battlecity/js/map.js
2016-11-29 23:42:29 +08:00

155 lines
5.3 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

var Map = function(wCtx,gCtx){
this.level = 1;
this.mapLevel = null;
this.wallCtx = wCtx;
this.grassCtx = gCtx;
this.offsetX = 32; //主游戏区的X偏移量
this.offsetY = 16;//主游戏区的Y偏移量
this.wTileCount = 26; //主游戏区的宽度地图块数
this.HTileCount = 26;//主游戏区的高度地图块数
this.tileSize = 16; //地图块的大小
this.homeSize = 32; //家图标的大小
this.num = new Num(this.wallCtx);
this.mapWidth = 416;
this.mapHeight = 416;
this.setMapLevel = function(level){
this.level = level;
var tempMap = eval("map"+this.level);
this.mapLevel = new Array();
for(var i=0;i<tempMap.length;i++){
this.mapLevel[i] = new Array();
for(var j=0;j<tempMap[i].length;j++){
this.mapLevel[i][j] = tempMap[i][j];
}
}
};
/**
* 绘制地图
*/
this.draw = function(){
this.wallCtx.fillStyle = "#7f7f7f";
this.wallCtx.fillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
this.wallCtx.fillStyle = "#000";
this.wallCtx.fillRect(this.offsetX,this.offsetY,this.mapWidth,this.mapHeight);//主游戏区
this.grassCtx.clearRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
for(var i=0;i<this.HTileCount;i++){
for(var j=0;j<this.wTileCount;j++){
if(this.mapLevel[i][j] == WALL || this.mapLevel[i][j] == GRID || this.mapLevel[i][j] == WATER || this.mapLevel[i][j] == ICE){
this.wallCtx.drawImage(RESOURCE_IMAGE,this.tileSize*(this.mapLevel[i][j]-1) + POS["map"][0], POS["map"][1],this.tileSize,this.tileSize,j*this.tileSize + this.offsetX, i*this.tileSize + this.offsetY,this.tileSize,this.tileSize) ;
}else if(this.mapLevel[i][j] == GRASS){
this.grassCtx.drawImage(RESOURCE_IMAGE,this.tileSize*(this.mapLevel[i][j]-1) + POS["map"][0], POS["map"][1],this.tileSize,this.tileSize,j*this.tileSize + this.offsetX, i*this.tileSize + this.offsetY,this.tileSize,this.tileSize);
}else if(this.mapLevel[i][j] == HOME){
this.wallCtx.drawImage(RESOURCE_IMAGE,POS["home"][0], POS["home"][1], this.homeSize, this.homeSize, j*this.tileSize + this.offsetX, i*this.tileSize + this.offsetY, this.homeSize, this.homeSize) ;
}
}
}
this.drawNoChange();
this.drawEnemyNum(maxEnemy);
this.drawLevel();
this.drawLives(0,1);
this.drawLives(0,2);
};
/**
* 画固定不变的部分
*/
this.drawNoChange = function(){
this.wallCtx.drawImage(RESOURCE_IMAGE, POS["score"][0], POS["score"][1], 30, 32, 464, 256, 30, 32);//player1
this.wallCtx.drawImage(RESOURCE_IMAGE, 30 + POS["score"][0], POS["score"][1], 30, 32, 464, 304, 30, 32);//player2
//30,32旗帜的size, 464, 352旗帜在canvas中位置
this.wallCtx.drawImage(RESOURCE_IMAGE, 60 + POS["score"][0], POS["score"][1], 30, 32, 464, 352, 32, 30);//画旗帜
};
/**
* 画关卡数
*/
this.drawLevel = function(){
this.num.draw(this.level,468, 384);
};
/**
* 画右侧敌方坦克数
* @param enemyNum 地方坦克总数
*/
this.drawEnemyNum = function(enemyNum){
var x = 466;
var y = 34;
var enemySize = 16;
for(var i=1;i<=enemyNum;i++){
var tempX = x;
var tempY = y + parseInt((i+1)/2)*enemySize;
if(i%2 == 0){
tempX = x + enemySize;
}
this.wallCtx.drawImage(RESOURCE_IMAGE,92 + POS["score"][0],POS["score"][1],14, 14,tempX, tempY,14, 14);
}
};
/**
* 清除右侧敌方坦克数,从最下面开始清楚
* @param totolEnemyNum 敌方坦克的总数
* @param enemyNum 已出现的敌方坦克数
*/
this.clearEnemyNum = function(totolEnemyNum,enemyNum){
var x = 466;
var y = 34 + this.offsetY;
if(enemyNum <= 0){
return ;
}
var enemySize = 16;
this.wallCtx.fillStyle = "#7f7f7f";
var tempX = x + (enemyNum % 2)*enemySize;
var tempY = y + (Math.ceil(totolEnemyNum/2)-1)*enemySize - (parseInt((enemyNum-1)/2))*enemySize;
this.wallCtx.fillRect(tempX,tempY,14,14);
};
/**
* 画坦克的生命数
* @param lives 生命数
* @param which 坦克索引1、代表玩家1 2、代表玩家2
*/
this.drawLives = function(lives,which){
var x = 482;
var y = 272;
if(which == 2){
y = 320;
}
this.wallCtx.fillStyle = "#7f7f7f";
this.wallCtx.fillRect(x,y,this.num.size,this.num.size);
this.num.draw(lives,x,y);
//this.wallCtx.drawImage(RESOURCE_IMAGE,POS["num"][0]+lives*14,POS["num"][1],14, 14,x, y,14, 14);
};
/**
* 更新地图
* @param indexArr 需要更新的地图索引数组,二维数组,如[[1,1],[2,2]]
* @param target 更新之后的数值
*/
this.updateMap = function(indexArr,target){
if(indexArr != null && indexArr.length > 0){
var indexSize = indexArr.length;
for(var i=0;i<indexSize;i++){
var index = indexArr[i];
this.mapLevel[index[0]][index[1]] = target;
if(target > 0){
this.wallCtx.drawImage(RESOURCE_IMAGE,this.tileSize*(target-1) + POS["map"][0], POS["map"][1],this.tileSize,this.tileSize,index[1]*this.tileSize + this.offsetX, index[0]*this.tileSize + this.offsetY,this.tileSize,this.tileSize) ;
}else{
this.wallCtx.fillStyle = "#000";
this.wallCtx.fillRect(index[1]*this.tileSize + this.offsetX, index[0]*this.tileSize + this.offsetY,this.tileSize,this.tileSize);
}
}
}
};
this.homeHit = function(){
this.wallCtx.drawImage(RESOURCE_IMAGE,POS["home"][0]+this.homeSize, POS["home"][1], this.homeSize, this.homeSize, 12*this.tileSize + this.offsetX, 24*this.tileSize + this.offsetY, this.homeSize, this.homeSize) ;
};
};