微信飞机大战js

体验一下:https://oleolema.github.io/Plane%20Wars/

Game类

(function () {
    var Game = window.Game = function () {
        //获取画布
        this.canvas = document.getElementsByClassName('mycanvas')[0];
        this.ctx = this.canvas.getContext('2d');
        //初始化窗口
        this.init();
        //资源对象
        this.R;
        //所有定时器
        this.allTimer = [];
        //加载资源
        var self = this;
        this.loadResources(function () {
            self.start();
        });
    }
    Game.prototype.start = function () {
        //备份game对象
        var self = this;
        //帧数
        self.fno = 0;
        //背景对象
        this.background = new Background();
        //界面对象
        this.interface = new Interface();
        this.interface.printBegin();
        this.interface.beginClick(function () {
            game.background.playAudio();
            //飞机对象
            self.plane = new Plane();
            //敌人对象
            self.enemy = new Enemy();
            //道具对象
            self.prop = new Prop();
            //游戏管理对象
            self.gameManager = new GameManager(self.plane, self.enemy, self.prop);
            self.gameManager.addEnemy();
            self.gameManager.addProp();
            self.begin();

        });


    }
    Game.prototype.begin = function () {
        var self = this;
        //定时器
        this.timer = setInterval(function () {
            //清屏
            self.ctx.clearRect(0, 0, self.canvas.width, self.canvas.height);
            //背景
            self.background.print();
            self.background.move();
            //敌人
            self.enemy.print();
            self.enemy.move();
            //游戏管理
            self.gameManager.enemyIsDie();
            self.gameManager.getProp();
            self.gameManager.upGrade();
            self.gameManager.planeDie();
            self.gameManager.printScore();
            //道具
            self.prop.print();
            self.prop.move();
            //飞机
            self.plane.arms.print();
            self.plane.arms.move();
            self.plane.print();
            self.plane.move();
            //FNO
            self.fno++;
            self.ctx.textAlign = 'left';
            self.ctx.font = '12px 黑体';
            self.ctx.fillText('FNO:' + self.fno, 0, 10);
        }, 20);
        this.allTimer.push(this.timer);
    }
    Game.prototype.init = function () {
        var windowW = document.documentElement.clientWidth;
        var windowH = document.documentElement.clientHeight;
        if (windowW > 414) {
            //大屏居中
            this.canvas.style.marginLeft = windowW / 2 - 207 + 'px';
            windowW = 414;

        }
        //812
        if (windowH > 750) {
            windowH = 750;
        }
        this.canvas.width = windowW;
        this.canvas.height = windowH;
        //禁止滑动
        window.ontouchmove = function (e) {
            e.preventDefault && e.preventDefault();
            e.returnValue = false;
            e.stopPropagation && e.stopPropagation();
            return false;
        };
    }
    Game.prototype.loadResources = function (callback) {
        this.R = {};
        var self = this;        //备份R,因为在xhr的监听函数中要用到
        var loadCount = 0;
        var xhr = new XMLHttpRequest();
        xhr.onreadystatechange = function () {
            if (xhr.readyState == 4) {
                var Robj = JSON.parse(xhr.responseText);
                //console.info(this);       这个this是xhr对象的
                for (i in Robj.image) {
                    self.R[Robj.image[i].name] = new Image();
                    self.R[Robj.image[i].name].src = Robj.image[i].url;
                    self.R[Robj.image[i].name].onload = function () {
                        self.ctx.clearRect(0, 0, self.canvas.width, self.canvas.height);
                        self.ctx.font = '20px 楷体';
                        self.ctx.textAlign = 'center';
                        self.ctx.fillText('正在加载资源' + ++loadCount + '/' + Robj.image.length, self.canvas.width / 2, self.canvas.height / 2);
                        if (loadCount == Robj.image.length) {
                            callback();
                        }
                    }
                }
                // console.info(self.R);
            }
        }
        xhr.open('get', 'game.json', true);
        xhr.send(null);
    }
    Game.prototype.rand = function (a, b) {
        return parseInt(Math.random() * (b - a) + a);
    }
}());

背景类

(function () {
    var Background = window.Background = function () {
        this.image = game.R.background;
        this.w = 480;
        this.h = 852;
        this.x = 0;
        this.y = -this.h;
    }

    Background.prototype.print = function () {

        game.ctx.drawImage(this.image, this.x, this.y, this.w, this.h);
        game.ctx.drawImage(this.image, this.x, this.y + this.h, this.w, this.h);

    }
    Background.prototype.move = function () {
        this.y++;
        if (this.y > 0) {
            this.y = -this.h;
        }
    }
    Background.prototype.playAudio = function () {
        this.audio = document.createElement("AUDIO");
        this.audio.src = "R/sound/game_music.mp3";
        document.body.appendChild(this.audio);
        this.audio.loop = true;
        this.audio.volume = 0.5;
        this.audio.play();
    }
    Background.prototype.pauseAudio = function () {
        this.audio.pause();
    }
}());

 

飞机类

(function () {
    var Plane = window.Plane = function () {
        this.image = game.R.hero;
        this.dieImage = [game.R.hero1, game.R.hero2, game.R.hero3, game.R.hero4];
        this.w = 100;
        this.h = 124;
        this.x = game.canvas.width / 2 - this.w / 2;
        this.y = game.canvas.height - this.h;
        this.canvasLeft = game.canvas.offsetLeft;
        this.canvasTop = game.canvas.offsetTop;
        this.arms = new Arms(this);
    }
    Plane.prototype.print = function () {
        game.ctx.drawImage(this.image, this.x, this.y, this.w, this.h);
    }
    Plane.prototype.move = function () {
        var self = this;
        window.onmousemove = function (event) {
            if (event.x > self.canvasLeft && event.x < self.canvasLeft + game.canvas.width) {
                self.x = event.x - self.w / 2 - self.canvasLeft;
            }
            if (event.y > self.canvasTop && event.y < self.canvasTop + game.canvas.height) {
                self.y = event.y - self.h / 2;
            }
        }
        window.addEventListener("touchmove", function (event) {
            var ex = event.targetTouches[0].pageX;
            var ey = event.targetTouches[0].pageY;
            if (ex > self.canvasLeft && ex < self.canvasLeft + game.canvas.width) {
                self.x = ex - self.w / 2 - self.canvasLeft;
            }
            if (ey > self.canvasTop && ey < self.canvasTop + game.canvas.height) {
                self.y = ey - self.h / 2;
            }
        },false);
    }
}());

敌人类

(function () {
    var Enemy = window.Enemy = function () {
        var self = this;
        this.allEnemy = [];
        this.audio = [];
        for (var i = 1; i < 4; i++) {
            this.audio[i] = document.createElement("AUDIO");
            document.body.appendChild(this.audio[i]);
        }
        this.audio[1].src = "R/sound/enemy0_down.mp3";
        this.audio[1].src = "R/sound/enemy1_down.mp3";
        this.audio[1].src = "R/sound/enemy2_down.mp3";
        this.Enemy0 = function () {
            this.num = 1;
            this.image = [game.R.enemy00, game.R.enemy01, game.R.enemy02, game.R.enemy03, game.R.enemy04];
            this.w = 51;
            this.h = 39;
            this.x = game.rand(0, game.canvas.width - this.w);
            this.y = -this.h;
            this.ms = game.rand(4, 10);
            this.hp = 1;
            self.allEnemy.push(this);


        }
        this.Enemy1 = function () {
            this.num = 2;
            this.image = [game.R.enemy10, game.R.enemy11, game.R.enemy12, game.R.enemy13, game.R.enemy14];
            this.w = 69;
            this.h = 89;
            this.x = game.rand(0, game.canvas.width - this.w);
            this.y = -this.h;
            this.ms = game.rand(2, 5);
            this.hp = 10;
            self.allEnemy.push(this);
        }
        this.Enemy2 = function () {
            this.num = 3;
            this.image = [game.R.enemy20, game.R.enemy21, game.R.enemy22, game.R.enemy23, game.R.enemy24];
            this.w = 165;
            this.h = 246;
            this.x = game.rand(0, game.canvas.width - this.w);
            this.y = -this.h;
            this.ms = game.rand(0.5, 2);
            this.hp = 30;
            self.allEnemy.push(this);
        }
    }
    Enemy.prototype.print = function () {
        for (i in this.allEnemy) {
            game.ctx.drawImage(this.allEnemy[i].image[0], this.allEnemy[i].x, this.allEnemy[i].y, this.allEnemy[i].w, this.allEnemy[i].h);
        }
    }

    Enemy.prototype.move = function () {
        for (i in this.allEnemy) {
            this.allEnemy[i].y += this.allEnemy[i].ms;
            if (this.allEnemy[i].y > game.canvas.height) {
                this.allEnemy.splice(i, 1);
            }
        }

    }
}());

武器类

(function () {
    var Arms = window.Arms = function (plane) {
        var self = this;
        //屏幕上的子弹
        this.box = [];
        this.plane = plane;

        //所有的武器
        this.allArms = {
            bullet: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bullet(0, 0));
                    self.audio.play();
                    self.audio.play();
                }, 200);
            },
            bullet1: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bullet1(0, 0));
                    self.audio.play();
                }, 130);
            },
            bomb: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bomb(0, 0));
                    self.audio.play();
                }, 500);
            },
            bulletTwo: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bullet(-30, 30));
                    self.box.push(new self.Bullet(30, 30));
                    self.audio.play();
                }, 200);
            },
            bullet2: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bullet2(0, 0));
                    self.audio.play();
                }, 80);
            },
            bulletTwo1: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bullet1(-30, 30));
                    self.box.push(new self.Bullet1(30, 30));
                    self.audio.play();
                }, 130);
            },
            bulletTwo2: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bullet2(-30, 30));
                    self.box.push(new self.Bullet2(30, 30));
                    self.audio.play();
                }, 80);
            },
            bulletThree: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bullet(-30, 30));
                    self.box.push(new self.Bullet(0, 0));
                    self.box.push(new self.Bullet(30, 30));
                    self.audio.play();
                }, 200);
            },
            bulletThree1: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bullet1(-30, 30));
                    self.box.push(new self.Bullet1(0, 0));
                    self.box.push(new self.Bullet1(30, 30));
                    self.audio.play();
                }, 130);
            },
            bulletThree2: function () {
                return setInterval(function () {
                    self.audio.load();
                    self.box.push(new self.Bullet2(-30, 30));
                    self.box.push(new self.Bullet2(0, 0));
                    self.box.push(new self.Bullet2(30, 30));
                    self.audio.play();
                }, 80);
            },
        }
        //初始化武器
        this.grade = [];
        this.gradeTop = 0;
        for (i in this.allArms) {
            if (i != "bomb") {
                this.grade.push(i);
            }
        }
        this.use = this.allArms[this.grade[this.gradeTop]]();
        game.allTimer.push(this.use);
        //加载音乐
        this.audio = document.createElement("AUDIO");
        this.audio.src = "R/sound/bullet.mp3";
        document.body.appendChild(this.audio);
        this.audio1 = document.createElement("AUDIO");
        this.audio1.src = "R/sound/out_porp.mp3";
        document.body.appendChild(this.audio1);
        this.Bullet = function (x, y) {
            this.image = game.R.bullet;
            this.w = 22;
            this.h = 22;
            this.x = x;
            this.y = y;
            this.ms = 40;
            this.power = 1;
            this.x = this.x + self.plane.w / 2 + self.plane.x - this.w / 2;
            this.y += self.plane.y;

        }
        this.Bullet1 = function (x, y) {
            this.image = game.R.bullet1;
            this.w = 9;
            this.h = 21;
            this.x = x;
            this.y = y;
            this.ms = 30;
            this.fm = 150;
            this.power = 1.5;
            this.x = this.x + self.plane.w / 2 + self.plane.x - this.w / 2;
            this.y += self.plane.y;

        }
        this.Bullet2 = function (x, y) {
            this.image = game.R.bullet2;
            this.w = 9;
            this.h = 21;
            this.x = x;
            this.y = y;
            this.ms = 30;
            this.fm = 50;
            this.power = 2;
            this.x = this.x + self.plane.w / 2 + self.plane.x - this.w / 2;
            this.y += self.plane.y;

        }
        this.Bomb = function (x, y) {
            this.image = game.R.bomb;
            this.w = 63;
            this.h = 53;
            this.x = x;
            this.y = y;
            this.ms = 5;
            this.fm = 500;
            this.power = 20;
            this.x = this.x + self.plane.w / 2 + self.plane.x - this.w / 2;
            this.y += self.plane.y;

        }
    }
    Arms.prototype.useNext = function (flag) {
        if (flag != undefined) {
            clearInterval(this.use);
            this.use = this.allArms[this.grade[++this.gradeTop]]();
        }
        else if (this.gradeTop < this.grade.length - 1) {
            var self = this;
            clearInterval(this.use);
            this.use = this.allArms[this.grade[++this.gradeTop]]();
            var timer = setTimeout(function () {
                self.usePrevious();
                self.audio1.load();
                self.audio1.play();
            }, 5000);
        }
    }
    Arms.prototype.usePrevious = function () {
        if (this.gradeTop > 0) {
            clearInterval(this.use);
            this.use = this.allArms[this.grade[--this.gradeTop]]();
        }
    }
    Arms.prototype.useBomb = function () {
        var self = this;
        clearInterval(this.use);
        this.use = this.allArms['bomb']();
        var timer = setTimeout(function () {
            self.audio1.load();
            clearInterval(self.use);
            self.use = self.allArms[self.grade[self.gradeTop]]();
            self.audio1.play();
        }, 8000);
    }
    Arms.prototype.print = function () {
        for (i in this.box) {
            game.ctx.drawImage(this.box[i].image, this.box[i].x, this.box[i].y, this.box[i].w, this.box[i].h);
        }
    }
    Arms.prototype.changeUse = function (bullet) {
        clearInterval(this.use);
        this.use = bullet();
    }
    Arms.prototype.move = function () {
        for (i in this.box) {
            this.box[i].y -= this.box[i].ms;
            //清理屏幕外面的子弹
            if (this.box[i].x < 0 || this.box[i].y < 0 || this.box[i].x > game.canvas.width || this.box[i].y > game.canvas.height) {
                this.box.splice(i, 1);
            }
        }
    }
}());

道具类

(function () {
    var Prop = window.Prop = function () {
        var self = this;
        this.allProp = [];
        this.Prop1 = function () {
            this.num = 1;
            this.image = game.R.prop1;
            this.w = 58;
            this.h = 88;
            this.x = game.rand(0, game.canvas.width - this.w);
            this.y = -this.h;
            this.ms = 1.5;
            self.allProp.push(this);
        }
        this.Prop2 = function () {
            this.num = 2;
            this.image = game.R.prop2;
            this.w = 60
            this.h = 103;
            this.x = game.rand(0, game.canvas.width - this.w);
            this.y = -this.h;
            this.ms = 1.5;
            self.allProp.push(this);
        }
        this.audio = document.createElement("AUDIO");
        this.audio.src = "R/sound/get_double_laser.mp3";
        document.body.appendChild(this.audio);
    }
    Prop.prototype.print = function () {
        for (i in this.allProp) {
            game.ctx.drawImage(this.allProp[i].image, this.allProp[i].x, this.allProp[i].y, this.allProp[i].w, this.allProp[i].h);
        }
    }
    Prop.prototype.move = function () {
        for (i in this.allProp) {
            this.allProp[i].y += this.allProp[i].ms;
        }
    }
}());

游戏管理类

(function () {
    var GameManager = window.GameManager = function (plane, enemy, prop) {
        this.plane = plane;
        this.enemy = enemy;
        this.prop = prop;
        this.box = this.plane.arms.box;
        this.allEnemy = this.enemy.allEnemy;
        this.allProp = this.prop.allProp;
        this.score = 0;
        this.maxScore = parseInt(localStorage.getItem("maxScore") || 0);
        this.previousScore = this.score;
        this.audio = document.createElement("AUDIO");
        document.body.appendChild(this.audio);
    }
    GameManager.prototype.enemyIsDie = function () {
        //子弹是否射到敌人
        for (i in this.box) {
            for (var j = 0; j < this.allEnemy.length; j++) {
                if (this.box[i].x + this.box[i].w > this.allEnemy[j].x && this.box[i].x < this.allEnemy[j].x + this.allEnemy[j].w && this.box[i].y < this.allEnemy[j].y + this.allEnemy[j].h && this.box[i].y + this.box[i].h > this.allEnemy[j].y && this.allEnemy[j].hp > 0) {
                    var power = this.box[i].power;
                    this.box[i].power -= this.allEnemy[j].hp;
                    this.allEnemy[j].hp -= power;
                    if (this.allEnemy[j].hp <= 0) {
                        if (this.allEnemy[j].num == 1) {
                            this.enemy.audio[1].load();
                            this.score += 10;
                            this.enemy.audio[1].play();
                        }
                        else if (this.allEnemy[j].num == 2) {
                            this.enemy.audio[1].load();
                            this.score += 50;
                            this.enemy.audio[1].play();
                        }
                        else if (this.allEnemy[j].num == 3) {
                            this.enemy.audio[1].load();
                            this.score += 100;
                            this.enemy.audio[1].play();
                        }
                        //备份对象
                        var self = this;
                        var x = self.allEnemy[j].x;
                        var y = self.allEnemy[j].y;
                        var w = self.allEnemy[j].w;
                        var h = self.allEnemy[j].h;
                        var image = self.allEnemy[j].image.splice(0, 4);
                        this.allEnemy.splice(j, 1);

                        //击败动画
                        (function () {
                            var step = 0;
                            var timer = setInterval(function () {
                                if (game.fno % 10 == 0) {
                                    step++;
                                }
                                if (step > 3) {
                                    clearInterval(timer);
                                    return;
                                }
                                game.ctx.drawImage(image[step], x, y, w, h);
                            }, 20);
                        }());
                    }
                    if (--this.box[i].power <= 0) {
                        this.box.splice(i, 1);
                        break;
                    }
                }
            }
        }
    }
    GameManager.prototype.getProp = function () {
        for (i in this.allProp) {
            if (this.allProp[i].x + this.allProp[i].w > this.plane.x && this.allProp[i].x < this.plane.x + this.plane.w && this.allProp[i].y + this.allProp[i].h > this.plane.y && this.allProp[i].y < this.plane.y + this.plane.h) {
                game.prop.audio.load();
                if (this.allProp[i].num == 1) {
                    this.allProp.splice(i, 1);
                    this.plane.arms.useNext();
                }
                else if (this.allProp[i].num == 2) {
                    this.allProp.splice(i, 1);
                    this.plane.arms.useBomb();
                }
                game.prop.audio.play();
            }
        }
    }
    GameManager.prototype.addEnemy = function () {
        var self = this;
        var time = 0;
        var timer = setInterval(function () {
            time++;
            for (var i = 0; i <= (self.score / 1000); i++) {
                if (time % 100 == 0) {
                    new self.enemy.Enemy0();
                }
                if (time % 300 == 0) {
                    new self.enemy.Enemy1();
                }
                if (time % 500 == 0) {
                    new self.enemy.Enemy2();
                }
            }
        }, 20);
        game.allTimer.push(timer);

    }
    GameManager.prototype.addProp = function () {
        var self = this;
        var time = 0
        var timer;
        setInterval(function () {
            time++;
            if (time % 600 == 0 || time == 20) {
                new self.prop.Prop1();
            }
            if (time % 1100 == 0) {
                new self.prop.Prop2();
            }
        }, 20);
        game.allTimer.push(timer);

    }
    GameManager.prototype.printScore = function () {
        game.ctx.font = "20px 楷体"
        game.ctx.fillText("分数 " + this.score, game.canvas.width - 150, 20);
        game.ctx.closePath();
    }
    GameManager.prototype.upGrade = function () {
        if (this.score > this.previousScore * 1.7 && this.score >= 500) {
            this.audio.load();
            this.audio.volume = 1;
            this.audio.src = "R/sound/get_bomb.mp3";
            this.audio.play();
            this.previousScore = this.score;
            this.plane.arms.useNext(1);
        }
    }
    //游戏结束
    GameManager.prototype.planeDie = function () {
        for (i in this.allEnemy) {
            if (this.allEnemy[i].x + this.allEnemy[i].w > this.plane.x + 20 && this.allEnemy[i].x < this.plane.x + this.plane.w - 20 && this.allEnemy[i].y + this.allEnemy[i].h > this.plane.y + 30 && this.allEnemy[i].y < this.plane.y + this.plane.h - 30) {
                var self = this;
                this.audio.src = "R/sound/game_over.mp3";
                this.audio.volume = 0.5;
                this.audio.play();

                game.background.audio.pause();
                //击败动画
                (function () {
                    var step = 0;
                    var timer = setInterval(function () {
                        if (game.fno % 15 == 0) {
                            step++;
                        }
                        if (step > 3) {
                            clearInterval(timer);
                            for (i in game.allTimer) {
                                clearInterval(game.allTimer[i]);
                            }
                            clearInterval(game.plane.arms.use);
                            setTimeout(function () {
                                clearInterval(game.plane.arms.use);
                            }, 8000);
                            game.interface.printGameover();
                            return;
                        }
                        game.ctx.drawImage(self.plane.dieImage[step], self.plane.x, self.plane.y, self.plane.w, self.plane.h);
                    }, 10);
                }());
                console.info("over");
            }
        }
    }
}());

界面类

(function () {
    var Interface = window.Interface = function () {
        this.canvasLeft = game.canvas.offsetLeft;    
        this.begin = {
            image: game.R.name,
            w: 429 * 0.7,
            h: 84 * 0.7,
            x: game.canvas.width / 2 - 429 * 0.7 / 2,
            y: 20,
        }
        this.beginText = {
            text: "开始游戏",
            x: game.canvas.width / 2 - 60,
            y: game.canvas.height / 2,
            w: 120,
            h: 30
        }
        this.pause = {
            image: [game.R.resume, game.R.restart, game.R.quit],
            w: [54, 110, 112],
            h: [26, 28, 24],
            x: [game.canvas.width / 2 - 25, game.canvas.width / 2 - 50, game.canvas.width / 2 - 50],
            y: [game.canvas.height / 2 * 0.618, game.canvas.height / 2 * 0.618 + 100, game.canvas.height / 2 * 0.618 + 200],
        }
        this.gameover = {
            image: game.R.gameover,
            w: game.canvas.width,
            h: 852 / 480 * game.canvas.width,
            x: 0,
            y: 0
        }
    }
    Interface.prototype.printBegin = function () {
        //清屏
        game.ctx.clearRect(0, 0, game.canvas.width, game.canvas.height);
        game.background.print();
        game.background.move();
        game.ctx.drawImage(this.begin.image, this.begin.x, this.begin.y, this.begin.w, this.begin.h);
        game.ctx.textAlign = 'left';
        game.ctx.font = '30px 楷体';
        game.ctx.fillText("开始游戏", this.beginText.x, this.beginText.y);
    }
    Interface.prototype.beginClick = function (callback) {
        var self = this;
        game.canvas.onmousedown = function (e) {
            var x = e.x - self.canvasLeft;
            var y = e.y;
            if (x > self.beginText.x && x < self.beginText.x + self.beginText.w && y > self.beginText.y - self.beginText.h && y < self.beginText.y) {
                callback();
            }
        }
    }
    Interface.prototype.printPause = function () {
        for (var i = 0; i < 3; i++) {
            game.ctx.drawImage(this.pause.image[i], this.pause.x[i], this.pause.y[i], this.pause.w[i], this.pause.h[i]);
        }
    }
    Interface.prototype.printGameover = function () {
        if (game.gameManager.maxScore < game.gameManager.score) {
            game.gameManager.maxScore = game.gameManager.score;
        }
        localStorage.setItem("maxScore", game.gameManager.maxScore);
        game.ctx.clearRect(0, 0, game.canvas.width, game.canvas.height);
        game.ctx.drawImage(this.gameover.image, this.gameover.x, this.gameover.y, this.gameover.w, this.gameover.h);
        game.ctx.textAlign = 'center';
        game.ctx.font = '70px 楷体';
        game.ctx.fillText(game.gameManager.maxScore, this.beginText.x, this.beginText.y - 30);
        game.ctx.fillText(game.gameManager.score, this.beginText.x, this.beginText.y + 230);
        var click = window.onclick = function(){
            window.location.reload();            
        }
    }
}());

html文件

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no"
    />
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Game</title>
    <style>
        * {
            margin: 0px;
            padding: 0px;
        }
    </style>
</head>

<body>
    <canvas class="mycanvas"></canvas>
    <audio class="myaudio"></audio>
</body>
<script src="Game.js"></script>
<script src="Background.js"></script>
<script src="Plane.js"></script>
<script src="Arms.js"></script>
<script src="Enemy.js"></script>
<script src="GameManager.js"></script>
<script src="Prop.js"></script>
<script src="Interface.js"></script>
<script>
    var game = new Game();
</script>

</html>

json文件

{
    "image": [
        {
            "name": "background",
            "url": "R/image/background.png"
        },
        {
            "name": "bullet",
            "url": "R/image/bullet.png"
        },
        {
            "name": "bullet1",
            "url": "R/image/bullet1.png"
        },
        {
            "name": "bullet2",
            "url": "R/image/bullet2.png"
        },
        {
            "name": "bomb",
            "url": "R/image/bomb.png"
        },
        {
            "name": "enemy00",
            "url": "R/image/enemy0.png"
        },
        {
            "name": "enemy01",
            "url": "R/image/enemy0_down1.png"
        },
        {
            "name": "enemy02",
            "url": "R/image/enemy0_down2.png"
        },
        {
            "name": "enemy03",
            "url": "R/image/enemy0_down3.png"
        },
        {
            "name": "enemy04",
            "url": "R/image/enemy0_down4.png"
        },
        {
            "name": "enemy10",
            "url": "R/image/enemy1.png"
        },
        {
            "name": "enemy11",
            "url": "R/image/enemy1_down1.png"
        },
        {
            "name": "enemy12",
            "url": "R/image/enemy1_down2.png"
        },
        {
            "name": "enemy13",
            "url": "R/image/enemy1_down3.png"
        },
        {
            "name": "enemy14",
            "url": "R/image/enemy1_down4.png"
        },
        {
            "name": "enemy20",
            "url": "R/image/enemy2.png"
        },
        {
            "name": "enemy21",
            "url": "R/image/enemy2_down1.png"
        },
        {
            "name": "enemy22",
            "url": "R/image/enemy2_down2.png"
        },
        {
            "name": "enemy23",
            "url": "R/image/enemy2_down3.png"
        },
        {
            "name": "enemy24",
            "url": "R/image/enemy2_down4.png"
        },
        {
            "name": "hero",
            "url": "R/image/hero1.png"
        },
        {
            "name": "hero1",
            "url": "R/image/hero_blowup_n1.png"
        },
        {
            "name": "hero2",
            "url": "R/image/hero_blowup_n2.png"
        },
        {
            "name": "hero3",
            "url": "R/image/hero_blowup_n3.png"
        },
        {
            "name": "hero4",
            "url": "R/image/hero_blowup_n4.png"
        },
        {
            "name": "prop1",
            "url": "R/image/prop_type_0.png"
        },
        {
            "name": "prop2",
            "url": "R/image/prop_type_1.png"
        },
        {
            "name": "name",
            "url": "R/image/name.png"
        },
        {
            "name": "button1",
            "url": "R/image/button_nor.png"
        },
        {
            "name": "quit",
            "url": "R/image/quit_nor.png"
        },
        {
            "name": "restart",
            "url": "R/image/restart_nor.png"
        },
        {
            "name": "resume",
            "url": "R/image/resume_nor.png"
        },
        {
            "name": "gameover",
            "url": "R/image/gameover.png"
        }
        
    ]
}

 

posted @ 2018-08-17 17:57  oleolema  阅读(755)  评论(0编辑  收藏  举报