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HomeWeb Front-endH5 TutorialHTML5 game development-barrage + imitation lightning game demo

This game uses HTML5 canvas, and the browser needs to support HTML5 to run the game.

This article explains in detail how to use html5 to develop a shooting game. Thunderbolt can be said to be a classic among shooting games. Below Let’s imitate it.

Let’s take a look at the screenshots of the game first


##Game development requires the use of Open source engine: lufylegend.js

The game is expected to use the following Several files

index.html

js folder|---Main .js

                                                                    and                                                                                                                                                                   ​



images folder|--picturesI will briefly talk about the production process, the source code is at the bottom

First create the index.html file,

<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>弹幕</title>
<!-- 
<meta name="viewport" content="width=480,initial-scale=0.5, minimum-scale=0.5, maximum-scale=1.0,user-scalable=no" />
 -->
<meta name="viewport" content="width=480,initial-scale=0.6" />
<script type="text/javascript" src="../legend/legend.js"></script> 
<script type="text/javascript" src="./js/Global.js"></script> 
<script type="text/javascript" src="./js/Bullet.js"></script> 
<script type="text/javascript" src="./js/Plain.js"></script> 
<script type="text/javascript" src="./js/Main.js"></script> 
</head>
<body>
<p id="mylegend">loading……</p>

</body>
</html>

Open Main.js

Add code inside, first read all the images, and display the progress bar

And add some variables that may be used Go in

/**
 * Main
 * */
//设定游戏速度,屏幕大小,回调函数
init(50,"mylegend",480,800,main);

/**层变量*/
//显示进度条所用层
var loadingLayer;
//游戏最底层
var backLayer;
//控制层
var ctrlLayer;

/**int变量*/
//读取图片位置
var loadIndex = 0;
//贞数
var frames = 0;
//BOOS START
var boosstart = false;
//GAME OVER
var gameover = false;
//GAME CLEAR 
var gameclear = false;
//得分
var point = 0;
/**对象变量*/
//玩家
var player;
//得分
var pointText;

/**数组变量*/
//图片path数组
var imgData = new Array();
//读取完的图片数组
var imglist = {};
//子弹数组
var barrage = new Array();
//子弹速度数组
var barrageSpeed = [5,10];
//储存所有敌人飞机的数组
var enemys = new Array();

function main(){
	//准备读取图片
	imgData.push({name:"back",path:"./images/back.jpg"});
	imgData.push({name:"enemy",path:"./images/e.png"});
	imgData.push({name:"player",path:"./images/player.png"});
	imgData.push({name:"boss",path:"./images/boss.png"});
	imgData.push({name:"ctrl",path:"./images/ctrl.png"});
	imgData.push({name:"item1",path:"./images/1.png"});
	//实例化进度条层
	loadingLayer = new LSprite();
	loadingLayer.graphics.drawRect(1,"black",[50, 200, 200, 20],true,"#ffffff");
	addChild(loadingLayer);
	//开始读取图片
	loadImage();
}
function loadImage(){
	//图片全部读取完成,开始初始化游戏
	if(loadIndex >= imgData.length){
		removeChild(loadingLayer);
		legendLoadOver();
		gameInit();
		return;
	}
	//开始读取图片
	loader = new LLoader();
	loader.addEventListener(LEvent.COMPLETE,loadComplete);
	loader.load(imgData[loadIndex].path,"bitmapData");
}
function loadComplete(event){
	//进度条显示
	loadingLayer.graphics.clear();
	loadingLayer.graphics.drawRect(1,"black",[50, 200, 200, 20],true,"#ffffff");
	loadingLayer.graphics.drawRect(1,"black",[50, 203, 200*(loadIndex/imgData.length), 14],true,"#000000");
	//储存图片数据
	imglist[imgData[loadIndex].name] = loader.content;
	//读取下一张图片
	loadIndex++;
	loadImage();
}

Now, all the pictures used have been loaded. First add a background and display a picture

It is very simple to use the legend library to display pictures

function gameInit(event){
	//游戏底层实例化
	backLayer = new LSprite();
	addChild(backLayer);
	//添加游戏背景
	bitmapdata = new LBitmapData(imglist["back"]);
	bitmap = new LBitmap(bitmapdata);
	backLayer.addChild(bitmap);}

The effect is as follows

##Shooting game, bullets are the highlight, how to add a variety of bullets is The key to the game

To make the bullet change, you must set the corresponding angle, acceleration, and other variables
In order to realize these changes, let's create a bullet class

/**
 * 子弹类 
 * */
function Bullet(belong,x,y,angle,xspeed,yspeed,aspeed,speed){
	base(this,LSprite,[]);
	var self = this;
	//子弹所属
	self.belong = belong;
	//出现位置
	self.x = x;
	self.y = y;
	//角度
	self.angle = angle;
	//移动速度
	self.speed = speed;
	//xy轴速度
	self.xspeed = xspeed;
	self.yspeed = yspeed;
	//旋转角度加成
	self.aspeed = aspeed;
	//子弹图片
	var bitmapdata,bitmap;
	bitmapdata = new LBitmapData(imglist["item1"]);
	bitmap = new LBitmap(bitmapdata);
	self.bitmap = bitmap;
	//显示
	self.addChild(bitmap);
}

Then, during the movement of the bullet, various transformations are implemented based on these variables

In the common class, add a bullet array to distinguish various Bullet

/**
 * 子弹类型数组
 * 【开始角度,增加角度,子弹速度,角度加速度,子弹总数,发动频率,枪口旋转】
 * */
Global.bulletList = new Array(
		{startAngle:0,angle:20,speed:5,aspeed:0,count:1,shootspeed:10,sspeed:0},//1发
);

The most basic bullet in the game is, of course, one bullet each time.

Build a function that fires bullets in the common class

/**
 * 发射子弹
 * @param 飞机
 * */
Global.setBullet = function(plainObject){
	var i,j,obj,xspeed,yspeed,kaku;
	//获取子弹属性
	var bullet = Global.bulletList[0];
	//开始发射
	for(i=0;i<bullet.count;i++){
		//发射角度
		kaku = i*bullet.angle + bullet.startAngle;
		//子弹xy轴速度
		xspeed = bullet.speed*Math.sin(kaku * Math.PI / 180);
		yspeed = barrageSpeed[0]*Math.cos(kaku * Math.PI / 180);
		//子弹实例化
		obj = new Bullet(0,210,300,kaku,xspeed,yspeed,bullet.aspeed,bullet.speed);
		//显示
		backLayer.addChild(obj);
		barrage.push(obj);
	}
};

Here, ultimately it needs to be fired according to The aircraft are different, so I added the parameter aircraft

Now create the aircraft class, as follows

/**
 * 飞机类
 * */
function Plain(name,belong,x,y,bullets){
	base(this,LSprite,[]);
	var self = this;
	//飞机名称
	self.name = name;
	//飞机位置
	self.x = x;
	self.y = y;
	//飞机所属
	self.belong = belong;
	//子弹数组
	self.bullets = bullets;
	//初始子弹
	self.bullet = self.bullets[Math.floor(Math.random()*self.bullets.length)];
	self.shootspeed = Global.bulletList[self.bullet].shootspeed;
	//枪口旋转角度
	self.sspeed = 0;
	//射击频率控制
	self.shootctrl = 0;
	//获取飞机属性
	self.list = Global.getPlainStatus(self);
	//飞机图片
	self.bitmap = self.list[0];
	//显示
	self.addChild(self.bitmap);
	//枪口位置
	self.shootx = self.list[1];
	self.shooty = self.list[2];
	//移动速度
	self.speed = self.list[3];
	//飞机hp
	self.hp = self.list[4];
	//移动方向
	self.move = [0,0];
	//发射子弹数
	self.shootcount = 0;
	//是否发射子弹
	self.canshoot = true;
	if(name=="player")self.canshoot = false;
}

/**
 * 循环
 * */
Plain.prototype.onframe = function (){
	var self = this;
	//移动
	self.x += self.move[0]*self.speed;
	self.y += self.move[1]*self.speed;
	
	switch (self.name){
		case "player":
			//自机移动位置限制
			if(self.x < 0)self.x = 0;
			else if(self.x + self.bitmap.getWidth() > LGlobal.width)self.x = LGlobal.width-self.bitmap.getWidth();
			if(self.y < 0)self.y = 0;
			else if(self.y + self.bitmap.getHeight() > LGlobal.height)self.y = LGlobal.height-self.bitmap.getHeight();
			break;
		case "boss":
			//敌机BOSS移动
			if(self.y < 0){
				self.y = 0;
				self.move[1] = 1;
			}else if(self.y + self.bitmap.getHeight() > LGlobal.height){
				self.y = LGlobal.height-self.bitmap.getHeight();
				self.move[1] = -1;
			}
			//碰撞检测
			self.hitTest();
			break;
		case "enemy":
		default:
			//碰撞检测
			self.hitTest();
	}
	//射击
	if(self.canshoot)self.shoot();
};

/**
 * 碰撞检测
 * */
Plain.prototype.hitTest = function (){
	var self = this;
	var disx,disy,sw,ew;
	sw = (self.bitmap.getWidth() + self.bitmap.getHeight())/4;
	ew = (player.bitmap.getWidth() + player.bitmap.getHeight())/4;
	disx = self.x+sw - (player.x + ew);
	disy = self.y+self.bitmap.getHeight()/2 - (player.y + player.bitmap.getHeight()/2);
	if(disx*disx + disy*disy < (sw+ew)*(sw+ew)){
		player.visible = false;
		gameover = true;
	}
};
/**
 * 射击
 * */
Plain.prototype.shoot = function (){
	var self = this;
	if(self.shootctrl++ < self.shootspeed)return;
	self.shootctrl = 0;
	if(self.name == "boss"){
		if(self.shootcount++ % 20 > 5)return;
	}else{
		if(self.shootcount++ % 10 > 5)return;
	}
	Global.setBullet(self);
	if(self.name == "boss"){
		if(self.shootcount % 20 < 5)return;
	}else{
		if(self.shootcount % 10 < 5)return;
	}
	if(self.bullets.length <= 1)return;
	self.bullet = self.bullets[Math.floor(Math.random()*self.bullets.length)];
	self.shootspeed = Global.bulletList[self.bullet].shootspeed;
};

The code has been added with detailed comments, it is not difficult to understand

Improve the bullet class as follows

/**
 * 子弹类 
 * */
function Bullet(belong,x,y,angle,xspeed,yspeed,aspeed,speed){
	base(this,LSprite,[]);
	var self = this;
	//子弹所属
	self.belong = belong;
	//出现位置
	self.x = x;
	self.y = y;
	//角度
	self.angle = angle;
	//移动速度
	self.speed = speed;
	//xy轴速度
	self.xspeed = xspeed;
	self.yspeed = yspeed;
	//旋转角度加成
	self.aspeed = aspeed;
	//子弹图片
	var bitmapdata,bitmap;
	bitmapdata = new LBitmapData(imglist["item1"]);
	bitmap = new LBitmap(bitmapdata);
	self.bitmap = bitmap;
	//显示
	self.addChild(bitmap);
}

/**
 * 循环
 * @param 子弹序号
 * */
Bullet.prototype.onframe = function (index){
	var self = this;

	//子弹移动
	self.x += self.xspeed;
	self.y += self.yspeed;
	
	//子弹角度变更
	if(self.aspeed != 0){
		self.angle += self.aspeed;
		//子弹角度变更后,重新计算xy轴速度
		self.xspeed = self.speed*Math.sin(self.angle * Math.PI / 180);
		self.yspeed = self.speed*Math.cos(self.angle * Math.PI / 180);
	}
	//子弹位置检测
	if(self.x < 0 || self.x > LGlobal.width || self.y < 0 || self.y > LGlobal.height){
		//从屏幕移除
		backLayer.removeChild(self);
		//从子弹数组移除
		barrage.splice(index,1);
	}else{
		self.hitTest(index);
	}
	
};
/**
 * 子弹碰撞检测
 * @param 子弹序号
 * */
Bullet.prototype.hitTest = function (index){
	var self = this;
	var disx,disy,sw,ew,obj,i;
	if(self.belong == player.belong){
		//自机子弹
		for(i=0;i

The bullet launch function is modified as follows

/**
 * 发射子弹
 * @param 飞机
 * */
Global.setBullet = function(plainObject){
	var i,j,obj,xspeed,yspeed,kaku;
	//获取子弹属性
	var bullet = Global.bulletList[plainObject.bullet];
	//设定枪口旋转
	plainObject.sspeed += bullet.sspeed;
	//开始发射
	for(i=0;i<bullet.count;i++){
		//发射角度
		kaku = i*bullet.angle + bullet.startAngle + plainObject.sspeed;
		//子弹xy轴速度
		xspeed = bullet.speed*Math.sin(kaku * Math.PI / 180);
		yspeed = barrageSpeed[0]*Math.cos(kaku * Math.PI / 180);
		//子弹实例化
		obj = new Bullet(plainObject.belong,plainObject.x+plainObject.shootx,plainObject.y+plainObject.
		shooty,kaku,xspeed,yspeed,bullet.aspeed,bullet.speed);
		//显示
		backLayer.addChild(obj);
		barrage.push(obj);
	}
};

Add a loop in the Main file

/**
 * 循环
 * */
function onframe(){
	
	var i;
	//循环子弹
	for(i=0;i<barrage.length;i++){
		barrage[i].onframe(i);
	}
	//循环敌机
	for(i=0;i<enemys.length;i++){
		enemys[i].onframe();
	}
}

Now, I only need to add the aircraft, and that’s it Fire the bullet

plain = new Plain("enemy",1,200,300,[0]);		

See the effect

Modify, the corresponding parameters of the bullet are as follows


/**
 * 子弹类型数组
 * 【开始角度,增加角度,子弹速度,角度加速度,子弹总数,发动频率,枪口旋转】
 * */
Global.bulletList = new Array(
		{startAngle:0,angle:20,speed:5,aspeed:0,count:1,shootspeed:10,sspeed:0},//1发
		{startAngle:-20,angle:20,speed:5,aspeed:0,count:3,shootspeed:10,sspeed:0},//3发
		{startAngle:0,angle:20,speed:5,aspeed:0,count:1,shootspeed:1,sspeed:20},//1发旋转
		{startAngle:0,angle:20,speed:5,aspeed:0,count:18,shootspeed:3,sspeed:0},//环发
		{startAngle:0,angle:20,speed:5,aspeed:1,count:18,shootspeed:3,sspeed:0},//环发旋转
		{startAngle:180,angle:20,speed:5,aspeed:0,count:1,shootspeed:5,sspeed:0},//1发 up
		{startAngle:160,angle:20,speed:5,aspeed:0,count:3,shootspeed:5,sspeed:0}//3发 up
);

The effects are





#lufylegend.js engine package contains this demo, please download the lufylegend.js engine directly and view the source code in the engine package

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