) ; } } } this.drawNoChange(); this.drawEnemyNum(maxEnemy); this.drawLevel(); this.drawLives(0,1); this.drawLives(0,2); }; /** * 画固定不变的部分 */ this.drawNoChange = function(){ this.wallCtx.drawImage(RESOURCE_IMAGE, POS["score"][0], POS["score"][1], 30, 32, 464, 256, 30, 32);//player1 this.wallCtx.drawImage(RESOURCE_IMAGE, 30 POS["score"][0], POS["score"][1], 30, 32, 464, 304, 30, 32);//player2 //30,32旗帜的size, 464, 352旗帜在canvas中位置 this.wallCtx.drawImage(RESOURCE_IMAGE, 60 POS["score"][0], POS["score"][1], 30, 32, 464, 352, 32, 30);//画旗帜 }; /** * 画关卡数 */ this.drawLevel = function(){ this.num.draw(this.level,468, 384); }; /** * 画右侧敌方坦克数 * @param enemyNum 地方坦克总数 */ this.drawEnemyNum = function(enemyNum){ var x = 466; var y = 34; var enemySize = 16; for(var i=1;i<=enemyNum;i ){ var tempX = x; var tempY = y parseInt((i 1)/2)*enemySize; if(i%2 == 0){ tempX = x enemySize; } this.wallCtx.drawImage(RESOURCE_IMAGE,92 POS["score"][0],POS["score"][1],14, 14,tempX, tempY,14, 14); } }; /** * 清除右侧敌方坦克数,从最下面开始清楚 * @param totolEnemyNum 敌方坦克的总数 * @param enemyNum 已出现的敌方坦克数 */ this.clearEnemyNum = function(totolEnemyNum,enemyNum){ var x = 466; var y = 34 this.offsetY; if(enemyNum <= 0){ return ; } var enemySize = 16; this.wallCtx.fillStyle = "#7f7f7f"; var tempX = x (enemyNum % 2)*enemySize; var tempY = y (Math.ceil(totolEnemyNum/2)-1)*enemySize - (parseInt((enemyNum-1)/2))*enemySize; this.wallCtx.fillRect(tempX,tempY,14,14); }; /** * 画坦克的生命数 * @param lives 生命数 * @param which 坦克索引,1、代表玩家1 2、代表玩家2 */ this.drawLives = function(lives,which){ var x = 482; var y = 272; if(which == 2){ y = 320; } this.wallCtx.fillStyle = "#7f7f7f"; this.wallCtx.fillRect(x,y,this.num.size,this.num.size); this.num.draw(lives,x,y); //this.wallCtx.drawImage(RESOURCE_IMAGE,POS["num"][0] lives*14,POS["num"][1],14, 14,x, y,14, 14); }; /** * 更新地图 * @param indexArr 需要更新的地图索引数组,二维数组,如[[1,1],[2,2]] * @param target 更新之后的数值 */ this.updateMap = function(indexArr,target){ if(indexArr != null && indexArr.length > 0){ var indexSize = indexArr.length; for(var i=0;i<indexSize;i ){ var index = indexArr[i]; this.mapLevel[index[0]][index[1]] = target; if(target > 0){ this.wallCtx.drawImage(RESOURCE_IMAGE,this.tileSize*(target-1) POS["map"][0], POS["map"][1],this.tileSize,this.tileSize,index[1]*this.tileSize this.offsetX, index[0]*this.tileSize this.offsetY,this.tileSize,this.tileSize) ; }else{ this.wallCtx.fillStyle = "#000"; this.wallCtx.fillRect(index[1]*this.tileSize this.offsetX, index[0]*this.tileSize this.offsetY,this.tileSize,this.tileSize); } } } };

源码

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