Pure JavaScript simulates aircraft-hitting games, and draws on web games. The interface design is a portrait-like mobile phone screen style, with smooth gaming effect, through this article, I will share with you how to simulate airplane games in pure js. For more information, see Chinese Valentine's Day ~, The following small series of Valentine's Day gifts, pure javascript, mimic the air CAPTCHA games, share with those in the world.
First, we will show you:
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Pure JavaScript simulates aircraft-hitting games, and draws on web games. The interface design is a portrait-like mobile phone screen style, with smooth gaming effect. With score statistics, the JS encapsulation class includes creating aircraft, aircraft movement behavior control, creating bullet classes, and generating random numbers between min and max, determine whether the plane is removed from the boundary. If the plane is removed from the boundary, the mousemove event will be canceled. Otherwise, the mousemove event will be added to add a pause event for the continue button on the pause interface, create an enemy aircraft class, collision judgment, and complete interface initialization. One enemy plane is a small plane, and one is ours.
// Obtain the main interface
The Code is as follows:
Var mainDiv = document. getElementById ("mainp ");
// Obtain the start Interface
The Code is as follows:
Var startp = document. getElementById ("startp ");
// Obtain the score display page in the game
The Code is as follows:
Var scorep = document. getElementById ("scorep ");
// Score acquisition page
The Code is as follows:
Var scorelabel = document. getElementById ("label ");
// Obtain the pause page
The Code is as follows:
Var suspendp = document. getElementById ("suspendp ");
// Obtain the game end interface
The Code is as follows:
Var endp = document. getElementById ("endp ");
// Obtain the score statistics page after the game ends
The Code is as follows:
Var planscore = document. getElementById ("planscore ");
// Initialize the score
Var scores =;/* Create aircraft class */function plan (hp, X, Y, sizeX, sizeY, score, dietime, sudu, boomimage, imagesrc) {this. planX = X; this. planY = Y; this. imagenode = null; this. planhp = hp; this. planscore = score; this. plansizeX = sizeX; this. plansizeY = sizeY; this. planboomimage = boomimage; this. planisdie = false; this. plandietimes =; this. plandietime = dietime; this. plansudu = sudu; // behavior/* Mobile Behavior */this. planmove = function () {if (scores <=) {this. imagenode. style. top = this. imagenode. offsetTop + this. plansudu + "px";} else if (scores> & scores <=) {this. imagenode. style. top = this. imagenode. offsetTop + this. plansudu ++ "px";} else if (scores> & scores <=) {this. imagenode. style. top = this. imagenode. offsetTop + this. plansudu ++ "px";} else if (scores> & scores <=) {this. imagenode. style. top = this. imagenode. offsetTop + this. plansudu ++ "px";} else if (scores> & scores <=) {this. imagenode. style. top = this. imagenode. offsetTop + this. plansudu ++ "px";} else {this. imagenode. style. top = this. imagenode. offsetTop + this. plansudu ++ "px" ;}} this. init = function () {this. imagenode = document. element ("img"); this. imagenode. style. left = this. planX + "px"; this. imagenode. style. top = this. planY + "px"; this. imagenode. src = imagesrc; mainDiv. appendChild (this. imagenode);} this. init ();}/* Create a bullet class */function bullet (X, Y, sizeX, sizeY, imagesrc) {this. bulletX = X; this. bulletY = Y; this. bulletimage = null; this. bulletattach =; this. bulletsizeX = sizeX; this. bulletsizeY = sizeY; // behavior/* Mobile Behavior */this. bulletmove = function () {this. bulletimage. style. top = this. bulletimage. offsetTop-+ "px";} this. init = function () {this. bulletimage = document. element ("img"); this. bulletimage. style. left = this. bulletX + "px"; this. bulletimage. style. top = this. bulletY + "px"; this. bulletimage. src = imagesrc; mainDiv. appendChild (this. bulletimage);} this. init ();}/* create a single row bullet class */function oddbullet (X, Y) {bullet. call (this, X, Y, "image/bullet.png");}/* Create an enemy class */function enemy (hp, a, B, sizeX, sizeY, score, dietime, sudu, boomimage, imagesrc) {plan. call (this, hp, random (a, B),-, sizeX, sizeY, score, dietime, sudu, boomimage, imagesrc );} // generate the random number function random (min, max) {return Math between min and max. floor (min + Math. random () * (max-min);}/* Create local aircraft class */function ourplan (X, Y) {var imagesrc = "image/my airplane .gif"; plan. call (this, X, Y, "image/local aircraft explosion .gif", imagesrc); this. imagenode. setAttribute ('id', 'ourplan');}/* Create local aircraft */var selfplan = new ourplan (,); // move event var ourplan = document. getElementById ('ourplan'); var yidong = function () {var oevent = window. event | arguments []; var chufa = oevent. srcElement | oevent.tar get; var selfplanX = oevent. clientX-; var selfplanY = oevent. clientY; ourPlan. style. left = selfplanX-selfplan.plansizeX/+ "px"; ourPlan. style. top = selfplanY-selfplan.plansizeY/+ "px"; // document. getElementsByTagName ('img ') []. style. left = selfplanX-selfplan.plansizeX/+ "px"; // document. getElementsByTagName ('img ') [] .. style. top = selfplanY-selfplan.plansizeY/+ "px";}/* pause event */var number =; var zanting = function () {if (number =) {suspendp. style. display = "block"; if (document. removeEventListener) {mainDiv. removeEventListener ("mousemove", yidong, true); bodyobj. removeEventListener ("mousemove", bianjie, true);} else if (document. detachEvent) {mainDiv. detachEvent ("onmousemove", yidong); bodyobj. detachEvent ("onmousemove", bianjie) ;}clearinterval (set); number =;} else {suspendp. style. display = "none"; if (document. addEventListener) {mainDiv. addEventListener ("mousemove", yidong, true); bodyobj. addEventListener ("mousemove", bianjie, true);} else if (document. attachEvent) {mainDiv. attachEvent ("onmousemove", yidong); bodyobj. attachEvent ("onmousemove", bianjie) ;}set = setInterval (start,); number =;}// determines whether the plane has been removed from the boundary. If the plane has been removed from the boundary, cancel the mousemove event. Otherwise, add the mousemove event var bianjie = function () {var oevent = window. event | arguments []; var bodyobjX = oevent. clientX; var bodyobjY = oevent. clientY; if (bodyobjX <| bodyobjX> | bodyobjY <| bodyobjY>) {if (document. removeEventListener) {mainDiv. removeEventListener ("mousemove", yidong, true);} else if (document. detachEvent) {mainDiv. detachEvent ("onmousemove", yidong) ;}} else {if (document. addEventListener) {mainDiv. addEventListener ("mousemove", yidong, true);} else if (document. attachEvent) {mainDiv. attachEvent ("nomousemove", yidong );}}}
// Pause the interface and restart the event.
// Function chongxinkaishi () {// location. reload (true); // startp. style. display = "none"; // mainp. style. display = "block"; //} var bodyobj = document. getElementsByTagName ("body") []; if (document. addEventListener) {// Add the mainDiv for the plane to move and pause. addEventListener ("mousemove", yidong, true); // Add a pause event selfplan for this plane. imagenode. addEventListener ("click", zanting, true); // Add a bodyobj for the body to determine whether the plane is removed from the bodyobj. addEventListener ("mousemove", bianjie, true); // Add the pause event suspendp for the continue button on the pause page. getElementsByTagName ("button") []. addEventListener ("click", zanting, true); // suspendp. getElementsByTagName ("button") []. addEventListener ("click", chongxinkaishi, true); // adds the suspendp event to the homepage button of the paused interface. getElementsByTagName ("button") []. addEventListener ("click", jixu, true);} else if (document. attachEvent) {// Add a mobile mainDiv for the plane. attachEvent ("onmousemove", yidong); // Add a pause event selfplan for this plane. imagenode. attachEvent ("onclick", zanting); // Add a bodyobj for the body to determine whether the plane is removed from the bodyobj. attachEvent ("onmousemove", bianjie); // Add the pause event suspendp to the continue button on the pause page. getElementsByTagName ("button") []. attachEvent ("onclick", zanting); // suspendp. getElementsByTagName ("button") []. attachEvent ("click", chongxinkaishi, true); // adds the suspendp event to the homepage button of the paused interface. getElementsByTagName ("button") []. attachEvent ("click", jixu, true);} // initialize the selfplan to hide the local aircraft. imagenode. style. display = "none";/* array of enemy objects */var enemys = [];/* array of bullet objects */var bullets = []; var mark =; var backgroundPositionY =;/* start function */function start () {mainDiv. style. backgroundPositionY = backgroundPositionY + "px"; backgroundPositionY + = .; if (backgroundPositionY =) {backgroundPositionY =;} mark ++;/* Create an enemy plane */if (mark =) {mark ++; // if (mark % =) {enemys. push (new enemy (, random (,), "image/ .gif", "image/enemy_fly_.png "));} // large aircraft if (mark =) {enemys. push (new enemy (, "image/ .gif", "image/enemy_fly_.png"); mark =;} // airplane else {enemys. push (new enemy (, random (,), "image/fliggy .gif", "image/enemy_fly_.png");} mark = ;} /* Move enemy planes */var enemyslen = enemys. length; for (var I =; I
) {MainDiv. removeChild (enemys [I]. imagenode); enemys. splice (I,); enemyslen --;} // after a period of time, if (enemys [I]. planisdie = true) {enemys [I]. plandietimes + =; if (enemys [I]. plandietimes = enemys [I]. plandietime) {mainDiv. removeChild (enemys [I]. imagenode); enemys. splice (I,); enemyslen -- ;}}/* Create a bullet */if (mark % =) {bullets. push (new oddbullet (parseInt (selfplan. imagenode. style. left) +, parseInt (selfplan. imagenode. style. top)-);}/* Mobile bullet */var bulletslen = bullets. length; for (var I =; I
= Selfplan. imagenode. offsetLeft & enemys [j]. imagenode. offsetLeft <= selfplan. imagenode. offsetLeft + selfplan. plansizeX) {if (enemys [j]. imagenode. offsetTop + enemys [j]. plansizeY> = selfplan. imagenode. offsetTop + & enemys [j]. imagenode. offsetTop <= selfplan. imagenode. offsetTop-+ selfplan. plansizeY) {// hit the local plane. The game is over and the score is selfplan. imagenode. src = "image/local aircraft explosion .gif"; endp. style. display = "block"; planscore. innerHTML = scores; if (document. removeEventListener) {mainDiv. removeEventListener ("mousemove", yidong, true); bodyobj. removeEventListener ("mousemove", bianjie, true);} else if (document. detachEvent ){
The above code is simple. The pure javascript is used to simulate the airplane hitting game. There are many other methods at that time. You are welcome to share them with us.