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<!DOCTYPE html>
<html>
	<head>
		<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
		<title>面向对象 - 坦克大战</title>
		<style>
			*{margin: 0;padding: 0;}
			html,body{height: 100%;}
			.bg{
				width: 100%;
				height: 100%;
				background-color: black;
			}
			.tank{/*坦克的样式*/
				position: fixed;
				background-size: 100% 100%;
			}
			.tank > h5{/*坦克头上的文字*/
				color: #fff;
				position: absolute;
				top: -30px;
				font-size: 5px;
			}
			.bullets{
				width: 100%;
				height: 100%;
				position: fixed;
				top: 0;
				z-index: 999999;
			}
			.bullet{
				position: fixed;
				background-size: 100% 100%;
			}
			.tank-enemy{
				width: 100%;
				height: 100%;
				position: fixed;
				top: 0;
				left: 0;
				z-index: 9999;
			}
			.bulletsEnemy{
				width: 100%;
				height: 100%;
				position: fixed;
				top: 0;
				z-index: 999999;
			}
			.bulletEnemy{
				position: fixed;
				background-size: 100% 100%;
			}
			.hp{
				height: 30px;
				background-color:red;
				position: fixed;
				top: 0;
				left: 0;
				border-radius: 30px;
				z-index: 9999999;
				color: #FFFFFF;
				text-align: center;
				line-height: 30px;
			}
			.message{
				width: 900px;
				height: 300px;
				position: absolute;
				top: 0;
				left: 0;
				bottom: 0;
				right: 0;
				margin: auto;
				z-index: 9999999999;
				text-align: center;
				line-height: 300px;
				color: #fff;
				font-size: 40px;
				font-weight: 900;
				border: 5px solid #FFFFFF;
			}
			.timer{
				width: 250px;
				height: 40px;
				position: fixed;
				bottom: 10px;
				right: 10px;
				z-index: 9999999999;
				text-align: center;
				line-height: 40px;
				color: #fff;
				font-size: 20px;
				font-weight: 500;
				border: 2px solid #FFFFFF;
			}
			.gkStep{
				width: 250px;
				height: 40px;
				position: fixed;
				bottom: 60px;
				right: 10px;
				z-index: 9999999999;
				text-align: center;
				line-height: 40px;
				color: #fff;
				font-size: 20px;
				font-weight: 500;
				border: 2px solid #FFFFFF;
			}
		</style>
	</head>
	<body>
		<div class="gkStep" id="gkStep">
			
		</div>
		<div class="timer" id="timer">
			
		</div>
		<div class="message" id="message">
			
		</div>
		
		<div class="hp" id="tankHp" style="width: 100%">血条</div>
		<!-- 用于渲染别的坦克 -->
		<div class="bg" id="bg">
			<div id="ff1ufcv432" class="tank">
				<h5 id="tank_name"></h5>
			</div>
		</div>
		<!-- 用于放自己子弹的div -->
		<div id="bullets" class="bullets">
			<div class="bullet">
				
			</div>
		</div>
		<div id="tankEnemy" class="tank-enemy">
			
		</div>
		
		<!-- 用于放敌人子弹的div -->
		<div id="bulletsEnemy" class="bulletsEnemy">
			<div class="bulletEnemy">
				
			</div>
		</div>
	</body>
	<script type="text/javascript">
		//关卡配置
		var stepList = {
			step:0,//当前关卡
			data:[//关卡时间配置
				{'tankTime':1000,time:20},
				{'tankTime':900,time:8},
				{'tankTime':800,time:9},
				{'tankTime':700,time:10},
				{'tankTime':600,time:11},
				{'tankTime':500,time:10},
				{'tankTime':500,time:11},
				{'tankTime':800,time:12},
				{'tankTime':500,time:20},
				{'tankTime':900,time:30},
				{'tankTime':500,time:20},
				{'tankTime':1000,time:30},
				{'tankTime':500,time:12},
				{'tankTime':800,time:13},
				{'tankTime':500,time:13},
				{'tankTime':900,time:10},
				{'tankTime':500,time:13},
				{'tankTime':800,time:14},
				{'tankTime':500,time:12},
				{'tankTime':900,time:13}
			]
		};
	
	
		//找到放坦克的位置
		var bg = document.getElementById("bg");
		//获取子弹层
		var bullets = document.getElementById("bullets");
		//(坦克 渲染模块)
		var myTank = document.getElementById("ff1ufcv432");
		//敌人坦克层
		var tankEnemy = document.getElementById("tankEnemy");
		//敌人子弹层
		var bulletsEnemy = document.getElementById("bulletsEnemy");
		//血条
		var tankHp = document.getElementById("tankHp");
		//消息层
		var message = document.getElementById("message");
		//关卡信息
		var gkStep = document.getElementById("gkStep");
		//坚持
		var timer = document.getElementById("timer");
		
		
		//用来放子弹的容器
		var bulletList = [];
		//子弹冷却 - 状态
		var bulletCD = true; 
		//子弹冷却 - 时间
		var bulletCDTime = 300;
		//放敌方坦克的容器
		var tankEnemys = [];
		//敌方坦克的子弹容器
		var bulletEnemys = [];

		
		//坦克的类
		class Tank{
			constructor(id,name,x,y,img,direction,speed) {//构造函数
				this.id = id;//用户ID 每个人不能一样
				this.name = name;
			    this.width = 50;//坦克的宽
				this.height = 50;//坦克的高
				this.speed = speed;//速度
				this.hp = 10;//现在血量
				this.hpMax = 10;//最大血量
				this.direction = direction;//移动方向【left right top bottom center】
				this.lastDirection = ""
				this.x = x;//x坐标
				this.y = y;//y坐标
				this.isShow = true;//显示
				this.img = img;//坦克的皮肤
			}
		}
		//变成对象
		const tank = new Tank("ff1ufcv432","二营长",100,500,"img/t_top.png","center",1);
		
		//子弹
		class Bullet{
			constructor(direction,x,y,img,w,h,speed) {
			    this.width = w;//子弹的宽
				this.height = h;//子弹的高
				this.hurt = 1;//伤害
				this.speed = speed;//速度
				this.direction = direction;//移动方向【left right top bottom】
				this.x = x;//x坐标
				this.y = y;//y坐标
				this.img = img;//子弹的皮肤
				this.distance = 0;//子弹的距离
			}
		}

		
		//(独立团 游戏引擎-方向控制)
		function fxkz(){
			//判断移动方向
			if(tank.direction == "left"){
				//x减去速度
				tank.x -= tank.speed;
			}else if(tank.direction == "right"){
				tank.x += tank.speed;
			}else if(tank.direction == "top"){
				tank.y += tank.speed;
			}else if(tank.direction == "bottom"){
				tank.y -= tank.speed;
			}
		}

		
		//把对象的属性渲染给div
		function tkxr(){
			if(tank.isShow == true){
				//把对象的属性渲染到页面上
				myTank.style.width = tank.width + "px";
				myTank.style.height = tank.height + "px";
				myTank.style.backgroundImage = `url(${tank.img})`;
				myTank.style.left = tank.x + "px";
				myTank.style.bottom = tank.y + "px";
				//血量
				var hpWidth = (tank.hp / tank.hpMax) * 100;
				tankHp.style.width = hpWidth+"%";
				tankHp.innerText = "血量:"+tank.hp;
			}else{
				tankHp.style.width = "0%";
				tankHp.innerText="";
				message.innerText="GAME OVER";
				message.style.display = "block";
				//结束关卡和倒计时
				clearInterval(sctkInter);
				clearInterval(gkInter);
			}
		}
		
		
		
		//监听键盘事件
		document.onkeydown = function(event){
			//固定语法(获取事件)
			event = event || window.event;
			//获取键盘状态码
			var number = event.keyCode;
			//alert(number);
			//左上右下 37 38 39 40
			//WASD 87 65 83 68
			if(number == 37){
				//给对象的属性赋值
				tank.direction = "left";
				tank.lastDirection =  "left";
				tank.img = "img/t_left.png";
			}else if(number == 38){
				tank.direction = "top";
				tank.lastDirection = "top";
				tank.img = "img/t_top.png";
			}else if(number == 39){
				tank.direction = "right";
				tank.lastDirection = "right";
				tank.img = "img/t_right.png";
			}else if(number == 40){
				tank.direction = "bottom";
				tank.lastDirection = "bottom";
				tank.img = "img/t_buttom.png";
			}else if(number == 32){//空格
				tank.direction = "center";
			}else if(number == 16){//shift
				if(tank.speed == 1){//必须是原始速度才能加速
					tank.speed = 1.7;
					setTimeout(function(){//多少秒之后执行一次
						tank.speed = 1;
					},2000);
				}
			}else if(number == 17){//ctrl 发送子弹
				//判断是否在冷却
				if(bulletCD != true){
					//结束下面的代码(跳出)
					return;
				}
				//开始冷却
				bulletCD = false;
				//冷却倒计时定时器
				setTimeout(function(){
					bulletCD = true;
				},bulletCDTime);
				if(tank.direction == "left"){
					//坦克的y + 1/2坦克的高 - 1/2子弹的高
					var y = tank.y + (0.5 * tank.height) - (0.5 * 6);
					const bullet = new Bullet(tank.direction,tank.x,y,"img/b_left.png",47,6,5);
					//把创建好的对象放数组里面
					bulletList.push(bullet);
				}else if(tank.direction == "right"){
					var y = tank.y + (0.5 * tank.height) - (0.5 * 6);
					var x = tank.x + tank.width;
					const bullet = new Bullet(tank.direction,x,y,"img/b_right.png",47,6,5);
					bulletList.push(bullet);
				}else if(tank.direction == "top"){
					var y = tank.y + tank.height;
					var x = tank.x + (0.5 * tank.width) - (0.5 * 6);
					const bullet = new Bullet(tank.direction,x,y,"img/b_top.png",6,47,5);
					bulletList.push(bullet);
				}else if(tank.direction == "bottom"){
					var x = tank.x + (0.5 * tank.width) - (0.5 * 6);
					const bullet = new Bullet(tank.direction,x,tank.y,"img/b_buttom.png",6,47,5);
					bulletList.push(bullet);
				}else if(tank.direction == "center"){
					if(tank.lastDirection == "left"){
						//坦克的y + 1/2坦克的高 - 1/2子弹的高
						var y = tank.y + (0.5 * tank.height) - (0.5 * 6);
						const bullet = new Bullet(tank.lastDirection,tank.x,y,"img/b_left.png",47,6,5);
						//把创建好的对象放数组里面
						bulletList.push(bullet);
					}else if(tank.lastDirection == "right"){
						var y = tank.y + (0.5 * tank.height) - (0.5 * 6);
						var x = tank.x + tank.width;
						const bullet = new Bullet(tank.lastDirection,x,y,"img/b_right.png",47,6,5);
						bulletList.push(bullet);
					}else if(tank.lastDirection == "top"){
						var y = tank.y + tank.height;
						var x = tank.x + (0.5 * tank.width) - (0.5 * 6);
						const bullet = new Bullet(tank.lastDirection,x,y,"img/b_top.png",6,47,5);
						bulletList.push(bullet);
					}else if(tank.lastDirection == "bottom"){
						var x = tank.x + (0.5 * tank.width) - (0.5 * 6);
						const bullet = new Bullet(tank.lastDirection,x,tank.y,"img/b_buttom.png",6,47,5);
						bulletList.push(bullet);
					}

				}
			}
		}
		
		//渲染子弹放在页面上 - 自己
		function zdxrmy(){
			bullets.innerHTML = "";
			//循环子弹数组
			for(var i=0; i<bulletEnemys.length; i++){
				//创建一个子弹div
				var bulletDiv = document.createElement("div");
				bulletDiv.className = "bullet";//给div添加class
				bulletDiv.style.width = bulletEnemys[i].width + "px";//样式宽等于对象宽
				bulletDiv.style.height = bulletEnemys[i].height + "px";
				bulletDiv.style.backgroundImage = `url(${bulletEnemys[i].img})`;//子弹背景图片
				bulletDiv.style.left = bulletEnemys[i].x + "px";
				bulletDiv.style.bottom = bulletEnemys[i].y + "px";
				bullets.insertBefore(bulletDiv,bullets.lastChild);//追加到子弹层
			}
		}
		
		
		
		//渲染子弹放在页面上 - 敌方
		function zdxrdf(){
			bulletsEnemy.innerHTML = "";
			//循环子弹数组
			for(var i=0; i<bulletList.length; i++){
				//创建一个子弹div
				var bulletDiv = document.createElement("div");
				bulletDiv.className = "bullet";//给div添加class
				bulletDiv.style.width = bulletList[i].width + "px";//样式宽等于对象宽
				bulletDiv.style.height = bulletList[i].height + "px";
				bulletDiv.style.backgroundImage = `url(${bulletList[i].img})`;//子弹背景图片
				bulletDiv.style.left = bulletList[i].x + "px";
				bulletDiv.style.bottom = bulletList[i].y + "px";
				bulletsEnemy.insertBefore(bulletDiv,bulletsEnemy.lastChild);//追加到子弹层
			}
		}
		
		
		//改变子弹的位置 - 自己
		function zdwzmy(){
			//循环子弹数组
			for(var i=0; i<bulletList.length; i++){
				//从数组里取出对象
				var bulletObj = bulletList[i];
				//给子弹对象加距离
				//当前的距离加上子弹的速度
				bulletObj.distance = bulletObj.distance + bulletObj.speed;
				if(bulletObj.distance > 6000){
					bulletList.splice(i,1);
					//结束本次循环
					continue;
				}
				//console.log("数组长度",bulletList.length);
				
				if(bulletObj.direction == "left"){
					//子弹的位置 = 子弹位置 - 子弹速度
					bulletObj.x = bulletObj.x - bulletObj.speed;
					if(bulletObj.x<0){
						bulletObj.direction = "right";
					}
				}
				if(bulletObj.direction == "right"){
					//子弹的位置 = 子弹位置 - 子弹速度
					bulletObj.x = bulletObj.x + bulletObj.speed;
					if(bulletObj.x > 1920){
						bulletObj.direction = "left";
					}
				}
				if(bulletObj.direction == "top"){
					//子弹的位置 = 子弹位置 - 子弹速度
					bulletObj.y = bulletObj.y + bulletObj.speed;
					if(bulletObj.y > 1080){
						bulletObj.direction = "bottom";
					}
				}
				if(bulletObj.direction == "bottom"){
					//子弹的位置 = 子弹位置 - 子弹速度
					bulletObj.y = bulletObj.y - bulletObj.speed;
					if(bulletObj.y < 0){
						bulletObj.direction = "top";
					}
				}
				//把修改完成的对象返回给数组
				bulletList[i] = bulletObj;
			}
		}
		
		
		//改变子弹的位置 - 敌方
		function zdwzdf(){
			//循环子弹数组
			for(var i=0; i<bulletEnemys.length; i++){
				//从数组里取出对象
				var bulletObj = bulletEnemys[i];
				//给子弹对象加距离
				//当前的距离加上子弹的速度
				bulletObj.distance = bulletObj.distance + bulletObj.speed;
				if(bulletObj.distance > 2000){
					bulletEnemys.splice(i,1);
					//结束本次循环
					continue;
				}
				//console.log("数组长度",bulletList.length);
				
				if(bulletObj.direction == "left"){
					//子弹的位置 = 子弹位置 - 子弹速度
					bulletObj.x = bulletObj.x - bulletObj.speed;
					if(bulletObj.x<0){
						bulletObj.direction = "right";
					}
				}
				if(bulletObj.direction == "right"){
					//子弹的位置 = 子弹位置 - 子弹速度
					bulletObj.x = bulletObj.x + bulletObj.speed;
					if(bulletObj.x > 1920){
						bulletObj.direction = "left";
					}
				}
				if(bulletObj.direction == "top"){
					//子弹的位置 = 子弹位置 - 子弹速度
					bulletObj.y = bulletObj.y + bulletObj.speed;
					if(bulletObj.y > 1080){
						bulletObj.direction = "bottom";
					}
				}
				if(bulletObj.direction == "bottom"){
					//子弹的位置 = 子弹位置 - 子弹速度
					bulletObj.y = bulletObj.y - bulletObj.speed;
					if(bulletObj.y < 0){
						bulletObj.direction = "top";
					}
				}
				//把修改完成的对象返回给数组
				bulletEnemys[i] = bulletObj;
			}
		}
		
		
		//生成人机坦克
		function scrjtk(){
			//随机数 0 - 3 随机数 随机方向
			var num = Math.floor(Math.random()*6);
			if(num == 0){//上
				var x = Math.floor(Math.random()*1871);
				const tank = new Tank("a","二营长",x,1100,"img/t1_top.png","bottom",1.5);
				tankEnemys.push(tank);
			}else if(num == 1){//右
				var y = Math.floor(Math.random()*1031);
				const tank = new Tank("b","二营长",1950,y,"img/t1_right.png","left",1.5);
				tankEnemys.push(tank);
			}else if(num == 2){//下
				var x = Math.floor(Math.random()*1871);
				const tank = new Tank("c","二营长",x,-60,"img/t1_bottom.png","top",1.5);
				tankEnemys.push(tank);
			}else if(num == 3){//左
				var y = Math.floor(Math.random()*1031);
				const tank = new Tank("d","二营长",-60,y,"img/t1_left.png","right",1.5);
				tankEnemys.push(tank);
			}else if(num == 4){
				const tank1 = new Tank("c","二营长",tank.x,-60,"img/t1_bottom.png","top",1.6);
				const tank2 = new Tank("d","二营长",-60,tank.y,"img/t1_left.png","right",1.6);
				tankEnemys.push(tank1);
				tankEnemys.push(tank2);
			}else if(num == 5){
				const tank1 = new Tank("a","二营长",tank.x,1100,"img/t1_top.png","bottom",1.6);
				const tank2 = new Tank("b","二营长",1950,tank.y,"img/t1_right.png","left",1.6);
				tankEnemys.push(tank1);
				tankEnemys.push(tank2);
			}
			
		}
		
		
		//让敌人坦克动起来
		function drtkmove(){
			for(var i = 0; i<tankEnemys.length;i++){
				var tank = tankEnemys[i];
				//判断移动方向
				if(tank.direction == "left"){
					//x减去速度
					tank.x -= tank.speed;
				}else if(tank.direction == "right"){
					tank.x += tank.speed;
				}else if(tank.direction == "top"){
					tank.y += tank.speed;
				}else if(tank.direction == "bottom"){
					tank.y -= tank.speed;
				}
				tankEnemys[i] = tank;
			}
		}
		
		
		//把敌人坦克渲染到页面上
		function sftkxr(){
			//清除敌人坦克层的数据
			tankEnemy.innerHTML = ""
			for(var i = 0; i<tankEnemys.length;i++){
				var tank = tankEnemys[i];
				//判断如果超出屏幕
				if(tank.x < -60 || tank.x > 1950){
					//数组里移除坦克对象
					tankEnemys.splice(i,1);
				}
				if(tank.y < -60 || tank.y > 1150){
					tankEnemys.splice(i,1);
				}
			
				var tankDiv = document.createElement("div");
				tankDiv.className = "tank";//给div添加class
				tankDiv.style.width = tank.width + "px";//样式宽等于对象宽
				tankDiv.style.height = tank.height + "px";
				tankDiv.style.backgroundImage = `url(${tank.img})`;//子弹背景图片
				tankDiv.style.left = tank.x + "px";
				tankDiv.style.bottom = tank.y + "px";
				//追加到敌人坦克层
				tankEnemy.insertBefore(tankDiv,tankEnemy.lastChild);
			}
		}
		
		
		
		//让敌人坦克发射子弹
		function dftkfs(){
			//循环所有坦克
			for(var i = 0; i<tankEnemys.length;i++){
				var tank = tankEnemys[i];
				if(tank.direction == "left"){
					//坦克的y + 1/2坦克的高 - 1/2子弹的高
					var y = tank.y + (0.5 * tank.height) - (0.5 * 30);
					const bullet = new Bullet(tank.direction,tank.x,y,"img/b1_left.png",30,30,3);
					//把创建好的对象放数组里面
					bulletEnemys.push(bullet);
				}else if(tank.direction == "right"){
					var y = tank.y + (0.5 * tank.height) - (0.5 * 30);
					var x = tank.x + tank.width;
					const bullet = new Bullet(tank.direction,x,y,"img/b1_right.png",30,30,3);
					bulletEnemys.push(bullet);
				}else if(tank.direction == "top"){
					var y = tank.y + tank.height;
					var x = tank.x + (0.5 * tank.width) - (0.5 * 30);
					const bullet = new Bullet(tank.direction,x,y,"img/b1_top.png",30,30,3);
					bulletEnemys.push(bullet);
				}else if(tank.direction == "bottom"){
					var x = tank.x + (0.5 * tank.width) - (0.5 * 30);
					const bullet = new Bullet(tank.direction,x,tank.y,"img/b1_bottom.png",30,30,3);
					bulletEnemys.push(bullet);
				}
			}
		}
		
		//己方子弹伤害
		function jfshpd(){
			//循环子弹数组
			for(var i=0; i<bulletList.length; i++){
				//从数组里取出对象
				var bulletObj = bulletList[i];
				for(var j=0; j<tankEnemys.length; j++){
					var tank = tankEnemys[j];
					//子弹在坦克的右边
					if((bulletObj.x + bulletObj.width)  >= tank.x){
						//又在坦克的左边
						if(bulletObj.x  <= (tank.x + tank.width)){
							//在坦克的上边
							if((bulletObj.y + bulletObj.height)  >= tank.y){
								//又在坦克的下边
								if(bulletObj.y <= (tank.y + tank.height)){
									//击中后移除子弹
									tankEnemys.splice(j,1);
								}
							}
						}
					}
				}
				
			}
		}
		
		//判断子弹是否打中坦克 和坦克间是否碰撞 tank
		function shpd(){
			//循环子弹数组
			for(var i=0; i<bulletEnemys.length; i++){
				//从数组里取出对象
				var bulletObj = bulletEnemys[i];
				//子弹在坦克的右边
				if((bulletObj.x + bulletObj.width)  >= tank.x){
					//又在坦克的左边
					if(bulletObj.x  <= (tank.x + tank.width)){
						//在坦克的上边
						if((bulletObj.y + bulletObj.height)  >= tank.y){
							//又在坦克的下边
							if(bulletObj.y <= (tank.y + tank.height)){
								//击中后移除子弹
								bulletEnemys.splice(i,1);
								//被击中
								tank.hp = tank.hp - bulletObj.hurt;
								if(tank.hp == 0){//挂掉
									tank.isShow = false;
								}
							}
						}
					}
				}
			}
		}
		
		
		var djsTime = 5;
		//关卡计时器
		var djsTimeInterval = setInterval(function(){
			message.innerText = "游戏还有:"+djsTime+"秒开始";
			djsTime--;
			if(djsTime == 0){
				message.style.display = "none";
				//方向控制
				setInterval("fxkz()",1);
				//坦克渲染
				setInterval("tkxr()",1);
				//子弹渲染
				setInterval("zdxrmy()",1);
				//子弹渲染 - 敌方
				setInterval("zdxrdf()",1);
				//子弹位置
				setInterval("zdwzmy()",1);
				//子弹位置 - 敌方
				setInterval("zdwzdf()",1);
				//敌人坦克移动
				setInterval("drtkmove()",1);
				//敌人天坦克到页面
				setInterval("sftkxr()",1);
				//敌人坦克发射子弹
				drzd = setInterval("dftkfs()",700);
				//伤害判断
				setInterval("shpd()",1);
				//己方子弹伤害
				setInterval("jfshpd()",1);
				//倒计时结束
				clearInterval(djsTimeInterval);
				//关卡加载
				gkjz();
			}
		},1000);
		
		//生成敌方坦克
		var sctkInter;
		//关卡倒计时
		var gkInter;
		var drzd;
		//定时器
		var djsNum = 0;
		function gkjz(){
			gkStep.innerHTML = "第"+(stepList.step+1)+"关";
			//生成人机坦克
			sctkInter = setInterval("scrjtk()",stepList.data[stepList.step].tankTime);
			djsNum = stepList.data[stepList.step].time;
			gkInter = setInterval(function(){
				timer.innerText = "坚持:" + djsNum + "秒";
				djsNum--;
				if(djsNum == 0){
					if(tank.hpMax - tank.hp >= 1){
						tank.hp = tank.hp + 3;
					}
					// if(stepList.step > 9){
					// 	clearInterval(drzd);
					// 	drzd = setInterval("dftkfs()",700);
					// }
					// if(stepList.step > 13){
					// 	clearInterval(drzd);
					// 	drzd = setInterval("dftkfs()",600);
					// }
					clearInterval(sctkInter);
					clearInterval(gkInter);
					stepList.step = stepList.step+1;
					message.innerHTML = "第:"+(stepList.step+1)+"关 坚持"+stepList.data[stepList.step].time+"秒";
					message.style.display = "block";
					setTimeout(function(){
						message.style.display = "none";
						gkjz();
					},10000);
				}
			},1000);
		}
		
		//屏幕外掉血
		function BUG1(){
			if(tank.x < 0 || tank.x > 1920 || tank.y < 0 || tank.y > 1080){
				tank.hp = tank.hp - 1;
				if(tank.hp == 0){
					tank.isShow = false;
				}
			}
		}
		setInterval("BUG1()",1000);
		
		
		class Car{//类
			constructor(a) {//构造函数
			    this.money = a;//属性
			}
		}
		const car = new Car(1000);//实例化类
		car.money = 500;//修改对象属性
		
	</script>
</html>

 

最后修改于 2022-05-26 11:54:02
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