[Canvas]Bombman v1.00
爆破小人Canvas版,请点此下载,并用浏览器打开试玩。
图例:

源码:
<!DOCTYPE html>
<html lang="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<head>
<title>炸弹人改进版 19.3.9 3:18 by:逆火狂飙 horn19782016@163.com</title>
<style>
#canvas{
background:#ffffff;
cursor:pointer;
margin-left:10px;
margin-top:10px;
-webkit-box-shadow:3px 3px 6px rgba(0,0,0,0.5);
-moz-box-shadow:3px 3px 6px rgba(0,0,0,0.5);
box-shadow:3px 3px 6px rgba(0,0,0,0.5);
}
#controls{
margin-top:10px;
margin-left:15px;
}
</style>
</head>
<body onload="init()">
<div id="controls">
<input id='animateBtn' type='button' value='开始'/>
<input id='playAgainBtn' type='button' value='再来一盘' style='visibility:hidden'/>
</div>
<canvas id="canvas" width="160px" height="160px" >
出现文字表示你的浏览器不支持HTML5
</canvas>
</body>
</html>
<script type="text/javascript">
<!--
// 暂停/开始游戏
animateBtn.onclick=function(e){
paused=! paused;
if(paused){
animateBtn.value="开始";
screenMsg="Paused!";
}else{
animateBtn.value="停止";
window.requestAnimationFrame(animate);
}
}
// 重来游戏
playAgainBtn.onclick=function(e){
init();
playAgainBtn.style.visibility="hidden";
animateBtn.value="停止";
paused=false;
window.requestAnimationFrame(animate);
}
var paused=true;// 是否暂停
var BL=32; // Block length,边长
var ctx; // 绘图环境
var terrain; // 地形
var hero; // 英雄/主角
var monsterMng; // 怪物管理类
var bombs; // 炸弹数组
var fires; // 火焰数组
var screenMsg; // 显示在屏幕中央的话语
var bonusMng; // 奖励管理类
function init(){
// init Canvas
var canvas=document.getElementById('canvas');
canvas.width =40*BL;
canvas.height=18*BL;
ctx=canvas.getContext('2d');
terrain=new Terrain();
hero=new Hero();
monsterMng=new MonsterMng();
bombs=new Array();
fires=new Array();
bonusMng=new BonusMng();
// 响应键盘事件
canvas.addEventListener('keydown', doKeyDown, true);
canvas.focus();
window.addEventListener('keydown', doKeyDown, true);
};
//------------------------------------
// 响应键盘事件
//------------------------------------
function doKeyDown(e) {
var keyID = e.keyCode ? e.keyCode :e.which;
if(keyID === 38 || keyID === 87) { // up arrow and W
hero.move('up');
e.preventDefault();
}
if(keyID === 39 || keyID === 68) { // right arrow and D
hero.move('right');
e.preventDefault();
}
if(keyID === 40 || keyID === 83) { // down arrow and S
hero.move('down');
e.preventDefault();
}
if(keyID === 37 || keyID === 65) { // left arrow and A
hero.move('left');
e.preventDefault();
}
if(keyID === 32 ) { // SpaceBar
var b=new Bomb(hero.x,hero.y,hero.explosionRange);
bombs.push(b);
//console.log('arrows.length='+arrows.length);
e.preventDefault();
}
}
//------------------------------------
// 更新各实例状态
//------------------------------------
function update(){
monsterMng.move();
var heroX=parseInt(hero.x/BL,10);
var heroY=parseInt(hero.y/BL,10);
// 看英雄碰到怪物没
if(monsterMng.isTouched(heroX,heroY)){
hero.setDead();
}
// 爆炸杀伤
var explosions=[];
for(var i=0;i<fires.length;i++){
var f=fires[i];
if(f.lifeTime>0){
explosions.push(new Point(f.x,f.y));
}
}
monsterMng.makeDeadInRange(explosions);
hero.makeDeadInRange(explosions);
// 奖励
bonusMng.enlargeExplosionRange(hero);
// 游戏结束条件
if(hero.alive==false){ // 英雄死亡
paused=true;
screenMsg="You lost!";
animateBtn.value="开始";
playAgainBtn.style.visibility="visible";
}
if(monsterMng.noMonster()){ // 怪物全清除
paused=true;
screenMsg="You win!";
animateBtn.value="开始";
playAgainBtn.style.visibility="visible";
}
}
//------------------------------------
// 在ctx里画出各实例
//------------------------------------
function draw(){
// Clear Canvas
ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
ctx.fillStyle="#ffffff";
ctx.fillRect(0,0,ctx.canvas.width,ctx.canvas.height);
terrain.paint(ctx); // 画地形
bonusMng.paint(ctx);// 画奖励
monsterMng.paint(ctx);
hero.paint(ctx); // 画英雄
// 画炸弹
for(var i=0;i<bombs.length;i++){
var b=bombs[i];
b.paint(ctx);
}
// 画火焰
for(var i=0;i<fires.length;i++){
var b=fires[i];
b.paint(ctx);
}
}
//------------------------------------
// 运行动画
//------------------------------------
function animate(){
if(!paused){
update();
draw();
window.requestAnimationFrame(animate); /// 让浏览器自行决定帧速率
}else{
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.font="bold 48px 宋体";
ctx.fillStyle='Red';
ctx.fillText(screenMsg,ctx.canvas.width/2,ctx.canvas.height/2);
}
}
//------------------------------------
// 常规函数:角度得到弧度
//------------------------------------
function getRad(degree){
return degree/180*Math.PI;
}
//------------------------------------
//生成从minNum到maxNum的随机数
//------------------------------------
function randomNum(minNum,maxNum){
switch(arguments.length){
case 1:
return parseInt(Math.random()*minNum+1,10);
break;
case 2:
return parseInt(Math.random()*(maxNum-minNum+1)+minNum,10);
break;
default:
return 0;
break;
}
}
//---------------------------------------------------地形类定义开始------------------------------------------------------------------->>
Terrain=function(){
this.files=["road.png", // 0
"tree.png", // 1
"farmerHouse.png", // 2
"twoBuilding.png", // 3
"threeBuilding.png",// 4
"bank.png", // 5
"villa.png", // 6
"blackWhiteRoad.png",]; // 7
/*this.maps=new Array(
[0,0,0,0,0],
[0,0,1,0,0],
[0,0,0,0,0],
[0,2,0,0,0],
[0,0,0,3,0],
);*/
this.maps=new Array(
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],
[0,1,2,1,2,1,0,1,2,1,0,0,1,1,1,1,1,0,],
[0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,1,0,],
[0,1,2,1,2,1,0,1,2,1,0,0,5,0,0,3,1,0,],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,1,0,],
[0,1,2,1,2,1,0,1,2,1,0,0,3,3,3,3,1,0,],
[0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,],
[0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,],
[0,1,2,1,2,1,0,1,2,1,0,1,4,4,4,4,1,0,],
[0,0,0,0,0,0,0,0,0,0,0,1,4,0,0,0,1,0,],
[0,1,2,1,2,1,0,1,2,1,0,1,5,0,0,0,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,1,4,0,0,0,1,0,],
[0,1,2,1,2,1,0,1,2,1,0,1,4,4,4,4,1,0,],
[0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,],
[0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,1,6,1,6,1,6,0,],
[0,1,2,1,2,1,0,1,2,1,0,6,0,0,0,0,1,0,],
[0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,6,0,],
[0,1,2,1,2,1,0,1,2,1,0,0,0,5,0,0,1,0,],
[0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,6,0,],
[0,1,2,1,2,1,0,1,2,1,0,6,0,0,0,0,1,0,],
[0,0,0,0,0,0,0,0,0,0,0,1,6,1,6,1,6,0,],
[0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,1,6,1,6,1,0,0,],
[0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],
[0,1,2,1,2,1,0,1,2,1,6,1,0,0,0,0,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,],
[0,1,2,1,2,1,0,1,2,1,6,1,0,4,0,0,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,3,0,0,],
[0,1,2,1,2,1,0,1,2,1,6,1,0,0,0,4,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,0,],
[0,1,2,1,2,1,0,1,2,1,6,1,0,0,0,0,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],
[0,1,2,1,2,1,0,1,2,1,0,0,0,0,0,0,0,0,],
[0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,0,],
[0,1,2,1,2,1,0,1,2,1,0,2,2,2,0,2,2,2,],
[0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,2,],
[0,1,2,1,2,1,0,1,2,1,0,2,0,0,0,0,0,2,],
);
}
Terrain.prototype={
files:[],
maps:[],
// method
paint:function(ctx){
for(var i=0;i<this.maps.length;i++){
var arr=this.maps[i];
for(var j=0;j<arr.length;j++){
var value=arr[j];
var img=new Image();
img.src=this.files[value];
ctx.drawImage(img,i*BL,j*BL);
}
}
},
// 是否有障碍
hasObstacle:function(i,j){
if(i<0 || i>=this.maps.length){
return true;
}
var arr=this.maps[i];
if(j<0 || j>=arr.length){
return true;
}
var value=arr[j];
if(value==0){
return false;
}else{
return true;
}
},
getValue:function(i,j){
if(i<0 || i>=this.maps.length){
return undefined;
}
var arr=this.maps[i];
if(j<0 || j>=arr.length){
return undefined;
}
var value=arr[j];
return value;
},
setValue:function(i,j,value){
if(i<0 || i>=this.maps.length){
return undefined;
}
var arr=this.maps[i];
if(j<0 || j>=arr.length){
return undefined;
}
arr[j]=value;
},
// 取得空点数组
getEmptyPoints:function(count){
var allEmptyPoints=[];
for(var i=0;i<this.maps.length;i++){
var arr=this.maps[i];
for(var j=0;j<arr.length;j++){
var value=arr[j];
if(value==0){
allEmptyPoints.push(new Point(i*BL,j*BL));
}
}
}
var retval=[];
var n=allEmptyPoints.length;
console.log("allEmptyPoints.length="+n);
for(var i=0;i<count;i++){
var seed=randomNum(0,n);
var p=allEmptyPoints[seed];
retval.push(p);
}
return retval;
},
}
//---------------------------------------------------地形类定义结束-------------------------------------------------------------------<<
//---------------------------------------------------英雄类定义开始------------------------------------------------------------------->>
Hero=function(){
this.pngs=[
{left:0,top:10,width:40,height:40},
{left:0,top:68,width:40,height:40},
{left:0,top:123,width:40,height:40},
{left:0,top:180,width:40,height:40},
];
}
Hero.prototype={
pngs:[],
x:19*BL,
y:10*BL,
xTo:19*BL,
yTo:10*BL,
step:BL,
direction:'up', // 面向
alive:true, // 是否活着
explosionRange:4, // 爆炸范围
setDead:function(){
//console.log('Hero dead');
this.alive=false;
},
paint:function(ctx){
var img=new Image();
img.src='bowman.png';
var index=0;
if(this.direction=='up'){
index=3;
}
if(this.direction=='down'){
index=0;
}
if(this.direction=='left'){
index=1;
}
if(this.direction=='right'){
index=2;
}
var pos=this.pngs[index];
ctx.drawImage(img,pos.left,pos.top,pos.width,pos.height,this.x,this.y,32,32);
},
move:function(direction){
this.direction=direction;
if(this.direction=='up'){
this.yTo-=this.step;
}
if(this.direction=='down'){
this.yTo+=this.step;
}
if(this.direction=='left'){
this.xTo-=this.step;
}
if(this.direction=='right'){
this.xTo+=this.step;
}
if(terrain.getValue(this.xTo/this.step,this.yTo/this.step)==0){
this.x=this.xTo;
this.y=this.yTo;
}else{
this.xTo=this.x;
this.yTo=this.y;
}
},
// 爆炸火焰一样对英雄造成伤害
makeDeadInRange:function(explosions){
for(var j=0;j<explosions.length;j++){
var point=explosions[j];
// 爆炸范围判断符合实际情况
var xx=Math.pow((this.x-point.x),2);
var yy=Math.pow((this.y-point.y),2);
var distance=Math.sqrt(xx+ yy);
if(distance<BL/2){
this.setDead();
}
}
},
}
//---------------------------------------------------英雄类定义结束-------------------------------------------------------------------<<
//---------------------------------------------------点类定义开始------------------------------------------------------------------->>
Point=function(x,y){
this.x=x;
this.y=y;
}
Point.prototype={
x:0, // 横坐标
y:0, // 纵坐标
}
//---------------------------------------------------点类定义结束-------------------------------------------------------------------<<
//---------------------------------------------------怪物类定义开始------------------------------------------------------------------->>
Monster=function(x,y){
this.x=x;
this.y=y;
steps=[1,2,4,8];
var rndSeed=randomNum(0,3);
this.step=steps[rndSeed];
this.files=["monster1.png", // 0
"monster1Dead.png", // 1
"monster2.png", // 2
"monster2Dead.png", // 3
"monster3.png", // 4
"monster3Dead.png", // 5
"monster4.png", // 6
"monster4Dead.png", // 7
];
}
Monster.prototype={
x:0, // 横坐标,乘以32等于真正的横坐标
y:0, // 纵坐标,乘以32等于真正的纵坐标
step:1, // 行走速度
steps:[], // 行走速度数组
direction:'', // 方向
files:[], // 显示图片
alive:true, // 是否活着
thinking:true, // 是否在找路
targetPoint:[],
// 设置死亡
setDead:function(){
this.alive=false;
},
// 移动
move:function(){
if(this.alive){
if(this.thinking==true){
// 思考下一步往哪里走
targetPoint=null;
var emptyPlaces=[];
var monsterX=parseInt(this.x/BL,10);
var monsterY=parseInt(this.y/BL,10);
// 左边方格
if(terrain.hasObstacle(monsterX-1,monsterY)==false){
emptyPlaces.push(new Point(monsterX-1,monsterY));
}
// 右边方格
if(terrain.hasObstacle(monsterX+1,monsterY)==false){
emptyPlaces.push(new Point(monsterX+1,monsterY));
}
// 上边方格
if(terrain.hasObstacle(monsterX,monsterY-1)==false){
emptyPlaces.push(new Point(monsterX,monsterY-1));
}
// 下边方格
if(terrain.hasObstacle(monsterX,monsterY+1)==false){
emptyPlaces.push(new Point(monsterX,monsterY+1));
}
//console.log(emptyPlaces);
var rndSeed=randomNum(0,emptyPlaces.length);
this.targetPoint=emptyPlaces[rndSeed];
//console.log(targetPoint);
if(this.targetPoint!=null){
//console.log(this.targetPoint);
this.thinking=false;
}
}else{
// 思考好了就走
var targetX=this.targetPoint.x*BL;
var targetY=this.targetPoint.y*BL;
//console.log(this.targetPoint,this.x,this.y);
if(targetX==this.x && targetY<this.y){
this.y-=this.step;
}
if(targetX==this.x && targetY>this.y){
this.y+=this.step;
}
if(targetX<this.x && targetY==this.y){
this.x-=this.step;
}
if(targetX>this.x && targetY==this.y){
this.x+=this.step;
}
if(targetX==this.x && targetY==this.y){
this.thinking=true;
}
}
}
},
// 画怪物
paint:function(ctx){
var img=new Image();
if(this.alive==true && this.step==1){
img.src=this.files[0];
}
if(this.alive==false && this.step==1){
img.src=this.files[1];
}
if(this.alive==true && this.step==2){
img.src=this.files[2];
}
if(this.alive==false && this.step==2){
img.src=this.files[3];
}
if(this.alive==true && this.step==4){
img.src=this.files[4];
}
if(this.alive==false && this.step==4){
img.src=this.files[5];
}
if(this.alive==true && this.step==8){
img.src=this.files[6];
}
if(this.alive==false && this.step==8){
img.src=this.files[7];
}
ctx.drawImage(img,this.x,this.y);
},
}
//---------------------------------------------------怪物类定义结束-------------------------------------------------------------------<<
//---------------------------------------------------怪物管理类定义开始------------------------------------------------------------------->>
MonsterMng=function(){
this.addMonster(9);
}
MonsterMng.prototype={
monsters:[],
// 生成怪物,测试用
generateMonsters:function(){
this.monsters=new Array();
this.monsters.push(new Monster(1*BL,1*BL,3));
this.monsters.push(new Monster(1*BL,10*BL,3));
this.monsters.push(new Monster(16*BL,16*BL,2));
this.monsters.push(new Monster(10*BL,13*BL,5));
this.monsters.push(new Monster(10*BL,10*BL,6));
this.monsters.push(new Monster(24*BL,1*BL,1));
},
// 画怪物
paint:function(ctx){
for(var i=0;i<this.monsters.length;i++){
var m=this.monsters[i];
m.paint(ctx);
}
// 写怪物数目
ctx.textAlign = 'left';
ctx.textBaseline = 'middle';
ctx.font="bold 24px 宋体";
ctx.fillStyle='maroon';
ctx.fillText("Monsters:"+this.getAliveMonsterNum(),ctx.canvas.width-5*BL,BL/2);
},
// 让怪物移动
move:function(ctx){
for(var i=0;i<this.monsters.length;i++){
var m=this.monsters[i];
m.move();
}
},
// 得到活着的怪兽数量
getAliveMonsterNum:function(){
var count=0;
for(var i=0;i<this.monsters.length;i++){
var m=this.monsters[i];
if(m.alive){
count++;
}
}
return count;
},
// 判断怪物还是否存在
hasMonster:function(){
var count=this.getAliveMonsterNum();
return count==0;
},
// 看英雄是否碰到怪物
isTouched:function(heroX,heroY){
for(var i=0;i<this.monsters.length;i++){
var monster=this.monsters[i];
var monsterX=parseInt(monster.x/BL,10);
var monsterY=parseInt(monster.y/BL,10);
//console.log('isTouched',heroX,heroY,monsterX,monsterY);
if(heroX==monsterX && heroY==monsterY && monster.alive==true){
//console.log('touched',heroX,heroY,monsterX,monsterY);
return true;
}
}
return false;
},
// 看有没有怪物了
noMonster:function(heroX,heroY){
var count=0;
for(var i=0;i<this.monsters.length;i++){
var monster=this.monsters[i];
if(monster.alive){
count++;
}
}
return count==0;
},
// 将爆炸范围内的怪物致死
makeDeadInRange:function(explosions){
//console.log(explosions);
for(var i=0;i<this.monsters.length;i++){
var monster=this.monsters[i];
if(monster.alive){
for(var j=0;j<explosions.length;j++){
var point=explosions[j];
//console.log(monster.x,monster.y,point.x,point.y);
/*if(monster.x==point.x && monster.y==point.y){ // 精确判断不符合实际情况
monster.setDead();
}*/
// 范围判断符合实际情况
var xx=Math.pow((monster.x-point.x),2);
var yy=Math.pow((monster.y-point.y),2);
var distance=Math.sqrt(xx+ yy);
if(distance<BL/2){
monster.setDead();
}
}
}
}
},
// 添加怪物
addMonster:function(n){
this.monsters=new Array();
var points=terrain.getEmptyPoints(n);
for(var i=0;i<points.length;i++){
var p=points[i];
this.monsters.push(new Monster(p.x,p.y));
//this.bonusArr.push(new Bonus(p.x,p.y));
}
console.log(this.monsters);
},
}
//---------------------------------------------------怪物管理类定义结束-------------------------------------------------------------------<<
//---------------------------------------------------炸弹类定义开始------------------------------------------------------------------->>
Bomb=function(x,y,explosionRange){
this.x=x;
this.y=y;
// 放下炸弹,让其起障碍作用
var bombX=parseInt(this.x/BL,10);
var bombY=parseInt(this.y/BL,10);
terrain.setValue(bombX,bombY,7);
this.explosionRange=explosionRange;
this.files=['bomb1.png','bomb2.png','bomb3.png','bomb4.png'];
}
Bomb.prototype={
x:0, // 横坐标
y:0, // 纵坐标
files:[], // 表现炸弹的图片
level:0, // 等级,越高越解决爆炸
exploded:false, // 是否爆炸
explosionRange:1,// 爆炸范围
// 画炸弹
paint:function(ctx){
if(this.exploded==false){
var img=new Image();
this.level+=0.5;
if(this.level<20){
img.src=this.files[0];
}else if(this.level>=20 && this.level<40){
img.src=this.files[1];
}else if(this.level>=40 && this.level<60){
img.src=this.files[2];
}else if(this.level>=60 && this.level<80){
img.src=this.files[3];
}else if(this.level>=80 && this.level<100){
img.src=this.files[4];
}else if(this.level>=100){
// 起爆
this.exploded=true;
// 爆炸完毕,让其恢复通行
var bombX=parseInt(this.x/BL,10);
var bombY=parseInt(this.y/BL,10);
terrain.setValue(bombX,bombY,0);
// 创建火焰对象
this.makeFire();
}
ctx.drawImage(img,this.x,this.y);
}
},
// 制造火焰
makeFire:function(){
var emptyPlaces=[];
var bombX=parseInt(this.x/BL,10);
var bombY=parseInt(this.y/BL,10);
//console.log(bombX,bombY);
// Left
for(var i=1;i<=this.explosionRange;i++){
var hasObstacle=terrain.hasObstacle(bombX-i,bombY);
if(hasObstacle==false){
emptyPlaces.push(new Point(bombX-i,bombY));
}else{
break;
}
}
// Right
for(var i=1;i<=this.explosionRange;i++){
var hasObstacle=terrain.hasObstacle(bombX+i,bombY);
if(hasObstacle==false){
emptyPlaces.push(new Point(bombX+i,bombY));
}else{
break;
}
}
// Up
for(var i=1;i<=this.explosionRange;i++){
var hasObstacle=terrain.hasObstacle(bombX,bombY-i);
if(hasObstacle==false){
emptyPlaces.push(new Point(bombX,bombY-i));
}else{
break;
}
}
// down
for(var i=1;i<=this.explosionRange;i++){
var hasObstacle=terrain.hasObstacle(bombX,bombY+i);
if(hasObstacle==false){
emptyPlaces.push(new Point(bombX,bombY+i));
}else{
break;
}
}
// Center
var hasObstacle=terrain.hasObstacle(bombX,bombY);
if(hasObstacle==false){
emptyPlaces.push(new Point(bombX,bombY));
}
//console.log(emptyPlaces);
// 添加火焰对象
for(var i=0;i<emptyPlaces.length;i++){
var p=emptyPlaces[i];
var f=new Fire(p.x*BL,p.y*BL);
fires.push(f);
}
},
}
//---------------------------------------------------炸弹类定义结束-------------------------------------------------------------------<<
//---------------------------------------------------火焰类定义开始------------------------------------------------------------------->>
Fire=function(x,y){
this.x=x;
this.y=y;
this.files=['fire1.png','fire2.png'];
}
Fire.prototype={
x:0, // 横坐标
y:0, // 纵坐标
files:[], // 火焰图片
lifeTime:50, // 显示时间
paint:function(ctx){
if(this.lifeTime>0){
this.lifeTime--;
var img=new Image();
if(this.lifeTime>25){
img.src=this.files[0];
}else{
img.src=this.files[1];
}
ctx.drawImage(img,this.x,this.y);
}
},
}
//---------------------------------------------------火焰类定义结束-------------------------------------------------------------------<<
//---------------------------------------------------奖励类定义开始------------------------------------------------------------------->>
Bonus=function(x,y){
this.x=x;
this.y=y;
this.files=['bonus.png'];
}
Bonus.prototype={
x:0, // 横坐标
y:0, // 纵坐标
files:[], // 图片
used:false, // 是否使用过
paint:function(ctx){
if(this.used==false){
var img=new Image();
img.src=this.files[0];
ctx.drawImage(img,this.x,this.y);
}
},
}
//---------------------------------------------------奖励类定义结束-------------------------------------------------------------------<<
//---------------------------------------------------奖励管理类定义开始------------------------------------------------------------------->>
BonusMng=function(x,y){
this.bonusArr=new Array();
this.addBonus(2);
}
BonusMng.prototype={
bonusArr:[], // 奖励数组
paint:function(ctx){
for(var i=0;i<this.bonusArr.length;i++){
var b=this.bonusArr[i];
b.paint(ctx);
}
},
// 提升英雄的爆炸范围
enlargeExplosionRange:function(hero){
for(var i=0;i<this.bonusArr.length;i++){
var b=this.bonusArr[i];
if(b.used==false && b.x==hero.x && b.y==hero.y){
hero.explosionRange+=1;
b.used=true;
break;
}
}
var count=0;
for(var i=0;i<this.bonusArr.length;i++){
var b=this.bonusArr[i];
if(b.used==false){
count++;// 统计未被使用的bonus个数
}
}
if(count==0){
this.addBonus(1);// 如果没有bonus了再动态加几个
}
},
addBonus:function(n){
var points=terrain.getEmptyPoints(n);
for(var i=0;i<points.length;i++){
var p=points[i];
this.bonusArr.push(new Bonus(p.x,p.y));
}
},
}
//---------------------------------------------------奖励管理类定义结束-------------------------------------------------------------------<<
//-->
</script>
2019年3月9日12点33分
[Canvas]Bombman v1.00的更多相关文章
- [Canvas]Bombman v1.04
Bombman是我仿造红白机上经典游戏爆破小人,用Canvas制作的一款网页版单机游戏, 自我感觉还是有一定的可玩性. 本游戏的胜利条件是用雷消灭所有怪物,但被怪物即使是擦边碰到或是炸弹火焰炸到就算失 ...
- [华三] IPv6技术白皮书(V1.00)
IPv6技术白皮书(V1.00) http://www.h3c.com/cn/d_200802/605649_30003_0.htm H3C S7500E IPv6技术白皮书 关键词:IPv6,隧道 ...
- EFM32外设模块—USART V1.00
http://wenku.baidu.com/link?url=hx-pumUzdpS-AbD1OhEW11Jl6H8wex2DNsv4IcZwrgL-drwuUzZ6E1L64fCnAfdUOObK ...
- 红色警戒3原版V1.00基址大全
127.0.0.1 servserv.generals.ea.com ===================================1.04 基址变化 00DFBD74=>DFCDF4 ...
- 【原创】使用HTML5+canvas+JavaScript开发的原生中国象棋游戏及源码分享
目前已经实现的功能: V1.0 : 实现棋子的布局,画布及游戏场景的初始化V2.0 : 实现棋子的颜色改变V3.0 :实现所有象棋的走棋规则V4.0 : 实现所有棋子的吃子功能 GItHub源码下载地 ...
- 【JavaScript游戏开发】使用HTML5 canvas开发的网页版中国象棋项目
//V1.0 : 实现棋子的布局,画布及游戏场景的初始化 //V2.0 : 实现棋子的颜色改变 //V3.0 :实现所有象棋的走棋规则 //V4.0 : 实现所有棋子的吃子功能 完整的项目源码已经开源 ...
- SqlAnalyzer1.00源码
SQL解析的夙愿今天终于完成,但限于SQL远超算术表达式,Json,XML等的复杂度,只是解析了一部分.形成普适性的SQL解析,仍需倾注精力. 代码下载:https://files.cnblogs.c ...
- Delphi插件创建、调试与使用应用程序扩展
Delphi插件创建.调试与使用应用程序扩展 翻译 : MiracleZ 有没有使用过Adobe Photoshop?如果用过,你就会对插件的概念比较熟悉.对外行人来说,插件仅仅是从外部提供给应用程 ...
- FtpUtil
/* * 文件名:FtpUtil.java * 版权:Copyright 2000-2007 Huawei Tech. Co. Ltd. All Rights Reserved. * 描述: TopE ...
随机推荐
- jquery----ajax解决scrf问题
前端ajax请求 $.ajax({ type:"PUT", //请求方式为put dataType:"JSON", url:'/updata/user/', d ...
- 性能测试二十八:环境部署之Dubbo部署
Zookeeper部署 ZooKeeper是一个分布式的,开放源码的分布式应用程序协调服务,是Google的Chubby一个开源的实现,是Hadoop和Hbase的重要组件.它是一个为分布式应用提供一 ...
- Java 变量、循环、判断
粗糙笔记不喜勿喷 Java 8大基本类型 第一类:逻辑型(boolean) 1.boolean类型只存在true(真),false(假)两种形式 例: boolean a=true; boolean ...
- easyUI基础入门
头部需要引人文件:<!DOCTYPE html><html><head> <meta charset="utf-8"> <ti ...
- 【Java】 剑指offer(68) 树中两个结点的最低公共祖先
本文参考自<剑指offer>一书,代码采用Java语言. 更多:<剑指Offer>Java实现合集 题目 输入两个树结点,求它们的最低公共祖先. 思路 该题首先要和面试 ...
- js获取、修改url中参数
//获取url的参数 function getParam(paramKey){ //获取当前URL var url = location.href; //获取要取得的get参数位置 var get = ...
- Unicode字符编码表(转)
Unicode字符编码表 版权声明:本文为博主原创文章,未经博主允许不得转载. https://blog.csdn.net/zhenyu5211314/article/details/5153 ...
- Linux学习之Vim/Vi使用(十三)
Linux学习之Vim/Vi使用 Vim/Vi简介 Vim/Vi工作模式 Vim/Vi基本使用 Vim/Vi应用技巧 Vim/Vi简介 Vim/Vi是一个功能强大的全屏幕文本编辑器,是Linux/UN ...
- MySql:Table 'database.TABLE_ONE' doesn't exist
1. 问题描述 由于最近使用本地的MySQL奔溃了,在修改管理员密码时,不慎修改错误,导致无法重新写会,甚至按照MySQL官网手册都无法修改正确,遂放弃修改root密码,直接将一个未有数据的纯净版My ...
- 深度学习中 droupout层是咋回事??
参考这篇博文 博主写的非常好! https://blog.csdn.net/program_developer/article/details/80737724 参考这篇博文 博主写的非常好! ...