HTML5 Canvas 星空战机游戏开发全解析 - 教程
HTML5 Canvas 星空战机游戏开发全解析
一、游戏介绍
这是一款基于HTML5 Canvas开发的2D射击游戏,具有以下特色功能:
- 纯代码绘制的星空动态背景
- ✈️ 三种不同特性的敌人类型
- 键盘控制的玩家战机
- 完整的分数统计和排行榜系统
- ⚙️ 三种难度可选
二、核心代码解析
1. 游戏初始化
const canvas = document.getElementById('gameCanvas'
)
;
const ctx = canvas.getContext('2d'
)
;
let game = {
// 游戏状态对象
stars: []
, // 星星数组
bullets: []
, // 玩家子弹
enemies: []
, // 敌人数组
score: 0
, // 当前分数
level: 1
, // 当前关卡
player: {
// 玩家对象
x: canvas.width/2
,
y: canvas.height-100
,
width: 40
,
health: 100
}
}
;
2. 游戏主循环
function gameLoop(
) {
// 1. 清空画布
ctx.clearRect(0
, 0
, canvas.width, canvas.height)
;
// 2. 更新游戏状态
updateGame(
)
;
// 3. 绘制所有元素
drawBackground(
)
;
drawPlayer(
)
;
drawEnemies(
)
;
drawBullets(
)
;
// 4. 请求下一帧
requestAnimationFrame(gameLoop)
;
}
3. 玩家控制实现
// 键盘事件监听
const keys = {
}
;
window.addEventListener('keydown'
, e => keys[e.key] = true
)
;
window.addEventListener('keyup'
, e => keys[e.key] = false
)
;
// 玩家移动逻辑
function movePlayer(
) {
if (keys['ArrowLeft']
) {
// 左移限制:不能超出左边界
game.player.x = Math.max(game.player.width/2
, game.player.x - 8
)
;
}
if (keys['ArrowRight']
) {
// 右移限制:不能超出右边界
game.player.x = Math.min(canvas.width-game.player.width/2
, game.player.x + 8
)
;
}
if (keys[' ']
) {
// 空格键射击
fireBullet(
)
;
}
}
三、关键技术点
1. 敌人系统设计
敌人类型 | 速度 | 生命值 | 分数 | 特性 |
---|---|---|---|---|
基础型 | 3 | 1 | 10 | 普通移动 |
快速型 | 5 | 1 | 20 | 高速移动 |
坦克型 | 2 | 5 | 50 | 高生命值 |
2. 碰撞检测优化
采用圆形碰撞检测算法:
function checkCollision(bullet, enemy
) {
const dx = bullet.x - enemy.x;
const dy = bullet.y - enemy.y;
const distance = Math.sqrt(dx * dx + dy * dy)
;
return distance <
(bullet.radius + enemy.width/2
)
;
}
3. 排行榜实现
使用localStorage存储数据:
function saveHighScore(name, score
) {
const scores = JSON.parse(localStorage.getItem('highScores'
)
) || []
;
scores.push({
name, score
}
)
;
scores.sort((a, b
) => b.score - a.score)
;
localStorage.setItem('highScores'
, JSON.stringify(scores.slice(0
, 10
)
)
)
;
}
四、完整代码
<!DOCTYPE html>
<html>
<head>
<title>星空战机</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family: Arial, sans-serif;
}
canvas {
display: block;
}
#ui {
position: absolute;
top: 20px;
left: 20px;
color: white;
font-size: 16px;
text-shadow: 2px 2px 4px rgba(0,0,0,0.5)
;
}
#menu {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%)
;
background: rgba(0, 0, 0, 0.8)
;
padding: 20px;
border-radius: 10px;
color: white;
text-align: center;
}
button {
padding: 10px 20px;
margin: 10px;
font-size: 16px;
cursor: pointer;
border: none;
border-radius: 5px;
background: #3498db;
color: white;
}
</style>
</head>
<body>
<canvas id="gameCanvas"></canvas>
<div id="ui"></div>
<div id="menu">
<h1>星空战机</h1>
<p>选择难度:</p>
<button onclick="startGame('easy'
)">简单</button>
<button onclick="startGame('normal'
)">普通</button>
<button onclick="startGame('hard'
)">困难</button>
<div id="highScores"></div>
</div>
<script>
// 初始化
const canvas = document.getElementById('gameCanvas'
)
;
const ctx = canvas.getContext('2d'
)
;
const ui = document.getElementById('ui'
)
;
const menu = document.getElementById('menu'
)
;
const highScores = document.getElementById('highScores'
)
;
let game = {
stars: []
,
bullets: []
,
enemyBullets: []
,
enemies: []
,
powerups: []
,
explosions: []
,
score: 0
,
level: 1
,
difficulty: 'normal'
,
player: {
x: 0
, // 初始位置会在 startGame 中设置
y: 0
, // 初始位置会在 startGame 中设置
width: 40
,
height: 60
,
speed: 8
,
canShoot: true
,
health: 100
,
weapon: 'normal'
,
shield: 0
}
,
running: false
}
;
// 调整画布大小
function resizeCanvas(
) {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
if (game.running) {
// 如果游戏运行中调整画布大小,重置玩家位置
game.player.x = canvas.width / 2
;
game.player.y = canvas.height - 100
;
}
}
resizeCanvas(
)
;
window.addEventListener('resize'
, resizeCanvas)
;
// 显示高分榜
function showHighScores(
) {
const scores = JSON.parse(localStorage.getItem('highScores'
)
) || []
;
highScores.innerHTML = '<h2>高分榜</h2>' +
scores.map((score, i
) =>
`<div>
${i + 1
}. ${score.name
}: ${score.score
}</div>
`
).join(''
)
;
}
// 开始游戏
function startGame(difficulty
) {
game = {
...game,
stars: []
,
bullets: []
,
enemyBullets: []
,
enemies: []
,
powerups: []
,
explosions: []
,
score: 0
,
level: 1
,
difficulty,
player: {
...game.player,
x: canvas.width / 2
, // 初始位置在画布中央
y: canvas.height - 100
, // 初始位置在画布底部
health: difficulty === 'easy' ? 150 : difficulty === 'normal' ? 100 : 75
,
weapon: 'normal'
,
shield: 0
}
,
running: true
}
;
menu.style.display = 'none'
;
createStars(
)
;
gameLoop(
)
;
}
// 游戏结束
function gameOver(
) {
game.running = false
;
const name = prompt('游戏结束!请输入你的名字:'
)
;
if (name) {
saveHighScore(name, game.score)
;
}
menu.style.display = 'block'
;
showHighScores(
)
;
}
// 保存高分
function saveHighScore(name, score
) {
const scores = JSON.parse(localStorage.getItem('highScores'
)
) || []
;
scores.push({
name, score
}
)
;
scores.sort((a, b
) => b.score - a.score)
;
localStorage.setItem('highScores'
, JSON.stringify(scores.slice(0
, 10
)
)
)
;
}
// 生成星星
function createStars(
) {
for (
let i = 0
; i <
200
; i++
) {
game.stars.push({
x: Math.random(
) * canvas.width,
y: Math.random(
) * canvas.height,
size: Math.random(
) * 3
,
alpha: Math.random(
)
}
)
;
}
}
// 绘制背景
function drawBackground(
) {
const gradient = ctx.createLinearGradient(0
, 0
, 0
, canvas.height)
;
gradient.addColorStop(0
, "#000428"
)
;
gradient.addColorStop(1
, "#004e92"
)
;
ctx.fillStyle = gradient;
ctx.fillRect(0
, 0
, canvas.width, canvas.height)
;
ctx.fillStyle = "white"
;
game.stars.forEach(star =>
{
ctx.globalAlpha = star.alpha;
ctx.beginPath(
)
;
ctx.arc(star.x, star.y, star.size, 0
, Math.PI * 2
)
;
ctx.fill(
)
;
}
)
;
ctx.globalAlpha = 1
;
}
// 绘制玩家
function drawPlayer(
) {
// 护盾
if (game.player.shield >
0
) {
ctx.strokeStyle = `rgba(0, 255, 255, ${game.player.shield / 100
})`
;
ctx.lineWidth = 2
;
ctx.beginPath(
)
;
ctx.arc(game.player.x, game.player.y, 40
, 0
, Math.PI * 2
)
;
ctx.stroke(
)
;
}
// 机身
ctx.fillStyle = "#4a90e2"
;
ctx.beginPath(
)
;
ctx.moveTo(game.player.x, game.player.y)
;
ctx.lineTo(game.player.x - game.player.width / 2
, game.player.y + game.player.height)
;
ctx.lineTo(game.player.x + game.player.width / 2
, game.player.y + game.player.height)
;
ctx.closePath(
)
;
ctx.fill(
)
;
// 机翼
ctx.fillStyle = "#2c3e50"
;
ctx.fillRect(game.player.x - 25
, game.player.y + 20
, 50
, 15
)
;
// 推进器火焰
ctx.fillStyle = `hsl(${Math.random(
) * 30 + 30
}, 100%, 50%)`
;
ctx.beginPath(
)
;
ctx.ellipse(game.player.x, game.player.y + game.player.height + 5
, 8
, 15
, 0
, 0
, Math.PI * 2
)
;
ctx.fill(
)
;
}
// 生成敌人
function createEnemy(
) {
const enemyTypes = ['basic'
, 'fast'
, 'tank']
;
const type = enemyTypes[Math.floor(Math.random(
) * enemyTypes.length)]
;
game.enemies.push({
x: Math.random(
) * canvas.width,
y: -50
,
width: 40
,
height: 40
,
speed: type === 'fast' ? 5 : type === 'tank' ? 2 : 3
,
health: type === 'tank' ? 5 : 1
,
type
}
)
;
}
// 敌人射击
function enemyShoot(
) {
game.enemies.forEach(enemy =>
{
if (Math.random(
) <
0.02
) {
game.enemyBullets.push({
x: enemy.x,
y: enemy.y + enemy.height / 2
,
speed: 5
}
)
;
}
}
)
;
}
// 碰撞检测
function checkCollisions(
) {
// 玩家子弹击中敌人
game.bullets.forEach((bullet, bIndex
) =>
{
game.enemies.forEach((enemy, eIndex
) =>
{
if (bullet.x > enemy.x - enemy.width / 2 &&
bullet.x < enemy.x + enemy.width / 2 &&
bullet.y > enemy.y - enemy.height / 2 &&
bullet.y < enemy.y + enemy.height / 2
) {
game.score += 10
;
game.bullets.splice(bIndex, 1
)
;
enemy.health -= 1
;
if (enemy.health <= 0
) {
game.enemies.splice(eIndex, 1
)
;
}
}
}
)
;
}
)
;
// 敌人子弹击中玩家
game.enemyBullets.forEach((bullet, index
) =>
{
if (bullet.x > game.player.x - game.player.width / 2 &&
bullet.x < game.player.x + game.player.width / 2 &&
bullet.y > game.player.y - game.player.height / 2 &&
bullet.y < game.player.y + game.player.height / 2
) {
game.player.health -= 10
;
game.enemyBullets.splice(index, 1
)
;
if (game.player.health <= 0
) {
gameOver(
)
;
}
}
}
)
;
}
// 更新关卡
function updateLevel(
) {
if (game.score >= game.level * 1000
) {
game.level++
;
}
}
// 游戏主循环
function gameLoop(
) {
if (!game.running)
return
;
// 更新游戏状态
updateGame(
)
;
// 绘制游戏元素
drawBackground(
)
;
drawPlayer(
)
;
drawBullets(
)
;
drawEnemies(
)
;
drawUI(
)
;
requestAnimationFrame(gameLoop)
;
}
// 更新游戏状态
function updateGame(
) {
// 更新星星位置
game.stars.forEach(star =>
{
star.y += 2
;
if (star.y > canvas.height) {
star.y = 0
;
star.x = Math.random(
) * canvas.width;
}
}
)
;
// 更新子弹位置
game.bullets.forEach(bullet => bullet.y -= 10
)
;
game.bullets = game.bullets.filter(bullet => bullet.y >
0
)
;
// 更新敌人子弹位置
game.enemyBullets.forEach(bullet => bullet.y += bullet.speed)
;
game.enemyBullets = game.enemyBullets.filter(bullet => bullet.y < canvas.height)
;
// 更新敌人位置
game.enemies.forEach(enemy => enemy.y += enemy.speed)
;
game.enemies = game.enemies.filter(enemy => enemy.y < canvas.height + 50
)
;
// 生成敌人
if (Math.random(
) <
0.03
) {
createEnemy(
)
;
}
// 敌人射击
enemyShoot(
)
;
// 碰撞检测
checkCollisions(
)
;
// 更新关卡
updateLevel(
)
;
}
// 绘制UI
function drawUI(
) {
ui.innerHTML = `
<div>分数: ${game.score
}</div>
<div>生命值: ${game.player.health
}</div>
<div>护盾: ${game.player.shield
}</div>
<div>武器: ${game.player.weapon
}</div>
<div>关卡: ${game.level
}</div>
`
;
}
// 绘制子弹
function drawBullets(
) {
ctx.fillStyle = "#ffdd57"
;
game.bullets.forEach(bullet =>
{
ctx.beginPath(
)
;
ctx.arc(bullet.x, bullet.y, 5
, 0
, Math.PI * 2
)
;
ctx.fill(
)
;
}
)
;
ctx.fillStyle = "#e74c3c"
;
game.enemyBullets.forEach(bullet =>
{
ctx.beginPath(
)
;
ctx.arc(bullet.x, bullet.y, 5
, 0
, Math.PI * 2
)
;
ctx.fill(
)
;
}
)
;
}
// 绘制敌人
function drawEnemies(
) {
ctx.fillStyle = "#e74c3c"
;
game.enemies.forEach(enemy =>
{
ctx.beginPath(
)
;
ctx.ellipse(enemy.x, enemy.y, enemy.width / 2
, enemy.height / 2
, 0
, 0
, Math.PI * 2
)
;
ctx.fill(
)
;
}
)
;
}
// 键盘控制
const keys = {
}
;
window.addEventListener('keydown'
, e => keys[e.key] = true
)
;
window.addEventListener('keyup'
, e => keys[e.key] = false
)
;
// 玩家移动
function movePlayer(
) {
if (keys['ArrowLeft'] && game.player.x > game.player.width / 2
) {
game.player.x -= game.player.speed;
}
if (keys['ArrowRight'] && game.player.x < canvas.width - game.player.width / 2
) {
game.player.x += game.player.speed;
}
if (keys[' '] && game.player.canShoot) {
game.bullets.push({
x: game.player.x, y: game.player.y
}
)
;
game.player.canShoot = false
;
setTimeout((
) => game.player.canShoot = true
, 200
)
;
}
}
// 运行游戏
setInterval(movePlayer, 1000 / 60
)
;
showHighScores(
)
;
</script>
</body>
</html>
五、扩展方向
- 添加BOSS战系统
- 实现武器升级机制
- 加入粒子爆炸特效
- 添加背景音乐和音效