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包含功能 :
1: 随机背景
2: 进行游戏
3:玩家分数排行榜
创建游戏背景板和小鸟,并分别设置相对定位与绝对定位;
初始化背景图的位置;
初始化小鸟的位置;
设置游戏状态,游戏开始时背景和管道全部向左运动,游戏结束全部停止运动;
使小鸟飞行,其实就是背景图在 X 轴方向的位置不断减小,实现小鸟向右飞行效果;
设置点击事件,每点击一次小鸟在Y轴的位置减小,实现向上飞的效果;
创建管道,X 方向上管道和下管道位置相同,Y 方向上上管道和下管道高度随机,但中间要空出200px;
实现管道向左运动,与背景图向左操作类似,也是在 X 轴方向的位置不断减小
管道向左运动移出游戏面板最左侧时再回到原位重新执行,实现循环效果
定义上下管道的临界值,也就是上下管道自身区域
小鸟位置与上下管道位置重合(相碰撞)时游戏结束
游戏界面代码
不多介绍
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Fancy Bird</title> <link rel="stylesheet" href="./css/cscs.css" rel="external nofollow" > <link rel="shortcut icon" href="./birds/birds1.png" rel="external nofollow" type="image/x-icon"> </head> <body> <div class="map"> <img src="./logo/flappyBird.png" alt="" class="flappyBird"> <div class="home"> <img src="./home/start.png" alt="" class="start"> <img src="./home/ranking.png" alt="" class="ranking"> </div> <div class="ready"> <img src="./logo/getReody.png" alt="" class="getReody"> <img src="./home/go.png" alt="" class="go"> </div> <div class="finish"> <img src="./logo/gameOver.png" alt="" class="gameOver"> <div class="score"> <i class="node">66</i> <i class="now"></i> <img src="./home/gold.png" alt="" class="gold"> </div> <img src="./home/start.png" alt="" class="start2"> <img src="./home/ranking.png" alt="" class="ranking"> </div> </div> <script src="./js/jquery-2.2.0.min.js"></script> <script src="./js/game.js"></script> <script src="./js/init.js"></script> </body> </html>
不多介绍
* { margin: 0; padding: 0; } .map { margin: 20px auto; width: 520px; height: 855px; background: url(../mian/sky1.png); position: relative; overflow: hidden; cursor: pointer; text-align: left; } p { position: absolute; font-size: 30px; } h5 { text-align: center; line-height: 10px; } .play { position: absolute; width: 52px; height: 45px; left: -10%; top: -10%; background: url(../birds/birds1.png) center; } .pillarTop { position: absolute; width: 52px; height: 420px; background: url(../TheConduit/pipe2.png) center no-repeat; left: 550px; } .pillarBottom { position: absolute; width: 52px; height: 420px; background: url(../TheConduit/pipe1.png) center no-repeat; left: 550px; bottom: 0; } .del { position: absolute; right: 10px; top: 0; font-size: 30px; } .flappyBird { width: 300px; position: absolute; top: 204px; left: 540px; } .home, .ready { position: absolute; top: 50%; left: 50%; transform: translateX(-50%); } .home { left: -50%; } .ready { transform: translate(-50%, -50%); display: none; } .ready .go { margin-left: 29%; } .ready .getReody { margin-left: 32px; } .gold { position: absolute; left: 30px; top: -545px; } .finish { width: 250px; text-align: center; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); display: none; } .score { position: relative; width: 231px; height: 117px; background: url(../home/finish.png); margin-left: 9px; z-index: 999; } .score .node { position: absolute; left: 175px; top: 35px } .score .now { position: absolute; left: 175px; top: 85px; }
禁止页面选择以及鼠标右键
document.oncontextmenu = function () { return false; }; document.onselectstart = function () { return false; };
这里我有两张背景图片,定义两个随机数,利用定时器使背景的x轴持续减少,然后形成背景移动;使用css的动画一样的效果,因人而异
// 背景移动 const map = document.querySelector('.map'); let mNum = getRandom(1, 2) map.style.background = "url(./mian/sky" + mNum + ".png)" let [Mbac, Pbac, y, angle, deg, flag, p, flagg] = [0, 1, 0, 0, -360, false, 0, true]; let [NO1, NO2, NO3, NO4, no5, chicken] = [null, null, null, null, null, null] function init() { NO1 = setInterval(creatorPillar, 1200); NO5 = setTimeout(time, 2200); NO2 = setInterval(judge, 1000 / 60); } function move() { Mbac++; map.style.backgroundPositionX = "-" + Mbac + "px"; }
定义一个定时器持续像素鸟y坐标减少,这样就会慢慢下落,绑定鼠标弹起事件,点击一次需要把像素鸟坐标增加
// 玩家 let play = document.createElement('div'); play.className = 'play'; map.append(play); function a() { Pbac++; if (Pbac > 3) Pbac = 1; play.style.background = " url(./birds/birds" + Pbac + ".png)"; }; function judge() { if (flagg) { y += 0.2 play.style.top = play.offsetTop + y + "px" } if (!flagg) { y -= 4.5 play.style.top = play.offsetTop + y + "px" let time = setTimeout(() => { clearTimeout(time); flagg = true; }, 10); } if (play.offsetTop <= 50) { play.style.top = 50 + "px"; } if (play.offsetTop >= map.offsetHeight - play.offsetHeight) { play.style.top = map.offsetHeight - play.offsetHeight + "px"; stop() } } document.onmousedown = function () { y = -5 }
我写的是一个函数 然后定时器调用这个函数,然后生成两个柱子
// 生成柱子 function creatorPillar() { let pillarTop = document.createElement('div'); let pillarBottom = document.createElement('div'); let random = getRandom(100, 300) / 2 pillarTop.className = "pillarTop"; pillarBottom.className = "pillarBottom"; map.append(pillarTop); map.append(pillarBottom); pillarTop.style.top = -random + "px" pillarBottom.style.bottom = -random + "px" NO4 = setInterval(() => { pillarTop.style.left = (pillarTop.offsetLeft -= 5) + "px" pillarBottom.style.left = (pillarBottom.offsetLeft -= 5) + "px" if (pillarTop.offsetLeft <= -100 && pillarBottom.offsetLeft <= -100) { pillarTop.remove(); pillarBottom.remove(); } if (pz(play, pillarTop)) { stop(); siw() } if (pz(play, pillarBottom)) { stop(); siw() } }, 20); }
由于我很懒很懒很懒很懒,就用定时器做的增加,可以靠判断来判断像素鸟是否经过了柱子,我没写不代表我不会写奥,因人而异嘛
// 积分 function time() { let P = document.createElement('p'); map.append(P); NO3 = setInterval(() => { p++; P.innerHTML = p; }, 1250); } function pz(node1, node2) { let l1 = node1.offsetLeft; let r1 = node1.offsetLeft + node1.offsetWidth; let t1 = node1.offsetTop; let b1 = node1.offsetTop + node1.offsetHeight; let l2 = node2.offsetLeft; let r2 = node2.offsetLeft + node2.offsetWidth; let t2 = node2.offsetTop; let b2 = node2.offsetTop + node2.offsetHeight; if (l2 > r1 || r2 < l1 || t2 > b1 || b2 < t1) { return false; } else { return true; } } function getRandom(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } function stop() { clearInterval(NO1); clearInterval(NO2); clearInterval(NO3); clearInterval(NO4); clearInterval(chicken); die(); } function die() { document.onclick = null; setInterval(() => { deg += 7; play.style.top = (play.offsetTop += 5) + "px"; play.style.transform = "rotateZ(" + deg + "deg)"; if (play.offsetTop <= 0) play.style.top = 0 + "px" if (play.offsetTop >= map.offsetHeight - play.offsetHeight) { // deg = 90; play.style.top = map.offsetHeight - play.offsetHeight + "px" } }, 100); data() }
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