我的第一个项目(十一) :飞机大战分包完成(简单阐述分包思路以及过程)

好家伙,

 

代码已开源

Git:

https://gitee.com/tang-and-han-dynasties/panghu-planebattle-esm.git

NPM:

panghu-planebattle-esm - npm (npmjs.com)

 

现在,比如说,我用Vue写好了个人博客主页的前端

我想在这个主页里面加点东西,让我的博客更缤纷多彩一点

我想在他的主页里面塞个小游戏,他会怎么做

 

1.思考步骤

如下:

第一步:去网上找个小游戏的资源,将这个包下载到本地,

诶,正好发现有个飞机大战 panghu-planebattle-modular 小游戏开发好了

我可以直接下载,或者通过npm安装

npm install panghu-planebattle-modular

 

第二步:导入到某个.vue文件或html文件

通过import导入

 

第三步:划一个区域<div>给这个包去渲染游戏

 剩下的他就不用管了

大概是这么个过程,然后我们按着这个思路,反向去分我们这个包

 

先来看看原先的完整代码:

完整代码

<template>
    <div>
    <h1>欢迎来到主页面</h1>
      <div ref="stage"></div>
    </div>
  </template>
  
  <script>
  export default {
    mounted() {
        //canvas初始化
        console.log("我被执行啦")
        let canvas = document.createElement('canvas');
        this.$refs.stage.appendChild(canvas);
        canvas.width = 480;
        canvas.height = 650;
        canvas.ref = canvas;
        canvas.style = "border: 1px solid red;"
        const context = canvas.getContext("2d");
  
        //图片初始化方法
        function createImage(src) {
          let img;
          if (typeof src === "string") {
            img = new Image();
            img.src = require('./img/' + src);
          } else {
            img = [];
            for (let i = 0; i < src.length; i++) {
              img[i] = new Image();
              img[i].src = require('./img/' + src[i]);
            }
          }
          return img;
        }
        //createImage()方法测试样例
        // let bg = createImage("4.jpg")
        // bg.onload = function () {
        //   console.log("img加载完毕")
        //   context.drawImage(bg, 0, 0, 480, 650)
        // }
        const IMAGES = {
          b: "bullet1.png",
          bg: "4.png",
          copyright: "shoot_copyright.png",
          pause: "game_pause.png",
          loading_frame: ["game_loading1.png", "game_loading2.png", "game_loading3.png",
            "game_loading4.png"
          ],
          hero_frame_live: ["hero1.png", "hero2.png"],
          hero_frame_death: ["hero_blowup_n1.png", "hero_blowup_n2.png", "hero_blowup_n3.png",
            "hero_blowup_n4.png"
          ],
          e1_live: ["enemy1.png"],
          e1_death: ["enemy1_down1.png", "enemy1_down2.png", "enemy1_down3.png", "enemy1_down4.png"],
          e2_live: ["enemy2.png"],
          e2_death: ["enemy2_down1.png", "enemy2_down2.png", "enemy2_down3.png", "enemy2_down4.png"],
          e3_live: ["enemy3_n1.png", "enemy3_n2.png"],
          e3_death: ["enemy3_down1.png", "enemy3_down2.png", "enemy3_down3.png", "enemy3_down4.png",
            "enemy3_down5.png", "enemy3_down6.png"
          ],
          c1: "lanqiu.png"
        };
        //初始化各个图片
        const b = createImage(IMAGES.b);
        const bg = createImage(IMAGES.bg);
        const copyright = createImage(IMAGES.copyright);
        const pause = createImage(IMAGES.pause);
        const loading_frame = createImage(IMAGES.loading_frame);
        const hero_frame = {
          live: createImage(IMAGES.hero_frame_live),
          death: createImage(IMAGES.hero_frame_death),
        };
        const e1 = {
          live: createImage(IMAGES.e1_live),
          death: createImage(IMAGES.e1_death),
        };
        const e2 = {
          live: createImage(IMAGES.e2_live),
          death: createImage(IMAGES.e2_death),
        };
        const e3 = {
          live: createImage(IMAGES.e3_live),
          death: createImage(IMAGES.e3_death),
        };
        const c1 = createImage(IMAGES.c1);
  
        //配置项:
        // 定义游戏的状态
        // 开始
        const START = 0;
        // 开始时
        const STARTING = 1;
        // 运行时
        const RUNNING = 2;
        // 暂停时
        const PAUSE = 3;
        // 结束时
        const END = 4;
        // 加载中
        const LOADINGING = 5;
  
        //state表示游戏的状态 取值必须是以上的五种状态
        let state = LOADINGING;
        // hero_frame.addEventListener("load", () => {
        //   state = START;
        // })
  
        pause.onload = function () {
          state = START;
          console.log(state)
        }
  
        //score 分数变量 life 变量
        let score = 0;
        let life = 3;
  
        //天空类的配置项
        const SKY = {
          bg: bg,
          width: 480,
          height: 650,
          speed: 10,
        };
  
        // 飞机加载界面的配置项
        const LOADING = {
          frame: loading_frame,
          width: 186,
          height: 38,
          x: 0,
          y: 650 - 38,
          speed: 400,
        };
  
        // 英雄配置项
        const HERO = {
          frame: hero_frame,
          width: 99,
          height: 124,
          speed: 100,
        };
  
        // 子弹配置项
        const BULLET = {
          img: b,
          width: 9,
          height: 21,
        };
  
        //小敌机配置项
        const E1 = {
          type: 1,
          width: 57,
          height: 51,
          life: 10,
          score: 1,
          frame: e1,
          minSpeed: 20,
          maxSpeed: 10
        };
        //中敌机配置项
        const E2 = {
          type: 2,
          width: 69,
          height: 95,
          life: 50,
          score: 5,
          frame: e2,
          minSpeed: 50,
          maxSpeed: 20
        };
        //打敌机配置项
        const E3 = {
          type: 3,
          width: 169,
          height: 258,
          life: 100,
          score: 20,
          frame: e3,
          minSpeed: 100,
          maxSpeed: 100
        };
        //奖励类配置项
        const C1 = {
          type: 4,
          width: 75,
          height: 75,
          life: 1,
          score: 1,
          img: c1,
          minSpeed: 5,
          maxSpeed: 10
        };
        //正式代码
  
        //初始化奖励类
        class Award {
          constructor(config) {
            this.type = config.type;
            this.width = config.width;
            this.height = config.height;
            this.x = Math.floor(Math.random() * (480 - config.width));
            this.y = -config.height;
            this.life = config.life;
            this.score = config.score;
            this.img = config.img;
            this.live = true;
            this.speed = Math.floor(Math.random() * (config.minSpeed - config.maxSpeed + 1)) + config.maxSpeed;
            this.lastTime = new Date().getTime();
            this.deathIndex = 0;
            this.destory = false;
          }
          move() {
            const currentTime = new Date().getTime();
            if (currentTime - this.lastTime >= this.speed) {
              if (this.live) {
                this.y = this.y + 6;
                this.lastTime = currentTime;
              } else {
                this.destory = true;
  
              }
            }
          }
          paint(context) {
            context.drawImage(this.img, this.x, this.y, this.width, this.height);
          }
          outOfBounds() {
            if (this.y > 650) {
              return true;
            }
          }
          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;
            }
          }
          // collide() {
          //   this.life--;
          //   if (this.life === 0) {
          //     this.live = false;
          //     score += this.score;
          //   }
          // }
        }
  
        //
        //初始化一个子弹类
        class Bullet {
          constructor(config, x, y) {
            this.img = config.img;
            this.width = config.width;
            this.height = config.height;
            this.x = x;
            this.y = y;
            this.destory = false;
          }
          //子弹绘制方法
          paint(context) {
            context.drawImage(this.img, this.x, this.y);
          }
          //移动子弹 this.y--
          move() {
            this.y -= 8;
          }
          outOfBounds() {
            //如果返回的是真的话 那么我们应该销毁掉这个子弹
            return this.y < -this.height;
          }
          collide() {
            //让这颗子弹变成可销毁状态
            this.destory = true;
          }
        }
        //
  
        // 初始化一个敌机类
        class Enemy {
  
  
  
  
  
          
          constructor(config) {
            this.type = config.type;
            this.width = config.width;
            this.height = config.height;
            this.x = Math.floor(Math.random() * (480 - config.width));
            this.y = -config.height;
            this.life = config.life;
            this.score = config.score;
            this.frame = config.frame;
            this.img = this.frame.live[0];
            this.live = true;
            this.speed = Math.floor(Math.random() * (config.minSpeed - config.maxSpeed + 1)) + config.maxSpeed;
            this.lastTime = new Date().getTime();
            this.deathIndex = 0;
            this.destory = false;
          }
          move() {
            const currentTime = new Date().getTime();
            if (currentTime - this.lastTime >= this.speed) {
              if (this.live) {
                this.img = this.frame.live[0];
                this.y++;
                this.lastTime = currentTime;
              } else {
                this.img = this.frame.death[this.deathIndex++];
                if (this.deathIndex === this.frame.death.length) {
                  this.destory = true;
                }
              }
            }
          }
          paint(context) {
            context.drawImage(this.img, this.x, this.y);
          }
          outOfBounds() {
            if (this.y > 650) {
              return true;
            }
          }
          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;
            }
          }
          collide() {
            this.life--;
            if (this.life === 0) {
              this.live = false;
              score += this.score;
            }
          }
        }
  
        //
        // 初始化一个英雄类
        class Hero {
          constructor(config) {
            this.width = config.width;
            this.height = config.height;
            this.x = (480 - config.width) / 2;
            this.y = 650 - config.height;
            this.frame = config.frame;
            this.frameLiveIndex = 0;
            this.frameDeathIndex = 0;
            this.lastTime = new Date().getTime();
            this.speed = config.speed;
            //当前展示的图片
            this.img = null;
            this.live = true;
            //子弹上次射击的时间
            this.lastShootTime = new Date().getTime();
            //子弹射击的间隔
            this.shootInterval = 50;
            //子弹夹数组
            this.bulletList = [];
            this.destory = false;
          }
          judge() {
            const currentTime = new Date().getTime();
            if (currentTime - this.lastTime > this.speed) {
              if (this.live) {
                this.img = this.frame.live[this.frameLiveIndex++ % this.frame.live.length];
              } else {
                //0 1 2 3 4
                this.img = this.frame.death[this.frameDeathIndex++];
                //到4的时候英雄死了
                if (this.frameDeathIndex === this.frame.death.length) {
                  this.destory = true;
                }
              }
              this.lastTime = currentTime;
            }
          }
          paint(context) {
            context.drawImage(this.img, this.x, this.y, this.width, this.height);
          }
          //英雄可以射击子弹
          shoot() {
            //获取当前时间
            const currentTime = new Date().getTime();
            //飞机的位置
            if (currentTime - this.lastShootTime > this.shootInterval) {
              //在飞机的头部初始化一个子弹对象
              let bullet = new Bullet(BULLET, this.x + this.width / 2 - BULLET.width / 2, this.y - BULLET.height);
              //英雄飞机要认领这个子弹
              this.bulletList.push(bullet);
              //在网页上绘制一个子弹对象
              bullet.paint(context);
              //更新英雄射击时间
              this.lastShootTime = currentTime;
            }
          }
          collide() {
            //将活着标识符切换为false
            //活着 -> 爆炸中 -> 死亡(销毁)
            this.live = false;
          }
        }
        //
        // 初始化一个飞机界面加载类
        class Loading {
          constructor(config) {
            this.frame = config.frame;
            this.frameIndex = 0;
            this.width = config.width;
            this.height = config.height;
            this.x = config.x;
            this.y = config.y;
            this.speed = config.speed;
            this.lastTime = new Date().getTime();
          }
          judge() {
            const currentTime = new Date().getTime();
            if (currentTime - this.lastTime > this.speed) {
              this.frameIndex++;
              if (this.frameIndex === 4) {
                state = RUNNING;
              }
              this.lastTime = currentTime;
            }
          }
          paint(context) {
            context.drawImage(this.frame[this.frameIndex], this.x, this.y);
          }
        }
  
  
        class Main {
          //一下全为全局变量或方法 (全局的!!)
          //初始化一个天空实例
          //主启动方法
          maingame() {
            const sky = new Sky(SKY);
            //初始化一个飞机界面加载实例
            const loading = new Loading(LOADING);
            //初始化一个英雄实例 英雄是会变的
            let hero = new Hero(HERO);
            //该变量中有所有的敌机实例
            let enemies = [];
            //该变量中存放所有的奖励实例
  
            let awards = [];
            //敌机产生的速率
            let ENEMY_CREATE_INTERVAL = 800;
            let ENEMY_LASTTIME = new Date().getTime();
  
            function stateControl() {
              //为canvas绑定一个点击事件 且他如果是START状态的时候需要修改成STARTING状态
              canvas.addEventListener("click", () => {
                if (state === START) {
                  state = STARTING;
                }
              });
              // 为canvas绑定一个鼠标移动事件 鼠标正好在飞机图片的正中心
              canvas.addEventListener("mousemove", (e) => {
                let x = e.offsetX;
                let y = e.offsetY;
                hero.x = x - hero.width / 2;
                hero.y = y - hero.height / 2;
              });
              // 为canvas绑定一个鼠标离开事件 鼠标离开时 RUNNING -> PAUSE
              canvas.addEventListener("mouseleave", () => {
                if (state === RUNNING) {
                  state = PAUSE;
                }
              });
              // 为canvas绑定一个鼠标进入事件 鼠标进入时 PAUSE => RUNNING
              canvas.addEventListener("mouseenter", () => {
                if (state === PAUSE) {
                  state = RUNNING;
                }
              });
              //为canvas绑定一个屏幕移动触摸点事件 触碰点正好在飞机图片的正中心
              canvas.addEventListener("touchmove", (e) => {
                // let x = e.pageX;
                // let y = e.pageY;
                console.log(e);
                // let x = e.touches[0].clientX;
                // let y = e.touches[0].clinetY;
                let x = e.touches[0].pageX;
                let y = e.touches[0].pageY;
                // let x = e.touches[0].screenX;
                // let y = e.touches[0].screenY;
                let write1 = (document.body.clientWidth - 480) / 2;
                let write2 = (document.body.clientHeight - 650) / 2;
                hero.x = x - write1 - hero.width / 2;
                hero.y = y - write2 - hero.height / 2;
  
                // hero.x = x - hero.width / 2;
                // hero.y = y - hero.height / 2;
                console.log(x, y);
                console.log(document.body.clientWidth, document.body.clientHeight);
                e.preventDefault(); // 阻止屏幕滚动的默认行为
  
              })
            }
            stateControl();
            // 碰撞检测函数
            //此处的碰撞检测包括 
            //1.子弹与敌机的碰撞
            //2.英雄与敌机的碰撞
            //3.英雄与随机奖励的碰撞
            function checkHit() {
              // 遍历所有的敌机
              for (let i = 0; i < awards.length; i++) {
                //检测英雄是否碰到奖励类
                if (awards[i].hit(hero)) {
                  //当然了,这个随机奖励的样式也要删了
                  awards.splice(i, 1);
                  //清除所有的敌机
                  // for (let i = 0; i < enemies.length; i++) {
                  //   enemies.splice(i, 1);
                  // }
                  enemies.length = 0;
  
                }
              }
              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();
                }
                for (let j = 0; j < hero.bulletList.length; j++) {
                  enemies[i].hit(hero.bulletList[j]);
                  //检测子弹是否撞到敌机
                  if (enemies[i].hit(hero.bulletList[j])) {
                    //将敌机和子弹的destory属性改为true
                    enemies[i].collide();
                    hero.bulletList[j].collide();
                  }
                }
              }
            }
            // 全局函数 隔一段时间就来初始化一架敌机/奖励
            function createComponent() {
              const currentTime = new Date().getTime();
              if (currentTime - ENEMY_LASTTIME >= ENEMY_CREATE_INTERVAL) {
                let ran = Math.floor(Math.random() * 100);
                if (ran < 55) {
                  enemies.push(new Enemy(E1));
                } else if (ran < 85 && ran > 55) {
                  enemies.push(new Enemy(E2));
                } else if (ran < 95 && ran > 85) {
                  enemies.push(new Enemy(E3));
                } else if (ran > 95) {
                  awards.push(new award(C1));
  
                }
  
                ENEMY_LASTTIME = currentTime;
              }
            }
            // 全局函数 来判断所有的子弹/敌人组件 "负责移动"
            function judgeComponent() {
              for (let i = 0; i < hero.bulletList.length; i++) {
                hero.bulletList[i].move();
              }
              for (let i = 0; i < enemies.length; i++) {
                enemies[i].move();
              }
              for (let i = 0; i < awards.length; i++) {
                awards[i].move();
              }
            }
            // 全局函数 来绘制所有的子弹/敌人组件 绘制score&life面板
            function paintComponent() {
              for (let i = 0; i < hero.bulletList.length; i++) {
                hero.bulletList[i].paint(context);
              }
              for (let i = 0; i < enemies.length; i++) {
                enemies[i].paint(context);
              }
              for (let i = 0; i < awards.length; i++) {
                awards[i].paint(context);
              }
              context.font = "20px 微软雅黑";
              context.fillStyle = "green";
              context.textAlign = "left";
              context.fillText("score: " + score, 10, 20);
              context.textAlign = "right";
              context.fillText("life: " + life, 480 - 10, 20);
              //重置样式
              context.fillStyle = "black";
              context.textAlign = "left";
            }
            // 全局函数 来销毁所有的子弹/敌人组件 销毁掉英雄
            function deleteComponent() {
              if (hero.destory) {
                life--;
                hero.destory = false;
                if (life === 0) {
                  state = END;
                } else {
                  hero = new Hero(HERO);
                }
              }
              for (let i = 0; i < hero.bulletList.length; i++) {
                if (hero.bulletList[i].outOfBounds() || hero.bulletList[i].destory) {
                  hero.bulletList.splice(i, 1);
                }
              }
              for (let i = 0; i < enemies.length; i++) {
                if (enemies[i].outOfBounds() || enemies[i].destory) {
                  enemies.splice(i, 1);
                }
              }
            }
  
            //当图片加载完毕时,需要做某些事情
            bg.addEventListener("load", () => {
              setInterval(() => {
                switch (state) {
                  case START:
                    sky.judge();
                    sky.paint(context);
                    let logo_x = (480 - copyright.naturalWidth) / 2;
                    let logo_y = (650 - copyright.naturalHeight) / 2;
                    context.drawImage(copyright, logo_x, logo_y);
                    break;
                  case STARTING:
                    sky.judge();
                    sky.paint(context);
                    loading.judge();
                    loading.paint(context);
                    break;
                  case RUNNING:
                    sky.judge();
                    sky.paint(context);
                    hero.judge();
                    hero.paint(context);
                    hero.shoot();
                    createComponent();
                    judgeComponent();
                    deleteComponent();
                    paintComponent();
                    checkHit();
                    break;
                  case PAUSE:
                    let pause_x = (480 - pause.naturalWidth) / 2;
                    let pause_y = (650 - pause.naturalHeight) / 2;
                    context.drawImage(pause, pause_x, pause_y);
                    break;
                  case END:
                    //给我的画笔设置一个字的样式
                    //后面写出来的字都是这个样式的
                    context.font = "bold 24px 微软雅黑";
                    context.textAlign = "center";
                    context.textBaseline = "middle";
                    context.fillText("GAME_OVER", 480 / 2, 650 / 2);
                    break;
                }
              }, 10);
            });
  
  
            //背景切换方法
            // function changebg() {
            //     console.log("changebg方法被触发")
            //     bg.src = "img/background.png"
            // }
          }
        }
        //
  
        //初始化一个天空类
        class Sky {
          constructor(config) {
            this.bg = config.bg;
            this.width = config.width;
            this.height = config.height;
            this.x1 = 0;
            this.y1 = 0;
            this.x2 = 0;
            this.y2 = -this.height;
            this.speed = config.speed;
            this.lastTime = new Date().getTime();
          }
          //判断方法
          judge() {
            let currentTime = new Date().getTime();
            if (currentTime - this.lastTime > this.speed) {
              this.y1++;
              this.y2++;
              this.lastTime = currentTime;
            }
            if (this.y2 === 0) {
              this.y1 = 0;
              this.y2 = -this.height;
            }
          }
          //绘图方法
          paint(context) {
            context.drawImage(this.bg, this.x1, this.y1, this.width, this.height);
            context.drawImage(this.bg, this.x2, this.y2, this.width, this.height);
          }
        }
        let main_1 = new Main()
        main_1.maingame();
      }
    }
  
  
  </script>
  
  <style>
  #stage {
    width: 480px;
    height: 650px;
    margin: 0 auto;
  }
  </style>
  
  
Helloworld.vue

 

一看,738行,这,没人想维护的,复制粘贴都嫌累

(再看一眼就要爆炸)

 

我们要实现一个这样的效果(事实上也实现了)

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

<script>
import { canvas, main_1 } from "panghu-planebattle-modular"

export default {
  mounted() {
    this.$refs.stage.appendChild(canvas);
    main_1.maingame();
  }
}
</script>

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

 

而事实上,就是三行代码:

//从包中导入canvas,main_1
import { canvas, main_1 } from "panghu-planebattle-modular"

//dom操作添加canvas
this.$refs.stage.appendChild(canvas);
 
//调用main_1的maingame方法
main_1.maingame();

 

让使用者操作的部分由738行代码变成3行代码

 

2.开始分包

将程序主要分成下面几个需要处理的部分

1、静态的:图片,图片地址,配置项

2、六个小类:Enemy、Hero、Loading、Sky、Award、Bullet

3、主启动类:Main

4、全局方法,全局变量

5、入口(对外导出的对象)

 

项目目录结构如下:

 

 

 

1.图片

 

2.配置项

首先是配置项config.js

我们将所有的配置项文件都放在这里,全局变量也放在这里

 如果将来我们要调参数,比如说,改改图片,改改子弹的速度之类,就直接在这个文件里改就行了

 

3.其中六个小类,我把他们"独立"分开

比如Bullet(子弹类)

//初始化一个子弹类
class Bullet {
  constructor(config, x, y) {
    this.img = config.img;
    this.width = config.width;
    this.height = config.height;
    this.x = x;
    this.y = y;
    this.destory = false;
  }
  //子弹绘制方法
  paint(context) {
    context.drawImage(this.img, this.x, this.y);
  }
  //移动子弹 this.y--
  move() {
    this.y -= 8;
  }
  outOfBounds() {
    //如果返回的是真的话 那么我们应该销毁掉这个子弹
    return this.y < -this.height;
  }
  collide() {
    //让这颗子弹变成可销毁状态
    this.destory = true;
  }
}

export default Bullet 

 

这里需要提一嘴的是,类的导出必须带 default,否则会报错

export default Bullet 

 

 

4.主启动类main

我们将所有曾经的全局方法,还有定时器都封装到这个类中

最后新建一个实例,并导出

  1 import Enemy from "./enemy"
  2 import Hero from "./hero"
  3 import Loading from "./loading"
  4 import Sky from "./sky"
  5 import Award from "./award"
  6 
  7 import { START, STARTING, RUNNING, PAUSE, END } from "./config"
  8 import { SKY, LOADING, HERO, E1, E2, E3, C1 } from "./config"
  9 import { bg, copyright, pause } from "./config"
 10 import { canvas, context } from "./config"
 11 
 12 class Main {
 13     //以下全为全局变量或方法 (全局的!!)
 14     //初始化一个天空实例
 15     //主启动方法
 16     maingame() {
 17         const sky = new Sky(SKY);
 18         //初始化一个飞机界面加载实例
 19         const loading = new Loading(LOADING);
 20         //初始化一个英雄实例 英雄是会变的
 21         let hero = new Hero(HERO);
 22         //该变量中有所有的敌机实例
 23         let enemies = [];
 24         //该变量中存放所有的奖励实例
 25         let awards = [];
 26         //敌机产生的速率
 27         let ENEMY_CREATE_INTERVAL = 800;
 28         let ENEMY_LASTTIME = new Date().getTime();
 29 
 30         function stateControl() {
 31             //为canvas绑定一个点击事件 且他如果是START状态的时候需要修改成STARTING状态
 32             canvas.addEventListener("click", () => {
 33                 if (state === START) {
 34                     state = STARTING;
 35                 }
 36             });
 37             // 为canvas绑定一个鼠标移动事件 鼠标正好在飞机图片的正中心
 38             canvas.addEventListener("mousemove", (e) => {
 39                 let x = e.offsetX;
 40                 let y = e.offsetY;
 41                 hero.x = x - hero.width / 2;
 42                 hero.y = y - hero.height / 2;
 43             });
 44             // 为canvas绑定一个鼠标离开事件 鼠标离开时 RUNNING -> PAUSE
 45             canvas.addEventListener("mouseleave", () => {
 46                 if (state === RUNNING) {
 47                     state = PAUSE;
 48                 }
 49             });
 50             // 为canvas绑定一个鼠标进入事件 鼠标进入时 PAUSE => RUNNING
 51             canvas.addEventListener("mouseenter", () => {
 52                 if (state === PAUSE) {
 53                     state = RUNNING;
 54                 }
 55             });
 56             //为canvas绑定一个屏幕移动触摸点事件 触碰点正好在飞机图片的正中心
 57             canvas.addEventListener("touchmove", (e) => {
 58                 // let x = e.pageX;
 59                 // let y = e.pageY;
 60                 console.log(e);
 61                 // let x = e.touches[0].clientX;
 62                 // let y = e.touches[0].clinetY;
 63                 let x = e.touches[0].pageX;
 64                 let y = e.touches[0].pageY;
 65                 // let x = e.touches[0].screenX;
 66                 // let y = e.touches[0].screenY;
 67                 let write1 = (document.body.clientWidth - 480) / 2;
 68                 let write2 = (document.body.clientHeight - 650) / 2;
 69                 hero.x = x - write1 - hero.width / 2;
 70                 hero.y = y - write2 - hero.height / 2;
 71 
 72                 // hero.x = x - hero.width / 2;
 73                 // hero.y = y - hero.height / 2;
 74                 console.log(x, y);
 75                 console.log(document.body.clientWidth, document.body.clientHeight);
 76                 e.preventDefault(); // 阻止屏幕滚动的默认行为
 77 
 78             })
 79         }
 80         stateControl();
 81         // 碰撞检测函数
 82         //此处的碰撞检测包括 
 83         //1.子弹与敌机的碰撞
 84         //2.英雄与敌机的碰撞
 85         //3.英雄与随机奖励的碰撞
 86         function checkHit() {
 87             // 遍历所有的敌机
 88             for (let i = 0; i < awards.length; i++) {
 89                 //检测英雄是否碰到奖励类
 90                 if (awards[i].hit(hero)) {
 91                     //当然了,这个随机奖励的样式也要删了
 92                     awards.splice(i, 1);
 93                     //清除所有的敌机
 94                     // for (let i = 0; i < enemies.length; i++) {
 95                     //   enemies.splice(i, 1);
 96                     // }
 97                     enemies.length = 0;
 98 
 99                 }
100             }
101             for (let i = 0; i < enemies.length; i++) {
102                 //检测英雄是否撞到敌机
103                 if (enemies[i].hit(hero)) {
104                     //将敌机和英雄的destory属性改为true
105                     enemies[i].collide();
106                     hero.collide();
107                 }
108                 for (let j = 0; j < hero.bulletList.length; j++) {
109                     enemies[i].hit(hero.bulletList[j]);
110                     //检测子弹是否撞到敌机
111                     if (enemies[i].hit(hero.bulletList[j])) {
112                         //将敌机和子弹的destory属性改为true
113                         enemies[i].collide();
114                         hero.bulletList[j].collide();
115                     }
116                 }
117             }
118         }
119         // 全局函数 隔一段时间就来初始化一架敌机/奖励
120         function createComponent() {
121             const currentTime = new Date().getTime();
122             if (currentTime - ENEMY_LASTTIME >= ENEMY_CREATE_INTERVAL) {
123                 let ran = Math.floor(Math.random() * 100);
124                 if (ran < 55) {
125                     enemies.push(new Enemy(E1));
126                 } else if (ran < 85 && ran > 55) {
127                     enemies.push(new Enemy(E2));
128                 } else if (ran < 95 && ran > 85) {
129                     enemies.push(new Enemy(E3));
130                 } else if (ran > 95) {
131                     awards.push(new Award(C1));
132 
133                 }
134 
135                 ENEMY_LASTTIME = currentTime;
136             }
137         }
138         // 全局函数 来判断所有的子弹/敌人组件 "负责移动"
139         function judgeComponent() {
140             for (let i = 0; i < hero.bulletList.length; i++) {
141                 hero.bulletList[i].move();
142             }
143             for (let i = 0; i < enemies.length; i++) {
144                 enemies[i].move();
145             }
146             for (let i = 0; i < awards.length; i++) {
147                 awards[i].move();
148             }
149         }
150         // 全局函数 来绘制所有的子弹/敌人组件 绘制score&life面板
151         function paintComponent() {
152             for (let i = 0; i < hero.bulletList.length; i++) {
153                 hero.bulletList[i].paint(context);
154             }
155             for (let i = 0; i < enemies.length; i++) {
156                 enemies[i].paint(context);
157             }
158             for (let i = 0; i < awards.length; i++) {
159                 awards[i].paint(context);
160             }
161             context.font = "20px 微软雅黑";
162             context.fillStyle = "green";
163             context.textAlign = "left";
164             context.fillText("score: " + score, 10, 20);
165             context.textAlign = "right";
166             context.fillText("life: " + life, 480 - 10, 20);
167             //重置样式
168             context.fillStyle = "black";
169             context.textAlign = "left";
170         }
171         // 全局函数 来销毁所有的子弹/敌人组件 销毁掉英雄
172         function deleteComponent() {
173             if (hero.destory) {
174                 life--;
175                 hero.destory = false;
176                 if (life === 0) {
177                     state = END;
178                 } else {
179                     hero = new Hero(HERO);
180                 }
181             }
182             for (let i = 0; i < hero.bulletList.length; i++) {
183                 if (hero.bulletList[i].outOfBounds() || hero.bulletList[i].destory) {
184                     hero.bulletList.splice(i, 1);
185                 }
186             }
187             for (let i = 0; i < enemies.length; i++) {
188                 if (enemies[i].outOfBounds() || enemies[i].destory) {
189                     enemies.splice(i, 1);
190                 }
191             }
192         }
193 
194         //当图片加载完毕时,需要做某些事情
195         bg.addEventListener("load", () => {
196             setInterval(() => {
197                 switch (state) {
198                     case START:
199                         sky.judge();
200                         sky.paint(context);
201                         let logo_x = (480 - copyright.naturalWidth) / 2;
202                         let logo_y = (650 - copyright.naturalHeight) / 2;
203                         context.drawImage(copyright, logo_x, logo_y);
204                         break;
205                     case STARTING:
206                         sky.judge();
207                         sky.paint(context);
208                         loading.judge();
209                         loading.paint(context);
210                         break;
211                     case RUNNING:
212                         sky.judge();
213                         sky.paint(context);
214                         hero.judge();
215                         hero.paint(context);
216                         hero.shoot(context);
217                         createComponent();
218                         judgeComponent();
219                         deleteComponent();
220                         paintComponent();
221                         checkHit();
222                         break;
223                     case PAUSE:
224                         let pause_x = (480 - pause.naturalWidth) / 2;
225                         let pause_y = (650 - pause.naturalHeight) / 2;
226                         context.drawImage(pause, pause_x, pause_y);
227                         break;
228                     case END:
229                         //给我的画笔设置一个字的样式
230                         //后面写出来的字都是这个样式的
231                         context.font = "bold 24px 微软雅黑";
232                         context.textAlign = "center";
233                         context.textBaseline = "middle";
234                         context.fillText("GAME_OVER", 480 / 2, 650 / 2);
235                         break;
236                 }
237             }, 10);
238         });
239 
240 
241         //背景切换方法
242         // function changebg() {
243         //     console.log("changebg方法被触发")
244         //     bg.src = "img/background.png"
245         // }
246     }
247 }
248 export let main_1 = new Main()
249 // export default Main 
main.js

 

 

5.包的入口

首先看一眼package.json

 看main,(这个可以自己调的)

由上图可知,这个包的入口就是index.js了

 

//index.js
export { canvas } from "./config"
export { main_1 } from "./main"

config.js中的canvas

export let canvas = document.createElement('canvas');
canvas.width = 480;
canvas.height = 650;
canvas.ref = canvas;
canvas.style = "border: 1px solid red;"

main.js中的main

export let main_1 = new Main()

 

在这里,用上我们前几天学的语法(嘿嘿)

 

分包完成

 

 

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