先写一个敌机类

/*
创建敌机:
*/
function Enemy(blood,speed,imgs){
//敌机left
this.left = 0;
//敌机top
this.top = 0;
//敌机血量
this.blood = blood;
//敌机速度
this.speed = speed;
//敌机图片集合
this.imgs = imgs;//爆炸前和爆炸后
}
Enemy.prototype = {
constructor:Enemy,
init:function(){
//创建一个元素
var img = document.createElement('img');
//将图片路径赋值给它
img.src=this.imgs[0];
//插入到game中
Engine.game.appendChild(img);
//赋值给敌机的初始图片
this.self = img; //当图片加载完成以后获取图片的高度和宽度
var _this = this;//在函数里面this的指向会改变,所以我们提前报存下来
img.onload = function(){ _this.left = parseInt(Math.random()*(320-img.offsetWidth));
_this.top = -img.offsetHeight;
img.style.left = _this.left+'px';
img.style.top = _this.top+'px';
}; //生成敌机编号并放入引擎的bullet中
this.id = Math.random();
Engine.enemy[this.id]=this;
},
//子弹移动,定时器都交给引擎去做
move:function(){
this.top+=this.speed;
this.self.style.top = this.top+'px';
//越界判断
if(this.top>568+this.self.offsetWidth){
this.destroy();
}
},
destroy:function(){
//销毁
//从页面小时
this.self.remove();
//从内存消失
delete Engine.bullet[this.id];
} }

在去创建小型 中型 大型敌机

/*
创建所有类型的飞机
*/
function SmallEnemy(){
var s = parseInt(Math.random()*3+3);
Enemy.call(this,1,s,['image/enemy1.png','image/enemy1-bang.gif'])
}
SmallEnemy.prototype = {
constructor:SmallEnemy;
__proto__:Enemy.prototype;
} function MiddleEnemy(){
var s = parseInt(Math.random()*3+2);
Enemy.call(this,5,s,['image/enemy2.png','image/enemy2-bang.gif'])
}
MiddleEnemy.prototype = {
constructor:MiddleEnemy;
__proto__:Enemy.prototype;
} function LargeEnemy(){
var s = parseInt(Math.random()*2+1);
Enemy.call(this,10,s,['image/enemy3.png','image/enemy3-bang.gif'])
}
LargeEnemy.prototype = {
constructor:LargeEnemy;
__proto__:Enemy.prototype;
}

去引擎里面不间断的创建敌机

/*
游戏引擎
*/
var Engine = {
//刚开始的游戏状态
gameStatus:false,
//所以敌机
enemy:{},
//子弹
bullet:{},
//得分
score:0,
//背景图片
game:document.querySelector('.game'),
//初始化
init:function(){
this.gameStart();
},
//游戏开始
gameStart:function(){
var _this = this;
//点击图片的时候判断游戏状态
this.game.onclick = function(){
if(!_this.gameStatus){
_this.gameStatus = true;
//移动移动
_this.bgMove();
_this.handleMove();
_this.createPlane();
}
}
},
//背景移动
bgMove:function(){
var y=0;
var _this = this;
this.bgTimer = setInterval(function(){
y+=2;
_this.game.style['background-position-y']=y+'px';
},50)
},
createPlane:function(){
//创建敌机和英雄机
Hero.init(); //创建敌机
var timer = setInterval(function(){
var num = parseInt(Math.random()*15)+1;
switch (num) {
case 1:
case 3:
case 5:
case 7:
case 9:
new SmallEnemy().init();
break;
case 2:
case 4:
case 6:
new MiddleEnemy().init();
case 8:
case 12:
new LargeEnemy().init(); }
},500
)
},
//所有敌机和子弹都要动
handleMove:function(){
var _this=this;
var timer = setInterval(function(){
//创建所有子弹
for(var i in _this.bullet){
_this.bullet[i].move()
}
//c创建所有敌机动
for(var i in
_this.enemy){
_this.enemy[i].move()
}
},30)
}
};
Engine.init();
05-11 17:47