functionEnemy(container,bullets,myplan,middleEnemy,maxEnemy,score){this.container =container;this.img = "images/enemy1_fly_1.png";this.createTime = 600; //创建敌机的间隔时间
this.bullets =bullets;this.dieImg = "images/enemy1_fly_3.gif";this.width = 34; //敌机的宽度
this.height = 24; //敌机的高度
this.myplan =myplan;this.count = 1; //小型敌机创建个数
this.dieCount = 1; //敌机消灭需子弹打击次数
this.middleEnemy =middleEnemy;this.maxEnemy =maxEnemy;this.score =score;
}
Enemy.prototype={
init:function(){var that = this;var middleEnemy = this.middleEnemy;var maxEnemy = this.maxEnemy;var count = 0;
setInterval(function(){
that.create();
count++;if(count % 5 == 0){
middleEnemy.create();
}if(count % 30 == 0){
maxEnemy.create();
count= 1;
}
},this.createTime);
},
create:function(){this.enemy = document.createElement("img");this.enemy.src = this.img;var enemyX = Math.random() * (this.container.offsetWidth - this.width);var enemyY = -1 * this.height;this.enemy.style.cssText = "position:absolute; left:" + enemyX + "px; top:" + enemyY + "px;";this.container.appendChild(this.enemy);var enemy = this.enemy;this.data_hitCount = 0;var container = this.container;var bullets = this.bullets;var dieImg = this.dieImg;var myplan = this.myplan;var plan = this.myplan.plan;var createBullets = this.myplan.createBullets;var dieCount = this.dieCount;var isremove = true; //是否可以移除敌机
var score = this.score;var that = this;this.enemy.timer = setInterval(function(){
enemy.style.top= enemy.offsetTop + 3 + "px";for(var i = 0; i < bullets.length; i++){if(bullets[i].offsetLeft + bullets[i].offsetWidth > enemy.offsetLeft && bullets[i].offsetLeft < enemy.offsetLeft +enemy.offsetWidth){if(bullets[i].offsetTop + bullets[i].offsetHeight > enemy.offsetTop && bullets[i].offsetTop < enemy.offsetTop + enemy.offsetHeight &&isremove){if(i == 0){
plan.src= "images/myover.gif";
container.οnmοusemοve= null;
clearInterval(myplan.createTimer);
gameOver();
}else{
container.removeChild(bullets[i]);
bullets.remove(bullets[i]);
that.data_hitCount++;if(that.data_hitCount ==dieCount){
isremove= false;
enemy.src=dieImg;
getScore(dieCount);
setTimeout(function(){
container.removeChild(enemy);
},300);
}
}
}
}
}if(enemy.offsetTop >=container.offsetHeight){
container.removeChild(enemy);
clearInterval(enemy.timer);
}
},30);
}
}