演示地址飞机大战http://kiss-rebounds.gitee.io/aircraft-war-games/
滚动鼠标可切换子弹,击败敌人有一定概率掉落道具,灵活运用各种子弹可顺利通过。
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title></title>
<link rel="shortcut icon" href="resource/self.png">
<link rel="stylesheet" href="css/main.css">
<link rel="stylesheet" class="mobileCSS">
<style>
body {
width: 100vw;
height: 100vh;
overflow: hidden;
display: grid;
place-content: center;
}
.container {
width: 920px;
height: auto;
margin-top: 40px;
border: 2px solid rgb(0, 136, 255);
border-radius: 10px;
position: relative;
z-index: 999;
transition: all .2s;
}
.container:hover {
background-color: rgb(0, 136, 255);
}
.container:hover button {
border: 2px solid white !important;
color: white;
}
.container button {
width: 100px;
height: 100px;
line-height: 100px;
text-align: center;
text-decoration: none;
background-color: transparent;
color: rgb(0, 136, 255);
border: 2px solid rgb(0, 136, 255);
display: inline-block;
margin: 15px;
font-size: 22px;
font-weight: 800;
box-sizing: border-box;
transition: all .2s;
border-radius: 20px;
cursor: pointer;
}
.container button.finish {
background-color: rgb(0, 202, 101);
color: white;
border-color: rgb(0, 202, 101);
}
.container button:hover {
transform: translateY(-10px);
}
@keyframes containerA {
0% {
transform: translateY(-20px);
opacity: 0;
}
}
.title {
width: 100vw;
position: fixed;
z-index: 999;
text-align: center;
top: 20px;
left: 0;
color: rgb(0, 136, 255);
font-size: 50px;
font-weight: 800;
transform: skew(-10deg);
text-shadow: 0 0 5px #ffffff;
}
.enemy {
opacity: 0.8;
}
.rule {
width: 920px;
height: 360px;
margin-top: 10px;
border: 2px solid rgb(0, 136, 255);
color: rgb(0, 76, 255);
background-color: transparent;
border-radius: 10px;
position: relative;
z-index: 999;
text-align: center;
font-size: 17px;
transition: all .2s;
display: grid;
place-content: center;
}
.rule:hover {
color: white;
background-color: rgb(0, 136, 255);
}
.rule:hover .trainingCamp {
color: rgb(255, 255, 255);
}
.rule p {
margin-bottom: 5px;
border: 1px solid transparent;
padding: 2px;
}
.rule p:hover {
border: 1px solid white;
}
.bulletBox {
border: 2px solid transparent;
border-left: 2px solid rgb(0, 136, 255);
padding: 15px;
margin-top: 20px;
position: fixed;
z-index: 99;
top: 120px;
left: 30px;
color: rgb(0, 76, 255);
transition: all .2s;
border-radius: 10px;
}
.bulletBox:hover {
border: 2px solid rgb(0, 136, 255);
}
.bulletBox::before {
content: '子弹:';
position: relative;
font-size: 18px;
top: -8px;
}
.bulletBox div {
margin-top: 20px;
cursor: help;
}
.propsBox {
border: 2px solid transparent;
border-left: 2px solid rgb(0, 136, 255);
padding: 15px;
margin-top: 20px;
position: fixed;
z-index: 99;
top: 120px;
left: 150px;
color: rgb(0, 76, 255);
transition: all .2s;
border-radius: 10px;
}
.propsBox:hover {
border: 2px solid rgb(0, 136, 255);
}
.propsBox::before {
content: '道具:';
position: relative;
font-size: 18px;
top: -8px;
}
.propsBox div {
width: 60px;
height: 60px;
background-image: url(resource/props.png);
background-repeat: no-repeat;
cursor: help;
}
.trainingCamp {
color: rgb(17, 156, 255);
}
</style>
</head>
<body>
<!-- 介绍 -->
<div class="introduceBox">
<div class="title">飞 机 大 战</div>
<div class="container"></div>
<div class="rule">
<p>点击进入 <a href="trainingCamp.html" target="_blank" class="trainingCamp">训练营</a> 试玩(无BOSS)</p>
<p>移动鼠标控制飞机的移动,滚动鼠标滚轮切换子弹</p>
<p>击败当前关卡内的所有BOSS,即可获得胜利</p>
<p>每种子弹各有特性,正确使用可以快速通关</p>
<p>鼠标指向左边展示的子弹或道具,会显示其信息</p>
<p>击败敌军有一定概率掉落道具(BOSS必定掉落)</p>
<p>右下角的进度会告诉你最后一个BOSS出现的时间</p>
<p>每逃走一个敌人扣除5点血量,BOSS逃走则会直接失败</p>
<p>自己与敌人相撞,双方会扣除5点血量,且自己暂时无敌</p>
<p>通关后关卡按钮会变色,指向它会展示该关卡最高得分</p>
</div>
<div class="bulletBox"></div>
<div class="propsBox"></div>
</div>
<!-- 背景音乐 -->
<audio muted src="resource/gameBG.ogg" class="BG_Audio"></audio>
<!-- 战斗 -->
<div class="fightingBox">
<img src="resource/self.png" class="self">
<div class="showCurrentInfo">
<div class="showScore">0</div>
血量 <progress value="30" min="0" max="30" class="blood" style="--color:rgb(255, 30, 30)"></progress><br>
攻击力 <progress value="10" min="0" max="30" class="attackPower"
style="--color:rgb(255, 85, 0)"></progress><br>
</div>
<div class="levelInfo">
<div class="mark"></div>
<progress min="0" style="--color:white"></progress>
</div>
</div>
<script src="js/main.js"></script>
</body>
</html>
* {
padding: 0px;
margin: 0px;
box-sizing: content-box;
}
body {
width: 100vw;
height: 100vh;
overflow: hidden;
background-size: cover;
background-position: 50% 0%;
user-select: none;
}
.self {
width: 80px;
height: auto;
position: absolute;
z-index: 9;
top: 85vh;
left: 50vw;
}
.self.Invincible {
filter: brightness(150%);
}
.selfBullet {
position: absolute;
z-index: 1;
}
.enemy {
position: absolute;
opacity: 0.95;
}
.enemySoldier {
position: absolute;
z-index: 2;
top: -30px;
animation: enemySoldier 16s linear forwards;
}
@keyframes enemySoldier {
100% {
top: 100vh;
}
}
.showCurrentInfo {
width: 180px;
height: 150px;
/* background-color: rgba(0, 106, 255, 0.5); */
position: fixed;
z-index: 99;
top: 0px;
left: 0px;
clip-path: polygon(0 0, 100% 0, 87% 100%, 0% 100%);
padding-right: 20px;
opacity: 0.9;
padding-left: 10px;
}
progress {
width: 60%;
height: 11px;
background: none;
transform: skew(-15deg);
margin-top: 15px;
opacity: 0.9;
border: 2px solid rgb(64, 64, 64);
padding: 2px;
}
progress::-webkit-progress-bar {
background-color: white;
/* background-color: transparent; */
}
progress::-webkit-progress-value {
background-color: var(--color);
/* background-color: rgb(0, 182, 254); */
}
.explosion {
width: 66px;
height: 66px;
background-image: url(../resource/explosion.png);
background-position-x: 0px;
background-repeat: no-repeat;
animation: explosion .3s steps(7) forwards;
position: absolute;
z-index: 9;
opacity: 0.9;
}
@keyframes explosion {
80% {
opacity: 0.9;
}
100% {
background-position-x: -462px;
opacity: 0.3;
}
}
.enemyBoss {
width: 360px;
height: 250px;
background-image: url(../resource/boss.png);
background-repeat: no-repeat;
transform: scale(0.7);
position: absolute;
top: -150px;
z-index: 9;
animation: enemyBoss 120s linear forwards;
}
@keyframes enemyBoss {
100% {
top: 90vh;
}
}
.enemyBossBullet {
width: 15px;
height: 34px;
background-image: url(../resource/bossBullet.png);
background-repeat: no-repeat;
position: absolute;
z-index: 8;
transition: all 1s linear;
}
.showScore {
width: 95%;
font-weight: 800;
margin-top: 10px;
border-bottom: 1px solid black;
padding-bottom: 10px;
}
.showScore::before {
content: '得分:';
}
.props {
width: 60px;
height: 60px;
background-image: url(../resource/props.png);
background-repeat: no-repeat;
position: absolute;
z-index: 99;
opacity: 0.9;
}
.promptStatus {
position: fixed;
z-index: 5;
top: 0;
left: 0;
height: 100vh;
width: 100vw;
}
.hint {
width: 100vw;
height: auto;
padding: 20px 0;
position: fixed;
z-index: 99;
top: 120px;
left: 0;
text-align: center;
font-size: 40px;
font-weight: 900;
font-family: cursive;
background-color: rgba(0, 0, 0, 0.2);
}
.levelInfo {
width: 150px;
height: 40px;
position: fixed;
bottom: 5px;
right: 5px;
}
.levelInfo::before {
content: 'BOSS进度';
position: absolute;
font-weight: 800;
top: 15px;
left: -75px;
}
.levelInfo progress {
width: 90%;
position: absolute;
top: 5px;
left: 5px;
border: 2px solid rgb(75, 75, 75);
padding: 0;
}
.levelInfo progress::-webkit-progress-bar {
background-color: rgb(0, 106, 255);
}
const self = document.querySelector('.self');
const body = document.body;
const windowWidth = window.innerWidth;
const showCurrentInfo = document.querySelector('.showCurrentInfo');
const showCurrentInfoAttackPower = document.querySelector('.showCurrentInfo .attackPower');
const showCurrentInfoBlood = document.querySelector('.showCurrentInfo .blood');
const showScore = document.querySelector('.showScore');
const levelInfo = document.querySelector('.levelInfo');
const levelInfoProgress = document.querySelector('.levelInfo progress');
let Invincible = false;
let additionalAttackPower = 0;
let doubleScore = false;
let strafingTimer;
let levelInfoProgressTimer;
let currentLevel = 0;
//输入一个最小值和最大值,则会返回两者之间的随机整数(包括两者)
const randomFunction = (min, max) => {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}
const hintCreate = (color, text, duration) => {
let hint = document.createElement('div');
hint.classList.add('hint');
hint.style.color = color;
body.appendChild(hint);
hint.innerHTML = text;
// 到达指定时间后移除此元素
setTimeout(() => hint.remove(), duration);
}
// 自己血量改变
const selfBloodChange = (val, duration) => {
// 如果val大于0,则血量直接加val
if (val > 0) {
showCurrentInfoBlood.value >= 30 ? showCurrentInfoBlood.value = 30 : showCurrentInfoBlood.value += parseInt(val);
// 血量条暂时变绿
showCurrentInfoBlood.style.setProperty('--color', 'rgb(0, 255, 21)');
// 恢复血量条初始颜色
setTimeout(() => showCurrentInfoBlood.style.setProperty('--color', 'rgb(255, 30, 30)'), 500);
} else {
// 如果是无敌时间则返回,不能减少血量
if (Invincible) return;
// 减少血量
showCurrentInfoBlood.value += parseInt(val);
// 如果val为0,则不提示血量状态减少
val && promptStatus('rgba(255, 0, 0, 0.3)', duration);
if (showCurrentInfoBlood.value <= 0) {
gameOver('很遗憾你失败了', false);
}
// 开启无敌
Invincible = true;
self.classList.add('Invincible');
// 到达对应时间解除无敌
setTimeout(() => {
Invincible = false;
self.classList.remove('Invincible');
}, duration);
}
}
// 提示状态
const promptStatus = (BG, duration) => {
let promptStatus = document.createElement('div');
promptStatus.classList.add('promptStatus');
promptStatus.style.background = `radial-gradient(ellipse, rgba(255, 255, 255, 0), rgba(255, 255, 255, 0), ${BG})`;
body.appendChild(promptStatus);
// 到达指定时间后移除此元素
setTimeout(() => promptStatus.remove(), duration);
}
// 自己的子弹信息列表
const selfBulletList = [
{
introduce: '普通子弹',
width: 35,
height: 35,
polygon: '50% 0, 100% 40%, 100% 100%, 50% 60%, 0 100%, 0 40%',
feature: [],
attackPower: 22,
color: 'rgb(0, 255, 128)'
},
{
introduce: '大号子弹',
width: 80,
height: 30,
polygon: '50% 0, 100% 40%, 100% 100%, 50% 60%, 0 100%, 0 40%',
feature: [],
attackPower: 19,
color: 'rgb(0, 255, 128)'
},
{
introduce: '穿透能力(击中敌人子弹不会消失)',
width: 40,
height: 35,
polygon: '0 100%, 50% 0, 100% 100%, 50% 70%',
feature: ['penetrate'],
attackPower: 6,
color: 'rgb(0, 149, 255)'
},
{
introduce: '攻击力最高',
width: 20,
height: 35,
polygon: '50% 0, 100% 40%, 100% 100%, 50% 60%, 0 100%, 0 40%',
feature: [],
attackPower: 26,
color: 'rgb(251, 56, 56)'
},
{
introduce: '幸运(增加道具掉落概率)',
width: 35,
height: 35,
polygon: '50% 0, 67% 33%, 100% 50%, 67% 67%, 50% 100%, 33% 67%, 0 50%, 33% 33%',
feature: ['lucky'],
attackPower: 19,
color: 'rgb(255, 174, 0)'
},
]
// 当前子弹的类型
let currentBulletNum = 0;
let currentBullet = selfBulletList[currentBulletNum];
// 滚动鼠标改变子弹类型
document.addEventListener('wheel', e => {
// 负数是向下滚动
if (e.wheelDeltaY < 0) {
currentBulletNum >= selfBulletList.length - 1 ? currentBulletNum = 0 : currentBulletNum++;
} else {
currentBulletNum <= 0 ? currentBulletNum = selfBulletList.length - 1 : currentBulletNum--;
}
// 改变当前子弹类型
currentBullet = selfBulletList[currentBulletNum];
// 更新攻击力显示
showCurrentInfoAttackPower.value = currentBullet.attackPower + additionalAttackPower;
});
// 创建自己的子弹
const selfBulletCreate = (changeLeft) => {
let bullet = document.createElement('div');
bullet.classList.add('selfBullet');
bullet.style.width = `${currentBullet.width}px`;
bullet.style.height = `${currentBullet.height}px`;
bullet.style.clipPath = `polygon(${currentBullet.polygon})`;
bullet.style.backgroundColor = currentBullet.color;
// 子弹的攻击力
bullet.setAttribute('attackPower', currentBullet.attackPower + additionalAttackPower);
// 添加该子弹的特性,如穿透等
currentBullet.feature.forEach(item => bullet.setAttribute(item, item));
body.appendChild(bullet);
// 子弹的初始位置
bullet.style.left = `${self.offsetLeft + self.clientWidth / 2 - bullet.clientWidth / 2}px`;
// 如果有这个参数,则重置子弹的左边距
if (changeLeft) bullet.style.left = `${changeLeft}px`;
bullet.style.top = `${self.offsetTop + self.clientHeight / 2 - bullet.clientHeight}px`;
// 使子弹运动(改变它的top)
bullet.style.transition = 'all 1s linear';
bullet.style.top =
`${self.offsetTop + self.clientHeight / 2 - bullet.clientHeight - window.outerHeight}px`;
// 过渡完成后移除子弹
// bullet.addEventListener('transitionend', e => e.target.remove());
setTimeout(() => bullet.remove(), 1100);
}
// 敌方小兵信息列表
const enemySoldierList = [{
src: 'resource/enemySoldier1.png',
blood: 10,
score: 10
},
{
src: 'resource/enemySoldier2.png',
blood: 20,
score: 20
},
{
src: 'resource/enemySoldier3.png',
blood: 30,
score: 30
},
{
src: 'resource/enemySoldier4.png',
blood: 40,
score: 40
},
{
src: 'resource/enemySoldier5.png',
blood: 50,
score: 50
}
]
// 创建敌人(小兵)
const enemySoldierCreate = () => {
let enemySoldier = document.createElement('img');
let random = randomFunction(0, 4);
enemySoldier.classList.add('enemy');
enemySoldier.classList.add('enemySoldier');
enemySoldier.setAttribute('src', enemySoldierList[random].src);
enemySoldier.setAttribute('blood', enemySoldierList[random].blood);
enemySoldier.setAttribute('score', enemySoldierList[random].score);
body.appendChild(enemySoldier);
// 随机左边距
enemySoldier.style.left = `${randomFunction(0, windowWidth - 100)}px`;
// css动画结束时,移除敌人(动画结束代表敌人逃走)
enemySoldier.addEventListener('animationend', e => {
e.target.remove();
// 血量减少5,无敌时间0秒
selfBloodChange(-5, 0);
promptStatus('rgba(255, 0, 0, 0.3)', 500);
});
}
// boss信息列表
const enemyBossList = [{
bossId: 0,
BGX: 0,
blood: 4000,
bullet: {
BGX: 0,
attackPower: 7,
},
score: 1000
}, {
bossId: 1,
BGX: -360,
blood: 4500,
bullet: {
BGX: -15,
attackPower: 6,
},
score: 1000
}, {
bossId: 2,
BGX: -720,
blood: 5000,
bullet: {
BGX: -30,
attackPower: 5,
},
score: 1000
}, {
bossId: 3,
BGX: -1080,
blood: 5500,
bullet: {
BGX: -45,
attackPower: 4,
},
score: 1000
}, {
bossId: 4,
BGX: -1440,
blood: 6000,
bullet: {
BGX: -60,
attackPower: 3,
},
score: 1000
}]
// 创建boss
const enemyBossCreate = () => {
let enemyBoss = document.createElement('div');
let random = randomFunction(0, 4);
enemyBoss.classList.add('enemy');
enemyBoss.classList.add('enemyBoss');
enemyBoss.style.backgroundPositionX = `${enemyBossList[random].BGX}px`;
enemyBoss.setAttribute('blood', enemyBossList[random].blood);
enemyBoss.setAttribute('bossId', enemyBossList[random].bossId);
enemyBoss.setAttribute('score', enemyBossList[random].score);
body.appendChild(enemyBoss);
enemyBoss.style.left = `${randomFunction(0, windowWidth - enemyBoss.offsetWidth)}px`;
// css动画结束时,移除敌人(动画结束代表boss逃走)
enemyBoss.addEventListener('animationend', e => {
e.target.remove();
// 血量清空,无敌时间0秒
selfBloodChange(-999, 0);
});
}
// 创建boss的子弹
const enemyBossBulletCreate = (num, top, left) => {
let enemyBossBullet = document.createElement('div');
enemyBossBullet.classList.add('enemyBullet');
enemyBossBullet.classList.add('enemyBossBullet');
enemyBossBullet.style.left = `${left}px`;
enemyBossBullet.style.top = `${top}px`;
// 使子弹运动(改变它的top)
enemyBossBullet.style.transition = `all ${Math.random() + 2.2}s linear`;
setTimeout(() => enemyBossBullet.style.top = `${top + window.outerHeight + 100}px`, 10);
enemyBossBullet.style.backgroundPositionX = `${enemyBossList[num].bullet.BGX}px`;
// boss子弹的攻击力
enemyBossBullet.setAttribute('attackPower', enemyBossList[num].bullet.attackPower);
body.appendChild(enemyBossBullet);
setTimeout(() => enemyBossBullet.remove(), 4000);
}
// 判断两个元素是否碰撞
function ifCollision(element1, element2) {
var rect1 = element1.getBoundingClientRect();
var rect2 = element2.getBoundingClientRect();
return !(rect1.right < rect2.left || rect1.left > rect2.right || rect1.bottom < rect2.top || rect1.top > rect2.bottom);
}
document.addEventListener('mousemove', e => {
if (!self) return;
// 使自己的飞机跟随鼠标
self.style.top = `${e.clientY - self.offsetHeight / 2}px`;
self.style.left = `${e.clientX - self.offsetWidth / 2}px`;
});
// 创建爆炸效果
const explosionCreate = (top, left) => {
let explosion = document.createElement('div');
explosion.classList.add('explosion');
explosion.style.top = `${top}px`;
explosion.style.left = `${left}px`;
body.appendChild(explosion);
// css动画结束时,移除
explosion.addEventListener('animationend', e => e.target.remove());
}
// 道具列表
const propsList = [
{
introduce: '增加攻击力道具',
propsId: 0,
BGX: 0,
propsFunction() {
// 增加攻击力
additionalAttackPower = 8;
// 更新攻击力显示
showCurrentInfoAttackPower.value = currentBullet.attackPower + additionalAttackPower;
// 恢复原始攻击力
setTimeout(() => {
additionalAttackPower = 0;
// 更新攻击力显示
showCurrentInfoAttackPower.value = currentBullet.attackPower + additionalAttackPower;
}, 6000);
}
},
{
introduce: '无敌时间道具',
propsId: 1,
BGX: -60,
propsFunction() {
// 借用selfBloodChange函数,不减少血量,无敌时间为6秒
selfBloodChange(0, 6000);
promptStatus('rgba(255, 157, 0, 0.3)', 6000);
}
},
{
introduce: '血量增加道具',
propsId: 2,
BGX: -120,
propsFunction() {
// 增加血量
selfBloodChange(10, 0);
promptStatus('rgba(0, 255, 55, 0.3)', 500);
}
},
{
introduce: '双倍得分道具',
propsId: 3,
BGX: -180,
propsFunction() {
// 开启双倍得分
doubleScore = true;
// 关闭双倍得分
setTimeout(() => doubleScore = false, 6000);
}
},
{
introduce: '增加子弹道具',
propsId: 4,
BGX: -240,
propsFunction() {
// 如果有定时器,则先清除上一个
strafingTimer && clearInterval(strafingTimer);
// 在侧翼发射子弹
strafingTimer = setInterval(() => {
selfBulletCreate(self.offsetLeft - currentBullet.width / 2);
selfBulletCreate(self.offsetLeft + self.offsetWidth - currentBullet.width / 2);
}, 200);
// 停止发射
setTimeout(() => {
clearInterval(strafingTimer);
}, 6000);
}
}
]
// 创建道具
const propsCreate = (top, left) => {
let props = document.createElement('div');
let random = randomFunction(0, 4);
props.classList.add('props');
props.style.top = `${top}px`;
props.style.left = `${left}px`;
props.style.backgroundPositionX = `${propsList[random].BGX}px`;
props.setAttribute('propsId', propsList[random].propsId);
body.appendChild(props);
// 添加鼠标进入事件,触发相应的道具函数
props.addEventListener('mouseenter', e => {
propsList[e.target.getAttribute('propsId')].propsFunction();
e.target.remove();
});
// 如果十秒内没有拾起道具,则道具消失
setTimeout(() => props.remove(), 10000);
}
// 游戏关卡设置
const level = [{
// 小兵来袭时间和持续时间
enemySoldier: [
// 第1波小兵来袭时间、持续时间
[8000, 2000]
],
// boss来袭时间
enemyBoss: [5000]
},
{
enemySoldier: [
// 第1波小兵来袭时间、持续时间
[10000, 2000],
// 第2波小兵来袭时间、持续时间
[30000, 2000]
],
enemyBoss: [5000, 40000]
},
{
enemySoldier: [
[2000, 3000],
[10000, 3000],
[2000, 2000],
[30000, 4000],
[40000, 3000],
[50000, 3000]
],
enemyBoss: [5000, 60000]
},
{
enemySoldier: [
[2000, 3000],
[10000, 3000],
[2000, 3000],
[30000, 2000],
[40000, 3000],
[70000, 3000],
[90000, 3000]
],
enemyBoss: [5000, 60000, 100000]
},
{
enemySoldier: [
[2000, 3000],
[10000, 3000],
[2000, 2000],
[30000, 3000],
[40000, 3000],
[50000, 3000],
[70000, 2000],
[90000, 3000],
[120000, 3000],
[140000, 3000]
],
enemyBoss: [5000, 60000, 100000, 150000]
},
{
enemySoldier: [
[2000, 3000],
[10000, 3000],
[2000, 2000],
[30000, 3000],
[40000, 3000],
[50000, 2000],
[60000, 3000],
[80000, 3000],
[90000, 3000],
[130000, 2000],
[150000, 3000],
[170000, 3000]
],
enemyBoss: [5000, 60000, 100000, 150000, 200000]
},
{
enemySoldier: [
[2000, 2000],
[10000, 4000],
[20000, 3000],
[30000, 3000],
[40000, 2000],
[50000, 4000],
[70000, 4000],
[80000, 2000],
[90000, 4000],
[120000, 4000],
[130000, 2000],
[140000, 2000],
[160000, 4000],
[170000, 2000],
[190000, 4000],
[210000, 2000],
[230000, 3000]
],
enemyBoss: [5000, 60000, 100000, 150000, 200000, 240000]
}
]
// 开始游戏
function gameStart(num) {
// 初始化
currentLevel = num;
// 初始化攻击力
showCurrentInfoAttackPower.value = currentBullet.attackPower;
showCurrentInfoAttackPower.setAttribute('max', 40);
// 创建敌人小兵
setInterval(enemySoldierCreate, 1000);
// 所有的碰撞检测
setInterval(() => {
// 检测自己的子弹与敌人是否碰撞
let allEnemy = document.querySelectorAll('.enemy');
let allSelfBullet = document.querySelectorAll('.selfBullet');
// 循环嵌套
allEnemy.forEach(enemy => {
allSelfBullet.forEach(selfBullet => {
if (ifCollision(enemy, selfBullet)) {
// 爆炸效果
explosionCreate(selfBullet.offsetTop, selfBullet.offsetLeft);
// 如果没有penetrate(穿透)这个属性,则移除子弹
selfBullet.getAttribute('penetrate') || selfBullet.remove();
// 减少敌人血量
enemy.setAttribute('blood', parseInt(enemy.getAttribute('blood')) - parseInt(selfBullet.getAttribute('attackPower')));
// 如果敌人的血量低于或等于0,则移除敌人
if (enemy.getAttribute('blood') <= 0) {
// 如果是boss,则必定掉落一个道具
enemy.classList.contains('enemyBoss') && propsCreate(enemy.offsetTop + enemy.offsetHeight / 2, enemy.offsetLeft + enemy.offsetWidth / 2);
// 根据是否开启双倍得分,来判断此次加分
showScore.innerHTML = parseInt(showScore.innerHTML) + (doubleScore ? parseInt(enemy.getAttribute('score')) * 2 : parseInt(enemy.getAttribute('score')));
// 一定概率掉落道具,如果子弹有lucky(幸运)这个属性,则增加道具掉落概率
if (Math.random() < (selfBullet.getAttribute('lucky') ? 0.25 : 0.1)) propsCreate(enemy.offsetTop, enemy.offsetLeft);
enemy.remove();
}
}
});
});
// 检测自已与敌人是否碰撞
allEnemy.forEach(enemy => {
if (ifCollision(enemy, self)) {
// 双方身上的爆炸效果
explosionCreate(enemy.offsetTop + enemy.offsetHeight / 2, enemy.offsetLeft + enemy.offsetWidth / 3);
explosionCreate(self.offsetTop, self.offsetLeft);
// 血量减少5,无敌时间1500毫秒
selfBloodChange(-5, 1500);
// 减少敌人血量
enemy.setAttribute('blood', parseInt(enemy.getAttribute('blood')) - 5);
enemy.getAttribute('blood') <= 0 && enemy.remove();
}
});
// 检测自己与敌人的子弹是否碰撞
let allEnemyBullet = document.querySelectorAll('.enemyBullet');
allEnemyBullet.forEach(bullet => {
if (ifCollision(bullet, self)) {
explosionCreate(bullet.offsetTop, bullet.offsetLeft);
// 血量减少,无敌时间1000毫秒
selfBloodChange(-(bullet.getAttribute('attackPower')), 1000);
// 移除敌人的子弹
bullet.remove();
}
});
// 判断敌人的子弹与自己的子弹是否碰撞
allSelfBullet.forEach(selfBullet => {
allEnemyBullet.forEach(enemyBullet => {
if (ifCollision(selfBullet, enemyBullet)) {
explosionCreate(selfBullet.offsetTop, selfBullet.offsetLeft);
// 清除双方子弹
selfBullet.remove();
enemyBullet.remove();
}
});
});
}, 100);
// 创建自己的子弹
setInterval(selfBulletCreate, 90);
// 创建boss的子弹
setInterval(() => {
let allBoss = document.querySelectorAll('.enemyBoss');
// 如果没有boss,则返回
if (allBoss.length <= 0) return;
allBoss.forEach(boss => {
let bossAttr = boss.getBoundingClientRect();
// boss发射的三颗子弹
enemyBossBulletCreate(boss.getAttribute('bossId'), bossAttr.top + bossAttr.height / 2, bossAttr.left);
enemyBossBulletCreate(boss.getAttribute('bossId'), bossAttr.bottom - 20, bossAttr.left + bossAttr.width / 2 - 7.5);
enemyBossBulletCreate(boss.getAttribute('bossId'), bossAttr.top + bossAttr.height / 2, bossAttr.right - 15);
});
}, 900);
let raidTimer;
// 创建敌人小兵
for (let i = 0; i < level[num].enemySoldier.length; i++) {
setTimeout(() => {
hintCreate('rgb(255, 46, 46)', '一大波敌人来袭', 2000);
// 开启创建小兵的定时器
raidTimer = setInterval(enemySoldierCreate, 300);
// 清除创建小兵的定时器
setTimeout(() => clearInterval(raidTimer), level[num].enemySoldier[i][1]);
}, level[num].enemySoldier[i][0]);
}
// 创建boss
for (let i = 0; i < level[num].enemyBoss.length; i++) {
// 创建boss
setTimeout(() => {
hintCreate('rgb(255, 46, 46)', 'BOSS来袭', 2000);
enemyBossCreate();
}, level[num].enemyBoss[i]);
}
// 最后一个boss出现的时间
let lastBoss = level[num].enemyBoss[level[num].enemyBoss.length - 1];
// 设置关卡进度条
levelInfoProgress.value = lastBoss;
levelInfoProgress.setAttribute('max', lastBoss);
// 持续增加关卡进度(减少进度值)
levelInfoProgressTimer = setInterval(() => {
levelInfoProgress.value -= 500;
// 停止定时器
if (levelInfoProgress.value <= 0) {
clearInterval(levelInfoProgressTimer);
// 判断是否胜利
setInterval(() => {
// 获取所有boss
let allBoss = document.querySelectorAll('.enemyBoss');
// 如果没有boss,则胜利
if (allBoss.length <= 0) gameOver('恭喜你胜利了', true);
}, 500);
}
}, 500);
}
// 游戏关卡胜利记录
const victoryRecord = localStorage.getItem('airplane_wars_victory_record') ? JSON.parse(localStorage.getItem('airplane_wars_victory_record')) : [];
for (let i = 0; i < level.length; i++) {
// 如果victoryRecord元素不够,则添加
victoryRecord.length >= level.length || victoryRecord.push(false);
}
// 游戏最高得分记录
const scoreRecord = localStorage.getItem('airplane_wars_score_record') ? JSON.parse(localStorage.getItem('airplane_wars_score_record')) : [];
for (let i = 0; i < level.length; i++) {
// 如果scoreRecord元素不够,则添加
scoreRecord.length >= level.length || scoreRecord.push(0);
}
// 游戏结束
function gameOver(text, ifVictory) {
setTimeout(() => {
alert(`${text},最终分数:${showScore.innerHTML}`);
location.reload();
}, 100);
// 如果胜利了
if (ifVictory) {
// 则把当前关卡的索引变为true
victoryRecord[currentLevel] = true;
// 更新localStorage数据
localStorage.setItem('airplane_wars_victory_record', JSON.stringify(victoryRecord));
// 如果本次得分更高,则替换数据
if (showScore.innerHTML > scoreRecord[currentLevel]) {
scoreRecord[currentLevel] = showScore.innerHTML;
localStorage.setItem('airplane_wars_score_record', JSON.stringify(scoreRecord));
}
}
}
// 飞机大战-4.0
// 渲染index.html画面
const container = document.querySelector('.container');
const rule = document.querySelector('.rule');
const ruleP = document.querySelectorAll('.rule p');
const bulletBox = document.querySelector('.bulletBox');
const propsBox = document.querySelector('.propsBox');
const BG_Audio = document.querySelector('.BG_Audio');
const introduceBox = document.querySelector('.introduceBox');
const fightingBox = document.querySelector('.fightingBox');
// 遍历关卡个数,创建a标签
for (let i = 0; i < level.length; i++) {
let btn = document.createElement('button');
btn.innerHTML = `第${i + 1}关`;
btn.style.animation = `containerA ${Math.random() + 1}s`;
btn.setAttribute('href', `${i}.html`);
btn.setAttribute('target', '_blank');
container.appendChild(btn);
}
// 为文字添加动画
ruleP.forEach(item => item.style.animation = `containerA ${Math.random() + 1}s`);
// 子弹介绍
selfBulletList.forEach(item => {
let bullet = document.createElement('div');
bullet.classList.add('bullet');
bullet.style.width = `${item.width}px`;
bullet.style.height = `${item.height}px`;
bullet.style.clipPath = `polygon(${item.polygon})`;
bullet.style.backgroundColor = item.color;
bullet.setAttribute('title', `${item.introduce},攻击力:${item.attackPower},宽度${item.width}`);
bulletBox.appendChild(bullet);
});
// 道具介绍
propsList.forEach(item => {
let props = document.createElement('div');
props.style.backgroundPositionX = `${item.BGX}px`;
props.setAttribute('title', item.introduce);
propsBox.appendChild(props);
});
// 获取已完成关卡胜利的记录
const victoryArr = localStorage.getItem('airplane_wars_victory_record') ? JSON.parse(localStorage.getItem('airplane_wars_victory_record')) : [];
const containerBtn = document.querySelectorAll('.container button');
// 如果为true,则为当前a标签添加finish类
victoryArr.forEach((item, index) => item && containerBtn[index].classList.add('finish'));
// 关卡最高分记录
const scoreArr = localStorage.getItem('airplane_wars_score_record') ? JSON.parse(localStorage.getItem('airplane_wars_score_record')) : [];
// 为每个a标签添加title,显示本关卡的最高得分
scoreArr.forEach((item, index) => item && containerBtn[index].setAttribute('title', `最高得分:${item}`));
// 隐藏展示战斗的页面
fightingBox.style.display = 'none';
// 为每个按钮添加事件
containerBtn.forEach((item, index) => {
item.addEventListener('click', () => {
// 点击播放背景音乐
BG_Audio.muted = false;
BG_Audio.autoplay = true;
BG_Audio.loop = true;
BG_Audio.play();
// 隐藏介绍的页面
introduceBox.style.display = 'none';
// 显示战斗的画面
fightingBox.style.display = 'block';
// 开始游戏
gameStart(index);
});
});
// 移动端操作
const mobileCSS = document.querySelector('link.mobileCSS');
const myResize = () => {
let userAgentInfo = navigator.userAgent;
const Agents = ["Android", "iPhone", "symbianOS", "Windows Phone", "iPad", "iPod"]
for (let i = 0; i < Agents.length; i++) {
if (userAgentInfo.indexOf(Agents[i]) > 0) {
// 是移动端
// 添加移动端的CSS,让物体大小适应屏幕
mobileCSS.setAttribute('href', 'css/mobile.css');
break;
}
// 电脑端
}
}
myResize();
// 手指操作飞机
document.addEventListener('touchmove', e => {
if (!self) return;
// 使自己的飞机跟随鼠标
self.style.top = `${e.targetTouches[0].clientY - self.offsetHeight / 2}px`;
self.style.left = `${e.targetTouches[0].clientX - self.offsetWidth / 2}px`;
});