炫斗H5小游戏

发布时间:2023年12月31日

欢迎来到程序小院

炫斗

玩法:点击左右拳头攻击两侧敌人,宠物出现时能为你吸收少量伤害,
敌方英雄出现时需要多次攻击才能消灭,在60秒内挑战最高分吧^^。

开始游戏icon-default.png?t=N7T8https://www.ormcc.com/play/gameStart/234

html

<div?id="loadicon">
????<img?id="img1"/><br/><img?id="img2"/><br/><img?id="img3"/>
</div>
<canvas?id="gameCanvas"?width="445"?height="700"></canvas>

css

#loadicon{margin-top: 250px; }
#orient{margin-top:50px;}
p{color:#FFFFFF; font-size: 24}

js

var?Enemy?=?cc.Sprite.extend({
??eID:?0,
??active:?!0,
??isLive:?!0,
??aimX:?0,
??direct:?1,
??zOrder:?10,
??dieAction:?null,
??liveAction:?null,
??speed:?5,
??speedV:?15,
??rightsidex:?0,
??leftsidex:?0,
??showLevel:?0,
??showSpace:?0,
??hasFired:?!1,
??speedY:?0,
??livenum:?1,
??kind:?1,
??power:?1,
??oric:?null,
??ctor:?function(a)?{
??????this._super("#npc"?+?a?+?"0001.png");
??????this.kind?=?a;
??????this.power?=?1.5?*?a;
??????this.oric?=?this.color;
??????this.anchorY?=?this.anchorX?=?0.5;
??????this.rightsidex?=?winSize.width
??},
??update:?function(a)?{
??????if?(this.active)?{
??????????a?=?this.x;
??????????var?b?=?this.y;?-?50?<?a?&&?-1?==?this.direct?||?a?<?winSize.width?+?50?&&?
??????????1?==?this.direct??
??????????????(a?+=?this.speed,?this.y?=?b?+=?this.speedY,?this.x?=?a)?:?this.destroy()
??????}
??},
??toRun:?function()?{
??????this.liveAction?=?cc.RepeatForever.create(cc.Animate.create(
??????cc.animationCache.getAnimation("emy"?+?this.kind)));
??????this.stopAllActions();
??????this.runAction(this.liveAction)
??},
??toBeHurt:?function(a)?{
??????this.livenum?-=?a;
??????0?>=?this.livenum???this.kill()?:?(this.hasFired?=?!1,?this.x?-=?
??????0.2?*?winSize.width?*?this.direct)
??},
??kill:?function()?{
??????this.isLive?=?!1;
??????this.stopAllActions();
??????this.dieAction?=?cc.Animate.create(cc.animationCache.getAnimation("emy"?+?
??????this.kind?+?"die"));
??????this.ratoteAction?=?cc.RepeatForever.create(cc.RotateBy.create(0.2,?360));
??????this.runAction(this.dieAction);
??????this.runAction(this.ratoteAction);
??????this.speedY?=?10?*?Math.random()?+?5;
??????this.x?>?winSize.width?/?2???(this.direct?=?1,?this.speed?=?this.speedV)?:?
??????(this.direct?=?-1,?this.speed?=?-this.speedV)
??},
??destroy:?function()?{
??????this.speedY?=?0;
??????this.active?=?this.visible?=?!1;
??????this.liveAction?=?this.dieAction?=?null;
??????GD.ACTIVE_ENEMIES--;
??????this.stopAllActions()
??},
??attactRect:?function()?{
??????return?cc.rect(this.x,?-1,?60,?-1)
??},
??collideRect:?function(a,?b)?{
??????return?cc.rect(this.x,?-1,?50,?-1)
??},
??toActive:?function(a,?b)?{
??????trace("----Enemy.toActive-"?+?a?+?"--");
??????this.active?=?this.visible?=?!0;
??????this.direct?=?0?==?a???-1?:?1;
??????this.y?=?[45,?60,?50][this.kind?-?1];
??????this.speedY?=?0;
??????this.livenum?=?this.kind;
??????var?e?=?65?*?b;
??????1?==?this.direct???(this.speed?=?1.5?*?this.kind?+?4,?this.x?=?
??????this.leftsidex?-?e,?this.scaleX?=?1)?:?(this.scaleX?=?-1,?
??????this.speed?=?-(2?*?this.kind?+?3),?this.x?=?this.rightsidex?+?e);
??????this.hasFired?=?!1;
??????this.isLive?=?!0;
??????this.rotation?=?0;
??????this.toRun()
??}
??});
??Enemy.addNewEnemy?=?function(a,?b)?{
??if?(0?<?this.showSpace)?this.showSpace--;
??else?if?(!(10?<=?GD.ACTIVE_ENEMIES))?{
??????GD.SHOWLEVEL?+=?1;
??????var?e?=?0.5?<?Math.random()???1?:?0;
??????if?(3?>?b)?Enemy.getOrCreateEnemy(a).toActive(e,?0);
??????else?{
??????????this.showSpace?=?1;
??????????for?(var?d?=?0;?d?<?b;?d++)?Enemy.getOrCreateEnemy(a).toActive(e,?d)
??????}
??}
??};
??Enemy.getOrCreateEnemy?=?function(a)?{
??for?(var?b?=?null,?e?=?0;?e?<?GD.CONTAINER.ENEMIES.length;?e++)
??????if?(b?=?GD.CONTAINER.ENEMIES[e],?!1?==?b.active?&&?b.kind?==?a)?
??????return?GD.ACTIVE_ENEMIES++,?b;
??b?=?Enemy.create(a);
??GD.ACTIVE_ENEMIES++;
??return?b
??};
??Enemy.shared?=?function()?{
??for?(var?a?=?[],?b?=?[],?e?=?[],?d?=?"",?c?=?1;?19?>?c;?c++)?d?=?"npc100"?+?
??(10?>?c???"0"?+?c?:?c)?+?".png",?d?=?cc.spriteFrameCache.getSpriteFrame(d),?
??a.push(d),?d?=?"npc200"?+?(10?>?c???"0"?+?c?:?c)?+?".png",?d?=?
??cc.spriteFrameCache.getSpriteFrame(d),?b.push(d),?d?=?"npc300"?+?
??(10?>?c???"0"?+?c?:?c)?+?".png",?d?=?cc.spriteFrameCache.getSpriteFrame(d),?e.push(d);
??cc.animationCache.addAnimation(cc.Animation.create(a,?0.04),?"emy1");
??cc.animationCache.addAnimation(cc.Animation.create(b,?0.04),?"emy2");
??cc.animationCache.addAnimation(cc.Animation.create(e,
??????0.04),?"emy3");
??cc.animationCache.addAnimation(cc.Animation.create([cc.spriteFrameCache.
??getSpriteFrame("npc12.png")],?0.04),?"emy1die");
??cc.animationCache.addAnimation(cc.Animation.create([cc.spriteFrameCache.
??getSpriteFrame("npc22.png")],?0.04),?"emy2die");
??cc.animationCache.addAnimation(cc.Animation.create([cc.spriteFrameCache.
??getSpriteFrame("npc32.png")],?0.04),?"emy3die")
??};
??Enemy.create?=?function(a)?{
??a?=?new?Enemy(a);
??g_sharedGameLayer.addEnemy(a,?GD.UNIT_TAG.ENEMY,?a.zOrder);
??GD.CONTAINER.ENEMIES.push(a);
??return?a
??};
??Enemy.preSet?=?function()?{
??for?(var?a?=?null,?b?=?0;?2?>?b;?b++)?a?=?Enemy.create(b?+?1),?a.visible?=?
??!1,?a.active?=?!1,?a.stopAllActions(),?a.unscheduleAllCallbacks()
??};
??var?Helo?=?cc.Sprite.extend({
??eID:?0,
??active:?!0,
??direct:?1,
??zOrder:?30,
??hurtAction:?null,
??standAction:?null,
??attactActionList:?[],
??hasFired:?!1,
??attactKind:?0,
??lock:?!1,
??potList:?[
??????[-20,?19],
??????[-80,?32],
??????[-20,?40],
??????[0,?0],
??????[12,?-6]
??],
??ctor:?function()?{
??????this._super("#role0001.png");
??????this.install();
??????this.toStand();
??????this.anchorY?=?this.anchorX?=?0.5;
??????this.y?=?50
??},
??install:?function()?{
??????this.attactActionList?=?[];
??????for?(var?a?=?[],?b?=?[],?e?=?[],?d?=?"",?c?=?10;?18?>?c;?c++)?{
??????????var?f?=?14?<?c???14?:?c,
??????????????d?=?"role00"?+?f?+?".png",
??????????????d?=?cc.spriteFrameCache.getSpriteFrame(d);
??????????a.push(d);
??????????d?=?"role00"?+?(f?+
??????????????5)?+?".png";
??????????d?=?cc.spriteFrameCache.getSpriteFrame(d);
??????????b.push(d);
??????????d?=?"role00"?+?(f?+?10)?+?".png";
??????????d?=?cc.spriteFrameCache.getSpriteFrame(d);
??????????e.push(d)
??????}
??????c?=?cc.Sequence.create(cc.Animate.create(cc.Animation.create(a,?0.04)),?
??????cc.CallFunc.create(this.toStand,?this));
??????c.retain();
??????this.attactActionList.push(c);
??????c?=?cc.Sequence.create(cc.Animate.create(cc.Animation.create(b,?0.04)),?
??????cc.CallFunc.create(this.toStand,?this));
??????c.retain();
??????this.attactActionList.push(c);
??????c?=?cc.Sequence.create(cc.Animate.create(cc.Animation.create(e,?0.04)),?
??????cc.CallFunc.create(this.toStand,
??????????this));
??????c.retain();
??????this.attactActionList.push(c);
??????b?=?[];
??????for?(c?=?1;?9?>?c;?c++)?d?=?"role000"?+?c?+?".png",?d?=?
??????cc.spriteFrameCache.getSpriteFrame(d),?b.push(d);
??????this.standAction?=?cc.RepeatForever.create(cc.Animate.create(
??????cc.Animation.create(b,?0.08)));
??????this.standAction.retain();
??????b?=?[];
??????for?(c?=?25;?36?>?c;?c++)?f?=?34?<?c???34?:?c,?d?=?"role00"?+?(
??????10?>?f???"0"?+?f?:?f)?+?".png",?d?=?cc.spriteFrameCache.getSpriteFrame(d),?
??????b.push(d);
??????c?=?cc.Animation.create(b,?0.04);
??????this.hurtAction?=?cc.Sequence.create(cc.Animate.create(c),?
??????cc.CallFunc.create(this.toStand,?this));
??????this.hurtAction.retain()
??},
??setDirect:?function(a)?{
??????this.scaleX?=?this.direct?=?a
??},
??setNewPot:?function(a)?{
??????this.x?=?-20?*?this.direct?+?winSize.width?/?2
??},
??update:?function(a)?{},
??toStand:?function()?{
??????this.lock?=?!1;
??????this.stopAllActions();
??????this.runAction(this.standAction);
??????this.setNewPot(3)
??},
??beHurt:?function(a)?{
??????this.lock?=?!1;
??????1?==?a???this.setDirect(1)?:?this.setDirect(-1);
??????this.stopAllActions();
??????this.setNewPot(4);
??????this.runAction(this.hurtAction)
??},
??toAttact:?function()?{
??????this.lock?=?!0;
??????this.stopAllActions();
??????var?a?=?Math.floor(3?*?Math.random());
??????this.attactKind?=?a;
??????this.setNewPot(a);
??????this.runAction(this.attactActionList[a])
??},
??destroy:?function()?{
??????this.active?=?this.visible?=?!1;
??????this.attactActionList?=?[];
??????this.stopAllActions()
??},
??attactRect:?function()?{
??????return?cc.rect(this.x,?-1,?130,?-1)
??},
??collideRect:?function(a,?b)?{
??????return?cc.rect(this.x,?-1,?20,?-1)
??}
??});

源码

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文章来源:https://blog.csdn.net/qq_16659821/article/details/135294840
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