游戏 保卫萝卜

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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN"
"http://www.w3.org/TR/html4/strict.dtd">
 
<html xmlns="http://www.w3.org/1999/xhtml" lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>bwlb</title>
<meta name="author" content="Administrator" />
<script src="jquery-1.11.1.js"></script>
<!-- Date: 2015-04-20 -->
<style>
#div1{ margin:20px auto; position:relative;}
.box1{ width:50px; height:50px; background:black; float:left;}
.box2{ width:50px; height:50px; background:white; float:left;}
.box3{ width:50px; height:50px; background:yellow; float:left; text-align:center; line-height:50px;}
.box4{ width:50px; height:50px; background:blue; float:left; text-align:center; line-height:50px;}
.gw1{ width:50px; height:50px; background:url(gw1.jpg) no-repeat; position:absolute;}
.active{ background:red;}
.pt1{ width:50px; height:50px; background:url(pt1.jpg) no-repeat; float:left;}
.bullet1{ width:5px; height:5px; background:blue; position:absolute;}
</style>
<script>
    $(function(){
        var Game={
            arrMap : [   //地图  表现的路线跟地图一样 1代表黑色方块,3代表起始方块,2代表白色方块,4代表结束方块
                1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
                1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
                1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,
                1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,
                1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,
                1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,
                1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,
                1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,
                1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,
                1,1,1,1,1,1,4,1,1,1,1,1,1,1,1,1,1,1,1,1
            ],
            arrRoute : [  //方向  0代表不能走的区域 B T L R 代表方向 数字代表行走先后顺序
                0,0,'1B',0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,'2R',0,0,0,0,0,0,'3B',0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,0,0,0,'4R',0,0,0,0,0,0,'5B',0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,'7B',0,0,0,0,0,0,0,0,0,'6L',0,0,0,
                0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
                0,0,0,0,0,0,'8B',0,0,0,0,0,0,0,0,0,0,0,0,0
            ],
             
            bBtn : true,
             
            //参考走口字  三个数组初始化为空   需要根据路线来找 各数组的内容
            rootDir:[],//运动的方向的数组
            rootSpeed:[],//运动的速度的数组
            rootTarget:[],//运动的目标点的数组
             
            colNum:20,  //每行的网格个数  因为数组是一个整体 不会换行
            gridWidth:50,  //网格的宽度
            gwStyle:'gw1',//敌人的样式 小怪物
            gwSpeed:5,//敌人运动的速度
            gwBlood:100,
            gwMoney:10,
            ptStyle:'pt1',//炮塔样式
            ptMoney:50,//炮塔价格
            bulletRange:100,//子弹的攻击范围
            bulletPower:10, //子弹攻击力
            bulletSpeed:10,//子弹速度
            bulletStyle:'bullet1',//子弹样式
             
            $startElement:null,//起始元素
            $endElement:null,//结束元素
             
            init:function(){  //初始化游戏
                this.elements();
                this.createMap();
                this.bindEvent();
                this.listens();
            },
            elements:function(){  //收集所有的元素  降低内存
                this.$parent = $('#div1');
                this.$startBtn = $('#start1');
                this.$money = $('#money1')
            },
            createMap:function(){ //创建地图
                var This=this;
                This.$parent.css('width',this.colNum*this.gridWidth); //设置div的宽 限制范围
                $.each(this.arrMap ,function(i,value){
                     var $div = $('<div class="box'+value+'"></div>');  //value指的就是数组中的每一项
                      
                     //添加 起始 结束 文字
                     if( value == 3 ){
                        $div.html('起始');
                        This.$startElement = $div; //起始元素
                     }else if( value==4 ){
                        $div.html('结束');
                        This.$endElement = $div;//结束元素
                     }
                      
                     This.$parent.append($div)
                })
                 
                 this.rootes()
            },
            bindEvent:function(){  //事件操作的集合
                var This = this;
                //点击开始按钮
                this.$startBtn.on('click', function(){
                     
                    if( This.bBtn ){
                        This.bBtn = false;
                        This.createGWList();  //点击开始按钮创建小怪物  不管起始位置在哪里 小怪物在起始位置动态生成
                    }   
                })
                 
                this.$parent.delegate('.box1','mouseover',function(){
                    $(this).addClass('active')
                })
                 
                this.$parent.delegate('.box1','mouseout',function(){
                    $(this).removeClass('active')
                })
                 
                //点击黑色部分 .box1  创建炮塔
                this.$parent.delegate('.box1','click',function(){
                     This.createPt(this)
                })
            },
             
            createGWList:function(){
                var num=10;//创建10个小怪物
                var This=this;
                var timer=setInterval(function(){
                    if( num==0 ){
                        clearInterval(timer)
                    }else{
                        This.createGW();
                        num--
                    }                      
                },500)
            },
            //创建小怪物
            createGW:function(){
                var $gw = $('<div class="'+this.gwStyle+'"></div>');
                var x = this.$startElement.position().left; //position().left 相对有定位的父级
                var y = this.$startElement.position().top;
                $gw.css({'left':x,'top':y});
                //给怪物挂载血量 和 金币
                $gw.get(0).blood = this.gwBlood;
                $gw.get(0).money = this.gwMoney;
                this.$parent.append($gw);
                this.runGW($gw);//创建完怪物后让怪物运动起来
            },
             
            runGW:function($gw){ //敌人的运动
                 var iNow=0;
                 var nowVal=0;
                 var This=this;
                 $gw.get(0).timer=setInterval(function(){
                    //根据三个数组来计算  rootDir  rootSpeed rootTarget
                    nowVal = $gw.position()[This.rootDir[iNow]] + This.rootSpeed[iNow];
                    $gw.css( This.rootDir[iNow], nowVal );
                     
                    if( Math.abs(nowVal - This.rootTarget[iNow] )<=1){
                        if( iNow==This.rootTarget.length-1 ){
                             alert('游戏结束');
                             $gw.remove()
                        }else{
                            iNow++
                        }
                    }
                     
                 },30)
            },
             
            rootes:function(){  //收集路线
                var arr=[];
                var This = this;
                var $aDiv = this.$parent.find('div');
                $.each( this.arrRoute ,function(i,value){
                    if( this!=0 ){//将方向和位置存起来  还有坐标i
                        arr.push({ dir:value, xy:i })
                    }
                })
 
                //调整顺序 按照数字排序
                arr.sort(function(dir1,dir2){
                    //要比较前面的数字
                    return dir1.dir.substring(0,dir1.dir.length-1) - dir2.dir.substring(0,dir2.dir.length-1)
                })
                 
                //console.dir(arr)
                //[{dir:1B,xy:2},{dir:2R,xy:42},{dir:3B,xy:49},{dir:4R,xy:109},{dir:5B,xy:116},{dir:6L,xy:156}...  ]
                $.each(arr,function(i,value){
                    var dir = value.dir.substring(value.dir.length-1);//截取字母  决定方向的 B T L R
                    if( i==arr.length-1 ){
                        return false
                    }
                     
                    switch(dir){
                        case 'B':
                        This.rootDir.push('top');
                        This.rootSpeed.push(This.gwSpeed);
                        This.rootTarget.push( $aDiv.eq( arr[i+1].xy ).position().top  )  //arr[i+1].xy是下一个目标点的坐标  目标点   是下一个坐标xy的开始的 元素
                        break
                         
                        case 'T':
                        This.rootDir.push('top');
                        This.rootSpeed.push(-This.gwSpeed);
                        This.rootTarget.push( $aDiv.eq( arr[i+1].xy ).position().top  );//xy 是坐标
                        break
                         
                        case 'L':
                        This.rootDir.push('left');
                        This.rootSpeed.push(-This.gwSpeed);
                        This.rootTarget.push( $aDiv.eq( arr[i+1].xy ).position().left  )
                        break
                         
                        case 'R':
                        This.rootDir.push('left');
                        This.rootSpeed.push(This.gwSpeed);
                        This.rootTarget.push( $aDiv.eq( arr[i+1].xy ).position().left  )
                        break
                    }
                     
                })
            },
            createPt:function(elem){ //创建炮塔
                //把当前点击区域的样式改成炮塔的样式   每个炮塔金额50  因为不能无限生成炮塔 限制创建炮塔的个数 用金额来限制   当当前的金额>=50的时候可以创建炮塔
                if( parseInt( this.$money.val() )>= this.ptMoney ){
                    $(elem).attr('class',this.ptStyle);  //当前点击处的样式切换 改个class 创建炮塔样式
                    this.changeMoney(-this.ptMoney)  //创建一个炮塔 减去50元
                }
                 
            },
            changeMoney:function(num){
                //num 就是炮塔所需要的金额
                var val = parseInt( this.$money.val() ) + num +"¥";
                this.$money.val(val)
                 
            },
            disRange:function( $elem1, $elem2 ){  //攻击范围
                 
                //炮塔与怪物的距离
                var a=$elem1.offset().left - $elem2.offset().left;
                var b=$elem1.offset().top - $elem2.offset().top;
                var c= Math.sqrt(a*a + b*b)
                 
                return c
            },
            //监听怪物是否进入攻击范围  点击开始按钮之后就可以监听
            listens:function(){
                var This = this;
                 
                //找到所有炮塔
                var $aPt = this.$parent.find('.'+this.ptStyle);
 
                //对所有炮塔进行遍历
                $aPt.each(function(){
                    This.listensGW(this//监听每一个敌人gw 并把每个炮塔传进去
                })
                setTimeout(function(){
                    This.listens()  //每隔100ms  自调用  就会一直去监听  不用setInterval是因为setTimeout性能好些
                },100)
                 
            },
             
            //每个炮塔跟所有怪物的检测
            listensGW:function(pt){
                var This = this;
                 
                //找到所有怪物
                var $aGw = this.$parent.find('.'+this.gwStyle);
                 
                //需要将进入攻击范围的怪物存进数组中  数组是针对每一个炮塔的
                pt.arr=[];
                 
                $aGw.each(function(i,elem){
                      
                    //将进入攻击范围的怪物存到一个数组中 pt相当于一个变量,需要使用 $(pt) 来调用  因为传进来的是jquery的元素对象
                    if(This.disRange($(pt),$(elem)) <= This.bulletRange){
                        pt.arr.push(elem)
                    }
                })  
                 
                //什么时候攻击? 当数组里有值的时候攻击
                if(pt.arr.length){
                     this.createBullet(pt)  //子弹是炮塔发出的
                }  
                 
            },
            createBullet:function(pt){
                //创建子弹
                var $bu = $('<span class="'+this.bulletStyle+'"></span>');
                //子弹的初始位置位于炮塔的中心点
                $bu.css({
                         'left': $(pt).position().left + $(pt).width()/2 ,
                         'top': $(pt).position().top + $(pt).height()/2
                        })
                $(pt).append($bu);
                this.runBullet(pt,$bu)
            },
            runBullet:function(pt,$bu){
                var This = this;
                $bu.get(0).timer=setInterval(function(){
                       if( !pt.arr.length ){
                            clearInterval($bu.get(0).timer);
                            pt.innerHTML = '';
                            return false;
                        }
 
                        //跟踪算法  运动的是子弹 相对静止的是敌人  从最后一个怪物开始攻击  怪物存在数组中
                        var curGw =pt.arr[pt.arr.length-1];//当前怪物  从最后一个计算
                         
                        var a = $(curGw).offset().left + $(curGw).width()/2 -$bu.offset().left;
                        var b = $(curGw).offset().top + $(curGw).height()/2 -$bu.offset().top;
                        var c = Math.sqrt( a*a + b*b ); //怪物与 子弹的距离
                         
                        // This.bulletSpeed斜边的速度 求 X轴速度 和 Y轴速度
                        var speedX = This.bulletSpeed * a/c;
                        var speedY = This.bulletSpeed * b/c;
                         
                        $bu.css({
                                'left':$bu.position().left + speedX,
                                'top':$bu.position().top + speedY,
                        })
                         
                          
                        //如果子弹击中了怪物
                        if( This.pz( $bu , $(curGw) ) ){
                            $bu.remove();
                             
                            curGw.blood = curGw.blood - This.bulletPower;
                            if( !curGw.blood  ){
                                clearInterval( $bu.get(0).timer ); //敌人消灭后 关掉子弹的定时器
                                clearInterval( curGw.timer );//敌人消灭后 关掉敌人的定时器
                                $(curGw).remove();
                                This.changeMoney(curGw.money) //打死一个敌人 增加敌人的金币
                            }
                        }
                },30)
                 
            },
            pz : function($obj1,$obj2){  //碰撞检测
                    var T1 = $obj1.offset().top;
                    var B1 = $obj1.offset().top + $obj1.height();
                    var L1 = $obj1.offset().left;
                    var R1 = $obj1.offset().left + $obj1.width();
                    var T2 = $obj2.offset().top;
                    var B2 = $obj2.offset().top + $obj2.height();
                    var L2 = $obj2.offset().left;
                    var R2 = $obj2.offset().left + $obj2.width();
                    if(T1>B2 || B1<T2 || L1>R2 || R1<L2){
                        return false;
                    }
                    else{
                        return true;
                    }
            }
        }
         
        Game.init();
    })
</script>
</head>
<body>
<input type="button" id="start1" value="开始">
<input type="button" value="200¥" id="money1" />
<div id="div1"></div>
</body>
</html>

  

posted @   miyaye  阅读(224)  评论(0编辑  收藏  举报
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