狼的传说小游戏

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狼的传说

玩法:
鼠标左键选择能防御、战斧、风暴3%、滚石10%、藤曼5%、冰柱5%、飞跃10%、三叶草20%、钢叉15%,消灭所有敌人,不同关卡不同敌人,快去闯关消灭敌人吧^^。

开始游戏https://www.ormcc.com/play/gameStart/180

html

<div style="text-align:center;"  id="game"></div>

css

#game canvas {
    margin-left:50%;
    transform: translateX(-50%);
}

js

// import './js/libs/weapp-adapter'
// import Phaser from './js/libs/phaser-wx.js'
// import Demon from './assets/demon.js'
//技能图标 1.防御0 2.战斧0 3.风暴3% 4.滚石10% 5.藤曼5% 6.冰柱5% 7.飞跃10% 8.三叶草20% 9.钢叉15%
var gameScore = 0;
var game = new Phaser.Game({
    width: 710,
    height: 580,
    renderer: Phaser.CANVAS,
    parent:'game',
    // canvas: canvas,
});
var gameState = function (game) {
    this.create = function () {
        this.game.physics.startSystem(Phaser.Physics.ARCADE);//开启物理引擎
        this.bg = this.add.image(0,0,'background');//背景
        this.grass = this.add.image(0,0,'battlefield');//草坪
        this.underRails = this.add.sprite(0,0,'under-rails');//底座
        this.game.physics.arcade.enable(this.underRails);
        this.rails = this.add.image(0,0,'rails');//滑道
        this.rails.y = 81;
        this.underRails.y = 81;
        this.underRails.width = this.rails.width;
        this.underRails.height = this.rails.height;
        this.sky = this.add.image(0,0,'sky');//天空
        this.earth = this.add.image(0,0,'earth');//土地
        this.wagon = this.add.image(0,this.underRails.y -10,'wagon');
        //滑板 第一道-10 第二道60 第三道130 第四道200 第五道270 第六道340 累加70
        this.wires = this.add.sprite(this.underRails.width,this.underRails.y,'wires');//荆棘
        this.wires.active = false;//需要技能图标1 防御 激活
        this.wires.hp = 20;
        this.wires.hp_ = this.wires.hp;
        this.wires.dt = 0;
        this.wires.alpha = 0;
        this.game.physics.arcade.enable(this.wires);
        this.wolf = this.add.image(7,this.wagon.y - 40,'wolf');//狼
        this.wolf.y_ = this.wolf.y;
        this.wolf.animations.add('walk', [4, 5, 6, 7], 3, true);
        this.wolf.animations.add('attack', [0,1, 2, 3], 5, true);
        this.attack = false;
        this.wolf.animations.play('walk');
        this.wolf.bulletSpeed = 60;//quicken 加快 更活跃
        this.axe = this.add.image(0,0,'axe');//武器axe hp==1
        this.axe.alpha = 0;
        this.fork = this.add.image(0,0,'fork');//武器fork hp==2
        this.fork.alpha = 0;
        this.weapon = this.add.weapon(50,'axe');//武器  
        //优化时 更换为group weapon.bullets 子弹行为
        if (this.weapon.bullets.children[0].key=='axe') {//武器耐性
            this.weapon.hp = 1;
        }
        if (this.weapon.bullets.children[0].key=='fork') {//值
            this.weapon.hp = 3;
        }
        this.weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS;
        this.weapon.fireAngle = Phaser.ANGLE_RIGHT;
        this.weapon.bulletAngleOffset = 90;
        this.weapon.bulletSpeed = 400;
        this.weapon.fireRate = 60;
        this.weapon.trackSprite(this.wolf, this.wolf.width, this.wolf.height/1.3);
        this.pigs = this.add.group();//猪
        this.pigs.enableBody = true;
        this.skills = this.add.group();//技能图标
        for (var i = 0; i < 9; i++) {
            let skillIcon = this.skills.create(0,0,'skills');
            skillIcon.x = 13 + i * skillIcon.width + i * 13;
            skillIcon.y = this.bg.height - 13 - skillIcon.height;
            skillIcon.frame = i;
            skillIcon.inputEnabled = true;
            //   if (i>0) {skillIcon.alpha = 0;}
        }
        this.storm = this.add.group();//技能图标3 风暴 将敌人推出边界
        this.storm.enableBody = true;
        this.stone = this.add.group();//技能图标4 滚石 碾过敌人
        this.stone.enableBody = true;
        this.rattan = this.add.group();//技能图标5 藤曼 迟缓诅咒
        this.rattan.enableBody = true;
        this.ice = this.add.group();//技能图标6 冰冻 冻住敌人
        this.ice.enableBody = true;
        this.skills.getChildAt(0).events.onInputDown.add(function(){//技能图标1 道具 荆棘防御
            this.wires.active = true;
            game.add.tween(this.wires).to( { alpha: 1 }, 3000, "Linear", true)
            .onComplete.add(function(){
                this.wires.act = true;
            },this);
            this.skillMask(this.skills.getChildAt(0),100000000);
        }, this);
        this.skills.getChildAt(1).events.onInputDown.add(function(){//技能图标2 武器 战斧
            this.attack = true;
            this.wolf.animations.play('attack');
            this.weaponReplace(this.weapon,this.axe,this.fork,1);
            this.skillMask(this.skills.getChildAt(1),1000000);
        }, this);
        this.skills.getChildAt(2).events.onInputDown.add(function(){//技能图标3 技能 风暴
            if (this.energyEnabled == false) {
                return false;
            }
            this.energy.width -= (this.energy.sum * 3/100);
            if (this.storm.length>0) {//风暴出界 风消云散
                for (var i = 0; i < this.storm.length; i++) {
                    if (this.storm.getChildAt(i).x>this.game.world.width) {
                        this.storm.getChildAt(i).destroy();
                    }
                }
            }
            for (var i = 0; i < 6; i++) {//六个道路
                this.storm_ = this.storm.create(0,0,'storm');
                this.storm_.scale.set(2.5);
                this.storm_.x = this.underRails.width;
                this.storm_.y = 70 + i * 70;
                this.storm_.animations.add('storm',[0,1,2,3],5,true);
                this.storm_.animations.play('storm');
                this.storm_.body.velocity.x = 300;
            }
            this.skillMask(this.skills.getChildAt(2),3000);//3s
        }, this);
        this.skills.getChildAt(3).events.onInputDown.add(function(){//技能图标4 技能 滚石
            this.iceTo = false;
            if (this.energyEnabled == false) {
                return false;
            }
            this.energy.width -= (this.energy.sum * 1/10);
            if (this.stone.length>0) {//滚石出界
                for (var i = 0; i < this.stone.length; i++) {
                    if (this.stone.getChildAt(i).x>this.game.world.width) {
                        this.stone.getChildAt(i).destroy();
                    }
                }
            }
            for (var i = 0; i < 6; i++) {//六个道路
                this.stone_ = this.stone.create(0,0,'stone');
                this.stone_.scale.set(2);
                this.stone_.x = this.underRails.width + this.wires.width - this.stone_.width;
                this.stone_.y = i * 70;
                this.stone_.animations.add('stone',[0,1,2,3,4,5,6,7,8,9],5,true);
                this.stone_.animations.play('stone');
                this.stone_.body.velocity.x = 500;
            }
            this.skillMask(this.skills.getChildAt(3),10000);//10s
        }, this);
        this.skills.getChildAt(4).events.onInputDown.add(function(){//技能图标5 道具 藤曼 迟缓诅咒
            if (this.energyEnabled == false) {
                return false;
            }
            this.energy.width -= (this.energy.sum * 1/20);
            for (let i = 0; i < this.pigs.length; i++) {//生成敌人数目的藤曼
                this.rattan_ = this.rattan.create(0,0,'rattan');
                this.rattan_.scale.set(.5);
                this.rattan_.animations.add('rattan');
                this.rattan_.x = this.pigs.getChildAt(i).x - this.pigs.getChildAt(i).width/2;
                this.rattan_.y = this.pigs.getChildAt(i).y;
                this.pigs.getChildAt(i).body.velocity.x = -30;
                var that = this;
                this.rattan_.animations.play('rattan',5).onComplete.add(function(){
                //冻住敌人动画 完毕后解冻
                    that.rattan.destroy();
                    that.rattan = this.add.group();
                    that.rattan.enableBody = true;
                }, this);
            }
            this.skillMask(this.skills.getChildAt(4),5000);//5s
        }, this);
        this.skills.getChildAt(5).events.onInputDown.add(function(){//技能图标6 技能 冰冻
            if (this.iceTo==false) {
                return false;//是否可以使用ice 防止出错
            }
            if (this.energyEnabled == false) {
                return false;
            }
            this.energy.width -= (this.energy.sum * 1/20);
            if (this.ice.length>0) {//冰柱消融
                this.ice.destroy();
                this.ice = this.add.group();
                this.ice.enableBody = true;
            }
            for (let i = 0; i < this.pigs.length; i++) {//生成敌人数目的冰柱
                if (this.pigs.getChildAt(i).active) {
                    this.ice_ = this.ice.create(0,0,'ice');
                    this.ice_.x = this.pigs.getChildAt(i).x - this.pigs.getChildAt(i).width/2;
                    this.ice_.y = this.pigs.getChildAt(i).y;
                    this.pigs.getChildAt(i).body.velocity.x = 0;
                    this.pigs.getChildAt(i).animations.stop();
                    this.pigs.getChildAt(i).ice = true;
                    this.pigs.getChildAt(i).iceIndex = i;
                    this.ice_.animations.add('ice',[0,1,2,3,4,5,6],3,false);
                    var that = this;
                    this.ice_.animations.play('ice').onComplete.add(function(){
                    //冻住敌人动画 完毕后解冻
                        if (that.pigs.getChildAt(i)) {
                            that.ice.getChildAt(i).kill();
                            that.pigs.getChildAt(i).ice = false;
                            that.pigs.getChildAt(i).animations.play('walk');
                            that.pigs.getChildAt(i).body.velocity.x = -100;
                        }
                    }, this);
                } else {
                    continue;
                }
            }
            this.skillMask(this.skills.getChildAt(5),5000);//5s
        }, this);
        this.skills.getChildAt(6).events.onInputDown.add(function(){//技能图标7 技能 加速
            if (this.energyEnabled == false) {
                return false;
            }
            this.energy.width -= (this.energy.sum * 1/10);
            this.wolf.bulletSpeed = 30;
            var that = this;
            this.skillMask(this.skills.getChildAt(6),10000,function(){
                that.wolf.bulletSpeed = 60;
            });
        }, this);
        this.skills.getChildAt(7).events.onInputDown.add(function(){//技能图标8 道具 三叶草 治愈
            if (this.energyEnabled == false) {
                return false;
            }
            this.energy.width -= (this.energy.sum * 1/5);
            this.skillMask(this.skills.getChildAt(7),12000);
            this.restore = this.add.image(0,0,'restore');
            this.restore.scale.set(3);
            this.restore.animations.add('restore');
            var that = this;
            this.restore.animations.play('restore',3).onComplete.add(function(){
                that.restore.destroy();
                that.life.width = that.life.sum;
            }, this);
        }, this);
        this.skills.getChildAt(8).events.onInputDown.add(function(){//技能图标9 武器 钢叉
            if (this.energyEnabled == false) {
                return false;
            }
            this.energy.width -= (this.energy.sum * 15/100);
            this.weaponReplace(this.weapon,this.axe,this.fork,2);
            var that = this;
            this.skillMask(this.skills.getChildAt(8),10000,function(){
                that.weaponReplace(that.weapon,that.axe,that.fork,1);
            });
        }, this);
        ///
        this.add.image(0,0,'life-bar');//血槽
        this.life = this.add.image(0,0,'life-bar-filled');//血量
        this.life.sum = this.life.width;
        this.add.image(0,this.life.height,'energy-bar');//能量槽
        this.energy = this.add.image(0,this.life.height,'energy-bar-filled');//能量
        this.energy.sum = this.energy.width;
        this.energyEnabled = true;
        ///游戏进度条
        this.progressBarBelow = this.add.image(0,0,'progress-bar-below');
        this.progressBarOver = this.add.image(0,0,'progress-bar-over');
        //   this.progressBarBelow.anchor.set(.5);
        //   this.progressBarBelow.x = this.world.centerX;
        //   this.progressBarBelow.y = this.progressBarBelow.height*1.7;
        //   this.progressBarOver.x = this.progressBarBelow.x - this.progressBarOver.width/2;
        //   this.progressBarOver.y = this.progressBarBelow.y - this.progressBarOver.height/2;
        Phaser.Display.Align.In.TopRight(this.progressBarBelow, this.bg);
        this.progressBarOver.x = this.progressBarBelow.x;
        this.progressBarOver.sum = this.progressBarOver.width;
        游戏关卡属性
        this.enemyKey =  new Array('pig','ridding','granny','octocat');
        //直接在生成敌人位置决定攻击动画 可以共用一个
        this.enemyBulletKey = new Array('','pie','rock','fireball');
        this.enemySpeed = new Array(-100,-150,-200,-250);
        this.scoreLevel = new Array(10,30,50,100);
        this.level = 0;
        this.iceTo = true;
        敌方子弹
        this.enemyBullets = this.add.group();
        this.enemyBullets.enableBody = true;
        this.enemyBullets.setAll('outOfBoundsKill', true);
        this.enemyBullets.setAll('checkWorldBounds', true);
        敌方死亡溅血
        this.bloods = this.add.group();
        this.bloods.enableBody = true;
        积分相关
        this.goldCoin = this.add.group();
        this.coins = this.add.image(0,0,'coins');
        this.coins.x = 100;
        this.number = game.add.retroFont('number', 20, 20, 
        Phaser.RetroFont.TEXT_SET10, 20, 0, 0);///aaa2   a5 24 
        a2== a22a==3223 b=4 c=5 de=67 fg = 89 h = 0 set10无前缀 a1~j0 set8无前缀12~01
        this.imageFont = game.add.image(this.world.centerX/2, 49, this.number);
        this.imageFont.anchor.set(.5,.3);
        this.number.text = "";
        this.number.score = '';
        this.number.table = new Array('a','b','c','d','e','f','g','h','i','j');
        this.score = 0;
        this.displayScore();
    }

源码https://www.ormcc.com/

需要源码请关注添加好友哦^ ^

转载:欢迎来到本站,转载请注明文章出处https://ormcc.com/

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