Html飞机大战(十八): 模块化+项目开源
好家伙,好久好久没有更新这个系列了
为了使文档更方便阅读,使代码更容易维护,来把这个飞机大战模块化
项目已开源:
https://gitee.com/tang-and-han-dynasties/airplane-battle---h.git
项目结构如下:
最大的改动是主启动类进行了修改:
我们将曾经部分的全局方法,和循环计时器封装到类的方法中
main.js文件如下:
class Main {
//一下全为全局变量或方法 (全局的!!)
//主启动方法
maingame() {
const sky = new Sky(SKY);
//初始化一个飞机界面加载实例
const loading = new Loading(LOADING);
//初始化一个英雄实例 英雄是会变的
let hero = new Hero(HERO);
//该变量中有所有的敌机实例
let enemies = [];
//该变量中存放所有的奖励实例
let awards = [];
//敌机产生的速率
let ENEMY_CREATE_INTERVAL = 800;
let ENEMY_LASTTIME = new Date().getTime();
function stateControl() {
//为canvas绑定一个点击事件 且他如果是START状态的时候需要修改成STARTING状态
canvas.addEventListener("click", () => {
if (state === START) {
state = STARTING;
}
});
// 为canvas绑定一个鼠标移动事件 鼠标正好在飞机图片的正中心
canvas.addEventListener("mousemove", (e) => {
let x = e.offsetX;
let y = e.offsetY;
hero.x = x - hero.width / 2;
hero.y = y - hero.height / 2;
});
// 为canvas绑定一个鼠标离开事件 鼠标离开时 RUNNING -> PAUSE
canvas.addEventListener("mouseleave", () => {
if (state === RUNNING) {
state = PAUSE;
}
});
// 为canvas绑定一个鼠标进入事件 鼠标进入时 PAUSE => RUNNING
canvas.addEventListener("mouseenter", () => {
if (state === PAUSE) {
state = RUNNING;
}
});
//为canvas绑定一个屏幕移动触摸点事件 触碰点正好在飞机图片的正中心
canvas.addEventListener("touchmove", (e) => {
// let x = e.pageX;
// let y = e.pageY;
console.log(e);
// let x = e.touches[0].clientX;
// let y = e.touches[0].clinetY;
let x = e.touches[0].pageX;
let y = e.touches[0].pageY;
// let x = e.touches[0].screenX;
// let y = e.touches[0].screenY;
let write1 = (document.body.clientWidth - 480) / 2;
let write2 = (document.body.clientHeight - 650) / 2;
hero.x = x - write1 - hero.width / 2;
hero.y = y - write2 - hero.height / 2;
// hero.x = x - hero.width / 2;
// hero.y = y - hero.height / 2;
console.log(x, y);
console.log(document.body.clientWidth, document.body.clientHeight);
e.preventDefault(); // 阻止屏幕滚动的默认行为
})
}
stateControl();
// 碰撞检测函数
//此处的碰撞检测包括
//1.子弹与敌机的碰撞
//2.英雄与敌机的碰撞
//3.英雄与随机奖励的碰撞
function checkHit() {
// 遍历所有的敌机
for (let i = 0; i < awards.length; i++) {
//检测英雄是否碰到奖励类
if (awards[i].hit(hero)) {
//当然了,这个随机奖励的样式也要删了
awards.splice(i, 1);
//清除所有的敌机
// for (let i = 0; i < enemies.length; i++) {
// enemies.splice(i, 1);
// }
enemies.length = 0;
}
}
for (let i = 0; i < enemies.length; i++) {
//检测英雄是否撞到敌机
if (enemies[i].hit(hero)) {
//将敌机和英雄的destory属性改为true
enemies[i].collide();
hero.collide();
}
for (let j = 0; j < hero.bulletList.length; j++) {
enemies[i].hit(hero.bulletList[j]);
//检测子弹是否撞到敌机
if (enemies[i].hit(hero.bulletList[j])) {
//将敌机和子弹的destory属性改为true
enemies[i].collide();
hero.bulletList[j].collide();
}
}
}
}
// 全局函数 隔一段时间就来初始化一架敌机/奖励
function createComponent() {
const currentTime = new Date().getTime();
if (currentTime - ENEMY_LASTTIME >= ENEMY_CREATE_INTERVAL) {
let ran = Math.floor(Math.random() * 100);
if (ran < 55) {
enemies.push(new Enemy(E1));
} else if (ran < 85 && ran > 55) {
enemies.push(new Enemy(E2));
} else if (ran < 95 && ran > 85) {
enemies.push(new Enemy(E3));
} else if (ran > 95) {
awards.push(new award(C1));
}
ENEMY_LASTTIME = currentTime;
}
}
// 全局函数 来判断所有的子弹/敌人组件 "负责移动"
function judgeComponent() {
for (let i = 0; i < hero.bulletList.length; i++) {
hero.bulletList[i].move();
}
for (let i = 0; i < enemies.length; i++) {
enemies[i].move();
}
for (let i = 0; i < awards.length; i++) {
awards[i].move();
}
}
// 全局函数 来绘制所有的子弹/敌人组件 绘制score&life面板
function paintComponent() {
for (let i = 0; i < hero.bulletList.length; i++) {
hero.bulletList[i].paint(context);
}
for (let i = 0; i < enemies.length; i++) {
enemies[i].paint(context);
}
for (let i = 0; i < awards.length; i++) {
awards[i].paint(context);
}
context.font = "20px 微软雅黑";
context.fillStyle = "green";
context.textAlign = "left";
context.fillText("score: " + score, 10, 20);
context.textAlign = "right";
context.fillText("life: " + life, 480 - 10, 20);
//重置样式
context.fillStyle = "black";
context.textAlign = "left";
}
// 全局函数 来销毁所有的子弹/敌人组件 销毁掉英雄
function deleteComponent() {
if (hero.destory) {
life--;
hero.destory = false;
if (life === 0) {
state = END;
} else {
hero = new Hero(HERO);
}
}
for (let i = 0; i < hero.bulletList.length; i++) {
if (hero.bulletList[i].outOfBounds() || hero.bulletList[i].destory) {
hero.bulletList.splice(i, 1);
}
}
for (let i = 0; i < enemies.length; i++) {
if (enemies[i].outOfBounds() || enemies[i].destory) {
enemies.splice(i, 1);
}
}
}
//当图片加载完毕时,需要做某些事情
bg.addEventListener("load", () => {
setInterval(() => {
switch (state) {
case START:
sky.judge();
sky.paint(context);
let logo_x = (480 - copyright.naturalWidth) / 2;
let logo_y = (650 - copyright.naturalHeight) / 2;
context.drawImage(copyright, logo_x, logo_y);
break;
case STARTING:
sky.judge();
sky.paint(context);
loading.judge();
loading.paint(context);
break;
case RUNNING:
sky.judge();
sky.paint(context);
hero.judge();
hero.paint(context);
hero.shoot();
createComponent();
judgeComponent();
deleteComponent();
paintComponent();
checkHit();
break;
case PAUSE:
let pause_x = (480 - pause.naturalWidth) / 2;
let pause_y = (650 - pause.naturalHeight) / 2;
context.drawImage(pause, pause_x, pause_y);
break;
case END:
//给我的画笔设置一个字的样式
//后面写出来的字都是这个样式的
context.font = "bold 24px 微软雅黑";
context.textAlign = "center";
context.textBaseline = "middle";
context.fillText("GAME_OVER", 480 / 2, 650 / 2);
break;
}
}, 10);
});
//背景切换方法
// function changebg() {
// console.log("changebg方法被触发")
// bg.src = "img/background.png"
// }
}
}
let main_1 = new Main()
// main_1.stateControl();
main_1.maingame();
并将配置项分开来:
以下配置归到config.js文件中
// 初始化画布对象
const canvas = document.getElementById("canvas");
const context = canvas.getContext("2d");
// 定义游戏的状态
// 开始
const START = 0;
// 开始时
const STARTING = 1;
// 运行时
const RUNNING = 2;
// 暂停时
const PAUSE = 3;
// 结束时
const END = 4;
//state表示游戏的状态 取值必须是以上的五种状态
let state = START;
//score 分数变量 life 变量
let score = 0;
let life = 3;