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<!DOCTYPE html> |
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<html> |
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<head> |
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<title>Tank Battle</title> |
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<style> |
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body { |
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margin: 0; |
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overflow: hidden; |
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background: #333; |
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font-family: Arial; |
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} |
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#gameCanvas { |
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background-repeat: repeat; |
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} |
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#instructions { |
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position: fixed; |
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top: 10px; |
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right: 10px; |
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color: white; |
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background: rgba(0,0,0,0.7); |
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padding: 10px; |
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border-radius: 5px; |
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z-index: 1000; |
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} |
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#weaponInfo { |
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position: fixed; |
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top: 150px; |
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right: 10px; |
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color: white; |
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background: rgba(0,0,0,0.7); |
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padding: 10px; |
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border-radius: 5px; |
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z-index: 1000; |
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font-size: 18px; |
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} |
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.button { |
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position: fixed; |
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top: 50%; |
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left: 50%; |
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transform: translate(-50%, -50%); |
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padding: 20px 40px; |
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font-size: 24px; |
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background: #4CAF50; |
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color: white; |
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border: none; |
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border-radius: 5px; |
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cursor: pointer; |
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display: none; |
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z-index: 1000; |
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} |
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#countdown { |
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position: fixed; |
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top: 50%; |
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left: 50%; |
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transform: translate(-50%, -50%); |
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font-size: 72px; |
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color: white; |
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text-shadow: 2px 2px 4px rgba(0,0,0,0.5); |
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z-index: 1000; |
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display: none; |
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} |
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#winMessage { |
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font-size: 72px; |
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background: none; |
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top: 30%; |
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left: 50%; |
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transform: translate(-50%, -50%); |
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z-index: 1001; |
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} |
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#nextRound { |
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top: 80%; |
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z-index: 1000; |
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} |
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#nextRound { |
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top: 80%; |
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} |
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</style> |
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</head> |
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<body> |
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<div id="instructions"> |
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Controls:<br> |
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WASD - Move tank<br> |
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Mouse - Aim<br> |
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Space - Fire<br> |
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C - Switch Weapon<br> |
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R - Toggle Auto-fire |
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</div> |
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<div id="weaponInfo">Current Weapon: Cannon</div> |
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<div id="countdown">3</div> |
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<button id="nextRound" class="button">Next Round</button> |
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<button id="restart" class="button">Restart Game</button> |
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<canvas id="gameCanvas"></canvas> |
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<div id="shop" style="display:none; position:fixed; top:50%; left:50%; transform:translate(-50%,-50%); background:rgba(0,0,0,0.9); padding:20px; border-radius:10px; color:white; z-index:1000;"> |
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<h2>Tank Shop</h2> |
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<div style="display:flex; gap:20px;"> |
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<div id="tank1" style="text-align:center;"> |
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<h3>PZ.IV</h3> |
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<img src="player2.png" width="90" height="50"> |
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<p>300 Gold</p> |
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<p style="color: #4CAF50;">+50% HP</p> |
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<button onclick="buyTank('player2.png', 300, 'tank1')">Buy</button> |
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</div> |
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<div id="tank2" style="text-align:center;"> |
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<h3>TIGER</h3> |
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<img src="player3.png" width="110" height="55"> |
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<p>500 Gold</p> |
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<p style="color: #4CAF50;">+100% HP</p> |
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<p style="color: #ff6b6b;">-30% Speed</p> |
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<button onclick="buyTank('player3.png', 500, 'tank2')">Buy</button> |
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</div> |
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<div id="bf109" style="text-align:center;"> |
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<h3>BF-109</h3> |
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<img src="bf109.png" width="100" height="100"> |
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<p>1000 Gold</p> |
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<p style="color: #4CAF50;">Air support from BF-109</p> |
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<button onclick="buyBF109()">Buy</button> |
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</div> |
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<div id="apcr" style="text-align:center;"> |
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<h3>APCR</h3> |
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<img src="apcr.png" width="80" height="20"> |
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<p>1000 Gold</p> |
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<p style="color: #4CAF50;">+100% Bullet Speed</p> |
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<button onclick="buyAPCR()">Buy</button> |
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</div> |
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</div> |
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</div> |
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<button id="bossButton" class="button">Fight Boss!</button> |
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<div id="winMessage" class="button" style="font-size: 72px; background: none;">You Win!</div> |
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<script> |
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const canvas = document.getElementById('gameCanvas'); |
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const ctx = canvas.getContext('2d'); |
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const nextRoundBtn = document.getElementById('nextRound'); |
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const restartBtn = document.getElementById('restart'); |
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const weaponInfo = document.getElementById('weaponInfo'); |
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const countdownEl = document.getElementById('countdown'); |
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const bossButton = document.getElementById('bossButton'); |
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canvas.width = window.innerWidth; |
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canvas.height = window.innerHeight; |
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let currentRound = 1; |
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let gameOver = false; |
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let currentWeapon = 'cannon'; |
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let enemies = []; |
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let bullets = []; |
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let items = []; |
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let lastShot = 0; |
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let isCountingDown = true; |
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let countdownTime = 3; |
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let autoFire = false; |
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let gold = 0; |
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let isBossStage = false; |
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let effects = []; |
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let hasAPCR = false; |
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let hasBF109 = false; |
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let supportUnits = []; |
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let lastSupportSpawn = 0; |
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|
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const backgroundImg = new Image(); |
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backgroundImg.src = 'city.png'; |
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const playerImg = new Image(); |
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playerImg.src = 'player.png'; |
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const enemyImg = new Image(); |
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enemyImg.src = 'enemy.png'; |
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const bulletImg = new Image(); |
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bulletImg.src = 'apcr2.png'; |
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|
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const cannonSound = new Audio('firemn.ogg'); |
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const machinegunSound = new Audio('firemg.ogg'); |
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const enemyFireSound = new Audio('fireenemy.ogg'); |
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const bgm = new Audio('BGM2.ogg'); |
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const countSound = new Audio('count.ogg'); |
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const deathSound = new Audio('death.ogg'); |
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bgm.loop = true; |
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enemyFireSound.volume = 0.5; |
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const weapons = { |
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cannon: { |
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fireRate: 1000, |
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damage: 0.25, |
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bulletSize: 5, |
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sound: cannonSound |
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}, |
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machinegun: { |
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fireRate: 200, |
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damage: 0.05, |
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bulletSize: 2, |
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sound: machinegunSound |
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} |
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}; |
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const player = { |
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x: canvas.width/2, |
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y: canvas.height/2, |
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speed: 5, |
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angle: 0, |
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width: 100, |
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height: 45, |
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health: 1000, |
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maxHealth: 1000 |
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}; |
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function startCountdown() { |
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isCountingDown = true; |
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countdownTime = 3; |
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countdownEl.style.display = 'block'; |
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countdownEl.textContent = countdownTime; |
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bgm.pause(); |
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countSound.play(); |
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const countInterval = setInterval(() => { |
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countdownTime--; |
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if(countdownTime <= 0) { |
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clearInterval(countInterval); |
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countdownEl.style.display = 'none'; |
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isCountingDown = false; |
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bgm.play(); |
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} |
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countdownEl.textContent = countdownTime > 0 ? countdownTime : 'GO!'; |
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}, 1000); |
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} |
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class Effect { |
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constructor(x, y, duration, type, angle = 0, parent = null) { |
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this.x = x; |
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this.y = y; |
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this.startTime = Date.now(); |
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this.duration = duration; |
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this.type = type; |
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this.angle = angle; |
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this.parent = parent; |
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this.offset = { x: Math.cos(angle) * 30, y: Math.sin(angle) * 30 }; |
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this.img = new Image(); |
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this.img.src = type === 'death' ? 'bang.png' : 'fire2.png'; |
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} |
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update() { |
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if(this.parent && this.type === 'fire') { |
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this.x = this.parent.x + this.offset.x; |
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this.y = this.parent.y + this.offset.y; |
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this.angle = this.parent.angle; |
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} |
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} |
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isExpired() { |
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return Date.now() - this.startTime > this.duration; |
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} |
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} |
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class SupportUnit { |
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constructor(yPosition) { |
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this.x = 0; |
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this.y = yPosition; |
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this.speed = 5; |
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this.lastShot = 0; |
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this.width = 100; |
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this.height = 100; |
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this.angle = 0; |
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this.img = new Image(); |
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this.img.src = 'bf109.png'; |
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} |
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update() { |
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this.x += this.speed; |
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const now = Date.now(); |
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if (now - this.lastShot > 200) { |
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this.shoot(); |
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this.lastShot = now; |
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} |
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return this.x < canvas.width; |
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} |
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shoot() { |
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machinegunSound.cloneNode().play(); |
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bullets.push({ |
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x: this.x + Math.cos(this.angle) * 30, |
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y: this.y + Math.sin(this.angle) * 30, |
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angle: this.angle, |
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speed: 10, |
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isEnemy: false, |
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damage: weapons.machinegun.damage, |
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size: weapons.machinegun.bulletSize |
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}); |
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} |
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} |
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class Enemy { |
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constructor(isBoss = false) { |
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this.x = Math.random() * canvas.width; |
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this.y = Math.random() * canvas.height; |
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this.health = isBoss ? 15000 : 1000; |
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this.maxHealth = this.health; |
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this.speed = isBoss ? 1 : 2; |
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this.lastShot = 0; |
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this.shootInterval = isBoss ? 1000 : 1000; |
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this.angle = 0; |
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this.width = 100; |
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this.height = 45; |
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this.moveTimer = 0; |
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this.moveInterval = Math.random() * 2000 + 1000; |
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this.moveAngle = Math.random() * Math.PI * 2; |
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this.isBoss = isBoss; |
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if (isBoss) { |
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this.enemyImg = new Image(); |
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this.enemyImg.src = 'boss.png'; |
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} else if (currentRound >= 7) { |
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this.enemyImg = new Image(); |
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this.enemyImg.src = 'enemy3.png'; |
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} else if (currentRound >= 4) { |
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this.enemyImg = new Image(); |
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this.enemyImg.src = 'enemy2.png'; |
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} |
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} |
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update() { |
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if(isCountingDown) return; |
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const now = Date.now(); |
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if (now - this.moveTimer > this.moveInterval) { |
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this.moveAngle = Math.random() * Math.PI * 2; |
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this.moveTimer = now; |
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} |
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this.x += Math.cos(this.moveAngle) * this.speed; |
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this.y += Math.sin(this.moveAngle) * this.speed; |
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this.x = Math.max(this.width/2, Math.min(canvas.width - this.width/2, this.x)); |
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this.y = Math.max(this.height/2, Math.min(canvas.height - this.height/2, this.y)); |
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this.angle = Math.atan2(player.y - this.y, player.x - this.x); |
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if (now - this.lastShot > this.shootInterval && !isCountingDown) { |
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this.shoot(); |
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this.lastShot = now; |
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} |
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} |
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shoot() { |
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const sound = this.isBoss ? new Audio('firemn.ogg') : enemyFireSound.cloneNode(); |
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sound.play(); |
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effects.push(new Effect( |
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this.x + Math.cos(this.angle) * 30, |
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this.y + Math.sin(this.angle) * 30, |
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500, |
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'fire', |
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this.angle, |
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this |
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)); |
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bullets.push({ |
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x: this.x + Math.cos(this.angle) * 30, |
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y: this.y + Math.sin(this.angle) * 30, |
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angle: this.angle, |
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speed: this.isBoss ? 10 : 5, |
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isEnemy: true, |
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size: this.isBoss ? 5 : 3, |
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damage: this.isBoss ? 300 : 150 |
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}); |
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} |
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} |
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function showShop() { |
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document.getElementById('shop').style.display = 'block'; |
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} |
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const defaultPlayerStats = { |
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maxHealth: 1000, |
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speed: 5, |
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width: 100, |
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height: 45 |
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}; |
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function buyTank(tankImg, cost, tankId) { |
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if (gold >= cost) { |
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gold -= cost; |
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playerImg.src = tankImg; |
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document.getElementById(tankId).style.display = 'none'; |
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document.getElementById('shop').style.display = 'none'; |
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if (tankId === 'tank1') { |
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player.maxHealth = 1500; |
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player.speed = defaultPlayerStats.speed; |
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player.width = 90; |
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player.height = 50; |
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} |
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else if (tankId === 'tank2') { |
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player.maxHealth = 2000; |
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player.speed = defaultPlayerStats.speed * 0.7; |
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player.width = 100; |
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player.height = 45; |
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} |
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player.health = player.maxHealth; |
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} |
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} |
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function buyAPCR() { |
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if (gold >= 1000 && !hasAPCR) { |
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gold -= 1000; |
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hasAPCR = true; |
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document.getElementById('apcr').style.display = 'none'; |
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document.getElementById('shop').style.display = 'none'; |
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} |
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} |
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function buyBF109() { |
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if (gold >= 1000 && !hasBF109) { |
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gold -= 1000; |
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hasBF109 = true; |
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document.getElementById('bf109').style.display = 'none'; |
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document.getElementById('shop').style.display = 'none'; |
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} |
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} |
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function initRound() { |
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enemies = []; |
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for(let i = 0; i < 1 * currentRound; i++) { |
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enemies.push(new Enemy()); |
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} |
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player.health = player.maxHealth; |
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bullets = []; |
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items = []; |
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supportUnits = []; |
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lastSupportSpawn = 0; |
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startCountdown(); |
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} |
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function startBossStage() { |
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isBossStage = true; |
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enemies = []; |
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enemies.push(new Enemy(true)); |
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player.health = player.maxHealth; |
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bullets = []; |
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items = []; |
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document.getElementById('bossButton').style.display = 'none'; |
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bgm.src = 'BGM.ogg'; |
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startCountdown(); |
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} |
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canvas.addEventListener('mousemove', (e) => { |
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player.angle = Math.atan2(e.clientY - player.y, e.clientX - player.x); |
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}); |
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const keys = {}; |
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document.addEventListener('keydown', e => { |
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keys[e.key] = true; |
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if(e.key.toLowerCase() === 'c') { |
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currentWeapon = currentWeapon === 'cannon' ? 'machinegun' : 'cannon'; |
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weaponInfo.textContent = `Current Weapon: ${currentWeapon.charAt(0).toUpperCase() + currentWeapon.slice(1)}`; |
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} else if(e.key.toLowerCase() === 'r') { |
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autoFire = !autoFire; |
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} |
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}); |
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document.addEventListener('keyup', e => keys[e.key] = false); |
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function fireBullet() { |
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if(isCountingDown) return; |
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const weapon = weapons[currentWeapon]; |
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const now = Date.now(); |
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if ((keys[' '] || autoFire) && now - lastShot > weapon.fireRate) { |
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weapon.sound.cloneNode().play(); |
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effects.push(new Effect( |
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player.x + Math.cos(player.angle) * 30, |
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player.y + Math.sin(player.angle) * 30, |
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500, |
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'fire', |
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player.angle, |
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player |
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)); |
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bullets.push({ |
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x: player.x + Math.cos(player.angle) * 30, |
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y: player.y + Math.sin(player.angle) * 30, |
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angle: player.angle, |
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speed: hasAPCR ? 20 : 10, |
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isEnemy: false, |
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damage: weapon.damage, |
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size: weapon.bulletSize, |
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isAPCR: hasAPCR |
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}); |
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lastShot = now; |
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} |
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} |
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function updateGame() { |
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if(gameOver) return; |
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if(!isCountingDown) { |
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|
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if(keys['w']) player.y -= player.speed; |
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if(keys['s']) player.y += player.speed; |
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if(keys['a']) player.x -= player.speed; |
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if(keys['d']) player.x += player.speed; |
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player.x = Math.max(player.width/2, Math.min(canvas.width - player.width/2, player.x)); |
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player.y = Math.max(player.height/2, Math.min(canvas.height - player.height/2, player.y)); |
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fireBullet(); |
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} |
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|
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if (hasBF109 && !isCountingDown) { |
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const now = Date.now(); |
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if (now - lastSupportSpawn > 10000) { |
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|
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supportUnits.push( |
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new SupportUnit(canvas.height * 0.2), |
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new SupportUnit(canvas.height * 0.5), |
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new SupportUnit(canvas.height * 0.8) |
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); |
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lastSupportSpawn = now; |
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} |
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|
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supportUnits = supportUnits.filter(unit => unit.update()); |
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} |
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enemies.forEach(enemy => enemy.update()); |
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if(!isCountingDown) { |
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bullets = bullets.filter(bullet => { |
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bullet.x += Math.cos(bullet.angle) * bullet.speed; |
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bullet.y += Math.sin(bullet.angle) * bullet.speed; |
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if(!bullet.isEnemy) { |
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enemies = enemies.filter(enemy => { |
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const dist = Math.hypot(bullet.x - enemy.x, bullet.y - enemy.y); |
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if(dist < 30) { |
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let damage = currentWeapon === 'cannon' ? 250 : 50; |
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enemy.health -= damage; |
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if(enemy.health <= 0) { |
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spawnHealthItem(enemy.x, enemy.y); |
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gold += 100; |
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|
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effects.push(new Effect(enemy.x, enemy.y, 1000, 'death')); |
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deathSound.cloneNode().play(); |
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return false; |
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} |
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if(player.health <= 0) { |
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gameOver = true; |
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restartBtn.style.display = 'block'; |
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effects.push(new Effect(player.x, player.y, 1000, 'death')); |
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deathSound.cloneNode().play(); |
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} |
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return true; |
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} |
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return true; |
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}); |
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} else { |
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const dist = Math.hypot(bullet.x - player.x, bullet.y - player.y); |
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if(dist < 30) { |
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player.health -= bullet.damage || 100; |
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if(player.health <= 0) { |
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gameOver = true; |
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restartBtn.style.display = 'block'; |
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} |
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return false; |
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} |
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} |
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return bullet.x >= 0 && bullet.x <= canvas.width && |
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bullet.y >= 0 && bullet.y <= canvas.height; |
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}); |
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items = items.filter(item => { |
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const dist = Math.hypot(item.x - player.x, item.y - player.y); |
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if(dist < 30) { |
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player.health = Math.min(player.health + 200, player.maxHealth); |
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return false; |
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} |
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return true; |
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}); |
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if(enemies.length === 0) { |
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if (!isBossStage) { |
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if(currentRound < 10) { |
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nextRoundBtn.style.display = 'block'; |
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showShop(); |
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} else { |
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document.getElementById('bossButton').style.display = 'block'; |
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} |
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} else { |
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gameOver = true; |
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document.getElementById('winMessage').style.display = 'block'; |
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restartBtn.style.display = 'block'; |
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bgm.pause(); |
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const victorySound = new Audio('victory.ogg'); |
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victorySound.play(); |
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} |
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} |
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} |
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enemies.forEach(enemy => enemy.update()); |
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} |
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function spawnHealthItem(x, y) { |
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items.push({x, y}); |
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} |
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function drawHealthBar(x, y, health, maxHealth, width, height, color) { |
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ctx.fillStyle = '#333'; |
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ctx.fillRect(x - width/2, y - height/2, width, height); |
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ctx.fillStyle = color; |
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ctx.fillRect(x - width/2, y - height/2, width * (health/maxHealth), height); |
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} |
|
function drawGame() { |
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ctx.clearRect(0, 0, canvas.width, canvas.height); |
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const pattern = ctx.createPattern(backgroundImg, 'repeat'); |
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ctx.fillStyle = pattern; |
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ctx.fillRect(0, 0, canvas.width, canvas.height); |
|
|
|
|
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ctx.save(); |
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ctx.translate(player.x, player.y); |
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ctx.rotate(player.angle); |
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ctx.drawImage(playerImg, -player.width/2, -player.height/2, player.width, player.height); |
|
ctx.restore(); |
|
|
|
|
|
drawHealthBar(canvas.width/2, 30, player.health, player.maxHealth, 200, 20, 'green'); |
|
|
|
|
|
enemies.forEach(enemy => { |
|
ctx.save(); |
|
ctx.translate(enemy.x, enemy.y); |
|
ctx.rotate(enemy.angle); |
|
const img = enemy.isBoss ? enemy.enemyImg : (enemy.enemyImg || enemyImg); |
|
ctx.drawImage(img, -enemy.width/2, -enemy.height/2, enemy.width, enemy.height); |
|
ctx.restore(); |
|
drawHealthBar(enemy.x, enemy.y - 40, enemy.health, enemy.maxHealth, 60, 5, 'red'); |
|
}); |
|
supportUnits.forEach(unit => { |
|
ctx.save(); |
|
ctx.translate(unit.x, unit.y); |
|
ctx.rotate(unit.angle); |
|
ctx.drawImage(unit.img, -unit.width/2, -unit.height/2, unit.width, unit.height); |
|
ctx.restore(); |
|
}); |
|
|
|
bullets.forEach(bullet => { |
|
if (bullet.isEnemy || !bullet.isAPCR) { |
|
ctx.beginPath(); |
|
ctx.fillStyle = bullet.isEnemy ? 'red' : 'blue'; |
|
ctx.arc(bullet.x, bullet.y, bullet.size, 0, Math.PI * 2); |
|
ctx.fill(); |
|
} else { |
|
ctx.save(); |
|
ctx.translate(bullet.x, bullet.y); |
|
ctx.rotate(bullet.angle); |
|
|
|
const width = currentWeapon === 'machinegun' ? 10 : 20; |
|
const height = currentWeapon === 'machinegun' ? 5 : 10; |
|
ctx.drawImage(bulletImg, -width/2, -height/2, width, height); |
|
ctx.restore(); |
|
} |
|
}); |
|
|
|
items.forEach(item => { |
|
ctx.beginPath(); |
|
ctx.fillStyle = 'green'; |
|
ctx.arc(item.x, item.y, 10, 0, Math.PI * 2); |
|
ctx.fill(); |
|
}); |
|
|
|
|
|
ctx.fillStyle = 'white'; |
|
ctx.font = '24px Arial'; |
|
ctx.fillText(`Round ${currentRound}/10`, 10, 30); |
|
ctx.fillText(`Gold: ${gold}`, 10, 60); |
|
|
|
|
|
effects = effects.filter(effect => !effect.isExpired()); |
|
effects.forEach(effect => { |
|
effect.update(); |
|
ctx.save(); |
|
ctx.translate(effect.x, effect.y); |
|
if(effect.type === 'fire') ctx.rotate(effect.angle); |
|
|
|
const size = effect.type === 'death' ? 75 : 42; |
|
ctx.drawImage(effect.img, -size/2, -size/2, size, size); |
|
ctx.restore(); |
|
}); |
|
|
|
if(isCountingDown) { |
|
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)'; |
|
ctx.fillRect(0, 0, canvas.width, canvas.height); |
|
} |
|
} |
|
|
|
|
|
function gameLoop() { |
|
updateGame(); |
|
drawGame(); |
|
requestAnimationFrame(gameLoop); |
|
} |
|
|
|
nextRoundBtn.addEventListener('click', () => { |
|
currentRound++; |
|
nextRoundBtn.style.display = 'none'; |
|
document.getElementById('shop').style.display = 'none'; |
|
initRound(); |
|
}); |
|
|
|
bossButton.addEventListener('click', startBossStage); |
|
|
|
restartBtn.addEventListener('click', () => { |
|
currentRound = 1; |
|
gameOver = false; |
|
isBossStage = false; |
|
gold = 0; |
|
hasAPCR = false; |
|
hasBF109 = false; |
|
supportUnits = []; |
|
|
|
restartBtn.style.display = 'none'; |
|
document.getElementById('winMessage').style.display = 'none'; |
|
document.getElementById('tank1').style.display = 'block'; |
|
document.getElementById('tank2').style.display = 'block'; |
|
document.getElementById('apcr').style.display = 'block'; |
|
document.getElementById('bf109').style.display = 'block'; |
|
|
|
playerImg.src = 'player.png'; |
|
bgm.src = 'BGM2.ogg'; |
|
bgm.play(); |
|
initRound(); |
|
}); |
|
|
|
Promise.all([ |
|
new Promise(resolve => backgroundImg.onload = resolve), |
|
new Promise(resolve => playerImg.onload = resolve), |
|
new Promise(resolve => enemyImg.onload = resolve) |
|
]).then(() => { |
|
initRound(); |
|
gameLoop(); |
|
bgm.play(); |
|
}); |
|
|
|
window.addEventListener('resize', () => { |
|
canvas.width = window.innerWidth; |
|
canvas.height = window.innerHeight; |
|
}); |
|
</script> |
|
</body> |
|
</html> |