[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
- Laravel框架中的event事件操作
有时候当我们单纯的看 Laravel 手册的时候会有一些疑惑,比如说系统服务下的授权和事件,这些功能服务的应用场景是什么,其实如果没有经历过一定的开发经验有这些疑惑是很正常的事情,但是当我们在工作中多 ...
- (无)webservice执行过程深入理解
前面我们搞了1,2个DEMO,基本对webservice服务发布,调用 ,执行 有一定的了解. 今天的话,我们再系统的梳理下webservice执行过程. 首先我们在webservice服务器端开发w ...
- Android SDK安装及配置模拟器
环境搭建 1.安装JDK 2.下载Android sdk exe格式和zip格式都可以 3.安装installer_r24.4.1-windows.exe文件,里面有两个应用程序: "SDK ...
- JQuery编写自己的插件(七)
一:jQuery插件的编写基础1.插件的种类编写插件的目的是给一系列已经方法或函数做一个封装,以便在其他地方重复使用,方便后期维护和提高开发效率.常见的种类有以下三种:封装对象方法的插件
- 关于Spring MVC 中地址栏访问 /WEB-INF下的.jsp
WEB-INF是对资源的保护,直接在地址栏访问WEB-INF目录下的页面,会显示404,关于为什么要把页面放在WEB-INF下,可以自行百度 在这里我是用SpringMVC 对WEB-INF目录下的页 ...
- linux 中的./configuration --prefix=安装路径 的用法(指定源码安装方式的安装路基)
源码的安装一般由3个步骤组成:配置(configure).编译(make).安装(make install). Configure是一个可执行脚本,它有很多选项,在待安装的源码路径下使用命令./con ...
- CDQ分治求前缀和
#include<bits/stdc++.h> using namespace std; ; int n,a_tot,q_tot,ans[N]; ]; struct query { int ...
- Python 打印当前文件相对路径和绝对路径
一.打印相对路径 print(__file__) 二.打印绝对路径 import os print(os.path.abspath(__file__)) 三.打印文件名 import os print ...
- Storm通信机制(了解)
Worker间的通信:经常需要通过网络跨节点进行,Storm使用ZeroMQ或Netty(0.9以后默认使用)作为进程间通信的消息框架. Worker进程内部通信:不同worker的thread通信使 ...
- threeSum问题
三数之和等于0的问题: 给定一个包含 n 个整数的数组 nums,判断 nums 中是否存在三个元素 a,b,c ,使得 a + b + c = 0 ?找出所有满足条件且不重复的三元组. 注意:答案中 ...