js坦克大战以实现炮弹击中目标消失并且记分
话不多说
下载下面的代码包就能看到效果,
效果图:
js代码如下:/**初始化*/<br>
var shell=document.getElementById('tk');<br>
shell.innerHTML='<div></div>';<br>
var w=shell.offsetWidth;h=shell.offsetHeight;<br>
/**初始化*/<br>
function keyDown(e) { <br>
var keycode = e.which; <br>
remove(keycode,2);//坦克移动<br>
if(keycode=='32'){//发射子弹<br>
zidan();<br>
}<br>
}<br>
<br>
function keyUp(e){//键位弹起时候记录最后按下方向键,并将其储存到class中去<br>
var keycode = e.which; shell_1=document.getElementById('shell_1');<br>
<br>
if(keycode=='37' || keycode=='38' || keycode=='39' || keycode=='40'){<br>
shell_1.className='qin'+keycode;<br>
}<br>
<br>
}<br>
/**键位监听*/<br>
document.onkeydown = keyDown;<br>
document.onkeyup = keyUp;<br>
/**键位监听*/<br>
function remove(code,su){//玩家坦克移动函数<br>
var shell_1=document.getElementById('shell_1');<br>
var l;<br>
if(code=='37'){//左移<br>
l=shell_1.style.marginLeft;<br>
l=parseInt(l);<br>
if(l>0){<br>
shell_1.style.marginLeft=(l-su)+'px';<br>
}<br>
}<br>
<br>
if(code=='38'){//上移<br>
l=shell_1.style.marginTop;<br>
l=parseInt(l);<br>
if(l>0){<br>
shell_1.style.marginTop=(l-su)+'px';<br>
}<br>
}<br>
<br>
if(code=='39'){//右移<br>
l=shell_1.style.marginLeft;<br>
l=parseInt(l);<br>
if(l
shell_1.style.marginLeft=(l+su)+'px';<br>
}<br>
}<br>
<br>
if(code=='40'){//下移<br>
l=shell_1.style.marginTop;<br>
l=parseInt(l);<br>
if(l
shell_1.style.marginTop=(l+su)+'px';<br>
}<br>
}<br>
<br>
}<br>
<br>
function zidan(){//玩家坦克子弹函数<br>
/**获取子弹初始位置*/<br>
var che=document.getElementById('shell_1');<br>
var l=che.style.marginLeft;<br>
var t=che.style.marginTop;<br>
var html=shell.innerHTML;//获取原有html<br>
/**获取子弹初始位置*/<br>
<br>
var myDate = new Date();<br>
var myid=myDate.getTime(); <br>
<br>
/**创建初始子弹*/<br>
shell.innerHTML=html+'<div></div>';<br>
/**建立初始子彈*/<br>
<br>
/**取得子彈的運行方向*/<br>
var fx=che.className;//子彈方向只能在子彈初始的時候取得<br>
/**取得子彈的運行方向*/<br>
<br>
<br>
<br>
<br>
var set=setInterval(function(){<br>
<br>
var zd=document.getElementById(myid);//取得子彈<br>
<br>
if(fx=='qin39'){//子彈向右<br>
var ls=zd.style.marginLeft;<br>
ls=parseInt(ls);<br>
<br>
if(ls<w></w>
zd.style.marginLeft=(ls+1)+'px';<br>
}else{<br>
rezidan(myid);<br>
clearInterval(set);<br>
}<br>
}<br>
if(fx=='qin37'){//子彈向左<br>
var ls=zd.style.marginLeft;<br>
ls=parseInt(ls);<br>
if(ls>0){ <br>
zd.style.marginLeft=(ls-1)+'px';<br>
}else{<br>
rezidan(myid);<br>
clearInterval(set);<br>
}<br>
}<br>
if(fx=='qin38'){//子彈向上<br>
var ls=zd.style.marginTop;<br>
ls=parseInt(ls);<br>
if(ls>0){ <br>
zd.style.marginTop=(ls-1)+'px';<br>
}else{<br>
rezidan(myid);<br>
clearInterval(set);<br>
}<br>
}<br>
if(fx=='qin40'){//子彈向下<br>
var ls=zd.style.marginTop;<br>
ls=parseInt(ls);<br>
if(ls<h></h>
zd.style.marginTop=(ls+1)+'px';<br>
}else{<br>
rezidan(myid);<br>
clearInterval(set);<br>
}<br>
}<br>
<br>
},10);<br>
<br>
}<br>
<br>
<br>
function rezidan(id){//删除子弹函数或者坦克<br>
var child=document.getElementById(id);<br>
if(child){<br>
shell.removeChild(child);<br>
}<br>
}<br>
<br>
<br>
//**电脑坦克*/<br>
<br>
function ran(){//随机1到4的方位函数<br>
var kwc=Math.ceil(Math.random()*10);<br>
var kwv;<br>
if(kwc%4==0){kwv=1;}<br>
if(kwc%4==1){kwv=2;}<br>
if(kwc%4==2){kwv=3;}<br>
if(kwc%4==3){kwv=4;}<br>
return kwv;<br>
}<br>
<br>
<br>
<br>
function rantanke(){//随机创建敌方坦克<br>
<br>
<br>
<br>
/**初始坦克随机出现位置*/<br>
var html=shell.innerHTML;//获取原有html<br>
var t=Math.random()*1000;<br>
var l=Math.random()*1000;<br>
<br>
if(t>h){t=(t-h)+'px';}else{t=t+'px';}//判断坦克不会超出边界太远<br>
if(l>w){l=(l-w)+'px';}else{l=l+'px';}//判断坦克不会超出边界太远<br>
/**初始坦克随机出现位置*/<br>
<br>
<br>
<br>
var myDate = new Date();<br>
var myid=myDate.getTime();<br>
/**创建坦克*/<br>
shell.innerHTML=html+'<div></div>';<br>
/**創建坦克*/<br>
<br>
var setz=setInterval(function(){<br>
/**被擊中*/ <br>
var ztk=document.getElementById(myid);dt=ztk.style.marginTop;dl=ztk.style.marginLeft;<br>
dt=parseInt(dt);dl=parseInt(dl); <br>
var zidanob=document.getElementsByClassName('zidan');<br>
if(zidanob.length!=0){ <br>
for(i=0;i<zidanob.length></zidanob.length>
var zt=zidanob[i].style.marginTop;<br>
var zl=zidanob[i].style.marginLeft;<br>
zt=parseInt(zt);zl=parseInt(zl);<br>
if(zt>dt&&ztdl&&zl
zidanob[i].style.display='none';//隱藏子彈<br>
zidanob[i].className='';//當子彈碰撞後消除子彈的類別以防止下次繼續擊中敵方坦克<br>
rezidan(myid);//刪除被擊中坦克<br>
清除間隔(setz); //刪除&戰車的時間函數<br>
fensu();//記錄分數<br>
} <br>
}<br>
}<br>
/**&*/ <br>
var classz=ztk.className;<br>
var oArr = classz.split("""");<br>
var fwz;//每次執行易卜程式碼FWZ就清空,fwz是方向判斷變數<br>
<br>
<br>
if(classz){//判斷是否為&後第一次移動<br>
<br>
if(oArr[0]=='qinr'){//持續向右移動50次<br>
if(parseInt(oArr[1])
var lz=ztk.style.marginLeft;<br>
lz=parseInt(lz);<br> if(lz<w></w>
ztk.style.marginLeft=(lz+2)+'px';<br>
}else{<br>
fwz=ran();//撞牆重新選定方位<br>
}<br>
var clsaa=parseInt(oArr[1])+1;<br>
ztk.className='qinr '+clsaa;<br>
}else{<br>
fwz=ran();//重新選取方位<br>
}<br>
}<br>
<br>
<br>
if(oArr[0]=='qinl'){//持續以左移50次<br>
if(parseInt(oArr[1])
var lz=ztk.style.marginLeft;<br>
lz=parseInt(lz);<br>
if(lz>0){<br>
ztk.style.marginLeft=(lz-2)+'px' ztk.style.marginLeft=(lz-2)+'px' <br>
}else{<br>
fwz=ran();//撞牆重新選定方位 <br>位
}<br>
var clsaa=parseInt(oArr[1])+1;<br>
ztk.className='qinl '+clsaa;<br>
}else{<br>
fwz=ran();//重新選取方位<br>
}<br>
}<br>
<br>
<br> if(oArr[0]=='qint'){//持續向上移動50次<br>
if(parseInt(oArr[1])
var lz=ztk.style.marginTop;<br>
lz=parseInt(lz);<br>
if(lz>0){ <br>
ztk.style.marginTop=(lz-2)+'px';
}else{<br>
fwz=ran();//撞牆重新選定方位 <br>
}<br>
var clsaa=parseInt(oArr[1])+1;<br>
ztk.className='qint '+clsaa;<br>
}else{<br>
fwz=ran();//重新選取方位<br>
}<br>
}<br>
<br>
if(oArr[0]=='qinf'){//持續向下移動50次<br>
if(parseInt(oArr[1])
var lz=ztk.style.marginTop;<br>
lz=parseInt(lz);<br>
if(lz<h></h>
ztk.style.marginTop=(lz+2)+'px';<br>
}else{<br>
fwz=ran();//撞牆重新選定方位 <br>位
}<br>
var clsaa=parseInt(oArr[1])+1;<br>
ztk.className='qinf '+clsaa;<br>
}else{<br>
fwz=ran();//重新選取方位<br> }<br>
}<br>
<br>
}else{<br>
fwz=ran();//方位函數<br>
}<br>
<br>
<br>
<br>
<br>
if(fwz==2){//方位值為2就執行向右移動<br>
var lz=ztk.style.marginLeft;<br>
lz=parseInt(lz);<br>
ztk.style.marginLeft=(lz+2)+'px'; <br>
ztk.className='qinr 1';<br>
}<br>
<br>
if(fwz==3){//方位值為3位執行向左移<br>
var lz=ztk.style.marginLeft;<br>
lz=parseInt(lz);<br>
ztk.style.marginLeft=(lz-2)+'px';<br>
ztk.className='qinl 1';<br>
}<br>
<br>
if(fwz==1){//方位值為1就執行向上移動<br>
var lz=ztk.style.marginTop;<br>
lz=parseInt(lz);<br>
ztk.style.marginTop=(lz-2)+'px';<br>
ztk.className='qint 1';<br>
}<br>
<br>
if(fwz==4){//方位值為4就執行向下移動<br>
var lz=ztk.style.marginTop;<br>
lz=parseInt(lz);<br>
ztk.style.marginTop=(lz+2)+'px';<br>
ztk.className='qinf 1';<br>
}<br>
},50);<br>
<br>
}<br>
function fensu(){//記分函數<br>
var ob=document.getElementById('fs');<br> var s=ob.innerText;<br>
s=parseInt(s);<br>
s=s+1;<br>
ob.innerText=s;<br>
}
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