battlecity/js/main.js

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JavaScript
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2016-11-29 23:42:29 +08:00
var ctx;//2d画布
var wallCtx;//地图画布
var grassCtx;//草地画布
var tankCtx;//坦克画布
var overCtx;//结束画布
var menu = null;//菜单
var stage = null;//舞台
var map = null;//地图
var player1 = null;//玩家1
var player2 = null;//玩家2
var prop = null;
var enemyArray = [];//敌方坦克
var bulletArray = [];//子弹数组
var keys = [];//记录按下的按键
var crackArray = [];//爆炸数组
var gameState = GAME_STATE_MENU;//默认菜单状态
var level = 1;
var maxEnemy = 20;//敌方坦克总数
var maxAppearEnemy = 5;//屏幕上一起出现的最大数
var appearEnemy = 0; //已出现的敌方坦克
var mainframe = 0;
var isGameOver = false;
var overX = 176;
var overY = 384;
var emenyStopTime = 0;
var homeProtectedTime = -1;
var propTime = 300;
$(document).ready(function(){
initScreen();
initObject();
setInterval(gameLoop,20);
});
function initScreen(){
var canvas = $("#stageCanvas");
ctx = canvas[0].getContext("2d");
canvas.attr({"width":SCREEN_WIDTH});
canvas.attr({"height":SCREEN_HEIGHT});
wallCtx = $("#wallCanvas")[0].getContext("2d");
grassCtx = $("#grassCanvas")[0].getContext("2d");
$("#wallCanvas").attr({"width":SCREEN_WIDTH});
$("#wallCanvas").attr({"height":SCREEN_HEIGHT});
$("#grassCanvas").attr({"width":SCREEN_WIDTH});
$("#grassCanvas").attr({"height":SCREEN_HEIGHT});
tankCtx = $("#tankCanvas")[0].getContext("2d");
$("#tankCanvas").attr({"width":SCREEN_WIDTH});
$("#tankCanvas").attr({"height":SCREEN_HEIGHT});
overCtx = $("#overCanvas")[0].getContext("2d");
$("#overCanvas").attr({"width":SCREEN_WIDTH});
$("#overCanvas").attr({"height":SCREEN_HEIGHT});
$("#canvasDiv").css({"width":SCREEN_WIDTH});
$("#canvasDiv").css({"height":SCREEN_HEIGHT});
$("#canvasDiv").css({"background-color":"#000000"});
}
function initObject(){
menu = new Menu(ctx);
stage = new Stage(ctx,level);
map = new Map(wallCtx,grassCtx);
player1 = new PlayTank(tankCtx);
player1.x = 129 + map.offsetX;
player1.y = 385 + map.offsetY;
player2 = new PlayTank(tankCtx);
player2.offsetX = 128; //player2的图片x与图片1相距128
player2.x = 256 + map.offsetX;
player2.y = 385 + map.offsetY;
appearEnemy = 0; //已出现的敌方坦克
enemyArray = [];//敌方坦克
bulletArray = [];//子弹数组
keys = [];//记录按下的按键
crackArray = [];//爆炸数组
isGameOver = false;
overX = 176;
overY = 384;
overCtx.clearRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
emenyStopTime = 0;
homeProtectedTime = -1;
propTime = 1000;
}
function gameLoop(){
switch(gameState){
case GAME_STATE_MENU:
menu.draw();
break;
case GAME_STATE_INIT:
stage.draw();
if(stage.isReady == true){
gameState = GAME_STATE_START;
}
break;
case GAME_STATE_START:
drawAll();
if(isGameOver ||(player1.lives <=0 && player2.lives <= 0)){
gameState = GAME_STATE_OVER;
map.homeHit();
PLAYER_DESTROY_AUDIO.play();
}
if(appearEnemy == maxEnemy && enemyArray.length == 0){
gameState = GAME_STATE_WIN;
}
break;
case GAME_STATE_WIN:
nextLevel();
break;
case GAME_STATE_OVER:
gameOver();
break;
}
}
$(document).keydown(function(e){
switch(gameState){
case GAME_STATE_MENU:
if(e.keyCode == keyboard.ENTER){
gameState = GAME_STATE_INIT;
//只有一个玩家
if(menu.playNum == 1){
player2.lives = 0;
}
}else{
var n = 0;
if(e.keyCode == keyboard.DOWN){
n = 1;
}else if(e.keyCode == keyboard.UP){
n = -1;
}
menu.next(n);
}
break;
case GAME_STATE_START:
if(!keys.contain(e.keyCode)){
keys.push(e.keyCode);
}
//射击
if(e.keyCode == keyboard.SPACE && player1.lives > 0){
player1.shoot(BULLET_TYPE_PLAYER);
}else if(e.keyCode == keyboard.ENTER && player2.lives > 0){
player2.shoot(BULLET_TYPE_ENEMY);
}else if(e.keyCode == keyboard.N){
nextLevel();
}else if(e.keyCode == keyboard.P){
preLevel();
}
break;
}
});
$(document).keyup(function(e){
keys.remove(e.keyCode);
});
function initMap(){
map.setMapLevel(level);;
map.draw();
drawLives();
}
function drawLives(){
map.drawLives(player1.lives,1);
map.drawLives(player2.lives,2);
}
function drawBullet(){
if(bulletArray != null && bulletArray.length > 0){
for(var i=0;i<bulletArray.length;i++){
var bulletObj = bulletArray[i];
if(bulletObj.isDestroyed){
bulletObj.owner.isShooting = false;
bulletArray.removeByIndex(i);
i--;
}else{
bulletObj.draw();
}
}
}
}
function keyEvent(){
if(keys.contain(keyboard.W)){
player1.dir = UP;
player1.hit = false;
player1.move();
}else if(keys.contain(keyboard.S)){
player1.dir = DOWN;
player1.hit = false;
player1.move();
}else if(keys.contain(keyboard.A)){
player1.dir = LEFT;
player1.hit = false;
player1.move();
}else if(keys.contain(keyboard.D)){
player1.dir = RIGHT;
player1.hit = false;
player1.move();
}
if(keys.contain(keyboard.UP)){
player2.dir = UP;
player2.hit = false;
player2.move();
}else if(keys.contain(keyboard.DOWN)){
player2.dir = DOWN;
player2.hit = false;
player2.move();
}else if(keys.contain(keyboard.LEFT)){
player2.dir = LEFT;
player2.hit = false;
player2.move();
}else if(keys.contain(keyboard.RIGHT)){
player2.dir = RIGHT;
player2.hit = false;
player2.move();
}
}
function addEnemyTank(){
if(enemyArray == null || enemyArray.length >= maxAppearEnemy || maxEnemy == 0){
return ;
}
appearEnemy++;
var rand = parseInt(Math.random()*3);
var obj = null;
if(rand == 0){
obj = new EnemyOne(tankCtx);
}else if(rand == 1){
obj = new EnemyTwo(tankCtx);
}else if(rand == 2){
obj = new EnemyThree(tankCtx);
}
obj.x = ENEMY_LOCATION[parseInt(Math.random()*3)] + map.offsetX;
obj.y = map.offsetY;
obj.dir = DOWN;
enemyArray[enemyArray.length] = obj;
//更新地图右侧坦克数
map.clearEnemyNum(maxEnemy,appearEnemy);
}
function drawEnemyTanks(){
if(enemyArray != null || enemyArray.length > 0){
for(var i=0;i<enemyArray.length;i++){
var enemyObj = enemyArray[i];
if(enemyObj.isDestroyed){
enemyArray.removeByIndex(i);
i--;
}else{
enemyObj.draw();
}
}
}
if(emenyStopTime > 0){
emenyStopTime --;
}
}
function drawAll(){
tankCtx.clearRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
if(player1.lives>0){
player1.draw();
}
if(player2.lives > 0){
player2.draw();
}
drawLives();
if(appearEnemy<maxEnemy){
if(mainframe % 100 == 0){
addEnemyTank();
mainframe = 0;
}
mainframe++;
}
drawEnemyTanks();
drawBullet();
drawCrack();
keyEvent();
if(propTime<=0){
drawProp();
}else{
propTime --;
}
if(homeProtectedTime > 0){
homeProtectedTime --;
}else if(homeProtectedTime == 0){
homeProtectedTime = -1;
homeNoProtected();
}
}
function drawCrack(){
if(crackArray != null && crackArray.length > 0){
for(var i=0;i<crackArray.length;i++){
var crackObj = crackArray[i];
if(crackObj.isOver){
crackArray.removeByIndex(i);
i--;
if(crackObj.owner == player1){
player1.renascenc(1);
}else if(crackObj.owner == player2){
player2.renascenc(2);
}
}else{
crackObj.draw();
}
}
}
}
function gameOver(){
overCtx.clearRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
overCtx.drawImage(RESOURCE_IMAGE,POS["over"][0],POS["over"][1],64,32,overX+map.offsetX,overY+map.offsetY,64,32);
overY -= 2 ;
if(overY <= parseInt(map.mapHeight/2)){
initObject();
//只有一个玩家
if(menu.playNum == 1){
player2.lives = 0;
}
gameState = GAME_STATE_MENU;
}
}
function nextLevel(){
level ++;
if(level == 22){
level = 1;
}
//保存玩家数
var old_player_num = menu.playNum;
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initObject();
menu.playNum = old_player_num;
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//只有一个玩家
if(menu.playNum == 1){
player2.lives = 0;
}
stage.init(level);
gameState = GAME_STATE_INIT;
}
function preLevel(){
level --;
if(level == 0){
level = 21;
}
//保存玩家数
var old_player_num = menu.playNum;
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initObject();
menu.playNum = old_player_num;
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//只有一个玩家
if(menu.playNum == 1){
player2.lives = 0;
}
stage.init(level);
gameState = GAME_STATE_INIT;
}
function drawProp(){
var rand = Math.random();
if(rand < 0.4 && prop == null){
prop = new Prop(overCtx);
prop.init();
}
if(prop != null){
prop.draw();
if(prop.isDestroyed){
prop = null;
propTime = 1000;
}
}
}
function homeNoProtected(){
var mapChangeIndex = [[23,11],[23,12],[23,13],[23,14],[24,11],[24,14],[25,11],[25,14]];
map.updateMap(mapChangeIndex,WALL);
};