HTML5坦克大战单机游戏特效源码

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以下是 HTML5坦克大战单机游戏特效源码 的示例演示效果:

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部分效果截图:

HTML5坦克大战单机游戏特效源码

HTML代码(index.html):

<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>HTML5坦克大战单机游戏下载</title>
<script src="js/modernizr-1.6.min.js"></script>
<script src="js/main.js"></script>
</head>
<body style="background:#ffc0cb">
<div style="position: absolute; top: 30%; left: 30%;">
	<canvas id="canvasOne" width="650" height="384" top=50px; left=50px;>Your browser does not support the HTML 5 Canvas. </canvas>
</div>
</body>
</html>

JS代码(main.js):

window.addEventListener("load",canvasApp,false);
	//是否支持canvasfunction canvasSupport (){
	return Modernizr.canvas;
}
function canvasApp(){
	//是否支持canvasif (!canvasSupport()){
	return;
}
var theCanvas = document.getElementById("canvasOne");
	var context = theCanvas.getContext("2d");
	var tank=new Image();
	tank.addEventListener('load',start,false);
	tank.src="tanks_sheet.png"//Backgroundcontext.fillStyle = "#CCCCCC";
	context.fillRect(0,0,theCanvas.width,theCanvas.height);
	//Boxcontext.lineWidth=16;
	context.strokeStyle = "#000000";
	context.strokeRect(8,8,theCanvas.width-16,theCanvas.height-16);
	//画我方tank和我方炮弹function drawtank(){
	if(gameover){
	context.save();
	context.fillStyle = "#000000";
	context.font = "normal bold 50px normal";
	context.fillText("游戏结束",150,150);
	context.restore();
	context.save();
	context.fillStyle = "#000000";
	context.font = "normal bold 25px normal";
	context.fillText("按空格键重新开始游戏",125,200);
	context.restore();
	update();
	return;
}
update();
	drawScene();
	render();
	//画场景function drawScene(){
	for(var i=0;
	i<=10;
	i++){
	for(var j=0;
	j<=14;
	j++){
	colCtr=j*32+16;
	rowCtr=i*32+16;
	context.save();
	sourceX=Math.floor(scene[i][j]%8)*32;
	sourceY=Math.floor(scene[i][j]/8)*32;
	context.drawImage(tank,sourceX,sourceY,32,32,colCtr,rowCtr,32,32);
	context.restore();
}
}
}
//坦克更新数据function update(){
	tankmove.x=tankmove.nextx;
	tankmove.y=tankmove.nexty;
	//左if(keyPressList[37]==true){
	//playermove.play();
	//playermove.stop();
	if(gameover){
	return;
}
space();
	tankmove.tankAngle=270;
	tankmove.nextx-=tankmove.tankspeed;
	tankmove.tankshape=tankmove.tanknextshape;
	if(scene[Math.floor((tankmove.nexty-12)/32)][Math.floor((tankmove.nextx-12)/32)]!=0||scene[Math.ceil((tankmove.nexty-20)/32)][Math.floor((tankmove.nextx-12)/32)]!=0){
	tankmove.nextx=tankmove.x;
	tankmove.nexty=tankmove.y;
	return;
}
tankmove.tanknextshape+=1;
	if(tankmove.tanknextshape>8){
	tankmove.tanknextshape=1;
}
return;
}
//右if(keyPressList[39]==true){
	if(gameover){
	return;
}
space();
	tankmove.tankAngle=90;
	tankmove.nextx+=tankmove.tankspeed;
	tankmove.tankshape=tankmove.tanknextshape;
	if(scene[Math.ceil((tankmove.nexty-20)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0||scene[Math.floor((tankmove.nexty-12)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0){
	tankmove.nextx=tankmove.x;
	tankmove.nexty=tankmove.y;
	return;
}
tankmove.tanknextshape+=1;
	if(tankmove.tanknextshape>8){
	tankmove.tanknextshape=1;
}
return;
}
//上if(keyPressList[38]==true){
	if(gameover){
	return;
}
space();
	tankmove.tankAngle=0;
	tankmove.nexty-=tankmove.tankspeed;
	tankmove.tankshape=tankmove.tanknextshape;
	if(scene[Math.floor((tankmove.nexty-12)/32)][Math.floor((tankmove.nextx-12)/32)]!=0||scene[Math.floor((tankmove.nexty-12)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0){
	tankmove.nextx=tankmove.x;
	tankmove.nexty=tankmove.y;
	return;
}
tankmove.tanknextshape+=1;
	if(tankmove.tanknextshape>8){
	tankmove.tanknextshape=1;
}
return;
}
//下if(keyPressList[40]==true){
	if(gameover){
	return;
}
space();
	tankmove.tankAngle=180;
	tankmove.nexty+=tankmove.tankspeed;
	tankmove.tankshape=tankmove.tanknextshape;
	if(scene[Math.ceil((tankmove.nexty-20)/32)][Math.ceil((tankmove.nextx-20)/32)]!=0||scene[Math.ceil((tankmove.nexty-20)/32)][Math.floor((tankmove.nextx-12)/32)]!=0){
	tankmove.nextx=tankmove.x;
	tankmove.nexty=tankmove.y;
	return;
}
tankmove.tanknextshape+=1;
	if(tankmove.tanknextshape>8){
	tankmove.tanknextshape=1;
}
return;
}
space()//空格,发射炮弹function space(){
	if(keyPressList[32]==true){
	if(gameover){
	location.reload();
}
if(shell.shellflage){
	return;
}
if(tankmove.nextx<0){
	return;
}
else{
	shootSound.play();
	shell.shellflage=true;
	shell.nextx=tankmove.nextx;
	shell.nexty=tankmove.nexty;
	shell.shellAngle=tankmove.tankAngle;
	if(shellInterval){
	clearInterval(shellInterval);
	shellInterval=null;
}
shellInterval=setInterval(drawshell,33);
}
}
}
}
//坦克实施function render(){
	context.save();
	context.setTransform(1,0,0,1,0,0)var angleInRadians =tankmove.tankAngle * Math.PI / 180;
	context.translate(tankmove.x+16,tankmove.y+16)context.rotate(angleInRadians);
	var tankshapeX=Math.floor(tankmove.tankshape%8)*32;
	var tankshapeY=Math.floor(tankmove.tankshape/8)*32;
	context.drawImage(tank,tankshapeX,tankshapeY,32,32,-16,-16,32,32);
	context.restore();
	context.clearRect(496,16,138,352);
	context.fillStyle = "#3cb371";
	context.fillRect(496,16,138,352);
	context.save();
	context.fillStyle = "#000000";
	context.font = "italic bold 23px serif";
	context.fillText("关 卡:"+level+"",500,80);
	context.fillText("敌 人:"+surplus+"",500,110);
	context.fillText("生 命:"+life+"",500,140);
	context.fillText("得 分:"+score+"",500,170);
	context.fillText("最高分:"+record+"",500,200);
	context.restore();
	context.save();
	context.fillStyle = "#000000";
	context.font = "normal bold 15px normal";
	context.fillText("游戏说明:玩家",500,270);
	context.fillText("操控坦克进行战",500,290);
	context.fillText("斗,击毁敌方得",500,310);
	context.fillText("分,被击毁或相",500,330);
	context.fillText("相撞减分。",500,350);
	context.restore();
}
//画炮弹function drawshell(){
	if(gameover){
	return;
}
shellupdate()shellrender()//炮弹发射数据更新function shellupdate(){
	if(shell.shellAngle==0){
	shell.nexty-=shell.shellspeed;
	var i=scene[Math.floor((shell.nexty-12)/32)][Math.floor((shell.nextx)/32)];
	scene[Math.floor((shell.nexty-12)/32)][Math.floor((shell.nextx)/32)]=hitwall(i);
}
if(shell.shellAngle==90){
	shell.nextx+=shell.shellspeed;
	var i=scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx+12)/32)];
	scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx+12)/32)]=hitwall(i);
}
if(shell.shellAngle==180){
	shell.nexty+=shell.shellspeed;
	var i=scene[Math.floor((shell.nexty+12)/32)][Math.floor((shell.nextx)/32)];
	scene[Math.floor((shell.nexty+12)/32)][Math.floor((shell.nextx)/32)]=hitwall(i);
}
if(shell.shellAngle==270){
	shell.nextx-=shell.shellspeed;
	var i=scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx-12)/32)];
	scene[Math.floor((shell.nexty)/32)][Math.floor((shell.nextx-12)/32)]=hitwall(i);
}
//检测炮弹是否撞墙function hitwall(i){
	switch(i){
	case 26:if(shellInterval){
	clearInterval(shellInterval);
	shellInterval=null;
}
setTimeout(function(){
	shell.shellflage=false}
,300);
	shell.nextx=-500;
	shell.nexty=-500;
	return 0;
	breakcase 31:if(shellInterval){
	clearInterval(shellInterval);
	shellInterval=null;
}
setTimeout(function(){
	shell.shellflage=false}
,300);
	shell.nextx=-500;
	shell.nexty=-500;
	return i;
	breakcase 30:if(shellInterval){
	clearInterval(shellInterval);
	shellInterval=null;
}
setTimeout(function(){
	shell.shellflage=false}
,300);
	shell.nextx=-500;
	shell.nexty=-500;
	return i;
	breakdefault:return 0;
}
}
}
//炮弹发射实施function shellrender(){
	shell.x=shell.nextx;
	shell.y=shell.nexty;
	context.save();
	context.setTransform(1,0,0,1,0,0)var shellangleInRadians =shell.shellAngle * Math.PI / 180;
	context.translate(shell.x+16,shell.y+16)context.rotate(shellangleInRadians);
	var shellshapeX=Math.floor(shell.shellshape%8)*32;
	var shellshapeY=Math.floor(shell.shellshape/8)*32;
	context.drawImage(tank,shellshapeX,shellshapeY,32,32,-16,-16,32,32);
	context.restore();
}
}
}
//画敌军坦克function drawenemy(){
	if(gameover){
	return;
}
for(var enemytanknum=0;
	enemytanknum<=2;
	enemytanknum++){
	var enemytank=enemy[enemytanknum];
	//enemyrmove.play();
	enemyupdate();
	enemyrender();
}
function enemyupdate(){
	enemytank.shapenum=(0.1+enemytank.shapenum)%8+9;
	//减慢滚带的速度enemytank.enemytankshape=Math.floor(enemytank.shapenum);
	//下if(enemytank.enemytankAngle==180){
	swerve()enemytank.nexty+=enemytank.enemytankspeed;
	if(scene[Math.ceil((enemytank.nexty-20)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0||scene[Math.ceil((enemytank.nexty-20)/32)][Math.floor((enemytank.nextx-12)/32)]!=0){
	enemyhitwall()}
}
//左if(enemytank.enemytankAngle==270){
	swerve()enemytank.nextx-=enemytank.enemytankspeed;
	if(scene[Math.floor((enemytank.nexty-12)/32)][Math.floor((enemytank.nextx-12)/32)]!=0||scene[Math.ceil((enemytank.nexty-20)/32)][Math.floor((enemytank.nextx-12)/32)]!=0){
	enemyhitwall()}
}
//右if(enemytank.enemytankAngle==90){
	swerve()enemytank.nextx+=enemytank.enemytankspeed;
	if(scene[Math.ceil((enemytank.nexty-20)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0||scene[Math.floor((enemytank.nexty-12)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0){
	enemyhitwall()}
}
//上if(enemytank.enemytankAngle==0){
	swerve()enemytank.nexty-=enemytank.enemytankspeed;
	if(scene[Math.floor((enemytank.nexty-12)/32)][Math.floor((enemytank.nextx-12)/32)]!=0||scene[Math.floor((enemytank.nexty-12)/32)][Math.ceil((enemytank.nextx-20)/32)]!=0){
	enemyhitwall()}
}
//随机发射炮弹var enemyfire=Math.floor(Math.random() * 100);
	if(enemyfire==0){
	if(enemyshell.shellflage){
	return;
}
if(enemytank.nextx<0){
	return;
}
else{
	enemyshell.shellflage=true;
	enemyshell.nextx=enemytank.nextx;
	enemyshell.nexty=enemytank.nexty;
	enemyshell.shellAngle=enemytank.enemytankAngle;
	if(enemyshellInterval){
	clearInterval(enemyshellInterval);
	enemyshellInterval=null;
}
enemyshellInterval=setInterval(enemyrdrawshell,33);
}
}
//检测是否打击到目标if(impact(shell,enemytank)){
	if(shellInterval){
	clearInterval(shellInterval);
	shellInterval=null;
}
score++;
	if(score>=record){
	record=score;
	localStorage.record=record;
}
if(score>=level*5){
	level++;
	if(level>=5){
	gameover=true;
	return}
scene=scenenum[(level-1)%4];
	for(var enemynum=0;
	enemynum<=2;
	enemynum++){
	var tempx=48+enemynum*192;
	//敌军坦克tempenemytank={
	appearx:tempx,appeary:48,x:tempx,y:48,nextx:tempx,nexty:48,enemytankspeed:Speed+level*0.5,enemytankAngle:180,enemytankshape:0,shapenum:0}
;
	enemy[enemynum]=tempenemytank;
}
tankmove={
	appearx:240,appeary:304,x:240,y:304,nextx:240,nexty:304,tankAngle:Angle,tankspeed:Speed,tankshape:shape,tanknextshape:shape}
;
	enemyshell={
	x:0,y:0,nextx:0,nexty:0,shellspeed:Speed+level*0.5+2,shellshape:21,shellAngle:Angle,shellflage:false}
;
	surplus=6;
}
surplus--;
	setTimeout(function(){
	shell.shellflage=false}
,300);
	explode(enemytank)enemytank.nextx=-500;
	shell.nextx=-500;
	shell.nexty=-500;
}
//检测是否打击到玩家if(impact2(enemyshell,tankmove)){
	if(invincible){
	return;
}
if(enemyshellInterval){
	clearInterval(enemyshellInterval);
	enemyshellInterval=null;
}
life--;
	if(life<=0){
	gameover=true;
	return;
}
invincible=true;
	setTimeout(function(){
	invincible=false}
,2000)explode(tankmove)setTimeout(function(){
	enemyshell.shellflage=false}
,300);
	tankmove.nextx=-500;
	enemyshell.nextx=-500;
	enemyshell.nexty=-500;
}
//与敌人相撞if(impact(enemytank,tankmove)){
	if(enemyshellInterval){
	clearInterval(enemyshellInterval);
	enemyshellInterval=null;
}
if(invincible){
	return;
}
invincible=true;
	setTimeout(function(){
	invincible=false}
,2000)life--;
	if(life<=0){
	gameover=true;
	return;
}
explode(tankmove)tankmove.nextx=-500;
}
//自动转向function swerve(){
	var j=Math.floor(Math.random() * 100);
	if(j==0){
	enemytank.enemytankAngle+=90;
}
if(j==1){
	enemytank.enemytankAngle-=90;
}
enemytank.enemytankAngle=(enemytank.enemytankAngle+360)%360;
}
//撞墙转向function enemyhitwall(){
	enemytank.nextx=enemytank.x;
	enemytank.nexty=enemytank.y;
	var j=Math.floor(Math.random() * 2);
	if(j==0){
	enemytank.enemytankAngle+=90;
}
else{
	enemytank.enemytankAngle-=90;
}
enemytank.enemytankAngle=(enemytank.enemytankAngle+360)%360;
}
}
//敌军tankfunction enemyrender(){
	enemytank.x=enemytank.nextx;
	enemytank.y=enemytank.nexty;
	context.save();
	context.setTransform(1,0,0,1,0,0)var enemyangleInRadians =enemytank.enemytankAngle * Math.PI / 180;
	context.translate(enemytank.x+16,enemytank.y+16)context.rotate(enemyangleInRadians);
	var enemyshapeX=Math.floor(enemytank.enemytankshape%8)*32;
	var enemyshapeY=Math.floor(enemytank.enemytankshape/8)*32;
	context.drawImage(tank,enemyshapeX,enemyshapeY,32,32,-16,-16,32,32);
	context.restore();
}
//画炮弹function enemyrdrawshell(){
	if(gameover){
	return;
}
enemyrshellupdate()enemyrshellrender()//炮弹发射数据更新function enemyrshellupdate(){
	if(enemyshell.shellAngle==0){
	enemyshell.nexty-=enemyshell.shellspeed;
	var i=scene[Math.floor((enemyshell.nexty-0)/32)][Math.floor((enemyshell.nextx)/32)];
	scene[Math.floor((enemyshell.nexty-0)/32)][Math.floor((enemyshell.nextx)/32)]=hitwall(i);
}
if(enemyshell.shellAngle==90){
	enemyshell.nextx+=enemyshell.shellspeed;
	var i=scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx+0)/32)];
	scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx+0)/32)]=hitwall(i);
}
if(enemyshell.shellAngle==180){
	enemyshell.nexty+=enemyshell.shellspeed;
	var i=scene[Math.floor((enemyshell.nexty+0)/32)][Math.floor((enemyshell.nextx)/32)];
	scene[Math.floor((enemyshell.nexty+0)/32)][Math.floor((enemyshell.nextx)/32)]=hitwall(i);
}
if(enemyshell.shellAngle==270){
	enemyshell.nextx-=enemyshell.shellspeed;
	var i=scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx-0)/32)];
	scene[Math.floor((enemyshell.nexty)/32)][Math.floor((enemyshell.nextx-0)/32)]=hitwall(i);
}
//检测炮弹是否撞墙function hitwall(i){
	switch(i){
	case 26:if(enemyshellInterval){
	clearInterval(enemyshellInterval);
	enemyshellInterval=null;
}
setTimeout(function(){
	enemyshell.shellflage=false}
,300);
	enemyshell.nextx=-500;
	enemyshell.nexty=-500;
	return 0;
	breakcase 31:if(enemyshellInterval){
	clearInterval(enemyshellInterval);
	enemyshellInterval=null;
}
setTimeout(function(){
	enemyshell.shellflage=false}
,300);
	enemyshell.nextx=-500;
	enemyshell.nexty=-500;
	return i;
	breakcase 30:if(enemyshellInterval){
	clearInterval(enemyshellInterval);
	enemyshellInterval=null;
}
setTimeout(function(){
	enemyshell.shellflage=false}
,300);
	enemyshell.nextx=-500;
	enemyshell.nexty=-500;
	return i;
	breakdefault:return 0;
}
}
}
//炮弹发射实施function enemyrshellrender(){
	enemyshell.x=enemyshell.nextx;
	enemyshell.y=enemyshell.nexty;
	context.save();
	context.setTransform(1,0,0,1,0,0)var shellangleInRadians =enemyshell.shellAngle * Math.PI / 180;
	context.translate(enemyshell.x+16,enemyshell.y+16)context.rotate(shellangleInRadians);
	var shellshapeX=Math.floor(enemyshell.shellshape%8)*32;
	var shellshapeY=Math.floor(enemyshell.shellshape/8)*32;
	context.drawImage(tank,shellshapeX,shellshapeY,32,32,-16,-16,32,32);
	context.restore();
}
}
}
//检测撞击function impact(one,two){
	var dx=one.nextx-two.nextx;
	var dy=one.nexty-two.nexty;
	var distance=Math.sqrt(dx*dx+dy*dy)if(distance<=26){
	return true;
}
else{
	return false;
}
}
//检测撞击function impact2(one,two){
	var dx=one.nextx-two.nextx;
	var dy=one.nexty-two.nexty;
	var distance=Math.sqrt(dx*dx+dy*dy)if(distance<=26){
	return true;
}
else{
	return false;
}
}
//爆炸function explode(dietank){
	explodeSound.play();
	var x=dietank.x;
	var y=dietank.y;
	var times=0;
	var dietankInterval=setInterval(function(){
	drawdietank(17+Math.floor(times/10));
	times++;
	if(times>29){
	clearInterval(dietankInterval);
	setTimeout(function(){
	dietank.shellflage=false}
,300);
	if(dietank.appeary==48){
	if(surplus<=2){
	dietank.enemytankspeed=0;
	return;
}
}
dietank.nextx=dietank.appearx;
	dietank.nexty=dietank.appeary;
}
}
,15)function drawdietank(dietankshape){
	context.save();
	context.setTransform(1,0,0,1,0,0)context.translate(x+16,y+16)var dietankshapeX=Math.floor(dietankshape%8)*32;
	var dietankshapeY=Math.floor(dietankshape/8)*32;
	context.drawImage(tank,dietankshapeX,dietankshapeY,32,32,-16,-16,32,32);
	context.restore();
}
}
var score=0;
	//分数var level=1;
	//关卡var surplus=5;
	//剩余敌人数量var life=3;
	//生命var invincible=false//无敌var storage = window.localStorage;
	//"localStorage"HTML5存储数据if(storage.length==0){
	localStorage.record=0;
}
var record=localStorage.record;
	//最高分var gameover=false;
	var enemyInterval=null;
	//敌人timervar tankInterval=null;
	//玩家timervar Speed=3;
	//运动的速度var Angle=0;
	//tank面向方向var shape=1;
	//tank当前状态//坦克数组tankmove={
	appearx:240,appeary:304,x:240,y:304,nextx:240,nexty:304,tankAngle:Angle,tankspeed:Speed,tankshape:shape,tanknextshape:shape}
;
	//炮弹数组shell={
	x:0,y:0,nextx:0,nexty:0,shellspeed:Speed+4,shellshape:20,shellAngle:Angle,shellflage:false}
;
	//敌军数组var enemy=new Array();
	//敌军炮弹数组var enemyshell={
	x:0,y:0,nextx:0,nexty:0,shellspeed:Speed+2,shellshape:21,shellAngle:Angle,shellflage:false}
;
	//场景数组var scenenum=[[[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],[31,0,0,0,0,0,0,0,0,0,0,0,0,0,31],[31,0,0,0,26,26,0,0,0,26,26,0,0,0,31],[31,0,0,26,0,0,26,0,26,0,0,26,0,0,31],[31,0,0,26,0,0,0,26,0,0,0,26,0,0,31],[31,26,0,0,26,0,0,0,0,0,26,0,0,26,31],[31,26,0,0,0,26,0,0,0,26,0,0,0,26,31],[31,26,0,0,0,0,26,0,26,0,0,0,0,26,31],[31,26,26,26,26,0,0,26,0,0,26,26,26,26,31],[31,0,0,0,0,0,0,0,0,0,0,0,0,0,31],[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]],[[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],[31,0,0,0,0,0,0,0,0,0,0,0,0,0,31],[31,0,26,26,26,26,0,0,0,26,26,26,26,0,31],[31,0,0,0,0,26,0,0,0,26,0,0,0,0,31],[31,26,26,26,26,26,26,26,26,26,26,26,26,26,31],[31,0,26,0,0,0,0,26,0,0,0,0,26,0,31],[31,26,26,0,26,26,26,26,26,26,26,0,26,26,31],[31,0,0,0,0,26,0,0,0,26,0,0,0,0,31],[31,26,26,26,26,0,0,0,0,0,26,26,26,26,31],[31,0,0,26,26,0,0,0,0,0,26,26,0,0,31],[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]],[[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],[31,0,0,0,0,0,0,0,0,0,0,0,0,0,31],[31,0,26,26,26,26,26,0,26,26,26,26,26,0,31],[31,0,26,0,0,0,26,0,26,0,0,0,26,0,31],[31,0,26,0,0,0,26,0,26,0,0,0,26,0,31],[31,0,26,0,0,0,26,0,26,26,26,26,26,0,31],[31,0,26,0,0,0,26,0,0,0,0,0,26,0,31],[31,0,26,0,0,0,26,0,26,0,0,0,26,0,31],[31,0,26,26,26,26,26,0,26,26,26,26,26,0,31],[31,0,0,0,0,0,0,0,0,0,0,0,0,0,31],[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]],[[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30],[31,0,0,0,0,0,0,0,0,0,0,0,0,0,31],[31,0,26,26,26,26,26,0,26,26,26,0,26,26,31],[31,0,0,0,0,26,0,0,0,0,26,0,0,0,31],[31,26,26,26,0,26,26,26,26,26,26,26,0,26,31],[31,0,0,0,0,0,0,26,0,0,0,0,0,26,31],[31,26,0,26,26,26,26,26,26,26,26,0,26,26,31],[31,0,0,0,0,0,26,0,0,26,0,0,0,0,31],[31,26,26,26,26,0,0,26,26,26,0,26,26,26,31],[31,0,0,26,0,0,0,0,0,0,0,26,0,0,31],[30,30,30,30,30,30,30,30,30,30,30,30,30,30,30]]]var scene=scenenum[(level-1)];
	//计时器控制炮弹发出var shellInterval=null;
	var enemyshellInterval=null;
	for(var enemynum=0;
	enemynum<=2;
	enemynum++){
	var tempx=48+enemynum*192;
	//敌军坦克tempenemytank={
	appearx:tempx,appeary:48,x:tempx,y:48,nextx:tempx,nexty:48,enemytankspeed:Speed-1,enemytankAngle:180,enemytankshape:0,shapenum:0}
;
	enemy[enemynum]=tempenemytank;
}
//键盘事件var keyPressList=[];
	document.onkeydown=function(e){
	e=e?e:window.event;
	keyPressList[e.keyCode]=true;
}
document.onkeyup=function(e){
	e=e?e:window.event;
	keyPressList[e.keyCode]=false;
}
//声音//爆炸var explodeSound = document.createElement("audio");
	document.body.appendChild(explodeSound);
	explodeSound.setAttribute("src","explode1.mp3");
	explodeSound.valume=.5;
	//发射子弹var shootSound = document.createElement("audio");
	document.body.appendChild(shootSound);
	shootSound.setAttribute("src","shoot1.mp3");
	shootSound.volume=.5;
	//玩家行走var playermove = document.createElement("audio");
	document.body.appendChild(playermove);
	playermove.setAttribute("src","move1.mp3");
	playermove.valume=.001;
	//敌人行走var enemyrmove = document.createElement("audio");
	document.body.appendChild(enemyrmove);
	enemyrmove.setAttribute("src","move2.mp3");
	enemyrmove.valume=.001;
	//游戏开始//游戏失败//开始游戏function start(){
	tankInterval=setInterval(drawtank,33);
	enemyInterval=setInterval(drawenemy,33);
}
//debug函数var debug = function(log){
	try{
	console.log(log);
	//safari可用}
catch(e){
}
}
}
function supportedAudioFormat(audio){
	var returnExtension = "";
	if (audio.canPlayType("audio/ogg") =="probably" || audio.canPlayType("audio/ogg") == "maybe"){
	returnExtension = "ogg";
}
else if(audio.canPlayType("audio/wav") =="probably" || audio.canPlayType("audio/wav") == "maybe"){
	returnExtension = "wav";
}
else if(audio.canPlayType("audio/mp3") == "probably" || audio.canPlayType("audio/mp3") == "maybe"){
	returnExtension = "mp3";
}
return returnExtension;
}
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