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HTML+CSS+jquery实现飞机大战游戏

时间:2019-04-01 14:47:11

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HTML+CSS+jquery实现飞机大战游戏

这几天闲着没事运用html+css+jquery写了个飞机大战的游戏 分享下自己的思路:

一:界面构建:

1.首先,先用HTML+CSS构建基本的页面结构,这里的设计如下图:

/*先给网页上所有元素添加一个红色的边框 方便布局 布局完毕后移除*/*{box-sizing: border-box;border:1px solid red;}

HTML代码:

<div class="header"><!--<div id="time" class="time"></div>--><div id="score" class="score">0000</div></div><div id="content" class="content"><div id="player" class="player" style="left: 375px;"></div></div><div class="footer"><div class="lifePoints" :duration="4000"><div class="lifeBar"></div></div><div class="skills"><div id="ASkill" class="skill" style="background:firebrick;color:#fff">A</div><div id="SSkill" class="skill" style="background:lightskyblue;color:#fff">S</div><div id="DSkill" class="skill" style="background:purple;color:#fff">D</div><div id="FSkill" class="skill" style="background:lightgoldenrodyellow">F</div></div><div class="magicPoints"><div class="magicBar"></div></div></div>

css代码:

body{position: relative;padding:0;margin: 0;}.header{position: fixed;line-height: 50px;top:0;left: 0;text-align: center;height: 50px;width:100%;z-index: 999;background:#555;color:goldenrod;font-size:30px;}.content{position: relative;margin: 50px auto 0 auto;width:100%;/*height: calc(100vh - 170px);*/height: 500px;}.footer{position: fixed;width: 100%;bottom:0;left:0;height: 120px;}.lifePoints{position: relative;width: 100%;height: 20px;}.lifeBar{position: absolute;left: 0;height: 20px;width: 0%;background:deeppink;transition: all ease .5s; border-radius: 10px;}.skills{float: left;width: 75%;height: 100px;}.skill{float: left;width: 25%;height: 100px;line-height: 100px;text-align: center;}.magicPoints{position: relative;float:left;width: 25%;height: 100px;}.magicBar{position: absolute;width: 100%;height: 0px;background:deepskyblue;transition: all ease .5s; border-radius: 30%;bottom: 0;}.player{width: 50px;height: 50px;background:red;position: absolute;bottom: 0;}.enemy{width: 50px;height: 50px;background:black;position: absolute;top: 0;}.shoot{position: absolute;top:calc(100% - 50px);width:8px;height:8px;border-radius: 50%;background:red;z-index: 1;}[class$=Skill]{width:20px;height:20px;}.enemy[type="A"],.enemy[type="S"],.enemy[type="D"],.enemy[type="F"]{width:50px;height: 50px;}

js部分:

var data = {playerX: 0, //玩家x轴坐标playerY: 0, //玩家y轴坐标enemyX: [], //敌人X坐标集enemyY: [], //敌人Y坐标集shootX: [], //子弹X坐标集shootY: [], //子弹Y坐标集score: 0, //分数lifePoint: 100, //玩家生命值magicPoint: 0, //玩家魔力值,满100能放必杀,通过击杀敌人获得isBoss:false,//是否Boss//随机数方法random: function(min, max) {return Math.floor(Math.random() * max + min);},//创建生命条createLifeBar:function(){$(".lifeBar").css("width",data.lifePoint+"%")},//创建法力条createMagicBar:function(){$(".magicBar").css("height",data.magicPoint+"%")},//更新玩家分数refreshScore:function(){$("#score").html(data.score);},//创建敌人createEnemy:function(){var temp=data.random(0,100);//生成0-100的随机数,用作概率判断var windowWidth = $(window).width();//浏览器宽度var left = data.random(0,windowWidth - 50)//敌人left值if(temp>0&&temp<=10){//A类精英,能且只能通过A技能击杀var html = '<div class="enemy" style="background:firebrick;left:'+left+'px" life="200" type="A" lifeUp="0" magicUp="0" score="200">A</div>'}else if(temp>10&&temp<=20){//S类精英,能且只能通过S技能击杀var html = '<div class="enemy" style="background:lightskyblue;left:'+left+'px" life="200" type="S" lifeUp="0" magicUp="0" score="200">S</div>'}else if(temp>20&&temp<=30){//D类精英,能且只能通过D技能击杀var html = '<div class="enemy" style="background:purple;left:'+left+'px" life="200" type="D" lifeUp="0" magicUp="0" score="200">D</div>'}else if(temp>30&&temp<=40){//F类精英,能且只能通过F技能击杀var html = '<div class="enemy" style="background:lightgoldenrodyellow;left:'+left+'px" life="200" type="F" lifeUp="0" magicUp="0" score="200">F</div>'}else if(temp>40&&temp<=50){//击杀回复一定血量var html = '<div class="enemy" style="left:'+left+'px" life="1" type="0" lifeUp="10" magicUp="0" score="10"></div>'}else if(temp>50&&temp<=60){//击杀回复法力值var html = '<div class="enemy" style="left:'+left+'px" life="1" type="0" lifeUp="0" magicUp="10" score="10"></div>'}else{var html = '<div class="enemy" style="left:'+left+'px" life="1" type="0" lifeUp="0" magicUp="0" score="10"></div>'}$("#content").append(html)$(".enemy").animate({"top":"+=150%"},{duration:5000,step:function(){data.enemyX = [];data.enemyY = [];$(".enemy").each(function() {data.enemyX.push(parseInt($(this).css("left")))data.enemyY.push(parseInt($(this).css("top")))});if(parseInt($(this).css("top"))>$("#content").height()-50){$(this).remove();data.lifePoint-=10;data.createLifeBar()if(data.lifePoint===0){alert("game Over")}}}})},//碰撞方法gameRule:function(){for(var i=0;i<data.enemyX.length;i++){for(var j=0;j<data.shootX.length;j++){if(Math.abs(data.shootX[j] - data.enemyX[i])<50&&Math.abs(data.shootY[j] - data.enemyY[i]) < 50){var life = $(".enemy").eq(i).attr("life");var enemyType = $(".enemy").eq(i).attr("type");var shootType = $(".shoot").eq(j).attr("type");switch(enemyType){case "0":var score = parseInt($(".enemy").eq(i).attr("score"));var lifeUp = parseInt($(".enemy").eq(i).attr("lifeUp"));var magicUp = parseInt($(".enemy").eq(i).attr("magicUp"));data.magicPoint+=magicUp;data.lifePoint+=lifeUp;data.score+=score;data.refreshScore();data.createLifeBar();data.createMagicBar();$(".enemy").eq(i).remove();break;case "A":if(enemyType===enemyType){var score = parseInt($(".enemy").eq(i).attr("score"));data.score+=score;data.refreshScore();data.createLifeBar();data.createMagicBar();$(".enemy").eq(i).remove();}else{return false;}break;case "S":if(enemyType===enemyType){var score = parseInt($(".enemy").eq(i).attr("score"));data.score+=score;data.refreshScore();data.createLifeBar();data.createMagicBar();$(".enemy").eq(i).remove();}else{return false;}break;case "D":if(enemyType===enemyType){var score = parseInt($(".enemy").eq(i).attr("score"));data.score+=score;data.refreshScore();data.createLifeBar();data.createMagicBar();$(".enemy").eq(i).remove();}else{return false;}break;case "F":if(enemyType===enemyType){var score = parseInt($(".enemy").eq(i).attr("score"));data.score+=score;data.refreshScore();data.createLifeBar();data.createMagicBar();$(".enemy").eq(i).remove();}else{return false;}break;}}}}},//鼠标移动控制玩家左右移动playerCtrl:function(){$("body").mousemove(function(e){if((e.pageX<($(window).width() - $("#content").width())/2+$("#player").width()/2)|| (e.pageX > $(window).width()- ($(window).width() - $("#content").width())/2 -$("#player").width()/2) ){return false;}data.playerX = e.pageX;$("#player").css({"left": data.playerX - ($(window).width() - $("#content").width()) / 2 - $("#player").width() / 2})})},//技能playerSkills:function(){var ASkillRefresh=1000;//A技能冷却时间var SSkillRefresh=1000;//S技能冷却时间var DSkillRefresh=1000;//D技能冷却时间var FSkillRefresh=1000;//F技能冷却时间var starTimeA=new Date().getTime();var starTimeS=new Date().getTime();var starTimeD=new Date().getTime();var starTimeF=new Date().getTime();$(document).keyup(function(e) {var keys=e.keyCodevar left =parseInt($("#player").css("left"))switch(keys){case 32: //普通攻击(空格)var html='<div class="shoot" style="left:'+(left+25)+'px"></div>'$("body").append(html)$(".shoot").animate({"top":"-=150%"},{duration:1000,step:function(){data.shootX=[];data.shootY=[];$(".shoot").each(function() {data.shootX.push(parseInt($(this).css("left")))data.shootY.push(parseInt($(this).css("top")))});data.gameRule();if(parseInt($(this).css("top"))<0){$(this).remove()}}})break;case 65: //Avar larstTime=new Date().getTime();if(larstTime-starTimeA<ASkillRefresh){return false;}else{starTimeA=larstTimevar html='<div class="shoot ASkill" type="A" style="left:'+(left+15)+'px"></div>'$("body").append(html)$(".shoot").animate({"top":"-=150%"},{duration:1000,step:function(){data.shootX=[];data.shootY=[];$(".shoot").each(function() {data.shootX.push(parseInt($(this).css("left")))data.shootY.push(parseInt($(this).css("top")))});if(parseInt($(this).css("top"))<0){$(this).remove()}}})}break;case 83: //Svar larstTime=new Date().getTime();if(larstTime-starTimeS<SSkillRefresh){return false;}else{starTimeS=larstTimevar html='<div class="shoot SSkill" type="S" style="left:'+(left+15)+'px"></div>'$("body").append(html)$(".shoot").animate({"top":"-=150%"},{duration:1000,step:function(){data.shootX=[];data.shootY=[];$(".shoot").each(function() {data.shootX.push(parseInt($(this).css("left")))data.shootY.push(parseInt($(this).css("top")))});data.gameRule();if(parseInt($(this).css("top"))<0){$(this).remove()}}})}break;case 68: //Dvar larstTime=new Date().getTime();if(larstTime-starTimeD<DSkillRefresh){return false;}else{starTimeD=larstTimevar html='<div class="shoot DSkill" type="D" style="left:'+(left+15)+'px"></div>'$("body").append(html)$(".shoot").animate({"top":"-=150%"},{duration:1000,step:function(){data.shootX=[];data.shootY=[];$(".shoot").each(function() {data.shootX.push(parseInt($(this).css("left")))data.shootY.push(parseInt($(this).css("top")))});data.gameRule();if(parseInt($(this).css("top"))<50){$(this).remove()}}})}break;case 70: //Fvar larstTime=new Date().getTime();if(larstTime-starTimeF<FSkillRefresh){return false;}else{starTimeF=larstTimevar html='<div class="shoot FSkill" type="F" style="left:'+(left+15)+'px"></div>'$("body").append(html)$(".shoot").animate({"top":"-=150%"},{duration:1000,step:function(){data.shootX=[];data.shootY=[];$(".shoot").each(function() {data.shootX.push(parseInt($(this).css("left")))data.shootY.push(parseInt($(this).css("top")))});data.gameRule();if(parseInt($(this).css("top"))<0){$(this).remove()}}})}break;default:break;}})}}$(function(){data.createLifeBar();data.createMagicBar();data.playerCtrl();data.playerSkills();//定时器设置敌人出现的间隔var timer=setInterval(function(){data.createEnemy()},1000)})

由于懒得去找图片,可以直接用个方块来代替敌我双方的飞机 ,当然 也可以用数组遍历的方法绘制出来:

model.js:

var plaint = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 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, 1, 1, 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, 1, 1, 1, 1, 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, 1, 1, 1, 1, 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, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 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