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README
MulanPSL-2.0

这是panghu-planebattle-esm的.md说明文档

欢迎使用胖虎的飞机大战包!! 为你的主页添加色彩

  • 这是一个有趣的网页小游戏包,使用canvas和js开发
  • 使用ES6模块化开发

使用我

1.导入

1.1.在vue中使用

第一步:使用npm导入包:

npm install panghu-planebattle-esm

或使用在gitee中下载 https://gitee.com/tang-and-han-dynasties/panghu-planebattle-esm.git

将包导入到项目当中

第二步:提供一个空白的<div>用于渲染游戏

使用样例如下:

<template>
  <div>
    <div ref="stage"></div>
  </div>
</template>

<script>
import { canvas, main_1 } from "panghu-planebattle-esm"
export default {
  mounted() {
    this.$refs.stage.appendChild(canvas);
    main_1.maingame();
  }
}
</script>

<style>
#stage {
  width: 480px;
  height: 650px;
  margin: 0 auto;
}
</style>

1.2.在react中使用

... 我不会react,等我学完了react再来更新



2.游戏说明

基本操作:在小游戏中,使用鼠标操作英雄发射子弹击败敌机 当鼠标离开游戏画面后,游戏自动暂停

英雄:仅有三点生命值,每次与敌机碰撞后减少一点生命

敌机:共有三类

敌机类型 生命值 击杀后得分
第一使徒(中) 10 1分
第二使徒(大) 50 5分
第一使徒(超大) 100 20分

子弹射速:每秒发射8枚子弹

随机掉落奖励类: 会随机掉落一个篮球 英雄拾取后,消灭全场敌机,但不得分

3.参数修改

该包所有文件的配置项参数都在config.js文件中

可修改参数包括:

  1. 图片地址 在IMAGES对象中进行修改
  2. 敌机血量 life属性 在E1,E2,E3中
  3. 敌机大小 width和height属性 在E1,E2,E3中
  4. 敌机击杀后获得分数 score属性 在E1,E2,E3中
  5. 敌机飞行速度最大值 maxSpeed属性 在E1,E2,E3中
  6. 敌机飞行速度最小值 minSpeed属性 在E1,E2,E3中
  7. 英雄生命 window.life
  8. 分数 window.score


4.关于小游戏的更多(包括整个游戏的开发过程)

Html飞机大战(一):绘制动态背景 Html飞机大战(九): 使徒来袭 (设计敌机) Html飞机大战(十七): 优化移动端 label



5.存在问题

这个小游戏目前还存在很多问题: 如:

  1. 英雄和敌机的撞击判断存在很多问题
//main.js中的全局方法:
function checkHit() {
            // 遍历所有的敌机
            for (let i = 0; i < enemies.length; i++) {
                //检测英雄是否撞到敌机
                if (enemies[i].hit(hero)) {
                    //将敌机和英雄的destory属性改为true
                    enemies[i].collide();
                    hero.collide();
                }
                
            }
        }

enemy对象中的hit方法

hit(o) {
    let ol = o.x;
    let or = o.x + o.width;
    let ot = o.y;
    let ob = o.y + o.height;
    let el = this.x;
    let er = this.x + this.width;
    let et = this.y;
    let eb = this.y + this.height;
    if (ol > er || or < el || ot > eb || ob < et) {
      return false;
    } else {
      return true;
    }
  }

你应该看出来了,这是一个"正方形"判定,这会导致很多问题 例如,我的英雄还没有"真正"碰到敌机, 而是英雄的左上角与敌机的右下角接触 (想像两个正方形接触)

英雄的"身体"没有碰到敌机的"身体" 就爆炸了

这会导致后期游戏体验非常差

  1. 这个游戏不够好玩 就如字面意思一样,这个游戏不够好玩


6.欢迎加入我的仓库,我们一起完善这个项目

如果你对网页小游戏制作感兴趣,并有一定的js基础

联系我:18676525317(微信) 1072253914 (QQ) 我的博客:https://www.cnblogs.com/FatTiger4399/

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